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Dissertations / Theses on the topic 'Interactive video'

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1

LIMA, EDIRLEI EVERSON SOARES DE. "VIDEO BASED INTERACTIVE STORYTELLING." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2014. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=24223@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
PROGRAMA DE EXCELENCIA ACADEMICA
A geração de representações visuais envolventes para storytelling interativo é um dos desafios-chave para a evolução e popularização das narrativas interativas. Usualmente, sistemas de storytelling interativo utilizam computação gráfica para representar os mundos virtuais das histórias, o que facilita a geração dinâmica de conteúdos visuais. Embora animação tridimensional seja um poderoso meio para contar histórias, filmes com atores reais continuam atraindo mais atenção do público em geral. Além disso, apesar dos recentes progressos em renderização gráfica e da ampla aceitação de animação 3D em filmes, a qualidade visual do vídeo continua sendo muito superior aos gráficos gerados computacionalmente em tempo real. Na presente tese propomos uma nova abordagem para criar narrativas interativas mais envolventes, denominada Storytelling Interativo Baseado em Vídeo, onde os personagens e ambientes virtuais são substituídos por atores e cenários reais, sem perder a estrutura lógica da narrativa. Este trabalho apresenta um modelo geral para sistemas de storytelling interativo baseados em vídeo, incluindo os aspectos autorais das fases de produção e os aspectos técnicos dos algoritmos responsáveis pela geração em tempo real de narrativas interativas usando técnicas de composição de vídeo.
The generation of engaging visual representations for interactive storytelling represents a key challenge for the evolution and popularization of interactive narratives. Usually, interactive storytelling systems adopt computer graphics to represent the virtual story worlds, which facilitates the dynamic generation of visual content. Although animation is a powerful storytelling medium, live-action films still attract more attention from the general public. In addition, despite the recent progress in graphics rendering and the wide-scale acceptance of 3D animation in films, the visual quality of video is still far superior to that of real-time generated computer graphics. In the present thesis, we propose a new approach to create more engaging interactive narratives, denominated Video-Based Interactive Storytelling, where characters and virtual environments are replaced by real actors and settings, without losing the logical structure of the narrative. This work presents a general model for interactive storytelling systems that are based on video, including the authorial aspects of the production phases, and the technical aspects of the algorithms responsible for the real-time generation of interactive narratives using video compositing techniques.
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Corbillon, Xavier. "Enable the next generation of interactive video streaming." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2018. http://www.theses.fr/2018IMTA0103/document.

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Les vidéos omnidirectionnelles, également appelées vidéos sphériques ou vidéos360°, sont des vidéos avec des pixels enregistrés dans toutes les directions de l’espace. Un utilisateur qui regarde un tel contenu avec un Casques de Réalité Virtuelle (CRV) peut sélectionner la partie de la vidéo à afficher, usuellement nommée viewport, en bougeant la tête. Pour se sentir totalement immergé à l’intérieur du contenu, l’utilisateur a besoin de voir au moins 90 viewports par seconde en 4K. Avec les technologies de streaming traditionnelles, fournir une telle qualité nécessiterait un débit de plus de100 Mbit s−1, ce qui est bien trop élevé. Dans cette thèse, je présente mes contributions pour rendre possible le streaming de vidéos omnidirectionnelles hautement immersives sur l’Internet. On peut distinguer six contributions : une proposition d’architecture de streaming viewport adaptatif réutilisant une partie des technologies existantes ; une extension de cette architecture pour des vidéos à six degrés de liberté ; deux études théoriques des vidéos à qualité spatiale non-homogène; un logiciel open source de manipulation des vidéos 360°; et un jeu d’enregistrements de déplacements d’utilisateurs regardant des vidéos 360°
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels recorded from a given viewpoint in every direction of space. A user watching such an omnidirectional content with a Head Mounted Display (HMD) can select the portion of the videoto display, usually denoted as viewport, by moving her head. To feel high immersion inside the content a user needs to see viewport with 4K resolutionand 90 Hz frame rate. With traditional streaming technologies, providing such quality would require a data rate of more than 100 Mbit s−1, which is far too high compared to the median Internet access band width. In this dissertation, I present my contributions to enable the streaming of highly immersive omnidirectional videos on the Internet. We can distinguish six contributions : a viewport-adaptive streaming architecture proposal reusing a part of existing technologies ; an extension of this architecture for videos with six degrees of freedom ; two theoretical studies of videos with non homogeneous spatial quality ; an open-source software for handling 360° videos ; and a dataset of recorded users’ trajectories while watching 360° videos
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Al-seaidy, Hassan Abdul-Amear. "Interactive video : an evaluation study." Thesis, University of Exeter, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.363425.

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Karlsson, Viktor. "Concept of Interactive Video in Job Application : A qualitative research that tests the concept of interactive video and job seekers’ ability creating interactive video resumes." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-89377.

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Interactive video seems to currently be an unpopular field of research. Video resumes however is an increasing trend when applying for jobs and sending out resumes. During this thesis, employers finds interactive video as a new, fun and exciting way of interacting with a resume that simplifies the recruitment process. Also, job seekers find creating interactive video as resumes as an extra nudge in to a company and a better way of marketing themselves for employers. However, conflict occurs between employers and job seekers regarding an interactive video resume. As it simplifies the recruitment process, job seekers have to put down more work when creating an interactive video resume while applying for a job. It is shown in this thesis that there are factors that should be investigated, for instance a platform aimed at interactive video resumes seems not have been developed yet as well as what interactive features an interactive video resume should contain. Job seekers find it difficult if creating such resumes took too long, being unaware of how to display interactive visual elements and which aspects to talk about while recording themselves. This thesis explores the possibility of employers and former recruitment personnel using an interactive video resume as well as job seekers’ ability of creating an interactive video. The main aims of this thesis are to find guidelines of what an interactive video resume mainly should contain and what job seekers thinks of creating and using an interactive video when applying for jobs.
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Harris, Kimberley Jan. "Interactive video in the hospitality industry." Diss., This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-08232007-111951/.

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Ilich, Michael Victor. "Moving target selection in interactive video." Thesis, University of British Columbia, 2009. http://hdl.handle.net/2429/17444.

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In this thesis, we present the results of a user study that compares three different selection methods for moving targets in 1D and 2D space. The standard Chase-and-Click method involves pursuing an onscreen target with the mouse pointer and clicking on it once directly over it. The novel Click-to-Pause method involves first depressing the mouse button to pause all onscreen action, moving the cursor over the target and releasing the mouse button to select it. The Hybrid method combines the initial pursuit with the ability to pause the action by depressing the mouse button, affording an optimization of the point of interception. Our results show that the Click-to-Pause and Hybrid methods results in lower selection times than the Chase-and-Click method for small or fast targets, while the Click-to-Pause technique is the lowest overall for small-fast targets. We integrate the more practical Hybrid method into a multi-view video browser to enable the selection of hockey players in a pre-recorded hockey game. We demonstrate that the majority of correct player selections were performed while the video was paused and that our display method for extraneous information has no effect on selection task performance. We develop a kinematic model that is based on movement speed and direction in 1D as an adjustment to the effective width and distance of a target. Our studies show that target speed assists users when a target is approaching, up to a critical velocity where the direction is irrelevant and speed is entirely responsible for the index of difficulty. In addition, we suggest that existing linear and discrete models of human motor control are inadequate for modeling the selection of a moving target and recommend the minimum jerk law as a guide for measuring human motor acceleration. By combining our empirical results from moving target selection tasks in 1D with our theoretical model for motor control, we propose an extension to Fitts’ Law for moving targets in 2D polar space.
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Copeland, Peter. "Interactive video : Rationale, use and evaluation." Thesis, University of Sussex, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.377380.

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Pinnington, Ashly Hervey. "The formative evaluation of interactive video." Thesis, Henley Business School, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.292386.

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Thelin, Robert. "Interactive Video in Online Education : Evaluation of Current Video Delivery Systems for Interactive Features Defined in Literature." Thesis, Umeå universitet, Institutionen för datavetenskap, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-128304.

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Increasingly lectures are being offered online in the form of online lecture videos. Although more and more lectures are now being offered online in the form of videos, they tend to be mostly non-interactive and linear. This thesis examines current approaches to online learning and evaluate current video delivery services to determine if they can support the kind of interactive features that are defined in the literature. The thesis shows that the video delivery services can be used to integrate interactive elements, but will do so by being used together with other technologies, such as HTML5.
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Vrochidis, Stefanos. "Interactive video retrieval using implicit user feedback." Thesis, Queen Mary, University of London, 2013. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8729.

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In the recent years, the rapid development of digital technologies and the low cost of recording media have led to a great increase in the availability of multimedia content worldwide. This availability places the demand for the development of advanced search engines. Traditionally, manual annotation of video was one of the usual practices to support retrieval. However, the vast amounts of multimedia content make such practices very expensive in terms of human effort. At the same time, the availability of low cost wearable sensors delivers a plethora of user-machine interaction data. Therefore, there is an important challenge of exploiting implicit user feedback (such as user navigation patterns and eye movements) during interactive multimedia retrieval sessions with a view to improving video search engines. In this thesis, we focus on automatically annotating video content by exploiting aggregated implicit feedback of past users expressed as click-through data and gaze movements. Towards this goal, we have conducted interactive video retrieval experiments, in order to collect click-through and eye movement data in not strictly controlled environments. First, we generate semantic relations between the multimedia items by proposing a graph representation of aggregated past interaction data and exploit them to generate recommendations, as well as to improve content-based search. Then, we investigate the role of user gaze movements in interactive video retrieval and propose a methodology for inferring user interest by employing support vector machines and gaze movement-based features. Finally, we propose an automatic video annotation framework, which combines query clustering into topics by constructing gaze movement-driven random forests and temporally enhanced dominant sets, as well as video shot classification for predicting the relevance of viewed items with respect to a topic. The results show that exploiting heterogeneous implicit feedback from past users is of added value for future users of interactive video retrieval systems.
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Bonnevier, Jesper. "Designing an Interactive Video Editing Tool for Teachers." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-77651.

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This study aims to find the answers to how an online interactive video editing tool for teachers to use would be designed. To find out the answers to this, students studying to become teachers and experienced teachers were interviewed and used for observations and usability testing of a prototype. In total there were 27 unique data gathering situations with 11 unique participants. The five teacher students who were participating were all teacher students at Linnaeus University in Växjö. The six experienced teachers have been teaching for many years and are currently lecturing teachers about new technology that can be used in the classroom. The result from interviews, observations and literature search contributed to a list of requirements which in turn became a prototype. What has been discovered is that teachers need a tool which is easy to use with interactions and functions such as adding clickable annotations to clips and creating playlists which will help teachers plan ahead and save time during lectures.
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Starck, Jonathan, and Adrian Hilton. "FREE-VIEWPOINT VIDEO FOR INTERACTIVE CHARACTER ANIMATION." INTELLIGENT MEDIA INTEGRATION NAGOYA UNIVERSITY / COE, 2006. http://hdl.handle.net/2237/10405.

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13

Ilisescu, Corneliu. "Analysis and synthesis of interactive video sprites." Thesis, University College London (University of London), 2018. http://discovery.ucl.ac.uk/10045947/.

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In this thesis, we explore how video, an extremely compelling medium that is traditionally consumed passively, can be transformed into interactive experiences and what is preventing content creators from using it for this purpose. Film captures extremely rich and dynamic information but, due to the sheer amount of data and the drastic change in content appearance over time, it is problematic to work with. Content creators are willing to invest time and effort to design and capture video so why not for manipulating and interacting with it? We hypothesize that people can help and be helped by automatic video processing and synthesis algorithms when they are given the right tools. Computer games are a very popular interactive media where players engage with dynamic content in compelling and intuitive ways. The first contribution of this thesis is an in-depth exploration of the modes of interaction that enable game-like video experiences. Through active discussions with game developers, we identify both how to assist content creators and how their creation can be dynamically interacted with by players. We present concepts, explore algorithms and design tools that together enable interactive video experiences. Our findings concerning processing videos and interacting with filmed content come together in this thesis' second major contribution. We present a new medium of expression where video elements can be looped, merged and triggered interactively. Static-camera videos are converted into loopable sequences that can be controlled in real time in response to simple end-user requests. We present novel algorithms and interactive tools that enable our new medium of expression. Our human-in-the-loop system gives the user progressively more creative control over the video content as they invest more effort and artists help us evaluate it. Monocular, static-camera videos are a good fit for looping algorithms but they have been limited to two-dimensional applications as pixels are reshuffled in space and time on the image plane. The final contribution of this thesis breaks through this barrier by allowing users to interact with filmed objects in a three-dimensional manner. Our novel object tracking algorithm extends existing 2D bounding box trackers with 3D information, such as a well-fitting bounding volume, which in turn enables a new breed of interactive video experiences. The filmed content becomes a three-dimensional playground as users are free to move the virtual camera or the tracked objects and see them from novel viewpoints.
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Seo, James Jung-Hoon 1972. "Interactive cinema : collaborative expression with digital video." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/62358.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.
Includes bibliographical references (p. 106-107).
Advances in technologies for digital video editing and streaming have lowered the barrier to entry for aspiring videomakers, and they provide an opportunity to expand the vocabulary for using and sharing video. Custom interfaces for editing and sharing video can suggest and support novel methods of collaborative production, cinematic narration, and casual dialogue with media. This thesis research presents Individeo, an online application with for video browsing and editing, and explores how interface design can enable closer collaboration among online videographers. The thesis evaluates Individeo's custom interfaces through Honeymoon, an experimental collaborative video production, in which geographically separated videomakers attempt to build a cinematic narrative together through online collaboration.
James Jung-Hoon Seo.
S.M.
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Fernández, Beltrán Rubén. "Characterisation and adaptive learning in interactive video retrieval." Doctoral thesis, Universitat Jaume I, 2016. http://hdl.handle.net/10803/387220.

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El objetivo principal de esta tesis consiste en utilizar eficazmente los modelos de tópicos latentes para afrontar el problema de la recuperación automática de vídeo. Concretamente, se pretende mejorar tanto a nivel de eficiencia como a nivel de precisión el actual estado del arte en materia de los sitemas de recuperación automática de vídeo. En general, los modelos de tópicos latentes son un conjunto de herramientas estadísticas que permiten extraer los patrones generadores de una colección de datos. Tradicionalmente, este tipo de técnicas no han sido consideradas de gran utilidad para los sistemas de recuperación automática de vídeo debido a su alto coste computacional y a la propia complejidad del espacio de tópicos en el ámbito de la información visual.
In this work, we are interested in the use of latent topics to overcome the current limitations in CBVR. Despite the potential of topic models to uncover the hidden structure of a collection, they have traditionally been unable to provide a competitive advantage in CBVR because of the high computational cost of their algorithms and the complexity of the latent space in the visual domain. Throughout this thesis we focus on designing new models and tools based on topic models to take advantage of the latent space in CBVR. Specifically, we have worked in four different areas within the retrieval process: vocabulary reduction, encoding, modelling and ranking, being our most important contributions related to both modelling and ranking.
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Wilson, James Stuart. "Interactive video : the effects of adaptivity and modality." Thesis, University of British Columbia, 1989. http://hdl.handle.net/2429/28560.

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The effectiveness of interactive video instruction in improving learner performance was compared with computer assisted instruction, video instruction and textual instruction in a 2 x 2 factorial design. Two levels of adaptivity (low and high) were crossed with two levels of modality (unimodality and multimodality). Four instructional technologies were operationalized as follows: text: low adaptivity/unimodality; video: low adaptivity/multimodality; computer assisted instruction: high adaptivity/unimodality; interactive video: high adaptivity/multimodality. Fifty-two, ninth-through-twelfth graders were randomly assigned to the four instructional treatment groups and were presented with parallel forms of the same computer hardware lesson, differing only in presentation media (text, video, computer assisted instruction, interactive video). The lesson was immediately followed by a recall test and a retention test was given two weeks later. Two interactive video subjects were interviewed about their experiences. Analysis of variance was performed on three dependent variables: instructional time, post test scores and retention test scores. Results indicate that interactive video is not necessarily a more effective instructional technology than the other three tested. The nature of the adaptivity built into the controlling computer program was found to be critical to the effectiveness of interactive video.
Education, Faculty of
Curriculum and Pedagogy (EDCP), Department of
Graduate
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Chen, Yu-Han Tiffany. "Interactive object recognition and search over mobile video." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111876.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 123-131).
Cameras of good quality are now available on handheld and wearable mobile devices. The high resolution of these cameras coupled with pervasive wireless connectivity and advanced computer vision algorithms makes it feasible to develop new ways to interact with mobile video. Two important examples are interactive object recognition and search-by-content. Interactive recognition continuously locates objects in a video stream, recognizes them, and labels them with information associated with the objects in the user's view. Example use cases include an augmented shopping application that recognizes products or brands to inform customers about the items they buy and a driver assistance application that recognizes vehicles and signs to improve driver safety. Interactive search-by-content allows users to discover videos using textual queries (e.g., "child dog play"). Instead of requiring broadcasters to manually annotate videos with meta-data tags, our search system uses vision algorithms to automatically produce textual tags. These two services must be highly interactive because users expect timely feedback for their interactions and changes in content. However, achieving high interactivity without sacrificing accuracy or efficiency is challenging. The required computer vision algorithms use computationally intensive deep neural networks and must run at a frame rate of 30 frames per second. Recognizing an object scales with the size of the corpus of objects, and is infeasible on a mobile device. Off-loading recognition operations to servers introduces network and processing delay; when this delay is higher than a frame-time, it degrades recognition accuracy. This dissertation presents two systems that study the trade-off between accuracy and efficiency for interactive recognition and search, and demonstrate how to achieve both goals. Glimpse enables interactive object recognition for camera-equipped mobile devices. Because the algorithms for object recognition entail significant computation, Glimpse runs them on servers across the network. To "hide" latency, Glimpse uses an active cache of video frames on the device and performs tracking on a subset of frames to correct the stale results obtained from the processing pipeline. Our results show that Glimpse achieves a precision of 90% for face recognition, which improves over a scheme performing server-side recognition without using an active cache by 2.8 x. For fast moving objects such as road signs, Glimpse achieves precision up to 80%; without using the active cache, interactive recognition is non-functional (1.9% precision). Panorama enables search on live video streams. It introduces three new mechanisms: (1) an intelligent frame selector that reduces the number of frames on which expensive recognition must be run, (2) a distributed scheduler that uses feedback from the vision algorithms to dynamically determine the order in which streams must be processed, and (3) a search-ranking method that uses visual features to improve search relevance. Our experimental results show that incorporating visual features doubles search relevance from 45% to 90%. To achieve 90% search accuracy, with current pricing from Amazon Web Services, Panorama incurs 24x lower cost than a scheme that recognizes every frame.
by Yu-Han Tiffany Chen.
Ph. D.
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Chengegowda, Venkatesh. "Analysis of Queues for Interactive Voice and Video Response Systems : Two Party Video Calls." Thesis, KTH, Kommunikationssystem, CoS, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-102451.

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Video conversation on mobile devices is popularizing with the advent of 3G. The enhanced network capacity thus available enables transmission of video data over the internet. It has been forecasted by several VOIP service organizations that the present IVR systems will evolve into Voice and Video Response (IVVR) Systems. However, this evolution has many technical challenges on the way. Architectures to implement queuing systems for video data and standards for inter conversion of video data between the formats supported by calling parties are two of these challenges. This thesis is an analysis of queues and media transcoding for IVVRs. A major effort in this work involves constructing a prototype IVVR queuing system. The system is constructed by using an open source server named Asterisk and MySql database. Asterisk is a SIP based Public Exchange Server (PBX) and also a development environment for VOIP based IVRs. Functional scenarios for SIP session establishment and the corresponding session setup times for this queueing model are measured. The results indicate that the prototype serves as a sufficient model for a queue, although a significant delay is introduced for session establishment.  The work also includes analysis of integrating DiaStar™, is a SIP based media transcoding engine to this queue. However, this system is not complete to function with DiaStar for media translation. The study concludes with a mention of the areas for future work on this particular system and the general state of IVVR queuing systems in the industry.
Videosamtal på mobila enheter är popularisera med tillkomsten av 3G. Den förbättrade nätkapacitet så tillgänglig möjliggör överföring av videodata över Internet. Det har prognos av flera VOIP serviceorganisationer att de nuvarande IVR-system kommer att utvecklas till röst och video Response (IVVR) System. Dock har denna utveckling många tekniska utmaningar på vägen. Arkitekturer för att genomföra kösystem för videodata och standarder för bland konvertering av videodata mellan format som stöds för uppringande är två av dessa utmaningar. Denna avhandling är en analys av köer och media kodkonvertering för IVVRs. En stor insats i detta arbete innebär att bygga en prototyp IVVR kösystem. Systemet är konstruerat med hjälp av en öppen källkod-server som heter Asterisk och MySQL-databas. Asterisk är en SIP-baserad Public Exchange Server (PBX) och även en utvecklingsmiljö för VOIP-baserade IVRs. Funktionella scenarier för SIP session etablering och motsvarande sessionen inställningar för den föreslagna kö modell mäts. Resultaten indikerar att prototypen tjänar som en tillräcklig modell för en kö, även om en betydande fördröjning införs för sessionsupprättandebegäran. Arbetet omfattar även analys av integrering DiaStar™ är en SIP-baserad media kodkonvertering motor till denna kö. Emellertid är detta system inte helt att fungera med DiaStar för media translation. The studie avslutas med ett omnämnande av de områden för framtida arbete med detta system och det allmänna tillståndet i IVVR kö-system i branschen.
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Speers, Jimmy D. (Jimmy Dale). "Motion Versus Non-Motion in Interactive Video Lessons in High School Physical Science." Thesis, University of North Texas, 1992. https://digital.library.unt.edu/ark:/67531/metadc279141/.

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The most important question addresed in this study was whether there is any difference in student learning between a motion group and a non-motion group. The interactive video courseware is currently a part of the curriculum in this district. It was used in its original form with the contrast group. For the experimental group one unit of the courseware was modified to remove the motion video and replace it with photorealistic graphics that served as the non-motion part of the study. Covariates were selected to compensate for any differences in the two groups. A pretest and posttest was administered to both groups. Analysis of the posttest scores indicated that there was no difference in learning if motion in the presentation was the only variable.
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Moser, Shelby. "Digitally interactive works and video games : a philosophical exploration." Thesis, University of Kent, 2017. https://kar.kent.ac.uk/66616/.

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This dissertation explores the philosophy of digitally interactive works and video games. There are two central questions to this thesis, namely, what is distinctive about computer art, and more specifically, what is distinctive about the interactivity that these kinds of works afford? The latter question is a response to the former, but, as I will articulate in the chapters that follow, this distinctive type of interactivity is not restricted to works that are comprised of digital media. As it turns out, games (especially video games) are paradigmatic examples and so both analytic aesthetics and game theory are relevant to a discussion of interactivity. In what follows, I address topics that pertain to interactivity such as art categories, prescriptions, appreciation, and ontology. This thesis will show that interactive works consist of unique displays and prescriptions and are, therefore, a distinctive category of art. I conclude that interactive works do not belong in a performance ontology, that the prescriptions of interactive art bear player engagement, and, importantly, the distinctive features of digitally interactive works hinge on an algorithmic ontology.
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O'Keefe, Michael Dennis. "Design of an interactive video disc-based learning system." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/67096.

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Thesis (B.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1985.
MICROFICHE COPY AVAILABLE IN ARCHIVES AND ENGINEERING
Bibliography: leaves 54-55.
by Michael Dennis O'Keefe.
B.S.
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Guix, Dan Casas. "Interactive video-realistic character animation from 4D performance capture." Thesis, University of Surrey, 2014. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616893.

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Recent advances in surface performance capture have demonstrated highly realistic reconstruction of human motion sequences acquired in a multi-camera studio. Freeviewpoint rendering techniques allow video-realistic replay of captured motions with interactive viewpoint control. However, current approaches do not provide methods for real-time motion and appearance manipulation, hindering the reuse of captured data. Non-sequential temporal alignment techniques enable the conversion of an unstructured set of 3D videos into temporally consistent mesh sequences with shared topology and vertex correspondence, known as 4D videos. The work presented in this thesis aims to develop methods to exploit 4D video datasets of human motion. In particular, a framework for real-time interactive control of a 4D video character created by the combination of multiple captured sequences is investigated. Our goal is to provide methods for video-realistic character animation and rendering with the flexibility and real-time interactive control associated with conventional skeleton driven animation. An approach for parametric motion control of mesh sequences is introduced by blending multiple semantically related 4D video motions. This enables real-time interactive control using high-level parameters such as speed and direction for a walk motion. A hybrid non-linear mesh blending method is introduced. Our approach provides both realistic deformations and real-time performance, allowing parametric mesh spaces to be built at run time. A novel graph representation, referred to as 4D Parametric Motion Graph (4DPMG), is presented to en~apsulate multiple independent parametric motion spaces and transition between them whilst maintaining natural non-rigid surface motions. 4DPMGs provide online path optimisation for transitions between parametric spaces of 4D video motions with low-latency, enabling responsive interactive character control with a large range of motions. The final piece in the puzzle to enable video-realistic animations is provided by 4D Video Textures (4DVT), a new approach for free-viewpoint appearance manipulation that maintains the visual realism of the source video data. 4DVT enables video-realistic rendering of novel motions by combining multiple 4D video textures to synthesise plausible dynamic surface appearance. View-dependant optical flow is used for online alignment of parametric appearance from multiple views. The research presented in this thesis demonstrates for the first time video-realistic interactive character animation from 4D actor performance capture. This represents a new approach to animated character production which achieves video-quality rendering and does not require highly skilled manual authoring.
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23

Price, Brian L. "Interactive Object Selection and Matting for Video and Images." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2594.

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Video segmentation, the process of selecting an object out of a video sequence, is a fundamentally important process for video editing and special effects. However, it remains an unsolved problem due to many difficulties such as large or rapid motions, motion blur, lighting and shadow changes, complex textures, similar colors in the foreground and background, and many others. While the human vision system relies on multiple visual cues and higher-order understanding of the objects involved in order to perceive the segmentation, current algorithms usually depend on a small amount of information to assist a user in selecting a desired object. This causes current methods to often fail for common cases. Because of this, industry still largely relies on humans to trace the object in each frame, a tedious and expensive process. This dissertation investigates methods of segmenting video by propagating the segmentation from frame to frame using multiple cues to maximize the amount of information gained from each user interaction. New and existing methods are incorporated in propagating as much information as possible to a new frame, leveraging multiple cues such as object colors or mixes of colors, color relationships, temporal and spatial coherence, motion, shape, and identifiable points. The cues are weighted and applied on a local basis depending on the reliability of the cue in each region of the image. The reliability of the cues is learned from any corrections the user makes. In this framework, every action of the user is examined and leveraged in an attempt to provide as much information as possible to guarantee a correct segmentation. Propagating segmentation information from frame to frame using multiple cues and learning from the user interaction allows users to more quickly and accurately extract objects from video while exerting less effort.
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24

Zukoski, Matthew J. "Interactive Image Author : an authoring tool for creating interactive graphic files /." Master's thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-01202010-020144/.

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25

Willoughby, A. "Video Game Theatre." VCU Scholars Compass, 2011. http://scholarscompass.vcu.edu/etd/2424.

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Video games are becoming the fastest growing and most lucrative form of entertainment across the globe. The goal of this project was to take gaming to the next level; to the theatre. I have devised an original piece of theatre using the CIC’s of video gaming: Creativity, Interaction, and Community and put on a production from members of the VCU community. Aside from the project, I have detailed why video games are growing in popularity at an alarming rate and why they belong in the category of ‘Art.’ With new technology and new stories being told, the gaming industry is now an entertainment force to be counted. The project was exposed to the VCU community involving gamers from many different areas of study through theatre as our medium allowing us to convey our thoughts, emotions, and message to an audience. This experimental project is an exploration into bridging the world of gaming into the laps of an awaiting audience.
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26

Sawarng, Pupatwibul Rhodes Dent. "A prototype for teaching ecology in Thai language through interactive video." Normal, Ill. Illinois State University, 1992. http://wwwlib.umi.com/cr/ilstu/fullcit?p9227173.

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Thesis (Ed. D.)--Illinois State University, 1992.
Title from title page screen, viewed January 18, 2006. Dissertation Committee: Dent M. Rhodes (chair), Robert L. Fisher, Dale E. Birkenholz, Larry D. Kennedy, Deborah B. Gentry. Includes bibliographical references (leaves 63-67) and abstract. Also available in print.
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27

Hudson, Alison. "Issues affecting the introduction and implementation of educational multimedia." Thesis, Sheffield Hallam University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.361391.

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Yildez, Rauf. "The cognitive and attitudinal impact of multimedia simulations on secondary pupils." Thesis, University of Newcastle Upon Tyne, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.358138.

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Rhodes, Philip John. "Narrative structure and its role in the transfer of architectural information through video and interactive video." Thesis, University of Portsmouth, 1993. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.334064.

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30

Gandham, Venkata Kishore. "Virtual visual system for interactive video applications over telephone networks." FIU Digital Commons, 1995. http://digitalcommons.fiu.edu/etd/3449.

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31

Lucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.

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Virtual Stage is a project to use Virtual Reality (VR) technology as an audiovisual performance interface. The depth of control, modularity of design, and user immersion aim to solve some of the representational problems in interactive audiovisual art and the control problems in digital musical instruments. Creating feedback between interaction and perception, the VR environment references the viewer's behavioral intuition developed in the real world, facilitating clarity in the understanding of artistic representation. The critical essay discusses of interactive behavior, game mechanics, interface implementations, and technical developments to express the structures and performance possibilities. This discussion uses Virtual Stage as an example with specific aesthetic and technical solutions, but addresses archetypal concerns in interactive audiovisual art. The creative documentation lists the interactive functions present in Virtual Stage as well as code reproductions of selected technical solutions. The included code excerpts document novel approaches to virtual reality implementation and acoustic physical modeling of musical instruments.
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32

Du, Toit Timon Dawid. "Interactive Media in Archaeology : Video Games for Archaeological Heritage Conservation." Diss., University of Pretoria, 2020. http://hdl.handle.net/2263/78749.

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The use of video games as a sustainable tool for preserving existing archaeological data in an entertaining and interactive manner was investigated. The main aim of such investigation was to explore the potential benefits in terms of archaeological/heritage education, broadcasting, and representing data in a manner that is interactive and encourages critical thinking through play. Game Pass Shelter, located at Kamberg in the uKhahlamba Drakensberg Park was used to create a virtual environment in a video game that accurately represents traditional Bushmen rock art and folklore. Two phases were featured in the development of the video game: (i) getting feedback from gamers through a questionnaire I had designed, and (ii) using the identified recommendations to design the 2D video game using Unity Game Engine (a free video game development piece of software). This 2D video game, defined by authenticity to the represented folklore, features rock art motifs from Game Pass Shelter used against the backdrop of the Spoiling of the Eland traditional story. The video game begins with the ‘Rosetta Stone’ of southern African rock art and contextualises it using selected traditional folklore. Through this process, the video game aims to show why hunting was so important to the traditional Bushmen way of life. It further shows why eland were so valued and some unique beliefs that the Bushmen had concerning them.
Dissertation (MA (Archaeology))--university of Pretoria, 2020.
Anthropology and Archaeology
MA (Archaeology)
Unrestricted
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33

Burch, Richard Lee. "Interactive Video & Data Services (IVDS) : a cellular overlay concept /." Master's thesis, This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-10242009-020144/.

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Wong, Wai-ha, and 王慧霞. "On-line scheduling of video streams." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B30075117.

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Foshay, John D. "Knowledge acquisition from video, video with animated graphics, and laboratory experience predictors for adolescents with mild mental impairments /." Morgantown, W. Va. : [West Virginia University Libraries], 2000. http://etd.wvu.edu/templates/showETD.cfm?recnum=1332.

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Thesis (Ed. D.)--West Virginia University, 2000.
Title from document title page. Document formatted into pages; contains vi, 98 p. Includes abstract. Includes bibliographical references (p. 75-82).
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Gardner, David. "Evaluating user interaction with interactive video : users' perceptions of self access language learning with MultiMedia Movies." Thesis, Open University, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.251394.

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Scantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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Eddleman, Kathy S. "Interactive video: an approach for teaching qualitative movement analysis of the overhand throw." Thesis, Virginia Tech, 1988. http://hdl.handle.net/10919/43748.

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The purpose of this investigation was to develop and test the effectiveness of an interactive video program for training in qualitative movement analysis. Students (n=24) from an intact elementary physical education methods class were trained to identify four qualitative standards associated with the mature performance of the overhand throw. Subjects were matched on the basis of pretest scores and assigned to receive either interactive video instruction, videotaped instruction, or no instruction. The results from an ANCOVA were significant indicating a difference between groups. Duncan's multiple range test results showed that the interactive video and videotaped instructional methods were superior to no training but there were no significant differences between groups receiving instruction. The findings from this investigation support the conclusion that the application of interactive video instruction to qualitative movement analysis is an effective strategy although it is not superior to video taped instruction. However, its application may be beneficial in mass instruction.


Master of Science
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Wai, Hon Kee. "Priority feedback mechanism with quality of service control for MPEG video system." HKBU Institutional Repository, 1999. http://repository.hkbu.edu.hk/etd_ra/275.

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Lennartsson, Joel. "Data Oriented Interactive Water : An Interactive Water Simulation For PlayStation 3." Thesis, Linköpings universitet, Institutionen för systemteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78935.

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In this report, a method for simulating interactive height-field based water on a parallel architecture is presented. This simulation is designed for faster than real time applications and is highly suitable for video games on current generation home computers. Specifically, the implementation proposed in this report is targeted at the Sony PlayStation 3. This platform requires code to be both highly parallelized and data oriented in order to take advantage of the available hardware which makes it an ideal platform for evaluating parallel code. The simulation captures the dispersive property of water and is scalable from small collections of water to large lakes. It also uses dynamic Level Of Detail to achieve constant performance while at the same time presenting high fidelity animated water to the player. This report describes the simulation method and implementation in detail along with a performance analysis and discussion.
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Wolf, David Peter, and dpwolf@mac com. "Vidgets: The Development and Use of Interactive, Network Based Video Works." RMIT University. Applied Communication, 2007. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080617.144959.

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This exegesis looks at interactive, network based video through the development and use of experimental works. The works are described in terms of the concepts, techniques and theories explored and their implications for future works and theory. It documents the formal and technical experiments which were used to investigate the affordances of network based video for real time interaction, and tracks the development of vidgets as audio-visual tools and instruments as they increased in complexity and function, finally being specifically designed for use in live audiovisual (VJ) performances. It explains how ideas originating from the histories of sound art and systems based art as were used as frameworks for conceptualising and developing interactive screen based works. The term 'all-data' is devised as a means to describe both the network based digital environment which these new works inhabit and the expanded palette of digital signals which may be used and inco rporated into the works themselves. Through processes of action research and critical reflection, it identifies and explores a number of techniques and attributes which are common to interactive, network based video production as a practice and which may be used in a range of future projects.
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42

Joshi, Srinath R. "Packet Loss Recovery for Unicast Interactive Video Transmission over the Internet." NCSU, 2000. http://www.lib.ncsu.edu/theses/available/etd-20000215-204201.

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The current Internet is not reliable; packet loss rates are frequently high, and varying over time. Transmitting high-quality interactive video over the Internet is challenging because the quality of compressed video is very susceptible to packet losses. Loss of packets belonging to a video frame manifests itself not only in the reduced quality of that frame but also in the propagation of that distortion to successive frames. This error propagationproblem is inherent in many motion-based video codecs due to the interdependence of encoded video frames. Recently a new approach to improving error resilience of compressed video, called Recovery from Error Spread using Continuous Updates(RESCU), has been proposed. In RESCU, picture coding patterns can be adjusted to enable the use of transport level recovery schemes in recoveringlost packets without having to introduce any playout delay at the receiving end. In this thesis, we propose dynamic loss recovery schemes which when combined with RESCU, effectively alleviate error propagation in the transmission of interactive video. In these schemes, picture coding patterns are dynamically adapted to current network conditions in order to maximize the effectiveness of hybrid transport level recovery (employing both forward error correction and retransmission) in reducing error propagation. Through an experimental study based on actual Internet transmission traces representing various network conditions, we study the effectiveness and limitations of our proposed techniques and compare their performance with that of existing video error recovery techniques such as Intra-H.261 and H.263+(NEWPRED). Our study indicates that the proposed techniques exhibit better error resilience and incur much less bit overhead than existing video error recovery techniques. This document also describes the implementation of a prototype interactive video transmission system employing a proposed loss recovery scheme.

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43

Brampton, Andrew. "The impact of highly interactive workloads on video-on-demand systems." Thesis, Lancaster University, 2008. http://eprints.lancs.ac.uk/42433/.

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The traditional start-to-finish playback model is not suitable for all modern interactive video streams. Users expect support for higher levels of interactivity such as fast forward and rewind or the ability to arbitrary seek within their media quickly and efficiently. By conducting user studies we have observed start-to-finish is not applicable to many genres of video, and that different playback models fit better. We discuss how existing delivery techniques are impacted by these new observations. Novel interactive controls such as bookmarks have also highly impacted user behaviour. This has lead to the segments within the media being accessed in a uneven fashion, causing hotspots of interest to form; areas with orders of magnitudes more viewers than others. These hotspots typically began at the beginning of a bookmark, however not always, which lead us to design a dynamic bookmark positioning algorithm. As well as their position, determining the hotspot's length can be beneficial. This aids in autonomic techniques such as replication and pre-fetching as well as allowing the users to find what they want quicker. Under high level of interactivity, delivery techniques are less efficient due to the unpredictability of the users. We however developed techniques which restore some of this predictability, allowing clients or servers to predict future actions based on past user actions. These technique proves exceeding useful for pre-fetching which reduces seek latencies for client and can reduce load on servers. However knowledge of past user activities need to be gathered from network, thus we develop techniques to do this in a distributed manner.
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44

Plowman, Lydia. "An investigation of design issues for group use of interactive video." Thesis, University of Brighton, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.294115.

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45

Shah, Raza. "Repeater Unit Software Development in Wireless Interactive Video Data Service System." Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/31889.

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Information, products and services can be requested and purchased via the Interactive Video Data Service (IVDS) system developed by The Center for Wireless Telecommunications, Virginia Tech. This system consists of three components - User control, Repeater unit and a Host program. The user requests a service using his/her television remote (User control). A transceiver (User control) located near the television set responds to user requests by extracting information hidden in the commercial's audio, and transmitting information to the repeater unit. The receiver unit decodes received messages and forwards them in capsules to the Host component. Thus the user requests are received by the host system. The repeater unit is a real-time operating system with its in-built hardware and software functions. Application specific software can be written using the existing software drivers and libraries (kernel) to decode and process messages. The Host program monitors and responds to received user messages. This thesis focuses on the repeater unit hardware setup and discusses the application software implementation developed to receive messages from the transceiver box and to retransmit the messages in a different format over the Internet. The software specifications included no incoming message loss, ability to statically hold 10000 user messages, time-stamp and location-stamp (using a GPS receiver) forwarded messages, scheduling messages for retransmission based on message priority, and retransmission using the point-to-point protocol (PPP) using a dial-up modem connection. In order to achieve better performance the existing software kernel was re-written in some sections. This thesis also discusses some of the system limitations from the repeater unit's perspective.
Master of Science
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46

Yates, Brittany Elizabeth McMurray Robert G. "A pilot study assessing energy expenditure during interactive video game play." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2008. http://dc.lib.unc.edu/u?/etd,1899.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2008.
Title from electronic title page (viewed Dec. 11, 2008). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Exercise and Sport Science Exercise Physiology." Discipline: Exercise and Sports Science; Department/School: Exercise and Sport Science.
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47

Parkes, Alan Philip. "An artificial intelligence approach to the conceptual description of videodisc images." Thesis, Lancaster University, 1988. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.276192.

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48

Hanna, Wendell France. "Embouchure formation using split-screen technology and traditional instruction : a comparison of two teaching approaches for clarinet and trumpet /." view abstract or download file of text, 2000. http://wwwlib.umi.com/cr/uoregon/fullcit?p9986741.

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Thesis (Ph. D.)--University of Oregon, 2000.
Typescript. Includes vita and abstract. Includes bibliographical references (leaves 119-134). Also available for download via the World Wide Web; free to University of Oregon users.
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Romero, Mario. "Supporting human interpretation and analysis of activity captured through overhead video." Doctoral thesis, Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/29771.

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Thesis (Ph.D)--Computing, Georgia Institute of Technology, 2010.
Committee Chair: Gregory Abowd; Committee Member: Elle Yi-Luen Do; Committee Member: James Foley; Committee Member: John Peponis; Committee Member: John Stasko. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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50

Fogelberg, Ebba. "We Move in Order to Perceive : A Mouse-tracking Study of User Behaviour During Stalling Branched Videos with a Playback Bar." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166710.

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This thesis analyses how users' mouse behaviour during a video stall gets influenced by the type of video, either branched or linear, and by the presence of a playback bar. An experiment was conducted with thirty-two participants divided into six groups. Each group was watching a different combination of four videos with stalls, the first two videos belonging to the same type of video and either with or without a playback bar, and the last two videos changed in one of the two aspects. With mouse-tracking, these aspects were studied through the variables of mouse activity, average speed, average distance between the cursor and the playback bar, and the total distance moved on the screen. The participants also filled in questionnaires about their mouse behaviour, after watching each video, and their answers were later analysed through a thematic analysis. The results showed no significant differences between the groups in any of the main dependent variables. In general, within all groups, the participants moved the mouse very scarcely, indicating that the results about mouse movement should be interpreted carefully. During videos with a playback bar, mouse movements appeared to be concentrated to the stalls, focusing the movements to the bottom of the screen where the playback bar is located. Mouse behaviour during videos without a playback bar was more evenly divided between the different parts of the video and of the screen, or the user were not moving the mouse at all. Watching branched or linear videos influenced the mouse behaviour in such a way that branched videos seemed to engage the user to interact with the video player more than the linear videos. However, no difference was noticed between these conditions for active users during stalls when a playback bar was present. The thematic analysis gave clear indications that the playback bar was an important component for understanding a stall. Based on these findings, conclusions are drawn that a stall is a situation of watching videos during which mouse behaviour may be less affected by the type of video, and more influenced by the access to a playback bar. The playback bar was shown to be a source of information about the system and the situation.
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