National Repository of Grey Literature 24 records found  1 - 10nextend  jump to record: Search took 0.02 seconds. 
Futuristic Aircraft Cockpit Design
Zembjaková, Martina ; Vlk, Jan (referee) ; Chudý, Peter (advisor)
Táto bakalárska práca sa zaoberá modernou vizualizáciou letových dát. Obsahuje historický vývoj návrhu vizualizácie letových dát v pilotnej kabíne a súčasné trendy vizualizácie letových dát. Ďalej je v práci popísaný matematicko-fyzikálny popis lietadla, návrh vizualizácie futuristického displeja so zameraním na jednopilotnú prevádzku a jeho samotná implementácia v prostredí 3D grafického softvéru. Aplikácia je navrhnutá pre použitie v leteckom simulátore.
Using virtual reality in design process
Hlavatý, Michal ; Novotný, Tomáš (referee) ; Augste, Jan (advisor)
Master thesis deals with the possibility of using virtual reality in the construction process and points to new possibilities for non-traditional controlling of devices. The aim of this thesis is to become familiar with equipment designed in ÚVSSR and technology using motion capturing. Subsequently, there is also aim to use the gained knowledge to design a software which uses virtual reality in the construction process of parallel kinematic structure delta type, which will have the option of touchless control and will analyze the progress of energy flow of devices.
Non-Euclidean Rendering in VR
Bobuľa, Matej ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The main goal of this master's thesis is to research different approaches of rendering geometries and spaces in virtual reality. Learn more about the terms, non-Euclidean geometry and non-Euclidean spaces, their origin and different principles used in video game industry to simulate such geometries or spaces. Based on the research, a selection of an optimal API is needed for the implementation of such application. Application is designed to run on desktop computers with Microsoft Windows operating system. Application, in it's core, is a video game and the main goal of the player is to successfully complete each and every level of the game. These levels are designed in a specific way so that they each individually represent some form of non-Euclidean geometry or space.
Portal Game for Microsoft HoloLens
Bandik, Matej ; Kapinus, Michal (referee) ; Bambušek, Daniel (advisor)
Goal of this work is to create an adaptation of computer game Portal for device Microsoft HoloLens. Required application should be able to demonstrate concept of the game in real environment. Next important requirement was to move interface of whole application to real space. The result is native application for Universal Windows Platform, which converts game mechanics and models of game Portal from computer 2D space to real 3D space. In the main part, user is set to the role of an player of logical puzzles, in which he is using gestures for manipulating with holograms or activation of several mechanics. Second part opens possibility to recreate real space by inserting virtual objects. By their logical layout, user can create different solvable puzzles directly in space, in which he is located. Created application effectively uses augmented reality and possibilities of Microsoft HoloLens device for presentation of main concept of game Portal.
Action Game for GearVR
Mladý, Jakub ; Špaňhel, Jakub (referee) ; Herout, Adam (advisor)
This thesis deals with the study of technologies and techniques for creating virtual reality for mobile devices.  It includes a description of the design and implementation of an action game, using Unity Game Engine, which demonstrates Gear VR's capabilities well. The thesis describes the obstacles that arise in the creation of games for virtual reality as well as their possible solutions. Graphic elements of the game were developed based on the results of continuous user testing. Particular attention was paid to exploring the impact of visual effects and game elements used in games on a user in virtual reality.
Teleoperation Interface for a Semi-Autonomous Vehicle Using Virtual Reality
Revický, Peter ; Kapinus, Michal (referee) ; Rozman, Jaroslav (advisor)
The goal of this work is to come up with user interface in virtual reality for vehicle robot teleoperation that is equipped with cameras, Velodyne laser distance meter and localization system. The user interface is designed with generally accepted methods for creation of user interfaces in virtual reality. This work also deals with the problem of sickness from VR. The user interface is implemented in Unity3D game engine. The HTC Vive Pro virtual reality kit was used during implementation and testing.
Conceptual design of gloves for virtual reality
Kožík, Tomáš ; Augste, Jan (referee) ; Tůma, Zdeněk (advisor)
This bachelor’s thesis deals with areas of controlling virtual reality by gloves involving touch sense. This formed control allows the user to better reveal errors in the prototype of construction projects.
Graphical Interface for Head-Up Display
Svorada, Slavomír ; Vlk, Jan (referee) ; Chudý, Peter (advisor)
This work deals with trends in the field of flight data visualization. The aim of the work is to design own visualization of flight data for a head-up display and then implement the proposal in a flight simulator environment, which contains technologies that support virtual reality. The specific intention was creating a head-up display for the electric plane with vertical take-off and landing (eVTOL).
The Architecture of the Virtual
Halinár, Matej ; ArtD, Vít Halada, (referee) ; Kristek,, Jan (advisor)
Architecture Jail Escape It is a specific device for futuroptimist people based on the philosophy of posthumanism and transhumanism, a version of their own faith in endless life on the net. It is a belief in the possibility of technological transformation of humanity that will allow us to overcome our physical and biological limits. Clause 2.0 is architecture for pioneers - the protagonist of this transformation - enabling the longest and most complete stay in virtual reality. This avant-garde is anxious 2.0. Escapist personalities of digital age soldiers are looking for a haven and their own version of the world in the cyberspace. They create a vision of paradise and colonize (cyber) space without the political consequences of the finiteness of the physical world and the exhaustion of natural resources. They live on the frontier of the being, and they want to unburden themselves and merge with the world they understand more. They fight with their own brain and body that cannot break away from the world. The endlessness of the virtual space has the limits of body and senses. Long-term stay in a cyberspace is a loss of sense of time and space. This monastic life in clause 2.0 is able to keep them in shape, by observing the ritual, the physical performance of walking that they must undergo so that they can exist every day in their version of the digital monastery. These versions are infinite, and they can be ritually traced among them. Clause geometry isolates them from one another. The clause is a monastic concept that allows the people to live hermetically, as well as the physical world. The gateway to the virtual space is a "zero architecture" - a room, a cell, a cube on a 4x4 meter plan, rid of any visual architectural site. It provides only a flat floor as the reflection point for an endless virtual world and four walls and a ceiling with a corresponding thickness for a sufficient separation from the outside world. The world of infinite freedom opens behind this "zero architecture". It seems that not through "architectural innovation and political subversion" a modern architect's dream of architecture will be realized as machines for the liberation of man but through the abandonment of physical architecture as such. The prospect of "zero architecture" opens up a space where the new architecture will no longer be "luxuries and good homes, not the architecture of separation and imprisonment, but it will ultimately be the architecture of freedom.
Controlling Virtual Avatar in Microsoft HoloLens with Use of Real-World Elements
Fajtová, Klaudia ; Beran, Vítězslav (referee) ; Bambušek, Daniel (advisor)
Cieľom tejto práce je štúdium skenovania a mapovania prostredia v súvislosti s rozšírenou realitou, s využitím zariadenia Microsoft HoloLens a následne vytvoriť riešenie ako dynamicky generovať virtuálny obsah, ktorý by bol schopný reagovať na dynamické zmeny prostredia. Cieľom je zber dát z reálneho prostredia pre získanie informácií o jeho zmenách, ich spracovanie a následné využitie. Za účelom dosiahnutia týchto cieľov boli použité  komponenty Microsoft HoloLens zodpovedné za priestorové vnímanie. Výsledná aplikácia obsahuje virtuálneho avatara, ktorý sa pohybuje po priestore a zbiera náhodne vygenerované ciele. Avatar je schopný reagovať na zmeny prostredia a je ovládaný pomocou hráčskeho gamepadu, ktorý je s headsetom spojený pomocou technológie Bluetooth.

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