dc.contributor.author |
Val, Gleb |
|
dc.date.accessioned |
2022-10-25T06:10:39Z |
|
dc.date.available |
2022-10-25T06:10:39Z |
|
dc.date.issued |
2022-10-25 |
|
dc.identifier.issn |
2021/LIC/KM/18 |
|
dc.identifier.uri |
https://repin.pjwstk.edu.pl/xmlui/handle/186319/1773 |
|
dc.description.abstract |
This diploma thesis is about analyzing Hologram Technology in science fiction cinematography and science fiction/horror video games. The text of the thesis is based on a subjective opinion of the author and can be incorrect from the scientific point or diverge from the views of another reader.
Overview of technology shows that holography from the 1970s and in 2020s has absolutely different stages. In nowadays, is becoming more and more realistic and soon can become an integral part of everyday life.
Hologram has ample opportunity and variations on how it can be used, and it is just a matter of time in which one field it will be developed. |
pl_PL |
dc.language.iso |
en |
pl_PL |
dc.relation.ispartofseries |
;6787 |
|
dc.subject |
Holography |
pl_PL |
dc.subject |
cinematography |
pl_PL |
dc.subject |
video games |
pl_PL |
dc.subject |
reality |
pl_PL |
dc.title |
Hologram Technology in Cinematography and Video games. |
pl_PL |
dc.title.alternative |
Technologia hologramów w kinematografii i gry wideo. |
pl_PL |
dc.title.alternative |
V2 (title) |
pl_PL |
dc.type |
Thesis |
pl_PL |