National Repository of Grey Literature 98 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
ENOUGH
Giertlová, Elena ; Smetana, Matěj (referee) ; Vaněk, Vojtěch (advisor)
Project deals with the development of a 2D, roleplaying videogame for the computer platform. Theoretical part of the thesis is focused on background of pixelart in videogames, as well as game and storytelling cliche, while both of these aspects are used in the final project. Practical part is the design of characters, enviroment and scenes, and the complete realization of a prototype for pixelart videogame named ENOUGH, with the visual of retro games for old platforms. Its story is being shown as a cliche as well, though with the strong symbolism refering to authors psychique and on the mental health or memories.
Computer Games and the Human Brain
Hanuš, Marek ; Šedrlová, Magdalena (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou počítačových her a jejich vlivu na lidský mozek. Cílem první kapitoly je popsat základní vlastnostmi lidského mozku a jeho schopnosti, které developeři počítačových her využívají při vytváření her pro jejich cílovou skupinu zákazníků. Druhá kapitola se zaměřuje na lidské emoce a projevy, které developerům pomáhají, aby mohli vyhovět všem potencionálním uživatelům. Dále tato kapitola popisuje, jak mohou developeři prostřednictvím různých herních aspektů, jakými jsou hudba, narativ, grafický design a herní mód, v člověku evokovat určité emoce a donutit je podvědomě vnímat atmosféru hry. V práci je také popsán vliv těchto aspektů na lidské chování. Poslední kapitola teoretické části práce se zabývá závislostí na hrách a s tím spojenou problematikou. Praktická část práce se věnuje dotazníkovému průzkumu, jehož účelem bylo potvrdit nebo vyvrátit tvrzení v teoretické části. Dále poukazuje na genderové rozdíly v průmyslu počítačových her a ukazuje preference respondentů, které by mohly developerům umožnit zdokonalit kvalitu počítačových her.
Movement
Rišiaňová, Zuzana ; Janoščík,, Václav (referee) ; Vaněk, Vojtěch (advisor)
The diploma project Move is a simple 3D digital game in the genre typology of platform games, specifically of an atmospheric-meditative nature, with elements of a walking simulator from a third-person perspective shooter (TPS). Its interactive content is based on topics such as portraits, wandering, meditation, painting and personal mythology. Through the author's stylization of the theme and graphic processing, my goal is to create a playable prototype of a digital game containing interactive elements, with a controllable character named Mo and the atmospheric environment of the levels through which the player passes. Using the medium of digital games, I would like to point out the possibilities of communication means, that it offers within the art world.
Comparative analysis of differences between western and eastern news outlets reporting on the Russian invasion of Ukraine
Neumann, Jakub ; Koblovský, Petr (advisor) ; Shavit, Anna (referee)
This bachelor thesis focuses on the analysis of the rhetoric of the Izvestia media in response to the Russian invasion of Ukraine. Based on a careful examination and critical analysis of the articles examined, this bachelor's thesis compares and contrasts the ways in which Western and Eastern media outlets have dealt with this conflict, especially in light of their news interests and propaganda. It then goes on to map which narratives the Izvestia media use and which are most common in their articles. The results show the frequent use of false or misleading claims by the news outlet Izvestia. They also show the different portrayal of reality between Western and Eastern media in specific analyzed articles.
A refugee situation on the stage
Drozdová, Monika ; Spalová, Barbora (advisor) ; Pergl, David (referee)
This bachelor's thesis is mainly concerned with exploring the narrative of Ukrainian migration in the environment of documentary theatre. For this purpose, the method of ethnographic observation and narrative analysis of a script of a documentary production created by refugees (both male and female) from Ukraine is chosen. Through documentary theatre, the real stories of refugees are communicated. Therefore, documentary theatre is here only a terrain in which social actors create a narrative. In her narrative analysis, the author draws on the work of Paul Ricoeur. The aim of this thesis is, among other things, to answer the question of how the theatrical environment and tools have influenced the form of the narrative and the way it is told. The resulting narrative is thus the collective product of a creative group. It carries the story of a refugee's journey from Ukraine to the Czech Republic and their life in the new world. The narrators are primarily the director and untrained actors from the ranks of the refugees, and listeners are the audience representing the spectators. The form of the narration is influenced by the methods of documentary theatre and stage theatre elements, which have partly influenced the way the narration is told.
Narrative structures in Indiana Jones film series
Jeřábek, Jan Lucián ; Novotný, David Jan (advisor) ; Štoll, Martin (referee)
The diploma thesis focuses on identifying narrative structures which can be observed throughout the Indiana Jones film series from the first episode (1981) to the fourth episode (2008). It analyses the film reviews and focuses on the way in which their authors have reflected the narrative structures. The thesis also aims on the analysis of the relationship between the positive or negative nature of the reviews and the overall success of each of the films of the series. Beyond that, the thesis deals with the presence of the myths in the film series Indiana Jones and evaluates to what extent it is being reflected in each of the reviews and in the reception of the audience. The qualitative content analysis of the reviews published in journals that specialise in the coverage of film news has proven the existence of a specific narrative structure that is present throughout the Indiana Jones film series. The analysis and subsequent comparison of the reviews has shown that the film critique consensually agrees that the specific narrative structure was respect in each of the films of the series. The analysis of the reviews has also proven the existence of a direct relationship between the nature of the reviews and the overall success of the films of the series.
"Some trees flourish, others die?": Opportunities and Problems of the Video game Canon
BRIXÍ, Václav
The paper attempts to enter current discussions related to the perception of video games as art. The thesis will focus primarily on the emergence of the video game canon, and will trace the evolution of this entertainment industry towards an increasingly institutionalised reception and evaluation of video games. This development will be examined both in academic context, with attention paid, for example, to the emergence of university departments and scholarly monographs on the history of video games. At the same time, the author will focus on non-academic strategies of value creation, such as the operation of the The Game Awards event, or the efforts to establish a normative genre-based system of video game creation and evaluation by game developers, journalists, and emerging critics. Methodologically, the thesis will draw on the theory of the canon of other arts, with particular attention to the development of the film canon as an example of the establishment of a new art and its institutionalization during the 20th century.
The Novel as Moment of In-Between. Oikological Considerations on the Where of Belletristic Prose
Vanbrabant, Jonas Kristiaan ; Sepp, Hans Rainer (advisor) ; Nielsen, Cathrin (referee)
The Novel as Moment of In-Between. Oikological Considerations on the Where of Belletristic Prose Jonas Vanbrabant Abstract This master's thesis addresses the phenomenon of belletristic prose from an oikological point of view, on the question of the place of reading and writing. Considering the novel, and in the same breath the novella and the short story, as multiple moments of 'in-between' opens up perspectives beyond the phenomenologically superseded dichotomy of receptionist aesthetics on the one hand and productionist poetics on the other. Drawing on a wide variety of thinkers from the broader field of Husserl's legacy, notably Adorno, Bakhtin, Blumenberg, Derrida, Eco, Henry, IJsseling, Kundera, Levinas, Palmen, Richir, Ricœur, Schapp, Schütz, Sepp and Stein, the in-betweenness of the novel is explored in three chapters. Firstly along the selves of the reader and writer and the characters, showing, with focus on the role of empathy and affective phantasy, that these figures cannot but be configured inside the in-between of the literary work. In the second chapter regarding the problem of fiction, in which, minding the realistic and the imaginative preserved in fiction, the novel is being depicted as woven or weavable fabric, which precisely because of its in-betweenness leads to meaning and sympathy....
Theme of Return in the Novels of Milan Kundera
Šimr, Filip ; Kubíček, Tomáš (advisor) ; Soukupová, Klára (referee)
This work analyzes the motifs constructing the theme of return in three novels by Milan Kundera. The main and pivotal part of the work consists of the chapters Joke, Unbearable Lightness of Being and Ignorance. The aim is to use individual motifs to construct the theme of return in a comparison of individual novels. Construction of the theme, the role of narrative components in its construction, interpretation within individual fictional worlds and as a key theme connecting Kunder's fictional worlds. Information is drawn from primary and professional literature. Key words Milan Kundera, novel, thematic, analysis, narrative

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