National Repository of Grey Literature 310 records found  beginprevious225 - 234nextend  jump to record: Search took 0.04 seconds. 
Graphical Interface for Head-up Display
Pomikálek, Jiří ; Vlk, Jan (referee) ; Chudý, Peter (advisor)
This bachelor thesis addresses the visualization of flight data. The aim of the thesis is to design and implement the visual interface of a head-up display. Emphasis is placed on using the right symbology, maintaining the clarity of the flight information and simultaneously integrating application into a flight simulator with motion platform, using virtual reality technologies.
Creation and Demonstration of Assets for VR Application
Zouhar, Marek ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
This thesis deals with the concept of virtual reality, its history, present-day possibilities and available devices and technologies for virtual reality and ways of creating assets such as models, textures and animations for virtual reality applications. The practical part of this work deals with design and creation of three-dimensional models, textures, animations and environment for use in interactive application in virtual reality and also with design and creation of such application to demonstrate their use.
VR Interactive Application
Novotný, Miroslav ; Tóth, Michal (referee) ; Milet, Tomáš (advisor)
The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.  
Vývoj v oboru virtuální reality - analýza stávajících podniků v Praze
Moroz, Bohdana ; Štěrbová, Ludmila (advisor) ; Halík, Jaroslav (referee)
This thesis analyses the development of virtual reality industry. The theoretical part of this paper is dedicated to the evolution of virtual reality industry throughout the years, it identifies main reasons why virtual reality did not become viral in the past and provides a correlation between the prices for VR headsets and level of technology adoption. Also, it describes which stage of industry life cycle virtual reality is and compares it with the technology adoption process. In this part of the thesis, also, are analysed businesses that operate in Prague and their role in the adoption of new technology. The practical part of this paper is the result of quantitative research conducted in order to understand what percentage of people have already tried virtual reality services, to evaluate their experiences and to figure out who is the typical consumer of VR offering business in Prague based on customers of Torch VR in a period between August 2016 and beginning of April 2017.
Influence of Computer Games on Aggressive Behaviour of the Pupils of the Older School Age
Zavadilová, Petra ; Kučírek, Jiří (advisor) ; Hanušová, Jaroslava (referee)
The diploma work focuses on a topic which is often discussed in the Czech Republic as well as worldwide. The topic in question is the influence of computer games with elements of aggression and violence on aggressive behaviour of teenagers. The work consists of two parts - a theoretical and an empirical one. The theoretical part has four chapters dealing with theoretical knowledge on the subject. In the empirical part the qualitative research strategy was used - questionnaire method and semi structured interview. The research sample consisted of five pupils from the 9th grade of an elementary school. The main aim of the diploma work will be to establish the subjective perception of the influence of computer games with elements of aggression and violence on aggressive behaviour of pupils of older school age. The secondary aim will be establishing the attitudes of the pupils of older school age to violent and aggressive scenes in computer games and mapping the intrusion of computer games into everyday life of pupils from the point of view of computer games preferences and the time they spend playing computer games during the day. Qualitative research showed that four out of five respondents really subjectively feel that computer games with elements of violence and aggression strengthen their...
Use of virtual reality to evaluate dynamic postural stability in beachvoleyball players
Hlaváčková, Anna ; Pánek, David (advisor) ; Stupková, Michaela (referee)
Title: Use of virtual reality to evaluate the dynamic postural stability in beachvoleyball players Objectives: The aim of the study was to evaluate if the dynamic postural stability of trained beachvoleyball players is affected by training. Also I tried to evaluate, if the final score of equilibrium will be higher, than in regular population. For testing was also used virtual reality to stimulate vestibular apparatus. Virtual reality was used as a disturbing element. NeuroCom Smart Equi Test was used as an evaluation factor of dynamic postural stbility. Methods: The research involved a total of 20 females - 10 beachvoleyball players and 10 healthy persons performing activities of daily living. We investigated dynamic postural stability on device called NeuroCom Smart Equi Test. For evaluation of dynamic postural stability was used Head Shake Test - Sensory Organisation Test. This test was taken twice, second time after intervetion by virtual reality. Data were analyzed by statistical t-test method. Result: Statisticly significant result was found only in the case of a Sensory Organisation Test condiition 5 and 6 in comparison between both groups and Head Shake test-SOT2 in latero- lateral movement of the head at the controle group. The results confirmed the effect of playing beachvoleyball on...
Visual neurorehabilitation by the incomplete spinal cord injury patients
Polák, Alois ; Pánek, David (advisor) ; Pavlů, Dagmar (referee)
The aim of the study: The aim of this work is to find out the possibilities to influence the clinical state of the patients suffering with incomplete spinal cord lesion syndrome with the help of a therapeutic video played through a virtual reality helmet. Methods: The research was conducted with 22 probands (15 males and 7 females) aged between 27 and 76 years (the average age of 55±14 years) from the client of Rehabilitation Centre Kladruby. The probands were divided into two homogenised groups with the same number of members. The control group received a standard rehabilitation programme set by the Rehabilitation Centre. The research group followed the same plan but in addition to this, they were given helmets, and a video with virtual reality was played daily on the total of 30 occasions. The clinical state before conducting the research and after was evaluated using the standard test ASIA impairment scale where the observed transformation was the total of motoric points for the lower limbs. Initial and final examination was conducted by professional and highly trained staff at Kladruby, always doctors. The variance between the initial and the final examination results and the length of stay at the centre were used to set the relative transformation of the clinical state in comparison with the...
Use of augmented reality in media and advertising
Jakubičková, Dominika ; Sládková, Hana (advisor) ; Topinková, Martina (referee)
This bachelor thesis focuses on the phenomenon of augmented reality and its use in media and advertising. The aim of this study is to provide theoretical background of the augmented reality technology, its position in context of media studies and also to gather informations about a practical use in advertising. The first part contains the definitions of augmented reality and related terms, such as virtual reality, augmented display technology, specialized software and portable or mobile computers. I will also add a summary of the historical development in this field of study. The rest of the theoretical section deals with media and advertising characteristics, especially from new media approach, which is characterized by specific attributes of interaction, participation and marketing features. I will also add the relevant data from the quantitative content analysis of advertising campaigns with use of augmented reality. The results will also serve as basis for the summary of characteristic procedures and trends in the field of advertising campaigns.
Active Wii video game system as a form of balance training - pilot study
Reichertová, Simona ; Medunová, Kateřina (advisor) ; Pospíšilová, Mariana (referee)
Introduction: The theoretical part of the thesis summarizes findings from foreign literature on virtual reality and its use in rehabilitation, as well as the possibility of the benefits of active video games as part of balance training, specifically gaming console Nintendo Wii. The practical part is a pilot study to evaluate the effect of balance training in patients with cerebral palsy using this gaming console. Methods: The study included five patients with cerebral palsy, three in the form of spastic hemiparesis, two in the form of spastic triparesis. Patients were aged 8-18 years. Therapy took place on the Nintendo Wii, selecting five games from cd/dvd Wii Fit Plus. Patients underwent a total of 8 treatments with a frequency of once a week. One therapy lasted 20-30 minutes, according to success in individual games. The effect of therapy was evaluated using the Balance Master, specifically through tests Weight / Bearing squat (weight distribution of the lower limbs), mCTSIB (modified test balance sensory interaction) Limits of Stability (CoG sway to the borders of support base), Rhytmic Weight Shift (fast active transfer of CoG), Walk Across, Tandem walk and Step/Quick Turn (walking with a turn). For statistical evaluation and comparison of the results before and after treatment was used...
Virtual reality - aesthetic consequences
Benda, Lubor ; Zuska, Vlastimil (advisor) ; Ševčík, Miloš (referee)
In the present work we study key structural points of the theory of fictional worlds, looking for the similar points in virtual reality worlds and then experimentaly overlaying both sets. Main scope of this study is clear definition of borders between fictional and virtual worlds. At the end, we will see the main differencies as well as an common grounds of fiction and virtual reality, which will be helpful for further aesthetic studies of medium of virtual reality and its contents, the virtual reality worlds.

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