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Dissertations / Theses on the topic 'VIDEO COMPONENT'

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1

Ljungström, Carl. "Design and Implementation of an Analog Video Signal Quality Measuring Software for Component Video." Thesis, Linköpings universitet, Bildkodning, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54371.

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An IP based set-top box (STB) is essentially a lightweight computer used to receive video over the Internet and convert it to analog or digital signals understood by the television. During this transformation from a digital image to an analog video signal many different types of distortions can occur. Some of these distortions will affect the image quality in a negative way. If these distortions could be measured they might be corrected and give the system a better image quality. This thesis is a continuation of two previous theses where a custom hardware for sampling analog component video signals was created. A software used to communicatewith the sampling hardware and perform several different measurementson the samples collected has been created in this thesis. The analog video signal quality measurement system has been compared to a similar commercial product and it was found that all except two measurement methods gave very good results. The remaining two measurement methods gave acceptable result. However the differences might be due to differences in implementation. The most important thing for the measurement system is to have consistency. If a system has consistency then any changes leading to worse videoquality can be found.
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2

Steshenko, D., and Д. Стешенко. "Marketing component of video projects on the YouTube platform." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/50083.

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1. Allie Wolff. 5 Reasons Clickbait Is The Worst (And How It Will Negatively Impact Your Business) [Electronic resource] – Access mode: https://www.hatchbuck. com/blog/5-reasons-clickbaitnegatively-impacts-business/ 2. Anderson C. How web video powers global innovation [Electronic resource] – Access mode: https://www.ted.com/talks/chris_anderson_how_web_ video_powers_global 3. Burroughs B. 2017. YouTube Kids: The App Economy and Mobile Parenting [Electronic resource] – Access mode: https://uk.sagepub.com/en-gb/eur/ journals-permissions 4.Josh Lieb. Clickbait I’m on the Fence About [Electronic resource] – Access mode: https://www.newyorker.com/humor/daily-shouts/clickbait-im-on-the-fenceabout. 5.Power D. 3 YouTube Social Features That Help Businesses and Brands [Electronic resource] – Access mode: https://sproutsocial.com/insights/youtubesocial-features-businesses-brands/
Today, humanity has a unique opportunity to have instant access to a large amount of information from around the world. It is difficult to imagine the life of modern society without computer technology and the Internet. The advantage of the Internet is that it provides users with ample opportunities for self-realization. Everyone has the opportunity to start an author’s blog, in which he will be free to spread his own thoughts on a topic of interest to him.
Сьогодні людство має унікальну можливість отримати миттєвий доступ до великої кількості інформації з усього світу. Важко уявити життя сучасного суспільства без комп’ютерних технологій та Інтернету. Перевага Інтернету полягає в тому, що він надає користувачам широкі можливості для самореалізації. Кожен має можливість створити авторський блог, в якому він зможе вільно поширювати власні думки на цікаву для нього тему.
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3

Söderström, Ulrik. "Very low bitrate video communication : a principal component analysis approach /." Umeå : Department of Applied Physics and Electronics, Umeå University, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1808.

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4

Söderström, Ulrik. "Very Low Bitrate Video Communication : A Principal Component Analysis Approach." Doctoral thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1808.

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A large amount of the information in conversations come from non-verbal cues such as facial expressions and body gesture. These cues are lost when we don't communicate face-to-face. But face-to-face communication doesn't have to happen in person. With video communication we can at least deliver information about the facial mimic and some gestures. This thesis is about video communication over distances; communication that can be available over networks with low capacity since the bitrate needed for video communication is low. A visual image needs to have high quality and resolution to be semantically meaningful for communication. To deliver such video over networks require that the video is compressed. The standard way to compress video images, used by H.264 and MPEG-4, is to divide the image into blocks and represent each block with mathematical waveforms; usually frequency features. These mathematical waveforms are quite good at representing any kind of video since they do not resemble anything; they are just frequency features. But since they are completely arbitrary they cannot compress video enough to enable use over networks with limited capacity, such as GSM and GPRS. Another issue is that such codecs have a high complexity because of the redundancy removal with positional shift of the blocks. High complexity and bitrate means that a device has to consume a large amount of energy for encoding, decoding and transmission of such video; with energy being a very important factor for battery-driven devices. Drawbacks of standard video coding mean that it isn't possible to deliver video anywhere and anytime when it is compressed with such codecs. To resolve these issues we have developed a totally new type of video coding. Instead of using mathematical waveforms for representation we use faces to represent faces. This makes the compression much more efficient than if waveforms are used even though the faces are person-dependent. By building a model of the changes in the face, the facial mimic, this model can be used to encode the images. The model consists of representative facial images and we use a powerful mathematical tool to extract this model; namely principal component analysis (PCA). This coding has very low complexity since encoding and decoding only consist of multiplication operations. The faces are treated as single encoding entities and all operations are performed on full images; no block processing is needed. These features mean that PCA coding can deliver high quality video at very low bitrates with low complexity for encoding and decoding. With the use of asymmetrical PCA (aPCA) it is possible to use only semantically important areas for encoding while decoding full frames or a different part of the frames. We show that a codec based on PCA can compress facial video to a bitrate below 5 kbps and still provide high quality. This bitrate can be delivered on a GSM network. We also show the possibility of extending PCA coding to encoding of high definition video.
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5

Söderström, Ulrik. "Very low bitrate facial video coding : based on principal component analysis /." Umeå : Department of Applied Physics and Electronics, Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-895.

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6

Söderström, Ulrik. "Very low bitrate facial video coding : based on principal component analysis." Licentiate thesis, Umeå University, Applied Physics and Electronics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-895.

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This thesis introduces a coding scheme for very low bitrate video coding through the aid of principal component analysis. Principal information of the facial mimic for a person can be extracted and stored in an Eigenspace. Entire video frames of this persons face can then be compressed with the Eigenspace to only a few projection coefficients. Principal component video coding encodes entire frames at once and increased frame size does not increase the necessary bitrate for encoding, as standard coding schemes do. This enables video communication with high frame rate, spatial resolution and visual quality at very low bitrates. No standard video coding technique provides these four features at the same time.

Theoretical bounds for using principal components to encode facial video sequences are presented. Two different theoretical bounds are derived. One that describes the minimal distortion when a certain number of Eigenimages are used and one that describes the minimum distortion when a minimum number of bits are used.

We investigate how the reconstruction quality for the coding scheme is affected when the Eigenspace, mean image and coefficients are compressed to enable efficient transmission. The Eigenspace and mean image are compressed through JPEG-compression while the while the coefficients are quantized. We show that high compression ratios can be used almost without any decrease in reconstruction quality for the coding scheme.

Different ways of re-using the Eigenspace for a person extracted from one video sequence to encode other video sequences are examined. The most important factor is the positioning of the facial features in the video frames.

Through a user test we find that it is extremely important to consider secondary workloads and how users make use of video when experimental setups are designed.

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7

Lewis, Joshua. "A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.

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Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This research attempts to identify these commonalities with the purpose of systematically designing and evaluating a common component-based software architecture that could be used to implement a framework for developing content for both commercial and military virtual simulation software applications.
Ph.D.
Other
Engineering and Computer Science
Modeling and Simulation
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8

Kaufman, Jason R. "Digital video watermarking using singular value decomposition and two-dimensional principal component analysis." Ohio : Ohio University, 2006. http://www.ohiolink.edu/etd/view.cgi?ohiou1141855950.

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9

Azarmehr, Ramin. "Real-time Embedded Age and Gender Classification in Unconstrained Video." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/32463.

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Recently, automatic demographic classification has found its way into embedded applications such as targeted advertising in mobile devices, and in-car warning systems for elderly drivers. In this thesis, we present a complete framework for video-based gender classification and age estimation which can perform accurately on embedded systems in real-time and under unconstrained conditions. We propose a segmental dimensionality reduction technique utilizing Enhanced Discriminant Analysis (EDA) to minimize the memory and computational requirements, and enable the implementation of these classifiers for resource-limited embedded systems which otherwise is not achievable using existing resource-intensive approaches. On a multi-resolution feature vector we have achieved up to 99.5% compression ratio for training data storage, and a maximum performance of 20 frames per second on an embedded Android platform. Also, we introduce several novel improvements such as face alignment using the nose, and an illumination normalization method for unconstrained environments using bilateral filtering. These improvements could help to suppress the textural noise, normalize the skin color, and rectify the face localization errors. A non-linear Support Vector Machine (SVM) classifier along with a discriminative demography-based classification strategy is exploited to improve both accuracy and performance of classification. We have performed several cross-database evaluations on different controlled and uncontrolled databases to assess the generalization capability of the classifiers. Our experiments demonstrated competitive accuracies compared to the resource-demanding state-of-the-art approaches.
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10

Radjabi, Ryan F. "WILDFIRE DETECTION SYSTEM BASED ON PRINCIPAL COMPONENT ANALYSIS AND IMAGE PROCESSING OF REMOTE-SENSED VIDEO." DigitalCommons@CalPoly, 2016. https://digitalcommons.calpoly.edu/theses/1621.

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Early detection and mitigation of wildfires can reduce devastating property damage, firefighting costs, pollution, and loss of life. This thesis proposes the method of Principal Component Analysis (PCA) of images in the temporal domain to identify a smoke plume in wildfires. Temporal PCA is an effective motion detector, and spatial filtering of the output Principal Component images can segment the smoke plume region. The effective use of other image processing techniques to identify smoke plumes and heat plumes are compared. The best attributes of smoke plume detectors and heat plume detectors are evaluated for combination in an improved wildfire detection system. PCA of visible blue images at an image sampling rate of 2 seconds per image effectively exploits a smoke plume signal. PCA of infrared images is the fundamental technique for exploiting a heat plume signal. A system architecture is proposed for the implementation of image processing techniques. The real-world deployment and usability are described for this system.
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11

Alghoul, Karim. "Heart Rate Variability Extraction from Video Signals." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33003.

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Heart Rate Variability (HRV) analysis has been garnering attention from researchers due to its wide range of applications. Medical researchers have always been interested in Heart Rate (HR) and HRV analysis, but nowadays, investigators from variety of other fields are also probing the subject. For instance, variation in HR and HRV is connected to emotional arousal. Therefore, knowledge from the fields of affective computing and psychology, can be employed to devise machines that understand the emotional states of humans. Recent advancements in non-contact HR and HRV measurement techniques will likely further boost interest in emotional estimation through . Such measurement methods involve the extraction of the photoplethysmography (PPG) signal from the human's face through a camera. The latest approaches apply Independent Component Analysis (ICA) on the color channels of video recordings to extract a PPG signal. Other investigated methods rely on Eulerian Video Magnification (EVM) to detect subtle changes in skin color associated with PPG. The effectiveness of the EVM in HR estimation has well been established. However, to the best of our knowledge, EVM has not been successfully employed to extract HRV feature from a video of a human face. In contrast, ICA based methods have been successfully used for HRV analysis. As we demonstrate in this thesis, these two approaches for HRV feature extraction are highly sensitive to noise. Hence, when we evaluated them in indoor settings, we obtained mean absolute error in the range of 0.012 and 28.4. Therefore, in this thesis, we present two approaches to minimize the error rate when estimating physiological measurements from recorded facial videos using a standard camera. In our first approach which is based on the EVM method, we succeeded in extracting HRV measurements but we could not get rid of high frequency noise, which resulted in a high error percentage for the result of the High frequency (HF) component. Our second proposed approach solved this issue by applying ICA on the red, green and blue (RGB) colors channels and we were able to achieve lower error rates and less noisy signal as compared to previous related works. This was done by using a Buterworth filter with the subject's specific HR range as its Cut-Off. The methods were tested with 12 subjects from the DISCOVER lab at the University of Ottawa, using artificial lights as the only source of illumination. This made it a challenge for us because artificial light produces HF signals which can interfere with the PPG signal. The final results show that our proposed ICA based method has a mean absolute error (MAE) of 0.006, 0.005, 0.34, 0.57 and 0.419 for the mean HR, mean RR, LF, HF and LF/HF respectively. This approach also shows that these physiological parameters are highly correlated with the results taken from the electrocardiography (ECG).
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12

LI, Songyu. "A New Hands-free Face to Face Video Communication Method : Profile based frontal face video reconstruction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-152457.

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This thesis proposes a method to reconstruct a frontal facial video basedon encoding done with the facial profile of another video sequence.The reconstructed facial video will have the similar facial expressionchanges as the changes in the profile video. First, the profiles for boththe reference video and for the test video are captured by edge detection.Then, asymmetrical principal component analysis is used to model thecorrespondence between the profile and the frontal face. This allows en-coding from a profile and decoding of the frontal face of another video.Another solution is to use dynamic time warping to match the profilesand select the best matching corresponding frontal face frame for re-construction. With this method, we can reconstructed the test frontalvideo to make it have the similar changing in facial expressions as thereference video. To improve the quality of the result video, Local Lin-ear Embedding is used to give the result video a smoother transitionbetween frames.
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13

Garges, David Casimir. "Early Forest Fire Detection via Principal Component Analysis of Spectral and Temporal Smoke Signature." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1456.

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The goal of this study is to develop a smoke detecting algorithm using digital image processing techniques on multi-spectral (visible & infrared) video. By utilizing principal component analysis (PCA) followed by spatial filtering of principal component images the location of smoke can be accurately identified over a period of exposure time with a given frame capture rate. This result can be further analyzed with consideration of wind factor and fire detection range to determine if a fire is present within a scene. Infrared spectral data is shown to contribute little information concerning the smoke signature. Moreover, finalized processing techniques are focused on the blue spectral band as it is furthest away from the infrared spectral bands and because it experimentally yields the largest footprint in the processed principal component images in comparison to other spectral bands. A frame rate of .5 images/sec (1 image every 2 seconds) is determined to be the maximum such that temporal variance of smoke can be captured. The study also shows eigenvectors corresponding to the principal components that best represent smoke and are valuable indications of smoke temporal signature. Raw video data is taken through rigorous pre-processing schemes to align frames from respective spectral band both spatially and temporally. A multi-paradigm numerical computing program, MATLAB, is used to match the field of view across five spectral bands: Red, Green, Blue, Long-Wave Infrared, and Mid-Wave Infrared. Extracted frames are aligned temporally from key frames throughout the data capture. This alignment allows for more accurate digital processing for smoke signature. v Clustering analysis on RGB and HSV value systems reveal that color alone is not helpful to segment smoke. The feature values of trees and other false positives are shown to be too closely related to features of smoke for in solely one instance in time. A temporal principal component transform on the blue spectral band eliminates static false positives and emphasizes the temporal variance of moving smoke in images with higher order. A threshold adjustment is applied to a blurred blue principal component of non-unity principal component order and smoke results can be finalized using median filtering. These same processing techniques are applied to difference images as a more simple and traditional technique for identifying temporal variance and results are compared.
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14

Moore, Lorna. "In[bodying] the other : performing the digital other as a component of self through real-time video performance." Thesis, University of Wolverhampton, 2014. http://hdl.handle.net/2436/319914.

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Through practice-led research this thesis will explore the phenomenology of interactions between the digital 'other', and the lived experience of the subject through real-time video performance practice. It challenges the assumption that the digital video image is merely or simply other to the subject and aims to re-position the 'other' as an integral part of self where we perform the other. It does this by drawing on Jacques Lacan's Mirror Stage and claims that through digital performance we can suspend divisions between the self and the digital other. By being immersed within the real-time video image the thesis argues we re-enter the Mirror Stage and become captivated within the digital counterpart. Through a disruption in the proprioception of the body there is a crossover of the actual self and digital other which are suspended in each other. Through the use of Head Mounted Display Systems in the work In[bodi]lmental it is claimed that the actual body can In[body] the other subject as part of self. The thesis argues that the digital other is a component of self mediated through new digital technologies to be understood as an augmented self. Therefore it is through an In[bodied] Mirror Stage we momentarily access the loss of the Lacanian real encountered through the uncanny experience. This investigation has been conducted in the form of four digital performance projects defined as Inter-Reactive Explorations I-REs (i-iv).The I-REs were subjected to critical analysis and reflection using a variety of disciplines including: psychoanalysis, philosophy, the study of perception, phenomenology, and ethnography. The methodological framework for this research has been coined 'auto-ethnophenomenology'; a mixed-method approach utilizing auto-ethnography and the phenomenological lived experiences of informants. This model has enabled both the 'I' of the researcher and the other to be equally represented from both first person and third person perspectives. The symbiotic relationship between the theory and the practice is exemplified through the phenomenology of interactions between the digital 'other', and the lived experience of the subjects supported by the writings of Sigmund Freud, Jacques Lacan, Maurice Merleau-Ponty, Drew Leder and Rane Willerslev.
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15

Lee, Jia-Ling. "THE EFFECT OF COGNITIVE STYLES UPON THE COMPLETION OF A VISUALLY-ORIENTED COMPONENT OF ONLINE INSTRUCTION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3652.

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This study was designed to examine whether a person's prepositioned cognitive style influenced learning achievement in a visually-oriented task for an online learning environment in higher education. Field dependence-independence was used to identify individuals' cognitive styles. A true experimental study was conducted in the fall 2005 term at the University of Central Florida. This researcher followed Dwyer and Moore's research (1991, 2002) and divided learners into three groups (field dependent [FD], field neutral [FN], and the field independent [FI] students). Eighty-three preservice teachers participated in this study; the data from 52 of the FD and the FI participants were analyzed to answer research questions. The findings in this study supported those in the literature review; students from both FD and FI cognitive styles performed equally well in online learning environments. In addition, for providing introductory-level instruction on visually-oriented tasks in an online learning environment, instructions which emphasized an FD approach benefited both FI and FD students in their knowledge-based learning achievement. In this approach, extra cues and sequence of content might have been the reasons that students had higher scores on their knowledge-based learning achievement and satisfaction levels. The findings of this study also indicated that students could demonstrate higher performance-based learning achievement if they had more experiences on the subject matter and higher knowledge-based learning achievement if they felt the instructions were easy to follow and the workload of the module was manageable. Based on the findings and conclusions, the recommendations are: (1) A larger sample size is needed to generalize the findings of the study; (2) In this study, student-to-student and teacher-to-student interactions might affect students' learning achievement. Future studies should consider those interactions as factors and examine their effect on students' learning achievement.
Ph.D.
Department of Educational Research, Technology and Leadership
Education
Education: Ph.D.
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16

Pranke, Nico. "Skalierbares und flexibles Live-Video Streaming mit der Media Internet Streaming Toolbox." Doctoral thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola&quot, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-26652.

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Die Arbeit befasst sich mit der Entwicklung und Anwendung verschiedener Konzepte und Algorithmen zum skalierbaren Live-Streaming von Video sowie deren Umsetzung in der Media Internet Streaming Toolbox. Die Toolbox stellt eine erweiterbare, plattformunabhängige Infrastruktur zur Erstellung aller Teile eines Live-Streamingsystems von der Videogewinnung über die Medienverarbeitung und Codierung bis zum Versand bereit. Im Vordergrund steht die flexible Beschreibung der Medienverarbeitung und Stromerstellung sowie die Erzeugung von klientenindividuellen Stromformaten mit unterschiedlicher Dienstegüte für eine möglichst große Zahl von Klienten und deren Verteilung über das Internet. Es wird ein integriertes graphenbasiertes Konzept entworfen, in dem das Component Encoding Stream Construction, die Verwendung von Compresslets und eine automatisierte Flussgraphenkonstruktion miteinander verknüpft werden. Die für die Stromkonstruktion relevanten Teile des Flussgraphen werden für Gruppen mit identischem Zustand entkoppelt vom Rest ausgeführt. Dies führt zu einer maximalen Rechenlast, die unabhängig von der Zahl der Klienten ist, was sowohl theoretisch gezeigt als auch durch konkrete Messungen bestätigt wird. Als Beispiele für die Verwendung der Toolbox werden unter Anderem zwei waveletbasierte Stromformate entwickelt, integriert und bezüglich Codiereffizienz und Skalierbarkeit miteinander verglichen
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17

Pranke, Nico. "Skalierbares und flexibles Live-Video Streaming mit der Media Internet Streaming Toolbox." Doctoral thesis, TU Bergakademie Freiberg, 2009. https://tubaf.qucosa.de/id/qucosa%3A22696.

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Die Arbeit befasst sich mit der Entwicklung und Anwendung verschiedener Konzepte und Algorithmen zum skalierbaren Live-Streaming von Video sowie deren Umsetzung in der Media Internet Streaming Toolbox. Die Toolbox stellt eine erweiterbare, plattformunabhängige Infrastruktur zur Erstellung aller Teile eines Live-Streamingsystems von der Videogewinnung über die Medienverarbeitung und Codierung bis zum Versand bereit. Im Vordergrund steht die flexible Beschreibung der Medienverarbeitung und Stromerstellung sowie die Erzeugung von klientenindividuellen Stromformaten mit unterschiedlicher Dienstegüte für eine möglichst große Zahl von Klienten und deren Verteilung über das Internet. Es wird ein integriertes graphenbasiertes Konzept entworfen, in dem das Component Encoding Stream Construction, die Verwendung von Compresslets und eine automatisierte Flussgraphenkonstruktion miteinander verknüpft werden. Die für die Stromkonstruktion relevanten Teile des Flussgraphen werden für Gruppen mit identischem Zustand entkoppelt vom Rest ausgeführt. Dies führt zu einer maximalen Rechenlast, die unabhängig von der Zahl der Klienten ist, was sowohl theoretisch gezeigt als auch durch konkrete Messungen bestätigt wird. Als Beispiele für die Verwendung der Toolbox werden unter Anderem zwei waveletbasierte Stromformate entwickelt, integriert und bezüglich Codiereffizienz und Skalierbarkeit miteinander verglichen
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18

Wedekind, Daniel, Alexander Trumpp, Frederik Gaetjen, Stefan Rasche, Klaus Matschke, Hagen Malberg, and Sebastian Zaunseder. "Assessment of blind source separation techniques for video-based cardiac pulse extraction." SPIE, 2017. https://tud.qucosa.de/id/qucosa%3A35267.

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Blind source separation (BSS) aims at separating useful signal content from distortions. In the contactless acquisition of vital signs by means of the camera-based photoplethysmogram (cbPPG), BSS has evolved the most widely used approach to extract the cardiac pulse. Despite its frequent application, there is no consensus about the optimal usage of BSS and its general benefit. This contribution investigates the performance of BSS to enhance the cardiac pulse from cbPPGs in dependency to varying input data characteristics. The BSS input conditions are controlled by an automated spatial preselection routine of regions of interest. Input data of different characteristics (wavelength, dominant frequency, and signal quality) from 18 postoperative cardiovascular patients are processed with standard BSS techniques, namely principal component analysis (PCA) and independent component analysis (ICA). The effect of BSS is assessed by the spectral signal-tonoise ratio (SNR) of the cardiac pulse. The preselection of cbPPGs, appears beneficial providing higher SNR compared to standard cbPPGs. Both, PCA and ICA yielded better outcomes by using monochrome inputs (green wavelength) instead of inputs of different wavelengths. PCA outperforms ICA for more homogeneous input signals. Moreover, for high input SNR, the application of ICA using standard contrast is likely to decrease the SNR.
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19

Savas, Zafer. "Real-time Detection And Tracking Of Human Eyes In Video Sequences." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606459/index.pdf.

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Robust, non-intrusive human eye detection problem has been a fundamental and challenging problem for computer vision area. Not only it is a problem of its own, it can be used to ease the problem of finding the locations of other facial features for recognition tasks and human-computer interaction purposes as well. Many previous works have the capability of determining the locations of the human eyes but the main task in this thesis is not only a vision system with eye detection capability
Our aim is to design a real-time, robust, scale-invariant eye tracker system with human eye movement indication property using the movements of eye pupil. Our eye tracker algorithm is implemented using the Continuously Adaptive Mean Shift (CAMSHIFT) algorithm proposed by Bradski and the EigenFace method proposed by Turk &
Pentland. Previous works for scale invariant object detection using Eigenface method are mostly dependent on limited number of user predefined scales which causes speed problems
so in order to avoid this problem an adaptive eigenface method using the information extracted from CAMSHIFT algorithm is implemented to have a fast and scale invariant eye tracking. First of all
human face in the input image captured by the camera is detected using the CAMSHIFT algorithm which tracks the outline of an irregular shaped object that may change size and shape during the tracking process based on the color of the object. Face area is passed through a number of preprocessing steps such as color space conversion and thresholding to obtain better results during the eye search process. After these preprocessing steps, search areas for left and right eyes are determined using the geometrical properties of the human face and in order to locate each eye indivually the training images are resized by the width information supplied by the CAMSHIFT algortihm. Search regions for left and right eyes are individually passed to the eye detection algortihm to determine the exact locations of each eye. After the detection of eyes, eye areas are individually passed to the pupil detection and eye area detection algorithms which are based on the Active Contours method to indicate the pupil and eye area. Finally, by comparing the geometrical locations of pupil with the eye area, human gaze information is extracted. As a result of this thesis a software named &ldquo
TrackEye&rdquo
with an user interface having indicators for the location of eye areas and pupils, various output screens for human computer interaction and controls for allowing to test the effects of color space conversions and thresholding types during object tracking has been built.
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20

Vadapalli, Hima Bindu. "Recognition of facial action units from video streams with recurrent neural networks : a new paradigm for facial expression recognition." University of the Western Cape, 2011. http://hdl.handle.net/11394/5415.

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Philosophiae Doctor - PhD
This research investigated the application of recurrent neural networks (RNNs) for recognition of facial expressions based on facial action coding system (FACS). Support vector machines (SVMs) were used to validate the results obtained by RNNs. In this approach, instead of recognizing whole facial expressions, the focus was on the recognition of action units (AUs) that are defined in FACS. Recurrent neural networks are capable of gaining knowledge from temporal data while SVMs, which are time invariant, are known to be very good classifiers. Thus, the research consists of four important components: comparison of the use of image sequences against single static images, benchmarking feature selection and network optimization approaches, study of inter-AU correlations by implementing multiple output RNNs, and study of difference images as an approach for performance improvement. In the comparative studies, image sequences were classified using a combination of Gabor filters and RNNs, while single static images were classified using Gabor filters and SVMs. Sets of 11 FACS AUs were classified by both approaches, where a single RNN/SVM classifier was used for classifying each AU. Results indicated that classifying FACS AUs using image sequences yielded better results than using static images. The average recognition rate (RR) and false alarm rate (FAR) using image sequences was 82.75% and 7.61%, respectively, while the classification using single static images yielded a RR and FAR of 79.47% and 9.22%, respectively. The better performance by the use of image sequences can be at- tributed to RNNs ability, as stated above, to extract knowledge from time-series data. Subsequent research then investigated benchmarking dimensionality reduction, feature selection and network optimization techniques, in order to improve the performance provided by the use of image sequences. Results showed that an optimized network, using weight decay, gave best RR and FAR of 85.38% and 6.24%, respectively. The next study was of the inter-AU correlations existing in the Cohn-Kanade database and their effect on classification models. To accomplish this, a model was developed for the classification of a set of AUs by a single multiple output RNN. Results indicated that high inter-AU correlations do in fact aid classification models to gain more knowledge and, thus, perform better. However, this was limited to AUs that start and reach apex at almost the same time. This suggests the need for availability of a larger database of AUs, which could provide both individual and AU combinations for further investigation. The final part of this research investigated use of difference images to track the motion of image pixels. Difference images provide both noise and feature reduction, an aspect that was studied. Results showed that the use of difference image sequences provided the best results, with RR and FAR of 87.95% and 3.45%, respectively, which is shown to be significant when compared to use of normal image sequences classified using RNNs. In conclusion, the research demonstrates that use of RNNs for classification of image sequences is a new and improved paradigm for facial expression recognition.
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Behúň, Kamil. "Příznaky z videa pro klasifikaci." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236367.

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This thesis compares hand-designed features with features learned by feature learning methods in video classification. The features learned by Principal Component Analysis whitening, Independent subspace analysis and Sparse Autoencoders were tested in a standard Bag of Visual Word classification paradigm replacing hand-designed features (e.g. SIFT, HOG, HOF). The classification performance was measured on Human Motion DataBase and YouTube Action Data Set. Learned features showed better performance than the hand-desined features. The combination of hand-designed features and learned features by Multiple Kernel Learning method showed even better performance, including cases when hand-designed features and learned features achieved not so good performance separately.
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Hesley, Christina Challed. "TARGETING FOOD SELECTIVITY IN YOUNG CHILDREN IN A PRESCHOOL CLASSROOM USING A MULTI-COMPONENT TREATMENT PACKAGE." UKnowledge, 2019. https://uknowledge.uky.edu/edsrc_etds/77.

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The purpose of the study was to evaluate the effectiveness of using a video model, graduated exposure (i.e., touch, smell, try, eat), and positive reinforcement to first increase food exploration, and then increase consumption of non-preferred foods in young children that exhibit food selectivity in a school setting. A multiple probe design across behaviors replicated across participants was used to evaluate the effectiveness of a treatment package. The treatment package consisted of a video model of each target behavior (touch, smell, try, eat) and positive reinforcement which included preferred foods and materials. The results indicated that the treatment package was effective in increasing the food exploration and consumption of non-preferred foods for one participant, and was inconclusive for the second participant.
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Peša, Jan. "Prednasky.com - Systém jako modul." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236459.

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This diploma thesis first introduces the services of servers Prednasky.com and SuperLectures.com. After analyzing the solution it describes the design and development of a new dedicated video player that combines SuperLectures.com functionality as a web-embeddable HTML5 application.
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Marlow, Gregory. "Week 02, Video 01: Components." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/14.

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Dubois, Sloven. "Décompositions spatio-temporelles pour l'étude des textures dynamiques : contribution à l'indexation vidéo." Phd thesis, Université de La Rochelle, 2010. http://tel.archives-ouvertes.fr/tel-00605667.

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Nous nous intéresserons dans cette thèse à l'étude et la caractérisation des Textures Dynamiques (TDs), avec comme application visée l'indexation dans de grandes bases de vidéos. Ce thème de recherche étant émergent, nous proposons une définition des TDs, une taxonomie de celles-ci, ainsi qu'un état de l'art. La classe de TD la plus représentative est décrite par un modèle formel qui considère les TDs comme la superposition d'ondes porteuses et de phénomènes locaux. La construction d'outils d'analyse spatio-temporelle adaptés aux TDs est notre principale contribution. D'une part, nous montrons que la transformée en curvelets 2D+T est pertinente pour la représentation de l'onde porteuse. D'autre part, dans un objectif de décomposition des séquences vidéos, nous proposons d'utiliser l'approche par Analyse en Composantes Morphologiques. Notre contribution consiste en l'apport et l'étude de nouvelles stratégies de seuillage. Ces méthodes sont testées sur plusieurs applications: segmentation spatio-temporelle, décomposition de TDs, estimation du mouvement global d'une TD, ... Nous avons de plus montré que l'Analyse en Composantes Morphologiques et les approches multi-échelles donnent des résultats significatifs pour la recherche par le contenu et l'indexation de Textures Dynamiques de la base de données DynTex. Cette thèse constitue ainsi un premier pas vers l'indexation automatique de textures dynamiques dans des séquences d'images, et ouvre la voie à de nombreux développements sur ce sujet nouveau. Enfin, le caractère générique des approches proposées permet d'envisager leurs applications dans un cadre plus large mettant en jeu par exemple des données 3D.
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Challapalli, Sailabala 1980. "Modeling the temporal components of video structure." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/86653.

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Thesis (M.Eng. and S.B.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.
Includes bibliographical references (leaf 62).
by Sailabala Challapalli.
M.Eng.and S.B.
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Martincová, Lucia. "Odlišení pozadí a pohybujících se objektů ve videosekvenci." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2017. http://www.nusl.cz/ntk/nusl-319269.

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This diploma thesis deals with separation of backgroud and moving objects in video. Video can be represented as series of frames and each frame represented as low - rank structure - matrix. This thesis describe sparse representation of signals and robust principal component analysis. It also presents and implements algorithms - models for reconstruction of real video.
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Komůrková, Lucia. "Odlišení pozadí a pohybujících se objektů ve videosekvenci." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2018. http://www.nusl.cz/ntk/nusl-254387.

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This diploma thesis deals with separation of backgroud and moving objects in video. Video can be represented as series of frames and each frame represented as low - rank structure - matrix. This thesis describe sparse representation of signals and robust principal component analysis. It also presents and implements algorithms - models for reconstruction of real video.
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Regmi, Hem Kanta. "A Real-Time Computational Decision Support System for Compounded Sterile Preparations using Image Processing and Artificial Neural Networks." University of Toledo / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1469113622.

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Massaro, James. "A PCA based method for image and video pose sequencing /." Online version of thesis, 2010. http://hdl.handle.net/1850/11991.

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Pires, David da Silva. "Rastreamento de componentes conexas em vídeo 3D para obtenção de estruturas tridimensionais." Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-06072009-173738/.

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Este documento apresenta uma dissertação sobre o desenvolvimento de um sistema de integração de dados para geração de estruturas tridimensionais a partir de vídeo 3D. O trabalho envolve a extensão de um sistema de vídeo 3D em tempo real proposto recentemente. Esse sistema, constituído por projetor e câmera, obtém imagens de profundidade de objetos por meio da projeção de slides com um padrão de faixas coloridas. Tal procedimento permite a obtenção, em tempo real, tanto do modelo 2,5 D dos objetos quanto da textura dos mesmos, segundo uma técnica denominada luz estruturada. Os dados são capturados a uma taxa de 30 quadros por segundo e possuem alta qualidade: resoluções de 640 x 480 pixeis para a textura e de 90 x 240 pontos (em média) para a geometria. A extensão que essa dissertação propõe visa obter o modelo tridimensional dos objetos presentes em uma cena por meio do registro dos dados (textura e geometria) dos diversos quadros amostrados. Assim, o presente trabalho é um passo intermediário de um projeto maior, no qual pretende-se fazer a reconstrução dos modelos por completo, bastando para isso apenas algumas imagens obtidas a partir de diferentes pontos de observação. Tal reconstrução deverá diminuir a incidência de pontos de oclusão (bastante comuns nos resultados originais) de modo a permitir a adaptação de todo o sistema para objetos móveis e deformáveis, uma vez que, no estado atual, o sistema é robusto apenas para objetos estáticos e rígidos. Até onde pudemos averiguar, nenhuma técnica já foi aplicada com este propósito. Este texto descreve o trabalho já desenvolvido, o qual consiste em um método para detecção, rastreamento e casamento espacial de componentes conexas presentes em um vídeo 3D. A informação de imagem do vídeo (textura) é combinada com posições tridimensionais (geometria) a fim de alinhar partes de superfícies que são vistas em quadros subseqüentes. Esta é uma questão chave no vídeo 3D, a qual pode ser explorada em diversas aplicações tais como compressão, integração geométrica e reconstrução de cenas, dentre outras. A abordagem que adotamos consiste na detecção de características salientes no espaço do mundo, provendo um alinhamento de geometria mais completo. O processo de registro é feito segundo a aplicação do algoritmo ICP---Iterative Closest Point---introduzido por Besl e McKay em 1992. Resultados experimentais bem sucedidos corroborando nosso método são apresentados.
This document presents a MSc thesis focused on the development of a data integration system to generate tridimensional structures from 3D video. The work involves the extension of a recently proposed real time 3D video system. This system, composed by a video camera and a projector, obtains range images of recorded objects using slide projection of a coloured stripe pattern. This procedure allows capturing, in real time, objects´ texture and 2,5 D model, at the same time, by a technique called structured light. The data are acquired at 30 frames per second, being of high quality: the resolutions are 640 x 480 pixels and 90 x 240 points (in average), respectively. The extension that this thesis proposes aims at obtaining the tridimensional model of the objects present in a scene through data matching (texture and geometry) of various sampled frames. Thus, the current work is an intermediary step of a larger project with the intent of achieving a complete reconstruction from only a few images obtained from different viewpoints. Such reconstruction will reduce the incidence of occlusion points (very common on the original results) such that it should be possible to adapt the whole system to moving and deformable objects (In the current state, the system is robust only to static and rigid objects.). To the best of our knowledge, there is no method that has fully solved this problem. This text describes the developed work, which consists of a method to perform detection, tracking and spatial matching of connected components present in a 3D video. The video image information (texture) is combined with tridimensional sites (geometry) in order to align surface portions seen on subsequent frames. This is a key step in the 3D video that may be explored in several applications such as compression, geometric integration and scene reconstruction, to name but a few. Our approach consists of detecting salient features in both image and world spaces, for further alignment of texture and geometry. The matching process is accomplished by the application of the ICP---Iterative Closest Point---algorithm, introduced by Besl and McKay in 1992. Succesful experimental results corroborating our method are shown.
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Watson, Anna Olivia. "Assessing the quality of audio and video components in desktop multimedia conferencing." Thesis, University College London (University of London), 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.395040.

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Whaley-Carr, Anna Marie. "Is video modeling enough to teach parent-child interactions? Toward a systematic evaluation of the key components of video modeling." Thesis, University of North Texas, 2008. https://digital.library.unt.edu/ark:/67531/metadc6040/.

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Parent-child interactions help set the foundation for a child's development. It is therefore important to investigate the relative efficiency and efficacy of procedures used to train them. One procedure that researchers continue to explore is video modeling. The current study evaluated the effect of a video model that displayed favorable parent-child interactions and a modified model with embedded instructions to determine if the introduction of either of these models would alter parent-child interactions. Both models were presented alone without supplemental guidance. Three families were involved in the study. The results showed no systematic change across families or conditions as a result of video viewing and are discussed within context of the needs of the parent, adequate stimulus control, community to support behavior change, measurement sensitivity, and influence of methodology. This study provided a great baseline for future studies to explore the necessary components to create an effective video model.
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Whaley-Carr, Anna Marie Ala'i-Rosales Shahla S. "Is video modeling enough to teach parent-child interactions? Toward a systematic evaluation of the key components of video modeling /." [Denton, Tex.] : University of North Texas, 2008. http://digital.library.unt.edu/permalink/meta-dc-6040.

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Arachchige, Somi Ruwan Budhagoda. "Face recognition in low resolution video sequences using super resolution /." Online version of thesis, 2008. http://hdl.handle.net/1850/7770.

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36

Jäger, Fabian [Verfasser]. "Segment-wise Coding of Texture and Depth Components in 3D Video / Fabian Jäger." Aachen : Shaker, 2016. http://d-nb.info/1094396753/34.

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Davenport, Timothy M. "Early Forest Fire Detection using Texture Analysis of Principal Components from Multispectral Video." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/795.

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The aim of this study is to incorporate the spectral, temporal and spatial attributes of a smoke plume for Early Forest Fire Detection. Image processing techniques are used on multispectral (red, green, blue, mid-wave infrared, and long-wave infrared) video to segment and indentify the presence of a smoke plume within a scene. The temporal and spectral variance of a smoke plume is captured through Principal Component Analysis (PCA) where the Multispectral-Multitemporal PCA is performed on a sequence of video frames simultaneously. The presence of a plume existing in one of the higher order principal components is determined by the texture of its spatial content. The texture is characterized by statistical descriptors derived from the principal component‟s joint probability density distribution of intensities occurring within a spatial relationship, known as a Gray Level Co-Occurrence Matrix (GLCM). Initial analysis is performed on selected frames where only a subset of time is considered. Once the parameters are chosen from the static analysis, the algorithms are executed on video through time to validate the method. The results show that a smoke plume is readily segmented via PCA. Based on the five spectral bands over 3 seconds sampled at 1 second, the plume exists in the 7th principal component. Within these principal components, the smoke‟s presence is best identified by the correlation texture descriptor. The smoke is very spatially correlated compared to the scene at large. Therefore a spike in the spatial correlation of the principal components is all that is needed to identify the start of the smoke plume.
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Tejada, Gamero Enrique David. "Object detection in videos using principal component pursuit and convolutional neural networks." Master's thesis, Pontificia Universidad Católica del Perú, 2018. http://tesis.pucp.edu.pe/repositorio/handle/123456789/11982.

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Object recognition in videos is one of the main challenges in computer vision. Several methods have been proposed to achieve this task, such as background subtraction, temporal differencing, optical flow, particle filtering among others. Since the introduction of Convolutonal Neural Networks (CNN) for object detection in the Imagenet Large Scale Visual Recognition Competition (ILSVRC), its use for image detection and classification has increased, becoming the state-of-the-art for such task, being Faster R-CNN the preferred model in the latest ILSVRC challenges. Moreover, the Faster R-CNN model, with minimum modifications, has been succesfully used to detect and classify objects (either static or dynamic) in video sequences; in such setup, the frames of the video are input “as is” i.e. without any pre-processing. In this thesis work we propose to use Robust PCA (RPCA, a.k.a. Principal Component Pursuit, PCP), as a video background modeling pre-processing step, before using the Faster R-CNN model, in order to improve the overall performance of detection and classification of, specifically, the moving objects. We hypothesize that such pre-processing step, which segments the moving objects from the background, would reduce the amount of regions to be analyzed in a given frame and thus (i) improve the classification time and (ii) reduce the error in classification for the dynamic objects present in the video. In particular, we use a fully incremental RPCA / PCP algorithm that is suitable for real-time or on-line processing. Furthermore, we present extensive computational results that were carried out in three different platforms: A high-end server with a Tesla K40m GPU, a desktop with a Tesla K10m GPU and the embedded system Jetson TK1. Our classification results attain competitive or superior performance in terms of Fmeasure, achieving an improvement ranging from 3.7% to 97.2%, with a mean improvement of 22% when the sparse image was used to detect and classify the object with the neural network, while at the same time, reducing the classification time in all architectures by a factor raging between 2% and 25%.
Tesis
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39

Kollnitz, Gunnar. "Implementation of Network Components for Game Projects." Thesis, Luleå tekniska universitet, Datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70167.

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Online multiplayer is the focus of gameplay for a majority of games released in this day and age, and at the core of multiplayer lies the network code. This means that bad networking code can be ruinous for an entire game. A Sweet Studio is a small game studio that both works as a consultant in the industry as well as develop their own games. But with limited time and money to spend on their own projects, it can be difficult to develop new games. The purpose of this paper is to cover how a multiplayer base can be developed in Unity, iterated on, and how to build it for reusability in a way best, that implementing it in new projects is as simple as possible. The end result is a library with broad functionality and a simple layout.
I majoriteten av datorspel som släpps nuförtiden, är flerspelar gameplay ett av de största fokusen, och i kärnan av den funktionen finns nätverkskoden. Detta betyder att dålig nätverkskod kan förstöra upplevelsen helt och hållet. A Sweet Studio är en mindre spelstudio som både gör konsultarbete inom industrin, och utvecklar sina egna spel. Men med begränsad tid och begränsade pengar att spendera på sina egna projekt, kan det bli tufft att skapa nya spel. Mening med den här rapporten är att gå över hur en flerspelarbas kan utvecklas i Unity, itereras över och hur den bäst byggs för återanvändning, så att det lätt går att implementeras i nya projekt. Slutresultatet är ett bibliotek med bred funktionalitet och en simpel layout.
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Silva, Maria de FÃtima Gomes da. "Attributes of quality of pumpkin(Cucurbita moschata cv. Milk) obtained by different cooking methods." Universidade Federal do CearÃ, 2012. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=8043.

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Pumpkin is a vegetable that has a remarkable nutritional importance, especially because it is a rich source of carotenoids, the essential compounds to human nutrition. Although the cooking methods may influence the retention of nutrients and phytochemicals in foods, there is a need to know the best way to promote cooking in pumpkin, minimizing the significant nutritional and sensory loss. This study aimed to determine and compare the quality attributes of fresh pumpkin, achieved by different cooking methods: boiling, steam, vacuum (sous-vide) and microwave. It was made chemical and physico-chemical determinations, staining, functional constituents and microbiological and sensory analysis of the products. At the end of the study, it was found that the parameters of soluble solids, non-reducing sugars, total sugars, soluble dark pigments, hue angle, total anthocyanins, yellow flavonoids, carotenoids and phenolic compounds, and the sensory attributes of flavor, texture, overall impression and purchase intention presented significant variations for the effect of the performed cooking methods. The color of cooked samples was less bright (L*), red (a*) and yellow (b*) than the color of the fresh sample. The loss of vivid colors (reduction of chroma) over the fresh pumpkin was observed for all cooked samples. All cooking methods reduced the content of ascorbic acid, anthocyanins and total polyphenols. Total carotenoids ranged from 8,933.92 to 24,772.72 mg 100 g-1 of fresh sample, and 24.58% higher in cooking in microwave and 2.26% cooking in boiling, while the cooks in the steam and in vacuum (sous-vide) caused a reduction. The yellow flavonoids were more preserved for cooking in microwave and ranged from 9.31 to 13.73 mg 100 g-1 between the brews made. The sous-vide cooking caused the greatest loss of functional components, being attributed to increased cooking time and degradation by light. The products showed no microbiological contamination. The cooking in microwave showed the highest scores for all sensory attributes evaluated. The other three cooking were also well accepted by panelists, representing different market niches. Pumpkin has many quality attributes, with high levels of functional components, and cooking in microwave oven is the preferred method to promote their cooking.
A abÃbora à um legume que apresenta uma notÃvel importÃncia nutricional, destacando-se pelo fato de ser uma rica fonte de carotenÃides, compostos imprescindÃveis na nutriÃÃo humana. Todavia, os mÃtodos de cocÃÃo podem influenciar a retenÃÃo de nutrientes e fitoquÃmicos em alimentos, havendo a necessidade de se conhecer a melhor forma de promover a cocÃÃo em abÃbora, minimizando as significativas perdas nutricionais e sensoriais. Este trabalho objetivou determinar e comparar os atributos de qualidade de abÃbora in natura e obtida por diferentes mÃtodos de cocÃÃo: ebuliÃÃo, vapor, vÃcuo (sous-vide) e micro-ondas. Foram realizadas determinaÃÃes quÃmicas e fÃsico-quÃmicas, coloraÃÃo, constituintes funcionais e anÃlises microbiolÃgicas e sensoriais dos produtos. Ao final do estudo, constatou-se que os parÃmetros de sÃlidos solÃveis, aÃÃcares nÃo redutores, aÃÃcares totais, pigmentos escuros solÃveis, Ãngulo hue, antocianinas totais, flavonÃides amarelos, carotenÃides totais e polifenÃis totais, e os atributos sensoriais de sabor, textura, impressÃo global e intenÃÃo de compra apresentaram variaÃÃes significativas pelo efeito dos mÃtodos de cocÃÃo realizados. A cor das amostras cozidas foi menos brilhante (L*), vermelho (a*) e amarelo (b*) do que a cor da amostra in natura. A perda de cores vivas (diminuiÃÃo de croma) em relaÃÃo à abÃbora in natura foi observada para todas as amostras cozidas. Todos os mÃtodos de cocÃÃo reduziram os conteÃdos de Ãcido ascÃrbico, antocianinas totais e polifenÃis totais. Os carotenÃides totais variaram de 8.933,92 a 24.772,72 Âg 100 g-1 de amostra fresca, sendo elevados em 24,58% na cocÃÃo em micro-ondas e em 2,26% na cocÃÃo em ebuliÃÃo, enquando as cocÃÃes no vapor e no vÃcuo (sous-vide) provocaram reduÃÃo. Os flavonÃides amarelos foram mais preservados na cocÃÃo em micro-ondas e variaram de 9,31 a 13,73 mg 100 g-1 entre as cocÃÃes realizadas. A cocÃÃo sous-vide ocasionou as maiores perdas de componentes funcionais, sendo atribuÃdas ao maior tempo de cocÃÃo e a degradaÃÃo pela luz. Os produtos nÃo apresentaram contaminaÃÃes microbiolÃgicas. A cocÃÃo em micro-ondas foi a que apresentou maiores mÃdias para os atributos sensoriais avaliados. As outras trÃs cocÃÃes tambÃm foram bem aceitas pelos provadores, representando nichos diferenciados de mercado. A abÃbora possui muitos atributos de qualidade, apresentando elevados nÃveis de componentes funcionais, sendo a cocÃÃo em micro-ondas o mÃtodo preferido para promover a sua cocÃÃo.
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Eastwood, Clare. "Unpacking the black box of voice therapy: Exploration of motor learning and gestural components used in the treatment of muscle tension voice disorder." Thesis, The University of Sydney, 2021. https://hdl.handle.net/2123/25759.

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Voice therapy is the recommended care for Muscle Tension Voice Disorder (MTVD). For optimal care, SLPs should base their decisions on the three elements of Evidence Based Practice (E3BP) (i.e. research, clinical judgement & client factors). However, SLPs working in voice report using an uneven mix of these elements and that limited high quality evidence is a barrier to E3BP (Chan, et al., 2013). A systematic review of voice therapy for MTVD was conducted, showing positive therapeutic effect. However, methodological limitations prevented strong conclusions about voice therapy. Foremost among the problems was lack of therapy content description. Based on the argument that research and clinical practice won’t advance without disaggregating voice therapy, two studies were designed to illuminate the contents of the ‘black box’ of voice therapy. Both studies used data from six video-recorded voice therapy sessions; two consecutive sessions for MTVD from three SLP-client pairs. SLP behaviour during the videos was analysed via deductive content analysis using two frameworks. The first framework (MLCF-modified) was based on the Motor Learning Classification Framework (MLCF) (Madill et al., 2019) and consisted of ten motor learning (ML) variables. The second framework (GFFCS-modified) was based on Kong’s (2015) gesture form and function classification system and consisted of eight gesture form and eight gesture function categories. Unpacking the black box of voice therapy: Exploration of motor learning and gestural components used in the treatment of muscle tension voice disorder. The two studies were strikingly similar. SLPs used all categories of the MLCFmodified and GFFCS-modified. The rate of SLP ML variables and gestures was high and distribution of types was similar across consecutive sessions and SLPs. This suggests that SLPs communicate large amounts of information during voice therapy and questions the extent to which SLPs modify therapy according to patient need. Unpacking the ‘black box’ of voice therapy is a complex project but one that will ultimately advance voice therapy and hopefully, lead to improved voice care for MTVD.
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Chiniquy, Michael. "Lyckade spelkomponenter : Vad ligger bakom World of Warcrafts popularitet?" Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18526.

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I denna studie så kommer jag att analysera MMORPG-spelet World of Warcraft genom att utföra en analys i hopp om att isolera spelmekanismer och element som kan anses vara välfungerande och väldesignade. Jag kommer dessutom att bryta ner World of Warcraft till dess kärnkomponenter med hjälp av Interaction Centric Framework modellen som ett komplement till denna studie. Resultaten visar att World of Warcraft använder sig av många slags egenskaper och designval som skiljer sig själv från andra spel, som att dra ner på story element och att destillera spelets kärna till en väldigt grundlig ”morot-och-piska” formel som låter spelaren kunna spela oavbrutet utan att känna något skäl att sluta spela.
In this paper, I intend to analyze the MMORPG game World of Warcraft by conducting a formal analysis as a way to isolate game mechanics and elements that could be viewed as well-functioning and well-designed. I will also be breaking down the core components of World of Warcraft using the Interaction Centric Framework to complement the study. The results show that World of Warcraft employs a number of features and design choices that differentiates itself from other games, such as stripping the game of story elements and distilling the gameplay to a basic “carrot on a stick” formula, also leaving the player completely uninterrupted and undeterred during gameplay.
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43

Capdevila, Ibañez Bruno. "Serious game architecture and design : modular component-based data-driven entity system framework to support systemic modeling and design in agile serious game developments." Paris 6, 2013. http://www.theses.fr/2013PA066727.

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Depuis une dizaine d’années, on constate que les propriétés d’apprentissage inhérentes aux jeux-vidéo incitent de nombreux développeurs à explorer leur potentiel en tant que moyen d’expression pour des buts divers et innovateurs (sérieux). L’apprentissage est au cœur de l’expérience de jeu, mais il prend normalement place dans les domaines affectifs et psychomoteurs. Quand l’apprentissage cible un contenu sérieux, des designers cognitifs/pédagogiques doivent veiller à son effectivité dans le domaine cognitif. Dans des équipes éminemment multidisciplinaires (jeu, technologie, cognition et art), la compréhension et la communication sont indispensables pour une collaboration efficace dès la première étape de conception. Dans une approche génie logiciel, on s’intéresse aux activités (multidisciplinaires) du processus de développement plutôt qu’aux disciplines elles-mêmes, dans le but d’uniformiser et clarifier le domaine. Puis, nous proposons une fondation logicielle qui renforce ce modèle multidisciplinaire grâce à une approche d’underdesign qui favorise la création des espaces de design collaboratifs. Ainsi, Genome Engine peut être vu comme une infrastructure sociotechnique dirigée-donnée qui permet à des développeurs non-programmeurs, comme le game designer et éventuellement le designer cognitif, de participer activement dans la construction du design du produit, plutôt que de l’évaluer déjà en temps d’utilisation. Son architecture est fondée sur un style de système de systèmes d’entités, ce qui contribue à sa modularité, sa réutilisabilité et adaptabilité, ainsi qu’à fournir des abstractions qui favorisent la communication. Plusieurs projets réels nous ont permis de tester notre approche
For the last ten years, we witness how the inherent learning properties of videogames entice several creators into exploring their potential as a medium of expression for diverse and innovative (serious) purposes. Learning is at the core of the play experience, but it usually takes place at the affective and psychomotor domains. When the learning targets the serious content, cognitive/instructional designers must ensure its effectiveness at the cognitive domain. In such eminently multidisciplinary teams (game, technology, cognition, art), understanding and communication are essential for an effective collaboration from the early stage of inception. In a software engineering approach, we focus on the (multidisciplinary) activities of the development process rather than the disciplines themselves, with the intent to uniform and clarify the field. Then, we propose a software foundation that reinforces this multidisciplinary model thanks to an underdesign approach that favors the creation of collaborative design workspaces. Thereby, Genome Engine can be considered as a data-driven sociotechnical infrastructure that provides non-programmer developers, such as game designers and eventually cognitive designers, with a means to actively participate in the construction of the product design, rather than evaluating it once in usage time. Its architecture is based on a component-based application framework with an entity system of systems runtime object model, which contributes to modularity, reuse and adaptability, as well as to provide familiar abstractions that ease communication. Our approach has been extensively evaluated with the development of several serious game projects
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44

Pereira, Lénia Patrícia Brites. "Componentes poliméricos de alto desempenho para a indústria automóvel." Master's thesis, Universidade de Aveiro, 2014. http://hdl.handle.net/10773/15679.

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Mestrado em Engenharia de Materiais
Atualmente, a utilização e as diversas aplicações de materiais poliméricos seguem tendências crescentes, pelo que se torna necessário aprofundar a compreensão do seu comportamento e funcionalidades. Neste contexto, na presente dissertação analisa-se a fabricação e características de rolamentos poliméricos para a suspensão automóvel. Estes rolamentos visam a substituição dos clássicos rolamentos metálicos. Esta substituição tem por objetivos garantir a melhoria do funcionamento dos rolamentos, bem como o seu usufruto, contribuindo para um maior conforto e segurança dos passageiros e para uma redução do peso do veículo, com consequente diminuição do consumo do combustível e melhoria da eficiência. Sendo o poliacetal (POM) e a poliamida (PA) considerados polímeros de alto desempenho, estes polímeros reúnem boas características para aplicação na fabricação de dispositivos com funcionalidades exigentes como é o caso dos rolamentos. O presente trabalho aborda o estudo de algumas das suas propriedades, de modo a obter informações relevantes quanto à respetiva aplicação em rolamentos de suspensão, tendo como foco principal a análise da matéria-prima utilizada. Deste modo, alteraram-se as formulações variando-se os teores de material virgem e reciclado, estudou-se o ser comportamento mecânico, reológico e térmico: fizeram-se análises reológicas através do estudo do MFI a fim de se obterem informações complementares ao estudo mecânico, realizaram-se análises térmicas para avaliar a possibilidade de degradação térmica do material e, no caso da PA66-30GF, recorreu-se à microscopia eletrónica de varrimento para se estudar os aspetos microestruturais deste compósito reforçado com fibra de vidro. Adicionalmente, procedeu-se à análise da rugosidade superficial dos componentes dos rolamentos e quantificou-se o torque dos mesmos. A partir dos estudos anteriores, foi possível concluir que o POM apresenta um comportamento mecânico estável mesmo utilizando uma formulação com 100% de material reciclado. Este comportamento não se verificou na PA6630GF, dado que as suas propriedades mecânicas são afetadas de forma significativa pelo teor de reciclado na formulação. Com o estudo do torque determinou-se o valor limite do momento de torsão do rolamento que garante o seu bom funcionamento e eficácia.
Currently, the use and the diverse applications of polymeric materials are showing growing trends, and so it is necessary to look more closely to their behavior and functionalities. In this context, in this thesis we analyze the manufacture and characteristics of polymeric bearings for the automobile suspension, aiming to replace the traditional metal bearings. This replacement will ensure the improved functioning of bearings as well as their use, concurring to greater comfort and safety of passengers while reducing the vehicle weight, thus decreasing fuel consumption and improving efficiency. As the polyacetal (POM) and the polyamide (PA) are considered high performance polymers, they aggregate good characteristics for use in the production of devices with demanding features such as bearings. This study addresses some of its properties, in order to obtain relevant information about the application of the referred polymers in suspension bearings, focusing mainly on the analysis of the used raw material. Thus, different polymer formulations with various ratios of virgin and recycled polymers were characterized in terms of mechanical, reological and thermal behavior: mechanical behavior was studied changing the formulations of virgin and recycled materials; rheological analyzes were made through the MFI studies in order to obtain complimentary information to the mechanical study, thermal analysis were conducted to evaluate the possibility of thermal degradation of the material and, in the case of PA66-30GF, scanning electronic microscopy was used to access the microstructure of the composite reinforced with glass fiber. In addition, the surface roughness of the bearing components was analysed and torque was quantified. The obtained results allowed to conclude that POM presents a stable mechanical behavior regardless the percentage of recycled material in the composition. Regarding PA66-30GF, this composite showed a different behavior as its mechanical properties are clearly affected by the amount of recycled material used in the composition. The study of the moment of torsion allowed to determine the limit value that ensures a proper functioning and efficiency of the bearing.
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45

Wilander, Hjalmar. "Player experience from 3D game components : A theoretical and empirical look at computer graphics in practice." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-160094.

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There is currently little research about how the aesthetics of a game affects the perceived PX. Especially, the aesthetics of the individual 3D game components, such as characters, enemies and environmental objects. This thesis project studies different design principles and approaches to create 3D game components. These are used in practice to create 3D game components for a video game. The 3D game components are evaluated with qualitative and quantitative methods, with the intention to find a method for creating 3D game components that evoke a certain PX. The results show that it is possible to create 3D game components that evoke positive emotions, by using color psychology, animation theory and by designing from the developers own feelings and experiences.
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46

Černý, Petr. "Vyhledávání ve videu." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236590.

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This thesis summarizes the information retrieval theory, the relational model basic and focuses on the data indexing in relational database systems. The thesis focuses on multimedia data searching. It includes description of automatic multimedia data content extraction and multimedia data indexing. Practical part discusses design and solution implementation for improving query effectivity for multidimensional vector similarity which describes multimedia data. Thesis final part discusses experiments with this solution.
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47

Marechal, Nicolas. "Génération de contenu graphique." Phd thesis, Université Claude Bernard - Lyon I, 2010. http://tel.archives-ouvertes.fr/tel-00843000.

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L'objectif de cette thèse est la recherche de nouvelles techniques de génération de contenu numérique pour des applications de jeu vidéo. Le manque de variété de terrains, d'objets et de détails affecte fortement le réalisme des paysages de synthèse.Dans ce contexte, un des principaux goulots d'étranglements est la modélisation des ressources graphiques permettant de créer les scènes. Afin de simplifier et d'accélérer cette tâche, nous présentons des méthodes permettant de générer automatiquement du contenu graphique pour créer de grands paysages à la fois complexes et originaux.Notre première approche permet de créer et d'éditer rapidement des variétés d'objets à partir d'un modèle initial fourni par un graphiste, sous la contrainte d'une représentation avec très peu de triangles. Nous présentons également une méthode de génération procédurale des variétés d'objets. Ensemble, ces méthodes permettent de créer aussi bien des variétés de formes naturelles que des ouvrages d'arts tels que des routes, des ponts et des tunnels capables de s'adapter automatiquement au relief d'un paysage.Nous proposons une autre méthode, s'appuyant sur une simulation physique et thermique, pour créer des paysages hivernaux évoluant au cours du temps en fonction des conditions climatiques. Cette approche permet de suivre l'évolution du manteau neigeux ainsi que l'épaisseur de la glace qui se forme en surface d'un lac.
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48

Chukwu, Leonard O., and Yazhini Ramaswamy. "Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37742.

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This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games on its players. To get the data needed for this study, we conducted an online survey with a 40-item questionnaire which included demographic information of the respondents, gaming experience and behavioural components of flow and addiction. We were able to attract 80 adult video game players to participate in the study. Our findings showed that 60% of these 80 adult video game players were not addicted, 34% were highly engaged while 6% of the players were addicted. These findings helped us to infer that not all highly engaged video game players are addicted. Furthermore, most of the addicted players were players who have been playing video games for a long time.
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49

Hsu, Alexandra (Alexandra E. ). "Creating and editing "Digital Blackboard" videos using Pentimento : with a focus on syncing audio and visual components." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100602.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis. Page 85 blank.
Includes bibliographical references (page 84).
Online education is a rapidly growing field and with the desire to create more online educational content comes the necessity to be able to easily generate and maintain that content. This project aims to allow for recording, editing, and maintaining "digital blackboard" style lectures, in which a handwritten lecture with voiceover narration is created. Current recording software requires that a lecture audio and visuals be recorded correctly in one take or they must be re-recorded. By utilizing vector graphics, a separation of audio and visual components, and a way for the user to be in control of the synchronization of audio and visuals, Pentimento is a unique piece of software that is specifically designed to record and edit online handwritten lectures.
by Alexandra Hsu.
M. Eng.
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50

SILVA, Maria de Fátima Gomes da. "Atributos de qualidade de abóbora (Cucurbita moschata cv. Leite) obtida por diferentes métodos de cocção." reponame:Repositório Institucional da UFC, 2012. http://www.repositorio.ufc.br/handle/riufc/17787.

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SILVA, Maria de Fátima Gomes da. Atributos de qualidade de abóbora (Cucurbita moschata cv. Leite) obtida por diferentes métodos de cocção. 2012. 81 f. : Dissertação (mestrado) - Universidade Federal do Ceará, Centro de Ciências Agrárias, Departamento de Tecnologia de Alimentos, Fortaleza-CE, 2012
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A abóbora é um legume que apresenta uma notável importância nutricional, destacando-se pelo fato de ser uma rica fonte de carotenóides, compostos imprescindíveis na nutrição humana. Todavia, os métodos de cocção podem influenciar a retenção de nutrientes e fitoquímicos em alimentos, havendo a necessidade de se conhecer a melhor forma de promover a cocção em abóbora, minimizando as significativas perdas nutricionais e sensoriais. Este trabalho objetivou determinar e comparar os atributos de qualidade de abóbora in natura e obtida por diferentes métodos de cocção: ebulição, vapor, vácuo (sous-vide) e micro-ondas. Foram realizadas determinações químicas e físico-químicas, coloração, constituintes funcionais e análises microbiológicas e sensoriais dos produtos. Ao final do estudo, constatou-se que os parâmetros de sólidos solúveis, açúcares não redutores, açúcares totais, pigmentos escuros solúveis, ângulo hue, antocianinas totais, flavonóides amarelos, carotenóides totais e polifenóis totais, e os atributos sensoriais de sabor, textura, impressão global e intenção de compra apresentaram variações significativas pelo efeito dos métodos de cocção realizados. A cor das amostras cozidas foi menos brilhante (L*), vermelho (a*) e amarelo (b*) do que a cor da amostra in natura. A perda de cores vivas (diminuição de croma) em relação à abóbora in natura foi observada para todas as amostras cozidas. Todos os métodos de cocção reduziram os conteúdos de ácido ascórbico, antocianinas totais e polifenóis totais. Os carotenóides totais variaram de 8.933,92 a 24.772,72 µg 100 g-1 de amostra fresca, sendo elevados em 24,58% na cocção em micro-ondas e em 2,26% na cocção em ebulição, enquando as cocções no vapor e no vácuo (sous-vide) provocaram redução. Os flavonóides amarelos foram mais preservados na cocção em micro-ondas e variaram de 9,31 a 13,73 mg 100 g-1 entre as cocções realizadas. A cocção sous-vide ocasionou as maiores perdas de componentes funcionais, sendo atribuídas ao maior tempo de cocção e a degradação pela luz. Os produtos não apresentaram contaminações microbiológicas. A cocção em micro-ondas foi a que apresentou maiores médias para os atributos sensoriais avaliados. As outras três cocções também foram bem aceitas pelos provadores, representando nichos diferenciados de mercado. A abóbora possui muitos atributos de qualidade, apresentando elevados níveis de componentes funcionais, sendo a cocção em micro-ondas o método preferido para promover a sua cocção.
Pumpkin is a vegetable that has a remarkable nutritional importance, especially because it is a rich source of carotenoids, the essential compounds to human nutrition. Although the cooking methods may influence the retention of nutrients and phytochemicals in foods, there is a need to know the best way to promote cooking in pumpkin, minimizing the significant nutritional and sensory loss. This study aimed to determine and compare the quality attributes of fresh pumpkin, achieved by different cooking methods: boiling, steam, vacuum (sous-vide) and microwave. It was made chemical and physico-chemical determinations, staining, functional constituents and microbiological and sensory analysis of the products. At the end of the study, it was found that the parameters of soluble solids, non-reducing sugars, total sugars, soluble dark pigments, hue angle, total anthocyanins, yellow flavonoids, carotenoids and phenolic compounds, and the sensory attributes of flavor, texture, overall impression and purchase intention presented significant variations for the effect of the performed cooking methods. The color of cooked samples was less bright (L*), red (a*) and yellow (b*) than the color of the fresh sample. The loss of vivid colors (reduction of chroma) over the fresh pumpkin was observed for all cooked samples. All cooking methods reduced the content of ascorbic acid, anthocyanins and total polyphenols. Total carotenoids ranged from 8,933.92 to 24,772.72 mg 100 g-1 of fresh sample, and 24.58% higher in cooking in microwave and 2.26% cooking in boiling, while the cooks in the steam and in vacuum (sous-vide) caused a reduction. The yellow flavonoids were more preserved for cooking in microwave and ranged from 9.31 to 13.73 mg 100 g-1 between the brews made. The sous-vide cooking caused the greatest loss of functional components, being attributed to increased cooking time and degradation by light. The products showed no microbiological contamination. The cooking in microwave showed the highest scores for all sensory attributes evaluated. The other three cooking were also well accepted by panelists, representing different market niches. Pumpkin has many quality attributes, with high levels of functional components, and cooking in microwave oven is the preferred method to promote their cooking.
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