National Repository of Grey Literature 2 records found  Search took 0.00 seconds. 
Photographical Phenomenon UrbEx or Abandonment in Photography
Vacková, Aneta ; Bendová, Eva (advisor) ; Pech, Milan (referee)
The bachelor's thesis focuses on the photographic phenomenon of Urban Exploration, also known as "UrbEx". The bachelor's thesis deals with the question of why places remain abandoned and compares the Czech and general foreign approach to urbex. The aim is to find out whether "city explorers" are able to help abandoned buildings with their photographs. First, terms closely related to urban research such as industry, taphophilia, graffiti and psychogeography are defined. History from Romanticism to the present is also presented. Briefly mentioned are figures which are connected to exploring of abandoned places, such as André Breton, Guy Debord, Jeff Chapman and groups that helped shape the phenomenon, i.e. the San Francisco Suicide Club, Action Squad, Cave Clan and Diggers of the Underground Planet. Pripjať and so called Chtâteau Congo were chosen from the world demonstration of urbex. However, most attention is paid to buildings in the Czech Republic, from where were chosen pewter shaft Rolava and St. George in Luková, which is an ideal example of how urbex can in some way help to save abandoned buildings. Keywords Urbex, exploration, abandoned places, photography
Laberinto
Skopalová, Eva ; Konečný, Lubomír (advisor) ; Purš, Ivo (referee)
Laberinto is a type of book-form game, invented by Andrea Ghisi, and first printed in 1607. A second version was printed in 1616 and includes all the characters of the so-called tarocchi of Mantegna, with the addition of a new series of ten cards (following the logic of composition of the tarocchi). Another two versions of Laberinto (printed in 1607 and 1610) contain none of the Mantegna tarocchi characters. The rules of the game are based on the art of mathematical combinations. The aim of the game is to move through a visual labyrinth and discover which figure the opponent has in mind. The focus of this work will be on the 1616 version; my intention is to describe the problematic of the repetition of the original game concept a century and a half later, examining the conditions under which players used the allegorical field of the so-called Mantegna Tarocchi, and under which the cosmological meaning was secularized and the new series of ten cards added.

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