Por favor, use este identificador para citar o enlazar este ítem:
http://dspace.udla.edu.ec/handle/33000/8074
Registro completo de metadatos
Campo DC | Valor | Lengua/Idioma |
---|---|---|
dc.contributor.advisor | Muñoz Cueva, Carlos Andrés | - |
dc.creator | Loza Moreno, Eduardo Alberto | - |
dc.date.accessioned | 2018-02-01T18:54:27Z | - |
dc.date.available | 2018-02-01T18:54:27Z | - |
dc.date.issued | 2017 | - |
dc.identifier.citation | Loza Moreno, E. A. (2017). Videojuego simulador basado en el reconocimiento de frecuencias musicales en tiempo real utilizando realidad virtual (Tesis de pregrado). Universidad de las Américas, Quito. | es_ES |
dc.identifier.other | UDLA-EC-TIS-2017-10 | - |
dc.identifier.uri | http://dspace.udla.edu.ec/handle/33000/8074 | - |
dc.description | The project is about a virtual reality simulation that works using a song frequency recognition script that allows to change physics aspects of different objects that can be found around the player while he is in the simulator, and can interact with their own hand with the virtual environment. This simulation is working in Unity 5.5 and different systems like Oculus Rift DK2 and Leap Motion, using C numeral as a programming language in Visual Studio, the simulation have the capacity of being totally immersive and dynamic depending on the song frequencies, this frequencies are divided in different groups that represent different parts of a song for example the bass, the beat, etc, this frequency groups are in Hercios (Hz), that is why in the script this ones were transformed into numeric int, by the other hand, the animations of the dynamic models works with Frames per second (fps) or with scale units, so using the numeric values of the script we can modify the Frames per second (fps) and scale units values with the update() function, that means the calculation of frequencies will be repeating 60 times per second converting this in a real time recognition and making of this simulation really pleasant for the user. Then, using the trigger property of the models to recognize when the user touch and object with their hand, is generated a 3D model that join the bones module that provide the Leap Motion at the moment it detect a hand, and finally the code use the OnTriggerEnter() function to manipulate the behavior in case the event of touching an object activates, as a result is obtained a simulation with a dynamic environment that changes depending the music, totally immersive and interactive with the hands, and very attractive to the user | en |
dc.description.abstract | Proyecto sobre un videojuego simulador de realidad virtual que, mediante el reconocimiento de las frecuencias de una canción, modifica los aspectos físicos de los objetos que se encuentran alrededor del jugador mientras se encuentra en la simulación, permitiéndole interactuar con las manos el entono virtual... | es_ES |
dc.format.extent | 86 p. | es_ES |
dc.language.iso | spa | es_ES |
dc.publisher | Quito: Universidad de las Américas, 2017 | es_ES |
dc.rights | openAccess | es_ES |
dc.rights | Atribución-NoComercial-SinDerivadas 3.0 Ecuador | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ec/ | * |
dc.subject | VIDEOJUEGOS | es_ES |
dc.subject | REALIDAD VIRTUAL | es_ES |
dc.subject | RECONOCIMIENTO DE FRECUENCIAS | es_ES |
dc.title | Videojuego simulador basado en el reconocimiento de frecuencias musicales en tiempo real utilizando realidad virtual | es_ES |
dc.type | bachelorThesis | es_ES |
Aparece en las colecciones: | Ingeniería en Sistemas de Computación e Informática |
Ficheros en este ítem:
Fichero | Descripción | Tamaño | Formato | |
---|---|---|---|---|
UDLA-EC-TIS-2017-10.pdf | 3,43 MB | Adobe PDF | Visualizar/Abrir |
Este ítem está sujeto a una licencia Creative Commons Licencia Creative Commons