Dissertations / Theses on the topic 'Video description – Technological innovations'
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Chalustowski, Jan Francis. "Digital video communication : interpretive frameworks of key stakeholders." Thesis, Queensland University of Technology, 1996. https://eprints.qut.edu.au/36280/1/36280_Chalustowski_1996.pdf.
Full textHabbari, Samia, Arreola Alfredo Hidalgo, and Petrova Antoniya Georgieva. "Business Dynamics and Innovation in the Home Video Game Industry." Thesis, Jönköping University, JIBS, EMM (Entrepreneurship, Marketing, Management), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-12836.
Full textThe purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic literature. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis. The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.The purpose of this thesis is to present and analyze the innovations in the home video game industry and their impact on the competitive strategies of the companies in the indus-try. The existing literature about business cycles and business dynamics is scarce from busi-ness administrative perspective. This thesis contributes to fill the gap in the academic litera-ture. The choice of the home video game industry has been done, due to its fast growing economic nature and the rapid changes that can be noticed, especially for the last decade. A qualitative research method with secondary qualitative and quantitative data and primary qualitative data through interviews has been used for this thesis.The home video game industry is highly driven by technological product innovations. Incremental innovations do not affect in a significant way the dynamics within the industry. Radical innovations create a competitive advantage through differentiation and they increase market share for the company which followed this strategy. Disruptive innovations open new markets, change the business environment for every firm and generate a shift in consumer preferences. Hence, the company which implements a disruptive innovation gains extensive market share. Innovations are possible due to the strategic orientation a company aims to pursue. If a company pursues a high market orientation and a low inno-vation orientation it manufactures an upgraded product to keep customers satisfied. When the firm pursues a high market and innovation orientation, the final product includes cha-racteristics that the customers desire. While at the same time the product created offers services and features hard to be matched by the competition. Finally, if a firm pursues a high innovation orientation and a low market orientation strategy, it creates an easier and more convenient alternative on the existing products while being cheaper. At the same time this strategic orientation disregards the established customers' desires.
Mulumba, Patrick. "A common analysis framework for simulated streaming-video networks." Thesis, Rhodes University, 2009. http://eprints.ru.ac.za/1691/.
Full textNguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.
Full textHelsel, Sandra Kay. "A set of criteria derived from curriculum theory to assist in the planning, use and evaluation of educational interactive videodisc." Diss., The University of Arizona, 1988. http://hdl.handle.net/10150/184372.
Full textSahd, Curtis Lee. "Bluetooth audio and video streaming on the J2ME platform." Thesis, Rhodes University, 2010. http://hdl.handle.net/10962/d1006521.
Full textMusvibe, Ray. "COIN : a customisable, incentive driven video on demand framework for low-cost IPTV services." Thesis, Rhodes University, 2012. http://hdl.handle.net/10962/d1006650.
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Williams, Jennifer M. "An Application of Digital Video Recording and Off-grid Technology to Burrowing Owl Conservation Research." Thesis, University of North Texas, 2014. https://digital.library.unt.edu/ark:/67531/metadc699953/.
Full textNeves, Bráulio de Britto. "O ciberdocumentário prefigurativo dos anos 2000." [s.n.], 2011. http://repositorio.unicamp.br/jspui/handle/REPOSIP/284504.
Full textTese (doutorado) - Universidade Estadual de Campinas, Instituto de Artes
Made available in DSpace on 2018-08-23T21:00:40Z (GMT). No. of bitstreams: 1 Neves_BrauliodeBritto_D.pdf: 3338859 bytes, checksum: 9f7b6335eb8a7b3fd674c22b05e8d7d4 (MD5) Previous issue date: 2011
Resumo: Esta tese propõe novos critérios para a definição de cinema documentário, tomando-o como uma classe natural da retórica da esfera publica contemporânea, a partir da extrapolação dos traços recorrentes do documentário político feito a partir, através e para a circulação na internet, na primeira década do século 21. A constatação de que o ciberdocumentário ativista recente logrou transformar o esforço de constituição de espaços de visibilidade publica autônomos em uma matéria de expressão poética peculiar conduziu a concepção de que o traço distintivo do documentário, em geral, reside no tipo especifico de relação que ele pretende constituir entre seus participantes: enunciadores, enunciatários e atores sociais. Reinterpreta-se retórico-especulativamente os conceitos da "pragmática universal" para tornar os conceitos de "interpretabilidade" e "validez" operadores analíticos apropriados para o exame da retórica dos ciberdocumentários. A peculiaridade mais decisiva desses vídeos e sua função instauradora de contrapúblicos, através da operação de plataformas telemáticas de publicação abertas. Essa inovação, trazida para a esfera publica pelo ciberativismo dos movimentos antiglobalização corporativa, e estruturada como uma política prefigurativa. Os ciberdocumentários publicados nessas plataformas são tambem prefigurativos porque visam provocar efeitos catalisadores, comemorativos e regenerativos sobre seus apreciadores, propiciando a transposição das relações de participação na enunciação para as relações nos contrapúblicos e na esfera publica ampla. A inovação da producao de conteúdo pelos públicos usuários, porém, e capturada por corporações da telemática, nas "redes sociais" e sites de "compartilhamento de vídeos", como estratégia para extrair trabalho não pago da privacidade coletiva dos usuários. Através de analises da estrutura das plataformas de publicação, de alguns ciberdocumentários e de entrevistas com seus organizadores, a tese examina dois projetos ciberativistas prefigurativos: o CMI-Brasil e o Circuitos Compartilhados. Examina-se como o propósito de constituição de contrapúblicos ativistas prefigurativos determina os demais elementos da retórica dos ciberdocumentários (situações de tomada, montagem, paratextualização nas plataformas, organização de exibições). Nos vídeos do Centro de Mídia Independente, temos uma retórica próxima do documentário direto contra-informação política, na qual o espaço urbano e audiovisual mente reconstruído de maneira agônica. A intensa imersividade dos vídeos ceemistas serve para de estabelecer uma relação de revezabilidade entre os participantes das enunciações ciberdocumentárias prefigurativas. Em Circuitos, ha proximidade com a retórica do documentário poeticoexperimental. Nessa plataforma, que tambem e uma coleção de vídeos compartilhada pelos participantes do projeto, a constituição de contrapúblicos e manifestamente explorada como práxis poética
Abstract: In the present thesis are proposed new criteria for the documentary cinema definition, as a natural class of the contemporary public sphere rhetoric, stemming from the extrapolation of the recurring features of the political documentary built upon, through and to the Internet diffusion, made in the first decade of the 21th century. The observation that the recent activist cyberdocumentary succeeded in convert the public visibility spaces' building efforts in a peculiar poetic matter of expression brought the conception that the distinctive characteristic of the documentary rhetoric lies in the specific kind of relationship it pretends to constitute between their parts - ennunciators, ennunciatees and social actors. The concepts of the "Universal Pragmatics" are undertaken in a speculative-rhetoric key, to make them suitable to the prefigurative cyberdocumentaries rhetoric scrutiny. The crucial particular feature of this videos is their role in the counterpublics institution, through the operation of open publishing on-line platforms. This innovation, brought about in the public sphere by the anti-corporate globalization movements cyberactivism, is neatly structured as a prefigurative policy. The cyberdocumentaries published in these platforms are also prefigurative because they aim to produce cathalist, commemorative and regenerative effects on their appreciators, underpinning the transposition from the relationships between the parts in the enunciation to the relationships into the counterpublics and in the public sphere at large. The innovation of the user publics content production has however been captured by the internet corporations, in the "social networks" and "video sharing" sites, as a strategy to extract unpaid work from the collective privacy of the users. Through the analysis of the publishing platforms structures, of cyberdocumentaries and of interviews, this thesis presents the main features of two prefigurative cyberactivist projects: The Brazilian Indymedia chapter (CMI-Brasil) and the "Shared Circuits" (Circuitos Compartilhados). The scrutiny focus is directed to the understanding of how the activist counterpublics building purpose determines the other layers of the ciberdocumentary rhetoric (the image take situations, the montage, the paratextual composition of the platforms, the organization of exhibitions). In the Brazilian IMC videos, we see a rethoric near to the counter-information direct documentary, where the urban space is audiovisually reconstructed in an agonic manner. The intense immersivity of IMC's videos is precursory to a relaying relationship between the documentary ennounciation participants. In Circuits, a more closeness to the poetic-experimental documentary rhetoric is seen. In that platform, which is also a video collection shared by the project participants, the counterpublic building is conspicuously explored as a poetic praxis
Doutorado
Multimeios
Doutor em Multimeios
Tsui, Sin-mei, and 徐善美. "A study on the association of individual and work-related factors withmusculoskeletal disorders among display screen equipment (DSE) users." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2005. http://hub.hku.hk/bib/B39724268.
Full textMerritt, Daniel W. "BotCam : design, testing and development of a fully automated stereo-video bottom camera bait station for ecosystem monitoring of bottom fish species." Thesis, 2005. http://hdl.handle.net/10125/20780.
Full textRandolph-Krisova, Andrea. "Descriptive Analysis of the Most Viewed Youtube Videos Related to the Opioid Epidemic." Thesis, 2018. https://doi.org/10.7916/D8X36DXS.
Full text"System sizing and resource allocation for video-on-demand systems." 1997. http://library.cuhk.edu.hk/record=b5889148.
Full textThesis (M.Phil.)--Chinese University of Hong Kong, 1997.
Includes bibliographical references (leaves 64-66).
Abstract --- p.i
Acknowledgments --- p.iii
Chapter 1 --- Introduction --- p.1
Chapter 1.1 --- Video-On-Demand Environment --- p.1
Chapter 1.2 --- Problem Definition --- p.3
Chapter 2 --- Related Work --- p.7
Chapter 2.1 --- Data Sharing Techniques --- p.7
Chapter 2.1.1 --- Batching --- p.7
Chapter 2.1.2 --- Buffering --- p.9
Chapter 2.1.3 --- Static Partitioning --- p.10
Chapter 2.1.4 --- Adaptive Piggybacking --- p.10
Chapter 2.2 --- Providing VCR Functionalities --- p.12
Chapter 3 --- System Model --- p.15
Chapter 3.1 --- Operations involved in VCR Control --- p.15
Chapter 3.2 --- Normal Playback Model --- p.17
Chapter 3.3 --- VCR Model --- p.18
Chapter 4 --- Resource Allocation for Normal Playback --- p.21
Chapter 4.1 --- Mathematical Model --- p.22
Chapter 4.1.1 --- Hits occurring within the same partition (hit w) --- p.24
Chapter 4.1.2 --- Jump to other partitions (hito) --- p.27
Chapter 4.1.3 --- Fast-forwarding to the end of a movie --- p.30
Chapter 4.1.4 --- The expected hit probability P(hit) --- p.31
Chapter 4.2 --- Model Verification --- p.32
Chapter 5 --- Resource Allocation for VCR mode --- p.35
Chapter 5.1 --- Scheme 1: No merging --- p.36
Chapter 5.2 --- Scheme 2: Merging by adaptive piggybacking and buffering --- p.36
Chapter 5.2.1 --- Resuming within the threshold (Δ ≤ k) --- p.38
Chapter 5.2.2 --- Resuming beyond the threshold (Δ > k) --- p.39
Chapter 5.3 --- Verification --- p.42
Chapter 6 --- Applications to System sizing --- p.45
Chapter 6.1 --- Cost of Resources for Normal Playback --- p.46
Chapter 6.2 --- Cost of Resources for VCR functions --- p.48
Chapter 6.3 --- Overall system cost --- p.49
Chapter 6.4 --- Comparison --- p.50
Chapter 6.4.1 --- Scheme 1 vs. Scheme 2 --- p.51
Chapter 6.4.2 --- Scheme 2 vs. pure I/O & pure buffer --- p.54
Chapter 6.4.3 --- Different values of k --- p.58
Chapter 6.4.4 --- Different values of ψ --- p.60
Chapter 7 --- Conclusions --- p.62
Bibliography --- p.64
Chapter A --- Appendix --- p.67
Chapter A.l --- Rewind --- p.67
Chapter A.1.1 --- Hits occurring within the same partition (hit w) --- p.67
Chapter A.1.2 --- Jump to other partitions (hit0) --- p.68
Chapter A.2 --- Pause --- p.70
Matlabo, Tiisetso. "Technology adoption and diffusion in the South African online video Industry: a technopreneurial analysis." Thesis, 2017. http://hdl.handle.net/10539/23671.
Full textOver the past few years the South African market has seen the launch of a number of online video services providers. The leading providers in the industry are Vidi, ON-Tap, MTN front row and ShowMax. The industry has also attracted some international competition with big players like Netflix launching its services in the South African market in January 2016. Although this industry has seen the emergence of many new players, it is still in its infacy stages in South Africa and is still to be seen if it will mature into a long term profit making industry. It is important to research the diffusion of innovation and more specially to look at how technopreneurs that are in this field or considering entering this industry can influence the speed and success of how this new innovation is diffused. This research will focus on two areas. Firstly, it will seek to look at the factors that influence the potential adopter’s propensity to adopt a new product. Secondly the research will look at the role played by the technopreneur in ensuring that online video services are adopted successfully. Since the online video services industry is not yet mature the research was conducted using the mixed method approach. The quantitative research was conducted by distributing online survey questionnaires. These questionnaires were distributed using email, as well as social media networks such as Facebook, Twitter and Linkedin. The qualitative research was conducted by performing interviews with a predetermined list of respondents. The combination of the two types of research led to a better understanding of this topic. The results the research highlighted the fact that the South African market poses very unique challenges for entrepreneurs that want to enter this industry. South African technopreneurs have an advantage against international players like Netflix because they understand challenges of internet access, payment issues as well as preferred content.
XL2018
Lesser, Andrew John. "Video game technology and learning in the music classroom." Thesis, 2019. https://doi.org/10.7916/d8-cdxc-yn10.
Full textHall, William Authur. "An Innovative Approach to Reducing Prostate Cancer Healthcare Disparities for At-Risk African American Men: Development and Evaluation of an Online E-Health Avatar Video Tailored to be Culturally Appropriate." Thesis, 2018. https://doi.org/10.7916/D8127929.
Full textKesireddy, Akitha. "A new adaptive trilateral filter for in-loop filtering." Thesis, 2014. http://hdl.handle.net/1805/5927.
Full textHEVC has achieved significant coding efficiency improvement beyond existing video coding standard by employing many new coding tools. Deblocking Filter, Sample Adaptive Offset and Adaptive Loop Filter for in-loop filtering are currently introduced for the HEVC standardization. However these filters are implemented in spatial domain despite the fact of temporal correlation within video sequences. To reduce the artifacts and better align object boundaries in video , a new algorithm in in-loop filtering is proposed. The proposed algorithm is implemented in HM-11.0 software. This proposed algorithm allows an average bitrate reduction of about 0.7% and improves the PSNR of the decoded frame by 0.05%, 0.30% and 0.35% in luminance and chroma.