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Právní úprava myslivosti / Legal regulation of hunting managementKolmanová, Lenka January 2013 (has links)
The purpose of my diploma thesis is to analyze the hunting legislation in the Czech Republic. The legislation regulates the hunt and game keeping as one part of the environmental law. It is also closely connected to administrative law. This thesis consists of eight chapters. First two chapters provide an introduction to historical traditions, principles and development of Czech hunting legislation. The Czech Republic is a member of the European Union, so the third chapter deals with the hunting legislation in the international and European context and describes the international cooperation between states. The most important international organizations protecting wildlife are also mentioned. The fourth chapter contains the analysis of the effective Hunting Law. This chapter provides legal definitions connected to game management and the division of the wild game. Divided into eight parts it describes the main areas of the hunting legislation. It focuses on the use of the hunting plots, rights of landowners, protection of game management and wild game. It also regulates liability of the owners of hunting plots to damages, criminal liability and liability according to the administrative law. Liability of the state for damages caused by especially protected animals is also regulated. This chapter...
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The different emotional effects of voice and text communication in a game environmentNordlander, Emil January 2018 (has links)
Communication is a large part of multiplayer games, however sometimes communication may lead to misunderstandings or undesired effects which results in hostile behaviors. Toxicity is a huge problem in the video game culture, but by knowing the different emotional effects that voice and text communication causes on a human in a game environment, might be a step towards preventing toxicity from happening.
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Using graphical attributes to influence the perception of safety in a 3D environmentKarlsson, Julia January 2016 (has links)
Context. Most games make use of graphics to create an environment that fits the mood they wish to convey. To use a game's graphical attributes such as colour, shape and texture to their utmost ability, knowing how these are perceived could help. Objective. This paper tries to determine how graphical attributes such as colour, texture, and shapes affect the perceived safety of a path inside a 3d environment. Method. To reach the objective, an experiment was conducted with 20 participants. The experiment was a two-alternative forced-choice (2AFC) test of 38 pairs of images, where each pair contained two versions of a tunnel entrance scene rendered using different graphical attributes. Each difference was based around either colour (warm and cold colour schemes), shape (round, wide, angular and thin), or texture (rugged, neutral and sterile). Results. The experiment generated results that varied compared to the expected results. For instance, the wider shapes were seen as safer compared to the thinner shapes, as was the same result with rounder shapes being perceived safer than angular shapes. Although a few preferred the cold colour scheme, the warmer colour scheme was seen as safer by the majority. While expected to be perceived as less safe than neutral textures but more than the rugged ones, the sterile texture was actually most commonly seen as safe. Conclusions. The main conclusion that was made is that colour, texture and shape can be applied to change the perception of safety in a scene. However, when opposing attributes are used in combination, the result might be based on how dominant the attribute is. The dominance of the graphical attributes could be an interesting topic for future work.
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Environmental Storytelling som ett ledande narrativ : Above the CloudsParviainen, Daniel, Svensk, David January 2021 (has links)
Undersökningens syfte har varit att bidra till ökad förståelse för hur konceptet“Environmental Storytelling” kan verka som ett ledande narrativ i en digital gestaltning, iform av ett datorspel, där användaren förs framåt i berättelsen med fokus på EnvironmentalStorytelling, det vill säga spelets miljö. I denna artikel analyseras kortfattat vad narrativ inomdigitala spel innebär för att sedan gå vidare med att undersöka vad EnvironmentalStorytelling fyller för roll inom digitala spel. Designperspektivet rhizomatik har tillämpatssom både teori och förhållningssätt. För att kunna genomföra vår undersökning skapades endigital gestaltning för att testa hur väl vi som speldesigners kunde skapa ett narrativ somskulle förmedlas med hjälp av Environmental Storytelling. Undersökningen genomfördesmed hjälp av speltestning och en enkät som 12 deltagare fyllde i och som fick ageraspeltestare. Frågorna som ställdes i enkäten hade fokus på hur väl vi som speldesignerslyckats förmedla en förskriven berättelse till spelaren. Resultatet av enkäten kan inte styrkatidigare forskning av bland annat projekt Aporia. Projektets resultat visar ändå på olikheter itolkning och upplevelse bland deltagarna. Eftersom vår undersökning skett under begränsadeomständigheter går det inte att dra för stora slutsatser av projektets resultat, men vi vågarändå påstå att Environmental Storytelling kan verka som ett ledande narrativ i ett spel. / The purpose of the study has been to contribute to a better understanding of how the concept"Environmental Storytelling" can act as a leading narrative in a digital design, in the form ofa computer game, where the user is then advanced in the story with a focus on EnvironmentalStorytelling. In this article it’s briefly analyzed what storytelling in digital games means andthen proceeded to investigate what Environmental Storytelling plays as a role in digitalgames. The design perspective rhizomatics has been used both as theory and approach. Toconduct our research we created a digital game, to test how well we as game designers couldcreate a story that would be conveyed with the help of Environmental Storytelling. Theresearch was conducted with the help of game testing and a survey that 12 participants filledin and who also acted as game testers. The questions asked in the survey focused on how wellwe as game designers managed to convey and prescribe the story to the player. The results ofthe survey can not prove previous research of e.g. project Aporia. But the project's results stillshow differences in interpretation and experience among the participants. Since our surveytook place under limited circumstances, it is not possible to draw too great conclusions fromthe project's results, but we still dare to say that Environmental Storytelling can act as aleading narrative in a game.
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Distributed Game Environment : A Software Product Line for Education and ResearchQuan, Nguyen January 2013 (has links)
A software product line is a set of software-intensive systems that share a common, managed set of features satisfying the specific needs of a particular market segment or demand. Software product lines capitalize commonality and manage variation to reduce the time, effort, cost and complexity when creating and maintaining products in a product line. Therefore reusing core assets, software product line can address problems such as cost, time-to-market, quality, complexity of developing and maintaining variants, and need to quickly respond to market’s demands. The development of a software product line is different from conventional software development and in the area of education and research of product line there is a lack of a suitable purposefully designed and developed software product line (SPL) that can be used for educational or research purposes. In this thesis we have developed a software product line for turn-based two players distributed board games environment that can be used for educational and research purposes. The software product line supports dynamic runtime update, including games, chat, and security features, via OSGi framework. Furthermore, it supports remote gameplay via local area network and dynamic runtime activity recovery. We delivered a product configuration tool that is used to derive and configure products from the core assets based on feature selection. We have also modeled the software product line’s features and documented its requirements, architecture and user guides. Furthermore, we performed functional and integration tests of the software product line to ensure that the requirements are met according to the requirements specification prescribed by the stakeholders.
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Generování herního prostředí na základě hudby / Game Environment from MusicVaněk, Jiří January 2009 (has links)
The topic of this work is game environment generation from music. The main subject of this work is the music analysis. I am dealing with the problem of finding relevant information in music, which would be useful for game generating. The design of the system for music analysis, presented in this work, is based on the theory of signal processing and statistical classification. The proposed analysis of music is focused mainly on a beat detection, musical genre recognition and song segmentation. The second part of the work deals with the design of a game, which generates its environment from the data obtained in the music analysis. I have implemented the complete system for the music analysis and a prototype of the game, in which it is possible to evaluate the results from the analysis. The implementation and the achieved results are described in the conclusion of this work.
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Generating Procedural Environments using Masks : Layered Image Document to Real-time environmentEldstål, Emil January 2019 (has links)
This paper will explore the possibilities of using an automated self-made procedural tool to create real-time environments based on simple image masks. The purpose of this is to enable a concept artist or level designer to quickly get out results in a game engine and to be able to explore ideas. The goal of this thesis was to better understand how you can break down simple ideas and shapes into more complex details and assets. In the first part of this thesis, I go over the traditional workflow of creating a real-time environment. I then go on and break down my tool, what it does and how it works. I start off with a Photoshop file, make tools in Houdini and then utilize those in Unreal for the end result. I also argument about the time-saving possibilities with these tools. From the work, I draw the conclusion that these kinds of tools save a lot of time for repeating tasks and the creation of similar environments.
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