National Repository of Grey Literature 96 records found  beginprevious87 - 96  jump to record: Search took 0.00 seconds. 
Virtuálna prehliadka zákazníckeho centra RWE
Kačmár, Šimon
The Bachelor's thesis is dealing with creation of digital interactive visualisa- tion of the RWE customer centre in Brno with settlement on the Plynárenská 499/1 Street. Thesis processes the theme of the contribution of the virtual tours and its perception by the customers. Thesis also analyses the problems of creation of these inspections and the interaction possibilities in them. Element of the thesis is the technical solution description which is used in the creation. The work output is set right on the basis of the company RWE demands.
The interactivity of ICT tools
KORTAN, Michal
This bachelor thesis deals with the concept of interactivity which, in course of time, became overused, not only in terms of information systems. Thus, the thesis also discusses the unclear interpretation of interactivity and aims to express more apt definition. The interactivity is analyzed across various fields, which further provides a basis for the establishment of unbiased model called classification frame defining a degree of interactivity of specified complex systems.
Hypermedia and interactive journalism
SKLENIČKOVÁ, Kateřina
The onset of digital technologies in the late 1990s significantly influenced the nature of production, distribution and consumption of journalistic content: the emergence of Internet has forced print and audiovisual media to go digital and transfer their content online; journalism has embraced the multimedia phenomenon; the so-called citizen or participatory journalism emerged; the traditional, mostly one-way communication has changed to all-to-all communication in many ways; a number of hypermedia and significantly interactive projects balancing on the boundary between journalism, documentary and activism have appeared. The purpose of the thesis is to investigate these key trends and to describe the basic characteristics of the new media journalism. The first part summarizes the basic features of academic reflection of these trends; the second part introduces some selected on-line projects which represent the stated trends.
About the educational potential of serious games
SEDLÁČEK, Tomáš
Serious games are praised for their ability to educate their players in a varienty of social topics. This quality is based on their ability to represent social processes by the game proces itself which the player can experience. Goal of this work is to describe the development of serious games and ilustrate their technical base, content and the way in which they relate to reality and their players. This work will try to answer the question: How can serious games make it easier for players to gain knowledge and experience with social processes within the game.
Proposal the Usage of 3D Technologies in Museum Branch
Paločko, Vladimír ; Kubaš, Mario (advisor) ; Vítek, Pavel (referee)
This thesis provides a theoretical study of museums and how today's available technologies for 3D visualization and virtual reality are used in present day museums to further its main objectives. It explores the technologies and proposes additional implementations by thorough analysis of the positive and negative effects and makes a brief overview on possible ways they may be financed.
Game - interactiva releations of objects and exterior space
ČÁBELOVÁ, Marcela
This theoretical and practical thesis is focused on games. In the theoretical part there is a summary of basic knowledge of game from the philosophical, psychological and pedagogical perspective. In practical part there are some suggestionsand illustration of the game objects and their using and visualization in exterior.
E-learning - new interactive teaching methods with an emphasis on multimedia
Budinský, Michal ; Krsek, Libor (advisor) ; Horný, Stanislav (referee)
E-learning - new interactive teaching methods with an emphasis on multimedia The author's main focus is to introduce new concepts, general approaches to current teaching and point out new methods and techniques in the specific area of learning called e-learning. The theoretical part explains the key terms concerning the issues of distance learning using e-learning, and also involves classification and clarification of these key terms that are often being confused by general audience. A small overview of the history helps to characterize the breakthrough technologies of the last century, which have started a new era of scientific disciplines in education. An integral part of e-leaning is multimedia through which is possible to design and use the educational materials directly in teaching. A wide spectrum of multimedia, interactive communication capabilities and the importance of their usage in education, makes e-learning a universally flexible training model which is due to rapid progress in technology more important than ever before. The practical part of the work characterizes a program which is able to create a complete educational material with a possibility of feedback in form of testing and verification of student's knowledge. Furthermore, this program describes the procedure of making video tutorial, which can serve as a medium for the studying itself or as a supplement for live presentations in the classroom. The conclusion highlights the advantages and shortcomings of e-learning and provides the author's contemplation concerning the issues related to the creation of the tutorial and the overall contribution of this thesis.
Interactivity in Museology
Belaňová, Petra ; Černá, Jitka (advisor) ; Pešek, Ondřej (referee)
The MA Thesis makes a brief survey about one of interesting trends in museology - the interactivity. First part of the Thesis is devoted to the definition of interactivity in the relation with museums. Interactivity is understanded as a possibility for the visitors to be active and creative at the museum, to use more senses than only their eyes, the possibility to touch the exhibited objects. From all types of museums two are considered to be completely interactive or hands-on - Science Centers and Children's museums. The next part of the thesis is dedicated to the fundamental aspects of Arts Marketing and interactivity is assigned to the Product of museums as one of its aspects. An analyzis of some foreign and Czech interactive museums is also an important part of the Thesis.
Marketing on the Internet focused on the technology Flash
Velička, Petr ; Střížová, Vlasta (advisor) ; Hrdlička, Pavel (referee)
Internet je fenoménem současnosti, v tržní realitě dnešní doby stále více platí ono rčení ? ?Kdo není na internetu, jako by nebyl?. Internetový marketing je dnes nedílnou součástí marketingu většiny firem. Dynamicky se rozvíjející tržní prostředí dneška však klade o to vyšší nároky na orientaci v této oblasti. Cílem diplomové práce je analyzovat moderní teoretické přístupy v marketnigu ? zejména v oblasti využití internetu jako reklamního média a demonstrovat praktické využití technologie Flash na konkrétních příkladech. Předpokladem pro dosažení cíle této práce je má několikaletá zkušenost v oblasti internetového marketingu, prezentace a vizuální komunikace firem a především technologie Flash. Proto jsem se kromě nezbytných teoretických východisek zaměřil i na praktické ukázky a doporučení v této oblasti. Přínos této práce spočívá v teoretickém popisu východisek internetového marketingu a technologie Flash a v její následné demonstraci na multimediální flashové aplikaci.
Macromedia Flash Technology and Its (Practical) Application
Velička, Petr ; Kubešová, Vlasta (advisor) ; Jonák, Jiří (referee)
V oblasti internetu je Macromedia Flash světovým standardem pro tvorbu a distribuci interaktivního a multimediálního obsahu. Touto technologií můžeme vytvářet fascinující internetové prezentace, účinné reklamní kampaně, obchodní aplikace, výukové kurzy, on-line hry či interaktivní video. Flash dnes používá přes jeden milión vývojářů, kteří svými produkty mohou ihned oslovit více než 500 miliónů uživatelů internetu po celém světě. Rozšířenost na velké množství platforem umožňuje Flash aplikace přímo spouštět na osobních i kapesních počítačích s různými operačními systémy nebo mobilních telefonech. Cílem bakalářské práce je tuto technologii představit jak z pozice uživatele, tak z pozice vývojáře. Práce popisuje praktické využití této technologie v oblastech internetových prezentací, her a reklamních bannerů. Poté se zabývá vývojovým prostředím Flashe a popisuje některá specifika práce v tomto programu. Následně stručně popisuje praktický vývoj jedné flashové hry a nakonec přibližuje historický vývoj verzí Flashe a trendy. Přínos této práce spočívá v teoretickém popisu východisek této technologie a v její následné demonstraci na multimediální flashové aplikaci (hře). Tato práce by měla být také přínosem pro všechny se zájmem o tuto oblast a ukázat směr jakým by se měli vydat při komplexním poznávání této technologie.

National Repository of Grey Literature : 96 records found   beginprevious87 - 96  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.