National Repository of Grey Literature 278 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Evaluation of stress reaction to stimuli induced by virtual reality
Mang, Robert ; Králík, Martin (referee) ; Mézl, Martin (advisor)
This bachelor thesis focuses on the assessment of stress response to stimuli evoked in a virtual reality environment. In the theoretical part, it discusses the history of VR, the difference between VR and augmented reality (AR), VR hardware and its use in medicine. It also discusses in detail physiological parameters such as ECG, respiration, electrodermal activity and pressure plateau, which are very useful parameters in the assessment of stress responses. The results are supplemented by a questionnaire survey. The practical part proposes and describes the conduct of a research project to measure the stress response in a group of twenty volunteers. The data obtained are subsequently analyzed and statistically evaluated. Based on the discussion, the stress response is then confirmed for the parameters - heart rate and skin conductance level in the given phases. The results from the pressure platform are analyzed on only one sample participant. The STAI type questionnaire used did not show an increase in subjective stress.
New Technologies in Travelling and Tourism
Dieu Nguyen, Thuong ; Walek, Agata (referee) ; Smutný, Milan (advisor)
Cílem téhle bakalářské práce je prozkoumat transformující dopad nových technologií na odvětví cestovního ruchu se zaměřením na informační a komunikační technologie (ICT), E-turismus, umělou inteligenci (AI), rozšířenou realitu (AR) a virtuální realitu (VR). S důrazem na zvýšenou dostupnost informací je probírána historie přechodu od tradičních způsobů dopravy k integraci moderní přepravy a internetu. Práce se zabývá definicí, funkčností a praktickým využitím umělé inteligence, rozšířené reality a virtuální reality a zkoumá jejich výhody a problémy. Jsou představeny praktické implementace v cestovním ruchu, jako jsou prohlídky muzeí s podporou AR a virtuální prohlídky destinací. Adaptabilita těchto technologií a jejich role při obnově turistického odvětví ukazuje, že se dokážou vypořádat s pandemií COVID-19. Jsou zdůrazněna etická dilemata, jejich vhodná implementace a potřeba regulace pro udržitelný růst v tomto novém prostředí, neboť zavádění těchto inovací nadále mění cestovní ruch, jak jej známe.
Modern approaches to maintenance in engineering practice
Vašíček, Martin ; Hájková, Alena (referee) ; Hammer, Miloš (advisor)
The bachelor thesis is focused on maintenance. The first part presents the current maintenance standard entitled "Maintenance-Maintenance Terminology" and the older standard with the same name, which was replaced by the current standard. The work describes the types of maintenance according to each of these standards and compares them with each other. In the second part, modern approaches to maintenance in engineering practice are presented. The third part is focused on one of these modern approaches, namely TPM. The fourth part is focused on the implementation of TMP in two companies.
Using virtual reality as a guide for machine operation
Lapčík, David ; Marek, Jiří (referee) ; Kovář, Jiří (advisor)
This thesis examines the use of virtual reality as a guide for machine operation. The primary aim is to analyze and evaluate existing approaches and propose improvements based on user feedback. The work includes an analysis of typical auxiliary instructions in machine operation manuals and an assessment of the AROS technology capabilities. Based on the statistical processing of user feedback, improvements to the virtual reality interface were proposed to meet the needs of machine operation. The outcome is the creation of a scenario for a selected set of manuals for the AROS technology, intended to enhance efficiency and safety in machine use.
Quantification of proprioceptive disorders using virtual reality
Šopák, Petr ; Burian, František (referee) ; Chromý, Adam (advisor)
This thesis explores the development of an application for proprioception analysis utilizing virtual reality and the Unity gaming platform. The application was developed based on a prototype similar in installation but without access to its source codes. Additionally, the application was enhanced with new features such as a black scene, and improvements to existing functionalities, including the addition of realistic models, the creation of a new user interface, and calibration to align virtual objects with their real-world counterparts. Experiments were also designed and conducted to verify the accuracy of device localization using the Oculus Quest 2.
Virtual reality cyber gym
Nguyen, Van Phuc ; STODOLA,, Jiří (referee) ; Číka, Petr (advisor)
Diplomová práce představuje návrh a implementaci kybernetické tělocvičny pro virtuální realitu, která integruje imerzivní technologie pro modelování sítě. Na základě teorií z oblasti kybernetické bezpečnosti a sítí, virtuální reality, studie vytváří teoretický rámec. Je uvedena analýza SOTA, která přezkoumává použití VR v oblasti kybernetické bezpečnosti. Metodicky práce využívá Unreal Engine 5 pro vytvoření syntetického 3D prostředí a návrh interaktivních principů objektů ve virtuálním světě. V rámci praktické části práce je podrobně popsána architektura systému, interakce mezi IT komponentami, simulující podmínky reálného světa, přenesené do virtuální reality. Implementace zahrnuje programování platformy s důrazem na problémy a jejich řešení. Výsledky a diskuse analyzují efektivitu simulátorů pro výcvik v kybernetické bezpečnosti, rámovanou stanoveným teoretickým rámcem. V závěru studie jsou uvedena doporučení pro budoucí zlepšení a praktické využití.
Design and implementation of a virtual shoe store with automatic size recognition
KULÍK, Ondřej
The diploma thesis entitled "Design and implementation of an in-shoe store with automatic size recognition" deals with the implementation of modern technology for the virtualization of a virtual shoe store. The main goal of this work is to analyze the needs of consumers and the leader of the Boty Kulík company and design a virtual shoe store in the environment of the Resonite program so that it is as efficient as possible. Literary research forms the theoretical basis, which includes the definition of the concept of consumer behavior and virtual reality. Consumer behavior is influenced by purchasing behavior factors and purchasing behavior patterns. For the effective use of virtual reality by the consumer, the acquisition of virtual tools and technologies is needed. Last but not least, the literature review describes the programs used for virtual store modeling. The practical part includes the analysis and identification of the needs of consumers and Boty Kulík company leader. The Polycam application is used to equip the virtual store, with the help of which 3D models of the offered products were created. The BIGHORN virtual store is processed through the Resonite program for creating a virtual environment. The virtual store offers consumers the ability to recognize the shoe size, try on the shoe, have the shoe available, add the shoe to the cart, complete the order, and design the shoe with their own design. At the end of the practical part, the procedure for the realization of virtual scenes is described, which will allow consumers the aforementioned services and the procedure for consumer behavior inside the virtual store.
Virtual reconstruction of the first metaverse and its economic analysis
ZRONEK, Martin
The topic of my diploma thesis is Virtual reconstruction of the first metaverse and its economic analysis. The aim of the thesis is to virtually reconstruct the first metaverse and perform an economic analysis. In my diploma thesis, I am based on Neal Stephenson's novel Snow Crash, the setting of which also inspired the metaverse I created on the Resonite platform. The theoretical part of the thesis is devoted to the analysis of the concept of metaverse, virtual reality, the Resonite platform and the Shapr3D modeling program. The practical part of the thesis is focused on the development of the metaverse itself and the visual programming of the metaverse. The practical part also contains economic analysis and deals with the testing of the entire concept, survey and final evaluation. The created metaverse, as the output of my entire diploma thesis, is published on the Resonite platform under the name Snow Crash by Zronek and is available for 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.  
3D Video Browser
Míchal, Vít ; Štancl, Vít (referee) ; Beran, Vítězslav (advisor)
The aim of this project is to design and create application for the visualization of interconnected video data. Visualization takes place in 3D space and seeks to exploit its advantages (such as depth perception). This document contains survey to different categories of spatial user interfaces. In addition, includes three possible designs of user interfaces and control. Implementation details and made usability tests are also described. Application is implemented in C++ using Open Inventor. The document includes evaluation of the results and made tests.

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