National Repository of Grey Literature 101 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Mist
Volkova, Zoya ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
The "Mist" is a visual narrative project on the border between 2D digital games and interactive animation. The virtual space here thematically take place between key words such as dream, sleep, limbo, phase of sadness, phase of dying. Subsequently, a form of metaphor is elaborated with the help of a non-existent landscape with specific elements (trees, plants, and others). Road through the countryside, road through the mist. Part of the movement of virtual space is a survey of linear processing over time.
Exposure
Römerová, Denisa ; Vaněk, Vojtěch (referee) ; Gravlejs, Ivars (advisor)
Project Exposure is a card game and series of photographs with educational character. Players should understand principle of exposition and get awareness of history of photography after game.
Post psychedelic relief
Zdvořáček, Tomáš ; Vaněk, Vojtěch (referee) ; Gabriel, Michal (advisor)
The aim of the bachelor thesis was to create a sculptural form of the Greek Morpheus. In Greek mythology, Morpheus is the son of the sleep god Hypnosis - he is the god of dreams, responsible for what we dream about. Morphea portrays the work as a "graphics card of the sleep construct", an intelligent entity living on the edge of human consciousness. The Greeks imagined him as a little boy with wings on his temples. He understands Morpheus' work as a column of energy processing billions of dreams simultaneously. As part of the bachelor's thesis, a two-and-a-half-meter-high column was modeled and cast into a laminate, covered on the surface with a finely modeled relief in the post-psychedelic style. In searching for the formal language of the relief, the author used the system of mutual connections from the computer game Factorio.
On-road Diagnostic of Vehicle Damper
Vaněk, Vojtěch ; Hejtmánek, Petr (referee) ; Blaťák, Ondřej (advisor)
The diploma thesis deals with the analysis of the effects of shock absorber wear on the driving dynamics of the vehicle. Furthermore, a quarter model of the car was created in the Simulink software, where a procedure for evaluating the condition of the shock absorber while driving the vehicle was created. This procedure was subsequently validated on real measured data from the Hummer H3 car.
ENOUGH
Giertlová, Elena ; Smetana, Matěj (referee) ; Vaněk, Vojtěch (advisor)
Project deals with the development of a 2D, roleplaying videogame for the computer platform. Theoretical part of the thesis is focused on background of pixelart in videogames, as well as game and storytelling cliche, while both of these aspects are used in the final project. Practical part is the design of characters, enviroment and scenes, and the complete realization of a prototype for pixelart videogame named ENOUGH, with the visual of retro games for old platforms. Its story is being shown as a cliche as well, though with the strong symbolism refering to authors psychique and on the mental health or memories.
Beyond the limit of interest - the genesis of creativity
Chmelíková, Alžběta ; Jakalová, Zuzana (referee) ; Vaněk, Vojtěch (advisor)
Artistic work is to a large extent viewed holistically - the receiver perceives the whole of the work, seeks its meaning, tries to interpret it. The final text is torn off by a thick black line from its genesis. However, just observing the development of the idea, concept, processing, or method itself is most often a more complex experience than the finished work. The course of my studies, permeated by three separate studios and by itself representing the macroclimate of an individual thinking about artistic attitude and meaning, motivated me to turn attention from the work to the course of creation. The work can be understood as a metacritical view of the creative processes, enveloping the finalized work itself, among which a structure of similarity and otherness emerges; this I will try to capture as a text in the form of a gamebook.
Time lapse travel
Sodomková, Natálie ; Smetana, Matěj (referee) ; Vaněk, Vojtěch (advisor)
Project "Time lapse travel" is simple 2D adventure game, placed in real environment of Vodarensky les near Svitavy. Content is about fairy tales, folklore, time, magic realism and my own personal mythology. My goal is to create a specific atmosphere with stylization of the theme and distinctive visual art style. Whole project is a connection of experiments and digital games together to ask the question if its posssible for the interaction to provide a subjective atmosphere.
Concrete
Andrýsek, Marek ; Kořínková, Jana (referee) ; Vaněk, Vojtěch (advisor)
Concrete is the work, which sets its goal to make connection between digital game and interactive art. Visuals of the work rely on brutalism architecture. Game mechanics is based on options offered by the aesthetics of the architecture. Visual content has been created within game engine Unity and it is controlled thru the custom controller. The controller is based on mechanics of the Rubik's cube. Visually it is adapted to the content of the work. The work is presented as a working prototype.
The Rings
Cendelínová, Kateřina ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
The project with the title “The Rings” is a simple card game designed for two players. The theme and content of the game is thematically related to rings, which I have been working on for a long time (also on the material level of jewellery making). The card game can be played by players of any age, but I primarily targeted preschool and school-age children. The aim of my bachelor thesis is to introduce children to the craft of ring making in a fun way. An important element of the visual part of the game is the recognition of the images (illustrations) and their correct composition. This leads to the application of stylized drawings that illustrate selected parts of the ring-making process.
Generative growth
Zelený, Tomáš ; Vaněk, Vojtěch (referee) ; Gabriel, Michal (advisor)
The aim of this thesis is to emphasize the aesthetics of the support and also their functionality when placing objects into grown structures. Those objects seem fragile thanks to their chromaticity, but at the same time they need to be strong enough to hold the mass of diverse objects, such as piece of wood or stone. The aim of this thesis is so the scaffolding has its use in a real world. Scaffolding, that is now existing in the digital world, will pervade into the real world.

National Repository of Grey Literature : 101 records found   1 - 10nextend  jump to record:
See also: similar author names
2 Vaněk, Vavřinec
3 Vaněk, Vladan
4 Vaněk, Vladimír
5 Vaněk, Václav
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