National Repository of Grey Literature 2,240 records found  beginprevious2231 - 2240  jump to record: Search took 0.24 seconds. 

Programming of plugins for the game Minecraft
Král, David ; Pavlíčková, Jarmila (advisor) ; Zikmund, Petr (referee)
This work focuses on clarifying the issues of programming plugins for the Minecraft computer game. The aim of my work is to teach readers the very basics of making plugins and being able to develop the plugins themselves. The first section explains what developers need to create plugins, what options are there in the configuration file and what their use for the plugin is. The next section describes the most commonly used events for modifying events on the server. The second section explains the development itself. The development is done in a step-by-step form where each step is always carefully explained to the reader. Individual pictures are placed at the end of each chapter to give the reader an idea of how it is all going to look.

Business games : Promising, knowledge oriented tool for education
Rossman, Tomáš ; Voráček, Jan (advisor) ; Janák, Pavel (referee)
Diploma thesis is focused on Business games, as an effective tool for knowledge obtaining. In theoretical part, it defines terms like : knowledge, team, system, simulation and computer modeling and their connection with business games. In practical part, it presents four well chosen games and tries to clarify how these games work and how logic are their outputs. After that, it discuss potential use of this game at Faculty of management, University of economics, Prague.

Internet and mathematics education at the primary school level
Křečková, Tereza ; Procházka, Josef (advisor) ; Fialová, Irena (referee)
This master thesis explores possibilities for computer support of mathematical education. In the beginning introduces the basic theory, especially the curriculum of mathematics for elementary schools and mathematical games. Then provides standards for the evaluation of educational web pages and evaluates the contemporary state of educational internet projects. As the output, the least used areas are identified and subject of the game is selected among them. The practical part describes educational game development in the Macromedia Flash environment. The conclusion brings final evaluation of the game and perspectives for the future progress. Powered by TCPDF (www.tcpdf.org)

SPECT regional cerebral blood flow in diferential diagnosis of dementias.
Švehlová, Dana ; Lang, Otto (advisor)
To assess the importance of testing single-photon emission computed tomography (SPECT ) of the brain in patients with cognitive disorders, a retrospective Data analysis examined patients over four years to compare the clinical diagnosis conclusions SPECT brain. Of 33 patients with clinically probable Alzheimer's disease ( AD ) had 87 % brain SPECT image of AD , half of them was present finding of mixed dementia ( MIX) . U 13 with mild cognitive impairment (MCI) were found heterogeneous patterns of brain perfusion matching mixed population of individuals with MCI and their significance can be evaluated only after a longer interval . In the next phase we test the hypothesis of hypoperfusion in the cingulate gyrus posterior patients with MCI (4 ) could be a promising marker for early detection of AD in a heterogeneous group of these patients. We performed measurements of regional perfusion in the posterior cingulate gyrus in the 10 AD patients , a 7 patients with MCI and 6 standard. Low perfusion in this field has been demonstrated in patients with AD . Keywords : 99mTc - HMPAO SPECT brain , dementia , cognitive disorders , Alzheimer's disease

Agent-based models of cooperative games
Sedláček, Adam ; Burian, Jan (advisor) ; Dlouhý, Martin (referee)
The diploma thesis describes design and creation of agent-based model of cooperative games and its subsequent analysis. The created model combines assumptions of game the-ory with other findings; it examines the dynamics of coalition formation and the influence of external and internal factors on this formation. The first theoretical part introduces the game theory and clarifies basic principles and con-cepts of N - player cooperative games. It evaluates the benefits and disadvantages of solu-tions introduced by this theory. The thesis further deals with multi-agent systems focused on agent-based models as an analytical and computational method for analyzing complex systems. There are also explained basic principles of agent-based modeling, including ap-proaches of their creation. Furthermore, there are presented distinctions between different types of agents, environments and models. The second practical part specifies assumptions and principles that are essential for the created multi-agent model. The diploma thesis describes the development of agent-based model of cooperative games by itself, including its characteristics and behavior. Final analysis of the created model clarifies impact of individual variables on the coalition for-mation process and confirms its ability to investigate given area.

Distribution of audiovisual works in the digital era.
Pinkava, Jakub ; Havas, David (advisor) ; DANIELIS, Aleš (referee)
Comparing two, on the first look very different storytelling methods, might seem inappropriate. But everyone who saw a film based on a book or the other way around, doesn't have any problem with comparing these two against each other, pointing out strengths and weaknesses of each interpretation of the same story. In this paper I am focusing on comparison of distribution and development possibilities of film and computer game industries. Even though film professionals are trying to be innovative, game professionals are step ahead in the area of digital distribution, mainly if we target independent film or game distribution. The same applies to crowdfunding campaigns, which are in fact a possible beginning of distribution. In the end, it's always the producer who should develop and use a specific type of funding and distribution type for his audio-visual works.

Glitch in new media art: Technological error as a subject of aesthetic interest
Šašek, Filip ; Souček, Martin (advisor) ; Šlerka, Josef (referee)
This thesis introduces the use of technological failure in visual arts, described as glitch art in the Anglo-American literature, and reveals its specific qualities. The author examines creative exploration of glitch both in image compression formats, and in the user interface of web sites, computer games or operating systems. In addition, the research presents arguments that advocate glitch art in a broader artistic discourse. It does so firstly by analogy, when it compares glitch art manifestations to conceptual and visual qualities of the paradigmatic works of art and artistic movements, and secondly by Dickie's institutional classification, when it analyzes glitch art communities and appreciation by the curatorial, critical and academic public. The central argument of this thesis is that glitch art next to a purely aesthetic experience provides an insight into the heart of technology, which exposes its functionality. Thus it contributes to a deeper understanding of its physical, structural and ideological fundamentals, that have become in everyday life almost invisible due to the logic of immediacy. Given the highly relative nature of the term glitch the thesis does not seek a hard definition of its specifics, but rather asks the cause of this naming (designation) that is why we perceive a...

Implementation of the Dungeons & Dragons Roleplaying Game
Pacinda, Štefan ; Ježek, Pavel (referee) ; Forstová, Lenka (advisor)
In the scope of the recent Academic Year Project a computer game, loosely inspired by the Czech game "Dračí Doupě", was created. "Dračí Doupě" is a role-playing game and its main principles, such as draw-oriented game flow or development of the main character's abilities, were adopted into our game. The aim of this Bachelor Thesis is to formalize the game scope of our implementation. After formalizing, we will focus on designing a representation of the game framework. The main objective is, however, creating a tool capable of generating the game framework automatically, after receiving a set of required parameters. Attention shall be paid to the formal description of the approach in which the game data will be generated. Namely, we will detail all algorithms developed within the project and discuss their characteristics. We shall also define objects, and the relationships between them, to model the world of the game. A graphically-oriented application was developed on top of the automatically working game engine. This application allows us to easily present the results of generating the game data. Moreover, the additional functionality of manual editing is integrated within the application.

Production rules for the project Pogamut 2
Štolba, Michal ; Sýkora, Ondřej (referee) ; Brom, Cyril (advisor)
The project Pogamut 2 provides a possibility of fast prototyping of agent behaviours in a complex envirorment of the Unreal Tournament 2004 computer game. A fuzzy rule based system was introduced to be used beside the POSH rule based system, which was already a part of the project. Aiming to find out how exactly is it possible to add such system and what possibilities or complications it brings, this thesis presents the theoretical presumptions, their application, a design of an architecture, it's partial implementation and an example of agent controlled by the implemented fuzzy system. The agent's functionality was proved by several experiments. This thesis should also be a basement for furher work, such as full implementation of presented architecture, adding an user interface integrated within Pogamut IDE, and for wider possibilities of experimenting with the fuzzy agents.

Evaluation function for Atari-go
Kudělka, Miloš ; Majerech, Vladan (referee) ; Hric, Jan (advisor)
The present work describes a design and an implementation of Atari Go computer game. This includes an implementation of mini-max and mini-max with alpha-beta pruning algorithms for searching for the best moves. Additionally, the work describes the design and the implementation of an evaluation function and the selection of suitable criteria of the position. This function then can evaluate the position by evaluating these criteria. Further on, the work demonstrates one style of improving the parameters of evaluation function - simple learning algorithm is designed, applied to this problem and implemented. This algorithm improves the parameters by playing games. The results of improvings are presented in the work, too.