National Repository of Grey Literature 50 records found  beginprevious26 - 35nextend  jump to record: Search took 0.00 seconds. 
A "Let's Play" Phenomenon
Pleskač, Matěj ; BENDOVÁ, Helena (advisor) ; VLACH, Jiří (referee)
This thesis focuses on a new form of audio-visual works called Let's Play videos. Authors produce them while playing videogames themselves, using a screen capture software which records the gameplay in the native screen resolution. Videos are usually shared via web streaming platform YouTube and attract millions of viewers worldwide, despite their production requires minimal costs compared to the film industry. After introducing the platform itself and clarifying why are the creators (YouTubers) so popular, core of this paper presents author's own Let's Play videos categorization including brief subject and style analysis of specific works. Main research question is whether watching Let's Plays is valuable just for gamers themselves or can be interesting for other viewers to. Last chapter deals with the copyright protection system Content ID in relation to Let's Play videos as derivative work.
Adolescent's relation to traditional TV brodcasting in the Internet era
Kadeřábková, Tereza ; Zezulková, Markéta (advisor) ; Lütke Notarp, Ulrike (referee)
The work titled Adolescents' relation to traditional TV broadcasting in the Internet era deals in its first chapter of the theoretical part with the origin and changes of traditional TV broadcasting in our country from the beginning to the present. It creates the historical context of the issue discussed in the following chapters; so it describes what changes TV has gone through in its functioning, social status and role. The second chapter serves as an insight into the adolescents' relation to TV broadcasting, TV content and selected media in an era when the Internet has an increasing potential to take over the role of traditional media. Thematic research and studies conducted in the past are used for the description. In the practical part of the work the questionnaire survey focusing on young people aged 15-18 is used. The aim of quantitative research is to find out the respondents' relation to traditional TV broadcasting and some television content, and also marginally includes an influence of selected media on respondents' TV viewing. The sample is composed of 96 respondents meeting the required age range. For example, it has been found that most respondents are watching traditional TV broadcasting for 1-2 hours a day, but the time spent on this activity differs depending on whether it is a...
Displaying history in serious games and computer simulations
Fixl, Matěj ; Olšáková, Doubravka (advisor) ; Hlaváček, Jiří (referee)
The diploma thesis aims to analyse problems as well as strongpoints of particular design and narrative approaches used in serious computer games and simulations, and doing so in view of the current interpretation of applied historiographical themes and their influence on formation of collective memory. Suggestions for development of new programs will be a part of the presented work.
Audiovisual performance in the context of digital environment
Kořínek, Tomáš ; Šisler, Vít (advisor) ; Kera, Denisa (referee)
The goal of this thesis is to describe the influence of technological development on the ways in which the moving image is created and to introduce forms that this medium attains in the area of live audio-visual performances. The theoretical study approaches this topic as a historical overview of technical image, focusing on its connections with music. It thus observes specific creative processes of the avant-garde film and music video and subsequently puts them into the context of current types of moving picture created as a result of software codes. Based on the definitions of digital media's key principles, a theoretical basis is set up and then applied to the description of contemporary forms of audio-visual performances. These principles are also used for the definition of the features of software tools, numeric representations of which make it possible to work with any type of an image as with a set of mathematical functions. The main result of this thesis is thus a presentation of creative possibilities of today's image, which has - thanks to digital devices - disengaged itself from its previous technical limitation and become a fully dynamic element that can be created and modified in real time.
Media education and digital literacy of blind high school students
Fraiová, Anna ; Wolák, Radim (advisor) ; Šťastná, Lucie (referee)
The paper addresses issues of media education in blind high-school students, especially in the topical context of digital media. The theoretical part devotes to problems of education of visually impaired persons. Next, concern the subsumption of media education as a cross- sectional subject into Czech primary and high-schools education. This part is also concerned with specific digital media and extensive opportunities of its utilization for visually impaired persons. In the experimental part of the paper, discrete components of digital literacy of sightless high-school students are analysed. The method of focused (semi-structured) interviews was selected. Interviews were executed with ten visually impaired high-school students and subsequently analysed with the help of qualitative content analysis. The aim of the paper is to give a notice on dependence of blind people to digital media and its specifics and, in this conjunction, emphasise the importance of media education.
Generation Y as an Alternative Music Audience and the Role of New Media in the Creation of Community and Taste
Masná, Zuzana ; Švelch, Jaroslav (advisor) ; Fišerová, Sylvie (referee)
The thesis examines how have the habits of music users changed after they had become internet users. The goal of the thesis is to put some light on the relation of part of the generation Y to the new media A method of deduction is used based on the theory of hypothesis which is subsequently evaluated by the audience (generation Y) of alternative music (surveyed years of birth 1984-1991). In the first chapter the generation Y is defined according to some of foreign authors' theories and then put in the context of the Czech environment. A technology background and possible influences on the behaviour of the music users of this generation is described. The second chapter describes transformation of the music industry from the late 90's till now which has been happening thanks to the new possibility to distribute various content on the Internet. I focus in particular on the peer-to-peer networks. By explaining the development of this matter I prepare a basis for a better understanding to both respondents' behaviour and their attitudes to illegal music downloads. I also touch upon the new media's role in the taste formation and the change of relationship between a performer and a music fan. The third chapter considers Internet to be the communication platform of the generation Y. It gives such a hypothesis that...
Original and Assumed Sources on World Wide Web
Svatý, Michal ; Brejcha, Jan (advisor) ; Švantner, Martin (referee)
The thesis focuses on problem of authorship of the Internet content. It considers the question whether we can analyze the artwork purely as a closed structure of the symbols or whether it is necessary to take work as a broader structure. The first part of the thesis shows the Internet in general and its specifics it as a medium. The second part is devoted to the problem of authorship. It explains traditional view of Nelson Goodman, who examined the authenticity of artwork with regard to the internal arrangement of the elements structure of the object. The third part shows the later theories inconsistent with the views of Nelson Goodman, views of different contemporary authors who present the changes of authorship aspects in the environment which is under constant development, quickly sharing ideas and resources. New theories suggest to look beyond the authorship of the artwork domain, apply broader focous. The conclusion provides a synthesis of these views.
Digital Marketing Strategies - Combination of Digital Media Channels
Turazová, Barbora ; Klimeš, David (advisor) ; Huněk, Filip (referee)
The diploma thesis "Digital Marketing Strategies - Combination of Digital Media Channels" examines how the three telecom operators dominating the Czech market - T-Mobile Czech Republic, O2 Czech Republic and Vodafone Czech Republic - use the digital media channels within the communication with the customers. More specifically, it identifies and describes which channels do the companies involve into their marketing communication, how do they use them and why they have integrated them into the communication strategy. It also examines how the companies interconnect these digital media channels and how the channels can be combined to form an effective digital media strategy. By using the method of case study the companies ' digital marketing activities were examined. It was found that each company uses for its marketing communication the similar set of digital media channels, but the usage is different across the companies studied. Based on these findings I have identified three specific strategies - Diversified Content Strategy, Interactive Channel Strategy and Standardized Content Strategy. Each of the strategies has its advantages and disadvantages, which have been described and the strategies were compared. The findings also indicate that it is better to study the digital media channels as a whole,...
Digital comic
Zajíčková, Žofie ; PIXA, Libor (advisor) ; KLIMT, Aurel (referee)
The aim of this work is to give some insight into the enviroment of digital comic and look at what kind of language is this new medium using, what is it´s specific quality. The work should put some light on what we can imagine when we say „Digital comic“, scatch out some possible issues around comics that had been transferd into digital form after they were released like a classical comicbooks. After that I am trying to analyse few works that had been designed specificly for the digital enviroment. At the end I am comparing these works to the classical comicbooks and trying to find out what makes them specific. I´m also finding an answer to the question what are the basis of these digital comics that didn´t lost characteristics of their original comic medium and at the same time were able to absorbed some new media.
The animation in the interactive application environment, using new technology
Kokolia, Jan ; PIXA, Libor (advisor) ; BUBENÍČEK, Jan (referee)
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