National Repository of Grey Literature 306 records found  beginprevious205 - 214nextend  jump to record: Search took 0.03 seconds. 
VR Interactive Application
Valenta, Marek ; Kobrtek, Jozef (referee) ; Milet, Tomáš (advisor)
This document is primarily concerned with describing the development of an interactive virtual reality application. At the beginning is a description of the history of the VR, dating back to the 19th century. Following it is a description of the devices that are currently being used for the VR and for which this application is created. The Unity 3D development environment is presented, which is, together with the basic description of neural networks, a major part of the whole project. The other half describes the design and implementation of simulation of a magical world, including a new magic spell system that has not yet been used in any VR game, which is the recognition of hand gestures for spell creation by using neural network. The work also contains a description of the whole application, rooms and objects. The conclusion discusses the problems and dead ends that have been tried but failed.
Effective Use of Limited Game Space
Brestič, Tomáš ; Kapinus, Michal (referee) ; Najman, Pavel (advisor)
Current generation of consumer electronics products for virtual reality (VR) allows to track user motion in physical play area which can be converted into a corresponding change of their position in a virtual environment. There are, however, some potential pitfalls with using this approach as the main method of user motion in the virtual space. Therefore, vast majority of contemporary applications is based on different methods that do not take advantage of the available play area and the possibilities of the input devices in their entirity. The main goal of this thesis is to propose and demonstrate a feasible way of implementation allowing the use of available physical space and to try to evaluate whether basing the user motion in an application on the described approach can result in an increase of user interest, attract more users and offer them better experience, and whether it therefore can be profitable in spite of all the related disadvantages.
A new Trend in Audio-visual Production? Comparison of Attractivity of 360° Video against a Classical Video.
Svoboda, Adam ; Géla, František (advisor) ; Štoll, Martin (referee)
The work deals with a field of audiovisual production, namely 360ř video format. The thesis is divided into two parts. The theoretical part describes the history and the development of the format. There is also a mapping of the existing use of this format in practice. The second, practical part of the thesis, is devoted to research based on differences in spectator perception. For the purpose of the research, the video material was produced that served as the main point of exploration. Respondents were subjected to qualitative research consisting of two parts. The first was a questionnaire related to the content that the respondents were playing in the video. The second part was the simultaneous observation of the respondents while watching the videos. The work brings interesting results in the comparison of classic video and 360 ř video as well as the findings that solve the question of the direction in which 360 ř video production can be made in the future.
Marketing of virtual reality: Case study of Oculus VR
Klouda, Filip ; Klabíková Rábová, Tereza (advisor) ; Klimeš, David (referee)
This thesis deals with the use of marketing communication for virtual reality devices from Oculus VR, which includes the Oculus Rift, Samsung Gear VR and Oculus Go. Main attention is drawn towards the Oculus Rift, which was the first commercially available VR device to render a fully 3D environment. The thesis analyzes various tools of marketing communication used in promoting the Rift and other Oculus products. The first part is devoted to theoretical concepts of virtual reality and the long history of this phenomenon, from the first stereoscope to modern head-mounted displays we know today. The following chapter examines the theories of marketing and public relations, as well as related concepts of digital marketing, event marketing and crisis communication. The second part presents the reader with an analysis of several forms of commercial communication used for promoting the Oculus Rift, including the crowdfunding campaign on Kickstarter, interacting with target audiences on social media and showcasing the Rift on various gaming and technology events. The closing part of the analysis provides the reader with an overview of the PR crisis the company faced in 2016 in relation to a political lobbying scandal of Oculus' founder Palmer Luckey.
Trolling in online games in relation to gender
Terzičová, Nikola ; Hájek, Martin (advisor) ; Mitrenga, David (referee)
The thesis consists of 3 parts, the theoretical part, the methodology and the analytical part. He tries to analyze trolling in the Czech and Slovak online environments, specifically in World of Warcraft. The work focuses on topics such as the specifics of virtual space, virtual identity and gender stereotypes here. He is framed in the Erving Goffman On Face-Work theory, drawing information from the theory on personal interaction behavior and comparing them with interactions in the World of Warcraft environment. Using qualitative methods and chat analytics provides a view of trolling in on-line environments, a typology of trolling actors, their strategies and resources from which they draw their provocations.
Platform for spatial navigation research in virtual reality
Galajda, Martin ; Bída, Michal (advisor) ; Gemrot, Jakub (referee)
The Department of Neurophysiology of the Memory of the Academy of Sciences of the Czech Republic (UAV) has for several years been researching experiments to monitor the impact of various stages of Alzheimer's disease on patients' cognitive abilities. For this purpose, SpaNav was developed almost 9 years ago in cooperation of the UAV with the MFF UK. The system currently hits its technical limits given by possibilities of the time when it was created. The aim of this work is to introduce a new system that will remove the limits of the original system and allow research to continue. Powered by TCPDF (www.tcpdf.org)
On-line connection of virtual reality with the external data source
Klíč, Daniel ; Kroupa, Jiří (referee) ; Kovář, Jiří (advisor)
Bachelor thesis deals with the online connection of virtual reality with the external data source and creation of the aplication in IDE Unity for HTC Vive hardware.
Design of Virtual Reality Headset
Blunár, Jan ; John, David (referee) ; Sládek, Josef (advisor)
The topic of my bachelor thesis is the design of the virtual reality headset. The goal is to design a product that solves ergonomic and technical imperfections of currently existing products. Due to very fast development of the market it was important to follow new trends in this field. The solution I designed is the virtual reality headset with integrated wireless adapter, that enables the device to operate without the restrictions of cables. This gives the product unique selling proposition. Final design both meets ergonomic requirements and respects technical restrictions. At the same time, it uses the newest technology and approaches the solution with respect of fast development of the market.
Architectural visualization in virtual reality
Hložanka, Filip ; Rujbrová, Šárka (referee) ; Reich, Pavel (advisor)
Tato práce se zaměřuje na nynější podobu virtuální reality a její využití v průmyslovém designu a architektuře. Je rozdělená do dvou částí. V první částí je popsána historie virtuální reality včetně fází vývoje a nejpopulárnějších produktů. Dále jsou v ní porovnány současné produkty virtuální reality dostupné pro uživatele spolu s technologiemi pro sledování pohybu uživatele a jeho interakce s virtuálním prostředím. Jsou v ní také vysvětleny problémy při zavádění virtuální reality do pracovního prostředí, a nakonec je uvedeno několik příkladů využití virtuální reality v průmyslu. Druhá část se zaměřuje na jednu z těchto možností využití virtuální reality – architektonickou vizualizaci, přičemž je v ní popsána její evoluce, jsou v ní porovnány softwarové možnosti pro její tvorbu a zobrazování, a nakonec je ukázán příklad přenesení reálné místnosti do virtuální podoby. Závěr se zaměřuje na možnosti rozvoje virtuální reality, výsledky porovnání softwarů pro architektonickou vizualizaci a proces tvorby příkladu vizualizace.
Industry 4.0 and Industrial Robots in Machinary
Kotrba, Martin ; Vetiška, Jan (referee) ; Knoflíček, Radek (advisor)
The aim of this work is to describe the principles of the Industry 4.0 initiative defaced by the Ministry of Industry and Trade. Creating a search of the current state of industrial robots and manipulators according to their design and application. Design an ideological robotic workplace at BUT premises in kontext with Industry 4.0

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