Academic literature on the topic 'Viedo consumption'

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Journal articles on the topic "Viedo consumption"

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Aguaded-Gomez, Jose Ignacio, Mari-Carmen Caldeiro-Pedreira, and Maria Amor Perez-Rodriguez. "The development of media competency in the consumption of video games." Applied Technologies and Innovations 11, no. 2 (November 22, 2015): 71–81. http://dx.doi.org/10.15208/ati.2015.08.

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Kalogeropoulos, Antonis. "Online News Video Consumption." Digital Journalism 6, no. 5 (May 9, 2017): 651–65. http://dx.doi.org/10.1080/21670811.2017.1320197.

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Navarro Robles, María, and Tamara Vázquez Barrio. "El consumo audiovisual de la Generación Z. El predominio del vídeo online sobre la televisión tradicional." Ámbitos. Revista Internacional de Comunicación, no. 50 (2020): 10–30. http://dx.doi.org/10.12795/ambitos.2020.i50.02.

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Orrego-Carmona, David. "Subtitling, video consumption and viewers." Translation Spaces 3 (November 28, 2014): 51–70. http://dx.doi.org/10.1075/ts.3.03orr.

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The emergence of international audiences and the activities of prosumers are modifying international media flows. Consumers have become active mediators in the distribution of audiovisual contents through the Internet, overstepping official distribution channels. As an efficient way to overcome linguistic barriers, non-professional subtitling plays an important role within this framework. In order to analyze how the new environment is altering users’ behavior and attitudes, this article looks at the case of video consumption and non-professional subtitling use in Spain. By drawing on questionnaires, interviews and documentary sources on the Internet, the article aims at providing a general picture of current consumption habits of audiovisual material in a globalized society. It explores users’ engagement with audiovisual content, their attitude towards subtitling and non-professional subtitling, and how they manage their expectations and adapt to the new conditions.
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Zhuge, Yue. "Video consumption, social networking, and influence." Communications of the ACM 61, no. 11 (October 26, 2018): 76–81. http://dx.doi.org/10.1145/3239554.

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Yang, Ming, Dajin Wang, and Nikolaos Bourbakis. "Optimization of Power Allocation in Multimedia Wireless Sensor Networks." International Journal of Monitoring and Surveillance Technologies Research 1, no. 1 (January 2013): 56–68. http://dx.doi.org/10.4018/ijmstr.2013010104.

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Wireless Sensor Networks (WSN) have been widely applied in monitoring and surveillance fields in recent years and have dramatically changed the methodologies and technologies in monitoring and surveillance. However, the sensor nodes in WSN have very limited computing resources and power supply, and thus the maximization of network life is a very critical issue. In the newly-emerging Wireless Multimedia Sensor Network (WMSN), the high volume of sensed video data needs to be compressed before transmission. Different video coding schemes have been developed and applied to wireless multimedia sensor networks, and there exists a tradeoff between the power consumption of data compression and that of data transmission. Video compression will reduce the amount of data that needs to be transmitted and thus the amount of power consumed for data transmission; however, too much video compression will consume excessive power which outweighs the power savings on data transmission. Thus, how to reach an optimized balance between compression and transmission and maximize network life becomes a challenging research issue. In this paper, the authors propose mathematical models which describe power consumptions of data compression and transmission of sensor nodes in hexagon-shaped clusters. Under the proposed model, they have achieved the optimized data compression ratio which can minimize the overall power consumption of the whole cluster.
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Lee, Dayoung, Jungwoo Lee, and Minseok Song. "Video Quality Adaptation for Limiting Transcoding Energy Consumption in Video Servers." IEEE Access 7 (2019): 126253–64. http://dx.doi.org/10.1109/access.2019.2939007.

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Gómez Galán, José, Cristina Lázaro-Pérez, and José Ángel Martínez-López. "Exploratory Study on Video Game Addiction of College Students in a Pandemic Scenario." Journal of New Approaches in Educational Research 10, no. 2 (July 15, 2021): 330. http://dx.doi.org/10.7821/naer.2021.7.750.

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The use of video games has increased significantly in the last decade. The young population has always been more inclined to use them. However, the risks of addiction to them are growing with the access to the Internet and new digital devices, the lower cost of them, and the lack of parental control. On the other hand, a weird circumstance as the COVID-19 pandemic involves weeks-long confinements, which may significantly influence increased consumption. This study aims to know university students' situation in Spain regarding the problem described in this pandemic scenario. It analyzes the use of video games and whether addiction risks appearance, examining which factors are determinants of this behavior. The method is based on various statistical techniques: descriptive analysis, the association between variables, and logistic regression to check the phenomenon studied, which are predictive variables. As a result, high video game consumption during confinement was got, finding addiction patterns in 16.6%. The excessive use of social networks and being male show significant relevance. These results also show the existence of comorbidity, meaning that university students may suffer from psychological and psychiatric disorders linked to other consumptions. Health and academic authorities should consider this individual, social, and health problem and implement prevention, detection, and treatment programs. INTRODUCTION
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Zurita Ortega, Félix, Ramón Chacón Cuberos, Manuel Castro Sánchez, Asunción Martínez Martínez, Tamara Espejo Garcés, Emily Knox, and Jose Joaquín Muros Molina. "Problematic consumption of substances and video game use in spanish university students depending on sex and place of residence." Health and Addictions/Salud y Drogas 18, no. 1 (January 31, 2018): 89–96. http://dx.doi.org/10.21134/haaj.v18i1.350.

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Aims: This study aims to identify the relationship between consumption of harmful substances and video games use with gender and place of residence in a sample of Spanish university students.Methods: The research was conducted with a sample of 490 university students (M = 22.8 years; SD = 3.63). The main instruments used were the Fagerström Test for Nicotine Dependence (ftnd), the Alcohol Use Disorders Identification Test (AUDIT), the Questionnaire of Experiences Related to Video Games (QERV) and the Questionnaire of Habits of Video games Consumption (QHVC).Findings: The results show a relatively low tobacco consumption and video game use and a high alcohol consumption. With regards to gender, women hardly ever drink alcohol and play with video games less often than men. Participants’ place of residence influenced their habits regarding video games, but not regarding tobacco and alcohol consumption. Additionally, regression analyses identified that males were five times more likely to exhibit problematic video game use.Conclusion: Spanish male students, who has grown-up with technology looming, is absorbed easily by new technologies such as social networks and video games. These habits and consumption of harmful substances can cause health problems which must be prevented and treated from educational stratum.
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Shchepilova, Galina, and Liudmila Kruglova. "Video Content on the Internet: Features of Audience Consumption." Theoretical and Practical Issues of Journalism 8, no. 2 (May 24, 2019): 342–54. http://dx.doi.org/10.17150/2308-6203.2019.8(2).342-354.

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The article presents the results of a study of the modern consumption of video content in the digital media environment by the Russian audience. The study was conducted in May-September 2018 and set itself the task of identifying the main preferences of the audience to the subject of video content, duration of viewing, attitudes to advertising, opportunities and willingness to pay for the watched video. The three-stage level of research using various methods made it possible to analyze the psychological and motivational features of video consumption by different age groups living in different populated areas; identify the degree of influence of technological factors. The level of video consumption in the Russian sector of the Internet is developing dynamically. This is especially true of the young audience, which is active in non-linear video viewing even without taking into account the geography of residence and the size of the settlement. This group uses the capabilities of the mobile Internet, which allow one to access the network anytime and anywhere. Consumption of video on the Internet by a more adult audience differs both within different age groups and in different Russian territories. There remains an open question about the possibilities of modifying and specifying the models for monetizing web-based content, taking into account the audience’s reaction to advertising and not explicitly indicated by the desire of the audience to pay for the content viewed. The solution to this problem seems to be particularly relevant due to the fact that the increase in the volume of the audience that turns to the Internet for video will undoubtedly increase. This is due to systemic trends in changing media consumption and is confirmed by an analysis of the dynamics of auditory behaviour in recent years.
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Dissertations / Theses on the topic "Viedo consumption"

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Osa, Jude Okunrobo. "Optimising power consumption in video decoder systems." Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.612808.

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Granberg, Niklas, and Anna Pestrea. "Evaluating mobile communication energy consumption with video and voice communication." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-150391.

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Today smart phones can be used in different ways for different scenarios. One is video and voice calls over internet, which consumes a lot of energy and could be improved. This thesis studies how different wireless communication technologies affect the battery consumption of a mobile device. This is measured with the help of a software program named EnergyBox. By capturing different traces on a smartphone and giving it as input to Energybox, we can see how different communication methods affect the energy consumption. These results showed that voice calls consumed less energy than video calls and that WiFi was the most energy efficient transmission technology, followed by 3G and LTE. It could also be seen that if the call interval was shortened for the video calls the energy consumption decreased. 3G also showed some interesting results that should be investigated further. The conclusion of this is that voice calls are preferred over video calls considering the energy aspect and that WiFi consumes less energy than 3G, which consumes less than LTE.
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Eklow, Joshua Ryan. "My first word was "video"." Thesis, University of Iowa, 2010. https://ir.uiowa.edu/etd/493.

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With the quick abandonment of VCR technology and the adoption of digital and online replacements, people give up freedom and personal power in the name of perceived convenience. VCRs and VHS tapes served two needs: the need to time-shift programming and the need to archive The internet and DVR technology fulfill the first need, that of time-shifting, but completely ignore the need of people to archive, which is a need many people don't even realize they have until they are no longer able to archive programs in both an audio/visual and physical manner. The disappearance of physical recording also makes it impossible for others to use ones VHS tapes for anthropological investigation. DVR records do not end up in thrift stores, or flea markets, and are not easily bequeathed after a person passes. By investigating one man's VHS collection, encouraging others to use tapes, and using tapes as a raw material with which to create new work, I hope to inspire others to realize what they have lost, or perhaps, given up.
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Nordling, Cim. "Video consumption in 2020 : A study on consumer behaviour and consumer motives." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170134.

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Mittal, Ashutosh. "Novel Approach to Optimize Bandwidth Consumption for Video Streaming using Eye Tracking." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-212061.

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Recent leaps in eye tracking technology have made it possible to enable eye tracking as a cheap, reliable and efficient addition to the human computer interaction technologies. This thesis looks into the possibility of utilizing it for client aware video streaming. Increasingly people are consuming high quality video content on wireless network devices, thus there is need to optimize bandwidth consumption for efficient delivery of such high resolution content, both for 2D and 360°videos.This work proposes SEEN (Smart Eye-tracking Enabled Networking), a novel approach to streaming video content using real time eye tracking information. This uses HEVC video tiling techniques to display high and low qualities in the same video frame depending on where the user is looking. The viability of proposed approach is validated using extensive user testing conducted on a Quality of Experience (QoE) testbed which was also developed as part of this thesis. Test results show significant bandwidth savings of up to 71% for 2D videos on standard 4K screens, and up to 83% for 360°videos on Virtual Reality (VR) headsets for acceptable QoE ratings. A comparative study on viewport tracking and eye tracking for VR headsets is also included in the thesis in order to further advocate the necessity of eye tracking.This research was conducted in collaboration with Ericsson, Tobii and KTH under the umbrella project SEEN: Smart Eye-tracking Enabled Networking.
Nya framsteg inom ögonstyrningsteknologi har möjliggjort att betrakta ögonstyrning (o.k.s. eyetracking) som ett billigt, pålitligt och effektivt tillägg till teknologier för människa-dator interaktion. Det här examensarbetet utforskar möjligheten att använda ögonstyrning för klientmedveten videoströmning. Allt fler personer förbrukar videoinnehåll av hög kvalitet genom trådlösa nätverk, därmed finns det ett behov av att optimera bandbreddskonsumtionen för effektiv leverans av ett sådant högkvalitativt innehåll, både för 2Doch 360°-videor.Det här arbetet introducerar SEEN (Smart Eye-tracking Enabled Networking), en ny approach för att strömma videoinnehåll, som bygger på realtidsinformation från ögonstyrning. Den använder HEVC-metoder för rutindelning av video för att visa högkvalitativt och lågkvalitativt innehåll i samma videoram, beroende på vart användaren tittar. Lönsamheten av den föreslagna approachen validerades med hjälp av omfattande användartester utförda på en testbädd för upplevelsekvalité (Quality of Experience, QoE) som också utvecklades som en del av det här examensarbetet. Testresultaten visar betydande bandbreddsbesparingar på upp till 71% för 2D-videor på vanliga 4K-skärmar samt upp till 83% för 360°-videor på VR-headset för acceptabla QoE-betyg. En komparativ studie om viewport tracking och ögonstyrning i VR-headset är också inkluderad i det här examensarbetet för att ytterligare förespråka behovet av ögonstyrning.Denna forskning genomfördes i samarbete med Ericsson, Tobii och KTH under paraplyprojektet SEEN: Smart Eye-tracking Enabled Networking.
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Egan, Kate. "Bad objects : taste, consumption and the changing meanings of the video nasty." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.416894.

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Gerhardsen, Julia. "A study of TV- and video consumption among Digital Natives and Digital Immigrants." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189641.

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The accelerating development of digital technology along with the Internet has opened up for new types of media use. It is crucial for marketers and companies to understand the wants and needs of the growing consumer sector and especially the younger audience who consume media through new types of technology. This thesis presents a study of the differences in television and video consumption and interaction behavior between the two groups called Digital Natives and Digital Immigrants. Based on the research findings, the goal of this study was to discuss how the television landscape of the future could look and how to design a TV-application that takes the future adult generation, the Digital Natives, specific needs into consideration. This was done by reading up on existing research and trend reports, conducting interviews and usability tests with an existing TV-application, and lastly distributing a survey. The results from both interviews and the survey showed that the two groups’ behavior and preferences regarding TV and video consumption and interaction differed in many aspects. The reasons for watching video differed substantially between the groups, leading to the belief that the future TV landscape should look different from what it does today. Based on the findings, three user based personas and scenarios were created and two design workshops were held to brainstorm concepts of how to design for these personas. Lastly, three design concepts that could work in a future TV application were created and presented.
En snabb utveckling av digital teknologi tillsammans med Internet har öppnat upp för nya sätt att använda media. Det är viktigt för företag och marknadsförare att känna till den växande konsumentsektorns behov, framförallt den yngre publiken som konsumerar media genom nya typer av teknik. Denna rapport presenterar resultaten från en studie av skillnader i TV- och video konsumtion och interaktion mellan de två grupperna Digital Natives och Digital Immigrants. Målet var att utifrån resultatet dels diskutera hur framtidens TV landskap skulle kunna se ut, men även att undersöka hur en TV-applikation, som tar den framtida vuxengeneration Digital Natives särskilda behov i beaktande, kan designas. Detta åstadkoms genom att läsa på om existerande forskning och trendrapporter, utföra intervjuer och användartester med en existerande TV-applikation samt att skicka ut en enkät. Resultaten från intervjuerna och enkäten visade att gruppernas beteende och preferenser gällande konsumtion av TV och video skiljde sig åt i många aspekter. Anledningen till varför grupperna tittade på video skiljde sig märkbart åt, vilket ledde till slutsatsen att det framtida TV landskapet kommer att se annorlunda ut än vad det gör idag. Baserat på resultaten, skapades tre personas och scenarios som representerade användarna, och två design workshops hölls för att utveckla design koncept för dessa personas. Slutligen skapades och presenterade tre olika design koncept som skulle kunna fungera i an framtida TV-applikation.
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Mappat, Narendran. "Consumption Behavior of Online Video and Perception of Digital Advertisements among Swedish Millenials." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280813.

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Media convergence has led to the integration of different technology and given birth to various OTT services. Audiences have continued to watch more video content online, simultaneously watching less broadcast television. The audiences have embraced OTT services especially because they can watch video content according to their convenience. With the help of flow theory, we are able to understand certain factors that lead to the user's acceptance of a new OTT service. The decrease in broadcast viewership has resulted in a decrease in profits earned from broadcast advertising which has led to many brands advertising digitally. But the increase of advertising clutter is leading to the audience feeling intruded. This results in the audience avoiding the advertising by using ad blocks or opting to not to use streaming platforms with advertisements. In the current changing digital landscape the advertisers need to innovate to find alternative ways to reach targeted audiences with innovative methods.
Mediekonvergens har möjliggjort integration av olika tekniker och gett upphov till olika OTT-tjänster. Publiken har fortsatt att titta på mer videoinnehåll online, samtidigt titta på mindre tv-sändningar. Den största anledningen till att publiken har börjat använda OTT-tjänster är att de kan titta på videoinnehåll enligt deras bekvämlighet. Med hjälp av flow teori kan vi förstå vissa faktorer som leder till publikens acceptans av en ny OTT-tjänst. Minskningen av TV-tittarnas tittande har resulterat i en minskning av vinsterna från TV-reklam. På grund av detta annonserar många märken digitalt. Men ökningen av advertising clutter leder till att publiken känner sig intrång.Detta leder till att publiken undviker reklam genom att använda ad-block eller välja att inte använda streamingtjänster med annonser. I detta nya digitala landskap måste annonsörerna innovera för att hitta alternativa sätt att nå målgrupper med innovativa metoder.
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Sheikh, Faridul Hasan. "Analysis of 3D color matches for the creation and consumption of video content." Thesis, Saint-Etienne, 2014. http://www.theses.fr/2014STET4001.

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L'objectif de cette thèse est de proposer une solution au problème de la constance des couleurs entre les images d'une même scène acquises selon un même point de vue ou selon différents points de vue. Ce problème constitue un défi majeur en vision par ordinateur car d'un point de vue à l'autre, on peut être confronté à des variations des conditions d'éclairage (spectre de l'éclairage, intensité de l'éclairage) et des conditions de prise de vue (point de vue, type de caméra, paramètres d'acquisition tels que focus, exposition, balance des blancs, etc.). Ces variations induisent alors des différences d'apparence couleur entre les images acquises qui touchent soit sur l'ensemble de la scène observée soit sur une partie de celle-ci. Dans cette thèse, nous proposons une solution à ce problème qui permet de modéliser puis de compenser, de corriger, ces variations de couleur à partir d'une méthode basée sur quatre étapes : (1) calcul des correspondances géométriques à partir de points d'intérêt (SIFT et MESR) ; (2) calculs des correspondances couleurs à partir d'une approche locale; (3) modélisation de ces correspondances par une méthode de type RANSAC; (4) compensation des différences de couleur par une méthode polynomiale à partir de chacun des canaux couleur, puis par une méthode d'approximation linéaire conjuguée à une méthode d'estimation de l'illuminant de type CAT afin de tenir compte des intercorrélations entre canaux couleur et des changements couleur dus à l'illuminant. Cette solution est comparée aux autres approches de l'état de l'art. Afin d'évaluer quantitativement et qualitativement la pertinence, la performance et la robustesse de cette solution, nous proposons deux jeux d'images spécialement conçus à cet effet. Les résultats de différentes expérimentations que nous avons menées prouvent que la solution que nous proposons est plus performante que toutes les autres solutions proposées jusqu'alors
The objective of this thesis is to propose a solution to the problem of color consistency between images originate from the same scene irrespective of acquisition conditions. Therefore, we present a new color mapping framework that is able to compensate color differences and achieve color consistency between views of the same scene. Our proposed, new framework works in two phases. In the first phase, we propose a new method that can robustly collect color correspondences from the neighborhood of sparse feature correspondences, despite the low accuracy of feature correspondences. In the second phase, from these color correspondences, we introduce a new, two-step, robust estimation of the color mapping model: first, nonlinear channel-wise estimation; second, linear cross-channel estimation. For experimental assessment, we propose two new image datasets: one with ground truth for quantitative assessment; another, without the ground truth for qualitative assessment. We have demonstrated a series of experiments in order to investigate the robustness of our proposed framework as well as its comparison with the state of the art. We have also provided brief overview, sample results, and future perspectives of various applications of color mapping. In experimental results, we have demonstrated that, unlike many methods of the state of the art, our proposed color mapping is robust to changes of: illumination spectrum, illumination intensity, imaging devices (sensor, optic), imaging device settings (exposure, white balance), viewing conditions (viewing angle, viewing distance)
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Syniuk, Artem. "Sustainable apparel marketing and consumption : An analysis of Patagonia’s Worn Wear video marketing campaign." Thesis, Jönköping University, Internationella Handelshögskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53185.

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Background: The modern world struggles with an environmental crisis and many industry sectors could be considered as non-sustainable. The fashion industry is poorly performing both in ecological and social sustainability due to mass production and apparel waste caused by fast changing fashion. To reduce the negative impact on the ecological and social environment the United Nations developed the Sustainable Development Goals focussing on the economic, social, and ecological sustainability. The apparel industry influenced by the international organisations and the customers sustainability demands is forced to adjust its business strategy towards ecological and socially sustainable business and production. Purpose: The purpose of this study is to understand how the brand Patagonia, a company in the fashion industry, communicates its core values and meanings in its marketing campaign focussed on sustainable production and consumption. By analysing Patagonia`s video series of the Worn Wear marketing campaign, the underlying core values and meaning building the companies brand image on topic of sustainability could be interpreted. Method: This thesis is conducted by applying interpretive thematic analysis and visual analysis by applying the study of semiotics and documentary video analysis. The employed theories allow the researcher to discover meaning and values through conducting a visual analysis. Conclusion: The results show that Patagonia Inc., communicates a total of four major and ten secondary themes on topics of both ecological and social sustainability in the Worn Wear campaign. The themes are representing the importance of slow fashion by repairing the gear and sustainable consumption. The reciprocity between adventures and sustainable environment is being mentioned, and the social and ecological factors are expounded.
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Books on the topic "Viedo consumption"

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Library, Washington State Energy Office. Energy matters: Video and film catalog. Olympia, WA (PO Box 43165, Olympia 98504-3165): Washington State Energy Office, 1992.

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McDuie-Ra, Duncan. Skateboarding and Urban Landscapes in Asia. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463723138.

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As urban development in Asia has accelerated, cities in the region have become central to skateboarding culture, livelihoods, and consumption. Asia's urban landscapes are desired for their endless supply of 'spots'. Spots are not built for skateboarding; they are accidents of urban planning and commercial activity; glitches in the urban machine. Skateboarders and filmers chase these spots to make skate video, skateboarding's primary cultural artefact. Once captured, skate video circulates rapidly through digital platforms to millions of viewers, enrolling spots from Shenzhen to Ramallah into an alternative cartography of Asia. This book explores this way of desiring and consuming urban Asia, and the implications for relational and comparative hierarchies of urban development.
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Bode, Mike. Off the grid. Göteborg: Valand School of Fine Arts, Faculty of Fine, Applied and Performing Arts, University of Gothenburg, 2008.

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Guynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.

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Star Wars has reached more than three generations of casual and hardcore fans alike, and as a result many of the producers of franchised Star Wars texts (films, television, comics, novels, games, and more) over the past four decades have been fans-turned-creators. Yet despite its dominant cultural and industrial positions, Star Wars has rarely been the topic of sustained critical work. Star Wars and the History of Transmedia Storytelling offers a corrective to this oversight by curating essays from a wide range of interdisciplinary scholars in order to bring Star Wars and its transmedia narratives more fully into the fold of media and cultural studies. The collection places Star Wars at the center of those studies’ projects by examining video games, novels and novelizations, comics, advertising practices, television shows, franchising models, aesthetic and economic decisions, fandom and cultural responses, and other aspects of Star Wars and its world-building in their multiple contexts of production, distribution, and reception. In emphasizing that Star Wars is both a media franchise and a transmedia storyworld, Star Wars and the History of Transmedia Storytelling demonstrates the ways in which transmedia storytelling and the industrial logic of media franchising have developed in concert over the past four decades, as multinational corporations have become the central means for subsidizing, profiting from, and selling modes of immersive storyworlds to global audiences. By taking this dual approach, the book focuses on the interconnected nature of corporate production, fan consumption, and transmedia world-building. As such, this collection grapples with the historical, cultural, aesthetic, and political-economic implications of the relationship between media franchising and transmedia storytelling as they are seen at work in the world’s most profitable transmedia franchise.
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Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.

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deWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2017.

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deWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.

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deWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.

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deWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.

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Ben, Fine, ed. Consumption norms, diffusion and the video/microwave syndrome. London: Department of Economics, School of Oriental and African Studies, University of London, 1992.

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Book chapters on the topic "Viedo consumption"

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Akramullah, Shahriar. "Power Consumption by Video Applications." In Digital Video Concepts, Methods, and Metrics, 209–57. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6713-3_6.

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Brown, Kenon A., Andrew C. Billings, Melvin Lewis, and Kimberly Bissell. "Explicating the Electricity of eSports: Motivations for Play and Consumption." In Video Games, 178–92. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-11.

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Vincent, Thomas, and Olivier Philippot. "Software Measurement of Energy Consumption on Smartphones." In Greening Video Distribution Networks, 127–32. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-71718-0_6.

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Forsell, Martti. "Reducing Power Consumption in Mobile Terminals—Video Computing Perspective." In Greening Video Distribution Networks, 101–26. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-71718-0_5.

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Otto, Christian, Markos Stamatakis, Anett Hoppe, and Ralph Ewerth. "Predicting Knowledge Gain for MOOC Video Consumption." In Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners’ and Doctoral Consortium, 458–62. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11647-6_92.

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Akramullah, Shahriar. "Video Application Power Consumption on Low-Power Platforms." In Digital Video Concepts, Methods, and Metrics, 259–95. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6713-3_7.

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Müller-Roden, Kathrin, and Valentin Reich. "Video Consumption on Smartphones: Does a Vertical Video Format Affect the Immersive Experience?" In Communications in Computer and Information Science, 92–99. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06417-3_13.

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Summerley, Rory K. "“A Tool of Efficiency and Consumption to Destroy Man”: Irony and Sincerity in Travis Strikes Again: No More Heroes." In Video Games and Comedy, 289–305. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88338-6_15.

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Arnold-Ferencz, Kitti F., and Klára Tarkó. "Gamer women - 'tourists' or 'citizens'?" In Women, leisure and tourism: self-actualization and empowerment through the production and consumption of experience, 116–28. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789247985.0011.

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Abstract Video and computer games have become an increasingly popular form of leisure over the past three decades. While the digital world is traditionally thought of as a masculine space, the number of female online gamers continues to increase. In the online gamer subculture, however, female gamers are often invisible, primarily because the famous gamers and the main characters of video games are typically male. Video games tend to focus on female characters' physical appearance, rather than their skills, thus widening the gender gap, as well as relegating women to secondary, supporting roles. This chapter addresses the primary question of whether women are 'tourists' in this currently masculine space, or if they are already full members of the gaming world. By looking at online female gamers in Hungary and through analysis of an online questionnaire, it was determined that the female presence in online gaming is increasing, in spite of misogyny and harassment.
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Nichols, Randy. "Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally." In Gaming Globally, 19–39. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_2.

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Conference papers on the topic "Viedo consumption"

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Van der Broeck, Wendy. "Session details: User Consumption Patterns." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3257988.

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Arantes, Mariana, Flavio Figueiredo, and Jussara M. Almeida. "Understanding video-ad consumption on YouTube." In WebSci '16: ACM Web Science Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2908131.2908159.

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Yan, Huan, Tzu-Heng Lin, Gang Wang, Yong Li, Haitao Zheng, Depeng Jin, and Ben Y. Zhao. "On Migratory Behavior in Video Consumption." In CIKM '17: ACM Conference on Information and Knowledge Management. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3132847.3132884.

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Chocron Miranda, Fernanda. "TV Consumption Practices of Brazilian Young People." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3084289.3084296.

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De Vleeschauwer, Danny, Chris Hawinkel, and Yannick Le Louedec. "Determining leaders and clusters in video consumption." In 2013 9th International Conference on Network and Service Management (CNSM). IEEE, 2013. http://dx.doi.org/10.1109/cnsm.2013.6727861.

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Kaiser, Rene, Britta Meixner, Joscha Jäger, Katrin Tonndorf, Omar A. Niamut, and David Marston. "3rd International Workshop on Interactive Content Consumption (WSICC'15)." In TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745197.2745700.

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Hoque, Mohammad Ashraful, Matti Siekkinen, Jukka K. Nurminen, and Mika Aalto. "Dissecting mobile video services: An energy consumption perspective." In 2013 IEEE 14th International Symposium on "A World of Wireless, Mobile and Multimedia Networks" (WoWMoM). IEEE, 2013. http://dx.doi.org/10.1109/wowmom.2013.6583384.

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Molapo, Maletsabisa, Melissa Densmore, and Brian DeRenzi. "Video Consumption Patterns for First Time Smartphone Users." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025453.3025616.

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Muntean, Reese, Alissa N. Antle, and Kate Hennessy. "Communicating Sustainable Consumption and Production in 360° Video." In DIS '20: Designing Interactive Systems Conference 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3357236.3395460.

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Amaral, Livia, Dieison Silveira, Guilherme Povala, Marcelo Porto, Luciano Agostini, and Bruno Zatt. "Memory energy consumption reduction in video coding systems." In 2014 IEEE 5th Latin American Symposium on Circuits and Systems (LASCAS). IEEE, 2014. http://dx.doi.org/10.1109/lascas.2014.6820299.

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Reports on the topic "Viedo consumption"

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Desroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.

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Abate, Gashaw Tadesse, Kaleab Baye, Alan de Brauw, Kalle Hirvonen, and Abdulazize Wolle. Video-based behavioral change communication to change consumption patterns: Experimental evidence from urban Ethiopia. Washington, DC: International Food Policy Research Institute, 2021. http://dx.doi.org/10.2499/p15738coll2.134725.

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