National Repository of Grey Literature 77 records found  beginprevious41 - 50nextend  jump to record: Search took 0.00 seconds. 
Differences in the perception of female characters in various media versions of The Witcher
Štosová, Tereza ; Fousek Krobová, Tereza (advisor) ; Švelch, Jaroslav (referee)
The subject of this diploma thesis is the perception of female characters in various media adaptations of The Witcher from the perspective of audiences that show signs of fan affiliation. The research focuses on the two most recent adaptations, i.e. the third game The Witcher: Wild Hunt and the serie The Witcher on the Netflix platform. The research took the form of in-depth interviews with a total of nine participants and focused on the role, characteristics, relationships and motivations of female characters in order to find out how respondents perceive these areas in adaptations. The first part of the diploma thesis deals with the theoretical basis related to popular culture, audiences, game and film studies and gender in media. It also presents the world of The Witcher, the selected characters and the critique of adaptations. The next section of the thesis deals with the research methodology. The grounded theory was used as a method of work and multiple levels of coding and categorization were conducted. These categories are then presented in the empirical part of the thesis together with a demonstration of the respondents' statements followed by data interpretation and discussion. The main findings include that female characters play an important role in both adaptations from the audience's...
Procedural Generation of Combat Encounters in Role Playing Video Games
Kozma, Matouš ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
Procedural content generation is present in many games today. However, little has been written about generating combat encounters in role playing video games (RPG). In these games the player's combat ability varies greatly from person to person and there are many different enemies that could be spawned for the player to fight. These factors make generation of combat encounters difficult. In this thesis we create a small game in which we implement a new algorithm for generating combat encounters. We then distribute this game to the general public. From the data we gather we conclude that this algorithm is at least as good at generating combat encounters as the author of the thesis and that it is a good starting point for further research.
Nástroje pro tvorbu obsahu 3D závodních her
Šimůnek, Petr ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
The goal of this thesis is to create a system for game engine Unity for creating roads and other side objects around real roads. Emphasis is placed on optimizing the final product, user-friendliness, and flexibility. The system tries to solve many complex road cases never solved in mainstream Unity road assets. It also takes into account the problem of tiling the texture of a road. The system was validated by recreating real track and several imaginary tracks. The result of the work is a plugin, which can be used by game developers to speed up the development of racing games. 1
Gender Stereotypes in Gaming Environment
Papusha, Valentyn ; Šedrlová, Magdalena (referee) ; Sedláček, Pavel (advisor)
Předmětem této bakalářské práce je analýza genderových stereotypů ve vypravěčské linii a designu videoher. Jsou zde také vyjmenovány klíčové historické momenty pro zásadní pochopení videoherního průmyslu a přítomnosti genderových stereotypů v něm. Dává příležitost vidět, jak události v reálném světě a veřejné mínění ovlivňují videohry a vytvářejí nebo snižují genderové stereotypy v nich. Teze nabízí vhled do problematiky nadměrné sexualizace mužů i žen, včetně toho, jak může ovlivnit vnímání sebepojetí u různých lidí. Otázka sexualizace je posuzována z několika pohledů, mezi nimiž existuje kulturní rozdíl mezi východními a západními zeměmi. V této práci je navíc představen seznam stereotypních genderových rolí, do nichž jsou lidé často zařazováni. Přináší světlo na důsledky, které z rolí vyplývají.
Procedural Content Generation for Video Games using Open Data
Tuncel, Merve ; Gemrot, Jakub (advisor) ; Kratochvíl, Miroslav (referee)
Games get boring when they start repeating themselves and do not offer players new content. Procedural content generation (PCG) is increasingly used to generate this content. PCG-based game design decreases the need to have a human designer or a writer to generate the content. Algorithmic creation of game content can augment the creativity of human designers and this makes it possible small so-called indie teams to create the content for their game without the big resources. In this work, the field of PCG is introduced. Application of PCG is shown through a mobile game implementation. The implementation details of the mobile game Rush Hour will be presented that makes use of Foursquare, Twitter and Mapbox APIs, which eases the content creation using open data as the input of PCG.
Navigation of Units in Video Games Using Flow Networks
Pacovský, Jan ; Gemrot, Jakub (advisor) ; Chrpa, Lukáš (referee)
This thesis investigates the navigation of units in real-time strategy computer games and is focused on the task of navigating a bigger group of units through a game world that contains narrows passages. The narrow passages causes signi- ficant delays that could be avoided by splitting the group and taking some part of it through an alternative way. In this thesis, a solution using flow networks is proposed. The map is transformed into a flow network which then allows the planner to find an alternative route to the fully occupied narrow passage. The proposed method was tested in a simulator specifically designed for this task and compared with the conventional methods of navigation in computer games. The final evaluation shows that the navigation of units using flow networks can successfully solve this problem. 1
The Role of Video Games in Health Care and Medical Training
Gálíková, Markéta ; Langerová, Petra (referee) ; Šedrlová, Magdalena (advisor)
Tato bakalářská práce se zabývá možným využitím počítačových her a technologiemi s nimi spojených v rámci medicínského vzdělávání a zdravotní péči. Veřejnost často vnímá videohry jako ztrátu času, nebo je využívají pouze pro zábavu. Cílem této práce je proto prokázat jejich využitelnost a pozitivní vliv na již zmínění medicínský vzdělání a zdravotní péči. První část práce pojednává o vlivu her na vzdělávání studentů medicíny, lékařů i pacientů a zároveň jej kriticky analyzuje. Druhá část je zaměřena na využití her ve zdravotní péči, jako je například terapie dětí s autismem nebo dětskou mozkovou obrnou, dále jako možnost redukování bolesti, či způsob objevování nových biochemických látek a struktur. Záměrem práce je zabývat se nejen počítačovými hrami, ale také s nimi spojenými technologiemi jako je virtuální a rozšířená realita, které ještě násobí zkušenosti získané v medicínském vzdělání.
Adversarial Search in First-Person Shooter Video Game Duels
Wirth, Martin ; Gemrot, Jakub (advisor) ; Pergel, Martin (referee)
Title: Adversarial Search in First-Person Shooter Video Game Duels Author: Martin Wirth Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: The complexity of artificial intelligence required for modern games is getting unmanageable. Therefore, we are seeking for techniques allowing easy creation of a complex artificial intelligence. Adversarial search has become such a technique in the area of board games. Recently, an idea to apply adversarial search on other kinds of games has come up. Though, in the area of First-person shooters, no experiments examining this idea has been done yet. This thesis offers such an experiment, concerning the Deathmatch mode of two players. Our results show that the basic implementation of adversarial search is not very successful. However, it has some potencial which should be further examined. Another con- tribution of this thesis is creation of a framework which significantly simplifies further experimenting in this area. Keywords: adversarial search, duels, video games, first-person shooters 1
Who are the producers and consumers of media content published on the Twitch platform
Kopecký, Martin ; Kasík, Pavel (advisor) ; Lokšík, Martin (referee)
Due to the rise of technological convergence, the production of media content is currently available to anyone with befitting means. The situation is no different in the area of streaming and video games. This diploma thesis is focusing on producers and consumers of media content streamed on the video platform Twitch. This platform enables their users, if they dispose of quality internet and sufficient hardware, to produce real time streamed media content on nearly professional level. Hundreds of millions of viewers are watching Twitch monthly and this thesis is trying to introduce the very streamers of media content on this platform, their success and failure, while monitoring their viewership.

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