National Repository of Grey Literature 8 records found  Search took 0.00 seconds. 
Augmented reality and its use
Ibehej, David ; Holoubek, Tomáš (referee) ; Hůlka, Tomáš (advisor)
Augmented reality is one of the most developed technological areas. It corresponds with the fact, that we hear more and more about it and therefore it needs to be considered for the future. This bachelor thesis attempts to provide brief research in topics of its definition, history, current usage, shortcomings and options in the field of game engines and developer tools. In second part it demonstrates possible utilization in industry providing the solution of mechanical component projection and interaction.
Tactile Feedback Stimulation
Lang, Matěj ; Harabiš, Vratislav (referee) ; Kopečný, Lukáš (advisor)
This bachelor's thesis is focused on building and testing a tactile interface. As a first step, it describes various methods of creating a tactile stimulus and mentions basic physical principles used. The direct electrical stimulation was chosen as suitable candidate for replication. For this there was created high voltage DC voltage source controlled by Arduino Nano. Also a PCB accommodating series of electrodes connected to control the flow of current. The system is controlled by STM32F4-Discovery. In thesis is described design of PCBs and all created software. The board has been tested and improvements were proposed.
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.
Augmented reality and its use
Ibehej, David ; Holoubek, Tomáš (referee) ; Hůlka, Tomáš (advisor)
Augmented reality is one of the most developed technological areas. It corresponds with the fact, that we hear more and more about it and therefore it needs to be considered for the future. This bachelor thesis attempts to provide brief research in topics of its definition, history, current usage, shortcomings and options in the field of game engines and developer tools. In second part it demonstrates possible utilization in industry providing the solution of mechanical component projection and interaction.
Augmented reality visualization of spatial data
Kryshenyk, Pavlo ; Štych, Přemysl (advisor) ; Sedláček, David (referee)
Augmented reality visualization of spatial data Abstract The thesis deals with issues of visualization of spatial data using augmented reality technology. The main goal of the thesis was to develop certain visualization rules and functions, based on proposed visualization parameters. The approach was based on developing of the augmented reality data layer of ATMs and then applying the developed functions of object selection, indexed data filtering and transformation functions for map symbols on the following layer. The work also deals with graphical solutions of the map symbols for augmented reality environment. The testing of the developed layer and the visualization rules system was held in the test sites on the territory of three municipal districts of Prague. Visualization outcomes from different test sites are evaluated in the thesis conclusion. The thesis proposes an approach for improving the quality of virtual elements visualization in augmented reality with the emphasis on overlap reducing, perspective perception and depth of virtual elements. Keywords: augmented reality, Layar, visualization, POI, mobile applications, web cartography, SAR.
Tactile Feedback Stimulation
Lang, Matěj ; Harabiš, Vratislav (referee) ; Kopečný, Lukáš (advisor)
This bachelor's thesis is focused on building and testing a tactile interface. As a first step, it describes various methods of creating a tactile stimulus and mentions basic physical principles used. The direct electrical stimulation was chosen as suitable candidate for replication. For this there was created high voltage DC voltage source controlled by Arduino Nano. Also a PCB accommodating series of electrodes connected to control the flow of current. The system is controlled by STM32F4-Discovery. In thesis is described design of PCBs and all created software. The board has been tested and improvements were proposed.
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.
Negative aspects of deploying of ICT
Weinsteinová, Adéla ; Basl, Josef (advisor) ; Fortinová, Jana (referee)
This diploma thesis exmines the negative aspects of using information and communication technologies. The main attention is fosused on virtual reality, especially 3D projection in order to decide wheather the using of it has negative impact on phycal and psychological state of the user or not, which exactly are these impacts and what probably cause them. This first part is dedicated to expain concept and history of ICT, explonation of the multidimensional princip and content of each dimension. The following is determination of which ICT areas are currently struggling in their use with negative effects. Detected list of these areas is reduced to six specific technologies which common user has opportunities to experience. These particular technologies were examined as a form of questionnaire, which resulted in a determination of the most used one, ie virtual reality. Shortly afterwards was conducted an experiment imparting undesirable effects caused by using virtual reality. The other five selected technologies are discussed for the most important negatives with which has to face today. The main finding of this study is the identification the side effects of virtual reality based on different types of technologies which are anaglyf 3D projection, passive 3D projection, active 3D projection and comparing if adverse effects depends on the type. It also includes determining the rate of uptake in virtual reality.

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