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Člověk v teoriích mediálního účinku / A Man of Media Effects TheoriesŠpaček, Jiří January 2008 (has links)
This work focuses on contemporary theories, concepts and approaches of media effects. In brief, it presents the history of media effects studies, interdisciplinary background and a few basic models of communication. Ten of chosen concepts of media effects are described in detail, analyzed and compared to Martin Heidegger definition of a man (being/dasein) and to another philosopher, Daniel C. Dennet's scale of living beings. The goal is, to show definitions of a man included in the media effects theories and take them into the comparison and see the way a man is, and can be, described. The conclusion is, that the contemporary approaches reflect a man more simply. In the comparision to Heidegger's being, there could be more possibilities to develop more complex approach in the theories of media studies.
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Sexuální obtěžování v mediálním sektoru z pohledu novinářek / Sexual harassment in the media sector from the female journalists' perspectiveŠubrtová, Zuzana January 2021 (has links)
This master thesis focuses on the issue of sexual harassment in the media sector from the female journalists' perspective. Our goal was to investigate the emotional experience of journalists who were victims of sexual harassment. The methodology of research was thematic analysis. We analysed testimonies from eight respondents who currently work or worked in journalism. Few interesting concepts arise from the analysis, such as role of the power asymmetry or sexual objectification of female journalists. In conclusion, we defined specific aspects of sexual harassment in described sector and impact on the journalists' work reality.
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Dys4ia a reflexe autobiografického videoherního narativu transgender komunitou / Videogame Dys4ia and reflection of autobiographical narrative by transgender communityTrhoň, Ondřej January 2019 (has links)
Videogames are becoming an important means of expression for marginalized communities. Despite the growing body of research in queer game studies, transgender identity remains under-researched and lacking in empirical data. By using an experimental approach coupled with grounded theory and informed by current game and queer theory, this study aims to illuminate how transgender- identifying persons approach autobiographical videogame depiction of transgender experience. Ten participants were asked to play influential independent videogame Dys4ia, which depicts the author's hormonal replacement therapy, and semi-structured interviews were conducted. Their responses were coded, and a preliminary model of how Dys4ia works in the context of transgender media ecology was constructed. The term Procedural-autobiographic multimodality is introduced to describe an assemblage of interactive affordances, distinctive aesthetics and situatedness of Dys4ia in structures of minority media while considering video game-specific theories. This study attempts to empirically ground transgender queer game studies, suggesting avenues for future research and proposing a model of how videogames as procedural artefacts work alongside vlogs and other expressive means within transgender mediascape.
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Faktory ovlivňující uplatnění absolventů ekonomických fakult na trhu práce v Jihomoravském a Moravskoslezském krajiŠtěpánková, Anna January 2014 (has links)
The diploma thesis deals with the employability of business graduates in the la-bour market and the average period of rate of return of the investment to the education. To accomplish the goals of the thesis quantitative survey was realized on graduates of four business schools in South-Moravian and Moravian-Silesian district. Based on the results of the survey factors affecting the employability of graduates in the labour market were identified. The factors were also identified and compared through the universities separately. The average period of rate of return was computed with a ratio of added value to the university educated salary and total amount of the study costs. Literature review discusses the issue of labour market, graduates and human capital.
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Dramaturg, hudba a software, tři aktéři programování hudby v rádiu / Music director, music and software three agents of programing music in radioMayerová, Veronika January 2010 (has links)
This work deals with the interaction of human and non-human actors in the creative process. Its basic point is the notion of a socio-technological order, which works with equal access to human and non-human actors in social processes. The work is inspired by concepts from the selected studies, science and technology (Science and Technology Studies). Research follows the interaction of human and non-human entities using the example of programming music on the radio, namely the Czech Radio station for young listeners, Radio Wave. Field research was based on monitoring the interaction of three key players in the process of programming: music, selector software (used for programming most music radio stations worldwide) and the music director. The observation of mutual cooperation, induced effects, pressures, manipulation and the transformation of actors provides a comprehensive look at the creative process in which the software is not just a passive tool in the hands of its active user and music is not just obedient material in the hands of the reigning human creator, the music director. The goal is to help challenge anthropocentric discrimination of technologies and their activities in contemporary society. Although the research showed that, at Radio Wave, although the use of software is limited by a greater...
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Interaktivní narativ jako prostředek analýzy elektronických videoher / Interactive Narrative as a Mean of Analysis in Electronic VideogamesCsémy, Miklós January 2011 (has links)
1 Abstract: This thesis is focused on researching options of analysis in electronic videogames, using the concept of interactive narrative. In analysis, the electronic videogame is always encountered as an individual piece of work. The thesis describes the model of interaction between the player and the electronic videogame based on existing psychological literature. The interactive narrative is used to describe the structure of the electronic videogame. The analysis happens on two levels. The first level is based on the game code, which is seen as the sum of options which may be actualized in the process of interaction. The thesis refers to this as the predisposed narrative. The second level lies in the moment of interaction itself, where the result of player's activity leads to representation of some of the aforementioned options and disregard of others. This concept helps solve the question of narrativity in electronic videogames by differentiating the fabula, which is the work of the original game maker from the interactive narrative, which encompasses both the predisposed narrative and its actualization.
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Reprezentace hudebního mainstreamu a alternativy v recipročních médiích / Representation of music mainstream and alternative in reciprocal mediaMorochovičová, Eliška January 2015 (has links)
This thesis examines the reflection of alternative music in the mainstream media and the reflection of mainstream music in the alternative media. The traditional dichotomous division of popular culture and music proposed mainly by academic fields of cultural and popular music studies provides a theoretical basis for the research. The practical part then analyses selected media content and attempts to verify the validity of these propositions in the context of contemporary music and media studies. The selected sample is composed of music articles derived from six Czech media (three of them mainstream and three alternative). The analysis itself focuses primarily on external characteristics which the author recognises from the specific references in the texts and which reflect the position of mentioned artists in the music industry, and the points of view expressed by journalists in their texts. This thesis thus aims to provide an overview of how Czech media reflect on these two allegedly oppositional contexts and deduces whether the dichotomous perception of mainstream and alternative is still relevant in contemporary music and media.
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Paměť komunistické éry v Československu: muzeum a jeho role v otevírání prostoru pro dějiny, identity a komunitní paměť / Remembering Communist-era Czechoslovakia: A Museum's Role in Facilitating History, Identities, and Memory CommunitiesSmith, Rose January 2019 (has links)
After the fall of the Berlin Wall, post-Communist states had to interpret and portray their past in the context of post-Cold War politics. In the Czech Republic, reflections on the memory of communism have gone through peculiar waves that travel between indifference to anti-regime. The Museum of Communism serves as the only social institution that deals with such memory exclusively. Its goal is to create a simple and objective account of communism. However, with museums reinventing themselves as performative spaces that aim to empower their visitors, engage them emotionally and provide them an opportunity to (re)live a past they have not experienced first-hand, this thesis aims to identify what group identities the museum promotes, how it gives substance to them, and what kind of memory community it adheres to and fosters. Drawing on the rich literature on both memory studies and museum studies, this thesis examines the museum through lens of critical discourse analysis. It argues that the Museum of Communism ́s portrayal of the past maintains and participates in the pan-European discourse of the Czech Republic as a western nation kidnapped by the East and its victimhood status is defined by the global holocaust discourse.
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Přístup k univerzitnímu a neuniverzitnímu studiu médií v britském a německém prostředí : srovnávací studie / Approach to University and Non-university Media Studies in the Great Britain and GermanyBrejlová, Iva January 2012 (has links)
This Master thesis called Approach to university and non-university media studies in the Great Britain and Germany: A comparative study compares the approaches of Great Britain and Germany to tertiary education, which is thematically linked to the media. The thesis shows specific concepts in this field of study in two different environments that have developed under different historical circumstances and as a result of different processes of adoption of media studies as a university subject. The boundaries of this subject are not specifically stated, which provides countries with an opportunity to put their own concept into this subject. This thesis examines tertiary education connected to media institutions of higher education, within individual study programs, in leading professional publications, in the national assessment of educational documents and in approach of multinational organizations. The text defines relevant bodies and syllabi, identifying core competences of graduates of these studies, the processes through which they become experts and educational activities connected to media education. The thesis analyzes differences, expectations and methods in the documents using an in-depth analysis. The core question is whether the approaches of the Great Britain and Germany remain different...
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Romance versus slash - vývoj čtenářských strategií ženských čtenářek / Romance versus slash - evolution of reading strategies of female readersKalaninová, Soňa January 2018 (has links)
The aim of the theses is to describe meanings, which female readers of the slash subgenre derive from it, and interpretive strategies they use to create those meanings. Slash is a type of literature that conceives or develops the same-sex romantic and sexual relationships of male characters from original media art. The subject of work study is the public of this type of literature, which is composed primarily of women. The work is based on the perspective of interpretivism and uses the concept of interpretative communities. According to this concept, meanings are being negotiated within a group of readers sharing interpretative strategies. In this work, I view slashers as an interpretive community and therefore assume that the readers' strategies and meanings will show some similarities. The technique of semi-structured interviews is used to achieve the goals of the theses. The interviews took place with nine female slashers. Data collected in this way were analyzed by the method of grounded theory.
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