National Repository of Grey Literature 22 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Thermal baths Yverdon, five senses in architecture
Kolman, Jakub ; Křikavová, Iva (referee) ; Koleček, Ivan (advisor)
Yverdon-les-Bains Thermal Spa is a group of elements searching for their identity since the end of the 20th century. The spa complex consists od several buildings built in different eras. Each one of the has its own strong formal identity whether expressed by facades, materials, volumes or spaces. All the historic buildings are to be preserved and new spa is to be designed to complement them. Potential of the new spa development is one of the most important values of the diploma project.
Design of Observation Submersible Vessel
Macháčková, Petra ; Chorý, Tomáš (referee) ; Křenek, Ladislav (advisor)
The design of an underwater observation vessel is the main objective during the thesis. An innovative approach will be applied in terms of modernization and design of the chosen topic. This work shows the author‘s creativity and ability to execute the required task in a specific time frame based on the appropriate level for a thesis. It reveals the steps that lead to an aesthetically balanced object from a functional product. Ergonomic standards and contemporary materials have been one of the basic knowledge.
Study on the current state of the virtual reality
Bukvald, Josef ; Tůma, Zdeněk (referee) ; Kroupa, Jiří (advisor)
The aim of the Bachelor‘s Thesis is study of the current state of virtual reality. The work is of research character and contains basic information about virtual reality. It also deals with an overview of current technologies and equipment, with examples of application in various fields of science and evaluation of their use.
The Architecture of the Virtual
Halinár, Matej ; ArtD, Vít Halada, (referee) ; Kristek,, Jan (advisor)
Architecture Jail Escape It is a specific device for futuroptimist people based on the philosophy of posthumanism and transhumanism, a version of their own faith in endless life on the net. It is a belief in the possibility of technological transformation of humanity that will allow us to overcome our physical and biological limits. Clause 2.0 is architecture for pioneers - the protagonist of this transformation - enabling the longest and most complete stay in virtual reality. This avant-garde is anxious 2.0. Escapist personalities of digital age soldiers are looking for a haven and their own version of the world in the cyberspace. They create a vision of paradise and colonize (cyber) space without the political consequences of the finiteness of the physical world and the exhaustion of natural resources. They live on the frontier of the being, and they want to unburden themselves and merge with the world they understand more. They fight with their own brain and body that cannot break away from the world. The endlessness of the virtual space has the limits of body and senses. Long-term stay in a cyberspace is a loss of sense of time and space. This monastic life in clause 2.0 is able to keep them in shape, by observing the ritual, the physical performance of walking that they must undergo so that they can exist every day in their version of the digital monastery. These versions are infinite, and they can be ritually traced among them. Clause geometry isolates them from one another. The clause is a monastic concept that allows the people to live hermetically, as well as the physical world. The gateway to the virtual space is a "zero architecture" - a room, a cell, a cube on a 4x4 meter plan, rid of any visual architectural site. It provides only a flat floor as the reflection point for an endless virtual world and four walls and a ceiling with a corresponding thickness for a sufficient separation from the outside world. The world of infinite freedom opens behind this "zero architecture". It seems that not through "architectural innovation and political subversion" a modern architect's dream of architecture will be realized as machines for the liberation of man but through the abandonment of physical architecture as such. The prospect of "zero architecture" opens up a space where the new architecture will no longer be "luxuries and good homes, not the architecture of separation and imprisonment, but it will ultimately be the architecture of freedom.
Virtual reality in psychology and psychotherapy
KAFKA, Dominik
The bachelor thesis deals with the use of virtual reality in psychology and psychotherapy. The design of an overview study was applied and different databases about the current theme were used. It first introduces to the general reader information about virtual reality, its purpose, and aspects. Then follows the chapter on virtual reality in psychology, in which the thesis deals with the advantages and disadvantages of virtual exposure as well as with current psychological research, such as spatial perception or virtual learning environment. The last thematic area is virtual reality and treatment, which is devoted to the treatment of phobias, treatment of post-traumatic stress disorder, substance abuse, pain, obesity and other difficulties for which the effectiveness of the use of virtual exposure was determined. The special emphasis is placed on description of the selected virtual reality applications for the possibility of creating a better idea of the course of its exposure. The following discussion summarizes the findings of the utilize reasearch and also the effectiveness of the use of virtual reality in individual areas of therapy is derived. Current recommendations and potential attributed to individual possibillities of using virtual reality in psychology and psychotherapy are also presented here. The main search keywords include: virtual reality, VR, VRET, psychology, psychotherapy, immersion, therapy, exposure, simulation, and specific keywords needed to complete the content of the sub-chapters.
Immersions and edge-disjoint linkages
Klimošová, Tereza ; Dvořák, Zdeněk (advisor) ; Kráľ, Daniel (referee)
Graph immersions are a natural counterpart to the widely studied concepts of graph minors and topological graph minors, and yet their theory is much less developed. In the present work we search for sufficient conditions for the existence of the immersions and the properties of the graphs avoiding an immersion of a fixed graph. We prove that large tree-with of 4-edge-connected graph implies the existence of immersion of any 4-regular graph on small number of vertices and that large maximum degree of 3-edge-connected graph implies existence of immersion of any 3-regular graph on small number of vertices.
Players of Live Action Role-Playing Games in Czech Republic in reflection of active audience theories
Heller, Jakub ; Švelch, Jaroslav (advisor) ; Reifová, Irena (referee)
This text is presenting the new phenomenon called larp and it is trying to describe its fundamental characteristic attributes and acquaint reader with its structure. The goal of this text is to define larp in the company of other types of media, describe the unique relationship between larp and its audience and in the same time bring larp community to kontext of active audience theories. For better understanding of this medium this text is also trying to clarify terms like role-playing, immersion or diegesis and their role in the enviroment of this phenomenon.
First-time user's experience and learning in virtual reality
Škopová, Alena ; Hrabec, Ondřej (advisor) ; Mikuláš, Martin (referee)
This work focuses on the experience of the first-time user in virtual reality. It explores the psychological and pedagogical aspect of this experience and learning in virtual reality. The theoretical part explains immersion, presence, suspense of disbelief and cognitive presence in order to better explain the users' experience. The process of experiencing VR is compared with a more traditional experiential pedagogy and with its two models. The empirical part is based on data from observations and in-depth semi-structural interviews. 3 years worth of practice by working in the field of research, the VR Dimension gaming centre, is also included in the interpretation of results. The thesis explores the feelings of participants, the perceived depth of their immersion and what might break it in different situations; and their experience in different games, where they felt discomfort, fear or excitement and awe. It also tries to detect the problems that a teacher might encounter when using this technology for educative purposes and offers the solutions based on literature or the researcher's own experience of using this technology. This thesis is meant for anyone who wishes to teach others using VR or for anyone interested in some of the obstruction that may arise.

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