National Repository of Grey Literature 93 records found  beginprevious84 - 93  jump to record: Search took 0.00 seconds. 
Virtual World
Hamal, Jakub ; Heriban, Pavel (referee) ; Roupec, Jan (advisor)
The content of this thesis is to describe process of developing computer game and presentation of Unity3D game engine. Acquisition of knowledge is used to create simple application for PC. The first chapter of this thesis deals with describing proces sof komputer games developing, Unity3D game egnine and its Integrated Development Enviroment, known as Unity Editor is described in the sekond charter with other programs, uset to creating sample application. Last chapter deals with describing creation of application via using techniques and software, which are described in first two chapters.
Functions of the computer management games
Kočí, Josef ; Mildeová, Stanislava (advisor) ; Čapek, Michal (referee)
This thesis discusses the possibilities of using managerial games, their purpose, meaning, functions and focuses specifically on the management computer games, how it differs from classic games and what are their advantages and disadvantages. The theoretical part of thesis is also focused on why are these games discussed, why are they accepted or sometimes rejected and why they have become so popular for some managers and public gamers. This will serve me a survey conducted in the 11 April 2016 to 22 April 2016, from which it is apparent attitude of players to these games and from which you can also find out how much these games have an effect on the ability of the players. In the end I will also give a few examples of computer management games, which I consider to be appropriate illustration. I am going to familiarize all readers with my draft of the management computer game, which I have developed in C# thanks to this information, what elements the game has in common with the mentioned examples of games and what is its link to the survey conducted.
Mobile application for remote server management
Kolář, Jakub ; Pecinovský, Rudolf (advisor) ; Rais, Aziz (referee)
Thesis deals with remote servers specifically those for the Minecraft. These servers are divided into groups. The work examines the possibility of remote access to these servers on network protocols level, which are described briefly, and also at the level of the game itself. Describes the game options that can be influenced via remote management. Then analyzes the applications that are intended for this remote access, and identifies problems associated with them. Based on the issues that implied from this analysis, application that solves these problems is designed. The first chapter contains a brief description of the network protocols that can be used to remotely manage servers for the Minecraft and identifies the most appropriate protocol. The next chapter describes the Minecraft, and specifically those of its regions which can be influenced via remote management. The next chapter analyzes the applications that can be used to remotely manage Minecraft servers and based on the problems that this analysis identifies, an application that solves these problems is designed. The designed application is then implemented. The last part contains user documentation of created application.
The proposal of gamification into a company Car4Way
Bobková, Marie ; Pavlíček, Antonín (advisor) ; Juříček, Jan (referee)
The diploma thesis deals with the incorporation of Gamification into a company that provides services. In theoretical part the concept of Gamification is defined first as well as its development, games and their significance. Subsequently typology of players is described. The basic principle of Gamification is explained on the game's elements and mechanisms that motivate players to activity. The initial chapter consists of a summary of basic knowledge of literature, mostly foreign. Then examples of successful applications are described using game elements, which subsequently will be used in the practical part for push-process Gamification into society. The practical part is devoted to a detailed description of the gamificate environment Car4Way company and its implementation into society. First of all company Car4Way is described, especially the process of registration for returning a car. Comparison of individual gamification elements and creation of the concept of service gamification for best practices in Car4Way .
Lexicon of personalities in ice-hockey club HC Dukla Jihlava\\
VARHANÍK, Lukáš
HC Dukla Jihlava, the ice hockey club of the Vysocina region, achieved the biggest successes in the second half of the 20th century. Originally an army hockey club arose by moving Dukla Olomouc in 1956. The club is historically the most successful Czech ice hockey club where over the years had played several players whose performances were enrolled in history. The author dedicates his work to the history of foundation of the ice hockey and to the beginning of the foundation of the HC Dukla Jihlava club. In the practical part of his work he states names and interviews with those players he included into the lexicon of personalities of the Jihlava's hockey club. The aim of his work is a reminder of the famous history of the club which achieved fame for working with youngsters from whom they brought up national representants, republic champions, Spengler Cup winners, Golden Stick holders, silver Olympians. Some players were receing offers from abroad, but that time didn't allow them to accept them. Yet they managed to break through the players' competition and no one regrets the Jihlava's contract. Dukla Jihlava is a town's mark.
Technology and methodology training block in volleyball
BARÁK, Jiří
The subject of my Bachelor thesis is testing and training of block skills. The tasting players were from VK České Budějovice and Volejbal Brno. Both teams were tested by the same moving tests. Results of measurements were compared and analyzed statistically. The target of my Bachelor thesis was to find out the level of block in South Moravian and South Bohemian district by training of block skills.\\
Geocaching - Nowadays Leisure Time Activity
KOČEROVÁ, Martina
This bachelor thesis deals with a game called Geocaching. The theoretical part characterizes the origin, meaning and development of Geocaching. Next part describes the principle of this game and brings some assumptions why people play it. The practical part analyses results of the survey and compares them to the assumptions. The survey shows that people play Geocaching because it enables them to fulfill some of their needs, concretely social needs, self-realization, basic needs of physical activity, security and freedom. Needs that are not satisfied ativate inner motivation leading to their fulfillment. Geocachning enables players to fulfill their social needs and self-realization in following ways: making friends, being outdoors in search for caches, exploring new places, learning new knowledge and experience, and sharing them with others. The needs of physical activity and security are fulfilled through outdoor movement, sense of group solidarity, anonymity and independent decision-making.
Injuries at TJ Lokomotiva České Budějovice sports club
OHRAZDOVÁ, Ivana
Injuries are part of the most serious kinds public health problems. According to the available statistical data, over five million people around the world die from their injuries every year. Over the past few decades, more attention has been paid to the worldwide problem of injuries. However, there are still certain kinds of injury which have been omitted. These are injuries related to sport. This bachelor{\crq}s thesis focuses on the injuries of children that are related to football. Football is understood to be a relatively safe sport, even if the efficiency standards for being a good football player are ever more demanding. Sport activites are a very important part of our lives. Thanks to the cooperation with the TJ Lokomotiva Football Club of České Budějovice, the data, opinions and information related to the injuries of the players and coaches from this football club has been collected. A questionnaire was used to obtain this data. The collected data was analyzed and it has been discovered that the children and the coaches are mainly aware of the risk of injury, but they think that injuries are a necessary part of the game. The rate of injuries rises with the age of the player because the game tends to be more aggressive. This research proved that the players have very little information regarding injury prevention, which is contrary to that knowledge which the coaches have regarding injury prevention. This information could be helpful in preparing preventive programmes for children who participate in some kind of collective sport activity and it can also be helpfu to the coaches or club managers as well.
The kontrol of Volleyball Team Training Process
ULČ, Jan
The aim of this bachelor diploma thesis is to find out differences in selected motorical capabilities and physical fitness of volleyball players. The thesis consists of a theoretical part and a research part. The former part analyses characteristics of volleyball and factors of players' game performance, lists required motorical and physical capabilities and describes methods of testing and measuring. The latter part contains measured results of a testified sample that consists of volleyball players of Vavex Příbram and Jihostroj České Budějovice, which have been two of the Czech highest volleyball league teams for many years. All the measured results are compared, analysed and displayed in graphs. Considering much better volleyball achievements of the Jihostroj players, I expect to find out their significantly much higher level of motorical and physical capabilities. Using various tests, measurements and statistical methods helps us to verify or refute this presupposition. All the findings can be interesting also for coaches of both the teams who can learn more about physical condition of their players.
Computer Games nad Simulation (oriented on MMOG)
Šach, Martin ; Rosický, Antonín (advisor) ; Brixí, Radim (referee)
The goal of this Thesis is not only a plain description of common characteristics of Massive Multiplayer Online Games (their sorting and conditions on where they run are included), but also their integration to the wider phenomenon -- to cyberspace. Cyberspace reference is present in all recommendations and game specifics. Cyberspace is it`s base ingredient, the authority, to which all those parts are revoking to. And here it comes our second and main goal. The need of integration of players to that virtual world. To seek her desires, her true nature. That maybe done by describing various game devices and methods of connecting users of those devices to the cyberspace, let alone by expanding reader`s horizons to places, not known to her. All that is lead by one effort -- that the person, who will read that Thesis carefully, will be able to answer the question, if players get exactly what they need. And she`ll be able to do that before reading to the end.

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