National Repository of Grey Literature 723 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Let's discover the past of progress with a virtual assistant
Hanzalová, Linda ; Havlůjová, Hana (advisor) ; Hnilica, Jiří (referee)
In my diploma thesis, I am looking for a way to awaken, maintain and deepen people's relationship with technical monuments in the cultural landscape, thereby increasing their chance of preserving them for future generations as evidence of the history of human ingenuity. I deal with the possibilities of connecting interpretation and education, or guides and teachers, at technical monuments with help of a virtual environment which is close to today's young generation. The goal of my work is to create such an interactive educational program/game focusing on technical monuments which will make the participants, through an application on a mobile phone or tablet, physically visit a technical monument, get to know it in its authentic environment and thus create a personal relationship with it. At the same time, in the role of the creator of this type of educational program, I also examine the environment, the conditions for the implementation of the plan, as well as the possibility of sharing game experiences, partial and overall results, including their own research, with other users. I am looking for a way to make heritage education "alive", developing and sustainable. KEYWORDS Technical monuments, play, interpretation, education, crafts, technologies, virtual environment, experience.
Počítačová hra s umělou inteligencí
Ludrovan, Tomáš ; Goldmann, Tomáš (referee) ; Orság, Filip (advisor)
This thesis focuses on the development of multiplayer computer game and the examination of possibilites of using artificial intelligence for implementing entities controlled by the computer. The game code is written in C++ programming language and uses SDL2 library for user input and screen output. Besides others, some of the commonly used artificial intelligence algorithms are described here, which are used by the game either directly or as a modified version.
Cooperative Game with Space-Time Duality
Czakan, Vojtěch ; Kapinus, Michal (referee) ; Polášek, Tomáš (advisor)
Tato práce detailně popisuje vývoj kooperativní videohry, ve které dva hráči, každý ve své dimenzi, manipulují časem k postupu úrovněmi a současně se potýkají s nebezpečnými překážkami. Hra byla vyvinuta pomocí enginu Unity, rozšířeného o Netcode for GameObjects a Unity Relay. Řešení nabízí jedinečný multiplayerový zážitek, který klade důraz na komunikaci, strategii a koordinaci mezi hráči. Implementace prokázala proveditelnost kombinace složitých mechanik manipulace časem s robustní podporou multiplayeru pro zlepšení herního zážitku.
Top Down hra s prvky RPG
Heřmann, Pavel ; Bambušek, Daniel (referee) ; Milet, Tomáš (advisor)
The aim of the work is to create a 2D game with RPG elements using the Unity game engine. Collected powerups can be used to fulfill the RPG elements, modifying the character's behaviour. To enrich the game experience, several procedural generation methods are used to create game levels. This thesis describes the design and implementation explaining all three procedural generation methods namely: cellular automata, L-system generating building floor plans and grammar generating graph structure. Furthermore, several algorithms are used to generate the maps: the Bresenham algorithm, BFS, Kruskal algorithm to generate paths between rooms, dilation and random walk algorithm to generate the rooms of the map. Also discussed are other systems that take care of the proper functioning of the game, such as: a save system using JSON format, a combat system using Unity collision elements, boss design and implementation, character movement, and a system for upgrading the player character's abilities. The result is a fully functional game in which the player can visit three different types of maps, collect and then use various upgrades, fight enemies and save their progress.
Game Development for Assessment of a Person’s Reasoning, Auditory & Visual skills
Pejchar, Štěpán ; Hussain, Yasir (referee) ; Malik, Aamir Saeed (advisor)
Cílem této bakalářské práce je implementovat hry, které zhodnotí kognitivní schopnosti uživatele, který je hraje. Konkrétně se jedná o schopnosti rozhodovací, audio a vizuální. Tato bakalářská práce je pilotní studie rozshálejšího projektu. První část práce obsahuje teoretický výzkum. Popisuje zmíněné kognitivní schopnosti, jak fungují a jak je můžeme hodnotit. Druhá část popisuje samotnou aplikaci. Popisuje návrh her, a jejich implementaci. Aplikace obsahující hry byla implementována v Unity v jazyce C\#. Pro databázi byl použit Firebase. Tato část také vysvětluje jak hry provádí zhodnocení kognitivních schopností, a jak toto zhodnocení prezentují uživateli. Poslední část bakalářské práce popisuje testování aplikace. Aplikace byla testována na patnácti uživatelích. Jejich odpovědi jsou zdokumentovány a zhodnoceny v poslední části bakalářské práce.
The object of interaction
Kallus, Martin ; Písaříková, Jana (referee) ; Korbička, Pavel (advisor)
The bachelor's thesis on the topic Object of interaction deals with the body and its occupancy of space. It draws on my exploration of manual play and relationships to the human body. To examine them, it uses methods, procedures and means of creative spatial creation. One of the results of this research will be an interactive metal object, consisting of several modular units, which can be rearranged and thus transform the space defined by steel modules.
Game with Haptic Feedback
Prokofiev, Oleksandr ; Beran, Vítězslav (referee) ; Polášek, Tomáš (advisor)
Tato bakalářská práce podrobně popisuje tvorbu digitální hry s názvem "Cut the Red!" která integruje technologii haptické zpětné vazby. Hra je 3D logická hra vyvinutá pomocí Unity a jejím cílem je zneškodnit bombu vyřešením různých miniher. Práce obsahuje úvod do herního průmyslu a jeho historii, zkoumání moderních alternativních přístupů k uživatelskému rozhraní a jejich aplikaci v herních ovladačích. Kromě toho podrobně popisuje proces vytváření dokumentu o designu hry a vysvětluje implementaci různých herních prvků. Hra je poté testována v krátkém uživatelském studiu, aby se získala zpětná vazba ohledně herních mechanik a celkového zážitku hráče.
Game Mechanics Demonstration for Combination of 3D and 2D Displays
Hanuš, Jan ; Pečiva, Jan (referee) ; Chlubna, Tomáš (advisor)
The goal of this work is to demonstrate game mechanics that can be used for games that use the Looking Glass holographic display in combination with a traditional display. The holographic display is used as a secondary element and as an additional device, which allows extended options for the interactive view of the 3D scene. These mechanics are demonstrated using a prototype of a simple game that implements these mechanics. These game mechanics include both classical game mechanics and game mechanics made specifically for the holographic display like using view angle and information hidden in some views of the display. The contribution of this work is the exploration of game mechanics that can be used for this combination of displays.
Isle of rats on the edge of rest area
Urbančok, Robert ; Maxmilián, Václav (referee) ; Janů, Valentýna (advisor)
In a work entitled Isle of rats on the edge of rest area, I process memories of childhood educational coercion into an environment that embodies the psychic space of experiencing one's position within the educational construct of parental expectations in an attempt to model the young person's personality through the politics of sport. Learning in the isolated and empathically emptied space of the tennis court, in a system of definitive rules, relationships and values based on a one-way construction of victory over failure, propagating active lifestyles and healthy bodies as a modern individualist religion, maintaining selective socialisation, limiting intuition, creativity and stigmatising otherness in order to class-legitimise personal growth and the representation of one's social position - at the expense of denying one's own identity. Through the appropriation of materials and the aesthetics of the tennis court, I create a space for the curiosity of these repressed childhood memories brought into the present, where I attempt to reflect on them, name the vague feelings, and internally come to terms with them.
Developing rhythmic sensitivity in kindergarten children
RÁBOVÁ, Barbora
The bachelor thesis deals with the development of rhythmic sensitivity in kindergarten children. It focuses on music education, describing from the child's creativity all the way to the teacher's preparation and appropriate motivation for musical activities. It then focuses on the development of the preschool child and musical means of expression. In my thesis I suggest activities for the development of the child's rhythmic sensitivity. As a means of suggestions I have chosen a play, which is a very important part of preschool life. Rhythm is also one of the main musical elements that accompanies not only the musical world, but also the human and biological world from the very beginning. The suggestions for specific plays described in the last chapter of the thesis deal not only with the development of rhythmic sensitivity, but also with the cognitive, psychomotor and affective functions of the preschool child. Most of the games are performed with the help of Orff musical instruments.

National Repository of Grey Literature : 723 records found   1 - 10nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.