National Repository of Grey Literature 23 records found  beginprevious14 - 23  jump to record: Search took 0.01 seconds. 
Interactive whiteboards in the teaching of Czech language and literature
REZKOVÁ, Aneta
The topic of bachelor's thesis is evaluation of using interactive boards like an alternative tools for lessons of Czech language and literature in primary schools. Theoretical part includes definitions of e-resource and programs which interactive boards are able to operate with. Next part of theory describes using of different forms of teaching. Practical part deals with comparing of perception of teaching with interactive board between students and teachers. Moreover, it describes and evaluates the way in which pupils and teachers are using interactive board in small and larger schools in selected districts. This comparing is performed by comparative methods. The main goal is finding out the rate and method of using interactive boards in lessons of selected lessons.
Simulation of Entities Collective Behavior in Virtual World
Vymazal, Tomáš ; Žák, Pavel (referee) ; Láník, Aleš (advisor)
Theme of this work is to evaluate and compare aviable paradigms for entity control in virtual worlds, and to implement one of these paradigms in application. Dynamic finite state machine upgraded using genetic algorithms has been chosen. This paradigm should make agent's behavior better and adapt agent to required state: i.e. make agent harvest resources in virtual world. Output of this work is application for running evolution and application for 3D view of agent's behavior.
Virtual World
Hamal, Jakub ; Heriban, Pavel (referee) ; Roupec, Jan (advisor)
The content of this thesis is to describe process of developing computer game and presentation of Unity3D game engine. Acquisition of knowledge is used to create simple application for PC. The first chapter of this thesis deals with describing proces sof komputer games developing, Unity3D game egnine and its Integrated Development Enviroment, known as Unity Editor is described in the sekond charter with other programs, uset to creating sample application. Last chapter deals with describing creation of application via using techniques and software, which are described in first two chapters.
The Economy in Virtual World The Possibity of a Realization of Education in Virtual Word
Cabala, Martin ; Bednár, Tomáš (referee) ; Dydowicz, Petr (advisor)
The diploma thesis deals with the virtual world Second Life and in particular with its economic environment. The work describes and suggests business opportunities in the virtual world. It is concerned with education possibilities and proposes its realization. These suggestions also contain an actual enumeration of individual costs and their height.
Intensive and Extensive development in MMORPG
Jergon, Roman ; Svatoš, Oleg (advisor)
This work deals with possible use of MMORPGs (Massive Multiplayer Online Role Playing Game) and their virtual worlds for purposes of economical and sociological surveys. In the first part, it shows what MMORPGs are, and what their potential is. In addition, the second part covers issues that limit current virtual worlds for scientific use. The third part presents one of most limiting factors of virtual worlds – research and development comparing to real world. It also illustrates that the R&D system should be in hands of users. R&D system brings dynamics into real world economy and therefore it should bring dynamics into economy of virtual worlds. Inspired by Kuhn’s analysis of research development this work divides development into intensive and extensive. Intensive development brings new scientific theories. While extensive development contributes to scientific theories brought by intensive development and expands them. The fourth part is discussing solutions to some other limits that prevent implementation of research and development system into virtual worlds. Last part of this work demonstrates implementation thoughts about intensive and extensive development in virtual worlds. This work does not claim to be all covering as many of outlined questions deserve deeper research but it shows concept for solution for some these questions.
Modern addictions
ŘEZNÍČKOVÁ, Eva
The Bachelor thesis The modern addiction is focused on internet issues and risks, which are connected with internet connection not only for the young. The thesis is in the theoretical part focused on the definition of fundamental terms, i.e. the young, lifestyle of the young and their specific communication, further more media and their effect on the young. Last but not least, the characteristic of internet as a source and risks of this modern addiction are showed here. The practical part is focused on the mapping of internet position and effect on the life of today´s youth. The aim of this thesis it to analyze the internet effect in its form and content on the current youth. I describe in the thesis how internet influences today´s youth and what pitfalls may arise from that.
Children, youth and use of Facebook
MARVANOVÁ, Eva
This bachelor´s thesis deals with the attitude of children an teen-agers to a social network called the Facebook. It tries to find out whether children and teen-agers use the Facebook in their free time an whether they realize this risks connected with its using. The thesis is divided into a theoretical part and a parctical part. In the teoretical part there are defined terms like children, teen-agers, a free time, an internet, cyber-bullying, a virtual world and a virtual reality and the Facebook is not missing, of course. There are also described the risks, that the Facebook can bring with its using. The practical part is occupied by research. The results of the research are an interpretation of spending children´s free on Facebook and of the risks, that can be occured by using the Facebook.
Analysis of the virtual world Second Life
Kubíček, Aleš ; Štědroň, Bohumír (advisor) ; Kubálková, Markéta (referee)
This thesis focuses on virtual world Second Life and its creator company Linden Lab. The theoretical part introduces elements of web, social networks and virtual worlds in general. The practical part of the thesis presents Second Life in detail, describes the possibilities for individuals and real-life institutions, together with the present achievements in individual fields. The company Linden Lab is presented in a separate chapter and its present income is estimated and then predicted from statistics of Second Life. The final chapter summarizes the potential barriers to further growth.
Second Life - usage for business activities
Civín, Jakub ; Jandoš, Jaroslav (advisor) ; Kafka, Daniel (referee)
The theme of this bacherol thesis is virtual world Second Life and its usage for business activities. At the first part of thesis I'm going to introduce readers with the virtual world. I'm going to describe how the virtual world works, technical aspects and history. Also I focus on a users, which are be found in the virtual world. I'm going to split users into three catogories, I describe them and associate them with a suitable examples. At the next part of thesis, I focus on a business activities of the companies from the real world, in the virtual world Second Life. I will do a basic split of the activities in light of its costs and gains. I associate a suitable examples. I'm going to look closer on regions where are active czech communities. Thereinafter I look on a particual companies acuating in the virtual world Second Life at the czech communities. I look closer on their business activities and analyse them in light of its costs and gains for specific company. At final, I will reflect about future of virtual world Second Life. Objective of bacherol thesis is make readers acquainted with the virtual world Second Life. Make its closer analyse in light of possible business activities for a separeted users, focused mainly on a companies. Analyse business activities on suitable examples from a czech background and figure out if applies do its or not with a respect in future developement. For elaboration of thesis I used every accesible litarature, sources and also own research which I made with my active being in a virtual world Second Life.
The Virtual Being's Mind
Brom, C. ; Lukavský, Jiří
Virtual beings are being used in computer games, film industry, education and even in therapy. They need a functional model of mind – to process the signals from environment, to set their goals and to act. In this work we try to define the term of virtual being and to illustrate this concept in one particular project. Virtual beings in IVE Project have three remarkable features: 1) their perception is based on Gibson's theory of affordances, 2) their actions are planned using Belief-Desire-Intention theory, 3) their behavior can be dynamically simplified using Level-of-Detail technique.

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