Dissertations / Theses on the topic 'Types of video formats'

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1

Bordes, Philippe. "Adapting video compression to new formats." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S003/document.

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Les nouvelles techniques de compression vidéo doivent intégrer un haut niveau d'adaptabilité, à la fois en terme de bande passante réseau, de scalabilité des formats (taille d'images, espace de couleur…) et de compatibilité avec l'existant. Dans ce contexte, cette thèse regroupe des études menées en lien avec le standard HEVC. Dans une première partie, plusieurs adaptations qui exploitent les propriétés du signal et qui sont mises en place lors de la création du bit-stream sont explorées. L'étude d'un nouveau partitionnement des images pour mieux s'ajuster aux frontières réelles du mouvement permet des gains significatifs. Ce principe est étendu à la modélisation long-terme du mouvement à l'aide de trajectoires. Nous montrons que l'on peut aussi exploiter la corrélation inter-composantes des images et compenser les variations de luminance inter-images pour augmenter l'efficacité de la compression. Dans une seconde partie, des adaptations réalisées sur des flux vidéo compressés existants et qui s'appuient sur des propriétés de flexibilité intrinsèque de certains bit-streams sont investiguées. En particulier, un nouveau type de codage scalable qui supporte des espaces de couleur différents est proposé. De ces travaux, nous dérivons des metadata et un modèle associé pour opérer un remapping couleur générique des images. Le stream-switching est aussi exploré comme une application particulière du codage scalable. Plusieurs de ces techniques ont été proposées à MPEG. Certaines ont été adoptées dans le standard HEVC et aussi dans la nouvelle norme UHD Blu-ray Disc. Nous avons investigué des méthodes variées pour adapter le codage de la vidéo aux différentes conditions de distribution et aux spécificités de certains contenus. Suivant les scénarios, on peut sélectionner et combiner plusieurs d'entre elles pour répondre au mieux aux besoins des applications
The new video codecs should be designed with an high level of adaptability in terms of network bandwidth, format scalability (size, color space…) and backward compatibility. This thesis was made in this context and within the scope of the HEVC standard development. In a first part, several Video Coding adaptations that exploit the signal properties and which take place at the bit-stream creation are explored. The study of improved frame partitioning for inter prediction allows better fitting the actual motion frontiers and shows significant gains. This principle is further extended to long-term motion modeling with trajectories. We also show how the cross-component correlation statistics and the luminance change between pictures can be exploited to increase the coding efficiency. In a second part, post-creation stream adaptations relying on intrinsic stream flexibility are investigated. In particular, a new color gamut scalability scheme addressing color space adaptation is proposed. From this work, we derive color remapping metadata and an associated model to provide low complexity and general purpose color remapping feature. We also explore the adaptive resolution coding and how to extend scalable codec to stream-switching applications. Several of the described techniques have been proposed to MPEG. Some of them have been adopted in the HEVC standard and in the UHD Blu-ray Disc. Various techniques for adapting the video compression to the content characteristics and to the distribution use cases have been considered. They can be selected or combined together depending on the applications requirements
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2

Mackin, Alex. "High frame rate formats for immersive video." Thesis, University of Bristol, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.730841.

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3

Shanableh, Tamer Jamal. "Heterogeneous video transcoding for matching network-bandwidth and end-system constraints." Thesis, University of Essex, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364512.

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4

Phillips, Cody J. "Video game reward types and the player experience." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/119100/1/Cody_Phillips_Thesis.pdf.

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The thesis developed a system for categorising video game rewards, and explored the impact of those reward types on the player experience. We found that a diverse assortment of reward types is associated with increased player enjoyment, and that an individual's trait reward responsiveness also plays an important role in facilitating enjoyment. Participants with higher levels of trait reward responsiveness may be more likely to enjoy video games than people with comparatively low levels of trait reward responsiveness.
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5

Anne-Marie, Hébert. "Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals." Phd thesis, Ecole nationale supérieure des telecommunications - ENST, 2012. http://tel.archives-ouvertes.fr/tel-00770994.

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Notre travail concerne la créativité en groupe 'group creativity' dans la conception d'un jeu musical. Notre but est d'identifier et de caractériser les processus collaboratifs et de conception, et plus précisément ceux impliqués dans la génération de solutions créatives. A un deuxième degré, notre objectif est de caractériser les solutions créatives. Durant une étude ethnographique dans un studio de conception de jeu vidéo, d'une part, les réunions collaboratives ont été enregistrées et d'autre part, un entretien combiné à un questionnaire ont été réalisé avec des concepteurs. Avec ces données, nous avons adopté une approche originale qui croise différents 'focus' de la créativité ; le 'focus' processus avec une perspective troisième personne, i.e. notre analyse en tant que chercheur-observateur, le 'focus' produits avec une perspective première personne, i.e. la perspective des concepteurs eux-mêmes et à un moindre degré, le 'focus' place en tant qu'environnement sociotechnique. Pour analyser les processus, nous avons combiné trois analyses appliquées à nos corpora d'enregistrement vidéo. Premièrement, une analyse de contenu a pour but de souligner les activités de conception, et les problèmes et solutions. Deuxièmement, une analyse interactionnelle a pour objectif de mettre en exergue les formes de collaboration, i.e. des paires adjacentes récurrentes d'activités de conception collaboratives autour de la génération de solutions, donc avant pendant et après la génération de solution. Troisièmement, une analyse longitudinale a été conduite pour mettre en lumière la temporalité de la résolution de problème collaborative dans les réunions, plus précisément les processus sociocognitifs de conception, i.e. les processus cognitifs de conception distribués parmi les concepteurs/participants, et les formes de collaboration. Pour analyser les produits, les solutions générées dans nos enregistrements vidéo ont été évaluées par les concepteurs eux-mêmes sur la base de deux dimensions de la créativité, i.e. nouveauté et faisabilité. Ainsi, les solutions les plus créatives ont pu être distinguées des moins créatives par une analyse quantitative. En complément, les justifications utilisées par les concepteurs pour expliquer leurs évaluations ont été investies pour caractériser les solutions créatives par une analyse thématique. Finalement, notre objectif principal a été atteint par le croisement des 'focus' processus et produits. Ce croisement a pour but de mettre en exergue et caractériser les formats de collaboration et processus sociocognitifs de conception spécifiques à la génération de solutions créatives grâce à une analyse quantitative utilisant les taux de liaison. Au regard des processus, notre approche originale a souligné le concept de formats de collaboration comme différentes structures formées de paires adjacentes récurrentes autour de génération de solution et/ou problème. Trois formats de collaboration ont été identifié : (1) formats directifs, i.e. formes spécifiques d'activité de conception collaborative servant à déclencher l'évolution et la définition des espaces de solution c'est-à-dire problème et solution ; (2) formats relationnels, i.e. construction de relations entre une idée de conception en discussion et d'autres idées -réifiées ou non- à l'intérieur ou à l'extérieur des limites du projet de conception ; (3) formats représentationnels, i.e. co-construction de représentations d'une idée de conception en discussion dans le but de la développer au travers de multiple points de vue. Au regard des produits, nous avons mis l'accent sur plusieurs caractéristiques des produits créatifs confortant la littérature (nouveauté, approprié, surprise) dont une, 'ownership', est original. Finalement, le croisement des 'focus' processus et produits a mis en exergue que les formats de collaboration relationnels sont fortement associés à la génération de solutions créatives.
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6

Ögren, Erik. "Hopelessness in Video Games : Motivating the player." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-411097.

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This bachelor thesis details the study and analysis of hopelessness, motivation, and personality types concerning game design. It offers definitions for hopelessness based on previous studies and explains what makes people experience hopelessness in games. The thesis compares previously conducted studies on hopelessness and motivation, confirms their validity, and applies the conclusion to theories of game design, such as MDA.
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7

Herrou, Glenn. "Résolution Spatio-temporelle Adaptative pour un Codage à Faible Complexité des Formats Vidéo Émergents." Thesis, Rennes, INSA, 2019. http://www.theses.fr/2019ISAR0020.

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La standardisation du dernier format vidéo en date, appelé Ultra-High Definition TV (UHDTV), vise à améliorer la qualité l’expérience des utilisateurs en introduisant de nouvelles technologies telles que la 4K ou le High Frame-Rate (HFR). Cependant, ces améliorations multiplient la quantité de données à traiter avant transmission du signal par un facteur 8. En plus de ce nouveau format, les fournisseurs de contenu doivent aussi encoder les vidéos dans des formats et à des débits différents du fait de la grande variété des systèmes et réseaux utilisés par les consommateurs. SHVC, l’extension scalable du dernier standard de compression video High Efficiency Video Coding (HEVC) est une solution prometteuse pour adresser ces problématiques. En revanche, son architecture, très demandeuse en termes de calculs, atteint ses limites lors de l’encodage des nouveaux formats vidéo immersifs tels que le standard UHDTV.L’objectif de cette thèse est donc d’étudier des approches de codage scalables et légères basées sur l’adaptation de la résolution spatio-temporelle des vidéos. La première partie de cette thèse propose deux algorithmes de pré-traitement, utilisant respectivement des approches polyphase et ondelette basées image, afin de permettre la scalabilité spatiale avec une faible augmentation de la complexité.Ensuite, dans un second lieu, le design d’une architecture scalable à deux couches, plus conventionnelle, est étudié. Celle-ci est composée d’un encodeur HEVC standard dans la couche de base pour assurer la compatibilité avec les systèmes existants. Pour la couche d’amélioration, un encodeur basse complexité, se basant sur l’adaptation locale de la résolution spatiale, est proposé. Enfin, la dernière partie de cette thèse se focalise sur l’adaptation de la résolution spatio-temporelle. Un algorithme faisant varier la fréquence image est d’abord proposé. Cet algorithme est capable de détecter localement et de façon dynamique la fréquence image la plus basse n’introduisant pas d’artefacts visibles liés au mouvement. Les algorithmes de fréquence image variable et de résolution spatiale adaptative sont ensuite combinés afin d’offrir un codage scalable à faible complexité des contenus 4KHFR
The definition of the latest Ultra-High Definition TV (UHDTV) standard aims to increase the user’s quality of experience by introducing new video signal features such as 4K and High Frame-Rate (HFR). However, these new features multiply by a factor 8 the amount of data to be processed before transmission to the end user.In addition to this new format, broadcasters and Over-The-Top (OTT) content providers have to encode videos in different formats and at different bitrates due to the wide variety of devices with heterogeneous video format and network capacities used by consumers.SHVC, the scalable extension of the latest video coding standard High Efficiency Video Coding (HEVC) is a promising solution to address these issues but its computationally demanding architecture reaches its limit with the encoding and decoding of the data-heavy newly introduced immersive video features of the UHDTV video format.The objective of this thesis is thus to investigate lightweight scalable encoding approaches based on the adaptation of the spatio-temporal resolution. The first part of this document proposes two pre-processing tools, respectively using polyphase and wavelet frame-based approaches, to achieve spatial scalability with a slight complexity overhead.Then, the second part of this thesis addresses the design of a more conventional dual-layer scalable architecture using an HEVC encoder in the Base Layer (BL) for backward compatibility and a proposed low-complexity encoder, based on the local adaptation of the spatial resolution, for the Enhancement Layer (EL).Finally, the last part of this thesis investigates spatiotemporal resolution adaptation. A variable frame-rate algorithm is first proposed as pre-processing. This solution has been designed to locally and dynamically detect the lowest frame-rate that does not introduce visible motion artifacts. The proposed variable frame-rate and adaptive spatial resolution algorithms are then combined to offer a lightweight scalable coding of 4K HFR video contents
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8

Gendron, Stanley C. (Stanley Charles). "The effect of two types of video tape instructions on the resequencing performance of female tennis players at different skill levels /." Thesis, McGill University, 1990. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=60068.

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The purpose of this study was to examine the effects of two types of videotape instructions on the resequencing performance of female tennis players at the novice, low, medium, and elite skill levels. Resequencing performance on the tennis serve and forehand drive was examined. Three different treatment conditions were administered: a control group was required to simply resequence the twelve still photographs of the tennis serve, another group were presented a videotape replay of the tennis serve played at regular speed, then three times in slow motion and then a final showing at regular speed, and a third group viewed a videotape replay augmented by skill cues. A posttest was administered. Similar procedures were carried out for the forehand drive. The results indicated that the resequencing performance was related to expertise in tennis. The slow motion and slow motion replay with augmented information treatments improved the resequencing performance of all the players on the tennis serve but not on the forehand drive.
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9

Heristchi, Vincent. "Neige électronique - L'effet vidéo." Thesis, Paris 3, 2010. http://www.theses.fr/2010PA030105.

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Si la vidéo est d’un usage courant à la télévision et dans la pratique amateur depuis plusieurs décennies, sa mise en contact avec des films tournés sur pellicules 16 ou 35mm traditionnelles est plus occasionnelle, tout en offrant de nouvelles possibilités esthétiques. En conservant la texture particulière de la vidéo dans un mélange et une confrontation des formats, un effet peut se produire. La création de cet « effet vidéo » est l’objet de notre étude. Que peut l’apparition d’une image vidéo, définie et lisible comme telle, à l’intérieur d’une oeuvre de fiction ou de documentaire dont le support de référence est le celluloïd ? Nous examinerons ainsi certains films de [notamment] Robert Kramer, William Klein, Michael Haneke, Fritz Lang, Jean-Luc Godard, Atom Egoyan, David Cronenberg, David Lynch, Abbas Kiarostami, Abel Ferrara, Wim Wenders, Chris Marker ou Jean-Daniel Pollet. Ayant déterminé le support de référence, nous constaterons que ces images renvoient à un type particulier d’effet vidéo [télévisuel, de surveillance ou amateur-intime], pour étudier ensuite comment ces données peuvent être perverties. Nous analyserons comment la vidéo peut perdre toute justification narrative à l’intérieur de l’œuvre, et infléchir par sa seule texture l’émotion du spectateur, pour éventuellement « faire l’image » [pour reprendre l’expression de Samuel Beckett]. Enfin, en rendant sa nature instable, nous constaterons que l’effet vidéo peut permettre les écarts d’un souffle poétique
Video is currently used on television and as an amateur format, and has been for a few decades. But its mixing with feature movies shot on traditional 16 or 35 millimetres is more occasional, even if it can offer new aesthetical possibilities. By keeping the particular texture of video, in a mix and a confrontation of formats, an effect can occur. The creation of that “video effect” is the subject of this study. What can create a video image [defined and readable as video] when a fiction or a documentary’s reference of format is on celluloid? To that purpose, some films directed by Robert Kramer, William Klein, Michael Haneke, Fritz Lang, Jean-Luc Godard, Atom Egoyan, David Cronenberg, David Lynch, Abbas Kiarostami, Abel Ferrara, Wim Wenders, Chris Marker or Jean- Daniel Pollet will be investigated. These images determine a particular video effect [television, CCTV or amateur-intimate], and its constituting elements can be altered. Video can also lose all its narrative justification and influence the audience’s emotions only through its texture, in order to eventually « make the image » [in reference to Samuel Beckett’s short story]. Finally, by creating instability in the nature of its constitution, the video effect can contain the openness of a poetic whisper
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Benavides, Parra Juan Carlos. "Brownian motion of colloidal particles located near different types of interfaces." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1011.

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Le mouvement Brownien dans l’eau de colloïdes proches d’interfaces de différente nature (eau/air, eau/verre, …) est étudié en utilisant une technique de microscopie numérique permettant de reconstruire les trajectoires individuelles en trois dimensions. Des accords satisfaisants entre les trajectoires et les modèles théoriques publiés ont été trouvés pour les cas les plus simples. En outre, nous proposons une approche théorique capable de passer de la configuration d'interface libre (type eau-air) à l'état lié (type liquide-solide). Nous avons également considéré dans ce cadre la situation dans laquelle une interface solide a été fonctionnalisée et rendue hydrophobe pour comparer le mouvement Brownien près de l’interface avec la même interface solide rendue très hydrophile par un traitement au plasma UV-ozone qui crée des groupes hydroxyle (Si-OH ). Nous avons également étudié l'interaction colloïdale et hydrodynamique avec des interfaces recouvertes d’une membrane biomimétique phospholipidique molle (DOPC en phase fluide) ou gelée (DMPC en phase gel), toutes deux recouvrant le verre (SiO2)
We explore the Brownian motion of colloids near different interfaces (water-air, water solid,…) using three dimensional digital video microscopy and reconstruction of singles colloids trajectories in 3D over time. Satisfying agreements between data and published theoretical models were found for simplest cases. In addition we propose a theoretical approach able to transit from the free interface configuration (water-air) to the bound condition (liquid-solid). We also considered within this frame the situation where a solid interface was functionalized with a grafted short alkyl chain (flat and hydrophobic fixed wall) to compare with same solid interface made hydrophilic from a UV-ozone plasma treatment that creates hydroxyl groups (Si-OH). From the stabilization of a phospholipid bilayer, we also studied colloidal and hydrodynamic interaction with a soft (DOPC in Lα) or freezed (DMPC at Lβ) biomimetic membrane covering the solid interface (SiO2 glass)
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Leitch, Mitchell R. "One-Handed, Two-Handed, Wii-Handed? The Effects of Different Types of Interfaces on the Ability of Middle-School Students to Learn from Educational Video Games." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1219441254.

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Homola, Miloš. "Editor videa." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237077.

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In this paper I pay attention to video editation issue. Firstly the basic terminology is explained, then the history of analog editation is described and further more even digital editation as well. At this spot, very interesting history of development of this field isn't forgotten and also the architecture of video editing software is described as we know them today. The most used digital forrmats are summarized as well. In next chapters the design of simple video editing application is explained. The applied technologies are briefly described and the decision of the choice is clarified. The result of whole work is a library of tools for video processing applications development demonstrated in a simple application.
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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voicemail, call log, 999 call, a map of the city of Plymouth and a crime scene. It is a combination of story exploration game and digital epistolary fiction that is structured via an authored fabula and dynamic syuzhet and uses the Internal-Exploratory and Internal-Ontological interactive modes to negotiate narrative and player agency. Its use of this structure and these modes shows how playable stories are uniquely positioned to deliver self-directed and empathetic emotional immersion simultaneously. The story is told in a mixture of enacted, embedded, evoked, environmental and epistolary narrative, the combination of which contributes new knowledge on how writers can use mystery, suspense and dramatic irony in playable stories. The interactive script prototype is accessible at underlandgame.com and is a means to represent how the final game is intended to be experienced by players. Thesis Abstract: This thesis considers writing and design methods for playable stories that negotiate narrative and player agency. By approaching the topic through the lens of creative writing practice, it seeks to fill a gap in the literature related to the execution of interactive and narrative devices as a practitioner. Chapter 1 defines the key terms for understanding the field and surveys the academic and theoretical debate to identify the challenges and opportunities for writers and creators. In this it departs from the dominant vision of the future of digital playable stories as the ‘holodeck,’ a simulated reality players can enter and manipulate and that shapes around them as story protagonists. Building on narratological theory it contributes a new term—the dynamic syuzhet—to express an alternate negotiation of narrative and player agency within current technological realities. Three further terms—the authored fabula, fixed syuzhet and improvised fabula—are also contributed as means to compare and contrast the narrative structures and affordances available to writers of live, digital and live-digital hybrid work. Chapter 2 conducts a qualitative analysis of digital, live and live-digital playable stories, released 2010–2016, and combines this with insights gained from primary interviews with their writers and creators to identify the techniques at work and their implications for narrative and player agency. This analysis contributes new knowledge to writing and design approaches in four interactive modes—Internal-Ontological, Internal-Exploratory, External-Ontological and External-Exploratory—that impact on where players are positioned in the work and how the experiential narrative unfolds. Chapter 3 shows how the knowledge developed through academic research informed the creation of a new playable story, Underland; as well as how the creative practice informed the academic research. Underland provides a means to demonstrate how making players protagonists of the experience, rather than of the story, enables the coupling of self-directed and empathetic emotional immersion in a way uniquely available to digital playable stories. It further shows how this negotiation of narrative and player agency can use a combination of enacted, embedded, evoked, environmental and epistolary narrative to employ dramatic irony in a new way. These findings demonstrate ways playable stories can be written and designed to deliver the ‘traditional’ pleasure of narrative and the ‘newer’ pleasure of player agency without sacrificing either.
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Tran, Thien, and Samuel Berg. "User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54192.

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Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mechanically and comprehend information, as well as determining what players value in such user interfaces. This was achieved through the use of experiments and interviews in the context of a game that was developed for this study. In the game, the participants played through levels with different user interfaces in which player performance was tracked. This study discovered that the diegetic user interface performed the best in mechanical performance and information comprehension. Meta-perception resulted in some of the worst mechanical performance. More cluttered user interfaces appeared to worsen reaction times. There was also a vague indication suggesting that more cluttered user interfaces worsen information comprehension. In terms of user preferences, the non-diegetic user interface was the most preferred. In contrast, the participants preferred the geometric user interface the least. Through the thematic analysis, it was discovered that various factors may be beneficial to consider when designing user interfaces using different types of elements. The factors are beneficial to consider because they may affect player performance. The factors are concerned with the following: information balance, contrast, clutteredness, use of numbers, position of elements, use of health bars, element sizes and presentation of ammunition stacks. However, further studies generating statistically significant results would be required to confirm these insights.
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Haensler, Guillaume. "Étude de l’usage d’un dispositif vidéoinformatique comme moyen de régulation des apprentissages moteurs en EPS : Modalités d’exploitation d’une ingénierie techno-didactique en situation d’enseignement apprentissage à l’école élémentaire et au collège selon les types d’activités physiques." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0319/document.

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L’évolution des nouvelles technologies dans les dernières décennies permetd’envisager l’intégration des TICE dans l’enseignement de l’Éducation Physique etSportive et le développement de situations d’apprentissages instrumentées. L’objectifde cette étude vise à analyser l’usage d'un artefact vidéo-informatique aux différentsniveaux d’apprentissage dans des activités physiques contrastées dans leursspécificités. Nous caractérisons et modélisons les conditions d’instrumentation dudispositif avec trois enseignants du premier degré et trois enseignants du seconddegré, leurs appropriations de l’artefact et leurs usages effectifs. Nos observationsmontrent que les usages du feedback vidéo-informatique semblent se différencierselon le niveau effectif d'autonomie des élèves et suivant la formation initiale desenseignants. Par ailleurs, elles soulignent la difficulté des élèves de second degré àtravailler en autonomie selon une modalité pédagogique proposant l’autoscopie ce quiatténue l'efficacité du dispositif vidéo-informatique
Over past decades the introduction and evolution of new technologies enablesto consider the inclusion of ICT in the teaching of Physical & Sports education and inthe development of instrumented learning processes. The objective of the study aimsat analyzing the use of a computer-video artefact for the different steps of learningwhen practicing physical activities, which can have contrasted specificities. We defineda model for the instrumentation of the package, for their artefact appropriation and theireffective use of it, with three teachers from first degree and three others fromsecondary. We observed that the use of computer-video based feedback differsdepending on the student’s autonomy and on the initial curriculum of the teacher.Besides, this study highlights the difficulty for some secondary students to work inautonomy when faced to an autoscopy based pedagogical method, which reduces theefficiency of computer-video device
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Jordánová, Ivana. "Hodnocení tepové frekvence a saturace krve kyslíkem pomocí chytrého telefonu." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-378033.

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Mughal, Mudassar Ahmad. "Live Mobile Video Interaction : Inventing and investigating technology, formats and applications." Doctoral thesis, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-124317.

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The convergence of inexpensive video-enabled mobile phones, high-speed mobile data networks and ubiquitous sensing devices opens up a new design space called “live mobile video interaction”. It gives rise to a new genre of applications concerning live mobile video production, which can be seen as an instance of the said space. In this work we are particularly interested to explore potential technical challenges and opportunities presented by “live mobile video interaction”. We started our investigation by studying two existing prototypes from the said genre i.e. the Instant Broadcasting System (IBS) and the Mobile Vision Mixer (MVM). We studied their applicability for amateur users of collaborative mobile video production tools and the problems caused by inherent communication delays in the Internet. We acquired initial user feedback and conducted technical tests on Instant Broadcasting System (IBS) and Mobile Vision Mixer (MVM). Our results indicate that lack of synchronisation among video streams causes problems for directors in such systems that were not present in professional systems. We also identified two distinct video production modes depending on visual access of the director to the event that is being filmed. Based on our study we proposed technical design suggestions and indications on how to solve the synchronisation problems in respective mixing modes. We also proposed an algorithm for frame-rate exclusive synchronisation management of live streams in a collaborative mobile production environment. We further probed the design space using the research through design method, which resulted in a fully functional prototype system called “Livenature” that would incite an emotional connection that exists between people and the places they cherish. Further investigation of Livenature allowed us to produce detailed studies about experiential and technical aspects of the system, thus revealing phenomenological and technical dimensions of the design space.
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18

Wong, Yun Chi, and 黃閏智. "Investigating the Effects of Product Presentation Formats and Product Types on Online Impulse Buying." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/06952585380790547151.

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碩士
國立中正大學
資訊管理學系暨研究所
99
Currently, there are many factors need to be explored with online impulse buying. This research proposes two factors (i.e., “product type” and “product presentation format”) to affect consumer’s emotion and urge to buy impulsiveness. We conducted a 2x2x2 laboratory experiment to test our hypotheses that include product type (hedonic and utilitarian), product presentation format (virtual product experience and static image) and product involvement (high and low). Our Research Model based on the Stimulus-Organism-Response framework(S-O-R) from environmental psychology. The product types and product presentation formats as antecedents of S-O-R framework, that affect consumer’s emotional response and emotional response affect urge to buy impulsiveness. We employed MANOVA and PLS to test our model.
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19

Lin, Ching-Hsuan, and 林敬軒. "Shot Change Detection and Scene Types Classification for Baseball Video." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/66656883860238174895.

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碩士
義守大學
資訊工程學系碩士班
94
Highlight extraction belongs to high-level events in video processing, and the highlight is defined subjectively by human perception. For indexing video source, it is necessary narrow down the gap between high-level and low-level features. Therefore, we must understand the characteristics of content in video and its corresponding features in priori, In this paper. The research is focused on twofold: 1. Shot Boundary Detection 2. Scene Classification In general, shots are regarded as a basic unit of video composition. Therefore, shot boundary detection is the basic of video analysis. Shot descriptor can be applied to many video applications such as video abstract, retrieval, index, browsing …etc. The main task is differentiated between real shot change and normal variation of a shot. After shot change detection, the following task is describing the segmented shot. In this paper, some scene types of game video is defined, then use proper low-level features to identify scene types of segmented shot. Each scene type includes different meaning, timing of appearance and content on game proceeding. With the help of scene types, people can understand further about the content of game proceeding. According to classified scene types, we can obtain more accurate result on follow-up high-level semantic recognition.
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20

ZHU, XUAN-WEI, and 朱軒韋. "Investigating the Impact of Consumer Experience on Consumer Behavior: the Moderating Role of Presentation Formats and Product Types." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/a793v7.

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碩士
國立高雄應用科技大學
資訊管理研究所碩士班
106
Since the development of the Internet, people have shared their lives from chats to social networking. Besides lives, people also share the experience with products, food. Therefore, consumers have more access to get the information about products and more presentation formats. This study examined the influences of strategic experiential modules and source credibility on consumer’s behavior, includes information pass-along, purchase intention, and impulsive buying. In addition, this study provide four experimental contexts for users to examine the influences of different contexts on behavioral intentions. Our results indicate that differences in presentation formats will interfere with the impact consumer experience on experience value and that differences in product types not only interfere with the impact consumer experience on experience value but also experience value on consumer behavior intention.
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21

CHEN, CHIA YU, and 陳嘉佑. "Why fans like, message & share a fanpage - the study on message types,presention formats and post time." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4v5pm2.

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碩士
中原大學
資訊管理研究所
106
Along with technological advances, the number of users on social media websites is increasing day by day, and Facebook has the largest number of users among these social media websites. Facebook’s fan-pages not only offer users a platform to freely create content, and, from the perspective of commercial businesses, they also offer communication channels between corporations and customers. In addition, through their interactions with their fans, corporations could thereby adjust their business operational models, increase customers’ loyalty, and strengthen the relationship between corporations and customers. Since most functions of this type of marketing strategies are free of charge, through analyzing the large amount of users on their fan-pages and observing how they “like” posts, leave comments, share posts, and interact online, many corporations began to explore new business opportunities and utilize the enormous hidden value behind the information on their fan-pages. This study uses Taiwan’s Pinede Pastry Company as a subject, and, based on its the research design, categorizes and codes all the information/messages registered/posted on Pinede’s fan-page. In addition, by observing its fans’ reactions to various posts, this study statistically analyzes Pinede fan-page users’ interactive behaviors (i.e. clicking “like,” leaving comments, and sharing posts). It also investigates the ways it may increase fans'' interactive behaviors by adjusting the contents on Penede’s fan-page. The outcome of this study shows that there is no statistical significance in its analysis of Pinede’s fan-page posts’ presentation format. After analyzing various types/categories of posts on Pinede’s fan-page, the analysis shows that posts related to lottery prizes witness the most interactive behaviors from the fan-page users. However, due to the high costs associated with conducting lottery prizes, it will not be cost-effective for Pinede to rely heavily on offering lottery prizes to its fans; instead, Pinede chose to rely more on its second-best interactive behaviors-inducing posts which are posts related to product introduction/promotion. Finally, with respect to the information posting time, the analysis shows that the most effective posting time is eleven (11) A.M. on weekdays. In future researches, other factors (such as fans’ sex and age) may be incorporated into the analysis so that factors related to fans’ interactive behaviors can be understood more comprehensively.
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22

Hsu, Chiao-Lun, and 徐巧倫. "The Study on the Customer’s Consuming Experience in Different Types of Video Game." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/82474924039204181259.

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碩士
清雲科技大學
國際企業管理研究所
96
Nowadays, when people buy some thing, they no longer just focus on function, price, or after-care service. What they want is the unique taste or the real feeling after experiencing the product. It provides ways to sense, feel, think, act, and relate instead of traditional function benefit, and brings customer more recreational, excited, emotional, and original feeling. The most famous TV games in the current market are Nintendo-Wii、Sony-PS3 and Microsoft-Xbox360. The research reports about these three TV games are quite rare, so we use Schmitt’s experimental marketing as theoretical framework basis, and we take people in each area of Taipei city as our research object. This study uses purposive sampling as questionnaire researching. The purpose of this research is to treat what people experience when they were playing different TV games。 Based on the results of this research, we find that customers have deepest feelings in sense experience; then followed by feel experience and act experience. We find customers have obviously different sense experience according to sex difference. The sense, feel, think, and relate experience are all apparently affected by marital status, age and the average time they spend in playing TV games in each week. Besides, customers of “sense experience” was differentiate from the distinctively design of side products, the game music, the game scene, and the brand of the game company. While customers of “motion experience” have obvious difference in considering TV games as another indoor entertainment.
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CHEN, NAI-CHIA, and 陳乃嘉. "Effects of video game types on younger drivers’ driving behaviors and risk perception." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7st2ee.

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碩士
國立雲林科技大學
工業工程與管理系
106
As industries for producing Video games develop rapidly, people are being over-dependent on video games nowadays. Some studies show that video games would influence players’ thoughts and behaviors, and furthermore affect players’ driving behaviors and risk perception. It could be deducted using statistical method that traffic collision were a main factor causing a youngster’s life, and there’s a close relationship between traffic collision and dangerous driving behaviors. Therefore, the study investigates the effects of different types of the video games on younger’s driving behaviors and risk perception through the experiment of gaming and driving simulation, estimating the subject’s behavior using BPAQ and DDDI. The experiment is a mixed factorial design that divides experimental factor into three types of groups, which are the video game, the violent video game, and the racing game, with each group having two road environment complexity, the high complexity and the low complexity. It observes whether the type of video game would influence player’s driving behaviors and studies the relationship between road environment complexity and video games. The results of the study shows that different game groups significantly reveals their specific behavioral traits and driving behavior. The violent game groups have the highest aggression traits, implying their vulnerability affected by games, and has the greatest longitudinal acceleration of driving response. The racing game group has the highest speed. In addition to the longitudinal velocity variation and the frequency of lack of concentration, the driving behavioral responses in high load environments are greater than the one in low load environments. In the future, in-vehicle computing system should provided the driver with the immediate feedback of the road and driving car status to remind them to drive safely, reducing the accidents.
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Huang, Chun-chen, and 黃均鎮. "Research on the Document Formats and Trial Types of Documents of Submitted Cases in Qin Bamboo Slips of Yuelu Academy Collection." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/3nzx46.

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碩士
國立臺灣大學
歷史學研究所
106
Litigation procedures and trial types are issues under constant review in legal history. With Qin Bamboo Slips of Yuelu Academy Collection Volume III (Yuelu III) as the major material, this thesis studies the document structure and the trial type of each case and analyzes the meanings of judicial terms in documents of submitted cases. Besides, the thesis will focus on cases that involve cross-institutional and cross-administrative-level procedures since such cases can particularly enhance our understanding of the internal operations of the bureaucracy. The texts of Yuelu III can be classified into three documents types: (1) pleas to the higher authorities for decision making, (2) recommendations of competent investigators for promotion and (3) petitions for a new finding of fact (qiju fuzhi乞鞫覆治). First, in the pleas in Yuelu III, the formula that “we venture to submit this for decision(gan yan zhi敢讞之)” is used in a comprehensive and flexible way. In contrast, the same formula is always related to a doubtful case when used in the Book of Submitted Doubtful Cases (Zouyan Shu奏讞書) of early Western Han excavated from Zhangjiashan Tomb no. 247, and the document format is also more standardized. This reflects the trend of standardization of the document administration system from Qin to early Western Han. Second, the recommendations are letters by county magistrates to recommend subordinates with contributions to case solving to be promoted to the ranks of 2,000-bushel accessory scribes (zushi卒史). Though related to judicial cases, such documents are not trial documents. Third, the petitions are composed of judicial documents and documents for subordinate organizations. The format and structure of recommendations and petitions in Yuelu III are highly consistent with those in Zouyan Shu, which reflects the inheritance and continuation of the document administration system from Qin to early Western Han. The work sequences or formats of judicial documents reflected by the documents of submitted cases should not be equated with the actual trial procedures. The texts of Zouyan Shu and Yuelu III represent the format of judicial documents including the following four parts: the cause of action, interrogation, finding of fact (juci鞫辭) and sentence. The cause of action is categorized into accusation (gao告) and ex-officio charges (he劾). The interrogation has a fixed form of record, in which the suspect’s statement is followed by the trial officer’s cross-examination with an aim to make the suspect “confess”. The finding of fact is the confirmation of the accused crime by the presiding trial officer and also the basis of sentence. To deliver the sentence, the terms used include “proposal for judgement (dang當)” and “judgement (lun論)”. Between interrogation and finding of fact is a format called “forensic examination (zhen診) and interagency enquiries (wen問)”, in which the division in charge of trial checks the identity or criminal information of the offender. “Fuzhi (覆治)”, “fuyu (覆獄)” and “fuan (覆案)” may involve a retrial or a judicial review. The former three are judicial terms of Qin and Han, while the latter two are modern legal concepts, but they are often confused in discussions in legal history. The concepts of “fuzhi” and “fuyu” are similar or equivalent, both being a trial conducted under the instruction of superiors, but they are not necessarily equal to a retrial which means a case should undergo the trial again. For example, “fuzhi” in the petition for a new finding of fact is a retrial, but the retrials of cases 1 and 6 in Yuelu III are irrelevant to “fuzhi”. “Fuan” means review, check and verification, like the “case review” by a highly competent Metropolitan Official (Wuhai duli 無害都吏) for cases “involving a crime that matches the death penalty, as well as one involving killing other persons by mistake or during horseplay”, and should be differentiated from a retrial.
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25

Odigie, Imoisili. "Exploring the perceptions of network managers on bandwidth and online video streams in Ahmadu Bello University, Zaria." Thesis, 2015. http://eprints.rclis.org/43375/1/EXPLORING%20THE%20PERCEPTIONS%20OF%20NETWORK%20Managers%20on%20Bandwidth%20and%20Online%20Video.pdf.

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Online video streaming is a learning technology used in today’s world and reliant on the availability of bandwidth. This research study sought to understand the perceptions of network managers about bandwidth and online video streams in ABU Zaria. To achieve this, the interpretive paradigm and the Network Gatekeeping theory were used as the theoretical framework and also a case study approach was employed to investigate the phenomena. The study used a purposive sampling technique and a semi-structured interview to seek out opinions from the respondents. A thematic analytical approach was done with the use of Nvivo software, which yielded one hundred and seven codes, ten sub- categories and four major categories. The findings from the study indicated that 1) perceptions of network managers was one sided 2) no acceptable user policy was on ground and available bandwidth was limited 3) limitation of bandwidth, hindered user access to online video and mechanisms for gatekeeping had a role to play in the overall access to online video. Findings interpreted using the network gatekeeping theory suggest that to facilitate access for online video streaming user claims and bandwidth be taken into consideration.
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26

Chou, Ching-Horng, and 周慶鴻. "Correlation Analysis between Eye Movement Behavior and Learning Performance for Different Types of Video Lectures." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/ch57nm.

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碩士
國立政治大學
圖書資訊學數位碩士在職專班
106
Multimedia audio and video materials have been broadly applied to the teaching field of web-based learning, and various multimedia audio and video materials have been developed. It is worth studying the effect of such multimedia audio and video materials and the component elements on digital learning outcome. With a portable eye tracker and stably controlled experiment environment, 16 G12 students, in a public senior high school, are randomly selected for the eye movement experiment. The participants would sequentially view the area of interests (profiles, slides, subtitles, titles) of two types of multimedia audio and video materials, picture in picture (PIP) and voice over presentation (VOP), to discuss the correlations between three eye movement indices (fixation time, number of fixation times, number of regression times) and learning outcome. The result reveals that learners using picture in picture (PIP) present significant learning outcome, while ones with voice over presentation (VOP) do not appear remarkable learning outcome. Moreover, picture in picture (PIP) notably outperforms voice over presentation (VOP). The Pearson product-moment correlation coefficient analysis result shows that the learners with verbal-oriented cognitive style present notably positive correlations between the fixation time, number of fixation times, and number of regression times for slides and titles in voice over presentation (VOP) and the posttest results, while those with image-oriented cognitive style do not. The fixation time, number of fixation times, and number of regression times for slides, profile, subtitles, and titles in picture in picture (PIP) do not show significant correlations with learners’ posttest results. Finally, both picture in picture (PIP) and voice over presentation (VOP) appear the most fixation time, number of fixation times, and number of regression times for slides, followed by teachers’ profiles, and titles the least.
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27

Canelas, Sara Da Silva Duarte. "How can the traditional experience of print luxury advertising be improved though video advertising formats in a multi stakeholder asdvertising environment? Focus on the luxury good sector." Master's thesis, 2020. http://hdl.handle.net/10362/104419.

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This work project aims at exploring the benefits of video luxury advertising for luxury brands and the perspective of 1) advertising technology companies that aid this process, such as Supply Side Platforms and Demand Side Platforms, 2) publishers and 3) consumers.The study looks into different video advertising formats, different ways of advertising through video and the outcomes these may have. Ultimately, the project aims at understanding how the traditional experience of print advertising can be best translated into digital advertising. Our focus is the luxury personal goods sector.
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28

Yen, Hsin-Chuan, and 顏新銓. "The Analysis of Error Types of 6th Graders Word Problem Solving and the Effect of Schematic Video System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/89414643360322244779.

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碩士
亞洲大學
資訊工程學系碩士在職專班
102
This study was aimed to explore the error types of sixth graders solving word problems and the effect of using schema-based video to solve multiple-step algebraic word problems. Algebraic multi-step word problems tended to overload the working memory of students. Students might also have reasoning difficulty and reading comprehension problems. There were fifty-seven sixth-grade students in two classes in Taichung City participating in the study. The researcher used pretest-posttest control group design which was a quasi-experimental design with computer-assisted instruction. It was found that the schema-based video was effective for teaching multi-step algebra word problems, and the results satisfactory. 1.Implementing schematic video teaching could help students think effectively, solve multiple-step word problems, decrease the error rate of six- graders ’ solving multiple-step algebraicword problems and enhance the effectiveness of solving problems. 2.Implementing schematic video teaching in in solving multiple-step algebraicword problems and the effectiveness of solving problem teaching was superior to traditional teaching in solving problems. 3.Implementing schematic video teaching to six-graders’ solving multiple-step word problems and the effectiveness of solving problems could have the retention of learning effectively. 4.Implementing schematic video teaching could decrease the erreo rate of different types of solving problems. 5.Implementing schematic video teaching could promote six-graders’ interest in learning mathematics.
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Hsieh, Yu-Hsin, and 謝聿昕. "The study of the relationship between player types and perceived acquisitionvalue and the moderating effect of failure type and recovery terms on thisrelationship under an online video game failure." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/11065612865746594641.

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30

Minaříková, Gabriela. "Systém Swim Smooth a plavecká specializace." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-308032.

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Title: Swim Smooth System and Swimming Specialization Objectives: Along with The Australian Swim Smooth Swim Type Coaching System criteria assign particular swim types to natural predispositions of selected elite swimmers and thus confirm suitability of their specialization. Methods: This work was carried out as a methodological study that explores both the suitability of specialization in a selected group of elite swimmers and the potential benefits of the Swim Smooth Swim Type System compared to the more commonly used method of one swim type. The study involved measuring, displaying, monitoring, evaluation, analysis and correlation. We measured the stroke length and stroke rate. We observed individual style of freestyle technique. We evaluated the Swim Types, somatotype, personality traits of extroversion and swimmers' potential to either speed, middle distance or endurance performance. We performed analysis of the development of swimmers' personal records in their main discipline. We determined the degree of correlation among particular Swim Type criteria that determine Swim Smooth swim types. We evaluated the swimmers' specialization suitability and outlined way of their further development. Results: Swim Smooth Swim Type System revealed the inadequacy of specialization of one swimmer. For all...
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31

Walsh, Kimberly R. "Bullying on Teen Television: Patterns across Portrayals and Fan Forum Posts." 2012. https://scholarworks.umass.edu/theses/960.

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The primary goal of this thesis was to provide a snapshot of the portrayal of bullying on teen television. Drawing from contextual factors studied in the National Television Violence Study (Smith et al., 1998), a content analysis of 82 episodes (representing 10 series) and 355 acts of bullying was conducted to examine portrayals of physical, verbal, indirect, and cyber bullying in terms of bully and victim social status, motivations, humor, punishments/rewards, character support for bullies, harm shown to victims, interventions by third parties, and anti-bullying episode themes. The analysis revealed significant differences across bullying types for all variables except third party intervention, with portrayals of physical and verbal bullying identified as most “high-risk” (i.e. depicting bullying in ways that research suggests increase the likelihood of negative effects), and portrayals of cyber bullying identified as least “high-risk” for the majority of contextual elements. More generally, the analysis demonstrated that a substantial amount of bullying on teen television sends some concerning messages to young viewers, including the notion that bullying can be funny, harmless, and go without punishment. Complementing the content analysis, an exploratory textual analysis of 294 online fan posts related to bullying portrayed on Glee was performed to capture a representation of potential audience interpretations and intertexts (consumed alongside the television text). The analysis pointed to four major themes across posts: categories of bullying, messages about bullying promoted by characters, contextual elements of bullying, and feelings about characters involved in bullying. In terms of audience responses, the themes highlighted how some fans think critically about bullying portrayals and their implications, distinguish between different types of bullying, and identify with characters. In terms of intertexts, the trends suggested that fans might be exposed to a variety of messages that both criticize and support high-risk depictions of bullying, and defend and rebuke bullying behavior (depending on the characters involved). Combined, the content analysis and textual analysis underlined the importance of media bullying as a topic of scholarly inquiry, revealing that teen bullying is a unique and complex media phenomenon that audiences respond to and interpret in a multitude of ways.
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