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.
Identifer | oai:union.ndltd.org:nusl.cz/oai:invenio.nusl.cz:385937 |
Date | January 2018 |
Creators | Brestič, Tomáš |
Contributors | Kapinus, Michal, Najman, Pavel |
Publisher | Vysoké učení technické v Brně. Fakulta informačních technologií |
Source Sets | Czech ETDs |
Language | Czech |
Detected Language | English |
Type | info:eu-repo/semantics/masterThesis |
Rights | info:eu-repo/semantics/restrictedAccess |
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