National Repository of Grey Literature 432 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
The meaning of game in philosophical reflection
Keplová, Michaela ; Pelcová, Naděžda (advisor) ; Zicha, Zbyněk (referee)
The bachelor thesis deals with the phenomenon of play in philosophical reflection. The game is thought out in a variety of contexts, as it appears in historical but also contemporary philosophical thinking. It is thought of in relation to the whole world, nature and cosmic forces, in relation to life, society, culture, as a manifestation of creativity in art, as a counterweight serious work even as an intimate level of the experience of happiness. The work shows the game in the whole of their ambiguous designation and scope for individuals and the whole commonwealth. Individual chapters in which I am inspired by great thinkers from antiquity to the present is affected by these very different contexts in which the game is in philosophy thought out. Today 's ludology extends from the originally philosophical foundations to various areas of humanities research, which also appears in work by observing the so-called "lead of the game" and thinking about the pedagogical significance of the game in education and teaching. KEYWORDS game, symbol, meaning, concept, reflection
Multidisciplinary approach to the phenomenon of a game
Kalčicová, Kateřina ; Bednář, Miloš (advisor) ; Kolář, František (referee)
Title: Multidisciplinary approach to the phenomenon of a game Objectives: The objective of this thesis is to pursue an explanation of a game as a term and to demonstrate via multidisciplinary approach the scope and impact of a game. Sectional objectives are conceptual clarification of a game, description of its basic characteristics, determination of eligible classification, and analysis of historical development of games. Methods: There are progressive, diachronic, and probe methods applied in this thesis. The interpretation of text also utilized the hermeneutic method. Results: The first part of the thesis provides basic information regarding a game. It aims to explain a game as a term via selected definitions. It also contains the classification of games and characteristics of a game. Furthermore, the first part includes a chapter describing the history of a game from their origin all the way to the present. The main goal of this thesis is fulfilled in the second part. Utilizing analysis of particular disciplinary approaches, it proves the remarkable scope and impact of the phenomenon called a game. Keywords: game, culture, homo ludens, sportive games, kinanthropology, experience, temporality
Andrýsek, Marek ; Kořínková, Jana (referee) ; Vaněk, Vojtěch (advisor)
Concrete is the work, which sets its goal to make connection between digital game and interactive art. Visuals of the work rely on brutalism architecture. Game mechanics is based on options offered by the aesthetics of the architecture. Visual content has been created within game engine Unity and it is controlled thru the custom controller. The controller is based on mechanics of the Rubik's cube. Visually it is adapted to the content of the work. The work is presented as a working prototype.
Ludic architecture
Domiňáková, Michaela ; Sotelo, Verónica Gallego (referee) ; Kristek, Jan (advisor)
Thesis use principles of play to reconstruct school building realized in the second half of the 20th Century. More broadly it deals with current state and conditions for reconstruction of modernist school buildings in Slovakia. According to Huizinga, play as such is older than culture and was a factor that stimulated the creation of culture and assumed the formation of human society. Free play is an instinct, a fundamental right, inherent in children, and a developed mechanism for acquiring skills and promoting learning. In the early 20th century, in a context marked by the horrors of war and the experience of the wild industrialization of the 19th century, society began to focus on the rights and education of children. This change in approach to childhood and children in general has been transcribed into theoretical and practical forms of architecture, from the scale of urbanism to the scale of an element of public space or domestic space. The concept of play began to penetrate into forms of education. In connection with urban transformation and housing construction playground have been created, which function should be the one of an institutionalized space education, but also of security or control. The same principles of control were also included in the architecture of other institutions such as schools. Project understands reconstruction of the school building not only as its annex or aesthetization but rather as reconfiguration and reinterpretation of its former principles.
Game Demo in Unity
Kocián, Kryštof ; Chlubna, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor's thesis is to design and implement a game containing procedurally generated content in Unity. Inside you can find a summary of information about videogames, selected methods of procedural generation and a description of the design and implementation process of the game itself.
Multi-Agent and Optimalisation Methods for Stealth Games
Láncoš, Jan ; Vídeňský, František (referee) ; Zbořil, František (advisor)
This bachelor thesis deals with the opponents' behaviour in stealth-based video games. It's main focus is the credibility of said behaviour in comparison to the opponents' real life counterparts and the overall immersiveness of the experience. The thesis describes the usage of the A* algorithm for dynamic pathfinding in a two-dimensional space. Furthermore it describes the opponents' patrolling system, their ability to detect the player's presence and also their ability to cooperate and communicate while trying to chase the player down. One playable level demonstrating the described behaviour has also been created as part of this thesis using the C++ language. The thesis can be used as an inspiration for anyone interested in making their own intelligent systems for computer games of a similar type.
Artificial intelligence for the Game Carcassonne: The Discovery
Motlíček, Ondřej ; Hric, Jan (advisor) ; Zelinka, Mikuláš (referee)
The bachelor paper deals with the development of an artificial intelligence for the game Carcassonne - The Discovery. Different approaches for designing an artificial intel- ligence are presented. Heuristic functions based on various aspects of the game. Monte Carlo methods and the Expectiminimax algorithm are used for state space of the game. The designed methods are implemented and experimentally tested and compared by simulations of the game between the artificial players. Results of the experiment are pre- sented and explained. The simulation environment consists of multiple programs for the game simulation of both artificial and human players. A batch simulation of the artificial intelligence is emphasized. 1

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