National Repository of Grey Literature 54 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 seconds. 
Modern technologies used in physiotherapy at children with cerebral palsy
Hoskovcová, Tereza ; Pánek, David (advisor) ; Pavlů, Dagmar (referee)
Title: Modern technologies used in physiotherapy at children with cerebral palsy Objectives: The goal of this diploma thesis is evaluate the effect of robotic and virtual therapy on motor functions of lower limbs at children with cerebral palsy. Furthermore, the work is focused on summarizing current knowledge about cerebral palsy, robotic and virtual technologies. Methods: The diploma thesis is processed as a literature review from available literary resources. First part of thesis contains all theoretical bases and knowledge's about cerebral palsy, robotic and virtual technologies use in physiotherapy lower limbs at children with this diagnosis. Second part has a descriptive - analytical character and contains analysis of studies, which was used treatment with robotic and virtual technologies. The thesis is concluded with a discussion, which focused mainly on three basic research questions of the diploma thesis. Results: A total of 8 randomized controlled trials that met the criteria for inclusion in this thesis were described. When making recommendations for using robotics and virtual technologies, is necessary to take into account the type of cerebral palsy, the degree of disability according to GMFCS, age, motor deficit and individual abilities and goals of the therapy. Studies show that the...
Video Games Localisation
Novotný, Tomáš ; Walek, Agata (referee) ; Šťastná, Dagmar (advisor)
Tato bakalářská práce se zabývá historií a problematikou lokalizace videoher. Práce se skládá ze dvou částí. První je teorie, která bude obsahovat počátek počítačových her až po přítomné videohry. Zároveň se bude zabývat lokalizací a problémy, které okolo ní jsou. Bude obsahovat termíny, které doprovází lokalizaci videoher jako jsou například transkreace, internacionalizace, uživatelské rozhraní, herní kód a spoustu dalších. Ukáže důležitost, proč by si měly společnosti dávat pozor na odlišnosti v kulturách a jaké mohou být následky. Druhá polovina se bude skládat z praktické části, kde se budou porovnávat různé hry a jejich způsob lokalizace.
Protection of computer games and video games
Kozlovský, Michal ; Holcová, Irena (advisor) ; Křesťanová, Veronika (referee)
61 11. Abstract in english Protection of computer games and videogames This diploma thesis pursues to asses on legal protection of computer games and videogames, foremost the protection via copyright law due to it being the most significant legal legal branch in protection of computer games and videogames. The thesis aims to explore the options for qualification of videogames in the system of copyright law and the consequences of such classification. The main goal of this thesis is to asses whether the czech legal systems offers alternatives to protection of videogames other than protection as computer programs while highlighting one alternative-protection as audiovisual works. This approach is inspired mainly by foreign literature and it aims to discuss the opinions therein in the context of czech legal system. First three chapters of this thesis serve as introductory chapters and are used to explain the content of this thesis and the motivation of the author for choosing such topic. Furthemore they are used to explain the phenomenon of videogames and provide a brief excursion to the history of protection of videogames. Chapter four and five are the vital part of this thesis and aim to provide explanation of copyright law terms connected to videogames and in the fifth chaper those terms are used to provide...
Media image of gamers in czech mainstream and gaming media: during 2016 - 2018
Němečková, Petra ; Halada, Jan (advisor) ; Křeček, Jan (referee)
The thesis deals with the image of gamers in Czech media, specifically in the most read daily newspapers. Videogames are still a rather marginal topic within the Czech society, gamers are perceived as weird and socially isolated individuals, and in the worst case they are described as addicted and aggressive. Predictions for the future say that digital games will become a regular part of our lives, but before this happens, I set myself the goal to find out how contemporary Czech media depict people who like to play videogames. This task is important because, whether we want it or not, media represents a reflection of our society and it is also an element that can influence public opinion to some extent. However, if there is a goal to educate public sphere or change the perception of the gaming community, it is necessary to find out what is the current situation among the Czech society. In the theoretical part I deal with the environment in which the media texts are created and their impact on the recipients of the given content. At the same time, I also explain to the reader how gamers really look like. The practical part examines the seven most widely read Czech newspapers Aha!, Blesk, E15, Hospodářské noviny, Lidové noviny, Mladá fronta DNES and Právo. These are the best newspapers when it comes...
Languages of videogames as a didactic tool.
VILLÁN MIRÁS, Enara
Videogames are an audio-visual instrument with a strong educational potential that, nevertheless, have not been considered as such yet. The goal of this work is to encourage teacher and researchers to exhaust the didactic possibilities of this new instrument which constitutes as well a nowadays real social phenomenon, in order to achieve thus its integration at the language teaching classrooms and, more precisely, at the Spanish as a Foreign Language ones. With this purpose in mind, we will delimit the main features of videogames contrasting it with other two elements with which it shares key characteristics and which are properly taken into account within the teaching sector: movies and games. Once this is accomplished, we will meditate on the pros and cons to which the use of videogames as didactic materials lead, we will provide certain keys for its proper usage and, eventually, we will gather up these thoughts and considerations which will be afterwards poured into a didactic proposal based on the graphic adventure game Hollywood Monsters 2.
Popularity of esports among UK students
Houda, Adam ; Janák, Vladimír (advisor) ; Štědroň, Bohumír (referee)
Title: Popularity of esports in Czech Republic Objective: The objective of this bachelor thesis is to find out the popularity of esports in Czech republic. The primary aim of the thesis is to figure out if the people of Czech Republic were interested in attending a big esports event which would take place in the Czech Republic. The thesis further focuses on respondents' knowledge of Czech and world esports teams and players. Methods: Research was done by questioning. The main instrument of the thesis was electronic questionnaire, which was tailored specifically for the purpose of this thesis. Resultsy: Results of this research show, that people of the Czech Republic are more and more aware of esports. The majority of respondents, that are actively interested in esports, showed big interest in attending the tournament. Respondents also showed solid knowledge of Czech and world esports scene. Keywords: Questioning, Videogames, Tournaments

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