National Repository of Grey Literature 289 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Ritterkreuz: Action Game with Artificial Intelligence
Kubala, Jan ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
Tato práce si klade za cíl vytvořit akční počítačovou hru, která krom očekávaných herních mechanik dokáže také zajímavým způsobem poskytnout informace o historii. Hra je tvořena v herním enginu Unity a kvůli rozsahu práce využívá i placené assety pro balistiku, pathfinding a prostředí úrovně. Hra obsahuje jednu úroveň, která se snaží autenticky vyobrazit jablunkovský incident, což byla přestřelka mezi německou záškodnickou jednotkou a polskou posádkou na Česko-polském pohraničí. Je to plíživá taktická střílečka z prvního pohledu, která se zaměřuje na vylepšený pohyb hráče, umělou inteligenci nepřátel a věrné vyobrazení tamější oblasti. Pohyb hráče je řešení založené na fyzice dělané na míru s rozšířenými možnostmi pohybu, jako přikrčení s několika úrovněmi, či dynamické lezení přes překážky. Umělá inteligence nepřátel jim umožňuje se pohybovat v klidném i bojovém prostředí a stejně jako hráč používají zbraně, jejichž projektily jsou balisticky simulované. Pro co nejbližší příblížení se dané oblasti byla využita reálná cloud pointová data z dané lokality, pomocí nichž se vygeneroval terén mapy. Dále byla přidána sekce s dokumenty a popisky zkompilované z různých výpovědí, které mají za úkol hráče obeznámit s okolnostmi této přestřelky.
Shadow robot: manipulation of a robot model in augmented reality
Halenár, Timotej ; Bambušek, Daniel (referee) ; Materna, Zdeněk (advisor)
Bakalárska práca sa zaoberá manipuláciou s modelom robota v rozšírenej realite za využitia aplikácie pre tablet. Riešenie rozširuje možnosti interakcie v existujúcej aplikácii na vizuálne programovanie robotov -- AREditor. Užívateľ potrebuje pri programovaní v AREditore nastaviť pózu robota, aby mohol definovať body v priestore, na ktoré sa má robot dostať pri vykonávaní programu. Stávajúce riešenie v aplikácii umožňuje iba krokovať fyzického robota po malých inkrementoch pozdĺž osí, čo je nedostatočné pre väčšinu účelov. Hlavným cieľom práce je navrhnúť a implementovať systém, pomocou ktoréhu bude užívateľ schopný rýchlo a jednoducho nastaviť pózu modelu robota, ktorý je premietnutý na obrazovke cez skutočného robota. Užívateľ najskôr ľubovoľne nastaví pózu modelu robota, a následne pošle príkaz skutočnému robotovi, aby zvolenú pózu skopíroval. V riešení bolo využité 3D gizmo, ktorého polohu sleduje koncový bod robotického ramena. Gizmo je možné presúvať v priestore za využitia kamery tabletu a rozšírenej reality, a jeho pohyb je možné obmedziť na jednotlivé osi či roviny v priestore. Riešenie poskytuje možnosť ovládať citlivosť, s akou hýbeme bodom v priestore, možnosť zmeniť súradnicový systém, a samostatné ovládanie pre vzdialenosť gizma od tabletu. Vytvorené riešenie ponúka pohodlnejší spôsob, akým sa dá nastaviť poloha robota, a môže zefektívniť proces programovania.
Interaction with a Collaborative Robot using Augmented Reality
Zmrzlý, Daniel ; Milet, Tomáš (referee) ; Bambušek, Daniel (advisor)
This thesis focuses on the implementation of the possibility of interaction with a collaborative robot using Microsoft HoloLens 2 technology in an augmented reality environment. The work builds on the existing AREditor solution for tablet devices and adds the missing AREditor functionality to Microsoft HoloLens 2 glasses. Using these glasses and the ARCOR2 framework, it is possible to manipulate the physical robot and its model. In the initial phase of the implementation, several approaches were proposed for the user to interact with the robot, and then the solution with the most positive response was selected. The final solution succumbed to user experiments where participants evaluated the usability and compared the final solution of the two AREditors.
Visualization Tool for a Drone Pilot in HoloLens Headset
Komárek, Jakub ; Beran, Vítězslav (referee) ; Bambušek, Daniel (advisor)
The aim of this thesis is the creation of a modern tool to facilitate the operation of drones, especially in professional sphere. The tool created by the author aims to facilitate the planning routine of the usual missions drones and help in its safe execution. The tool was also created with regard to the legislative restrictions on drone operations and contributes to their correct compliance. The author has addressed the issue with the help of a client-server application created in an augmented reality environment in HoloLens 2. The assistance in piloting is to be provided by a "heads up display" component that moves along with the drone and displays flight variables around it along with the video feed from the drone's camera. To facilitate mission planning, a 3D mini-map is implemented that provides information about the planned mission is projected onto the world around the pilot. The thesis is experimental in nature and has to determine the applicability of augmented reality in the professional operation of the drone. The results of the work are evaluated from data collected during extensive user testing, which included Comparison of the existing Litchi application with the developed application in the prepared test environment scenarios. The results showed that the interface is usable and can compete reasonably current conventional solutions. In some aspects the existing interface outperforms.
Genetic Algorithms Based Game in Unity
Bábek, Radomír ; Beran, Vítězslav (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the areas of game development and genetic algorithms. It describes the design and implementation of the game PlantEVO, which features special fighting plants. The player's task is to understand the workings of the genetic algorithm and to use it as efficiently as possible in breeding his plants. After then the strength of his plants is tested in online battles against other players. The battles are designed in a turn-based strategy combat style. The game uses a client-server architecture. The client is programmed in the Unity game engine, the server uses the REST API architecture.
Design of a Universal Digital-Twin for the EDUset ONE Robotic Cell
Hrubý, Tomáš ; Hůlka, Tomáš (referee) ; Lacko, Branislav (advisor)
This thesis focuses on the creation of a digital twin for the EDUSet ONE robotic cell, which is part of the Intemac research centre. The theoretical part introduces the concept of Industry 4.0 and describes its sub-elements. The following part of the theory is dedicated to the digital twin, its history, definition and types. It also includes examples of applications in several different sectors of human activity. The next chapter explores the available visualization environments for creating robotic applications. The last theoretical part of the thesis focuses on the robotic cell and its components, which consist mainly of the UR10e collaborative robotic arm and a 5-axis CNC milling machine. The actual solution includes the creation of the twin, which consists of the modification of CAD models and development in Unity. Integral to the practical implementation of the digital twin is the design of the robotic cell scene, the implementation of a wide range of subroutines, a user-friendly interface and an OPC UA client solution for system integration with a Siemens programmable logic controller (PLC).
Game Demo with Non-Trivial World Rendering
Sila, Alexander ; Čižmarik, Roman (referee) ; Milet, Tomáš (advisor)
The aim of this work is to utilize non-trivial rendering methods to create new gameplay mechanics that utilize unusual portal displays. The solution to this problem is primarily based on the utilization of the stencil buffer, which is used for creating 2D effects, thus it is commonly employed in rendering flat portals. However, in this work, this effect is employed for spherical portals in a 3D space. Additionally, this unconventional type of portal intersects dimensions of worlds within the gaming environment. Game objects that appear at the boundary of these dimensions are partially rendered, including modified shadows. The concept of this game is set in a procedurally generated world, utilizing the Unity job system for parallel generation. Enemy artificial intelligence utilizes a virtual navigation space to move within this complex environment. Furthermore, the game is enhanced with inventory management, advanced animation system, world saving, and many other functionalities. The outcome of this work is a fully playable game demo that brings an innovative approach to game design and expands the possibilities of this genre.
Hra na motivy metroidvania s psychologickými prvky
Štípek, Jiří ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
Inner Shadows is a video game where the main character battles and gradually overcomes his phobias, which seemingly threaten the world. The game offers an experience of confronting the dark sides of the psyche and illusions. The main character gradually develops his skills, leading to the revelation of the profound impact of fear on human perception. Inner Shadows mediates the experience and reflection on one's own phobias and their impact on reality. The game creates a space for confronting phobias, enabling the gradual overcoming of fears and the acquisition of skills for their resolution. The goal is to explore the potential of video games as a tool for processing emotional problems, especially phobias, and their influence on players. The resulting video game is created using the Unity game development engine.
Cooperative Game with Space-Time Duality
Czakan, Vojtěch ; Kapinus, Michal (referee) ; Polášek, Tomáš (advisor)
Tato práce detailně popisuje vývoj kooperativní videohry, ve které dva hráči, každý ve své dimenzi, manipulují časem k postupu úrovněmi a současně se potýkají s nebezpečnými překážkami. Hra byla vyvinuta pomocí enginu Unity, rozšířeného o Netcode for GameObjects a Unity Relay. Řešení nabízí jedinečný multiplayerový zážitek, který klade důraz na komunikaci, strategii a koordinaci mezi hráči. Implementace prokázala proveditelnost kombinace složitých mechanik manipulace časem s robustní podporou multiplayeru pro zlepšení herního zážitku.
View-dependent Game Mechanics
Zdeněk, Jan ; Polášek, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor thesis is to create a simple computer game in Unity that is based on a change of perspective. Furthermore, this solution includes procedural level generation, which is implemented using the cellular automaton and the marching squares algorithm. The result is thus a game that falls into the roguelike genre, providing the user with the possibility to change perspective from a top-down view to a profile view. The main task of the player is to reach the highest level and, by gradually upgrading the character, gain an advantage for the next run.

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