National Repository of Grey Literature 9 records found  Search took 0.00 seconds. 
erLett
Jenikovský, Daniel ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
In my bachelor thesis, I experiment to create an author's visual language in the form of a 3D real-time rendering. Later, I add audio and music components to the visual and create game mechanics. In this work, I give up the existing methods and implementations of stylization in 3D rendering and create a new language based on the multiplication of color areas and lines. When creating the audio, I use noise as a source signal, which is then used in various types of synthesis. All elements are created with theme self-portrait.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
erLett
Jenikovský, Daniel ; Kudělka, Vladimír (referee) ; Vaněk, Vojtěch (advisor)
In my bachelor thesis, I experiment to create an author's visual language in the form of a 3D real-time rendering. Later, I add audio and music components to the visual and create game mechanics. In this work, I give up the existing methods and implementations of stylization in 3D rendering and create a new language based on the multiplication of color areas and lines. When creating the audio, I use noise as a source signal, which is then used in various types of synthesis. All elements are created with theme self-portrait.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Detail in architecture. Visual art aspects of modern architecture and its application to contemporary contexts of art education
Hanuš, Jiří ; Bláha, Jaroslav (advisor) ; Slavík, Jan (referee) ; Sedláková, Radomíra (referee)
Architecture is an integral part of the (not only) visual world and human existence. Its position expands between utilitarian areas and artistic functions. But what are the specific characteristics that connects it to the visual arts? Is the current architecture visually and experientially inspiring? Dissertation develops a reflection on how, by working with architectural detail to convey a modern architecture to students at schools and permanently integrate it into the education. The goal is the linking with theoretical basis of the author's individual view of the aesthetic qualities of architectural detail with intention of finding didactic bases. As a medium to approach and grasp this phenomenon is used photography, which is seen as a smooth transition between two- dimensional and three-dimensional world. At the same time, however, it works completely autonomously. The research method is based on the principle of interpretative phenomenological analysis, in which, through the interpretation of respondent's works of art and comparison of the individual artistic creation, looking for points of contact and new possibilities for art education. The architectural detail is treated as an artistic language and also as the medium, which offers a number of alternatives, but has so far not found its full...
Semiotic analysis of comics in contemporary Czech social magazines in the years 2000-2015
Dorňáková, Anna ; Průchová, Andrea (advisor) ; Šoltys, Otakar (referee)
This thesis deals with comics in the Czech news and cultural magazines after the year 2000. A new generation of comic creators emerged after the year 2000, so called Generation zero. These new creators are different from the older authors - especially from authors of Generation 89 - in many aspects. Using a semiotic analysis this thesis focuses on comics in contemporary periodicals: it attempts to uncover how various comics exist in news magazines (which are intended for a broad scale audience) and to what extent these comics match with the profile of the magazine. Additionally, in order to see a potential difference in results, cultural periodicals were also thoroughly analyzed. Included in the analyzed material are news magazines such as Reflex and Respekt and cultural periodicals like Art+Antiques and A2. In addition, it focuses on theoretical discussions regarding a proper definition of the word comic and on the relationship between linguistic and visual levels of comics because this relationship is essential in this form. Finally, the means of visual language in comics and the history of the Czech comics are discussed in the theoretical section as well.
Modeling and animation of biological structures
Matulík, Martin ; Bílek, Michal (referee) ; Maxa, Jiří (advisor)
Following work deals with subject matter of digital modelling and animation of biological structures. Software tools for computer generated images (CGI), well proven in common practice, are evaluated, as well as tools for specific activities, available inside chosen software environment. Among vast pool of modelling approaches are discussed tools suitable for creation and representation of selected structures, along with tools essential for their consequent animation. Possible rendering approaches and their parameters in relation to qualities of resulting computer-generated images are discussed as well. Above-mentioned approaches will be consequently utilized for modelling, physical simulation and animation of erythrocyte’s flow throughout blood vessel in following project. Resulting output of that work will be based on series of digital images, suitable for creating video-sequence containing abovementioned animation in end-user digestible form.
Visual Language of Comics and GUI Design
Šlaufová, Kateřina ; Brejcha, Jan (advisor) ; Ovesleová, Hana (referee)
The thesis VISUAL LANGUAGE OF COMICS AND GUI DESIGN is based on an assumption that comics and GUI both use similar features and techniques to communicate with readers/users. GUI as an influential cultural interface is based on languages of other media and as it is shown in this thesis, comics is one of its sources. I discussed similar features of both media - GUI and comics - on the level of their characteristics, semantics and on the visual level. On a general level the main features discussed are convergence and hybridity or the requirements for skills of the reader/user. Very similar for comics and GUI are also the limits emerging from the characteristics of the media they are using. The principal part of this thesis searches for common visual features and finds them in simplifications, sequentiality and multilayer framing and also with features like icons or text. The case study focuses on Adobe Photoshop CS5 GUI from the comics point of view proving connections in practice and showing GUI in new a context.

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