{"version":"1.0","provider_name":"Prodigy","provider_url":"https:\/\/www.prodigy-project.eu","author_name":"George Athanasiadis","author_url":"https:\/\/www.prodigy-project.eu\/index.php\/author\/george\/","title":"M7 - Vyu\u017eit\u00ed technologi\u00ed VR\/AR pro simulaci situac\u00ed - Prodigy","type":"rich","width":600,"height":338,"html":"<blockquote class=\"wp-embedded-content\" data-secret=\"aqiAN22Xb5\"><a href=\"https:\/\/www.prodigy-project.eu\/index.php\/lesson\/m7\/\">M7 &#8211; Vyu\u017eit\u00ed technologi\u00ed VR\/AR pro simulaci situac\u00ed<\/a><\/blockquote><iframe sandbox=\"allow-scripts\" security=\"restricted\" src=\"https:\/\/www.prodigy-project.eu\/index.php\/lesson\/m7\/embed\/#?secret=aqiAN22Xb5\" width=\"600\" height=\"338\" title=\"&#8220;M7 &#8211; Vyu\u017eit\u00ed technologi\u00ed VR\/AR pro simulaci situac\u00ed&#8221; &#8212; Prodigy\" data-secret=\"aqiAN22Xb5\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" scrolling=\"no\" class=\"wp-embedded-content\"><\/iframe><script>\n\/*! This file is auto-generated *\/\n!function(d,l){\"use strict\";l.querySelector&&d.addEventListener&&\"undefined\"!=typeof URL&&(d.wp=d.wp||{},d.wp.receiveEmbedMessage||(d.wp.receiveEmbedMessage=function(e){var t=e.data;if((t||t.secret||t.message||t.value)&&!\/[^a-zA-Z0-9]\/.test(t.secret)){for(var s,r,n,a=l.querySelectorAll('iframe[data-secret=\"'+t.secret+'\"]'),o=l.querySelectorAll('blockquote[data-secret=\"'+t.secret+'\"]'),c=new RegExp(\"^https?:$\",\"i\"),i=0;i<o.length;i++)o[i].style.display=\"none\";for(i=0;i<a.length;i++)s=a[i],e.source===s.contentWindow&&(s.removeAttribute(\"style\"),\"height\"===t.message?(1e3<(r=parseInt(t.value,10))?r=1e3:~~r<200&&(r=200),s.height=r):\"link\"===t.message&&(r=new URL(s.getAttribute(\"src\")),n=new URL(t.value),c.test(n.protocol))&&n.host===r.host&&l.activeElement===s&&(d.top.location.href=t.value))}},d.addEventListener(\"message\",d.wp.receiveEmbedMessage,!1),l.addEventListener(\"DOMContentLoaded\",function(){for(var e,t,s=l.querySelectorAll(\"iframe.wp-embedded-content\"),r=0;r<s.length;r++)(t=(e=s[r]).getAttribute(\"data-secret\"))||(t=Math.random().toString(36).substring(2,12),e.src+=\"#?secret=\"+t,e.setAttribute(\"data-secret\",t)),e.contentWindow.postMessage({message:\"ready\",secret:t},\"*\")},!1)))}(window,document);\n\/\/# sourceURL=https:\/\/www.prodigy-project.eu\/wp-includes\/js\/wp-embed.min.js\n<\/script>\n","description":"\u00davod V\u00edtejte v Modulu 7 na\u0161eho \u0161kol\u00edc\u00edho kurzu, kter\u00fd se v\u011bnuje zkoum\u00e1n\u00ed transforma\u010dn\u00edch aplikac\u00ed virtu\u00e1ln\u00ed reality (VR) a roz\u0161\u00ed\u0159en\u00e9 reality (AR) v p\u0159\u00edprav\u011b na mimo\u0159\u00e1dn\u00e9 ud\u00e1losti. V tomto modulu se pono\u0159\u00edme do dynamick\u00e9ho sv\u011bta technologi\u00ed VR a AR a jejich hlubok\u00e9ho dopadu na zlep\u0161en\u00ed \u0161kolen\u00ed, p\u0159ipravenosti a reakce na mimo\u0159\u00e1dn\u00e9 situace. Prozkoum\u00e1me z\u00e1kladn\u00ed principy a komponenty technologie virtu\u00e1ln\u00ed reality, historick\u00fd v\u00fdvoj VR a potenci\u00e1ln\u00ed v\u00fdhody aplikac\u00ed VR\/AR v p\u0159\u00edprav\u011b na mimo\u0159\u00e1dn\u00e9 ud\u00e1losti. Technologie VR a AR nab\u00edzej\u00ed pohlcuj\u00edc\u00ed a poutav\u00e9 \u0161kol\u00edc\u00ed z\u00e1\u017eitky, kter\u00e9 mohou v\u00fdrazn\u011b zlep\u0161it schopnosti reakce na mimo\u0159\u00e1dn\u00e9 situace. P\u0159ijet\u00edm t\u011bchto inovativn\u00edch n\u00e1stroj\u016f m\u016f\u017eeme podporovat optimismus ohledn\u011b budoucnosti p\u0159\u00edpravy na mimo\u0159\u00e1dn\u00e9 situace a z\u00e1rove\u0148 podporovat rovn\u00fd p\u0159\u00edstup a \u00fa\u010dast v\u0161ech jednotlivc\u016f, v\u010detn\u011b osob se zdravotn\u00edm posti\u017een\u00edm. P\u0159ipojte se k n\u00e1m na t\u00e9to cest\u011b, kdy budeme zkoumat potenci\u00e1l technologi\u00ed VR\/AR revolu\u010dn\u011b zm\u011bnit \u0161kolen\u00ed a reakci na mimo\u0159\u00e1dn\u00e9 situace, \u010d\u00edm\u017e vytvo\u0159\u00edme inkluzivn\u011bj\u0161\u00ed a efektivn\u011bj\u0161\u00ed p\u0159\u00edstup k p\u0159ipravenosti. Submodul 7.1. \u00davod do virtu\u00e1ln\u00ed reality (VR) Historick\u00fd v\u00fdvoj virtu\u00e1ln\u00ed reality (VR) Technologie virtu\u00e1ln\u00ed reality (VR) pro\u0161la fascinuj\u00edc\u00edm v\u00fdvojem, jeho\u017e ko\u0159eny sahaj\u00ed n\u011bkolik desetilet\u00ed zp\u011bt. Koncept pohlcuj\u00edc\u00edch simulovan\u00fdch prost\u0159ed\u00ed uchv\u00e1til p\u0159edstavivost v\u00fdzkumn\u00edk\u016f, v\u00fdvoj\u00e1\u0159\u016f a nad\u0161enc\u016f a vedl k v\u00fdznamn\u00fdm pokrok\u016fm v technologii VR. Poj\u010fme se pod\u00edvat na kl\u00ed\u010dov\u00e9 f\u00e1ze historick\u00e9ho v\u00fdvoje VR: Ran\u00e9 koncepty (50.\u201360. l\u00e9ta): Po\u010d\u00e1te\u010dn\u00ed sem\u00ednka VR byla zasazena v 50. a 60. letech v\u00fdvojem ran\u00fdch simula\u010dn\u00edch za\u0159\u00edzen\u00ed a stereoskopick\u00fdch displej\u016f. Pr\u016fkopn\u00edci jako Morton Heilig zkonceptualizovali pohlcuj\u00edc\u00ed z\u00e1\u017eitky prost\u0159ednictv\u00edm vyn\u00e1lez\u016f, jako je Sensorama (1962), kter\u00e1 nab\u00edzela multisenzorick\u00e9 simulace. Sensorama integrovala zrak, zvuk, v\u016fn\u011b a pohyb, aby u\u017eivatele pono\u0159ila do realistick\u00e9ho z\u00e1\u017eitku odpoledne v New Yorku. P\u0159es sv\u016fj pr\u016flomov\u00fd koncept se Heiligovi neda\u0159ilo p\u0159it\u00e1hnout pot\u0159ebn\u00e9 finan\u010dn\u00ed prost\u0159edky pro dal\u0161\u00ed technologick\u00fd rozvoj. Jeho Simulator Sensorama p\u0159edznamenal dne\u0161n\u00ed snahy o virtu\u00e1ln\u00ed realitu, p\u0159i\u010dem\u017e zd\u016fraznil pot\u0159ebu v\u00edce komplexn\u00edch smyslov\u00fdch z\u00e1\u017eitk\u016f. V\u00fdzkumn\u00edci, inspirovan\u00ed Heiligovou prac\u00ed, zkoumaj\u00ed \u010dichov\u00e9 displeje, jako je dod\u00e1v\u00e1n\u00ed v\u016fn\u00ed na z\u00e1klad\u011b obsahu na obrazovce od spole\u010dnosti Ishida Lab a inovace, jako je v\u016fn\u011b pro chytr\u00e9 telefony od Scentee, kter\u00e9 v\u0161ak pln\u011b nevystihuj\u00ed Heiligovu vizi. Zrozen\u00ed modern\u00ed VR (70.\u201380. l\u00e9ta): V 70. a 80. letech se objevily po\u010d\u00edta\u010dem generovan\u00e9 virtu\u00e1ln\u00ed prost\u0159ed\u00ed. Ivan Sutherland vytvo\u0159il \u201eDamokl\u016fv me\u010d\u201c (1968), kter\u00fd polo\u017eil z\u00e1klady pro n\u00e1hlavn\u00ed soupravy s displeji (HMD \u2013 Head-Mounted Displays). Damokl\u016fv me\u010d byl t\u011b\u017ekop\u00e1dn\u00fd mechanismus, kter\u00fd podporoval z\u00e1kladn\u00ed software a visel nad hlavou u\u017eivatele. Toto pr\u016fkopnick\u00e9 za\u0159\u00edzen\u00ed sledovalo pohyby u\u017eivatele a vykreslovalo dr\u00e1tov\u00e9 modely prost\u0159ed\u00ed z perspektivy u\u017eivatele, \u010d\u00edm\u017e ukazovalo potenci\u00e1l pohlcuj\u00edc\u00edho virtu\u00e1ln\u00edho z\u00e1\u017eitku. Myron Krueger mezit\u00edm prozkoumal interaktivn\u00ed virtu\u00e1ln\u00ed prostory prost\u0159ednictv\u00edm sv\u00e9ho \u201eVideoplace\u201c (1975). Videoplace spojilo dv\u011b m\u00edstnosti, ve kter\u00fdch se \u00fa\u010dastn\u00edci mohli navz\u00e1jem vid\u011bt a spolupracovat v re\u00e1ln\u00e9m \u010dase, bez ohledu na fyzickou vzd\u00e1lenost. Mohli manipulovat sv\u00fdm obrazem, m\u011bnit velikost, rotaci a barvu a interagovat s virtu\u00e1ln\u00edmi objekty ve sd\u00edlen\u00e9m prostoru. VR renesance (90. l\u00e9ta): 90. l\u00e9ta znamenala v\u00fdznamn\u00fd r\u016fst technologie VR. Spole\u010dnosti jako VPL Research, zalo\u017een\u00e9 Jaronem Lanierem, uvedly na trh komer\u010dn\u00ed VR syst\u00e9my. Nintendo Virtual Boy (1995) p\u0159ineslo VR hran\u00ed \u0161ir\u0161\u00edmu publiku, a\u010dkoli s ur\u010dit\u00fdmi omezen\u00edmi. Modern\u00ed \u00e9ra (2000-2010): V 2000 letech jsme sv\u011bdky pokroku v hardware a software, kter\u00fd posunul VR vp\u0159ed. Inovace jako Oculus Rift (2012) a HTC Vive (2016) p\u0159inesly spot\u0159ebitel\u016fm vysoce kvalitn\u00ed z\u00e1\u017eitky a p\u0159esn\u00e9 sledov\u00e1n\u00ed pohybu. Obr\u00e1zek 5: Oculus Rift (2012) \u2013 zdroj\u00a0 Hlavn\u00ed p\u0159ijet\u00ed (2010-sou\u010dasnost): V posledn\u00edm desetilet\u00ed se technologie VR stala dostupn\u011bj\u0161\u00ed a byla integrov\u00e1na do r\u016fzn\u00fdch pr\u016fmyslov\u00fdch odv\u011btv\u00ed, od her a z\u00e1bavy a\u017e po zdravotnictv\u00ed, vzd\u011bl\u00e1v\u00e1n\u00ed a \u0161kolen\u00ed. Spole\u010dnosti jako Oculus (p\u0159evzata Facebookem) a Sony v\u00fdrazn\u011b p\u0159isp\u011bly k roz\u0161\u00ed\u0159en\u00ed VR mezi b\u011b\u017en\u00e9 u\u017eivatele. Sou\u010dasn\u00e9 inovace a budouc\u00ed vyhl\u00eddky: Dnes se VR neust\u00e1le vyv\u00edj\u00ed s pokroky v zobrazovac\u00ed technologii, hmatov\u00e9 zp\u011btn\u00e9 vazb\u011b a bezdr\u00e1tov\u00e9m p\u0159ipojen\u00ed. Samostatn\u00e9 VR n\u00e1hlavn\u00ed soupravy a technologie roz\u0161\u00ed\u0159en\u00e9 reality (AR) formuj\u00ed budoucnost pohlcuj\u00edc\u00edch z\u00e1\u017eitk\u016f a st\u00edraj\u00ed hranice mezi virtu\u00e1ln\u00edmi a fyzick\u00fdmi realitami. Historick\u00fd v\u00fdvoj VR ukazuje cestu plnou inovac\u00ed, experimentov\u00e1n\u00ed a zdokonalov\u00e1n\u00ed. Jak se technologie nad\u00e1le vyv\u00edj\u00ed, VR slibuje z\u00e1sadn\u011b zm\u011bnit zp\u016fsob, jak\u00fdm interagujeme s digit\u00e1ln\u00edm obsahem, spolupracujeme na d\u00e1lku a zapojujeme se do simulovan\u00fdch prost\u0159ed\u00ed \u010d\u00edm d\u00e1l pohlcuj\u00edc\u00edm zp\u016fsobem. Z\u00e1kladn\u00ed principy a koncepty Abychom se mohli vydat na cestu do sv\u011bta VR, je nezbytn\u00e9 pochopit z\u00e1kladn\u00ed principy a koncepty, kter\u00e9 definuj\u00ed tuto revolu\u010dn\u00ed technologii. Virtu\u00e1ln\u00ed realita (VR) se t\u00fdk\u00e1 po\u010d\u00edta\u010dem generovan\u00e9 simulace trojrozm\u011brn\u00e9ho prost\u0159ed\u00ed, se kter\u00fdm lze interagovat zd\u00e1nliv\u011b re\u00e1ln\u00fdm nebo fyzick\u00fdm zp\u016fsobem pomoc\u00ed speci\u00e1ln\u00edho elektronick\u00e9ho vybaven\u00ed, jako je n\u00e1hlavn\u00ed souprava s obrazovkou uvnit\u0159 nebo rukavice vybaven\u00e9 senzory. Kl\u00ed\u010dov\u00e9 principy VR se to\u010d\u00ed kolem pono\u0159en\u00ed, p\u0159\u00edtomnosti a interakce. Pono\u0159en\u00ed se t\u00fdk\u00e1 pocitu \u00fapln\u00e9ho pono\u0159en\u00ed do virtu\u00e1ln\u00edho prost\u0159ed\u00ed, odd\u011blen\u00e9ho od fyzick\u00e9ho sv\u011bta. P\u0159\u00edtomnost ozna\u010duje pocit skute\u010dn\u00e9 p\u0159\u00edtomnosti ve virtu\u00e1ln\u00edm prostoru, \u010dasto vyvolan\u00fd realistick\u00fdmi vizu\u00e1ln\u00edmi a zvukov\u00fdmi podn\u011bty. Interakce je schopnost zapojit se a manipulovat s objekty ve virtu\u00e1ln\u00edm prost\u0159ed\u00ed, co\u017e u\u017eivateli poskytuje pocit kontroly. Technick\u00e9 komponenty a funkce technologie VR Hlub\u0161\u00ed vhled do technick\u00fdch komponent VR zahrnuje jak hardware, tak software. Z\u00e1kladn\u00ed hardware zahrnuje n\u00e1hlavn\u00ed soupravy (HMD), kter\u00e9 se nos\u00ed jako br\u00fdle a poskytuj\u00ed vizu\u00e1ln\u00ed a zvukovou zp\u011btnou vazbu, ovlada\u010de nebo vstupn\u00ed za\u0159\u00edzen\u00ed pro interakci a senzory pro sledov\u00e1n\u00ed pohybu a polohy ve virtu\u00e1ln\u00edm prostoru. Po softwarov\u00e9 str\u00e1nce se VR spol\u00e9h\u00e1 na sofistikovan\u00e9 vykreslovac\u00ed mechanismy, kter\u00e9 vytv\u00e1\u0159ej\u00ed realistick\u00fd obraz, na sledovac\u00ed syst\u00e9my, kter\u00e9 p\u0159esn\u011b monitoruj\u00ed pohyby u\u017eivatel\u016f, a na interak\u010dn\u00ed syst\u00e9my, kter\u00e9 u\u017eivatel\u016fm umo\u017e\u0148uj\u00ed bezprobl\u00e9movou manipulaci s virtu\u00e1ln\u00edmi objekty. Tyto prvky pracuj\u00ed v harmonii, aby poskytly p\u0159esv\u011bd\u010div\u00fd a pohlcuj\u00edc\u00ed z\u00e1\u017eitek z VR. P\u0159i zkoum\u00e1n\u00ed technologie virtu\u00e1ln\u00ed reality (VR) je nezbytn\u00e9 porozum\u011bt softwarov\u00fdm n\u00e1stroj\u016fm a platform\u00e1m, kter\u00e9 umo\u017e\u0148uj\u00ed pohlcuj\u00edc\u00ed z\u00e1\u017eitky. Pono\u0159me se do podrobn\u011bj\u0161\u00edch odkaz\u016f na softwarov\u00e9 n\u00e1stroje b\u011b\u017en\u011b pou\u017e\u00edvan\u00e9 v aplikac\u00edch VR, zejm\u00e9na se zam\u011b\u0159en\u00edm na ty, kter\u00e9 se t\u00fdkaj\u00ed sc\u00e9n\u00e1\u0159\u016f p\u0159ipravenosti na mimo\u0159\u00e1dn\u00e9 ud\u00e1losti a \u0161kolen\u00ed. Softwarov\u00e9 n\u00e1stroje pro v\u00fdvoj a interakci VR Unity3D: Unity je \u0161iroce pou\u017e\u00edvan\u00fd hern\u00ed engine, kter\u00fd podporuje v\u00fdvoj VR na v\u00edce platform\u00e1ch, v\u010detn\u011b Oculus Rift, HTC Vive a PlayStation VR. Nab\u00edz\u00ed robustn\u00ed sadu n\u00e1stroj\u016f pro vytv\u00e1\u0159en\u00ed interaktivn\u00edch VR prost\u0159ed\u00ed s realistickou fyzikou, animacemi a interakcemi. D\u00edky intuitivn\u00edmu rozhran\u00ed a rozs\u00e1hl\u00e9 dokumentaci je Unity obl\u00edbenou volbou pro v\u00fdvoj aplikac\u00ed pro VR. Unreal Engine: Unreal Engine je dal\u0161\u00ed v\u00fdkonn\u00fd hern\u00ed engine zn\u00e1m\u00fd sv\u00fdmi grafick\u00fdmi mo\u017enostmi vysok\u00e9 v\u011brnosti a pokro\u010dil\u00fdmi schopnostmi VR. Poskytuje komplexn\u00ed sadu n\u00e1stroj\u016f pro navrhov\u00e1n\u00ed a nasazov\u00e1n\u00ed aplikac\u00ed VR s ohromuj\u00edc\u00ed vizu\u00e1ln\u00ed kvalitou a pohlcuj\u00edc\u00edmi interakcemi. Vizu\u00e1ln\u00ed skriptovac\u00ed syst\u00e9m Blueprint Unreal Engine zjednodu\u0161uje"}