National Repository of Grey Literature 8 records found  Search took 0.00 seconds. 
Game for Oculus Quest
Kryštůfek, Jakub ; Novák, Jiří (referee) ; Pomikálek, Jiří (advisor)
The aim of this bachelor thesis is to create a prototype of a videogame in virtual reality for target platform Oculus Quest 2. The game was created with game engine Unity with emphasis on optimalization and extensibility of implemented systems. Within the implemented game was created system of autonomous agents via finite state machines and planning architecture goal-oriented action planning. One of the most insteresting game mechanics is fire propagation system implemented with cellular automaton.
Remote Nature
Richtr, Pavel ; Suchánek, Jiří (referee) ; Krekovič, Slavomír (advisor)
In my thesis I deal with the interactivity between the weather and the virtual model, whose main output is sound. I'm trying to create generative installation where reacts virtua oraganism with real environment and generates signals that can be interpreted in a sound to explore the aesthetic relations of that connection.
Game for Oculus Quest
Kryštůfek, Jakub ; Novák, Jiří (referee) ; Pomikálek, Jiří (advisor)
The aim of this bachelor thesis is to create a prototype of a videogame in virtual reality for target platform Oculus Quest 2. The game was created with game engine Unity with emphasis on optimalization and extensibility of implemented systems. Within the implemented game was created system of autonomous agents via finite state machines and planning architecture goal-oriented action planning. One of the most insteresting game mechanics is fire propagation system implemented with cellular automaton.
Crowd simulation
Řepka, Filip ; Pelikán, Josef (advisor) ; Horáček, Jan (referee)
In recent days, the number of reasons why to be interested in the topic of crowds of agents computer simulation is increasing. The field of activity and use of this element is spreading all the time. Whether public building projects testing, investigation of individual's impact on a crowd or replacing the crowd movie scenes participants by a computer simulated agents, the crowd simulation is well efficient and often needed. The thesis could be taken as a first step to creating of a common framework applicable for a wide range of situations. It stands out from a row of recent systems with a relatively narrow field of application thanks to its commonness.
Using hierarchical finite automata for behavior-description
Renát, Dušan ; Pergel, Martin (advisor) ; Holan, Tomáš (referee)
In the present work we introduce and study the hierarchical finite state machines as a model of artificial intelligence of autonomous agents in various virtual environments and systems. We define the concept of hierarchical finite state machine formally, analyze its computational power compared to common types of automata and point out the possibilities of increasing it. Then we list the usual methods of artificial intelligence simulation, tell apart the direct and indirect behavioral pattern description and present advantages of hierarchical finite state machines as a tool for the direct form. We propose a library interpreting these automata, created as a part of this work. By demonstrating its usage for controlling an example robot within the Robocode environment, we show that they are generic and viable solution for this kind of settings.
Crowd simulation
Řepka, Filip ; Pelikán, Josef (advisor) ; Horáček, Jan (referee)
In recent days, the number of reasons why to be interested in the topic of crowds of agents computer simulation is increasing. The field of activity and use of this element is spreading all the time. Whether public building projects testing, investigation of individual's impact on a crowd or replacing the crowd movie scenes participants by a computer simulated agents, the crowd simulation is well efficient and often needed. The thesis could be taken as a first step to creating of a common framework applicable for a wide range of situations. It stands out from a row of recent systems with a relatively narrow field of application thanks to its commonness.
Using hierarchical finite automata for behavior-description
Renát, Dušan ; Pergel, Martin (advisor) ; Holan, Tomáš (referee)
In the present work we introduce and study the hierarchical finite state machines as a model of artificial intelligence of autonomous agents in various virtual environments and systems. We define the concept of hierarchical finite state machine formally, analyze its computational power compared to common types of automata and point out the possibilities of increasing it. Then we list the usual methods of artificial intelligence simulation, tell apart the direct and indirect behavioral pattern description and present advantages of hierarchical finite state machines as a tool for the direct form. We propose a library interpreting these automata, created as a part of this work. By demonstrating its usage for controlling an example robot within the Robocode environment, we show that they are generic and viable solution for this kind of settings.
Remote Nature
Richtr, Pavel ; Suchánek, Jiří (referee) ; Krekovič, Slavomír (advisor)
In my thesis I deal with the interactivity between the weather and the virtual model, whose main output is sound. I'm trying to create generative installation where reacts virtua oraganism with real environment and generates signals that can be interpreted in a sound to explore the aesthetic relations of that connection.

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