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  Surname Name Title Thesis status   Supervisors Reviewers Type of thesis Date of def. Title
Student Type of thesis - - - - - - - - - -
Item shown in detail Tomášková Includes the selected person into the timetable overlap calculation. Blanka Immersive Media in Selected Works of Science Fiction Immersive Media in Selected Works of Science Fiction Thesis finished and defended successfully (DUO).   Sampey Daniel Paul Trušník Roman Bachelor's thesis 1654552800000 07.06.2022 Immersive Media in Selected Works of Science Fiction Thesis finished and defended successfully (DUO).
Blanka Tomášková Bachelor's thesis 0XX 0XX 0XX 0XX 0XX 0XX 0XX 0XX 0XX 0XX

Thesis info Immersive Media in Selected Works of Science Fiction

  • Basic data
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Name Tomášková Blanka Includes the selected person into the timetable overlap calculation.
Acad. Yr. 2021/2022
Assigning department UMJL
Date of defence Jun 7, 2022
Type of thesis Bachelor's thesis
Thesis status Thesis finished and defended successfully (DUO). Thesis finished and defended successfully (DUO).
Completeness of mandatory entries - All mandatory fields for this Thesis are filled in.
Main topic Imerzivní média ve vybraných dílech science fiction
Main topic in English Immersive Media in Selected Works of Science Fiction
Title according to student Immersive Media in Selected Works of Science Fiction
English title as given by the student Immersive Media in Selected Works of Science Fiction
Parallel name -
Subtitle -
Thesis supervisor Sampey Daniel Paul, MFA
External examiner Trušník Roman, doc. Mgr. Ph.D.
Annotation Tato bakalářská práce se zaměřuje na reprezentaci imerzivních médií ve dvou dílech science fiction: Neuromancer (1984) od Williama Gibsona a Ready Player One (2011) od Ernesta Clinea. Imerzivní media zahrnují fenomén rozšířené reality (extended reality, XR) ve smyslu virtuální, augmentované a mixované reality. I přes komplexnost jak rozšířené reality, tak science fiction, si tato práce dává za cíl vytyčit a propojit alespoň některé klíčové rysy těchto dvou koncepcí, a následně je aplikovat na analyzovaná díla. Poslední kapitola teoretické části se potýká s filozofickou otázkou reality ve spojení s technologií rozšířené reality. Bakalářská práce potom následuje současný technologický vývoj v rámci imerzivních médií a také vliv této technologie a to, jak v rámci obou děl mohou utvářet a utváří společnost. Cílem anylýzy je porovnat a srovnat tato dvě díla z pohledu imerzivních médií a vývoje XR.
Annotation in English This thesis focuses on the representation of immersive media in two science fiction novels: William Gibson's Neuromancer (1984) and Ernest Cline's Ready Player One (2011). Immersive media encompasses the phenomenon of extended reality (XR) in terms of virtual, augmented, and mixed reality. Although science fiction itself as well as extended reality are rather complex to describe, the thesis aims to identify and link at least some key features of the two concepts that are later applied to the analysed works. The last chapter of the theoretical background section deals with the philosophical question of reality in terms of XR technology. The thesis then traces recent technological developments in immersive media as well as the influence of this technology and how it shapes / may shape society as represented in the two novels. The analytical aim is to compare and contrast the two works in terms of immersive media and the development of XR.
Keywords Neuromancer, William Gibson, imerzivní média, science fiction, Ready Player One, Ernest Cline, cyberpunk
Keywords in English Neuromancer, William Gibson, immersive media, science fiction, Ready Player One, Ernest Cline, cyberpunk
Length of the covering note 58
Language AN
Annotation
Tato bakalářská práce se zaměřuje na reprezentaci imerzivních médií ve dvou dílech science fiction: Neuromancer (1984) od Williama Gibsona a Ready Player One (2011) od Ernesta Clinea. Imerzivní media zahrnují fenomén rozšířené reality (extended reality, XR) ve smyslu virtuální, augmentované a mixované reality. I přes komplexnost jak rozšířené reality, tak science fiction, si tato práce dává za cíl vytyčit a propojit alespoň některé klíčové rysy těchto dvou koncepcí, a následně je aplikovat na analyzovaná díla. Poslední kapitola teoretické části se potýká s filozofickou otázkou reality ve spojení s technologií rozšířené reality. Bakalářská práce potom následuje současný technologický vývoj v rámci imerzivních médií a také vliv této technologie a to, jak v rámci obou děl mohou utvářet a utváří společnost. Cílem anylýzy je porovnat a srovnat tato dvě díla z pohledu imerzivních médií a vývoje XR.
Annotation in English
This thesis focuses on the representation of immersive media in two science fiction novels: William Gibson's Neuromancer (1984) and Ernest Cline's Ready Player One (2011). Immersive media encompasses the phenomenon of extended reality (XR) in terms of virtual, augmented, and mixed reality. Although science fiction itself as well as extended reality are rather complex to describe, the thesis aims to identify and link at least some key features of the two concepts that are later applied to the analysed works. The last chapter of the theoretical background section deals with the philosophical question of reality in terms of XR technology. The thesis then traces recent technological developments in immersive media as well as the influence of this technology and how it shapes / may shape society as represented in the two novels. The analytical aim is to compare and contrast the two works in terms of immersive media and the development of XR.
Keywords
Neuromancer, William Gibson, imerzivní média, science fiction, Ready Player One, Ernest Cline, cyberpunk
Keywords in English
Neuromancer, William Gibson, immersive media, science fiction, Ready Player One, Ernest Cline, cyberpunk
Research Plan

Shromáždění materiálů k tématu

Studium odborné literatury

Formulace cílů práce

Analýza vybraných děl science fiction

Vyvození a formulace závěrů práce

Research Plan

Shromáždění materiálů k tématu

Studium odborné literatury

Formulace cílů práce

Analýza vybraných děl science fiction

Vyvození a formulace závěrů práce

Recommended resources

Bucher, John. Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives. New York: Routledge, 2018.

McErlean, Kelly. Interactive Narratives and Transmedia Storytelling: Creating Immersive Stories across New Media Platforms. New York: Routledge, 2018.

Roberts, Adam. Science Fiction. 2nd ed. New York: Routledge, 2006.

Roberts, Adam. The History of Science Fiction. 2nd ed. London: Palgrave Macmillan, 2016.

Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press, 2001.

Recommended resources

Bucher, John. Storytelling for Virtual Reality: Methods and Principles for Crafting Immersive Narratives. New York: Routledge, 2018.

McErlean, Kelly. Interactive Narratives and Transmedia Storytelling: Creating Immersive Stories across New Media Platforms. New York: Routledge, 2018.

Roberts, Adam. Science Fiction. 2nd ed. New York: Routledge, 2006.

Roberts, Adam. The History of Science Fiction. 2nd ed. London: Palgrave Macmillan, 2016.

Ryan, Marie-Laure. Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media. Baltimore: Johns Hopkins University Press, 2001.

Týká se praxe No
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