National Repository of Grey Literature 4 records found  Search took 0.00 seconds. 
Punching technology
Králíček, Václav ; Harant, Martin (referee) ; Peterková, Eva (advisor)
The thesis is focused on punching technology, technology which can create complex-shaped parts from sheet metal. The thesis contains description of the principles of punching, emphasis is put punching tools and various production methods, which can be performed using modern punching machines. Part of this thesis is focused on comparison between punching technology and laser cutting. The comparison is shown on two different semi-finished products made from stainless steel by ACO Industries k.s. These semi-finished products are compared from the point of view of production accuracy and manufacture speed.
Punching technology
Králíček, Václav ; Harant, Martin (referee) ; Peterková, Eva (advisor)
The thesis is focused on punching technology, technology which can create complex-shaped parts from sheet metal. The thesis contains description of the principles of punching, emphasis is put punching tools and various production methods, which can be performed using modern punching machines. Part of this thesis is focused on comparison between punching technology and laser cutting. The comparison is shown on two different semi-finished products made from stainless steel by ACO Industries k.s. These semi-finished products are compared from the point of view of production accuracy and manufacture speed.
Nostalgia: Computer games as tools for overcoming cultural and generational boundaries
Králíček, Václav ; Soukup, Martin (advisor) ; Lütke Notarp, Ulrike (referee)
This master's thesis focuses on the research of similar video game experiences among players of different cultures. Because video games are a product of the worldwide gaming industry, the same content is available for players of various cultural backgrounds, who can then share their experiences via internet forums. In a cross-cultural comparison, the thesis examines similarities in gaming experiences the players of different cultural backgrounds have, and thus exploring the potential of videogames to overcome national borders and to bring players closer. Because four generations of gamers had already got the opportunity to play videogames, the thesis also focuses on similar gaming experiences across the age groups, and thus potentially bringing together also players of different ages. The theoretical basis of this thesis is built on the works of theorists of play Johan Huizinga, Vladimír Borecký, and Roger Caillois, theories of anthropologists George P. Murdock, Thomas Hylland Eriksen, Michal Tošner, and Clifford Geertz, and lastly, the history of video games as a medium along with the history of computers in general as described by Lev Manovich. The research itself was conducted by using two methods. An online survey, shared among respondents by using the Snowball Sampling method, followed by a...

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1 Králíček, Vojtěch
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