130 results on '"Bernik, Andrija"'
Search Results
2. Face Detection and Recognition Using Raspberry PI Computer
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Dubovečak, Mario, primary, Dumić, Emil, additional, and Bernik, Andrija, additional
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- 2023
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3. ADVANTAGES OF USING 3D PRINTING AND MODERNIZATION OF THE SHOE INDUSTRY
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Lazar, Karolina and Bernik, Andrija
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additive technology ,3D printing ,technology adoption ,footwear industry ,aditivna tehnologija ,3D ispis ,usvajanje tehnologije ,industrija obuće - Abstract
U današnje vrijeme velika pažnja se posvećuje kvaliteti proizvoda, brzini izrade razvoja modela, ispunjavanju ekoloških ciljeva, smanjenju potrošnje materijala, manjoj potrošnji električne energije i nizu drugih faktora utječu na ekonomske promjene koje izravno utječu na sve grane tehnologije pa tako i na sektor obućarstva koji je zadnjih godina u velikom usponu jer se sve veća pažnja posvećuje kvalitetno izrađenoj obući, što zbog zaštite stopala zbog vrste posla koji se obavlja, bolesti stopala i ostalih čimbenika koji su sve prisutniji. Obućarska industrija napreduje vrlo brzo, tržište koje se zadnjih godina uvelike promijenilo zbog pandemije zadaje nove izazove i potrebe. Jedan od ključnih tehnologija proizvodnje obuće u budućnosti je primjena aditivne proizvodnje koja svojim pristupom proizvodnji i tvornicama mijenja budućnost i utječe na ekonomski razvitak i suvremenizaciju obućarske tehnologije., Nowadays, great attention is paid to product quality, the speed of model development, meeting environmental goals, reducing material consumption, lower electricity consumption, and a number of other factors that affect economic changes that directly affect all branches of technology, including the footwear sector, which is in recent years on the rise because more and more attention is being paid to quality footwear, which is due to the protection of the feet due to the type of work performed, foot diseases and other factors that are increasingly present. The shoe industry is progressing very quickly, the market that has changed a lot in recent years due to the pandemic poses new challenges and needs. One of the key technologies of footwear production in the future is the application of additive manufacturing, which, with its approach to production and factories, changes the future and affects the economic development and modernization of footwear technology.
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- 2023
4. Addiction and Spending in Gacha Games.
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Lakić, Nikola, Bernik, Andrija, and Čep, Andrej
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MOBILE games , *RESEARCH questions , *ADDICTIONS , *GAMES - Abstract
Gacha games are the most dominant games on the mobile market. These are free-to-play games with a lottery-like system, where the user pays with in-game currency to enter a draw in order to obtain the character or item they want. If a player does not obtain what he hoped for, there is the option of paying with his own money for more draws, and this is the main way to monetize the Gacha game. The purpose of this study is to show the playing and spending habits of Gacha players: the reasons they like such games, the reasons for spending, how much they spend, what they spend on, how long they have been spending, and whether they are aware of their spending. The paper includes studies by other researchers on various aspects of Gacha games as well. The aim of the paper is to conduct a study with the hypothesis that players who play the same game for a while and have a habit of playing it are willing to give more of their money to enter a draw. Therefore, two research questions and two hypotheses were analyzed. A total of 713 participants took part in the study. [ABSTRACT FROM AUTHOR]
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- 2023
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5. Computer Game Elements and its Impact on Higher Education
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Bernik, Andrija, primary, Vusić, Damir, additional, and Wattanasoontorn, Voravika, additional
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- 2022
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6. Smart Internet of Things Modular Micro Grow Room Architecture
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Tomičić, Igor, primary, Grd, Petra, additional, and Bernik, Andrija, additional
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- 2022
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7. Anticheat System Based on Reinforcement Learning Agents in Unity
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Lukas, Mihael, primary, Tomicic, Igor, additional, and Bernik, Andrija, additional
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- 2022
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8. Smart Internet of Things Modular Micro-Grow Room Architecture
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Tomičić, Igor, Grd, Petra, and Bernik, Andrija
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grow room ,IoT ,self-sustainability ,AI ,smart agriculture - Abstract
This article proposes the Internet of Things-based self-sustaining modular grow room architecture for optimising the seed germination and seedling development process. The architecture is scalable and flexible as it can be adapted to particular environments, scopes, requirements and plant types ; it is modular as the host room can contain one or more smaller-scale grow rooms, each of them controlling their own micro-environment independently. One of the main goals of the research was to develop such a system that could be deployed efficiently, with minimal costs and energy footprint, which would enable its practical usage primarily in private self-sustainable households. The usage of widely available and inexpensive components, open source code, and free cloud services all enabled us to reach such a goal. Besides simple automation mostly described by existing solutions, the architecture proposed within this article offers remote control and data processing and visualisation, data trend tracking, smart optimisation, actuator control, and event notifications.
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- 2022
9. Comparison of the Conventional Approach and Augmented Reality on the Purchase and Selection of Food Products
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Valdec, Dean, primary, Bernik, Andrija, additional, Hajdek, Krunoslav, additional, and Budimir, Ivan, additional
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- 2021
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10. Gamification Framework for E-Learning Systems in Higher Education
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Bernik, Andrija, primary
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- 2021
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11. Student Thoughts on Virtual Reality in Higher Education—A Survey Questionnaire
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Cicek, Igor, primary, Bernik, Andrija, additional, and Tomicic, Igor, additional
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- 2021
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12. Comparison of the Conventional Approach and Augmented Reality on the Purchase and Selection of Food Products.
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Valdec, Dean, Bernik, Andrija, Hajdek, Krunoslav, and Budimir, Ivan
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AUGMENTED reality ,FOOD preferences ,DIGITAL media ,REPORT writing ,BRAND choice ,GROCERY shopping ,CONSUMER preferences - Abstract
Packaging is seen as an integral part of the product and it has an important role in attracting consumers' attention. The role of packaging is to create an expected reaction from the consumers, which affects their perception and choice of products in the buying process. The motivation for the research and writing of this paper was to find out which factors influence the purchase of chocolate the most. The research was done with the purpose of showing whether the same food products have a certain advantage in the process of choosing when presented to a potential consumer on two different media (analog and digital). The paper presents research on how the selected attributes and packaging elements, as well as the application of augmented reality (AR), affect the selection and purchase of one of the most popular food products. According to the obtained results, "Packaging appearance", "Product Price", "Brand preference" and "Product advertising" have the strongest influence on customers. The conclusion is that, in the process of choosing the chocolate packaging presented in this research, there is not much difference that depends on the medium those chocolates are presented on. [ABSTRACT FROM AUTHOR]
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- 2022
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13. Usporedba 3d skeniranja i fotogrametrije
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Bernik, Andrija and Cetina, Lorenzo
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3D modeliranje, 3D skeniranje, fotogrametrija, računalna grafika - Abstract
Razvijanjem jače računalne snage te dolaskom novih tehnologija, mnoge profesionalne tehnike rekreacije što vjernije stvarnosti koje su razvili najveći svjetski studiji računalne grafike, postaju sve pristupačnije široj javnosti. Time se svijet vrhunske 3D kreacije otvara i manje iskusnim kreatorima do te mjere da bilo tko sa samo osnovnim znanjem računalne grafike i alata za 3D dizajniranje može proizvesti grafiku koja će oduzimati dah svojim realizmom. Ovaj članak istražuje dvije takve tehnike bok uz bok – 3D skeniranje pristupačnom dubinskom kamerom i fotogrametriju. Kroz praktične primjere usporedit će se rezultati dobiveni tim tehnikama s rezultatima koji bi se dobili primjenom klasičnih tehnika 3D modeliranja, a potom usporediti kompleksnost izrade pojedinom tehnikom i definirati u kojim situacijama te nove tehnike uistinu prednjače nad klasičnim tehnikama modeliranja, no gdje su još uvijek klasične tehnike nezamjenjive.
- Published
- 2018
14. Usporedba brzine iscrtavanja osnovnih grafičkih elemenata centralnim i grafičkim procesorima
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Bernik, Andrija
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GPU, CPU, procesori, računalna grafika, iscrtavanje - Abstract
Tema rada je proširiti istraživanje koje je uključivalo iscrtavanje osnovnih geometrijskih oblika kao što je poligon i piksel. Za potrebe istraživanja, kreirana je specijalizirana aplikacija koja omogućuje iscrtavanje sljedećih oblika: poligon, piksel, linija, elipsa i tekst. Svaki od grafičkih elemenata ispitan je nekoliko iteracija. Cilj rada je utvrditi koliko je zapravo pojedini element zahtjevan za iscrtavanje grafičkim i centralnim procesorom.
- Published
- 2018
15. Evaluation of Gender Differences Based on Knowledge Adaptation in the Field of Gamification and Computer Science
- Author
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Bernik, Andrija, primary, Vusić, Damir, additional, and Milkovic, Marin, additional
- Published
- 2019
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16. Uvođenje elemenata računalne igre u online poučavanje sadržaja informatičkih nastavnih predmeta
- Author
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Bernik, Andrija
- Subjects
on-line poučavanje, informatika ,gemificirani e-tečaj ,računalne igre - Abstract
U ovoj disertaciji prvo se daje pregled istraživanja iz područja primjene gemifikacije u e-učenju. Provedena je anketa među nastavnicima koji koriste e- učenje u radu sa studentima, nakon koje slijedi predistraživanje, te prvo i drugo glavno istraživanje. Istraživanje spada u područje društvenih znanosti, gdje se provjerava spoznaja je li primjena motivirajućih elemenata računalnih igara omogućila ostvarenje boljih rezultata po pitanju studentovog znanja. Također, analizirana je motivacija kao aktivnost studenata koji su koristili gemificirani e-tečaj. Ova disertacija sastoji se od osam poglavlja čiji je kratak sadržaj opisan u nastavku sažetka. Poglavlje ''1. Uvod'' - opisuje se i definira istraživački problem te koja je tema ove disertacije. Navode se ciljevi i hipoteze istraživanja, prikazuje se slika tijeka istraživanja te opis teorijskog i empirijskog dijela istraživanja. Poglavlje ''2. Pedagoški i tehnološki aspekti e-učenja'' - poglavlje opisuje pojam e-učenja te njegove osnovne elemente. Opisane su sve aktivnosti i resursi prisutni u Moodle sustavu. Poglavlje završava opisom pedagoških aspekata koji imaju temelje u području e-učenja. Poglavlje ''3. Gemifikacija e-učenja'' - unutar poglavlja ističe se teoretski opisi i definicije gemifikacije kao i osnovni elementi koji su prisutni u gemificiranim sustavima. Opisuju se tipovi igrača te pedagoški i psihološki aspekti teorije tijeka na uvođenje gemifikacije u obrazovni sustav. Navode se primjeri elemenata računalnih igara u obrazovnom sustavu kao i osnovni prikaz postojećih gemifikacijskih modela. Poglavlje ''4. Dizajn e-tečaja'' - poglavlje navodi postojeće stanje i izgled prosječnog Moodle e-tečaja. Autor disertacije je razvio konceptualan model eRIOOS, prema kojemu je izrađen prototip gemificiranog sustava za korištenje u predistraživanju provedenom na Sveučilištu Sjever. S obzirom na prototip, pokrenuta je izrada i implementacija idejnog rješenja za prvo glavno istraživanje, provedeno na Fakultetu organizacije i informatike, na preddiplomskom studiju u zimskom semestru akademske godine 2015./2016. Idejno rješenje napravljeno je i za drugo glavno istraživanje, koje je provedeno na Fakultetu organizacije i informatike, na prvoj godini diplomskog studija u zimskom semestru akademske godine 2015./2016. Poglavlje ''5. Opis i obilježja istraživanja'' - poglavlje prikazuje teorijska razmatranja te se navode ciljevi i hipoteze istraživačkog rada. Ističe se vremensko trajanje istraživanja kao i faze empirijskog tijeka istraživanja. Slijedi objašnjenje ishoda učenja za sva tri istraživanja, zajedno s ispitnim pitanjima koji ishode i provjeravaju. Opisuju se instrumenti istraživačkog rada, ispitanici te sadržaj svih e-tečajeva koji se koriste u istraživanju. Poglavlje završava objašnjenjem koraka u pripremi provođenja istraživanja. Poglavlje ''6. Rezultati istraživanja'' - unutar poglavlja 6. daje se iscrpan pregled i analiza svih triju istraživanja. Sva tri istraživanja imaju istu strukturu, analiziraju se rezultati predtesta i posttesta, provjerava se statistička razlika između parova ispitanika pomoću izračunavanja statističke značajnosti razlike metodom t-testa između prosječnih rezultata odgovora. Provodi se analiza unutarnjih konzistentnosti skala u svim trima provedenim istraživanjima te se navode zaključci imajući u vidu hipoteze, podhipoteze i prosječne rezultate polaznika eksperimentalnih i kontrolnih e-tečaja. Poglavlje ''7. Diskusija'' - poglavlje ističe osvrt na preduvjete i rezultate istraživačkog rada ove disertacije. Navode se zaključci za sva provedena istraživanja i objašnjenje za prihvaćanje tvrdnji hipoteza H1 i H2, isto kao i podhipoteza H1.1, H2.1, H2.2, H2.3, H2.4 i H2.5. Poglavlje se zaključuje navodom nekoliko doktorskih disertacija drugih istraživača. Poglavlje ''8. Zaključak'' - zadnje poglavlje uz sumirani prikaz govori o metodologiji i ishodu empirijskog istraživanja. Spominju se doprinosi i ograničenja istraživanja te se navode otvoreni problemi i smjerovi za buduća istraživanja. Disertacija završava zaključkom, popisom korištene literature te prilozima.
- Published
- 2017
17. Remote rendering control using Python scripts and Dropbox technology
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Bernik, Andrija, primary and Galetic, Dinko, additional
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- 2018
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18. A Pilot Study of the Influence of Gamification on the Effectiveness of an e-Learning Course
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Bernik, Andrija, Bubaš, Goran, Radošević, Danijel, Hunjak, Tihomir, and Kirinić, Valentina
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ComputingMilieux_COMPUTERSANDEDUCATION ,e-learning ,gamification - Abstract
Research articles of educational e-courses that contain only motivational elements of computer games but don't include playing computer games date from 2010. The field of such research is called gamification and is related to the use of game elements (mechanics, dynamics and aesthetics) for a purpose which is not a computer game [1], [6]. Numerous studies have shown that gamification has a positive impact on the pedagogical and psychological aspects of e-learning. A review of the literature in the field of online information technology courses shows that the aforementioned topic is inadequately explored, with the lack of theoretical and empirical research which would involve important aspects of gamification. Through theoretical and empirical research, our preliminary study will try to: 1) create a conceptual model and a set of recommendations for the implementation of a gamificational educational system which positively affects the motivation to use educational content of the e- learning course measured by objective indicators ; 2) create a gamified e-course in the field of teaching information technologies ; 3) examine a possible positive effect on learning outcomes in an experimental group of students who will use a gamified e-learning course.
- Published
- 2015
19. TECHNOLOGY OF 3D ENGRAVING INSIDE THE CRYSTAL
- Author
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Sabati Zvonimir, Bernik, Andrija, and Breslauer, Nenad
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3d modeliranje ,lasersko graviranje ,skrivene informacije u kristalu ,3D modeling ,Laser engraving ,Final animation ,Hidden information inside a crystal - Abstract
Lasersko graviranje unutar kristala (Sub- Surface Laser Engraving) dokazuje da je moguće spojiti u harmoniji umjetnost i tehnologiju, oživjeti blistavi kristal i istovremeno stvoriti jedinstveni dar, te je moguće zauvijek zabilježiti važan trenutak vremena u kristalu. Za tu namjenu danas se koriste laseri koji rade na 532nm s brzinom graviranja od najmanje 120.000 točkica po minuti. Za dobivanje konačnog proizvoda važna je priprema modela ili tehnikom 3d modeliranja, obradom slika, teksturiranjem ili skeniranjem. Nije identična priprema za 3d ispis ili neku drugu namjenu kao i za lasersko graviranje. Tehnikom graviranja unutar kristala spaljuju se točkice promjera 0,02 do 0,08 mm na temperaturi od oko 20.000oC i lako se može dogoditi pucanje kristala zbog preklapanja ploha ili linija. Koriste se različiti algoritmi za horizontalno i vertikalno graviranje jer se točke graviranja razlikuju po obliku ovisno o prostornom smještaju unutar kristala. Posebno velike mogućnosti mogu biti kod rada s modelima koji unutar kristala nose niz skrivenih informacija koje se dobivaju različitim prostornim položajem elemenata istog modela ili različitih modela. U ovom radu će se pokazati upravo takve tehnike koje su nastale kao rezultat višegodišnjeg istraživanja i koje daju egzaktne rezultate., Laser engraving inside a crystal (Sub-Surface Laser Engraving) proves that it is possible to combine the harmony of art and technology, to revive the glittering crystal and simultaneously create a unique gift, as well as capture the important moment of time inside the crystal shape. Today, for this purpose, a lasers with 532nm precision are used with the speed of at least 120.000 dots per minute. Hi quality preparation of 3D model and its texture, existing 2D image or new scanning is required for creating and obtaining the very best quality of the final product. 3D printing and laser engraving process doesn’t share identical preparation techniques. The process of engraving inside a crystal is based on burning dots with a diameter from 0.02 to 0.08 mm at a temperature of about 20.000°C. It is highly possible to get cracks or even break the crystal because of overlapping surfaces or lines in the preparation process. Various algorithms for both horizontally and vertically engraving were used because, the engraved point has a different shape depending on the physical position within the crystal. Great possibilities are available while working with the models that carries out a variety of hidden information, which are obtained by different spatial position of its own elements or even with the support of different models. This paper will show precisely these kinds of techniques that have emerged as a result of years of research and provides us with the exact results.
- Published
- 2015
20. INSTRUCTIONAL DESIGN IN GAME BASED LEARNING AND APPLICATIONS USED IN EDUCATIONAL SYSTEMS.
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VUSIĆ, Damir, BERNIK, Andrija, and GEČEK, Robert
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EDUCATIONAL games ,INSTRUCTIONAL systems design ,COGNITION ,ACADEMIC support programs ,RESEARCH methodology - Abstract
The paper examines literature on the subject of instructional design and game based learning with the aim of identifying its positive effects and impact on users. Special attention was given to learning, encouragement and development of skills acquired through the use of game based learning. Game based learning is considered to be a complex system that requires instructional support geared towards stimulating cognitive processes. Several empirical research papers which provide insight into this field of interest have been chosen. The second set of papers provides confirmation accompanied with an analysis of instructional support as a function of the learning support. Also included were recent works which indicated the need for further research and the heterogeneity of the existing research. Other works complemented the unit and are mutually interconnected by a methodological approach providing insight into the issues that should be investigated in the future. [ABSTRACT FROM AUTHOR]
- Published
- 2018
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21. Ptex system for advanced texture mapping.
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Bernik, Andrija and Kotlar, Mario
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TEXTURE mapping ,COMPUTER graphics ,C++ - Abstract
Ptex is a texture mapping method. It's main advantage is the elimination of UV mapping process by storing separate texture for each face. Ptex deals with the filtering across face boundaries, which makes all the little separate textures look seamless, as if they were one big texture. Ptex file format can efficiently store hundreds of thousands of images into a single file. Ptex API is released as open source, written in C++, which enables implementation of Ptex in various programs. This paper analyses advantages and drawbacks of this system and examines if Ptex is today usable outside of big production studios. Analysis leads us to a conclusion that Ptex can already be used by individuals outside of big production studios. [ABSTRACT FROM AUTHOR]
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- 2018
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22. AUTODESK MAYA -- MAYA PAINT EFEKTI.
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Vusić, Damir, Bernik, Andrija, and Rohtek, Dubravko
- Abstract
Copyright of Technical Journal / Tehnički Glasnik is the property of Polytechnic of Varazdin and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2014
23. Economic advantages of using 3D printing and modernization of the shoe industry
- Author
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Lazar, Karolina and Bernik, Andrija
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additive technology ,footwear industry ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,aditivna tehnologija ,3D ispis ,industrija obuće ,3D printing ,technology adoption ,usvajanje tehnologije ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U današnje vrijeme velika pažnja se posvećuje kvaliteti proizvoda, brzini izrade razvoja modela, ispunjavanju ekoloških ciljeva, smanjenju potrošnje materijala, manjoj potrošnji električne energije i nizu drugih faktora utječu na ekonomske promjene koje izravno utječu na sve grane tehnologije pa tako i na sektor obućarstva koji je zadnjih godina u velikom usponu jer se sve veća pažnja posvećuje kvalitetno izrađenoj obući, što zbog zaštite stopala zbog vrste posla koji se obavlja, bolesti stopala i ostalih čimbenika koji su sve prisutniji. Obućarska industrija napreduje vrlo brzo, tržište koje se zadnjih godina uveliko promijenilo zbog pandemije zadaje nove izazove i potrebe. Jedan od ključnih tehnologija proizvodnje obuće u budućnosti je primjena aditivne proizvodnje koja svojim pristupom proizvodnji i tvornicama mijenja budućnost i utječe na ekonomski razvitak i suvremenizaciju obućarske tehnologije. Razvojem i suvremenizacijom tehnologije, digitalizaciji različitih grana industrije dolazi do pojave novih inovativnih materijala koji su sve prisutniji i traženiji. U obućarskoj industriji sve je veća potražnja za 3D ispisanom obućom. 3D ispis jedan je od najpreciznijih načina proizvodnje obuće i zahtijeva kontrolirane uvjete obrade i postavke za pravilan rad, te se zbog tog razloga traži optimalna kvaliteta proizvoda, snage i sirovine. Nowadays, great attention is paid to product quality, speed of model development, meeting environmental goals, reducing material consumption, lower electricity consumption and a number of other factors that directly affect economic changes that directly affect all branches of technology, including the footwear sector. which has been on the rise in recent years because more and more attention is being paid to quality-made footwear, which is due to the protection of the feet due to the type of work performed, foot diseases and other factors that are becoming more and more common. The shoe industry is progressing very quickly, the market that has changed a lot in recent years due to the pandemic poses new challenges and needs. One of the key footwear production technologies in the future is the application of additive manufacturing, which changes the future with its approach to production and factories and directly affects the economic development and modernization of footwear technology. With the development and modernization of machines, the digitalization of various branches of industry, new innovative materials are emerging that are increasingly present and in demand. In the footwear industry, there is an increasing demand for 3D printed footwear. 3D printing is one of the most precise methods of footwear production and requires controlled processing conditions and settings for proper operation, and for this reason optimal product quality, power and raw materials are required.
- Published
- 2022
24. Ethics of video games
- Author
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Gergorić, Mario and Bernik, Andrija
- Subjects
moral ,igrače iskustvo ,Videoigre ,igrač ,etika ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,etički sustav ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Cilj ovog diplomskog rada je ustanoviti koliko računalne video igre pridržavaju etičkih načela. Kroz rad se također obrađuju pojmovi računalnih video igara i etike. Ukratko se prolazi kroz povijest računalnih video igara i govori se o njihovom rastu tokom godina. Kako bi se jasnije razumio značaj etike u videoigrama definira se njeno značenje i spominje se njena načela. Nakon toga predstavljaju se postojeća istraživanja i znanstveni radovi koji obuhvaćaju temu etike računalnih video igara. Objašnjava se korelacija etike videoigara sa utjecajem videoigara na igrače i kreće se navoditi dobre i loše primjere utjecaja. U radu se nastoji iznijeti što više primjera utjecaja videoigara na igrače kako bi se dobio širi pogled na situaciju. Na kraju rada se analizom zabilježenih utjecaji videoigara na njihove igrače dolazi do zaključka. The goal of this thesis is to determine how video games adhere to ethical principles. The work also deals with the concepts of computer video games and ethics. It briefly goes through the history of computer video games and talks about their growth over the years. In order to understand more clearly the importance of ethics in videograms, its meaning is defined and its principles are mentioned. After that, existing research and scientific works covering the topic of computer video game ethics are presented. The correlation of video game ethics with the influence of video games on players is explained, and good and bad examples of influence are given. The paper tries to present as many examples as possible of the influence of video games on players in order to get a broader view of the situation. At the end of the paper, a conclusion is reached by analyzing the recorded effects of video games on their players.
- Published
- 2022
25. Pokémon Go effects on player´s health and well-being
- Author
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Bazina, Nera and Bernik, Andrija
- Subjects
socijalno zdravlje ,Croatia ,Hrvatska ,proširena stvarnost ,fizičko zdravlje ,AR games ,augmented reality ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,Pokémon GO ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,mentalno zdravlje ,physical health ,social health ,mental health ,AR igre - Abstract
Cilj ovog rada je istražiti kako Pokémon GO utječe na zdravlje i dobrobit igrača, fokusirajući se na fizičko, socijalno i mentalno zdravlje, te podudaraju li se rezultati tih istraživanja s igračima u Republici Hrvatskoj. Uvidom u utjecaj igre Pokémon GO i sličnih AR zabavnih komercijalnih igrica, otvara se mogućnost razgovora o tome kako takve igre mogu poboljšati kvalitetu života igrača i izvan područja zabave. Rezultati istraživanja koje se provodilo putem ankete dokazali su kako se kod Pokémon GO igrača u Hrvatskoj uočavaju vrlo pozitivni utjecaji na fizičko zdravlje igrača, gdje ispitanici prijavljuju da zbog igranja Pokémon GO-a češće hodaju i bave se fizičkim aktivnostima. Uočavaju se pozitivni utjecaji i na društveno zdravlje igrača gdje ispitanici prijavljuju da zbog Pokémon GO-a upoznavaju nove ljude, stvaraju nova prijateljstva i učvršćuju već postojeća, te na mentalno zdravlje i općenitu dobrobit gdje igrači prijavljuju poboljšano mentalno zdravlje, više vremena provedenog na zraku, povećanu motivaciju i spremnost izlaziti iz kuće i posjetiti nova mjesta te upoznati nove ljude. The aim of this thesis is to investigate how Pokémon GO affects the player's health and wellbeing, focusing on physical, social and mental health, and to investigate how the results compare to Pokémon GO players in Croatia. By looking into the influence of the game, there is a possibility that Pokémon GO and other similar AR entertainment games can improve the quality of the player’s life and serve a purpose beyond pure entertainment. The results of this research conducted through a survey proved that Pokémon GO has positive effects on physical, social and mental health for players in Croatia. Respondents report walking more often because of Pokémon GO and engaging more in physical activities; meeting new people, making new friends and improving existing relationships with friends; improved mental health, spending more time outdoors and being more motivated to leave the house, visit new places and to meet new people.
- Published
- 2022
26. Creating a 3D game ready asset
- Author
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Herceg, Filip and Bernik, Andrija
- Subjects
hardsurface ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,gameready ,Blender ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,3D ,AR-15 - Abstract
U Završnom će se radu prikazati tok rada kojim će se izraditi potpuni „hardsurface“ 3D model AR-15 puške. „Hardsurface“ modeliranje se odnosi na izradu stvari „tvrde“ površine, to je sve od raznih objekata kroz okolinu, automobila, oružja i slično. Glavni alat koji će se koristiti za izradu AR-15 puške će biti Blender 2.91 sa nekoliko značajnih dodataka koji će znatno ubrzati proces izrade hardsurface modela, specifično sa korištenjem booleana, a to su „HardOps“ i „BoxCutter“. Također, koristit će se i ZBrush, vrlo moćan alat za skupltiranje, ali u ovom primjeru će se koristiti za izradu High Poly mesha sa ZRemesherom i Dynameshom. U konačnici koristit će se Marmoset Toolbag za bake detalja sa high poly modela na low poly model te Substance Painter za izradu tekstura. Prvo će se izraditi mid poly model pomoću Blendera, koji će se zatim reducirati na low poly model koji se može unijeti u game engine. Cilj nam je imati čim manje polygona moguće, za ovakvo oružje definitivno u okolini 20.000 do 40.000. Zatim će se pomoću ZBrusha izraditi high poly model sa više milijuna polygona, takav model, radi svoje veličine i detaljnosti, nije iskoristiv unutar game enginea. Što je još potrebno jest bakeati detalje sa high poly modela na low poly te izraditi teksture za model koristeći Substance Painter.
- Published
- 2022
27. Gemification of the auto industry
- Author
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Klekar, Matija and Bernik, Andrija
- Subjects
tehnologija ,potential ,implementacija ,primjena ,dizajn ,gemifikacija ,design ,automotive industry ,autoindustrija ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,koncept ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,technology ,gamification ,potencijal ,implementation ,application ,concept - Abstract
Ovaj diplomski rad bavi se detekcijom različitih područja autoindustrije koja usvajaju koncept gemifikacije, kao i efektima takvih procesa. Gemifikacija predstavlja pojam koji nalazi svoju primjenu u različitim oblicima i može se implementirati u neko područje s ciljem postizanja određene promjene. Ovim radom se istražuje metode i principe koji podupiru pojam gemifikacije. Sagledava elemente autoindustrije koji imaju potencijal usvojiti gemifikaciju te otkriva motive iza takvih aktivnosti. Predstavlja se i tehnologija koja obilježava nove koncepte primjene gemifikacije u autoindustriji. U svrhu istraživanja obavljen je pregled stručne literature i provedena anketa među studentima Multimedije N=11, rezultati cjelokupnog istraživanja otkrivaju pozitivne oblike primjene gemifikacije u autoindustriji te detektiraju područja koja imaju potencijal za razvoj novih rješenja. This graduate thesis deals with the detection of different areas of the automotive industry that adopt the concept of gamification, as well as the effects of such processes. Gamification is a concept that finds its application in different forms and can be implemented in any area to achieve a certain change. This work explores the methods and principles that support the concept of gamification. It looks at the elements of the automotive industry that have the potential to adopt gamification and reveals the motives behind such activities. The technology that characterizes new concepts of application of gamification in the automotive industry is also presented. For the research, a review of professional literature was carried out, and a survey was conducted among students of Multimedia N=11, the results of the overall research reveal positive forms of application of gamification in the automotive industry, as well as detect areas that have the potential for the development of new gamified solutions.
- Published
- 2022
28. The influence of sound and sound effects on the experience and performance of players in videogames
- Author
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Čić, Matija and Bernik, Andrija
- Subjects
zvuk ,sound ,research ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,zvuk u videoigrama ,sound in video games ,istraživanje ,emotions ,emocije ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U ovom diplomskom radu bit će provedeno istraživanje utjecaja zvuka na iskustvo i performanse igrača u videoigrama. Diplomski rad sastoji se od dva glavna dijela: teoretski i istraživački dio rada. U teoretskom dijelu rada biti će objašnjeni osnovni pojmovi zvuka, što sve ulazi u dizajn zvuka za video igre i koja pravila postoje tijekom izrade zvuka. Istraživanje se sastoji od nekoliko znanstvenih radova čija se problematika podudara s problemima i tezama ovog diplomskog rada te čiji su zaključci bazirani na njihovom istraživanju i analizi prikupljenih podataka. In this thesis, a study of the impact of sound on the experience and performance of players in video games will be conducted. The diploma thesis consists of two main parts: theoretical and research part of the work. In the theoretical part of the work, the basic terms of sound will be explained, what goes into sound design for video games and what rules exist during sound production. The research consists of several scientific papers, the issues of which coincide with the problems and theses of this diploma thesis, the conclusions of which are based on their research and analysis of the collected data.
- Published
- 2022
29. The impact of computer games on school-age children
- Author
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Groš, Neven and Bernik, Andrija
- Subjects
influence ,računalne igre ,parents ,utjecaj ,stajališta ,primary school children ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,roditelji ,ovisnost ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,srednjoškolci ,osnovnoškolci ,computer games ,addiction ,highschool childrenv ,viewpoints - Abstract
Rad obuhvaća kompletnu obradu pojma računalnih igara, kao sredstva zabave, novog način učenja ali i kao alata sposobnog da zabavu pretvori u ozbiljnu ovisnost koja može znatno utjecati na razvoj i kvalitetu života djeteta. Ovaj rad bavi se usporedbom stajališta roditelja i djece osnovnoškolske i srednjoškolske dobi prema računalnim igrama i njihovim utjecajima na učenike. U radu je obrađena povijest računalnih igara od prvih igara koje su se igrale prije 60-ak godina i sastojale se od svega nekoliko elemenata koji su se pomicali pomoću nekoliko tipki na tipkovnici pa sve do današnjih igara u kojima igrač na prvu ima beskrajne mogućnosti. Zatim su obrađene vrste računalnih igara koje danas postoje. Za potrebe ovog rada provedeno je istraživanje u 1 osnovnoj i 2 srednje škole, nad sveukupno 106 djece i 90 njihovih roditelja. U istraživanju su postavljene 3 hipoteze prije početka istraživanja od kojih su 2 potvrđene i 1 odbijena. Potvrđeno je da djeca srednjoškolske dobi konzumiraju više računalnih igara od djece osnovnoškolske dobi, djelomično je potvrđeno da su djeca svjesna negativnih utjecaja računalnih igara na njihovo ponašanje i uspjeh u školi te je odbijena hipoteza da roditelji svojoj djeci zabranjuju igranje računalnih igara. Zaključeno je da računalne igre imaju utjecaja na djecu osnovnoškolske ali i srednjoškolske dobi, taj utjecaj je u nekim slučajevima izrazito pozitivan jer djeca kroz igranje uče nove jezike, poboljšavaju vizualnu percepciju i lakše kontroliraju svoje emocije. Dok je u nekim slučajevima utjecaj loš jer djeca koriste igre kao bijeg od stvarnosti, udaljavanje od obitelji i prijatelja te uzrok negativnih emocija. Primijećeno je kako većina roditelja dozvoljava svojoj djeci igranje računalnih igara, ponekad uz vremenska ograničenja. No postoje i roditelji koji zanemaruju činjenicu da njihovo dijete graniči sa ovisnošću o računalnim igrama kako bi oni sami imali više vremena za sebe ili „mir u kući“. This thesis includes the complete exploration of computer games as a source of fun, new way of learning, as well as a tool capable of turning fun into serious addiction that can heavily influence the quality of life and development of a child. This thesis addresses the comparison of the viewpoints from the parents, primary school children and high school children towards computer games and its influence on pupils. The thesis explains the history of computer games from the first games, that were played 60 years ago consisting only of a few elements that were moved by using a few keys on the keyboard, up to contemporary computer games in which the player has endless possibilities right away. Furthermore, the thesis addresses types of computer games that exist and are played today. For the purposes of this thesis, a research has been conducted in one primary and two high schools. Altogether, 106 pupils and 90 parents participated in this research. There were three hypotheses set before the conduction of the research, two of which have been confirmed and one rejected. It has been confirmed that high school children spend more time playing video games than primary school children do. It has been party confirmed that children are aware of the negative influences the computer games have on their behaviour and school performance. The hypothesis that states that parents forbid their children playing computer games has been rejected. It has been concluded that computer games influence both, primary as well as high school children. Also, the influence, in some cases, can be extremely positive due to the fact that children learn new languages, develop visual perception and manage their emotions easier through computer games. However, some cases show bad influence due to the fact that some children use computer games as an escape from reality, they distance themselves from their families and friends. In addition to that, computer games can cause the occurrence of negative emotions. It has been noticed that most of the parents allow their children to play computer games, sometimes with time limits. However, there are also the parents that neglect the fact that their child is on the verge of computer game addiction in favour of having more time for themselves or maintaining ‘’peace in the house’’.
- Published
- 2022
30. Analysis of achieving the fear factor in horror genres of video games
- Author
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Pilipović, Janko and Bernik, Andrija
- Subjects
dizajn videoigre ,horror žanr ,atmosfera u videoigri ,atmosphere in videogames ,videogame design ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,horror genre ,fear factor ,emotions ,emocije ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U diplomskom radu opisivat i objašnjavat će se pojmovi vezani uz survival horor žanr videoigra. Rad započinje općenitim uvodom u svijet videoigara, a zatim tijekom glavnog djela razraditi će se specifičnije teme poput medija, kamera i perspektiva vezanih uz spomenuti žanr, dizajn takvog tipa videoigre te veliki dio tema vezanih uz njega poput dizajna nivoa, emociju igrača/korisnika, AI i audio. Nakon teoretske razrade slijedi analiza videoigre Silent Hills - P.T. u kojoj će se teorija primjeniti na praksu i proanalizirati. The thesis will describe and explain terms related to the survival horror genre of video games. The work begins with a general introduction to the world of video games. During elaboration, as the main portion of thesis, more specific topics such as media, cameras and perspectives related to the mentioned genre, the design of this type of video game and a large part of related topics such as level design, player/user emotion, AI and audio will be described. The theoretical elaboration is followed by the analysis of the video game Silent Hills - P.T. through which theory will be analyzed and applied to practice.
- Published
- 2022
31. Roles of video game elements and how they affect the game success
- Author
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Carev, Damjan and Bernik, Andrija
- Subjects
mehanika ,competitiveness ,visuals ,dizajn ,design ,kompetitivnost ,vizuali ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,žanr ,genre ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,igre ,mechanics ,games - Abstract
Ovaj rad opisuje žanrove igara, njihov dizajn, mehanike koje se koriste u igrama i njihovu kompetitivnost. Provodi se istraživanje o navedenim elementima, te kako one utječu na video igre. Vizuali, mehanike i žanrovi su kategorizirani u podgrupe i objašnjeni. Mobilne igre su u fokusu kao zasebna tema radi bitnih razlika koje ih dijele od ostatka industrije video igara. Kompetitivnost kao aspekt također odstupa od ostalih elemenata te će biti obrađen zasebno. Kompetitivnost je jedan od vodećih faktora koji definiraju najpopularnije žanrove današnjice i budućnost gaming industrije. U sklopu istraživanja provodit će se anketa kojom će se potvrditi hipoteze o tome kako određeni aspekti video igre utječu na njezin uspjeh. This paper describes game genres, their design, mechanics used in games and their competitiveness. Research is being conducted on the mentioned elements and how they affect video games. Visuals, mechanics and genres are categorized into subgroups and explained. Mobile games are in focus as a separate topic because of the important differences that separate them from the rest of the video game industry. Competitiveness as an aspect also deviates from other elements and will be dealt with separately. Competitiveness is one of the leading factors that define the most popular genres today and the future of the gaming industry. As part of the research, a survey will be conducted to confirm hypotheses about how certain aspects of a video game affect its success.
- Published
- 2022
32. 3D model of the horse riding center
- Author
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Munda, Maša and Bernik, Andrija
- Subjects
renderiranje ,3D model ,horse riding center ,Arnoln ,Autodesk Maya ,osvjetljenje ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,3D modeling ,Arnold ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,rendering ,konjički centar ,3D modeliranje ,teksturiranje ,lightning ,texturing - Abstract
Tema ovog rada je izrada kompletnog 3D modela konjičkog centra u programu Autodesk Maya. 3D modeliranje je proces kreiranja 3D modela kroz manipulaciju poligona u simuliranom 3D prostoru. U radu je opisan programski alata Autodesk Maya i korištenje alata u njemu. Kao praktični dio rada opisan je proces izrade konjičkog centra od modeliranja, teksturiranja, osvjetljenja i renderiranja kao finalni rezultat. The topic od this paper is the creation of a complete 3D model of the horse riding center in the program Autodesk Maya. 3D modeling is the process of creating a 3D model through the manipulation of polygons in a simulated 3D space. The paper describes the Autodesk Maya software and the use of tools in it. As a practical parto f the work, the process of making the horse riding cente is described from modeling, texturing, lightning and rendering as the final result.
- Published
- 2022
33. Indie video game marketing
- Author
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Blaslov, Heidi and Bernik, Andrija
- Subjects
Steam ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,marketing ,indie videoigra ,indie video game ,tržište indie videoigara ,indie video game market ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Diplomski rad obrađuje temu marketinga indie videoigara na sve zasićenijem i konkurentnijem tržištu videoigara. U radu se predstavlja trenutno stanje tržišta videoigara i opisuje se pojam indie videoigre i Steam platforme. Uz pomoć istraživanja i statistika objavljenih na Steam stranici, procjenjuje se uspjeh indie videoigara na Steam platformi. Određuju se parametri koji predviđaju uspjeh na Steam platformi, kao što su odabir isplative ciljane publike, žanra, vizuala, lokalizacije, hardvera i softvera kako bi se dosegla što veća potražnja. Prikazan je način izrade kvalitetne Steam stranice za prodaju indie videoigre. Pojašnjeni su glavni elementi dobrog marketinškog plana i predstavljene su mogućnosti koje indie studio ima za financiranje projekta uz istovremeno prikupljanje publike. This thesis covers the topic of indie video game marketing in the increasingly saturated and competitive video game market. The paper presents the current state of the video game market and describes the concept of an indie video game and the Steam platform. The success of indie video games on the Steam platform is assessed based on research and statistics published on the Steam site. The thesis covers the parameters that predict success on the Steam platform, such as selecting the target audience, genre, visuals, localization, hardware, and software to achieve the highest possible demand. It is shown how to create a high quality Steam page for selling indie titles. The main elements of a good marketing plan are explained and the possibilities that an indie studio has for financing the project while gathering the audience are presented.
- Published
- 2022
34. Modeling and 3D printing of a modular car model
- Author
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Kostanjevec, Nino and Bernik, Andrija
- Subjects
renderiranje ,teksture ,3D ispis ,Modeling ,Textures ,3D printing ,Fusion 360 ,rezač ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,Rendering ,Substance Painter ,modeliranje ,Maya ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,Slicer ,Photoshop - Abstract
Završni rad sastoji se od tri dijela, a s svaki od njih podijeljen je na nekoliko pod cjelina. U prvom dijelu radi se primarno o teoriji. Ona je opisana kroz povijest i razvoj tehnologije 3D modeliranja (Maya i Fusion 360), zatim razvoj tehnologija i strojeva za 3D ispis te opis strojeva koji su bili korišteni prilikom izrade finalnog proizvoda. Uz teoriju, spomenuti su i ostala softverska rješenja (programi) korišteni prilikom izrade. Radi se dakle o rezaču (eng. Slicer) pomoću kojeg se 3D model priprema za ispis, Substance Painter u kojem su rađene teksture modela i Adobe Photoshop pomoću kojeg su uređeni finalni renderi. Drugi dio rada odnosi se na procese izrade modela, izrade i primjene tekstura, postavljanje scene i finalno renderiranje. U trećem i finalnom dijelu opisan je proces pripreme za 3D ispis te konačno ispis modela pomoću 3D printera. Svaka od navedenih stavki u drugom i trećem dijelu popraćena je slikama (prate korake izrade). Final thesis is composed of three parts and each of them is separated in a few sub parts. First part is primarily theoretical. It is composed of history and the development of technology, 3D modeling (Maya and Fusion 360), then development of 3D printing technology which were used in the making of the final product and history of their development. Along side the theoretical part, there are mentions of other software used in production. They are as follows: Slicer, which is used for preparing a 3D model for printing, Substance Painter which was used for texturing and Adobe Photoshop which was used for editing final renders. The second part referees to the process of creating a model, creating and applying textures, set up of the final scene and final rendering. The third and final part contains a whole process of preparation for the 3D printing and finally 3D printing of the model. Every single part of the process in second and third part is referenced with pictures (which follow steps of production).
- Published
- 2022
35. Utjecaj računalnih igara na djecu od trećeg do šestog razreda osnovne škole
- Author
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Medved, Siniša and Bernik, Andrija
- Subjects
friends ,influence ,računalne igre ,third to sixth grade primary school ,treći do šesti razred osnovne škole ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,hypotheses ,computer games ,prijatelji ,utjecaj ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,hipoteze - Abstract
Ovaj rad bavi se utjecajem računalnih igara na djecu u dobi od trećeg do šestog razreda osnovne škole. U njemu je obrađen razvoj računalnih igara od njihovih idejnih početaka do danas, vrste računalnih igara, pozitivne i negativne strane igranja računalnih igara, studije koje obrađuju ciljanu dobnu skupinu, te utjecaj pandemije COVID-19 na odnos djece prema računalnim igrama. Za potrebe rada provedeno je i vlastito istraživanje i to na 145 djece, za koje su roditelji ispunjavali anketna pitanja. U njemu su potvrđene četiri hipoteze postavljene prije početka istraživanja, dok jedna nije. Potvrđeno je da djeca najčešće igraju online računalne igre s prijateljima iz stvarnog svijeta, da igraju računalne igre iz zabave ili zbog prijatelja, da igranje računalnih igara negativno utječe na dječje ponašanje i da su djeca tijekom pandemije COVID-19 više vremena provodila igrajući računalne igre. Nije potvrđena hipoteza da bi se djeca radije igrala računalne igre nego se igrala vani s prijateljima, jer je više roditelja dalo suprotan odgovor. Zaključeno je da igranje računalnih igara ima utjecaj na djecu u našoj dobnoj skupini. Taj utjecaj može biti ili pozitivan ili negativan, a sve ovisno od količine vremena koju djeca provode igrajući, koju vrstu igara igraju i koliko roditelji sudjeluju u odlukama djece oko računalnih igara i kontroliraju njihovo korištenje. This paper deals with the impact of computer games on children from third to sixth grade of primary school. It deals with the development of computer games from their beginnings until today, the types of computer games, the pros and cons of playing computer games, studies that address the target age group, and the impact of the COVID-19 pandemic on children's attitudes towards computer games. For the needs of the work, our own research was conducted on 145 children, for whom parents filled out survey questions. It confirmed four hypotheses set before the start of the study, while one did not. It was confirmed that children most often play online computer games with friends from the real world, that they play computer games for fun or for friends, that playing computer games negatively affects children's behavior and that children spent more time playing computer games during the COVID-19 pandemic. The hypothesis that children would rather play computer games than play outside with friends has not been confirmed, as more parents have given the opposite answer. It was concluded that playing computer games has an impact on children in our age group. This impact can be either positive or negative, all depending on the amount of time children spend playing, what type of games they play, and how much parents participate in children’s decisions about computer games and control their use.
- Published
- 2022
36. Elements of computer games in modern business
- Author
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Lastavec, Viktorija and Bernik, Andrija
- Subjects
MDC koncept ,Octalysis sistem ,business transformation ,gemifikacija ,6D model ,MDC concept ,motivacija ,elementi igre ,PBL system ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,Octalysis ,game elements ,motivation ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,transformacija poslovanja ,poslovanje ,gemification ,business ,PBL sustav - Abstract
Cilj ovog rada je pregled metoda gemifikacije u kontekstu poslovanja i usporedba dosadašnjih znanstvenih istraživanja koji razrađuju problematiku implementacije elemenata video igara u poslovnim sustavima za poboljšanje motivacije i angažiranost zaposlenika, ali i potrošača. Kako koristiti valjane tehnike za provedbu uspješne transformacije poslovnog procesa i poslovanja pomoću elemenata igre u poduzeću ili organizaciji. Primjeri dobre i loše implementacije u praksi potkrepljene istraživanjima i znanstvenim radovima stručnjaka tog područja. Koje su prednosti gemifikacije u poslovanju, a koji je nepoželjan utjecaj i kako ga svesti na minimum, odnosno kako izbjeći te nepovoljne efekte. This paper will provide overview of the gemification methods in business and comparishment of previous scientific research that elaborate on the issue with the implementation of the video games elements in business systems to improve the motivation and engagement of employees as well as consumers. How to incorporate valid techniques for the successful transformation of a business process using game elements in a company or organization. Examples of good and bad implementation in practice supported by research and scientific papers of experts in this field. What are the advantages of gemification in business, and what is the undesirable impact and how to minimize it, or how to avoid unfavorable effects.
- Published
- 2021
37. Comparative research of motion capture and traditional animation techniques
- Author
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Varga, Kristijan and Bernik, Andrija
- Subjects
Keyframe animation ,tehnike animiranja ,research ,Animation techniques ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,istraživanje ,motion capture ,snimanje pokreta ,Tradicionalna animacija ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U ovom diplomskom radu će biti provedeno komparativno istraživanje i analiza tehnike animiranja između snimanja pokreta tradicionalne animacije. Diplomski rad se sastoji od dva glavna dijela: Teorijski i istraživački dio rada. U teorijskom dijelu rada će biti objašnjeni osnovni koraci potrebni prije samog animiranja kao što su: odabir programa, modeliranje karaktera, izrada kostura itd. Nakon toga će se objasniti i opisati glavni pojmovi vezani za animaciju i ovo istraživanje: 12 principa animacije, koje sve tehnike animiranja postoje, kako one funkcioniraju i slično. Prije istraživanja će se prodiskutirati koji problemi i teze nastaju temeljem prijašnjih objašnjenih pojmova, problemi i teze poput: kako se tradicionalni način animiranja uspoređuje sa snimanjem pokreta, koje su prednosti i nedostaci tih tehnika animiranja što će poslužiti kao glavne smjernice tijekom istraživanja. Istraživanje se sastoji od nekoliko znanstvenih radova čija se glavna problematika podudara s problemima i tezama ovog diplomskog rada te koji su njihovi zaključci bazirani njihovom istraživanju i analizom prikupljenih podataka na probleme. In this thesis, a comparative research and analysis of animation techniques between recording the movements of traditional animation will be conducted. Thesis consists of two main parts: theoretical and research part. The theoretical part of the paper will explain the basic steps required before animation, such as: program selection, character modeling, skeleton making, etc. After that, the main concepts related to animation and this research will be explained and described: 12 principles of animation, all techniques animations exist, how they work and similarities. Before the research, it will be discussed what problems and theses arise based on the previously explained concepts, problems, and theses such as: how the traditional way of animation is compared with motion recording, what are the advantages and disadvantages of these animation techniques. The research consists of several scientific papers whose main issues coincide with the problems and theses of this thesis, and which are their conclusions based on their research and analysis of the collected data on the problems.
- Published
- 2021
38. Addiction and spending in gacha games
- Author
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Lakić, Nikola and Bernik, Andrija
- Subjects
lutrija ,ovisnost ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,lottery ,spending ,addiction ,potrošnja ,gacha ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Gacha igre najdominantnije su igre na mobilnom tržištu. Njihova se zarada kreće u milijardama dolara, a to je zahvaljujući gacha sustavu izvlačenja. Radi se o besplatnim igrama sa sistemom nalik lutriji gdje korisnik u igri plaća valutom kako bi izvlačio i dobio lik ili predmet koji želi. Ukoliko ne dobi čemu se nadao, korisnik ima opciju plaćanja vlastitog novca za više izvlačenja i to je glavni način monetizacije gacha igra. Problem je što takav sistem može stvarati ovisnost kod korisnika koji tako može potrošiti više novaca nego što bi on želio da bi nastavio izvlačiti. Rad obuhvaća istraživanja drugih istraživača na razne aspekte gacha igara. Cilj rada je provesti istraživanje s hipotezom da su igrači koji dulje igraju istu igru i imaju naviku na njeno igranje spremni dati više svog novca na izvlačenje. Istraživanje je provedeno kroz 48 sata pomoću stranice reddit.com. Rezultat je potvrđivanje hipoteze, ali i ostali zanimljivi podaci i zaključci. Gacha games are the most dominant games on the mobile market. Their earnings range in the billions of dollars, and that’s thanks to the gacha draw system. These are free to play games with a lottery-like system where the user pays with in-game currency to draw in order to get the character or item they want. If they do not get what he hoped for, the user has the option of paying their own money for more draws and this is the main way to monetize the gacha game. The problem is that such a system can create an addiction for the user, who will then spend more money than they would like to in order to continue to draw. The paper includes research by other researchers on various aspects of gatcha games. The aim of the paper is to conduct research with the hypothesis that players who play the same game for longer and have a habit of playing it are willing to give more of their money to draw. The survey was conducted over 48 hours using reddit.com. The result is a confirmation of the hypothesis, but also other interesting data and conclusions.
- Published
- 2021
39. 3D modeling of a house from blueprints
- Author
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Bajer, Antonio and Bernik, Andrija
- Subjects
Autodesk Maya ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,floor plan ,tlocrt ,3D models ,animations ,3D modeli ,animacije ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U ovom završnom radu ću kao što i naslov govori izraditi 3D model kuće, model će biti izrađen u programu Autodesk Maya. Autodesk Maya je vrlo dobro znani program u svijetu 3D modeliranja i animacije, program se koristi u mnogim industrijama od filmske industrije do arhitekture. Također u ovome završnom radu će biti objašnjeni načini i tehnike modeliranja te će se opisati program (Autodesk Maya) koji će biti korišten za izradu modela. U praktičnom djelu rada će se prikazati proces izrade modela od početnog tlocrta kuće do kompletnog 3D modela koji bi se mogao prikazati i biti koristan arhitektonskoj firmi kao model koji kupac može vidjeti prije samog ulaska u izradu kuće. Također ću u praktičnome djelu rada prikazati sve načine na koje se može izrađeni model koristiti. In this final paper, as the title suggests, I will make a 3D model of the house, the model will be made in Autodesk Maya. Autodesk Maya is a very well known program in the world of 3D modeling and animation, the program is used in many industries from the film industry to architecture. Also in this final paper, the methods and techniques of modeling will be explained and the program (Autodesk Maya) that will be used to create the model will be described. The practical part of the paper will show the process of making a model from the initial floor plan of the house to a complete 3D model that could be displayed and be useful by the architectural firm as a model that the buyer can see before building the house. I will also present in the practical part of the paper all the ways in which the created model can be used.
- Published
- 2021
40. Creation of a 3D business building of the company Mobilisis d.o.o
- Author
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Cmrečki, Petar and Bernik, Andrija
- Subjects
3D model ,Autodesk Maya ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,poslovna zgrada ,3D modeliranje ,poligonalno modeliranje ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U ovom završnom radu će se pomoću 3D modeliranja prikazati 3D model u obliku poslovne zgrade tvrtke Mobilisis d.o.o. U radu se upoznajemo s 3D modeliranjem te raznim tehnikama modeliranja. Upoznat ćemo se s programom Autodesk Maya koji je korišten za izradu 3D modela te ćemo u koracima izrade prikazati pojedine alate koje taj program nudi za izradu modela načinom poligonalnog modeliranja. Iako će se spomenuti i opisati više tehnika modeliranja, fokus će biti na poligonalnom modeliranju jer je to izabrana tehnika izrade 3D modela poslovne zgrade. U praktičnom dijelu rada opisati će se modeliranje 3D modela poslovne zgrade u koracima te će se uz to opisati korišteni alati. Uz to, nakon što je model završen, na njega će se postaviti teksture i biti će renderiran. Na kraju će biti iznesen zaključak o poligonalnom modeliranju.
- Published
- 2021
41. Creating a video game using GameMaker Studio 2
- Author
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Ljutak, Ivan and Bernik, Andrija
- Subjects
Video game ,GameMaker Studio ,Dizajniranje video igara ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,Game engine ,Sprite ,Pixel art ,Video igra ,Aseprite ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,Video game design - Abstract
U ovom je radu prikazana izrada video igre u GameMaker Studio 2 engine-u, te izrada 2d sprite-ova u alatu Aseprite. Objašnjen je workflow u GameMaker Studio 2 i Aseprite-u, te se zatim detaljnije objašnjava proces izrade same igre. Prvo se objašnjava zamišljeni koncept igre, pa se onda prolazi kroz proces stvaranja lika kojeg igrač kontrolira. To uključuje i vizualni dizajn i objašnjenja svih akcija koje je lik sposoban izvesti. Prilaže se i kod koji omogućuje izvođenje tih akcija, napisan u GameMaker Language-u. Nakon svega toga se na isti način pokriva i neprijatelj, od vizualnog dizajna do akcija te kako je sve to implementirano u igru. Poslije toga, prolazi se kroz proces dizajniranja i implementiranja korisničkog sučelja u igri, ovdje se pokriva većina elemenata korisničkog sučelja i njihova svrha. Onda se prelazi na objašnjavanje training stage-ova, čija je svrha da nauče igrača osnovnim mehanikama igre, kako bi bio spreman za battle stage-ove koji dolaze nakon. U radu se zatim objašnjava i kako su dizajnirani te kako funkcioniraju battle stage-ovi. This paper showcases the process of creating a video game using the GameMaker Studio 2 engine, and the making of 2d sprites within Aseprite. A more detailed process of the creation of the game is explained after a summary of the workflow within GameMaker Studio 2 and Aseprite. The imagined game concept is explained first, after which the paper describes the way the playable character was designed. This includes both visual design and an explanation of the gameplay mechanics relating to the character. The code for these mechanics, written in GameMaker Language, is also shown. After all that the process of creating the game's enemy character is covered in the same way, from visual design to how it was implemented into the game. Then the process of designing and implementing the UI is covered, this includes most UI elements in the game and their purpose. The training stages are then explained, the purpose of which is to teach the players about the mechanics present in the game. Finally, the way the battle stages were designed and how they work is shown.
- Published
- 2021
42. The process of making a low poly Game Ready Asset
- Author
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Purgar, Petar and Bernik, Andrija
- Subjects
Substance Painter ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,UV mapping ,UV mapiranje ,teksturiranje ,3D modeliranje ,Blender ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,Adobe Photoshop 2020 ,texturing ,3D modeling - Abstract
Cilj završnog rada biti će kreiranje low poly game ready asseta gdje će se pojasniti brojne teme i osnove 3D modeliranja što obuhvaća samo modeliranje modela, UV mapiranje, baking proces tekstura te teksturiranje modela. Za uspješnu izradu optimiziranog game ready modela bitno je pojasniti i detaljno proći kroz prethodno navedenih tema kako bi se model mogao koristiti u videoigri bez da dolazi do grafičkih greška kod prikazivanja modela i/ili nepotrebnog opterećivanja pogonskoga sklopa igre (engl. game engine). U praktičnom dijelu napravit će se low poly game ready model Thorovog malja zvan Mjolnir te će pokazati znanje korištenja programa Blender, Adobe Photoshop 2020 i Substance Painter. The aim of the final work will be to create a low poly game ready asset where many topics and basics of 3D modeling will be explained, which includes 3D modeling, UV mapping, texture baking and 3D texturing of the model. To successfully create an optimized game ready model, it is important to clarify and go through the above topics so that the model can be used in a video game without any graphic errors in displaying the model and / or unnecessary burdening of the game engine. In the practical part a low poly game ready model of Thor's hammer called Mjolnir will be made and will show the knowledge of using Blender, Adobe Photoshop 2020 and Substance Painter.
- Published
- 2021
43. The impact of augmented reality on the purchase decision
- Author
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Zagorc, Ana and Bernik, Andrija
- Subjects
TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,digitalna tehnologija ,marketing ,e-commerce ,proširena stvarnost ,digital technology ,augmented reality ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Proširena stvarnost (AR; eng. Augmented Reality) je prilično nova tehnologija koja je postala poznatija sredinom 2000-tih godina. Riječ je o tehnologiji koja prikazuje virtualne objekte u stvarnom svijetu. Prikazivanjem virtualnih objekata u fizičkom okruženju, kombinacija virtualnog i stvarnog svijeta pruža korisnicima novo iskustvo svakodnevnog života. AR se danas primjenjuje u mnogom područjima poput video igara, navigacije, turizma i marketinga. Ovaj diplomski rad istražuje utjecaj proširene stvarnosti na odluku o kupovini, a podijeljen je u dva dijela koja se objedinjuju na kraju rada. U prvom, teorijskom dijelu rada, prikazan je pregled dosadašnjih istraživanja u području elektroničke trgovine, tehnologije proširene stvarnosti i korištenja tehnologije proširene stvarnosti u području elektroničke trgovine. Teorijski dio završava pregledom specifičnosti hrvatskog tržišta čijim glavnim problemom u odnosu na globalno tržište se smatra nedovoljna upoznatost stanovnika s tehnologijom proširene stvarnosti. U drugom dijelu rada provedeno je istraživanje putem anketnog upitnika u kojem su sudjelovale dvije grupe, kontrolna i eksperimentalna, čime se željelo utvrditi postoji li razlika između kupovanja putem web-stranice ili AR aplikacije, utječe li na tu odluku poznavanje tehnologije i postiže li se korištenjem AR aplikacije viša razina virtualne prisutnosti u odnosu na web-stranicu. Augmented Reality (AR) is a fairly new technology that became better known in the mid-2000s. It is a technology that displays virtual objects in the real world. By displaying virtual objects in a physical environment, the combination of the virtual and real world provides users with a new experience of everyday life. AR is applied today in many areas such as video games, navigation, tourism, and marketing. This thesis explores the impact of augmented reality on the decision to purchase, and is divided into two parts which are combined at the end of the thesis. The theoretical part of the thesis covers an overview of previous research in the field of electronic commerce, augmented reality technology, and the use of augmented reality in the field of electronic commerce. The theoretical part ends with an overview of the specific characteristics of the Croatian market, whose main problem compared to the global market is insufficient familiarity of the population with augmented reality technology. In the second part of the thesis, two groups (a control and an experimental group) completed a questionnaire as a part of a survey whose aim was to determine whether there is a difference between buying through a website or AR application, whether this decision is influenced by knowledge of technology, and whether using AR applications provides a higher level of telepresence compared to a web page.
- Published
- 2021
44. The impact of video games on physical activity and motivation for exercise using VR technology
- Author
-
Mikac, Elizabeta and Bernik, Andrija
- Subjects
exercise ,physically active people ,VR igre ,vježbanje ,motivacija ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,fizički aktivne osobe ,VR games ,motivation ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,virtual reality ,virtualna stvarnost ,fizički neaktivne osobe ,physically inactive people - Abstract
Cilj ovog rada je istražiti kako VR igre utječu na tjelesnu aktivnost, odnosno postoji li određeni napor koji omogućuje vježbanje korištenjem VR tehnologije, te motivaciju kod fizički aktivnih i fizički neaktivnih osoba. Iako već postoje istraživanja koja pokazuju da VR igre omogućuju tjelesnu aktivnost i potiču motivaciju, nigdje se ne navodi u kojoj mjeri je tjelesna aktivnost postignuta kod fizički aktivnih i neaktivnih osoba, te postoji li ikakva razlika u njihovoj motivaciji za vježbanjem uporabom imerzivne virtualne stvarnosti. Dobiveni rezultati pokazat će kako je fizički aktivne osobe teže motivirati za ovakvim oblikom vježbanja, no što se tiče ostvarivanja napora gotovo da neće ni biti razlike. The aim of this paper is to investigate how VR games affect physical activity and if the physical effort needed for playing VR games is viable to be used as physical exercise through usage of VR technology, as well as how physically active and inactive individuals are motivated to exercise in this way. Although there is already research showing that VR games enable physical activity and motivate people to exercise, data is not provided on how much physical activity is achieved by physically active and inactive individuals, nor if there is any difference in the amount of their motivation for practice using an immersive virtual reality. Data provided by this paper shows that physically active invididuals are harder to motivate to start exercising this way and that there is barely any difference in the effort needed for playing VR games by physically active and inactive individuals.
- Published
- 2021
45. Analysis and development of aerial photogrammetry procedures for reconstruction of 3d terrain models using an unmanned aerial vehicle
- Author
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Tunjić, Boris and Bernik, Andrija
- Subjects
bespilotna letjelica ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,Pix4Dmapper ,unmanned aerial vehicle ,fotogrametrija ,DJI Phantom 3 Standard ,photogrammetry ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Zračna fotogrametrija je razvojem optičke tehnologiji, primarno minijaturizacije elektroničkih sklopova i senzora, napravila veliki skok u konkurentnosti sa laserskim skenerima, te postala bitan faktor u metodologiji daljinskog istraživanja. Međutim, upravo rapidan razvoj nosi i niz negativnih konotacija. Jedan od glavnih je manjak standardizacije u svim procesnim koracima 3d rekonstrukcije. Ovaj rad će analizirati tri tehnike u planiranju leta bespilotne letjelice, broju vertikalnih obzornih linija, kuta kamere prema snimanom objektu, frekvenciji fotografija i postotak njihovih preklapanja. Za terensko mjerenje koristila se bespilotna letjelica DJI Phantom 3 Standard, obrada i rekonstrukcija podataka u softveru Pix4Dmapper. Objekt istraživanja je zagrebački Medvedgrad. Svrha ovog rada je izrada standardiziranog protokola snimanja koji bi doprinio bržem i optimalnijem radnom procesu uz zadržavanje kvalitete konačnog računalnog modela. Temeljem istraživanja i dobivenih rezultata primarno preko analize značajki i globalnog točkastog oblaka, dokazana je mogućnost snimana sa veće udaljenosti od objekta (30m) uz minimalan (3.6%) gubitak broja 2d značajki. To omogućuje korištenje jedne obzorne visine i skraćuje vrijeme letenja za 33%. Također, utvrđeno je da preklapanje fotografija od 85% daje skoro identičan broj 3d značajki (razlika 0.7%) kao i 90% preklapanje fotografija. With the development of optical technology, primarily miniaturization of electronics and optical sensors, aerial photogrammetry has made a big leap in competitiveness with laser scanners and has become an important factor in the methodology of remote sensing. However, rapid development also carries several negative connotations. One of the main ones is the lack of standardization in the pipeline process of 3d reconstruction. This paper will analyze three techniques in drone flight planning, the number of vertical horizon lines, the angle of the camera towards the captured object, the frequency of the photos, and the percentage of their overlaps. Capturing data was done by a DJI Phantom 3 Standard drone, processing and reconstructing data in Pix4Dmapper software. The object of the research is the ancient Medvedgrad, a medieval fort built in the 13th century and recently reconstructed, located near Zagreb. The purpose of this paper is to develop a standardized recording protocol that would contribute to a faster and more optimal working process while maintaining the quality of the final computer model. Based on research and analysis of 2d features and overlapping by photo in Pix4Dmapper software, it was confirmed that 30m is the maximal distance from the object with the small (3.6%) decline in 2d features. Also, reducing photo overlap from 90% to 85% resulted in a minimal decline in 3d features (0.7%).
- Published
- 2021
46. Creating a 3D model of a house using Blender
- Author
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Pecolaj, Robert and Bernik, Andrija
- Subjects
architecture ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,3D modeliranje ,Blender ,arhitektura ,3D modelling ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Ovim ću završnim radom prikazati proces izrade jednostavne 3D kuće te ću opisati alate koje se koriste u izradi iste. Kroz rad su objašnjeni osnovni pojmovi programa, osnovni dijelovi, povijest itd. Teorijski dio je namijenjen za prikaz primjene 3D modeliranja u arhitekturi. Prikazat će se tehnike koje će se koristiti u programu blender za modeliranje. Cilj ovog rada je približiti potrebu za 3D modeliranjem i prikazati model u što realnijem izdanju tako da se može iskoristiti za izradu kuće. U praktičnom dijelu se prikazuje procedura izrade kuće te se objašnjavaju alati koji se koriste. Izrada modela će se odvijati u 3D programu „Blender“. With this final paper I will demonstrate the process of making a simple 3D house and I will describe the tools used in making it. The paper explains the basic concepts of the program, basic parts, history, etc. The theoretical part is intended to show the application of 3D modeling in architecture. The techniques to be used in the process of making the model using the blender program will be presented. The aim of this paper is to approximate the need for 3D modelling and present the model in its most realistic form so that it can be used to design a house. The practical part shows the procedure of making a house and explains the tools used. The development of the model will take place in the 3D program "Blender".
- Published
- 2021
47. Photorealistic rendring and visualization
- Author
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Horvat, Ela and Bernik, Andrija
- Subjects
3D model ,3D model prostora ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,3D modeliranje ,Blender ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,3D modeling - Abstract
3D modeliranje je proces kreiranja trodimenzionalnih objekata pomoću softvera za modeliranje. Danas ima vrlo široku primjenu u različitim industrijama. Koristi se u filmskoj industriji, industriji video igara, arhitekturi, medicini, automobilskoj industriji, kod dizajniranja interijera i slično. Tema ovog rada je 3D vizualizacija prostora. Arhitektima i dizajnerima interijera 3D modeliranje ima bitnu ulogu. Današnjim alatima za 3D modeliranje mogu napraviti virtualni prikaz odnosno 3D vizualizaciju neke zgrade ili prostorije. U ovom radu u prvom dijelu teorijski će biti opisano što je to 3D modeliranje, teksturiranje, osvjetljenje i renderiranje. U drugom dijelu rada bit će opisan proces izrade virtualnog prikaza prostora odnosno 3D vizualizacija prostora pomoću programa Blender. Blender je najpopularniji besplatni program za 3D modeliranje i 3D animiranje. Koristi se za izradu animiranih filmova, vizualnih efekata, 3D modela. Idealan je za početnike jer je besplatan, pa netko tko nije profesionalac ne mora plaćati skupe programe ako želi naučiti 3D modelirati. 3D modeling is a process of creating three-dimensional objects using 3D modeling software. Today it has a very wide application in various industries. It is used in the film industry, video game industry, architecture, medicine, automotive industry, in interior design etc. The topic of this paper is 3D visualization. 3D modeling plays an important role for architects and interior designers. With today's 3D modeling tools, they can create a virtual view or 3D visualization of a building or room. In this paper, the first part will theoretically describe what 3D modeling, texturing, lighting and rendering are. The second part of the paper will describe the process of creating 3D visualization using Blender. Blender is the most popular free program for 3D modeling and 3D animation. It is used for making animated films, visual effects, 3D models. It’s ideal for beginners because it’s free, so someone who isn’t a professional doesn’t have to pay for expensive programs if they want to learn 3D modeling.
- Published
- 2021
48. Lumion - photorealistic 3D rendering software
- Author
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Peršić, Đani and Bernik, Andrija
- Subjects
Maya ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,Lumion ,3D modeliranje ,iscrtavanje ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije ,3D modeling ,Rendering - Abstract
U ovom radu opisuje se Lumion, odnosno program za 3D iscrtavanje, proces izrade 3D scene te implementacija u isti. U teoretskom dijelu rada bit će opisan program Lumion i njegove funkcije, alati i ostale posebnosti. Cilj ovoga dijela je s razumijevanjem objasniti program i sve njegove mogućnosti. U praktičnom dijelu rada opisuje se proces izrade 3D scene u programu za 3D modeliranje Maya, daljnje razvijanje iste scene u program Lumion te uređenje, teksturiranje i iscrtavanje (eng. render) finalne scene. This paper describes the Lumion 3D rendering program, the process of creating a 3D scene, and implementation in the same program. The theoretical part of the paper will describe the Lumion program, its functions, tools, and other features. The main goal of the theoretical part is to explain the program and all its possibilities with ease and understanding. The practical part of the paper describes the process of creating a 3D scene in the Autodesk Maya 3D modeling program, further developing the same scene in the Lumion program which includes the arrangement, texturing and rendering of the final scene.
- Published
- 2021
49. Creating a level for 2D computer game in Unity
- Author
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Žugec, Luka and Bernik, Andrija
- Subjects
Video Game ,Unity ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,Scripting ,Sprite ,Video igra ,skriptiranje ,2D ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
2D video igre odnose se na igre u kojima se radnje događaju u 2D ravnini i obično se kreću vodoravno ili vertikalno. U njima se likovi i okruženja obično prikazuju u 2D-u. Njihove karakteristike na odnosu od 3D video igara su što koriste ravnu grafiku, nazvanu sprite, i nemaju trodimenzionalnu geometriju. Na zaslonu su prikazane kao ravne slike, a kamera koja prati igrača nema perspektivu. Najpoznatija vrsta 2D video igra su "platformer" igre koje karakterizira velika upotreba skakanja i penjanja za navigaciju u igračevom okruženju. Razine i okruženja uglavnom se sastoje od neravnih terena i raznih platforma postavljenih na različite visine što zahtjeva korištenje različitih sposobnosti samog lika igrača za prelazak. Program korišten za izradu nivoa 2D video igre u radu je Unity. Unity je razvijen kako bi razvijanje 2D i 3D video igra bilo dostupno novim i neiskusnim programerima. Njegovo sučelje prilagođeno je kako bih se korisnici mogli jednostavno služiti svim njegovim alatima i funkcijama kod izrade projekata. U radu je opisana njegova povijest i razvoj, korisničko sučelje s fokusom na razvijanje 2D video igara, osnovna potrebna znanja o skriptiranju i glavne razlike odnosno opcije kod Unity 2D-a. Za praktičan dio opisan je proces izrade kompletnog nivoa 2D računalne igre, od izrade spriteova do izrade funkcionalnosti glavnog lika i neprijatelja. 2D video games refer to games in which actions take place in the 2D plane and usually move horizontally or vertically. In them, characters and environments are usually displayed in 2D. Their features compared to 3D video games are that they use flat graphics, called sprites, and do not have three-dimensional geometry. They are displayed on the screen as flat images, and the camera that follows the player has no perspective. The most famous type of 2D video games are platformers which are characterized by a large use of jumping and climbing to navigate the player's environment. Levels and environments mainly consist of uneven terrain and various platforms set at different heights which requires the use of different abilities of the player's own character to cross. The program used to create one level of a 2D video game in this final work is Unity. Unity was developed to make the development of 2D and 3D video games available to new and inexperienced developers. Its interface has been customized so that users can easily use all its tools and functions when creating projects. The paper describes its history and development, the user interface with a focus on the development of 2D video games, the basic knowledge of scripting and the main differences and options in Unity 2D. For the practical part, the process of creating a complete level of 2D computer game is described, from making sprites to creating the functionality of the main character and the enemy.
- Published
- 2021
50. Making a 2D video game in Unity
- Author
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Malić, Zdravko and Bernik, Andrija
- Subjects
Unity ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,programiranje ,video-igre ,C# ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Izrada aplikacija za mobitel je proces stvaranja softvera za razne mobilne i slične uređaje. Ovo tržište čvrsto raste i donijelo je mnogo poslova. Raznolik izbor alata današnjice nam omogućuje lagano, brzo i intuitivno stvaranje aplikacija. Aplikacija koja je napravljena za ovaj projekt zove se Twister. To je stvarna fizička igra no nema potrebe se kupuje kada je aplikacija dovoljna. Ipak, svi danas imaju pristup mobitelu pa je aplikacija dostupna svima. Ona nudi pristup raznim varijacijama igre, što ju čini još boljim izborom, nego kupovanje i trošenje novca na razne verzije igre. Također ima glasovne naredbe da ne treba gledati u mobitel tijekom igranja igre. Snimljene su te import-ane u Unity, pa je zvuk čišći nego da se koristi neki automatski glasovni čitač teksta. Imena igrača mogu se unijeti zvukom, te će ih aplikacija reproducirati po potrebi. Za izradu aplikacije treba skicirati UI kako bi bio pregledan, originalan i zanimljiv. Asseti za 2D projekt mogu se napraviti unutar Illustrator-a te izvesti u Unity. Unity je besplatan program za izradu igara, ali može poslužiti i za izradu drugih aplikacija. Asseti se slažu u prozoru Scena da odgovaraju skici te se slažu najboljim redoslijedom da budu pregledni i u korelaciji s programskim kodom. U Unity-u se sve može animirati na intuitivan način te se samim tipkama može dodati mogućnost kliktanja na njih bez ikakvog koda. Programski jezik korišten za ovaj projekt je C# što je jednostavnija, sigurnija i brža verzija jezika C.
- Published
- 2021
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