dc.contributor |
Royo Vallés, María Dolores |
dc.contributor.author |
Mamano Ingles, Pau |
dc.date |
2017-07-14 |
dc.identifier.uri |
http://hdl.handle.net/2117/108089 |
dc.language.iso |
spa |
dc.publisher |
Universitat Politècnica de Catalunya |
dc.rights |
info:eu-repo/semantics/openAccess |
dc.rights |
http://creativecommons.org/licenses/by-nc-sa/3.0/es/ |
dc.subject |
Àrees temàtiques de la UPC::Enginyeria de la telecomunicació |
dc.subject |
Virtual reality |
dc.subject |
Unity 3D |
dc.subject |
Programació C# |
dc.subject |
Sensor inercial |
dc.subject |
Entorns virtuals compartits |
dc.subject |
Videojocs -- Disseny |
dc.subject |
Realitat virtual |
dc.title |
Implementación de un sistema inercial en un videojuego de realidad virtual |
dc.type |
info:eu-repo/semantics/bachelorThesis |
dc.description.abstract |
This work is about a project that seeks to achieve a form of interaction in Virtual Reality. The project deals with the use of an inertial system with which we can play through the movement of the hand. It's meant to be used in a virtual reality videogame which is played with a Headmounted display and a sensor in hand. The project itself is not a videogame but rather a technical demonstration of this system. A demo has been made in which we can move an object in a virtual scenario through the hand movement. The first chapter explains what virtual reality is and a bit of its context, what has happened in the market, how is its current situation, and what may be its future. It will also be discussed how important is this project in virtual reality industry. Next we will talk about the inertial system. This system is part of a degree's project from the UPC. Basically, it is a system that is able to read the measured information from an accelerometer on a PC. We will explain the basic operation of an accelerometer and how to interpret its measures. In addition, we will briefly explain how is the inertial system made. In chapter 3 we will explain how to translate the accelerometer readings to an orientation of a three-dimensional object. Finally, we will explain how we built the playable demo of this project using Unity, the video game engine that has been chosen. There are other video game engines which we could have chosen, but this decision does not obey any particular reason. |