National Repository of Grey Literature 50 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 seconds. 
Transformation of the usage of social network Facebook during the period of 200*9 - 2017
Divišová, Alice ; Vochocová, Lenka (advisor) ; Miessler, Jan (referee)
The aim of Master's Degree Thesis "Transformation of the usage of social network Facebook during the period of 2009-2017" is to reveal changes in user behavior on the social network Facebook during the period 2009-2017 and to explain causes of those changes. The research part of this thesis is supported by several theoretical backgrounds describing the development of online media and social media and focusing on their technological, historical and social evolution. The research itself has two methods - quantitative content analysis and qualitative analysis of an audience. The main research question of quantitative content analysis "Has user behavior on social network Facebook changed in time?" is supported by four hypotheses that are built on main ideas of the theoretical framework. The main research question of qualitative analysis of an audience "Why the user behavior on social network Facebook has changed in time according to users?" builds on quantitative content analysis and explains causes and motivations of changes in user behavior on social media Facebook.
Procedurally generated video games as a humanistic platform of the future
Salaba, Petr ; Miesenböck, Julia (advisor) ; Krejčová, Kateřina (referee)
An intermedia analysis of "art video games" in the perspective of humanistic values inspired by the theory of neorealism. Italian screenwriter and film theoretician Cesare Zavattini argues that a truly humanistic and socially conscious film would not be based on a dramatic plot, but that it would rather come from a factual depiction of every individual value inherent to the filmed topic. In my work, I propose that such a non-narrative approach can be well executed in the context on the new interactive media, concretely in video games that are based on procedurally generated environment rather than on a linear script.
Temporality of videogames
Sýkora, Andrej ; BENDOVÁ, Helena (advisor) ; Švelch, Jan (referee)
The thesis is primarily focused on researching the ways of feeling and perceiving time in videogames through analysis and interpretation of chosen works. Secondly, it uses existing research from a broad spectrum of areas from game studies to social aspects of new media to help its analysis. Every chapter presents a certain temporal phenomenon or multiple temporal phenomena. It tries to find how we can, in the context of player experience and videogame interpretation, perceive unique effects of the selected phenomenon, if we are confronted with it in a videogame. The main question being asked by the work is whether videogames as a medium bring any new, unique factors to the existing debate on temporality, or just extend those already known from other types of media.
Theatre and New Media
Haplová, Barbora ; KAPLICKÝ, Martin (advisor) ; ETLÍK, Jaroslav (referee)
The Master Thesis Theatre and New Media, New Media in the Components of Theatre Performance explores ways in which new media technology are able to integrate to theatre performances on particular examples. It investigates the type of theatre performances where new media have a major influence. The first part of this thesis aims to grasp the terminology of new media, in order to subsequently apply it in theatre context. This part draws mainly from The Principles of New Media of Lev Manovich, Notes on Study of New Media from Jakub Macek and Remediation from J. David Bolter and Richard Grusin. The second part introduces the Czech theatre theory perspective on the components of theatre performance. The starting point of this part is Estetika dramatického umění (The Esthetics of dramatic art) by Otakar Zich. Zich’s theory is continuously commented with following essays: Člověk a předmět na divadle (Man and an Object in Theatre) by Jiří Veltruský, Pohyb divadelního znaku (Movement of the Theatre Sign) by Jindřich Honzl and K dnešnímu stavu teorie divadla (On State of Theatre Theory Nowadays) by Jan Mukařovský. Consequently the theoretical part aims to outline the theme of integration of new media to the components of theatre performance using the term ‚components‘ in the meaning suggested in Jaroslav Etlík’s essay Termíny k dohodnutí (Terms to negotiation). Building up on these theoretical contexts, the third part of this theses analyses three theatre performances: NICK (Petra Tejnorová a kol.); Eleusis (Handa Gote Research & Development) a The Game (Almeida Theatre). It aims to describe ways of integration of the new media to the components of particular theatre performances. Consequently it focuses on verifying the assumption, that the level of integration is connected with participation of the new media on the overall meaning of the theatre performance. In the Conclusion the attempt of creating a ‚scale of integration of new media to theatre performance‘ is summed up.
What Does Today's Image Record.
Yu, Xiang ; DVOŘÁK, Tomáš (advisor) ; ŠIMŮNEK, Michal (referee)
The thesis describes and analyses post-documentary photography with emphasis on contemporary Chinese theory and practice. The traditionally defined documentary function of photography has been challenged on many sides and the technology growth of the new media has caused the structural change of photographic language. Documentary function, the core characteristics of photographic language, is rapidly falling apart in this change. As an imported tool, photography has taken a special road in its growth in China. For well known ideology reasons, the documentary function of photography has displayed some very peculiar changes in its traditional past as well as in globalized China today. This paper will try to analyze various causes that influence the documentary function of photography, compare political and cultural differences and show the post-documentary characteristics of contemporary Chinese photography. 
A "Let's Play" Phenomenon
Pleskač, Matěj ; BENDOVÁ, Helena (advisor) ; VLACH, Jiří (referee)
This thesis focuses on a new form of audio-visual works called Let's Play videos. Authors produce them while playing videogames themselves, using a screen capture software which records the gameplay in the native screen resolution. Videos are usually shared via web streaming platform YouTube and attract millions of viewers worldwide, despite their production requires minimal costs compared to the film industry. After introducing the platform itself and clarifying why are the creators (YouTubers) so popular, core of this paper presents author's own Let's Play videos categorization including brief subject and style analysis of specific works. Main research question is whether watching Let's Plays is valuable just for gamers themselves or can be interesting for other viewers to. Last chapter deals with the copyright protection system Content ID in relation to Let's Play videos as derivative work.
Adolescent's relation to traditional TV brodcasting in the Internet era
Kadeřábková, Tereza ; Zezulková, Markéta (advisor) ; Lütke Notarp, Ulrike (referee)
The work titled Adolescents' relation to traditional TV broadcasting in the Internet era deals in its first chapter of the theoretical part with the origin and changes of traditional TV broadcasting in our country from the beginning to the present. It creates the historical context of the issue discussed in the following chapters; so it describes what changes TV has gone through in its functioning, social status and role. The second chapter serves as an insight into the adolescents' relation to TV broadcasting, TV content and selected media in an era when the Internet has an increasing potential to take over the role of traditional media. Thematic research and studies conducted in the past are used for the description. In the practical part of the work the questionnaire survey focusing on young people aged 15-18 is used. The aim of quantitative research is to find out the respondents' relation to traditional TV broadcasting and some television content, and also marginally includes an influence of selected media on respondents' TV viewing. The sample is composed of 96 respondents meeting the required age range. For example, it has been found that most respondents are watching traditional TV broadcasting for 1-2 hours a day, but the time spent on this activity differs depending on whether it is a...
Displaying history in serious games and computer simulations
Fixl, Matěj ; Olšáková, Doubravka (advisor) ; Hlaváček, Jiří (referee)
The diploma thesis aims to analyse problems as well as strongpoints of particular design and narrative approaches used in serious computer games and simulations, and doing so in view of the current interpretation of applied historiographical themes and their influence on formation of collective memory. Suggestions for development of new programs will be a part of the presented work.
Audiovisual performance in the context of digital environment
Kořínek, Tomáš ; Šisler, Vít (advisor) ; Kera, Denisa (referee)
The goal of this thesis is to describe the influence of technological development on the ways in which the moving image is created and to introduce forms that this medium attains in the area of live audio-visual performances. The theoretical study approaches this topic as a historical overview of technical image, focusing on its connections with music. It thus observes specific creative processes of the avant-garde film and music video and subsequently puts them into the context of current types of moving picture created as a result of software codes. Based on the definitions of digital media's key principles, a theoretical basis is set up and then applied to the description of contemporary forms of audio-visual performances. These principles are also used for the definition of the features of software tools, numeric representations of which make it possible to work with any type of an image as with a set of mathematical functions. The main result of this thesis is thus a presentation of creative possibilities of today's image, which has - thanks to digital devices - disengaged itself from its previous technical limitation and become a fully dynamic element that can be created and modified in real time.
Media education and digital literacy of blind high school students
Fraiová, Anna ; Wolák, Radim (advisor) ; Šťastná, Lucie (referee)
The paper addresses issues of media education in blind high-school students, especially in the topical context of digital media. The theoretical part devotes to problems of education of visually impaired persons. Next, concern the subsumption of media education as a cross- sectional subject into Czech primary and high-schools education. This part is also concerned with specific digital media and extensive opportunities of its utilization for visually impaired persons. In the experimental part of the paper, discrete components of digital literacy of sightless high-school students are analysed. The method of focused (semi-structured) interviews was selected. Interviews were executed with ten visually impaired high-school students and subsequently analysed with the help of qualitative content analysis. The aim of the paper is to give a notice on dependence of blind people to digital media and its specifics and, in this conjunction, emphasise the importance of media education.

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