National Repository of Grey Literature 68 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Czech feature films through essayistic criticism
Zelenka, Kryštof ; BENDOVÁ, Helena (advisor) ; Havas, David (referee)
The bachelor thesis deals with the research of essayistic criticism that focuses on Czech feature films released from July 2015 to August 2016. The thesis searches for the type of criticism according to the system of David Bordwell. It deals with all texts published in seven chosen media about all the released movies that fulfilled the research criteria. Those texts have been analyzed both according to quantitative and qualitative analysis. The bachelor has then tried to find out how the Czech criticism informs about the films, which parts it focuses on and how often Czech films have its attention in general. For clarity, the films are divided into four categories according to their art / commercial ambitions and mainstream / marginal focus.
Creative and technical specifics in development of VR films
Paľovský, Janek ; BENDOVÁ, Helena (advisor) ; Badač, Peter (referee)
This paper discusses virtual reality as a new type o medium and it`s use within cinematography. I also describe the history, that predates the virtual reality as we know it today and the human fascination and effort for immersion within audiovisual works and also it`s ethical risks and dangers of misuse of this technology. Furthermore I describe actual status of the development of this technology and the workflow in creating work for VR medium. Than I apply these workflows in a case study on a real project, that I have worked on. In the end I analyze five existing films for VR on which I would like to demonstrate the
Temporality of videogames
Sýkora, Andrej ; BENDOVÁ, Helena (advisor) ; Švelch, Jan (referee)
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames through analysis and interpretation of chosen works. Secondly, it uses existing research from a broad spectrum of areas from game studies to social aspects of new media to help its analysis. Every chapter presents a certain temporal phenomenon or multiple temporal phenomena. It tries to find how we can, in the context of player experience and videogame interpretation, perceive unique effects of the selected phenomenon, if we are confronted with it in a videogame. The main question being asked by the work is whether videogames as a medium bring any new, unique factors to the existing debate on temporality, or just extend those already known from other types of media.
RuPaul's Drag Race
Milec, František ; BENDOVÁ, Helena (advisor) ; JANEČEK, Vít (referee)
During the eight years of its existence, the show RuPaul's Drag Race has been transformed from TV underground into a series that has had a tremendous impact on the media world. RuPaul, the main judge of Drag Race, won an Emmy Award in 2016 and helped drag, the American entertainment based on cross-dressing, to be accepted as part of the contemporary pop culture. Drag Race is referred to as a reality show but it often defies such definition, as its entertainment has a radical, political character and gives the viewer an insight into queer history and culture. Its impact can also be perceived in the Central European cultural space in the form of devoted fans or the TV show "Tvoja tvár má známy hlas", a format that in many ways follows the success of Drag Race. The work will cover the following questions: * What are the specifics of European and American drag? * What is the historical significance of drag? How does it fit into the network of contemporary culture? * Why has Drag Race become a global phenomenon? * Does the show depict all the forms of drag or does it neglect some? * Is drag mere entertainment? Does it have any other functions? * How does Drag Race and drag itself reflect gender issues? * Why does it receive mixed reviews from the LGBT community?
Gaspar Noe, autor of twisted narration
Rezler, Luboš ; BENDOVÁ, Helena (advisor) ; ČENĚK, David (referee)
This bachelor thesis has a goal to formally and narratively examine and thematically interpret two films of director Gaspar Noé. At the begining, it analyses evolution of his work, including realization of short films and music videos. Furthermore it examines his works in context of „New French Extremity“ movement. Another ambition of this thesis is to analyse films „Irreversible“ 2002 and „Enter the Void“ 2009. It mostly focuses in searching for specific expressive resources and strategies which could expand authors work for potential uncovered context, inspiration and meanings. Thesis examines crucial themes of Noés films which include topics as ; relationship between sexuality and violence, afterlife, instinctive behaviour of individual, et cetera.
Pornography in french art cinema
Hrnčířová, Agáta ; BENDOVÁ, Helena (advisor) ; VLACH, Jiří (referee)
This paper discusses pornography in French artistic cinema. It firstly defines the term pornography and presents how it is perceived in this work. Furthermore, this work describes the history of pornographic films and contemporary film genres in France. The objective is the creation of a case study of three contemporary French films which have pornographic aspects. The accent is placed on the analysis of sexual scenes. The last part of this work reflects the influence of sexual explicitness on the reception of the films by critics and on the work of the producers and distributors.
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.
Domestication of TV news
Fišerová, Sylvie ; Reifová, Irena (advisor) ; Bendová, Helena (referee)
The rigorous thesis deals with the question of how and why are the evening news used in the family environment. It approaches this topic from the perspective of auditorial approach of cultural studies, takes for granted the existence of autonomous active audience. It informs about the key studies of social use of media, e.g. the typology of social use or role of gender in the attitude to media, and it deals with the question of relation of children and media. Further part of work is devoted to the news, its characteristics and the possible social use of this format by specific members of the family.These concepts are consequently used as tools for the research itself. The research of social use of the evenenig news is carried out with the help of qualitative grounded theory. In the empirical part the author arrives to the following conclusions: the main motivation for watching news is informative use, though at the same time it is used as a coulisse to other activities, most often bathing children and preparing or eating dinner. The most widespreaded type of watching news might be described as "monitoring", when television news viewing is secondary to some other primary activity. Viewers in this mode watch the broadcast just enough to keep up with what is happening on the screen. Evening news is not much...
BETWEEN FILM AND VIDEOGAME: SIMILARITIES AND DIFFERENCES IN NARRATION
Moravec, Ondřej ; BENDOVÁ, Helena (advisor) ; KAJÁNKOVÁ, Lucia (referee)
Media convergence between films and videogames is also the matter of narration techniques. While many of the theoretical studies describe and analyze the visual-stylization of both media types, the main goal of this thesis is to aim solely on narration. This thesis analyses in two case studies (films Edge of Tomorrow /2014/ and Memento /2000/) if the narrative techniques of videogames can be applied in film as well.
Artistic films produced by the pharmaceutical company Sandoz
Petříková, Lea ; BENDOVÁ, Helena (advisor) ; Dytrtová, Kateřina (referee)
The aim of this Master’s thesis is to analyse formal and thematic layers of the artistic films produced by the pharmaceutic company Sandoz and to put them in the relation to the specific history of the company. Sandoz laboratories produced mainly in the 60’s and 70’s several artistic films (e.g. La Femme 100 Têtes which was the adaptation of Max Ernst’s collages or Images du monde visionnaire with the presence of artist Henri Michaux). The thesis explores some of the films and, at the same time, describes the production background and cinematographic context in the relation to the history of Sandoz laboratories.

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