National Repository of Grey Literature 9 records found  Search took 0.01 seconds. 
Vertical level design
Mrkus, Matyáš ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
The bachelor's thesis focuses on the development of a game space for a group studio project, the output of which is a playable prototype of the game route. It deals with design from the point of view of verticality connected with maximum use of minimum space. With its approach, it tries to refute characteristics such as linearity and flatness, and further identify and define the principles of guiding the player in relation to an impressive gaming experience. Its goal is to find a method for consistently effective design and routing of the game space for the single-player FPS game genre and apply it to a playable prototype of the studio project. To identify the principles, an analysis of a case study of the game title "Dark Souls" (FromSoftware, 2011) was used, the findings of which are subsequently listed in a clear list applicable to any game project.
The Scar
Sláma, Matěj ; Nytra, Martin (referee) ; Mazanec, Martin (advisor)
Diploma thesis Scar is a short film about the fictional history of the found „monument“. In the animated film, I examine the context and meaning of the „monument“ in a virtual environment that I created based on visual documentation and mapping of specific places that I explored during my expeditions through the urban landscape of Brno and The Hague. These are mainly „lost“ spaces (also referred to as vague terrain or no man's land), which inspired me to create my own visual map of my urban explorations. The starting point of the work is personal lived experience, which I reflect by documenting places, creating 3D objects and manipulating 3D scans of „lost“ spaces with elements of computer games. In the resulting film, the viewer follows a guide–walk through a virtual environment where objective reality is intentionally blended with a fictional world built on the author's imagination.
Vertical level design
Mrkus, Matyáš ; Záhora, Zdeněk (referee) ; Vaněk, Vojtěch (advisor)
The bachelor's thesis focuses on the development of a game space for a group studio project, the output of which is a playable prototype of the game route. It deals with design from the point of view of verticality connected with maximum use of minimum space. With its approach, it tries to refute characteristics such as linearity and flatness, and further identify and define the principles of guiding the player in relation to an impressive gaming experience. Its goal is to find a method for consistently effective design and routing of the game space for the single-player FPS game genre and apply it to a playable prototype of the studio project. To identify the principles, an analysis of a case study of the game title "Dark Souls" (FromSoftware, 2011) was used, the findings of which are subsequently listed in a clear list applicable to any game project.
Documentation of listed buildings from a surveyor’s point of view
Vystavěl, Ondřej ; Kuruc, Michal ; Berková, Alena ; Volařík, Tomáš
Production of documentation of listed buildings in a comprehensive digital form is an important step in the process of preserving cultural heritage and enables the preservation of as much information as possible about cultural monuments for future generations. One of the ways to approach this issue is to create an information model. Modelling is preceded by data acquisition. Surveyor should be responsible for this activity. At present, this often involves geometric surveying of the object using laser scanning technologies, followed by processing into a point cloud, which forms the spatial basis for the creation of the information model of the scanned object. It should be standard to connect the measurements to a coordinate and height reference system. For the creation of BIM, it is generally necessary to choose software that, among other things, allows modelling from predefined elements. There are a number of elements for designing new structures. However, the situation is different for historic buildings. These contain elements of completely different and often complicated geometric shapes that are not currently available in the available libraries, so you have to create them, because they tend to be different, often unique, for each building. In order to visualise the resulting information model for the general public, game development environment tools are now increasingly being used to create outputs for ordinary users. The above-mentioned issue is described in this paper using a case study of the creation of an information model of the listed building Maxmiliánův dvůr in Kroměříž, built in the mid-19th century by the Archbishop of Olomouc, Maxmilián Sommerau Beck.
The Scar
Sláma, Matěj ; Nytra, Martin (referee) ; Mazanec, Martin (advisor)
Diploma thesis Scar is a short film about the fictional history of the found „monument“. In the animated film, I examine the context and meaning of the „monument“ in a virtual environment that I created based on visual documentation and mapping of specific places that I explored during my expeditions through the urban landscape of Brno and The Hague. These are mainly „lost“ spaces (also referred to as vague terrain or no man's land), which inspired me to create my own visual map of my urban explorations. The starting point of the work is personal lived experience, which I reflect by documenting places, creating 3D objects and manipulating 3D scans of „lost“ spaces with elements of computer games. In the resulting film, the viewer follows a guide–walk through a virtual environment where objective reality is intentionally blended with a fictional world built on the author's imagination.
Verification of educational materials for teaching computational thinking in the Unreal Engine 4 environment
PACLT, Dominik
As part of my bachelor's degree, a set for teaching programming in the Unreal Engine 4 development environment was created. The main goal of this work is to verify whether the work is suitable for teaching programming or not. The theoretical part deals with the basic description of the Unreal Engine 4. It also deals with the description of the term "computer thinking" and its components. Subsequently, the principle of Action Research is discussed, through which the work is tested and assessment of whether the tasks support computer thinking. The practical part contains the results of action research both in terms of meeting the objectives of teaching in individual lessons, and in terms of leading to computer thinking. The appendix contains Tested worksheets for students and the projects solved by students in u nreal Engine 4. Within the GAJU STEM project, this work is u sed mainly in the technical field, as the individual lessons support algorithmic thinking, which is one of the foundations of technical fields. Furthermore, interdisciplinary relationships are strongly evident in the tasks, especially in mathematics and physics, because simple mathematics is evident in the tasks and the whole environment is situated in the simulation of the real world (from the point of view of Physics).
Creation projects for programming education in Unreal Engine 4 environmen
PACLT, Dominik
The bachelor thesis deals with the methodology of teaching the basics of programming at the second stage of elementary school through the environment Unreal Engine 4. The theoretical part deals with the description of the Unreal Engine 4 environment, together with the way of working in it. Furthermore, this environment is compared in terms of suitability for teaching programming with Scratch and MakeCode. The practical part contains the procedure by which I created and verified a set of tasks, according to which students learn the basics of programming and basic orientation in the Unreal Engine 4. The work also contains methodological materials for the teacher, including notes on the tasks. The attachment contains worksheets for students for individual lessons, a project in which students program with the help of worksheets and a sample project for the teacher with developed parts of the code.
3D Graphics and games
Vataščinová, Lenka ; Bubeníček, Jan (advisor) ; Truhlář, Filip (referee)
In my bachelor thesis, I am going to introduce the topic of 3D graphics in the game environment. Firstly, I will provide a brief introduction of history of 3D graphics in general, but with the emphasis on history of game industry in particular. Next, I will present 3D graphics of RPG games in particular, and I will analyse the graphical side of digital work production. The main contribution of this thesis is provided in the practical part, which deals with creation of an environment for an animated film, which is inspired by sci-fi RPG games introduced in the theoretical part.
The Use of Gamification in Corporate Practice
Kosmák, Petr ; Kincl, Tomáš (advisor) ; Přibil, Jiří (referee)
Gamification is one of the most discussed trends nowadays, but in the workplace , the concept is relatively new. Companies and organizations are trying to use this technique to adress organizational issues such as employee engagement, learning and collaboration. The concept gamification is more than just game playing in the workplace. The essence of this technique is to introduce game mechanics and principles to non-gaming environment . Until recently , very few scientific studies have addressed different parts of this trend . The theoretical part of this bachelor thesis deals with the interpretation of the concept, its history, describing the basic elements, including their effect on mental and motivational aspects of human being, also includes practical examples. The second part of the thesis deals with the use of gamified system and game mechanics in a business environment in order to achieve business goals depending on employee satisfaction.

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