National Repository of Grey Literature 7 records found  Search took 0.00 seconds. 
Ludic architecture
Domiňáková, Michaela ; Sotelo, Verónica Gallego (referee) ; Kristek, Jan (advisor)
Thesis use principles of play to reconstruct school building realized in the second half of the 20th Century. More broadly it deals with current state and conditions for reconstruction of modernist school buildings in Slovakia. According to Huizinga, play as such is older than culture and was a factor that stimulated the creation of culture and assumed the formation of human society. Free play is an instinct, a fundamental right, inherent in children, and a developed mechanism for acquiring skills and promoting learning. In the early 20th century, in a context marked by the horrors of war and the experience of the wild industrialization of the 19th century, society began to focus on the rights and education of children. This change in approach to childhood and children in general has been transcribed into theoretical and practical forms of architecture, from the scale of urbanism to the scale of an element of public space or domestic space. The concept of play began to penetrate into forms of education. In connection with urban transformation and housing construction playground have been created, which function should be the one of an institutionalized space education, but also of security or control. The same principles of control were also included in the architecture of other institutions such as schools. Project understands reconstruction of the school building not only as its annex or aesthetization but rather as reconfiguration and reinterpretation of its former principles.
Theory of contemporary web design and its application to development of responsive websites
Ferenc, Jakub ; Procházka, Josef (advisor) ; Fuglík, Viktor (referee)
By theoretical analysis we regard web design as a digital, design field, which is inherently creative. That is why we analyse it on the background of research in creativity, design and new media. We demystify the romantic view on creativity; analyse the componential, evolutionary and other views on creativity; find out that expertise and context are important for creativity. By analysis of theories of design we discard the perception of a designer as a "decorator"; define design as solving "wicked" problems and as a distinct type of thinking which is suitable for integrating art and technology as well as for innovations in the post­industrial society. We also analyse the relation between design and the user. We discuss code as "material" for web design. After the historical analysis of the evolution of Web we define an "axiomatic system" whereby we analyse Web. The axioms are: Web as a technological platform; Web as a new medium; Web as interface, consisting of code and the human side which exist in the broader socio­cultural context; Web as interaction design; Web as a work existing and changing according to the immediate (spatiotemporal) context of use. With the analysis and axioms we elucidate why the current web design is responsive, "mobile first" and what role the mobile context...
The role of video app Zoom and its influence on users during the COVID-19
Pavlíková, Eliška ; Švelch, Jaroslav (advisor) ; Cebe, Jan (referee)
This thesis focuses on early beginnings of a video conferencing platform Zoom, its development and enormous rise during the global pandemic of COVID-19 disease, and on its influence on users. It focuses particularly on millennials who are already familiar with this kind of technology. The aim of this work is primarily to determine the effects of Zoom, as a video conferencing platform, on user's activities because they were used to perform them in a physical contact with other people. However, due to restrictions resulting from epidemiological measures, participants were forced to move their activities to the online environment. The thesis focuses on answering these research questions: How do people's behaviour, perception of the situation and their self-presentation change when using Zoom in comparison to a face-to-face meeting? How have the activities of users changed while using Zoom, due to COVID-19, namely March to December 2020? How and for what reasons do users use Zoom? How do users perceive Zoom's affordances? In order to answer these questions, qualitative research was conducted using semi-structured in-depth interviews. These were attended by ten respondents who regularly use Zoom for a certain activity that was carried out in personal before the pandemic. Respondents were millennials,...
Ludic architecture
Domiňáková, Michaela ; Sotelo, Verónica Gallego (referee) ; Kristek, Jan (advisor)
Thesis use principles of play to reconstruct school building realized in the second half of the 20th Century. More broadly it deals with current state and conditions for reconstruction of modernist school buildings in Slovakia. According to Huizinga, play as such is older than culture and was a factor that stimulated the creation of culture and assumed the formation of human society. Free play is an instinct, a fundamental right, inherent in children, and a developed mechanism for acquiring skills and promoting learning. In the early 20th century, in a context marked by the horrors of war and the experience of the wild industrialization of the 19th century, society began to focus on the rights and education of children. This change in approach to childhood and children in general has been transcribed into theoretical and practical forms of architecture, from the scale of urbanism to the scale of an element of public space or domestic space. The concept of play began to penetrate into forms of education. In connection with urban transformation and housing construction playground have been created, which function should be the one of an institutionalized space education, but also of security or control. The same principles of control were also included in the architecture of other institutions such as schools. Project understands reconstruction of the school building not only as its annex or aesthetization but rather as reconfiguration and reinterpretation of its former principles.
Theory of contemporary web design and its application to development of responsive websites
Ferenc, Jakub ; Procházka, Josef (advisor) ; Fuglík, Viktor (referee)
By theoretical analysis we regard web design as a digital, design field, which is inherently creative. That is why we analyse it on the background of research in creativity, design and new media. We demystify the romantic view on creativity; analyse the componential, evolutionary and other views on creativity; find out that expertise and context are important for creativity. By analysis of theories of design we discard the perception of a designer as a "decorator"; define design as solving "wicked" problems and as a distinct type of thinking which is suitable for integrating art and technology as well as for innovations in the post­industrial society. We also analyse the relation between design and the user. We discuss code as "material" for web design. After the historical analysis of the evolution of Web we define an "axiomatic system" whereby we analyse Web. The axioms are: Web as a technological platform; Web as a new medium; Web as interface, consisting of code and the human side which exist in the broader socio­cultural context; Web as interaction design; Web as a work existing and changing according to the immediate (spatiotemporal) context of use. With the analysis and axioms we elucidate why the current web design is responsive, "mobile first" and what role the mobile context...
The Virtual Being's Mind
Brom, C. ; Lukavský, Jiří
Virtual beings are being used in computer games, film industry, education and even in therapy. They need a functional model of mind – to process the signals from environment, to set their goals and to act. In this work we try to define the term of virtual being and to illustrate this concept in one particular project. Virtual beings in IVE Project have three remarkable features: 1) their perception is based on Gibson's theory of affordances, 2) their actions are planned using Belief-Desire-Intention theory, 3) their behavior can be dynamically simplified using Level-of-Detail technique.
Why is the border between a virtual being and its world fuzzy
Brom, C. ; Lukavský, Jiří
In this article we first introduce the IVE project (Intelligent Virtual Environment - developed in 2005 at MFF UK, Prague) and ISMA model (Intention - Suitability - Materialisation - Advice) and describe related theoretical issues of the project. IVE is a simulator of large virtual worlds populated with virtual beings, which uses a new model called ISMA for virtual world representation. This model is inspired by Gibson's affordace theory and Bratman's theory of practical reasoning. Gradually we realized that some project results also have psychological and philosophical interpretation, which is being discussed in this article.

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