Dissertations / Theses on the topic 'Viedo consumption'

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1

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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2

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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4

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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5

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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6

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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7

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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9

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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Cheng, Wenye. "Embedded system design and power-rate-distortion optimization for video encoding under energy constraints." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/5050.

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Thesis (M.S.)--University of Missouri-Columbia, 2007.
The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 3, 2008) Includes bibliographical references.
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Godavarthi, Nandini Chowdary. "Power Consumption Models for Streaming on Mobile Terminals with On-Off Characteristics." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13570.

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The usage of smartphones has been increasing with surprising speed. These smartphones are popular for delivery of video content. The main drawbacks of these smartphones are battery life and video freezing. Despite, while streaming a video it consumes large of amount of power affecting QoE. So, in this case we considered streaming a video from server to mobile client involving ONOFF characteristics. While streaming, there exists some transition delay while switching the power states and the effect of these transition delays might affect instantaneous power consumption of the smartphone. Henceforth, this thesis aims to determine the effect on instantaneous power consumption from distributed state durations and transitions in exponential fluid flow model, for a streamed video. Power measurements along with ON and OFF times were measured with the help of a benchmark tool, Monsoon Power Monitor tool. VLQoE tool, a video streaming tool was used to present a two state model based on the inter-picture time, for the HTTP-based video streaming. Experiments were executed in a closed enclosure setup using a black-box to avoid external obstacles that might possibly affect the power consumption metrics. Considering these measurements, the effect on instantaneous power consumption stemming from the exponentially distributed state durations and transitions in the corresponding fluid flow model can be determined and modelled.
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Beresky, Samuel Adams. "Commercial Drive : lessons in video as product, sustainable urban form, convivial consumption, and neighbourhood identity." Thesis, University of British Columbia, 2007. http://hdl.handle.net/2429/31850.

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Through a single experimental and exploratory case study on the Commercial Drive neighbourhood retail district, using principles of basic, applied, formative, and action research, combining qualitative and quantitative methods, the elements, history, context, and threats to a successful neighbourhood retail district, and its role in sustainable planning have all been explored in an innovative 33 minute advocacy documentary titled "Neighbourhood Identity: The Stories of Commercial Drive". The movie covers the neighbourhood context and history as well as highlighting the issues the district is currently facing. This paper, "Commercial Drive: Lessons in Video as Product, Sustainable Urban Form, Convivial Consumption, and Neighbourhood Identity" is meant as a supplementary document to the movie and covers the research problem, questions, methodology, methods, context, and findings of the thesis and movie.
Applied Science, Faculty of
Community and Regional Planning (SCARP), School of
Graduate
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Mercer, Kevin. "A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption." Thesis, Loughborough University, 2015. https://dspace.lboro.ac.uk/2134/19547.

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This research focused on the development of a user centric framework for the interpretation of contextualised TV and video viewing experiences (UX). Methods to address content overload and provide better contextualisation when consuming video have been an area of academic discussion for almost 20 years (Burke, Felfernig, & Goker, 2011). However over the same period technical system design for video has actually moved away from attempts to model the nature of real viewing contexts. With now near ubiquitous access to video from a range of disparate devices the addition of contextualisation within video applications and devices represents an opportunity in terms of improving viewer UX. Three user studies were carried out to inform development of the framework and employed mixed method approaches. The first focused on understanding where video is watched and the contextual factors that defined those places as viewing situations. This study derived eight Archetype viewing situations and associated contextual cues. The second study measured viewing UX in context. Significant differences in subjective ratings for measured UX were found when viewing was compared within subjects across Viewing Archetype situations. A third study characterised viewing UX, identifying behavioural, environmental and technological factors which through observed frequency and duration were identified as indicative enablers and detractors in the creation of viewing UX. Concepts generated within the studies that related to viewing context identification and viewing UX classification through experiential factors were integrated into the framework. The framework provides a way through which to identify, describe and improve viewing UX across contexts. Additionally the framework was referenced to develop an exemplar system model for contextual adaptation in order to show its relevance to the generation of technical system design. Finally information for designers was created in the form of scenarios and suggestions for use in order to bring the framework to life as a resource for development teams.
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Nelson, Ashley L. "A cross generational analysis of factors which predict media non-use behavior in adults: Cord-cutting." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1538074897429273.

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Dilip, Meghana. "Rang De Basanti- Consumption,Citizenship and the Public Sphere." Connect to this title online, 2008. http://scholarworks.umass.edu/theses/77/.

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Glass, James. "Qualitative analysis: viewing, consumption and usability of SVO." Doctoral thesis, Universitat Pompeu Fabra, 2020. http://hdl.handle.net/10803/668491.

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This research examines Subscription Video On-Demand (SVOD) using Netflix as one of the main examples that has seen a dramatic increase in usage in recent years compared to the traditional way of viewing content through television. Using focus group sessions and an online survey, a qualitative analysis approach is used by way of a thematic analysis to elaborate and gain insight into the phenomenon of SVOD within our society which has allowed viewers to alter time shifting and self-scheduling habits. Watching online film and television over the internet, forces the breakdown of the traditional value chain of viewing methods as well as consumption of it. This research aims to narrow this research gap surrounding SVOD. The results will be used to add value to the research area of this growing and changing phenomenon of online TV consumption with SVOD.
Aquesta recerca estudia el vídeo a la carta de pagament (SVOD, en anglès) a partir de l'exemple de Netflix, el qual ha vist un increment considerable de consum al llarg dels últims anys, especialment comparat amb els mitjans de comunicació tradicionals. A través de focus group i una enquesta en línia, es fa una anàlisi qualitativa que parteix d'un estudi temàtic, a fi d'elaborar i obtenir una idea del fenomen de l'SVOD dintre de la nostra societat. Aquest fenomen ha permès als espectadors alterar els hàbits d'horari d'ús i d'autoprogramació. Veure pel·licules i televisió a través d'internet força a trencar la cadena tradicional de valor dels mètodes de visionat així com el consum dels mateixos.
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Lu, Rui. "Media scaling for power optimization on wireless video sensors." Link to electronic thesis, 2007. http://www.wpi.edu/Pubs/ETD/Available/etd-082307-225737/.

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Salati, Michele <1974&gt. "Impact of the Video-Assisted Lobectomy Approach on Maximal Oxygen Consumption, Pulmonary Function and Quality of Life of Lung Cancer Patients." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7317/.

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Nowadays video-assisted lobectomy could be considered an appropriate treatment option for early stage lung cancer patients, as obtaining similar or even better early outcomes when compared to open standard lobectomy. This study was aimed at verifying the long-term impact (three months after surgery) of VATS-lobectomy technique on physical and mental status of patients undergoing lung resection for lung cancer and to compare the physical variation to the one registered after open approach. We enrolled patients treated by VATS-lobectomy at our institution since June 2012 to June 2015, comparing the preoperative physical evaluation (in terms of FEV1, DLCO and VO2max) and perceived quality of life (measured using the EORTC questionnaire) to the postoperative values. Moreover we performed a propensity score matching analysis to verify if the physical variation registered after VATS-lobectomy differed from that after open resection. We found a three months postoperative reduction of the physical indicators in comparison to the preoperative values (FEV1-variation: -8.3%, DLCO-variation: -12.4%, VO2max-variation: -6.6%). A similar negative trend was found for the psychological indicators, but the only parameter with a significative worsening was the perceived physical functioning (variation: -6.2%). The propensity score procedure yielded 83 well-matched open and VATS-lobectomy patients. The reductions in FEV1, DLCO and VO2max were similar in both groups (open patients’ reduction: FEV1 -10%, DLCO -11.9%, VO2max -5.5%; VATS patients’ reduction: FEV1 -7.2%, DLCO -10.6%, VO2max -6.9%), with a Cohen effect size < 0.2 for all the comparisons. In conclusion, VATS-lobectomy influences a reduction of the preoperative functional status three months after the operation, without affecting the postoperative perceived quality of life. Moreover VATS-lobectomy doesn’t offer any advantage in terms of FEV1, DLCO and exercise capacity recovery in comparison to the open approach.
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Tindle, Lily E. "An evaluation of the impact of an educational video on university students' knowledge and attitudes concerning consumption of alcohol during pregnancy." Thesis, Queensland University of Technology, 1998. https://eprints.qut.edu.au/36573/1/36573_Digitised%20Thesis.pdf.

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The aim of this study was to evaluate the effectiveness of an educational video on the foetal alcohol syndrome, for increasing knowledge, changing attitudes and predicted behaviour regarding the consumption of alcohol, during and whilst planning pregnancy. It was anticipated that the video might be suitable for health education purposes amongst university students and ultimately for use in the general community, to influence and promote behaviour change. It was hypothesised that the video might influence participants' attitude toward the consumption of alcohol during and when planning pregnancy, would influence predicted drinking behaviour and would increase knowledge about the danger of alcohol to the unborn. Control and experimental groups of both male and female university students from a range of different faculties, were surveyed by means of a questionnaire in both a pilot and a main study. The experimental group was shown the educational video on the foetal alcohol syndrome. The control group in the main study was shown an entertaining video on alcohol consumption. The control group in the pilot study was not shown a video. In the main study both control and experimental groups were given preand post-video questionnaires and were followed up one month later in the main study, and six weeks in the pilot, with the same questionnaire. Focus groups were held in the main study to obtain qualitative data to enrich the quantitative component. The results of both the pilot and the main study, suggested that subjects in both groups increased their knowledge and awareness about alcohol in pregnancy. There was an increase in the numbers of experimental subjects who increased their knowledge and perceived knowledge about the foetal alcohol syndrome and who changed both attitude and predicted drinking behaviour immediately after seeing the target video and at one month or six weeks follow-up, suggesting that the video had been effective as an educational tool. The possible implications of this study for the Australian community are discussed and recommendations for further action are an integral part of the work.
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Monteiro, Eduarda Rodrigues. "Caracterização energética da codificação de vídeo de alta eficiência (HEVC) em processador de propósito geral." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/158406.

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A popularização das aplicações que manipulam vídeos digitais de altas resoluções incorpora diversos desafios no desenvolvimento de novas e eficientes técnicas para manter a eficiência na compressão de vídeo. Para lidar com esta demanda, o padrão HEVC foi proposto com o objetivo de duplicar as taxas de compressão quando comparado com padrões predecessores. No entanto, para atingir esta meta, o HEVC impõe um elevado custo computacional e, consequentemente, o aumento no consumo de energia. Este cenário torna-se ainda mais preocupante quando considerados dispositivos móveis alimentados por bateria os quais apresentam restrições computacionais no processamento de aplicações multimídia. A maioria dos trabalhos relacionados com este desafio, tipicamente, concentram suas contribuições no redução e controle do esforço computacional refletido no processo de codificação. Entretanto, a literatura indica uma carência de informações com relação ao consumo de energia despendido pelo processamento da codificação de vídeo e, principalmente, o impacto energético da hierarquia de memória cache neste contexto. Esta tese apresenta uma metodologia para caracterização energética da codificação de vídeo HEVC em processador de propósito geral. O principal objetivo da metodologia proposta nesta tese é fornecer dados quantitativos referentes ao consumo de energia do HEVC. Esta metodologia é composta por dois módulos, um deles voltado para o processamento da codificação HEVC e, o outro, direcionado ao comportamento do padrão HEVC no que diz respeito à memória cache. Uma das principais vantagens deste segundo módulo é manter-se independente de aplicação ou de arquitetura de processador. Neste trabalho, diversas análises foram realizadas visando a caracterização do consumo de energia do codificador HEVC em processador de propósito geral, considerando diferentes sequências de vídeo, resoluções e parâmetros do codificador. Além disso, uma análise extensa e detalhada de diferentes configurações possíveis de memória cache foi realizada com o propósito de avaliar o impacto energético destas configurações na codificação. Os resultados obtidos com a caracterização proposta demonstram que o gerenciamento dos parâmetros da codificação de vídeo, de maneira conjunta com as especificações da memória cache, tem um alto potencial para redução do consumo energético de codificação de vídeo, mantendo bons resultados de qualidade visual das sequências codificadas.
The popularization of high-resolution digital video applications brings several challenges on developing new and efficient techniques to maintain the video compression efficiency. To respond to this demand, the HEVC standard was proposed aiming to duplicate the compression rate when compared to its predecessors. However, to achieve such goal, HEVC imposes a high computational cost and, consequently, energy consumption increase. This scenario becomes even more concerned under battery-powered mobile devices which present computational constraints to process multimedia applications. Most of the related works about encoder realization, typically concentrate their contributions on computational effort reduction and management. Therefore, there is a lack of information regarding energy consumption on video encoders, specially about the energy impact of the cache hierarchy in this context. This thesis presents a methodology for energy characterization of the HEVC video encoder in general purpose processors. The main goal of this methodology is to provide quantitative data regarding the HEVC energy consumption. This methodology is composed of two modules, one focuses on the HEVC processing and the other focuses on the HEVC behavior regarding cache memory-related consumption. One of the main advantages of this second module is to remain independent of application or processor architecture. Several analyzes are performed aiming at the energetic characterization of HEVC coding considering different video sequences, resolutions, and parameters. In addition, an extensive and detailed analysis of different cache configurations is performed in order to evaluate the energy impact of such configurations during the video coding execution. The results obtained with the proposed characterization demonstrate that the management of the video coding parameters in conjunction with the cache specifications has a high potential for reducing the energy consumption of video coding whereas maintaining good coding efficiency results.
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Patch, Hanna. "Which factors influence Generation Z’s content selection in OTT TV? : A Case Study." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232146.

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As digital technologies rapidly evolve, traditional television is being disrupted by the development of more devices, screens, and content. Over-the-top television [OTT TV] is replacing linear TV at a growing rate. A majority of consumers of over-the-top content are found in the generational cohort, Generation Z. As true digital natives, this generation is comfortable navigating a variety of online TV platforms and devices, while also being more susceptible to short attention-span and information overload. It is therefore necessary to understand how this emerging cohort makes choices in a TV landscape that is becoming increasingly overloaded with new content. The purpose of this study is to understand which user interface components Generation Z takes into consideration when selecting content in OTT TV. Multiple methodologies were selected to investigate these media habits. Think-aloud usability testing and interview determined Generation Z’s natural media behavior while browsing OTT content. Online survey data was collected from a broader sample, comparing Generation Z and Generation Y. It was discovered that both generations have similar behaviors in which user interface components influence content choice. The research also revealed trends in which components are important to Generation Z and why. This research is the first step to making informed and data-driven decisions in the design and implementation of OTT TV platforms for Generation Z, thus lessening cognitive overload and creating optimal user experiences.
Med den digitala teknologins snabba utveckling, förändras traditionell tv i och med inverkan av flera enheter, skärmar och innehåll. Over-the-top-tv [OTT-tv] ersätter linjär tv i en växande takt. Majoriteten av konsumenterna av over-the-top-innehåll finns inom en specifik generation, Generation Z. Som äkta digitala infödingar kan den här generationen lätt navigera ett flertal online-tv-plattformar och enheter, samtidigt som den har kort koncentrationsförmåga och är mer mottaglig för informationsöverbelastning. Det är därför nödvändigt att förstå hur denna växande grupp gör val i ett tv-landskap som blir alltmer överbelastat med nytt innehåll. Syftet med denna studie är att förstå vilka användargränssnitts-komponenter Generation Z tar hänsyn till när de väljer innehåll på OTT-tv. Flera metoder användes för att undersöka gruppens medievanor. Användbarhetstest och intervjuer avslöjade Generation Z: s naturliga beteende när de letar efter OTT-innehåll. Enkätundersökningsdata från en större grupp jämförde Generation Z och Generation Y. Det upptäcktes att båda generationerna har liknande beteenden där användargränssnitts-komponenter påverkar valet av innehåll. Forskningen visade också trender för vilka komponenter som är viktiga för Generation Z och varför. Den här forskningen är det första steget i att göra informerade och datadrivna beslut i design och implementering av OTT-tv-plattformar för Generation Z, vilket minskar den kognitiva överbelastningen och skapar optimala användarupplevelser.
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Liblik, Karl-Chris, and Berlo Kevin van. "The Business of Micro Transactions : What is the players' motivation for purchasing virtual items?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30578.

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Snow, Stephen. "Beyond energy savings: Exploring how design can extend the scope of eco-feedback for users in the home." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83983/1/Stephen_Snow_Thesis.pdf.

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As energy use information is becoming increasingly visible and sharable, this research aimed to inform the design of eco-feedback systems for the home. It involved observation and analysis of people's practices, which involve energy use, and their use of a domestic eco-feedback system. The question was asked: how can design best engage people with energy consumption information- making feedback more relevant to home occupants? In addressing this, a specifically bottom-up approach was employed, studying what people actually do with eco-feedback, rather than what technologists imagine eco-feedback will do to people.
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25

Herchenroeder, Luke. "The Effectiveness Of Health, Environmental, And Animal Welfare-Focused Video Appeals On Implicit And Explicit 'Wanting' Of Meat And Intentions To Reduce Meat Consumption." W&M ScholarWorks, 2021. https://scholarworks.wm.edu/etd/1627047815.

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High levels of meat production/consumption negatively impact physical health, environmental sustainability, and animal welfare. As a result, documentaries focused on increasing knowledge of these negative consequences have emerged in popular media. Given this information, the present study examined and compared the effects of these video appeals on intentions to reduce meat consumption and ‘wanting’ of meat. In the analytic sample, most participants identified as White non-Hispanic (n = 237; 58.8%), with a smaller proportion identifying as Asian American or Asian (n =101; 24.9%), as Black or African American (n = 54; 13.3%), as Hispanic, Latino, or of Spanish origin (9.4%), as American Indian or Alaska Native (n = 6; 1.5%), as Native Hawaiian or other Pacific Islander (n = 2; 0.5%), or as identifying with a racial or ethnic identity not listed (n = 10; 2.5%). A majority of participants identified as female (61.5%) and the reported mean age of the analytic sample was 18.95 (Median = 19.00; SD = 0.96).Participants completed baseline questionnaires before being randomly assigned to one of four conditions where they watched either a 10 minute video on the negative impact of meat consumption (three experimental conditions with separate appeals; animal welfare, environmental, health) or a control video. Afterwards, intentions to reduce meat consumption and levels of implicit/explicit ‘wanting’ were assessed. Results indicated that watching any of the three experimental videos led to increased intentions to reduce meat consumption and decreased implicit, but not explicit, ‘wanting’ of meat compared to the control condition. These effects were mediated by participants’ post intervention levels of moral emotions (i.e., shame, guilt, being upset) for those in the animal welfare and environmental conditions, such that being in those conditions led to higher levels of moral emotions, which in turn led to lower implicit/explicit ‘wanting’ as well as higher intentions to reduce meat intake. Further, moderation and moderated mediation effects were explored. These results suggest video interventions may be an effective and low-cost tool for lowering intentions to consume meat as well as for shifting motivations to consume meat.
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Daccak, Muhammad. "The Future of Public Service Television in Sweden : A study on challenges and opportunities for SVT Play in a shifting television landscape." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292841.

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This study investigates the changing television landscape and consumption habits and the effects on the Swedish public service television(SVT). Recent shifts have amplified the ongoing decline of linear television and were marked by increasing migration of viewers to online video consumption and global streaming services. These new competitors escalate the challenges facing national broadcasters and emphasize the role of having a strong independent public service television that can remain relevant to all its audiences. SVT has been a pioneer in shifting to online and launched its video streaming service SVT Play in 2006. But the service is unable to recuperate the viewership bleeding from SVT linear channels, and reaching younger audiences has never been more challenging. The study presents a literature review and background referring to recent general trends in the television market, to put shifts and disruptions in the Swedish market in a larger context. We also present a thorough background on the Swedish television market focusing on the position of SVT and SVT Play. We discussed dynamics and drivers of recent structural and consumption shifts through in-depth interviews with key personnel from SVT as well as with other experts from different areas within the media and telecom industry. We seek to answer what future challenges and opportunities are for SVT Play and how to deal with those challenges and opportunities. The data collected were analyzed and reported in this study. The main findings indicate a new era ahead of public service heralded by the unprecedented decline of SVT broadcast and the increased consumption divergence in 2019. The study found that SVT Play has a central future role of public service television and should be further empowered to remain agile and relevant, through diverse, differentiated, and personalized offerings, but also through constant engagement with audiences and continuous learning of what they value and demand in a constantly changing media landscape.
Denna studie undersöker det föränderliga TV-landskapet och de nya konsumtionsvanornas effekter på svensk public service- TV (SVT). Nyligen har skiftningar intensifierat den pågående minskningen av linjär-TV vilket märkts i den ökande migrationen av TV-tittare till online video-konsumtion och globala streamingtjänster. Dessa nya konkurrenter trappar upp utmaningarna som nationella programföretag ställts inför och betonar vikten av att ha stark och oberoende public service-TV som kan förbli relevant för samtliga målgrupper. SVT har varit pionjärer i övergången till online och lanserade sin streamingtjänst för video, SVT Play, redan 2006. Men tjänsten är oförmögen att hämta upp de förlorade tittarsiffrorna från SVTs linjära TV-kanaler. Samtidigt så har det aldrig tidigare varit svårare att nå de unga målgrupperna. Denna studie presenterar en litteraturgenomgång och bakgrund med referenser till de senaste allmänna trenderna TV-marknad, för att ställa den svenska marknadens förändringar och störningar i ett större sammanhang. Vi presenterar även en grundlig bakgrund av den svensk TV-marknaden med fokus på SVTs och SVT Plays positioner i denna. Vi har resonerat kring dynamiken och drivkrafterna bakom de senaste strukturella förändringarna och förändringarna i konsumtion, genom djupgående intervjuer med nyckelpersoner från SVT samt andra experter inom olika områden av media- och Telecom-industrin. Vi söker svaret till vilka de framtida utmaningarna och möjligheterna för SVT Play är, samt hur man bör handskas med dessa utmaningar och möjligheter. Den insamlade datan har analyserats och rapporteras i denna studie. De huvudsakliga upptäckterna indikerar en ny era för public service, påbörjad av de historiska minskningarna av SVTs sändningar samt den ökande konsumtionsdivergensen under 2019. Studien har funnit att SVT Play besitter en central framtida roll för public service-TV och bör fortsatt vara stärkt i uppgiften att förbli rörlig och relevant, genom varierade, differentierade och personanpassade erbjudanden, men även genom ett konstant engagemang med sin publik och ett kontinuerligt lärande över vad de värderar och önskar i ett ständigt skiftande medielandskap.
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27

Belkebir, Joumana. "Analyse exploratoire du comportement de deux catégories de jeunes consommateurs marocains de spectacles de football et de jeux vidéo de football." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCH010.

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Il existe aujourd’hui un intérêt managérial et académique à analyser les comportements de consommation des jeunes marocains de 8 à 24 ans spectateurs de football et pratiquants de jeux vidéo de football. D’une part, un intérêt managérial car ces jeunes marocains constituent un débouché majeur et une source de recettes pour le secteur du football au Maroc. D’autre part, un intérêt académique car peu de travaux existent dans la littérature marketing internationale et marocaine portant sur les comportements de cette population. Le concept d’identité, dont l’application est particulièrement pertinente à cette catégorie d’adolescents, nous semble central pour enrichir la compréhension de ces comportements. Dans cette perspective, notre travail doctoral vise à montrer l’importance de la prise en compte de la double identité jeune et marocaine en relation avec d’autres variables plus classiques (environnementales, sociodémographiques et expérientielles), lorsqu’il s'agit de consommations passionnées et (ou) partisanes des spectacles de football et des jeux vidéo de football. À partir d’une approche exploratoire qualitative et quantitative, notre recherche permet de mettre en évidence des profils de jeunes marocains spectateurs et joueurs, et d'étudier la relation entre leur consommation des spectacles de football et de jeux vidéo de football. De plus, cette étude met en avant l’émergence d’une nouvelle consommation féminine et connectée des spectacles de football. Au final, nos résultas peuvent permettre aux gestionnaires d’adapter leurs politiques de distribution et de communication des jeux vidéo et des spectacles de football à ces segments
Nowadays, there is a managerial and academic interest in analyzing the consumption behavior of moroccan football spectators and football video game players aged between 8 and 24. A managerial interest because the young Moroccans constitute a major market and a source of revenue for the football sector in Morocco and an academic interest considering the lack of research in the international and Moroccan marketing literature concerning these types of behaviors. The concept of identity is particularly important to explain the behavior of this category of adolescents. In this perspective, our doctoral work aims to show the importance of the young and Moroccan identity in relation to other more traditional variables (environmental, socio-demographic and experiential), when it is related to passionate and (or) partisan consumption of football shows and football video games. Through a qualitative and quantitative exploratory approach, our research essentially highlights profiles of young moroccan spectators and players, and analyzes the relationship between the consumption of football shows and football video games. In addition, this study highlights the emergence of a female and connected football consumption shows among young Moroccans between 8 to 24. Finally, our results can help managers to adapt their distribution and communication strategies of football video games and football shows to these segments
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28

Botton, Florent. "Mesure et modélisation bioénergétique des exercices intermittents : application au tennis." Phd thesis, Université Claude Bernard - Lyon I, 2011. http://tel.archives-ouvertes.fr/tel-00863609.

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L'objectif de ce travail était de valider une méthode simple permettant de déterminer la sollicitation des métabolismes aérobie et anaérobie en cours d'activité en prenant l'exemple du tennis. Son principe général est de séquencer l'activité globale composite en sous-activités appelées activités fondamentales AF et de déterminer pour chacune d'entre elles la consigne énergétique DEc(i) afin de modéliser l'adaptation des filières énergétiques grâce au modèle bioénergétique Astrabio©. Des étalonnages permettent d'obtenir les fonctions d'astreinte qui relient DEc(i) à un paramètre mécanique M pertinent, vitesse de déplacement ou cadence de coups, pour les 6 AF sélectionnées au tennis. Une méthode d'analyse vidéo simple utilisant une seule caméra est appliquée lors des matchs de tennis pour déterminer les AF et estimer M. Ces paramètres sont introduits dans le modèle Astrabio© qui détermine la DEc(i) de chaque AF, DE aérobie et DE anaérobie par différence. Les quantités d'énergie aérobie prédites à chaque jeu des matchs ne présentent pas de différence statistique avec celles réellement mesurées par la méthode d'analyse directe de DE (K4b2). Elle met en évidence qu'en dépit d'une DE aérobie moyenne assez faible comprise entre 40% et 60% VO2max, le tennis se caractérise en réalité par des efforts supra-maximaux pouvant atteindre 300% VO2max lors des frappes de balle et le métabolisme anaérobie représente environ 30% de l'énergie totale dépensée sur un match. Cette méthode présente l'intérêt majeur d'être facilement applicable et de décrire l'astreinte réelle d'une activité en fournissant une estimation des DE aérobie et anaérobie à partir de l'analyse vidéo de l'activité
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29

Tseng, Ling-Jiang, and 曾令江. "Dynamic Power Consumption Control Using Cross-Layer Techniques for Wireless H.264 Video." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/12964441063332234002.

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碩士
國立雲林科技大學
電機工程系碩士班
95
The purpose of this paper is considers the high compression efficiency H.264 video that transmit in wireless network .By Cross Layer technology transport immediately parameters that have detected immediately from wireless channel to application layer in order to dynamic adaptive the parameters of encoder and the power of transmission in physical layer for reducing energy consumption. According to purpose method of this paper, the average energy consumption reduces 18.6961%.
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30

Tung, Pin-Chen, and 董品蓁. "The impacts of online video advertisements on consumption behavior: a Q methodological perspective." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/42524984768062926013.

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碩士
銘傳大學
傳播管理學系碩士班
102
In recent years, globalization has contributed to the increasing popularity of the application of information communication technology (ICT), the use of Internet is also a key factor in the process of development. Observing from the view point of technological development, the notions of globalization and ICT development are complementary to each other in the integration phenomenon. This research attempts to understand consumption behavior by examining the impressions of people in watching online video advertising, to analyze the factors contributing to the success of online video advertisement. Methodologically, this research utilizes Q methodology to construct the impacts of online video advertising on consumer awareness. In this study, 31 respondents are invited to perform Q sorting, the results are then factor analyzed by using the PQMethod software. Factor analysis indicates that there are four types of opinion regarding the characteristics of online video advertisement: liberals, enjoy science and technology, impressionist, and sensory. This study analyzes the effects of these types of cognitive patterns of Taiwan Internet video advertising on consumer behaviors. On the basis of research findings, models of current Taiwan-based online video advertising have been constructed, and future research directions and policy recommendations are also provided.
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31

YenChen, Huang, and 黃沿禎. "Revertere—Applying the deconstruction of female consumption onto design creativity research in Video Installation." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/31147110332815330937.

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碩士
輔仁大學
應用美術學系碩士班
96
Women exist in their most original identities since birth, but there are constantly messages telling women how to really become women. Barbie dolls have the nature to be beautiful while actresses and singers have the tendency to be vibrant at all times. As a matter of fact, the mass media uses this trend to generate female consumption marketing strategies, while at the same time, shape the perception of the value to become women. This creative research is based on the manipulated cognitions of female perfectionism through social consumptions, bringing contrasts between regular women and Barbie dolls, using ordinary profiles to pursue perfection or to abolish the flawless propagandism, and to deconstruct the messages that elaborated the transformation process to become perfect women. Revertere then plays an important goal of breaking up the embodiment of female expectation in society. Using Video Installations, we launched eight continuous projections to facilitate a chaotic environment to stimulate audiences that helps them realize this insidious characteristic growth, and hence present a subtle opinion to suggest that this manipulated perfection is actually just ostensibly fair.
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Smith, Sarah Margaret. "From viewer to decision-maker the impact of digital video recorders on household media consumption /." 2005. http://purl.galileo.usg.edu/uga%5Fetd/smith%5Fsarah%5Fm%5F200512%5Fphd.

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33

Chen, Wei-Yang, and 陳偉洋. "A Study of the Relationship between Store Image and Re-consumption Intention of Video Rentals." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/x6bvwr.

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碩士
靜宜大學
觀光事業學系研究所
93
This research puts focus on consumer behavior of the video rentals and store image to re-consumption intention of influence. Blockbuster and Asia1 is a domestic first 2 greatest video rentals. Among them, Blockbuster introduces the enterprise Know-How by the abroad, in Taiwan have managed many years, is a domestic and biggest video rentals. And Asia1 depends on perpendicular integration of enterprise, also conducts very outstanding in the industry of video rentals. From here then, these two companies have representative in this industry. The research object is Blockbuster and Asia1 all consumers of retail sales in Taichung City. The researcher compares two stores mutually, to understand consumer whether meeting because the store is another and different, affecting the re-consumption intention, and the relationship of store image and re-consumption intention, all is the point of this research.
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Rehman, Hamood-Ur Ph D. "Artifact assessment, generation, and enhancement of video halftones." Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-12-2284.

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With the advancement of display technology, consumers expect high quality display of image and video data. Many viewers are used to watching video content on high definition television and large screens. However, certain display technologies, such as several of those used in portable electronic books, are limited on resources such as the availability of number of bits per pixel (i.e. the bit-depth). Display of good or even acceptable perceptual quality video on these devices is a hard technical problem that a display designer must solve. Video halftoning reduces the number of represented colors or gray levels for display on devices that are unable to render the video at full bit-depth. Bit-depth reduction results in visible spatial and temporal artifacts. The designer would want to choose the halftoning algorithm that reduces these artifacts while meeting the target platform constraints. These constraints include available bit-depth, spatial resolution, computational power, and desired frame rate. Perceptual quality assessment techniques are useful in comparing different video halftoning algorithms that satisfy the constraints. This dissertation develops a framework for the evaluation of two key temporal artifacts, flicker and dirty-window-effect, in medium frame rate binary video halftones generated from grayscale continuous-tone videos. The possible causes underlying these temporal artifacts are discussed. The framework is based on perceptual criteria and incorporates properties of the human visual system. The framework allows for independent assessment of each of the temporal artifacts. This dissertation presents design of algorithms that generate medium frame rate binary halftone videos. The design of the presented video halftone generation algorithms benefits from the proposed temporal artifact evaluation framework and is geared towards reducing the visibility of temporal artifacts in the generated medium frame rate binary halftone videos. This dissertation compares the relative power consumption associated with several medium frame rate binary halftone videos generated using different video halftone generation algorithms. The presented power performance analysis is generally applicable to bistable display devices. This dissertation develops algorithms to enhance medium frame rate binary halftone videos by reducing flicker. The designed enhancement algorithms reduce flicker while attempting to constrain any resulting increase in perceptual degradation of the spatial quality of the halftone frames. This dissertation develops algorithms to enhance medium frame rate binary halftone videos by reducing dirty-window-effect. The enhancement algorithms reduce dirty-window-effect while attempting to constrain any resulting increase in perceptual degradation of the spatial quality of the halftone frames. Finally, this dissertation proposes design of medium frame rate binary halftone video enhancement algorithms that attempt to reduce a temporal artifact, flicker or dirty-window-effect, under both spatial and temporal quality constraints. Temporal quality control is incorporated by using the temporal artifact assessment framework developed in this dissertation. The incorporation of temporal quality control, in the process of reducing flicker or dirty-window-effect, helps establish a balance between the two temporal artifacts in the enhanced video. At the same time, the spatial quality control attempts to constrain any increase in perceptual degradation of the spatial quality of the enhanced halftone frames.
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35

CHOU, SHAO-FANG, and 周劭芳. "A Study on Cross-media Consuming Behavior of Video Game Player- the Consumption of Warcraft Adaptation Film." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8t2uzq.

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碩士
國立中正大學
傳播學系電訊傳播研究所
105
Nowadays, video game-based films are becoming increasingly common. This study, adopting primarily the U&G theory, attempts to investigate the causal relationship among a game player’s involvement with the video game, the motivations to watch the film adaptation, and the gratifications thereof.The questionnaire was designed and distributed to the movie viewers who have also played the video game“World of Warcraft.” Results indicate that various types of involvement of a video game player are related differently to distinct motivations and satisfactions. The level of involvement of a video game player affects motivations both positively and negatively, and has positive effect on satisfactions. Moreover, the motivations have positive effects on satisfactions.
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"When piracy meets the Internet: the diverse film consumption of China in an unorthodox globalization." 2008. http://library.cuhk.edu.hk/record=b5896813.

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Wu, Xiao.
Thesis (M.Phil.)--Chinese University of Hong Kong, 2008.
Includes bibliographical references (leaves 111-124).
Abstracts in English and Chinese.
Abstract --- p.i
Acknowledgement --- p.iv
Table of Contents --- p.v
Chapter Chapter One: --- Chinese Film Piracy Consumption and Media Globalization --- p.1
Introduction: The Rampant Film Piracy in China --- p.1
Literature Review --- p.4
Focuses in Chinese Film Piracy --- p.4
Four Theoretical Positions in Media Globalization --- p.7
Summary --- p.17
Chapter Chapter Two: --- Problematics of Chinese Film Piracy Consumption --- p.19
Two Concepts --- p.19
Diversity --- p.19
Filmic Gene Pool --- p.20
Two Arguments and One Deduction --- p.23
The Argument for the Expanding Global Capital --- p.23
The Argument for National Protectionism --- p.25
The Long Tail --- p.26
The Theoretical Deduction for the Chinese Case --- p.27
Research Questions --- p.28
Methodological Note --- p.28
Chapter Chapter Three: --- A Re-Examination of Chinese Film Piracy Market --- p.32
The Myth of Market Access --- p.32
State Censorship Overlooked --- p.34
The First-Release Obsession --- p.35
An Internet Take-over? --- p.38
Summary --- p.39
Chapter Chapter Four: --- "In Search of the “Invisible"" Audience/Viewers" --- p.42
The “Official´ح Audience --- p.42
Chinese Film Audiences Re-Captured --- p.45
Sketches on the ´بInvisible´ة Viewers --- p.51
Conclusion --- p.56
Chapter Chapter Five: --- Structural Analysis for Chinese Film Piracy Consumption --- p.58
Chinese Piracy Viewers: An Idle Spare of the Nexus? --- p.58
The Film Piracy Market in China --- p.61
Summary --- p.63
Chapter Chapter Six: --- A Brief History of Chinese Piracy Consumption --- p.67
Video Hall (Mid-1980s to Mid-1990s) --- p.68
Epoch of the Videodisc (Since mid-1990s) --- p.70
Online Movie Forums and Blogs (1998-Present) --- p.73
Online Social Networks of Cinephiles (2004-Present) --- p.76
The Accompanying Print Media (1999-Present) --- p.78
Conclusion --- p.82
Chapter Chapter Seven: --- The Chinese Public Cine-Space --- p.83
The Publicness of Piracy Viewing --- p.83
A Public Cine-Space --- p.84
Cultural Public Sphere: The Concept --- p.84
The Chinese Internet --- p.85
The Chinese Online Film Critics --- p.87
The Chinese Public Cine-Space --- p.89
A Trajectory of the Online Cine-Space --- p.90
Mechanism towards Diversity --- p.93
The Techno-Divide --- p.98
Chapter Chapter Eight: --- Conclusion --- p.100
Contributions --- p.100
Historical Account of Chinese Film Piracy Consumption --- p.100
Inclusive Model for Diversity of Cultural Market --- p.101
Weaknesses and Future Suggestions --- p.103
Final Remark --- p.106
Appendix A --- p.108
Bibliography --- p.111
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37

Chen, Jhen-Wei, and 陳震緯. "The Rise and Decline of Traditional Video Rental Industry: the Dialectics between Media Reproduction, Market, Consumption and Social Forces." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/w93cwn.

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Abstract:
碩士
國立東華大學
社會暨公共行政學系
101
During the market boom, till May, 1984, it was recorded that there were 3,318 registered video rental shops in Taiwan. In fact, it was more than 8,000 shops in Taiwan at that time. After that, it has been losing its popularity with time. The number of the shops dropped to less than 800 in 2010. What are exact reasons behind this phenomenon? When discussing the rise and decline of an industry, one should be aware that various factors behind it, instead of only one. In this study, the author will find owners of video rental shops that exist more than 10 years, and present the lives of interviewees through using of oral history methodology. In addition, via the use of textual analysis, extra related domestic data will be offered as supports to these interview data. This study will also discuss the dialectical relationships between traditional video rental shops and media reproduction, market, consumption and social forces through utilizing the model of culture diamond; and how the relationships embody themselves in the development of the video rental industry. This research finds that the development of the industry is under influence of four factors, and this eventually changes the consumption activities. Furthermore, it is also noticed that the decline of the industry is directly related to how PiliInternational Multimedia Company changed distribution channels of their glove puppetry TV series products.
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38

WANH, ZIH-YI, and 王姿懿. "Exploring the Influence of Video Social Media on the Consumption Value and Purchase Behavior of Cosmetics for Millennial Generation." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/a32mkb.

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Abstract:
碩士
致理科技大學
企業管理系服務業經營管理碩士班(含碩士在職專班)
107
The Internet is as indispensable as sunlight, air, and water. The application of digital technology has gradually changed people's lifestyles. We can use mobile devices to play games, chase dramas, etc. at odd moments. We can also use social media to watch friends' news feed, send a message to friends, and follow someone who you want to focus on. Millennials are affected by digital technology, not only see the web as a bridge of communication, they also value social media interaction, refer to the user's opinions and word of mouth to decide whether to buy or not. In the era of information explosion, social media and audio-visual platforms flourish, to you will see various types of copy and ads provided attracting consumers’ eyes by the manufacturer on the device platform. What is the value and expectation of consumers for goods? Therefore, this study uses quantitative research methods to understand the consumption value of millennials consumers on cosmetics. Analyzing consumer value which is consumers' emphasis on and purchase behavior after being affected by video social media. Taking an inside look of Millennials consumer real needs as a reference of beauty market management policy for future. The results suggested that the most important consumption value of Millennials is emotional value, second is the epistemic value and social value. The characteristics of the video social media will positively affect the purchase behavior, in which dialogue, sharing, and reputation characteristics have a greater positive impact. Various consumption value will positively affect purchase behavior, especially the emotional value has a greater impact on the Millennials. Consumption value has an intermediary effect on the video social media and purchase behavior.
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39

Fonseca, Inês Filipa Santos da. "A televisão do futuro : um estudo sobre a plataforma Youtube." Master's thesis, 2018. http://hdl.handle.net/10400.14/27036.

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Abstract:
A forma como vemos televisão mudou. Com o aparecimento da Internet, novas plataformas como o YouTube nasceram como uma mudança de hábitos de consumo audiovisual. Tendo em conta as evoluções tecnológicas sucessivas que influenciam e mudam a forma como consumimos vídeo, esta dissertação tem como objetivo compreender a mudança de consumos audiovisuais que ocorre com o aparecimento destas novas plataformas, usando como caso de estudo a plataforma YouTube. Para perceber estas mudanças o estudo empírico procurou retratar os dois lados do consumo entre estes dois meios: o dos profissionais de produção de conteúdos, através de entrevistas, e o das audiências, através de inquérito por questionário. A televisão e o YouTube são meios diferentes e formas diferentes de transmitir conteúdo, que deverá ser personalizado e criado com uma estratégia definida individualmente para cada plataforma. Um meio como a televisão nunca deixará de existir e nunca deixará de ser consumido, isto desde que os canais se reinventem e se adaptem a esta convergência. Tal como a rádio se adaptou à televisão, a televisão terá de fazer o mesmo face às novas tecnologias e novas plataformas como o YouTube.
The way we watch television has changed. With the advent of the Internet, new platforms such as YouTube were born as a change of habits of audiovisual consumption. Looking into the successive technological evolutions that influence and change the way we consume video, this dissertation aims to understand the change in audiovisual consumption that occurs with the appearance of these new platforms, using as a case study the YouTube platform. In order to understand these changes, the empirical study sought to portray the two sides of consumption between the two media: the professionals of content production, through interviews, and the audience, through a questionnaire survey. Television and YouTube are different medium and different ways of transmitting content, this content should be personalized and created with a strategy defined individually for each platform. A medium like television will never cease to exist and will never cease to be consumed, as long as the channels reinvent themselves and adapt to this convergence. Just as radio has adapted to television, television will have to do the same with new technologies and new platforms like YouTube.
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