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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

Zdanění příjmů sportovců / Taxation of income of professional athletes

Pacholík, Václav January 2013 (has links)
The main objective of the Thesis is to specify the crucial aspects of professional football players income taxation in the Czech Republic. These incomes are taxed according to the section 7 Income Tax Law. The Thesis is also aimed at taxation of non-resident football players. The international taxation is explained on the Model Tax Convention on Income and on Capital and on the Czech Income Tax Law. In the second part of this Thesis the fictious tax duty of selected football palyers is layed down. key words: professional football player, income tax, income tax
162

Vliv specializované rychlostní přípravy na rozvoj rychlosti u hráče fotbalu kategorie U15 / Influence of specialized speed training on the development of speed in a U15 football player

Šíma, Ondřej January 2021 (has links)
TITLE Influence of specialized speed training on the development of speed in a U15 football player. AUTHOR Ondřej Šíma DEPARTMENT Department of physical education SUPERVISOR PaedDr. Ladislav Pokorný ABSTRACT This thesis focuses on the analysis of speed skills and their improvement in U15 soccer players, using a monthly specialized speed program. The first part of the thesis contains a detailed review of the necessary theoretical background. From the basics of general and soccer training to information specifically focused on the development of speed abilities in players in this age category. In the second part, independent research is conducted. The research involves speed testing and subsequent analysis of players' speed ability. Subsequently, the improvement of the players after undergoing a month-long specialized speed training is analyzed and compared to players who did not participate in this program and underwent a regular preparation period. The main outcome of this work should be to find out if the monthly specialized speed training has a greater impact on speed development than the regular preparation period. KEY WORDS speed, player, football, training, preparation period
163

Virtuální svět / Virtual World

Hamal, Jakub January 2015 (has links)
The content of this thesis is to describe process of developing computer game and presentation of Unity3D game engine. Acquisition of knowledge is used to create simple application for PC. The first chapter of this thesis deals with describing proces sof komputer games developing, Unity3D game egnine and its Integrated Development Enviroment, known as Unity Editor is described in the sekond charter with other programs, uset to creating sample application. Last chapter deals with describing creation of application via using techniques and software, which are described in first two chapters.
164

DVD Authoring

Heik, Andreas 27 April 2005 (has links)
DVD-Authoring am Beispiel von Digital Video (DV) und digitalisierten Bildern. Generierung von DVD-Video Menüs mit OpenSource Werkzeugen.
165

Kondiční příprava hráčů a hráček badmintonu / Physical condition of badminton players

Hejdrychová, Kateřina January 2020 (has links)
TITLE: The physical condition of badminton players AUTHOR: Kateřina Hejdrychová DEPARTMENT: Katedra tělesné výchovy PedF UK SUPERVISOR: PaedDr. Ladislav Pokorný ABSTRACT: This diploma thesis deals with the composition of fitness training of badminton players. The first part of the thesis theoretically describes the development of individual motor skills and their application and inclusion in the training process of badminton. In the second part, an evaluation of the psychical condition of adolescent and junior national team players and badminton players is performed. The psychical condition was examined using a test battery in cooperation with the Czech Badminton Association. The results of the thesis are annotated results of individual groups of players. KEYWORDS: Badminton, psychical condition, gross motor skills, testing
166

Specializace hráčů amerického fotbalu ve vztahu k jejich somatotypu / Specialization of American football players in relation to their somatotype

Botek, Lukáš January 2019 (has links)
This thesis Specialization of American football players in relation to their somatotype deals with the differences in somatotypes of American football players in the Czech Republic. Its main aim is to describe the somatotypes of American football players from the side of their player specialization and their participation in the 1st and 2nd league of American football in the Czech Republic. For successful achievement of the main aim are defined partial aims of the thesis, which are primarily to find out the somatotypes of players of all specializations and then to compare these somatotypes from different perspectives. The whole purpose of this description of somatotypes is mainly to identify the role of somatotype on differentiation of players in individual game positions. The sample of this work is made up of 70 probands located across all players' specializations in the 1st and 2nd league of American football in the Czech Republic. Somatic measurements of parameters necessary to determine their somatotypes were used on all subjects. The measured values were processed and statistically analyzed through calculations and spreadsheets in Microsoft Excel and through somatocharts. The results of this thesis show us somatotypes of players of all specializations, but also differences between somatotypes...
167

PCG in game bits and its effect on player behaviour

Johansson, Gustav January 2020 (has links)
This dissertation presents a study that explores the idea of implementing PCG in game bits. Procedural Content Generation (PCG) refers to content in games that is created by an algorithm rather than a human. Game bits is the part of game content that relates to graphics, audio and other elements that don’t directly affect gameplay. The goal was to find out what a PCG implementation in game bits needs to affect player behaviour. Qualitative play sessions with interviews were performed to examine potential ways this could occur. Results show that no noticeable behavioural differences appeared due to PCG in game bits, but three properties are set up detailing how implementations would increase the odds of affecting player behaviour. These properties are: PCG implementation changing visuals drastically, different visual elements matching and game space generation matching game bits repeatedly.
168

Rozvoj výbušné síly dolních končetin hráček extraligového týmu ve volejbale / Developing the explosive strength of the lower extremities of the players of the extra-league team in volleyball

Čmeľ, Martin January 2020 (has links)
Title: Developing the explosive strength of the lower extremities of the players of the extra league team in volleyball. Subject: Measuring the jump height of twelve players of the extra league team. Objectives: Measure to see if it is possible, by systematically training the explosive strength of the lower extremities, to increase the jump height for volleyball players after a period of three months. Results: To compare the results of each single measurement with the first measurement performed prior to systematic training of the explosive strength of the lower extremities Key words: Development, explosive strenght, lower extremities, player, volleyball, team.
169

Real Time Assessment of a Video Game Player's State of Mind Using Off-the-Shelf Electroencephalography

McMahan, Timothy 12 1900 (has links)
The focus of this research is on the development of a real time application that uses a low cost EEG headset to measure a player's state of mind while they play a video game. Using data collected using the Emotiv EPOC headset, various EEG processing techniques are tested to find ways of measuring a person's engagement and arousal levels. The ability to measure a person's engagement and arousal levels provide an opportunity to develop a model that monitor a person's flow while playing video games. Identifying when certain events occur, like when the player dies, will make it easier to identify when a player has left a state of flow. The real time application Brainwave captures data from the wireless Emotiv EPOC headset. Brainwave converts the raw EEG data into more meaningful brainwave band frequencies. Utilizing the brainwave frequencies the program trains multiple machine learning algorithms with data designed to identify when the player dies. Brainwave runs while the player plays through a video gaming monitoring their engagement and arousal levels for changes that cause the player to leave a state of flow. Brainwave reports to researchers and developers when the player dies along with the identification of the players exit of the state of flow.
170

How do players experience a gacha game depending on their perspective as a starting or a veteran player? : A case study of Genshin Impact

Jėčius, Dominykas, Frestadius, Alexander January 2022 (has links)
The purpose of this thesis is to explore and examine how gameplay experiences differ in the gacha game Genshin Impact (miHoYo, 2020). In particular, there is a focus on the economic systems of the game along with the general play experience. People can have different perspectives as veteran players or newbie players, so the objective is to find differences in how these players approach the reward systems of the game, and how their relationship to these systems is affected. This is done by utilizing a mixed-method approach, using aspects of both formal analysis and autoethnography. It is further explored how players interacted with these economic systems, with a focus on the harder to acquire, premium currency of Primogems. The characteristics of reward systems in Genshin Impact, particularly the content unlocking mechanisms of the game, are discussed further, as they have implications for both types of players. The paper goes deeper into discussing dark design patterns, which are prevalent in the experiences of both players. As Genshin Impact is a large game with a variety of content, this is further explored and related to relevant theory to better facilitate a discussion about possible design implications. By comparing and analyzing the experiences of both players in regards to relevant theory, it was concluded that at a certain point the game no longer concerns itself with rewarding players adequately. This was further compounded by the game offering less and less goals to work towards for players, as they simply run out of meaningful content to do. Players are distracted from this lack of a goal by expertly crafted dark design patterns, introduced to the players in such a way that they have all but no choice, but to engage in these patterns willingly.

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