National Repository of Grey Literature 185 records found  beginprevious152 - 161nextend  jump to record: Search took 0.01 seconds. 
Scriptable Fight System for Turn-Based Computer Game
Kanich, Ondřej ; Dolíhal, Luděk (referee) ; Husár, Adam (advisor)
This bachelor's thesis deals with creation of fight system and artificial intelligence for it. The goal of this project is to give an opportunity for low-experienced programmers to design and implement their own artificial intelligence. The Project DrdSim is used as a platform for this thesis. Extended fight system of the Dragon's lair (Czech version of D&D) is employed as a model for created system. Artificial intelligence is implemented by DSL, special language of DrdSim platform. An approach of reactive agents is used for artificial intelligence.
Particle Systems
Synáček, Jan ; Španěl, Michal (referee) ; Juránek, Roman (advisor)
The subject matter of this work is a concept and implementation of an extension of Particle Systems API. The extension provides a means by which it is possible to split a 3D model defined by its boundary representation into pieces with a geometric plane and render them using the particle system being extended. Because all particles are represented as point mass, the existing particle system is also extended to provide a way of representing its particles by their volume. Furthermore, a simple game is created to demonstrate the extension.
Languages and Compilers in Computer Games
Hranáč, Jan ; Zuzaňák, Jiří (referee) ; Zemčík, Pavel (advisor)
This project deals with usage of programming languages and compilers in computer games. Purpose of this project is to give young people motivation for programming, which isn't always done by usual work in Pascal at high school. This idea was applied on a developed computer game with has a few integrated languages which can be used for creation of the game's content (adventures, campaigns and objects in them). This computer game was based on a RPG desk game Dragon's Lair (a Czech equivalent of D&D) from ALTAR(TM) publishing company.
Adaptive Plot Generation in Role-Playing Game
Vymazal, Jiří ; Grochol, David (referee) ; Hrbáček, Radek (advisor)
Generating a story, while trying to preserve at least some qualities of author-written narrative is a complex issue. In this thesis several currently existing systems and approaches are discussed. Then, a solution based on evolutionary computation is presented, and its traits shown on small-scale proof-of-concept scenario. Finally, this approach is compared againist existing solutions.
Strategy for Game Systems
Švestka, Marek ; Tóth, Michal (referee) ; Zemčík, Pavel (advisor)
This thesis resolves the artificial intelligence representation in computer games. The goal was to find it's suitable interpretation methods. The issue was solved with "map"implementation, which is the n-dimension matrix holding the information about current game state for the concrete player. There were various types of these matrixes used in this thesis. Furthermore was designed a way to evolve computer opponents during the gameplay and created an algorithm, that gives the idea of the space in which it is located. Benefit from this thesis is a solution that makes artificial adversary close to human gameplay behavior. The outcome could also be used in simulators for military battles in real world.
Virtual image of Czech gaming community on social networks
Ryneš, Jakub ; Jelínek, Ivan (advisor) ; Samec, Marek (referee)
Bachelor thesis deals with analysis of gaming community in Czech Republic using social network Facebook. Thesis has 3 main goals. Find out how differ preferences of Czech video game players in comparison to the rest of the world. Secondly, chart popularity of several gaming platforms in Czech Republic. Third goal is to find out how Czech gamers perceive large competing game publishers. Thesis is divided into two main parts, theoretical and practical. There are definitions of terms related to video games and social networks in theoretical part, altogether with selection of appropriate candidates for analysis. Practical part is divided into three chapters accordingly to three main goals. To fulfill first goal there are analyzed the most favorite games, genres and websites about gaming. In next chapter is analyzed popularity of gaming platforms and the final chapter of the practical part includes popularity analysis of two large game publishers. There is analyzed so-called word-of-mouth of games fans which was collected from social network Facebook. Results are compared with each other and also with results from background research. Based on collected data, it is possible to prepare better marketing strategies for Czech market. It also can be used by game publishers because they can rethink their attitude towards their fans.
The influence of computer games on aggressiveness
STANĚK, Jakub
This Bachelor Thesis deals with study of influence of computer games on aggression. The aim of this thesis is to find out whether computer games cause inclination to aggressive behaviour. The theoretical part is focused on scanning electrical brain activity. It contains description of electroencephalography, evoked potentials and brain waves. It also elaborates various psychological theories of aggression and connects them to relation with physiologist creation of aggressive behaviour. The empirical part is focused on a research project. It describes an experiment which examines reactions to positive, neutral and negative visual stimuli before and after playing computer games by spectral analysis. 42 people, chosen by quota selection, participated in the research. 29 probands got into the final analysis and outcomes. The data were processed by Matlab program and its toolbox EEGlab. The outcomes of spectral analysis and comparison of individual research groups show that violent computer games influence aggression.
Detection of aggresive emotions in EEG signal during game computer game playing.
MATUCHOVÁ, Eva
The presented thesis deals with an influence of playing aggressive computer games with the following emotional perception of visual - affective stimuli from NAPS database. The theoretical part is focused on the electroencephalogram, emotions, aggression, event related potentials and media and violence. The practical part is focused on methodology and interpretation of results obtained from experiment. The experiment uses 4 groups of participants. Two of them were groups of computer games players. The first group was playing original version of Counter Strike the second one was playing modified non violent version of Counter Strike. The other two groups were groups of non players of computer games and for them were used the same gaming stimulation. All 4 groups were exposure to visual - affective stimuli before and after play and their event related potentials are examined. The thesis is methodologically based on Analysis of variance and paired T test. For data processing and analysis was used EEGlab which is toolbox of Matlab. The results from statistical analysis have not shown any statistically significant differences in visual affective stimuli between groups.
History and development of video games and animation in video games
Dolejší, Ondřej ; PIXA, Libor (advisor) ; KLIMT, Aurel (referee)
This bachelor's thesis deals with a history and developement of video game and video game animation. The work is divided into four chapters. The first chapter is trying to explain term "video game". The second chapter describes the history of this media - from the beginning till now. The third chapter specifies genres in contemporary game production and their way of using animation. At the end the thesis is trying to include video game among the other meda.
Computer game marketing from the view of youtuber
Gause, Matěj ; Sedláček, Jiří (advisor) ; Slaba, Jiří (referee)
The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a traditional promotion of gaming content. This work shows that both channels can have a positive impact on the gaming company revenue from microtransactions based on freemium business model. Author also describes detailed and comprehensive view on one of the biggest gaming phenomenon in history.

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