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Development of display technology
Mudrich, Tomáš ; Reich, Pavel (oponent) ; Walek, Agata (vedoucí práce)
The aim of this semestral thesis is to provide a brief description of development of display technology from first displays to the latest technologies and technologies that will be used in the near future. This thesis describes characteristics of different types of displays, operating principle of used technologies and specifies their advantages and disadvantages.
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Do alternative search engines comparable to Google exist?
Černovický, Otto ; Walek, Agata (oponent) ; Šťastná, Dagmar (vedoucí práce)
This bachelor thesis deals with the search engine. Almost everyone uses one today, but most of us have no idea how this process works. The aim of this thesis is to understand how the search engine works and het acquainted with the history of Google, Microsoft, and Yahoo!. As Google is the most popular of the three, history, advertising and YouTube are also mentioned. Another important point is how Google’s search engine works. For a better understanding, the first part of this chapter describes how any search engine works. The second part depicts Google’s significant updates. Due to the tremendous speed of search engine development, Internet sources and books are main source to this thesis. To better represent the effect of certain algorithms, screenshots of searching queries are provided directly from Google.
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How to make a technical speech/presentation original and impressive.
Gilyazov, Danil ; Kotásek, Miroslav (oponent) ; Walek, Agata (vedoucí práce)
Great amount of the teaching techniques of public speaking have arisen ever since the moment people discovered the power of language, making today's presentations far more than just an act of speech. The researches of the linguists proved that effective presentation should contain several aspects in order to impress the audience and induce attention. In this thesis I would identify these specific aspects and describe how make audience follow each word of the presentation.
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Technologies for storing electrical energy in electric vehicles
Zdražil, Marek ; Walek, Agata (oponent) ; Langerová, Petra (vedoucí práce)
This bachelors thesis is focused on technologies used for storing electric energy in electric vehicles. The first chapter deals with history of technologies for electric energy storing and their use in early electric vehicles. It continues by description of electric vehicles that were occasionally produced through the 20th century, up to 1990s when this technology became attractive again. The following chapter describes types of electric cars and gives us examples of currently produced cars. The third part deals with technologies used in present and recent past. Subsequently, in the last chapter, there are introduced technologies which might be sufficient substitution to current systems or even to conventional combustion engines in future.
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Is the Language of Science/Technology Manipulative?
Plichta, Lukáš ; Smutný, Milan (oponent) ; Walek, Agata (vedoucí práce)
This bachelor thesis aims to describe the manipulation of language in political discourse. In modern society, political speeches may be manipulated as they cover a vast amount of social issues. Therefore, this work investigates the importance of the control of public discourse that is crucial for the reproduction of manipulation in politics. It also attempts to discover the aims and means of manipulation. Finally, the analysis of manipulative strategies of Donald Trump serves as a tool for the successful identification of manipulation. The main aim of this work is to determine whether the language of politics is and how such manipulation manifests itself.
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Ambiguity, Vagueness, Fuzziness in Technical/Scientific Texts
Šafránek, Dominik ; Langerová, Petra (oponent) ; Walek, Agata (vedoucí práce)
Ambiguity, vagueness and fuzziness are essential tools of our language. Many papers have been published on this topic, but there still are difficulties with distinction between these cases. In this paper, I will give you definitions of these terms, and demonstrate them on examples, as well as provide syntactic tests to distinguish them. Fuzziness differs from ambiguity and vagueness, as it does not imply two or more meanings, but it has no clear-cut referential boundary, and cannot be resolved by giving a context, i.e. by clarifying the intended meaning. On the other hand, ambiguous expressions differ from vague expressions in that, they have two or more meanings that are not semantically related, but the vague expressions imply two or more meanings whose senses are closely – semantically – related. Ambiguity and vagueness both can be contextually resolved, i.e. unintended meanings can be eliminated. Although ambiguity, vagueness and fuzziness imply uncertainty in our language, they are used in scientific and technical texts. I will show you a part of a scientific research on ‘Inhibitory effects of different hand sanitizers against the resident microflora of skin’ and analyse the text, looking for ambiguous, vague or fuzzy expressions and their interference in the context and I will suggest solutions to reduce or avoid uncertainty in the text.
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The process of localisation and translation of videogames
Vynar, Illia ; Walek, Agata (oponent) ; Šťastná, Dagmar (vedoucí práce)
The aim of this work is to analyse the process of video game localization. Based on the literature studied, the work is focused on how to adapt software product (in this case video game, The Witcher 3: Wild Hunt) to different cultures and languages, how to introduce new terminology and how to translate and localize new concepts of software products, especially of video games. Bachelor thesis reveals the problems, which usually occurs during the process of translation and localization of names of game characters, names of places, idioms, humour, curse words, stories, fixed expressions, localization of words or/and names, which were invented in the source language. And solutions to these problems on the example of the localization of the game ‘The Witcher 3: Wild Hunt’. Explaining not only the way how CD Project RED dealt with these problems but analysing why they have chosen exactly this way not another. Bachelor thesis consists of two parts, the first part of which is theoretical, explaining the concept of localization in general, referring to Bernal-Merino and his work ‘The Localisation of Video Games’ (2013), Heather Chandler and Stephanie O'Malley and their work ‘The Game Localization Handbook’, also Dunne, (2006:1), Cooke (1992: 212-3), Esselink (2000), O’Hagan (2007) and many others. A practical part on the example of the game shows the difficulties that were described and explained in the theoretical part.
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