National Repository of Grey Literature 7 records found  Search took 0.01 seconds. 
Life of a Generation
Rujbr, Kamil ; Soukup, Štěpán (referee) ; Fexová, Patricie (advisor)
In my diploma thesis I am based primarily on the current problems that surround us, the texts of rap music, European cinematography and the environment of the Brno "Bronx", in which I have a studio and can authentically observe the ubiquitous problems in the Czech Ghetto. I will be based on my drawings. I have been dealing with this topic for a long time, but now I would like to make a certain overlap and a certain comparison. I will work not only with drawing and painting, but it is also possible that I will also use texts, recordings and videos.
Life of a Generation
Rujbr, Kamil ; Soukup, Štěpán (referee) ; Fexová, Patricie (advisor)
In my diploma thesis I am based primarily on the current problems that surround us, the texts of rap music, European cinematography and the environment of the Brno "Bronx", in which I have a studio and can authentically observe the ubiquitous problems in the Czech Ghetto. I will be based on my drawings. I have been dealing with this topic for a long time, but now I would like to make a certain overlap and a certain comparison. I will work not only with drawing and painting, but it is also possible that I will also use texts, recordings and videos.
The relationship between a computer game and its audiovisual pattern
Šírová, Tereza ; Šlerka, Josef (advisor) ; Šisler, Vít (referee)
Diploma thesis The Relationship between the Computer Game and its Audiovisual Pattern deals with the similarities and differences between the computer games and audiovisual works. The thesis presents some theories reflecting different points of view to the influence and blending of these media forms. Those theories are the base for a suggestion of typology of games and movies adaptations that were made according to a pattern. In each of three suggested categories, there are mentioned some particular examples of computer games that were inspired by movie or series and also examples of movies that were inspired by computer game. The final chapter is a case study which compares the computer game Lost: Via Domus to its audiovisual pattern - series Lost.
Social work with children terminally ill parents in hospice care.
NĚMEČKOVÁ, Michaela
This work is dealing with children and adolescents, who are going through a loss of their parent. It describes how the multidisciplinary team of home hospice care works approach this focus group. My work explains how death is perceived by children and adolescents, understanding of which is instrumental in handling communication with individuals suffering from the trauma of loss. We need to understand family as a unit where everyone influence each other. Therefore I point out the importance of open communication in the family which is the basis for strong life-long relationships and also helps coping with loss better. This work is enriched by interviews with home hospice care social workers and their hands-on experience working with children going through the loss of their parent.
Educational value of popular tv shows in 21th.century
Kořenář, Patrik ; Wolák, Radim (advisor) ; Šťastná, Lucie (referee)
Bachelor's thesis "Educational value of popular TV shows in 21st century" describes three popular TV shows and analyses their educational value. First part focuses on intentional and unintentional educational TV shows in past and present and analyses the differences between documantary and fictional TV series. Second part analyses information, that are beeing presentated in described TV shows, their factional validity and educational value seen both from the view of the audience and the creators of the shows. Third part proposes use of the single TV shows in formal and informal educational process based on both new and existing models.
The relationship between a computer game and its audiovisual pattern
Šírová, Tereza ; Šlerka, Josef (advisor) ; Šisler, Vít (referee)
Diploma thesis The Relationship between the Computer Game and its Audiovisual Pattern deals with the similarities and differences between the computer games and audiovisual works. The thesis presents some theories reflecting different points of view to the influence and blending of these media forms. Those theories are the base for a suggestion of typology of games and movies adaptations that were made according to a pattern. In each of three suggested categories, there are mentioned some particular examples of computer games that were inspired by movie or series and also examples of movies that were inspired by computer game. The final chapter is a case study which compares the computer game Lost: Via Domus to its audiovisual pattern - series Lost.
Source and structure of economical result of company
ŠIMÁKOVÁ, Kateřina
This work analyze total economical result, its costs and profits and their structure. There are computed indicators of profitability and compared with average value of indicators of industry B ? E and sector D in classification of NACE. By using DuPond formula are decomposited indicators ROA and ROE to found, which factors have influence on them. On base of this information I evalue the position of company.

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