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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
161

Virtuální svět / Virtual World

Kováč, Robert January 2016 (has links)
The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
162

Vliv laterality na poruchy v pohybovém systému u houslistů / Laterality influence on the violinists locomotor system disorders

Hábová, Tereza January 2017 (has links)
ABSTRACT Title: Laterality influence on the violinists locomotor system disorders Objectives: The main object of this work is to find relation between laterality (dominance, preferences body) and forced left-sided activities - playing the violin, and to authenticate if the forced lateral activity indicate greater effect on musculosceletal disorders in the nondominant laterality. Methods: Questionnaire includes questionnaire part, preference task and performance task, it's anonymous. Probands are students of music conservatory and professionals violinist of chambre and symphony orchestra. The final number of probands who have involved the questionnaire is 110 (66 womens and 44 mens). Results: The hypothesis hasn't been confirmed. Results showed better subjective evaluation of potential musculoskeletal disorders by probands left-handers Keywords: playing the violin, laterality, dominance, musculoskeletal disorders
163

Divadlo a nová média / Theatre and new media

Tupá, Jana January 2016 (has links)
The aim of this work is to describe and analyze the relation between theatre and new media. This is realized by definition of new media, definition of theatre, its origin and chronological development, description of the chronological development of theatre technologies and by analysis of the relationship between theatre and new media from three viewpoints: through plays incorporating elements of new media, plays using new media as a part of scenography, and plays playing about new media; with focus on Czech cultural environment. The practical part of the diploma work shows the use of new media in current theatre on a real play from these three viewpoints. The undertaken analysis discovered new media are used in theatre not only as a part of scenography, but influence theatre by its characteristic principles and become the main topic of theatre plays, following the chosen theory which sees theatre as a reflection of the world. The result of this work is a complex study of interconnecting theatre and technology focusing on new media and analysis of their relation to the current theatre.
164

Slavnosti vzdoru? Majáles v 50. a 60. letech 20. století v ČSSR. / Festival of Defiance? "Majáles" in 50s and 60s of 20th century in Czechoslovakia.

Šťástka, Jan January 2016 (has links)
In this thesis based on research of historical sources I try to reconstruct the Prague festival of majales in 50s and 60s of 20th century and understand if they were truly meant as an act of defiance against the communist "régime" as some historians say. My point of view is base around the theory of Michail Bachtin and carnival as form of culturally creative force which act as form of social order negotiation. Worlds of play and laughter exist as a parallel to the official mundane world with their own different rules and they can be used as a form of social negotiation even in totalitarian or strongly conservative "régimes". Majales is a form of carnival that grants the transition into the world of play. Students in Czechoslovakia could use this possibility to negotiate about many otherwise taboo topics. Even if the worlds of play and mundane seem to be separated they influence each other in many ways and even the rules of mundane world can be changed through play and carnival. Students are also protected by their liminal status between being a child and an adult. Which grants them more rights than children but less duties than adults.
165

Předmětnost a procesualita hry / Secretiveness and processuality of the Game

Skořepová, Kateřina January 2018 (has links)
Kateřina Skořepová Předmětnost a procesualita hry, Praha 2018 ANNOTATION The idea of a game as a limited space used mainly for fun, leisure or a purposeful instrument is quite limited. From this definition of the vast phenomena of games and play, it is impossible to recognize what else playfulness can offer. By differentiating the subject of the game from the gaming process itself, allows perceiving the general concept of game in a new light. Such a deviation from the generally accepted interpretation of what game is and what playing is, enables the perception of playfulness as a principle in the same way as Greek and modern philosophers described the principle of being. Utilizing this new view we can change the perception of values in everyday life and transform the way we perceive own being. KEY WORDS Game, play, processuality, paidia, world, being
166

Úloha hry v Peircově sémiotice / The Role of Play in Peirce's Semiotics

Borč, Marek January 2020 (has links)
This thesis focuses on the basic delimiting of the issue of play within the framework C. S. Peirce's semiotics. Its objective is to expound and explicate the role of the phenomena of play in Peirce's philosophy using selected Peirce's texts and secondary literature, whereas our main starting-point is Peirce's identification of play with the inferential form of abduction. As such play is connected to Peirce's theories of sign and inference, as well as to the concepts of synechism, evolutionary cosmology and pragmatism. This finding sets Peirce's theory of inference within critical logic as one of the key themes of the thesis. In relation to this finding we give a basic explanation of Peirce's phaneroscopy and speculative grammar which in dependency on Peirce's classification of sciences set the ground for our analysis of play as a process of inference as well as a significant function. Within the framework of critical logic we focus primarily on abduction, especially on the question of the validity of abduction as a form of logical reasoning as well as on Peirce's transition from understanding different forms of inference as separate processes to understanding them as a continuous and interdependent whole of the scientific method. We develop Peirce's brief conception of play through an excursion...
167

Počítačové hry a bojová mechanika v hře League of Legends: Zkoumání analogie mezi reálným válčením a počítačovými hrami / Computer Games and Battle Mechanics in League of Legends: Investigating analogies between real warfare and computer games

Ravi, Sai Shashanka January 2020 (has links)
: BATTLE MECHANICS IN LoL: Investigating Analogies Between Real Warfare and Computer Games My Masters' thesis will be about how one can draw parallels between the e-sports scene in competitive online games, and the all-too real military situations that come up ever so often. Not just that, but also the possibility of running battle simulations is much more convenient in the case of e-sports, as there is no life/death scenario involved, which makes it much more suitable for implementing the more unconventional, or even some downright outrageous strategies for victory. The game I have in mind at present is League of Legends, which is a MOBA game [Multiplayer Online Battle Arena]. In LoL, battles take place between two teams of 5 vs 5, involving 10 unique characters out of a total game roster of 140+ possible character choices, each with different sets of abilities and playstyles suited for different [or in some cases, the same] situations. The battles take place on the map called Summoner's Rift, a terrain with various obstacles, bushes and whatnot to deny total vision to either of the competing teams. The methodology I would choose for my paper would be statistical analysis; since LoL is an online competitive game, statistics are easily available for the games played, either on the official game...
168

Výuka Mendelovské dědičnosti pomocí didaktické hry / Teaching Mendelian inheritance by didactic game

Lišková, Kateřina January 2020 (has links)
This diploma thesis focuses on the education of genetics to grammar schools and students' comprehension of genetics. This abstract scientific discipline is considered difficult to learn so I decided to prepare educational materials with the aim to improve students' understanding of the topic. The main aim of the thesis was to prepare and test a didactic game focused on Mendelian inheritance and compare the effectivity of this kind of interactive education compared with the classical explanatory style of education. Other aims included evaluating the influence of other variables; comparing the difficulty of individual terms in genetics and the connection within chosen triplet of terms; and identifying the most common misconceptions. The data was collected in four classes of upper graders at two grammar schools by newly prepared questionnaire focused on demographic and knowledge. The results showed that the didactic game was as efficient as the classical explanatory method at creating short term knowledge Students had a bigger problem with explaining the connection among the terms than defining the individual terms. The most complicated term reported by the students was chromosome. It was the only term in which there wasn't any improvement between pre-test and post-test. Part of this thesis is also...
169

Multidisciplinární přístup k fenoménu hry / Multidisciplinary approach to the phenomenon of a game

Kalčicová, Kateřina January 2020 (has links)
Title: Multidisciplinary approach to the phenomenon of a game Objectives: The objective of this thesis is to pursue an explanation of a game as a term and to demonstrate via multidisciplinary approach the scope and impact of a game. Sectional objectives are conceptual clarification of a game, description of its basic characteristics, determination of eligible classification, and analysis of historical development of games. Methods: There are progressive, diachronic, and probe methods applied in this thesis. The interpretation of text also utilized the hermeneutic method. Results: The first part of the thesis provides basic information regarding a game. It aims to explain a game as a term via selected definitions. It also contains the classification of games and characteristics of a game. Furthermore, the first part includes a chapter describing the history of a game from their origin all the way to the present. The main goal of this thesis is fulfilled in the second part. Utilizing analysis of particular disciplinary approaches, it proves the remarkable scope and impact of the phenomenon called a game. Keywords: game, culture, homo ludens, sportive games, kinanthropology, experience, temporality
170

Polský a český nonsens v literatuře pro děti / Polish and Czech nonsense literature for children

Czudek, Lucja January 2020 (has links)
The diploma thesis describes Polish and Czech nonsense in children's literature. The main goal is to define nonsense literature, its development from a historical and formative point of view, considering contemporary events. The first part of the thesis focuses on the theoretical definition of the term nonsense and its historical aspect, especially on the two key representatives of English nonsense Edward Lear and Lewis Carroll. The next part deals with the development of Polish nonsense in children's literature. Two main authors, Julian Tuwim and Jan Brzechwa, who are considered as the creators of the new poetic school, took part in the formation of nonsense in Poland. Absurd humour and the world of children readers became the main inspirations for their work. This poetics was followed by other representatives of the Polish nonsense, including Ludwik Jerzy Kern, Wanda Chotomska and others. The work also focuses on the development of Czech nonsense for children, its main personalities and major works, which are based on nonsense, absurdity and word play. The diploma describes nonsense work for children of Josef Kainar, Jiří Kolář, Miloš Macourek, Pavel Šrut and other writers of literature. The last part of the thesis deals with specific nonsense literature for children of Polish and Czech authors....

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