Sirvi Autor "Tunnel, Raimond-Hendrik, juhendaja" järgi
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Kirje Bomb Golf – A Precision-Based Mobile Game(Tartu Ülikool, 2020) Rüüsak, Kaarel; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutThis thesis is about creating a casual mobile game. There have been very few examples of good physics-based 3D mobile games that reward the accuracy and timing of the player. This thesis will help fill that gap by creating a game that has a unique combination of game mechanics. Most of the game was made by a team of two people, the author of the thesis focuses on the front-end development of the game. In the scope of this thesis, the game was tested at an expo. Based on the results of this test, the game was improved. Later, the game was uploaded on the Google Play store and tested online. The data gathered from the second test was used to propose future improvements for the development of the game.Kirje Delta õppehoone visualisatsioon – hoone ja keskkonna realistlikkus(Tartu Ülikool, 2020) Leesment, Aleksandra; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutDuring this thesis a previously made project about Delta building visualization was fixed and improved to make it more realistic and user-friendly. Changes were made in inner and outer environment of the educational building. Current 3D-models were replaced with new models or changed according to the building’s blueprints. Issues in outer area were fixed and new objects were added to add more details to the environment. Finally, the result was compared to the initial project with AB-testing and the results were analysed.Kirje DeltaVR(Tartu Ülikool, 2021) Tamm, Toomas; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutLõputöö kirjeldab virtuaalreaalsus elamuse DeltaVR loomist ja tehtud disaini otsuseid. Lõputöös on kirjas, kuidas Tartu Ülikooli Delta hoone 3D mudel saadi Unity mängumootorisse ja kuidas 3D mudelit optimeeriti hea jõudluse jaoks. Kirjeldatakse ka erinevate rakendusse loodud virtuaalsete elamuste implementatsiooni. Viimasena sai elamuse jõudlust testitud ning viidi läbi ka kasutajatestimine. Kasutajatestimise tulemusena leiti elamuses parandust vajavaid vigu ja probleeme, mida tuleks parandada. Lisaks leiti veel ideid, mida võiks tulevikus elamusse lisada.Kirje Futuclass AR(Tartu Ülikool, 2021) Shum, Hei Chun; Tunnel, Raimond-Hendrik, juhendaja; Tamm, Kristen, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutIn this thesis, an AR educational game called Futuclass AR was created. The game is based on the current VR game Futuclass Hub — an educational virtual reality (VR) game available on Steam developed by Futuclass OÜ. The Futuclass AR is based on the DLC module Reaction Balancing I. Futuclass AR created in this thesis is for the 2 popular mobile device platforms — Android and iOS. Futuclass AR shares the same goal as its VR version which is to provide a new kind of interactive learning platform for improving 7-9th grade chemistry learning through Extended Reality (XR). During this thesis, the requirements for Futuclass AR were created in interaction with the client (Futuclass OÜ). The main contribution was the game asset design, the prototype implementation and gameplay improvement through usability testing evaluation. The most valuable part of this thesis is the game design considerations about using different kinds of AR markers. AR markers have been designed and act as learning materials. They are the Chemical Cards — self-printed AR markers with different chemistry-related elements like molecules’ name and chemical formulae. The main concept of the game design is to make use of the cards and the mobile screen to provide a fun, card learning game with AR contents. Two usability testing sessions have been conducted with 13 7th grade pupils and 16 9th grade pupils correspondingly. There was an issue that the image tracking was not working as expected on some of the Android devices but it was unreproducible with our Android devices in internal testing. Due to the limited time scope, only iOS devices are tested for the 2nd usability testing session. Besides the above issue, feedback and some improvement suggestions were collected from the testing sessions. Fixes have been done to enhance the UX and improve the game flow. A mass-scale impact testing will be held in near future. Thus, the thesis provides a good prototype for Futuclass OÜ to continue developing.Kirje Glyptics Portrait Generator – Improved Materials(Tartu Ülikool, 2021) Kirikal, Adrian; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutIn this thesis improvements are done to Glyptics Portrait Generator, which is an application for rendering an engraved gem. A technique is implemented to simulate subsurface scattering in translucent materials, which is required to accurately render many materials used in glyptic art. The existing gem materials are replaced by more realistic marble and multilayered agate materials. This thesis also covers the usability testing, the feedback analysis gives solutions to some problems that arose during the testing.Kirje Houseplant Care Simulator(Tartu Ülikool, 2021) Kevel, Kristina; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutKirje Kaugjuhitavate mudelautode videoülekande VR lahendus(Tartu Ülikool, 2021) Lättekivi, Mait; Tunnel, Raimond-Hendrik, juhendaja; Paat, Rainer, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutIn cooperation with RCSnail OÜ, a virtual reality solution was created of remote-controlled racing cars, which will hopefully become one of the company's services in the future. Using the created solution one can drive remote control cars using a virtual reality headset. The thesis also compares technologies and explains why alternatives were not selected. Framework A-Frame was used in creating this thesis.Kirje Lõputöö teksti analüsaator(Tartu Ülikool, 2020) Karindi, Karl Erik; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutKäesolevas lõputöös loodi programm, mis keeletehnoloogilisi lahendusi kasutades annab lõputöö kirjutajale automaatset tagasisidet lõputöö kohta. Programmi eesmärk oli katsetada EstNLTK funktsionaalsusi ja oma loodud analüsaatorite reegleid. Selle kasutamiseks loodi API ja kasutajaliides. Lõpuks paluti mitme iteratsiooni jooksul tudengitel testida programmi ja anda sellele tagasisidet. Tulemuste analüüsis selgus, et kasutajad parandasid oma tekstides analüsaatori välja toodud vead ja kokkuvõtlikult hinnati analüsaatorit positiivselt.Kirje MiChef – A 2D/3D Platformer Game(Tartu Ülikool, 2020) Viinalass, Hans Henrik; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutThe thesis describes the development of a 2D/3D platformer computer game MiChef. The game was created in order to explore 2D/3D mechanics in video games. MiChef was developed with good software engineering and game development patterns in mind. The thesis gives an overview of the design and realization process. The game was playtested on potential users to assess the game quality and get feedback on user experience along with the 2D/3D concept.Kirje Mobile AR Point Cloud Matching(Tartu Ülikool, 2021) Sillaots, Karl - Walter; Tunnel, Raimond-Hendrik, juhendaja; Kallaste, Timo, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutThis thesis explains the process of point cloud matching, to assess its viability in mobile markerless augmented reality solutions. Traditional point cloud matching algorithms like 4-Point Congruent Systems are described and considered. 2 Point Normal Sets was chosen for real-world experimentation due to being faster and easier to implement. Additional ideas to improve performance were implemented in addition to the chosen algorithm: A pair limiter that only uses up to 100 pairs each iteration for the matching process, changing the algorithm to only perform rotations across one axis and a point sampler to reduce the amount of points used. The best values for rotation error delta were also analyzed. The first experiment done was with a point cloud in the shape of a rectangular box, to confirm if the additional ideas did improve performance. For the second experiment, various point cloud scans were made of a real-world room in Gallery Pallas. The algorithm was tested using these scans and the experiment results were documented. For the third experiment, an additional limiter was added to the point cloud scanner, so that it would only accept points closer than 2 meters from the scanner. This was done for more accurate point clouds. A second set of tests were done with this modification and the experiment results written. The fourth and final experiment was done on a mobile device. While the previous experiments showed promise and improvements with each advancement, the algorithm had problems on a mobile device when matching against a unique point cloud for each run. Since there were still good matches, the possibility of using point cloud matching for markerless augmented reality is there, but would require additional work before it can be considered usable in applications.Kirje Procedural Generation of Unique Buildings(Tartu Ülikool, 2021) Plans, Mathias; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutKirje SIGINT – A Cooperative Puzzle Game on Vertical Wall Panels(Tartu Ülikool, 2021) Aksli, Mattias; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutThis thesis describes the design and development of a cooperative puzzle video game called SIGINT. The game is designed to be displayed on the vertical smart glass wall panels of the Computer Graphics and Virtual Reality Lab at the University of Tartu, which the game uses in its level design. SIGINT was developed using the Godot game engine for the Raspberry Pi 4 single-board computer. The game was designed to be played by 2-4 people with wireless Xbox controllers. A total of five levels were developed for the game. Potential players tested the game to find flaws and assess the quality of the game. Based on the test results, improvements were made for the game, and future improvements were proposed.Kirje Simulating the Collective Movement of Fish Schools(Tartu Ülikool, 2020) Vetemaa, Erik Martin; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutFish schools are an example of emergent behaviour, where the complexity of the group’s behaviour arises from the simple interaction of the individuals in the group. The emergent behaviour of fish schools is typically simulated using the Boids algorithm. The algorithm is based on three rules that the fish follow: separation, alignment and cohesion. In this thesis, the common method of implementing these rules is discussed and some improvements are proposed. Furthermore, additional rules to the aforementioned three are added to the algorithm. These rules are wander, predator avoidance and obstacle avoidance. The focus of this thesis is developing the algorithm for a visually interesting and lifelike fish schooling simulation. In addition to the algorithm, a demo application is built. The demo application visualizes the created algorithm on a fish school. At the end of the thesis, the visual results are analyzed and further improvements are proposed.Kirje Simulations for Training Machine Learning Models for Autonomous Vehicles(Tartu Ülikool, 2020) Toompea, Kertu; Tunnel, Raimond-Hendrik, juhendaja; Matiisen, Tambet, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutTraining machine learning models for autonomous vehicles requires a lot of data which is time consuming and tedious to label manually. Simulated virtual environments help to automate this process. In this work these virtual environments are called simulations. The goal of this thesis is to survey the most suitable simulations for off-road vehicles (while not discarding the urban option). Only the simulations which provide labeled output data, are included in this work. The chosen 12 simulations are surveyed based on the information found online. The simulations are then analyzed based on the predefined features and categorized according to their suitability for training machine learning models for off-road vehicles. The results are shown in a table for comparison. The main purpose of this work is to map the seemingly large landscape of simulations and give a compact picture of the situation.Kirje Stylized 3D Depth of Field(Tartu Ülikool, 2021) Anderson, Siim; Tunnel, Raimond-Hendrik, juhendaja; Montesdeoca, Santiago, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutIn this thesis a stylized depth of field effect is developed that would have different options for stylization. Four depth of field algorithms are implemented in the process and one of them is chosen to be used in the end result. This thesis is in collaboration with the computer graphics company Artineering and the effects are implemented for use in their 3D graphics engine Flair. Potential users of Flair, depth of field algorithms and the stylization effect tested the implementations and assessed their aesthetic quality as well as usability.Kirje Videomängude arenguloo e-kursus(Tartu Ülikool, 2021) Muhhin, Mark; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutKäesoleva lõputöö raames loodi 3 EAP mahuga e-kursus "Videomängude arengulugu", mis on mõeldud laiale sihtrühmale. Loodud kursuse vältel käsitletakse kompaktsel kujul erinevaid videomängude alaga seonduvaid teemasi, millele on pühendatud eraldi erialad ja kursused. Kokku disainiti kursusesse 10 teemat, mille õpetamiseks kasutatakse õppevideosid, kirjaliku materjali, ülesandeid, teste, õppemängu ja debatti. Lõputöös kirjeldatakse kursuse ülesehitust, materjali valikut ning ülesannete õpiväljundeid. Detailsemalt kirjeldatakse veebipõhise keskkonna jaoks kohandatud debatti ning LVLup! videomängude muuseumi virtuaaltuuril põhinevat õppemängu. Lõputöö viimane kolmandik esitleb kursuse piloot-läbiviimisel kogutud tagasiside tulemuste analüüsi, kus uuritakse õpilaste arvamust teemade valiku, õppematerjali, ülesannete ja kursuse struktuuri ning kasulikuse kohta. Analüüsi käigus võrreldakse ka testide ja õppemängu vahelist efektiivsust õpiväljundite omandamisel.Kirje Videomängude arenguloo e-kursus(Tartu Ülikool, 2021) Muhhin, Mark; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Matemaatika ja statistika instituutKäesoleva lõputöö raames loodi 3 EAP mahuga e-kursus "Videomängude arengulugu", mis on mõeldud laiale sihtrühmale. Loodud kursuse vältel käsitletakse kompaktsel kujul erinevaid videomängude alaga seonduvaid teemasi, millele on pühendatud eraldi erialad ja kursused. Kokku disainiti kursusesse 10 teemat, mille õpetamiseks kasutatakse õppevideosid, kirjaliku materjali, ülesandeid, teste, õppemängu ja debatti. Lõputöös kirjeldatakse kursuse ülesehitust, materjali valikut ning ülesannete õpiväljundeid. Detailsemalt kirjeldatakse veebipõhise keskkonna jaoks kohandatud debatti ning LVLup! videomängude muuseumi virtuaaltuuril põhinevat õppemängu. Lõputöö viimane kolmandik esitleb kursuse piloot-läbiviimisel kogutud tagasiside tulemuste analüüsi, kus uuritakse õpilaste arvamust teemade valiku, õppematerjali, ülesannete ja kursuse struktuuri ning kasulikuse kohta. Analüüsi käigus võrreldakse ka testide ja õppemängu vahelist efektiivsust õpiväljundite omandamisel.Kirje Virtuaalreaalsuse seadmete uuring(Tartu Ülikool, 2021) Paal, Peeter; Tunnel, Raimond-Hendrik, juhendaja; Tartu Ülikool. Loodus- ja täppisteaduste valdkond; Tartu Ülikool. Arvutiteaduse instituutSelles töös uuriti ja võrreldi nelja kaasaegset virtuaalreaalsuse seadet, mis olid Oculus Rift CV1, Oculus Quest, HTC Vive Pro ja Varjo VR-1. Võrdlus koostati selleks, et uurida seadmete omadusi ning leida, mida peaks seadme soetamisel vaatama. Andmete kogumiseks korraldati katsed, kus 59 osalejat said virtuaalreaalsuse seadmega mängida kahte mängu ning vaadata ühte filmi. Nii saadi tagasisidet erinevate elamuste kohta, mida saab virtuaalreaalsuse seadmetega kogeda, ning sedasi leiti seadmete häid ja halbu omadusi. Kasutajakogemus erines enim kõrvaklappide sättimise, ühildustarkvara kasutamise ning jälgimisseadmete paigutuse puhul.