National Repository of Grey Literature 105 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Personal data as a commodity: how does the data market work, what is data worth and what Czech internet users know about it
Cieslar, Marek ; Šisler, Vít (advisor) ; Šlerka, Josef (referee)
Personal data extraction is an inherent part of today's internet. The intention of this work is to outline the market with personal data; how it functions, which circumstances have formed it and how it is being perceived by the public. The theoretical part relies on existing academic knowledge, media articles and other relevant sources which focus on data market and aggregation. One of the theoretical part's objectives is to present existing principles on how the price of personal data can be determined by users and by the market. Findings from the theoretical part will be enriched by a qualitative research which, by the means of interviews, reveals to what extent are Prague university students aware of online data collection, how they value the data and what is their opinion on that matter. Despite the gravity that online data extraction imposes on society, the qualitative research described in this work is probably one of the first in Czechia that focuses on this topic and that can therefore serve as a starting point for future exploration. Key words: personal data, user data, data extraction imperative, online privacy, internet privacy, data value, data market, data brokers, data aggregators, targeted ads, personalized advertising
Lost Media: Collecting and Archiving of Artefacts from the Digital Era
Hanáková, Veronika ; Šisler, Vít (advisor) ; Pýcha, Čeněk (referee)
Archival theory and practice still tend to hierarchize between audiovisual artefacts worth preserving and those that are not, and the increasing amount of images, screens, and interfaces in the digital sphere has only broadened the number of objects that risk disappearing without a trace. One of these lost audiovisual objects is the star wipe, a type of film transition that connects two images or sequences through a wipe in the shape of a star. Despite the excessive character of the star wipe, the editing gesture is no longer to be found in the current audiovisual field. Which leads us to a question: how to archive something that does not have a material substance, that exists only as a connection of two or more images? To postulate a sufficient answer, we need to create a theoretical perspective that views and understands digital artefacts as archivable. Through the figure of the fetishistic collector, based on Walter Benjamin's (1969) articulation of collecting, we aim to offer means for understanding the star wipe as a challenge to the prevailing epistemological biases of the archival world against immaterial, ephemeral, hybrid, and supposedly "low-brow" cultural elements.
"Orders came to him through a monitor": Analysis of metagames about the nature of video games
Šanda, Štěpán ; Šisler, Vít (advisor) ; Pýcha, Čeněk (referee)
One of the themes embodied in artistically ambitious computer games is the reflection on their videogame nature. For example, they use narrative, visual or procedural means to comment on or critique usually unproblematized game principles, rules, or general perceptions of games. Such games are sometimes subsumed under the broader notion of the metagame, which this thesis discusses and summarises based on readings. Drawing on Teresa de la Hera's theoretical model, the empirical section uses a multimodal analysis of five selected self-reflexive metagames to explore how and what these works say about the video game medium. The text argues that self-reflexive or self-referential games follow the tradition of Brechtian epic theatre, for example, by turning the player's attention to himself and the conditions under which he plays and how the games themselves affect him. In doing so, it concludes that self-reflexive games are multimodal and creative representations of the game's persuasiveness
Aspects of practice that shape ethical thinking and decision making among UX designers
Sikorová, Lucie ; Šisler, Vít (advisor) ; Pýcha, Čeněk (referee)
The importance of ethics to design is widely recognised in the academic community and the interest of HCI academics is increasingly focused on understanding the complex nature of design practice, including the ethical issues involved. Despite this, the paradigm shifts that have occurred, which have created the grounds for the emergence of the field of UX design, are not sufficiently reflected in commercial design practice. This thesis is a conceptual replication of the American study Dimensions of UX Practice that Shape Ethical Awareness (Chivukula et al., 2020) and presents the results of research based on interviews with fifteen UX designers from the Czech Republic. Six areas identified in the research that highlight aspects that influence the ethical mindset and actions of designers. The results are then compared with the results of a replicated study.
Teacher's Guide to "The Syrious : Escape from Syria" board game and its use at secondary schools and grammar schools
Ort Feyglová, Sandra ; Slussareff, Michaela (advisor) ; Šisler, Vít (referee)
based learning, grammar schools, teacher's guide, migration, The master theses deals with the "Syrious Escape from Syria" board game and its known teacher's guides for this topics. The fundamental part of the theses outlines the "Syrious Escape from Syria" board game by describing it collected data the theses developes teacher's guide for using this board game and in research should guide the authors of the "Syrious Escape from Syria" board game
Videogame Dys4ia and reflection of autobiographical narrative by transgender community
Trhoň, Ondřej ; Šisler, Vít (advisor) ; Kolek, Lukáš (referee)
Videogames are becoming an important means of expression for marginalized communities. Despite the growing body of research in queer game studies, transgender identity remains under-researched and lacking in empirical data. By using an experimental approach coupled with grounded theory and informed by current game and queer theory, this study aims to illuminate how transgender- identifying persons approach autobiographical videogame depiction of transgender experience. Ten participants were asked to play influential independent videogame Dys4ia, which depicts the author's hormonal replacement therapy, and semi-structured interviews were conducted. Their responses were coded, and a preliminary model of how Dys4ia works in the context of transgender media ecology was constructed. The term Procedural-autobiographic multimodality is introduced to describe an assemblage of interactive affordances, distinctive aesthetics and situatedness of Dys4ia in structures of minority media while considering video game-specific theories. This study attempts to empirically ground transgender queer game studies, suggesting avenues for future research and proposing a model of how videogames as procedural artefacts work alongside vlogs and other expressive means within transgender mediascape.
Internet, new media and information policy in Uzbekistan
Hametová, Michaela ; Šisler, Vít (advisor) ; Pekárek, Aleš (referee)
The purpose of the thesis is to analyze the Information Policy of the Republic of Uzbekistan, focused primarily on the mid. 90s up to nowadays. The focus is mainly given on to the ICT development and its support by the Republic of Uzbekistan. It covers the analysis and descriptions on access to information, restriction problems of the press and censorship. Theoretical knowledge has been supported with practical analysis gained during the study tour to Uzbekistan. During the study tour has been accomplished a small exploratory study conduct a survey of how the Internet and the mass media is accepted and used by the population of Uzbekistan. The case study, at the end of the thesis, tries to approach the use of the Internet and particularly the so-called new media by independent journalists from Radio Ozodlik, an Uzbek department of Radio Free Europe/Radio Liberty.
Information behavior and learning in the context of new media: Digital games and simulations as complex systems for information representation
Buchtová, Michaela ; Šisler, Vít (advisor) ; Steinerová, Jela (referee) ; Landová, Hana (referee)
This dissertation considers digital games and simulations as complex systems of information representation and explores their specific aspects influencing the process of knowledge acquisition. It focuses on process of mental model creation, information behavior and situational emotional and cognitive engagement. The methodological approach is grounded in variety of disciplines including information science, educational science, new media studies and computer science. The main method used is educational experiment. The use of digital game-based and non-digital game-based educational intervention is compared to similar program based on traditional schooling methods and classic lectures. The experiment outcomes are divided into four large segments exploring influence of digital games on process of mental models creation, motivation for future information behavior, situational emotional experience and social interaction.
Effects of narrative in the context of digital game-based learning for young children
Sýkora, Tomáš ; Brom, Cyril (advisor) ; Šisler, Vít (referee)
Research in the digital game-based learning domain has so far shown mixed results as to the use of narrative in educational games. The aim of this thesis is to help to answer the question of whether and to which extent it is reasonable to employ the narrative feature in educational games for young children. In addition to a literature review, the thesis presents an experimental study comparing two versions of a maths game that are the same except for for the richness of the game's story (a value-added study). The participating children (N = 67) from school year 2 and 3 (mean = 8.67 years, SD = 0.4 years) were given the opportunity to play a game for two weeks on touch devices: a game version with a simple narrative frame, or a game version with a rich story narrated through an interactive voiced comic, or a "placebo" game (control group). No significant effect of the rich narrative on the children's engagement, as reported by parents, was found (d = 0.45, p = .245). Furthermore, the two narrative condition groups did not differ in terms of in-game progress (Cliff's δ = 0.01), and the difference was neither significant for the number of solved game tasks (d = 0.08, p = .857), nor the learning gains (d = -0.25, p = .691) measured using a near-transfer maths skill test (pre-post design). Both narrative...
Ways of using Tor anonymous network
Schamberger, Pavel ; Šisler, Vít (advisor) ; Šlerka, Josef (referee)
This diploma thesis deals with ways of using Tor anonymization network both from the point of view of the use in the positive sense and the use in the negative sense, the abuse. The aim of this work is to identify different ways of using the network and to quantify network abuse based on analyzed abuse reports. First, the basic concepts are defined and the development of the Internet and identification technologies in its environment are briefly described. Then, the concept of Onion routing, based on which the Tor network works, together with more technical details about the functioning of the network, is introduced. Last but not least, the Tor Browser is described as the most common tool for using the Tor network along with the types of users who use it. The last chapter of the theoretical part introduces the problem of network abuse. The practical part is primarily solved in the form of a quantitative analysis of abuse, due to their volume of almost 3 million. Quantitative analysis is done using the statistical language R and basic mining data, text mining and statistical methods. The analyzed data are related to several large nodes of the Tor network and contains several years of history. Although the total number of complaints increases almost exponentially over time, complaints about malicious...

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