6 results on '"Čep, Andrej"'
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2. ChatGPT and Artificial Intelligence in Higher Education: Literature Review Powered by Artificial Intelligence
- Author
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Čep, Andrej, Bernik, Andrija, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, and Arai, Kohei, editor
- Published
- 2024
- Full Text
- View/download PDF
3. Comparative Analysis of Augmented Reality Software Development Kits for the Development of Educational Applications Within Unity Game Engine
- Author
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Čep, Andrej, Bernik, Andrija, Radošević, Danijel, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, and Arai, Kohei, editor
- Published
- 2023
- Full Text
- View/download PDF
4. Addiction and Spending in Gacha Games.
- Author
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Lakić, Nikola, Bernik, Andrija, and Čep, Andrej
- Subjects
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]
- Published
- 2023
- Full Text
- View/download PDF
5. Comparative analysis of augmented reality software development kits for the development of educational applications within Unity Game Engine
- Author
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Čep, Andrej and Bernik, Andrija
- Subjects
education ,software development kit ,comparative analysis ,edukacijska aplikacija ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,pribor za razvijanje softvera ,Proširena stvarnost ,komparativna analiza ,Augmented reality ,edukacija ,educational application ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
Ubrzanim razvojem područja proširene stvarnosti, velikoj rasprostranjenosti mobilnih uređaja te spojem proširene stvarnosti i mobilnih uređaja kroz razne aplikacije, dolazi do prodiranja proširene stvarnosti u sve sfere djelatnosti i ljudskog života. Proširena stvarnost se u današnje vrijeme sve češće pokušava koristiti ili se koristi u edukacijske svrhe jer poboljšava angažiranost korisnika, stimulira ili nadograđuje osjetila te omogućuje poseban nivo interakcije koji je gotovo ne moguće postići bez njezinog korištenja. Kako bi se povećala uporaba edukacijskih aplikacija i njihov razvoj, učestalo se koriste mnoga sučelja za razvoj aplikacija koja olakšavaju i pojednostavljuju proces izrade edukacijskih aplikacija proširene stvarnosti. Problem se javlja kada zbog velikog broja sučelja za razvoj aplikacija i nedovoljnog broja komparacije njihovih mogućnosti, korisnik sam ne može procijeniti koje sučelje je najpogodnije za izradu aplikacije u pojedinoj sferi edukacije, a upravo to je svrha ovog istraživanja – dokazati koje je najpogodnije sučelje za izradu aplikacija proširene stvarnosti u edukaciji kroz njihovu komparativnu analizu. The accelerated development of the field of augmented reality, the high prevalance of smartphones and the combination of augmented reality and mobile devices through various applications, leads to the penetration of augmented reality into all spheres of activity and human life. The augmented reality today is increasingly being used or is used for educational purposes because it improves user engagement, stimulates or upgrades senses, and enables a special level of interaction that couldn't be achieved otherwise. In order to increase the use of educational applications and their development, many software development kits (SDKs) are often used for the development of such applications to facilitate and simplify the process of developing educational applications of augmented reality. The problem arises when, due to the large number of software development kits and a lack of comparison of their features, the user cannot assess which interface is best suited for creating an application in particular sphere of education, and that is precisely the purpose of this research – to prove which is the most suitable software development kit for creating educational augmented reality applications through their comparative analysis.
- Published
- 2021
6. Rigging and creating character animations for video games
- Author
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Čep, Andrej and Bernik, Andrija
- Subjects
3D animacija ,key frame animation ,3D animation ,2D animation ,rigging ,izrada kostura ,TECHNICAL SCIENCES. Graphic Technology. Processes of Graphic Reproduction ,„key frame“ animiranje ,2D animacija ,TEHNIČKE ZNANOSTI. Grafička tehnologija. Procesi grafičke reprodukcije - Abstract
U posljednja dva desetljeća računalna animacija (poznata kao i CGI animacija ili kraće 3D animacija) doživjela je ogroman procvat i napredak. Pojavom sve naprednijih računala koja su uz pomoć poboljšanja ostale računalne tehnologije omogućila ubrzani razvoj računalnog animiranja, jednako kao i olakšavanje samog postupka 3D animiranja. Nove generacije računala su boljim i jačim hardverom te sve kompleksnijim softverskim dijelom uvelike poboljšala izradu računalne animacije. Kao takve, dovele su do ogromnog porasta korištenja 3D animacije kako u kinematografskoj industriji, tako i u industriji videoigara. Naime, raznim saznanjima iz 2D animacija te novim saznanjima o 3D animaciji, izradom kostura 3D modela i korištenjem novih tehnika 3D animiranje kao što su: FK i IK te općenito samim „key frame“ animiranjem, ali i razvitkom motion capture tehnologije, došlo je do velikog napretka u animiranju. U današnje vrijeme postoji mnoštvo različitih programa koji se koriste za izradu kostura i za izradu 3D animacija, a najpoznatiji i najpopularnijih od njih su: Blender, 3DS Max, Cinema 4D, Houdini Apprentice, Motionbuilder te naravno Autodesk Maya koja će nam u potpunosti poslužiti u izradi ovog završnog rada. Ovaj završni rad se može podijeliti na tri osnovna dijela: povijest i razvoj animacije sa naglaskom na 3D animaciju, teorijski dio u kojem se govori o osnovnim i općenitim pojmovima i procesima vezanim uz 3D animaciju te praktični dio u kojem su izrađeni i napravljeni svi ključni procesi koji su prethodno spomenuti u teorijskom dijelu. Cilj ovog završnog rada je objasniti i pokazati na primjeru cjelokupne procese izrade kostura i 3D animiranja te kreiranje seta od nekoliko animacija za 3D karakter model kako bi se dao uvid u pojmove i procese izrade kostura i 3D animiranja koji su temelj naprednih tehnika 3D animiranja. In the last two decades, the computer animation (also known as CGI animation or 3D animation) is experiencing a massive succes. With the emergence of advanced computers which with the help of enhancements of other computing technologies have enabled accelerated development of computer animation and facilitated 3D animation itself. The new generation of computers with much better and stronger hardware and with more complex software have significantly improved computer animation design as well as lead to a tremendous growth in 3D animation in the cinematic industry as well as in the video game industry. Namely, there is a great deal of progress in animation which was accelerated with the help of various knowledge of 2D animation, with new knowledge of 3D animation, rigging of 3D models and the use of new 3D animation techniques such as FK and IK, and generally with key frame animation as well as the development of motion capture technology. Nowadays, there is a number of different programs used for rigging and creating 3D animations and some of the most popular are: Blender, 3DS Max, Cinema 4D, Houdini Apprentice, Motionbuilder, and of course Autodesk Maya, which will fully serve us in making this thesis. This thesis can be divided in three basic parts: history and evolution of animation with great emphasis on 3D animation, theoretical part which explains basic elements and processes of 3D animation and practical part which shows all key elements and processes which were mentioned in theoretical part and are made and presented in this part. Goal of this thesis is to overall show and explain processes of rigging and 3D animation on examples and combining all 3D animations in a single character set, so as to give an insight in terms and processes of rigging and 3D animation that are basis for advanced 3D animation techniques.
- Published
- 2019
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