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An annotated translation: Natural Forms, in: Ethan Matt Kavaler, Renaissance Gothic. Architecture and the Arts in Northern Europe 1470 - 1540. New Haven and London: Yale University Press, 2012, pp. 199-229. (ISBN 978-0-300-16792-4)
Ramešová, Michaela ; Brotánková, Šárka (advisor) ; Kalivodová, Eva (referee)
(in English): The purpose of this bachelor thesis is to translate a part of the chapter Natural Forms from the book Renaissance Gothic. Architecture and the Arts in Northern Europe 1470 - 1540 written by Ethan Matt Kavaler, a Canadian professor of art history. In the commentary that follows the translation the author considers the specific factors that have influenced the genesis of the original. Then, she analyses its lexical and stylistic features and characterizes the text as an essay of considerable qualities. Drawing upon the analysis the author describes the translation problems and the translator's strategies employed to solve them. She attempts to identify the translation shifts and discusses the reasons of their occurrence. It is observed that the translation tends to be more explicit, uses more variable language solutions and some solutions of increased expressive intensity. This tendency is consistent with the effort to adapt the translation to the target language culture and to preserve the quality of the original.
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Identifying Entity Types and Attributes Across Languages
Švub, Daniel ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
The target of this thesis is to analyze articles on the Wikipedia internet encyclopedia and to convert their text written in natural language into a structured database of persons, places and other entities. The essence of the implemented program is the determination of the type of entity based on its typical characteristics, and the extraction of the most important attributes of this entity in the Czech and Slovak languages. The result of this task is a knowledge base allowing simple searching and sorting of information. Thanks to its easy extensibility, it is possible to add identification of other types of entities and other features to the program, as well as a support of other languages.
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Advanced Songbook for Mobile Devices
Komárek, Ondřej ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
This Thesis describes all way from design and implementation to release and advertising of songbook application for Android operation system. The most important goal of the app is the ability to modify lyrics in such way, that they can be viewed flawlessly even on small screens of mobile devices. Application also features many other functions mostly useful for guitar players. User can download lyrics of song with chords directly from app and set up automatic scrolling with different speed for each part of the song. Thesis also describes other important aspects of application development, like user testing and final app release.
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Process Automation in Design Sprint
Farkašová, Martina ; Hypský, Roman (referee) ; Kreslíková, Jitka (advisor)
The topic of the thesis is an automation of the processes that are considered an integral part of the Design sprint methodology. The proposed solution is based on the knowledge gained by participating in one of the design sprints at Kentico Software s.r.o. After analyzing the individual processes, the evaluation of customer feedback on the given prototype was chosen for automation. The created JavaScript solution performs text analysis of the feedback to help speed up its processing.
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Speech Acts in Videogames
Šurýn, David ; Zmrzlá, Petra (referee) ; Sučková, Magda (advisor)
This bachelor thesis introduces a new approach of classifying interactions in video games based on the interaction between addressor and addressee and includes an analysis and comparison of speech acts in video games Life Is Strange and Call of Duty. This classification can be used to aid the process of analysis of speech acts in other video games and also assist game developers in the process of creating in-game interactions. To create such classification, the relation between the player and an interactable in-game element had to be prioritised. Then, the main classes of interactions in video games are introduced with each class containing specific types of speech acts. The analysis of speech acts in Life Is Strange and Call of Duty serves as an example of how this classification can be used and also shows many examples of how the game conveys information to the player. The list of interactions in this paper is not complete, but includes the most common and universal ones.
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Secondary school pupils' interpretation of the text Šťastná babyka by Daisy Mrázková
Šinkovičová, Patricie ; Laufková, Veronika (advisor) ; Komberec, Filip (referee)
The diploma thesis follows up the interpretation of a selected work of literature for children and youth by pupils of the secondary school. This thesis is divided into two parts - theoretical and empirical. The aim of the theoretical part is to anchor the concept of interpretation in the school environment based on the concept of reading literacy. The starting point for the second, empirical part of the work is the analysis of curricular documents anchoring the concept of interpretation (RVP ZV) in relation to the planned lesson, during which the research is carried out. The empirical part is conceived as a qualitative research that will answer specific research questions, including the interpretation of the main characters, the sound of the text and the naming of impressions from reading. The aim of the research is to cover and describe possible interpretations of the text Šťastná babyka by Daisy Mrázková from the point of view of the pupils of the secondary school. The research sample consists of eighteen pupils in the eighth grade of seondary school with extended language teaching. There are ten boys in the research sample, two of them with different mother language, and eight girls. The work Šťastná babyla by the author Daisy Mrázková was chosen with regard to the age of the pupils and their...
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Speech Acts in Videogames
Šurýn, David ; Zmrzlá, Petra (referee) ; Sučková, Magda (advisor)
This bachelor thesis introduces a new approach of classifying interactions in video games based on the interaction between addressor and addressee and includes an analysis and comparison of speech acts in video games Life Is Strange and Call of Duty. This classification can be used to aid the process of analysis of speech acts in other video games and also assist game developers in the process of creating in-game interactions. To create such classification, the relation between the player and an interactable in-game element had to be prioritised. Then, the main classes of interactions in video games are introduced with each class containing specific types of speech acts. The analysis of speech acts in Life Is Strange and Call of Duty serves as an example of how this classification can be used and also shows many examples of how the game conveys information to the player. The list of interactions in this paper is not complete, but includes the most common and universal ones.
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Commented Translation: Sheldon Cashdan: The Witch Must Die (1999)
Bauerová, Magdaléna ; Kalivodová, Eva (advisor) ; Tobrmanová, Šárka (referee)
This bachelor thesis is divided into two major parts. The first part contains partial translation of Sheldon Cashdan's book The Witch Must Die published in 1999 The book analyses fairy tales from psychological point of view. The translation is followed by a commentary that provides an analysis of the source text based on the model introduced by Christiane Nord. The commentary also includes a description of chosen translation method and a summary of the major translation problems. Finally it covers translation shifts that occured during the translation process. Powered by TCPDF (www.tcpdf.org)
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