Journal articles on the topic 'Viedo consumption'

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1

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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4

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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Choi, JeongHwa. "User Interactive ROI based Scalable Video Consumption System." Journal of the HCI Society of Korea 2, no. 1 (May 31, 2007): 1. http://dx.doi.org/10.17210/jhsk.2007.05.2.1.1.

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Bernardo, Vitor, Vitor Fonseca, Marilia Curado, and Torsten Braun. "Evaluation of Video Transmission Energy Consumption and Quality." Wireless Personal Communications 87, no. 2 (December 17, 2015): 565–92. http://dx.doi.org/10.1007/s11277-015-3150-3.

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Liu, Bai Qiang, Zhi Hong Qian, Xu Zhang, and Qian Li. "A Study of Video Transmission Performance in Bluetooth Sensor Networks Based on Slots Analysis." Advanced Materials Research 765-767 (September 2013): 2878–81. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.2878.

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Based on slots consumption, the performance of video transmission in Bluetooth sensor networks was analyzed. On the premise that the maximum gross user payload data rate can satisfied the output bit rate of video source coding, the slots consumption using different packet types to transmit video stream in different SNR was analyzed, and the minimum slots consumption can be obtained by selecting the appropriate packet types to transmit video packets in different SNR, thus the Bluetooth link can vacate more slots for other business.
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Sharrab, Yousef O., Mohammad Alsmirat, Bilal Hawashin, and Nabil Sarhan. "Machine learning-based energy consumption modeling and comparison of H.264/AVC and google VP8 encoders." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 2 (April 1, 2021): 1303. http://dx.doi.org/10.11591/ijece.v11i2.pp1303-1310.

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Advancement of the prediction models used in a variety of fields is a result of the contribution of machine learning approaches. Utilizing such modeling in feature engineering is exceptionally imperative and required. In this research, we show how to utilize machine learning to save time in research experiments, where we save more than five thousand hours of measuring the energy consumption of encoding recordings. Since measuring the energy consumption has got to be done by humans and since we require more than eleven thousand experiments to cover all the combinations of video sequences, video bit_rate, and video encoding settings, we utilize machine learning to model the energy consumption utilizing linear regression. VP8 codec has been offered by Google as an open video encoder in an effort to replace the popular MPEG-4 Part 10, known as H.264/AVC video encoder standard. This research model energy consumption and describes the major differences between H.264/AVC and VP8 encoders in terms of energy consumption and performance through experiments that are based on machine learning modeling. Twenty-nine raw video sequences are used, offering a wide range of resolutions and contents, with the frame sizes ranging from QCIF(176x144) to 2160p(3840x2160). For fairness in comparison analysis, we use seven settings in VP8 encoder and fifteen types of tuning in H.264/AVC. The settings cover various video qualities. The performance metrics include video qualities, encoding time, and encoding energy consumption.
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Kracht, Taylor M., and Darcey N. Powell. "Media Consumption: Association With Implicit Theories of Romantic Relationships." Psi Chi Journal of Psychological Research 26, no. 4 (2021): 363–73. http://dx.doi.org/10.24839/2325-7342.jn26.4.363.

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Media has grown in popularity throughout time, and with it, so has media’s ability to influence those who watch it. Specifically, romantic media has the potential to influence personal romantic beliefs. However, to date, research has typically relied on self-reported questionnaires for determining associations. Therefore, the present study examined the influence of romantic reality media on a specific set of romantic beliefs (i.e., individuals’ implicit theories of relationships) using an experimental procedure. Participants from a small liberal arts college first completed an online, prevideo survey (N = 128) assessing their prior romantic media consumption and their current romantic beliefs. A subset of the participants (n = 81) then came into a computer lab and watched 1 of 3 videos: emphasizing growth beliefs, emphasizing destiny beliefs, or a nonromantic media video. Immediately after the video, participants filled out a postvideo survey assessing their romantic media consumption and postvideo romantic beliefs. Analyses revealed a significant 3-way interaction between implicit theories of relationships, wave of data collection, and video condition, Wilk’s λ = .80, F(2, 74) = 9.38, p < .001, ηp2 = .20. Specifically, participants who watched the growth video had a significant change in their implicit theories of relationships beliefs; there was not a significant change in beliefs for participants who watched the destiny video. Results are discussed in relation to cultivation theory, professional implications in the counseling fields, and future directions.
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Joel Eastman, Alexander. "Binding consumption." SIGLO DIECINUEVE (Literatura hispánica), no. 21 (May 8, 2015): 29–46. http://dx.doi.org/10.37677/sigloxix.vi21.68.

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Dozens of newspapers written and edited by people of color flourished in the last decades of the nineteenth century in Cuba. Through an analysis of black press periodicals representative of the main political tendencies between 1879 and 1886 this article examines the economic and socio-political contexts in which the black press operated and demonstrates how Cubans of color successfully carved out a space in the market of newspaper consumption. By examining the economic forces determining circulation and readership of these periodicals, it argues that black Cubans actively negotiated the public spheres of journalism and the marketplace, becoming empowered consumers and creators of information and economic value. This article foreground debates within the black press in order to analyze the history of the Cuban civil rights movement through the perspectives of people of color and to destabilize the notion of black political homogeneity. Black journalists and leaders with national and royalist affiliations vied for political positioning and debated over how to represent the people and the struggles of the raza de color.
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Stroud, Leah C., William E. Amonette, and Terry L. Dupler. "Metabolic responses of upper-body accelerometer-controlled video games in adults." Applied Physiology, Nutrition, and Metabolism 35, no. 5 (October 2010): 643–49. http://dx.doi.org/10.1139/h10-058.

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Historically, video games required little physical exertion, but new systems utilize handheld accelerometers that require upper-body movement. It is not fully understood if the metabolic workload while playing these games is sufficient to replace routine physical activity. The purpose of this study was to quantify metabolic workloads and estimate caloric expenditure while playing upper-body accelerometer-controlled and classic seated video games. Nineteen adults completed a peak oxygen consumption treadmill test followed by an experimental session where exercising metabolism and ventilation were measured while playing 3 video games: control (CON), low activity (LOW) and high activity (HI). Resting metabolic measures (REST) were also acquired. Caloric expenditure was estimated using the Weir equation. Mean oxygen consumption normalized to body weight for HI condition was greater than LOW, CON, and REST. Mean oxygen consumption normalized to body weight for LOW condition was also greater than CON and REST. Mean exercise intensities of oxygen consumption reserve for HI, LOW, and CON were 25.8% ± 5.1%, 6.4% ± 4.8%, and 0.8% ± 2.4%, respectively. Estimated caloric expenditure during the HI was significantly related to aerobic fitness, but not during other conditions. An active video game significantly elevated oxygen consumption and heart rate, but the increase was dependent on the type of game. The mean oxygen consumption reserve during the HI video game was below recommended international standards for moderate and vigorous activity. Although upper-body accelerometer-controlled video games provided a greater exercising stimulus than classic seated video games, these data suggest they should not replace routine moderate or vigorous exercise.
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Sarif, Bambang A. B., Mahsa Pourazad, Panos Nasiopoulos, and Victor C. M. Leung. "A Study on the Power Consumption of H.264/AVC-Based Video Sensor Network." International Journal of Distributed Sensor Networks 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/304787.

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There is an increasing interest in using video sensor networks (VSNs) as an alternative to existing video monitoring/surveillance applications. Due to the limited amount of energy resources available in VSNs, power consumption efficiency is one of the most important design challenges in VSNs. Video encoding contributes to a significant portion of the overall power consumption at the VSN nodes. In this regard, the encoding parameter settings used at each node determine the coding complexity and bitrate of the video. This, in turn, determines the encoding and transmission power consumption of the node and the VSN overall. Therefore, in order to calculate the nodes’ power consumption, we need to be able to estimate the coding complexity and bitrate of the video. In this paper, we modeled the coding complexity and bitrate of the H.264/AVC encoder, based on the encoding parameter settings used. We also propose a method to reduce the model estimation error for videos whose content changes within a specified period of time. We have conducted our experiments using a large video dataset captured from real-life applications in the analysis. Using the proposed model, we show how to estimate the VSN power consumption for a given topology.
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Nguyen Huu, Phat, Vinh Tran-Quang, and Takumi Miyoshi. "Video Compression Schemes Using Edge Feature on Wireless Video Sensor Networks." Journal of Electrical and Computer Engineering 2012 (2012): 1–20. http://dx.doi.org/10.1155/2012/421307.

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This paper puts forward a low-complexity video compression algorithm that uses the edges of objects in the frames to estimate and compensate for motion. Based on the proposed algorithm, two schemes that balance energy consumption among nodes in a cluster on a wireless video sensor network (WVSN) are proposed. In these schemes, we divide the compression process into several small processing components, which are then distributed to multiple nodes along a path from a source node to a cluster head in a cluster. We conduct extensive computational simulations to examine the truth of our method and find that the proposed schemes not only balance energy consumption of sensor nodes by sharing of the processing tasks but also improve the quality of decoding video by using edges of objects in the frames.
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Sarif, Bambang. "Analysis Of Energy Consumption Fairness In Video Sensor Networks." Qatar Foundation Annual Research Forum Proceedings, no. 2013 (November 2013): ICTSP 02. http://dx.doi.org/10.5339/qfarf.2013.ictsp-02.

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Fine, Ben, Nigel Foster, John Simister, and Judith Wright. "Consumption norms, trickle-down and the video/microwave syndrome." International Review of Applied Economics 7, no. 2 (January 1993): 123–43. http://dx.doi.org/10.1080/758530143.

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Fernandes, Felix C., Xavier Ducloux, Zhan Ma, Esmaeil Faramarzi, Patrick Gendron, and Jiangtao Wen. "The Green Metadata Standard for Energy-Efficient Video Consumption." IEEE MultiMedia 22, no. 1 (January 2015): 80–87. http://dx.doi.org/10.1109/mmul.2015.18.

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Park, Minsu, Jaram Park, Young Min Baek, and Michael Macy. "Cultural values and cross-cultural video consumption on YouTube." PLOS ONE 12, no. 5 (May 22, 2017): e0177865. http://dx.doi.org/10.1371/journal.pone.0177865.

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Hennig, Lydia, Christine Olsen, Kristin Felderman, Justin Ulbright, Sara Rees, John Harshman, and W. Matthew Silvers. "Oxygen Consumption With Various Modes Of Video Game Interaction." Medicine & Science in Sports & Exercise 41 (May 2009): 551–52. http://dx.doi.org/10.1249/01.mss.0000356229.90186.08.

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Yan, Zhisheng, and Jun Yi. "Dissecting Latency in 360° Video Camera Sensing Systems." Sensors 22, no. 16 (August 11, 2022): 6001. http://dx.doi.org/10.3390/s22166001.

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360° video camera sensing is an increasingly popular technology. Compared with traditional 2D video systems, it is challenging to ensure the viewing experience in 360° video camera sensing because the massive omnidirectional data introduce adverse effects on start-up delay, event-to-eye delay, and frame rate. Therefore, understanding the time consumption of computing tasks in 360° video camera sensing becomes the prerequisite to improving the system’s delay performance and viewing experience. Despite the prior measurement studies on 360° video systems, none of them delves into the system pipeline and dissects the latency at the task level. In this paper, we perform the first in-depth measurement study of task-level time consumption for 360° video camera sensing. We start with identifying the subtle relationship between the three delay metrics and the time consumption breakdown across the system computing task. Next, we develop an open research prototype Zeus to characterize this relationship in various realistic usage scenarios. Our measurement of task-level time consumption demonstrates the importance of the camera CPU-GPU transfer and the server initialization, as well as the negligible effect of 360° video stitching on the delay metrics. Finally, we compare Zeus with a commercial system to validate that our results are representative and can be used to improve today’s 360° video camera sensing systems.
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Ruggieri, Gianluca, Paolo Zangheri, Mattia Bulgarelli, and Patrizia Pistochini. "Monitoring a Sample of Main Televisions and Connected Entertainment Systems in Northern Italy." Energies 12, no. 9 (May 8, 2019): 1741. http://dx.doi.org/10.3390/en12091741.

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Energy labels are a powerful instrument to influence the electricity consumption of appliances and lighting devices in households. However, the real consumption data depend on a number of different factors, including marketing policies, purchase preferences, technology development, and last but not least behavioural habits. While white appliance consumption trends tend to change over a longer period, the use of entertainment devices changes quickly. A number of different devices (digital versatile disc (DVD) player, decoder, game console, home theater, video recorder) are normally connected to the main television set, and these devices change rapidly, and, at the same time, new behaviors are emerging. There is an increasing gap between, on one hand, the higher consumption of televisions and connected devices and the number of regulations developed for their regulation, and, on the other hand, the lack of knowledge on the real onsite consumption. In order to fill this gap, in 2017, a measurement campaign was promoted and developed in some households in northern Italy. The consumption of 28 main televisions and 14 entertainment systems was measured on a daily basis for at least two weeks. Standby consumptions were measured as well. On the basis of outcomes evaluated, it results that these devices are responsible for 9.3% of total electricity consumption as an average of 5.6% for televisions and 3.7% of the attached devices. Standby consumption is still considerably high (3.6% of the total electricity consumption), especially for satellite decoders. Some interesting correlations were studied highlighting the effect of the introduction of the energy labels or the increasing size of the TV over time. The main results obtained were compared to those of previous monitoring campaigns launched in Italy.
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Kulkarni, Santosh, Jehan-François Pâris, and Purvi Shah. "A Stream Tapping Protocol Involving Clients in the Distribution of Videos on Demand." Advances in Multimedia 2008 (2008): 1–9. http://dx.doi.org/10.1155/2008/265309.

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We present a stream tapping protocol that involves clients in the video distribution process. As in conventional stream tapping, our protocol allows new clients to tap the most recent broadcast of the video they are watching. While conventional stream tapping required the server to send to these clients the part of the video they missed, our protocol delegates this task to the clients that are already watching the video, thus greatly reducing the workload of the server. Unlike previous solutions involving clients in the video distribution process, our protocol works with clients that can only upload video data at a fraction of the video consumption rate and includes a mechanism to control its network bandwidth consumption.
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Iacarella, Josephine C., Emma J. Hudgins, Jaimie T. A. Dick, and Anthony Ricciardi. "Predatory behaviour of an invasive amphipod in response to varying conspecific densities under higher-order predation risk." Canadian Journal of Fisheries and Aquatic Sciences 75, no. 1 (January 2018): 131–40. http://dx.doi.org/10.1139/cjfas-2016-0417.

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Behavioural responses of invasive animals to biotic interactions can inform predictions of their consumptive impacts; however, such biotic contexts are often overlooked. Here, we assessed the interacting effect of conspecific and higher-order predation risk on the per capita consumption and behaviours of the invasive freshwater amphipod Gammarus pulex, using field microcosm and video-recorded lab experiments in Northern Ireland. Gammarus pulex exhibited higher per capita consumption in the presence of conspecifics, owing to reduced handling time of prey, regardless of fish presence and despite reduced swimming time and increased time spent physically interacting with each other. Consumption was lower in the presence of fish in the field, and handling time decreased with greater amphipod densities in the presence of fish cue in the lab. Our results show that impacts of G. pulex are independently influenced by conspecifics and predation risk, whereas handling time revealed an interacting effect of conspecific density and predation risk. Further assessments of the responses of invasive animals to biotic interactions could help explain variability in their impacts at local spatial scales.
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Borowiecki, Karol J., and Juan Prieto-Rodriguez. "Video games playing: A substitute for cultural consumptions?" Journal of Cultural Economics 39, no. 3 (September 18, 2014): 239–58. http://dx.doi.org/10.1007/s10824-014-9229-y.

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Rotman, Daniel, Dror Porat, Yevgeny Burshtein, and Udi Barzelay. "Temporal Video Analyzer (TVAN): Efficient Temporal Video Analysis for Robust Video Description and Search." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 9871–72. http://dx.doi.org/10.1609/aaai.v33i01.33019871.

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With the increasing popularity of video content, automatic video understanding is becoming more and more important for streamlining video content consumption and reuse. In this work, we present TVAN—temporal video analyzer—a system for temporal video analysis aimed at enabling efficient and robust video description and search. Its main components include: temporal video segmentation, compact scene representation for efficient visual recognition, and concise scene description generation. We provide a technical overview of the system, as well as demonstrate its usefulness for the task of video search and navigation.
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Kechiche, L., L. Touil, M. Jemai, and B. Ouni. "A Power-Aware Real-Time System for Multi-Video Treatment on FPGA with Dynamic Partial Reconfiguration and Voltage Scaling." Engineering, Technology & Applied Science Research 12, no. 4 (August 7, 2022): 8996–9004. http://dx.doi.org/10.48084/etasr.5099.

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As the energy consumption is an evaluating factor for System-On-Chip (SOC) design, this paper presents a power-aware architecture for a real-time multi-video system on FPGA. This architecture aims to optimize power consumption for a multi-video system on ARM-based architectures. The proposed architecture uses dynamic reconfiguration and voltage scaling to create a power-aware system for real-time multi-video processing with minimal power dissipation. Dynamic partial reconfiguration was used to optimize the utilization of resources and reduce dynamic power consumption. Voltage scaling was also used to optimize dynamic power consumption, by configuring the blocks to use the minimum necessary voltage for normal operating conditions. The proposed architecture focused on the Zynq platform. The results showed power savings of up to 70% concerning performance and real-time constraints.
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Teira Brión, Andrés, and Josefa Rey Castiñeira. "Evidencias arqueobotánicas para una historia del consumo y producción de vino en el Noroeste ibérico." SPAL. Revista de Prehistoria y Arqueología de la Universidad de Sevilla 1, no. 30 (2021): 165–95. http://dx.doi.org/10.12795/spal.2021.i30.06.

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Los datos arqueobotánicos publicados en los últimos años en el noroeste de la península ibérica nos permiten trazar una evolución del cultivo de la vid con unas pautas cronológicas y unas características internas singulares. Los análisis polínicos, carpológicos y antracológicos han identificado la presencia de Vitis vinifera subsp. sylvestris en el medio natural y su aprovechamiento por las comunidades protohistóricas. En época romana, los conjuntos de algunos yacimientos sugieren el cultivo simultáneo de la vid doméstica –Vitis vinifera subsp. vinifera– y la silvestre. Además, destaca la aparición de los primeros asentamientos especializados en la producción de vino en el sur de la región. Esto indica cambios en la gestión de la vid. El viñedo se vincularía a establecimientos agropecuarios, propiedad de familias con un estatus social alto, situados en áreas rurales o próximos a núcleos urbanos. Estos grandes propietarios probablemente continuarían controlando la comercialización del excedente de vino en la Alta Edad Media.
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Yan, Huan, Tzu-Heng Lin, Gang Wang, Yong Li, Haitao Zheng, Depeng Jin, and Ben Zhao. "A First Look at User Switching Behaviors Over Multiple Video Content Providers." Proceedings of the International AAAI Conference on Web and Social Media 11, no. 1 (May 3, 2017): 700–703. http://dx.doi.org/10.1609/icwsm.v11i1.14946.

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Watching videos from multiple content providers (CP) has become prevalent. For individual CPs, understanding user video consumption patterns among CPs is critical for improving on-site user experience and CP's opportunity of success. In this paper, based on a two-month dataset recording 9 million users' 269 million video viewing requests over 6 most popular video CPs in China, we provide a first look at users' video consumption and switching behaviors across different CPs. We find that rarely do active video watchers stick to one single CP. When users switch from one CP to another, they are more likely to switch to larger CPs with more videos.
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Jeon, Kyuyeong, Jinhong Yang, Yongrok Kim, Hyojin Park, and Sungkwan Jung. "Development and Architecture of Video-to-Images to Enhance User Experience for Video Content Consumption." KIISE Transactions on Computing Practices 22, no. 7 (July 15, 2016): 326–31. http://dx.doi.org/10.5626/ktcp.2016.22.7.326.

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35

Yan, Ming, Chien Aun Chan, André F. Gygax, Jinyao Yan, Leith Campbell, Ampalavanapillai Nirmalathas, and Christopher Leckie. "Modeling the Total Energy Consumption of Mobile Network Services and Applications." Energies 12, no. 1 (January 7, 2019): 184. http://dx.doi.org/10.3390/en12010184.

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Reducing the energy consumption of Internet services requires knowledge about the specific traffic and energy consumption characteristics, as well as the associated end-to-end topology and the energy consumption of each network segment. Here, we propose a shift from segment-specific to service-specific end-to-end energy-efficiency modeling to align engineering with activity-based accounting principles. We use the model to assess a range of the most popular instant messaging and video play applications to emerging augmented reality and virtual reality applications. We demonstrate how measurements can be conducted and used in service-specific end-to-end energy consumption assessments. Since the energy consumption is dependent on user behavior, we then conduct a sensitivity analysis on different usage patterns and identify the root causes of service-specific energy consumption. Our main findings show that smartphones are the main energy consumers for web browsing and instant messaging applications, whereas the LTE wireless network is the main consumer for heavy data applications such as video play, video chat and virtual reality applications. By using small cell offloading and mobile edge caching, our results show that the energy consumption of popular and emerging applications could potentially be reduced by over 80%.
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36

Gorelova, Tamara P., and Tamara V. Serebrovskaya. "Features of Digital Video Content Consumption on the YouTube Platform." Journal of Modern Competition 15, no. 3 (August 13, 2021): 119–30. http://dx.doi.org/10.37791/2687-0649-2021-15-3-119-130.

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The article examines the features of digital consumer behavior on the example of the YouTube platform, in order to maintain leading position in the market of platforms with video content. Therefore, there is a need to follow the latest trends that are interesting for consumers to adapt to changes in their preferences and maintain a commitment to the product. The purpose of the study: to analyze the preferences of the digital consumer of the video services market, to identify strategies aimed at improving the efficiency of the social network, to make recommendations for maintaining the advantages of the platform. Objectives: identify the reasons of the choice of a social network and the unique needs of the modern digital consumer, the main categories of users of mobile technologies and their characteristics, develop recommendations for the promotion of the YouTube platform. General scientific methods: analysis, abstraction, system-structural approach. Based on the analysis of studies of international and Russian organizations on the activities of the social network YouTube, a survey of potential digital consumers of this social network, contractual features of the behavior of the modern digital consumer YouTube were identified. General recommendations for optimizing the YouTube platform are formulated, which will help significantly influence the digital consumer and strengthen the competitive position of the YouTube platform and other social networks. It is determined that today the content created in accordance with the latest trends is the most attractive for the digital consume.
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Khan, Kasif, Ankur Beohar, and Manish Kumar Gurjar. "An Efficient DRAM with Reduced Energy Consumption in Video Driver." International Journal of Computer Applications 93, no. 15 (May 16, 2014): 19–23. http://dx.doi.org/10.5120/16292-5947.

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38

Kumar, Arun, and D. K. Lobiyal. "Energy Consumption for Video Transmission in Mobile Ad Hoc Networks." International Journal of Computer Applications 51, no. 8 (August 30, 2012): 34–37. http://dx.doi.org/10.5120/8065-1453.

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Yu, Hsing-Cheng, Tzung-Yuan Lee, Shir-Kuan Lin, Li-Te Kuo, Shyh-Jier Wang, Jau-Jiu Ju, and Der-Ray Huang. "Low power consumption focusing actuator for a mini video camera." Journal of Applied Physics 99, no. 8 (April 15, 2006): 08R901. http://dx.doi.org/10.1063/1.2158927.

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Zhang, Jingyu, Zhi-Jie Wang, Song Guo, Dingyu Yang, Gan Fang, Chunyi Peng, and Minyi Guo. "Power consumption analysis of video streaming in 4G LTE networks." Wireless Networks 24, no. 8 (May 6, 2017): 3083–98. http://dx.doi.org/10.1007/s11276-017-1519-9.

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41

Li, Yiran, and Tong Zhang. "Reducing DRAM Image Data Access Energy Consumption in Video Processing." IEEE Transactions on Multimedia 14, no. 2 (April 2012): 303–13. http://dx.doi.org/10.1109/tmm.2011.2177079.

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42

Byaruhanga, Judith, Prince Atorkey, Matthew McLaughlin, Alison Brown, Emma Byrnes, Christine Paul, John Wiggers, and Flora Tzelepis. "Effectiveness of Individual Real-Time Video Counseling on Smoking, Nutrition, Alcohol, Physical Activity, and Obesity Health Risks: Systematic Review." Journal of Medical Internet Research 22, no. 9 (September 11, 2020): e18621. http://dx.doi.org/10.2196/18621.

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Background Real-time video communication technology allows virtual face-to-face interactions between the provider and the user, and can be used to modify risk factors for smoking, nutrition, alcohol consumption, physical activity, and obesity. No systematic reviews have examined the effectiveness of individual real-time video counseling for addressing each of the risk factors for smoking, nutrition, alcohol consumption, physical activity, and obesity. Objective This systematic review aims to examine the effectiveness of individually delivered real-time video counseling on risk factors for smoking, nutrition, alcohol consumption, physical activity, and obesity. Methods The MEDLINE (Medical Literature Analysis and Retrieval System Online), EMBASE (Excerpta Medica Database), PsycINFO, Cochrane Register of Controlled Trials, and Scopus databases were searched for eligible studies published up to November 21, 2019. Eligible studies were randomized or cluster randomized trials that tested the effectiveness of individual real-time video communication interventions on smoking, nutrition, alcohol, physical activity, and obesity in any population or setting; the comparator was a no-intervention control group or any other mode of support (eg, telephone); and an English-language publication. Results A total of 13 studies were eligible. Four studies targeted smoking, 3 alcohol, 3 physical activity, and 3 obesity. In 2 of the physical activity studies, real-time video counseling was found to significantly increase physical activity when compared with usual care at week 9 and after 5 years. Two obesity studies found a significant change in BMI between a video counseling and a documents group, with significantly greater weight loss in the video counseling group than the in-person as well as the control groups. One study found that those in the video counseling group were significantly more likely than those in the telephone counseling group to achieve smoking cessation. The remaining studies found no significant differences between video counseling and telephone counseling or face-to-face counseling for smoking cessation, video counseling and face-to-face treatment on alcohol consumption, video counseling and no counseling for physical activity, and video counseling and face-to-face treatment on BMI. The global methodological quality rating was moderate in 1 physical activity study, whereas 12 studies had a weak global rating. Conclusions Video counseling is potentially more effective than a control group or other modes of support in addressing physical inactivity and obesity and is not less effective in modifying smoking and alcohol consumption. Further research is required to determine the relative benefits of video counseling in terms of other policy and practice decision-making factors such as costs and feasibility.
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43

Negredo, Samuel. "Newspaper Video Content." Convergent Television(s) 3, no. 6 (December 24, 2014): 37. http://dx.doi.org/10.18146/2213-0969.2014.jethc068.

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Newspaper websites and online only news operations deliver an increasingly varied and comprehensive offer of original audiovisual content. In Spain, they cover current affairs and niche interests, complementing the video reports supplied by news agencies. The spoken word is a primary mode of expression, in the form of dialogues (interviews and debates) and speeches (comments and analyses), but more complex and visually appealing formats have been developed. There is a challenge to organise these packages and programmes in order to facilitate access and retrieval, which may help to improve user experience, and to maximise long-term consumption and value.
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44

Bschaden, Andreas, Eduardo Mandarano, and Nanette Stroebele-Benschop. "Effects of a documentary on consumer perception of the environmental impact of meat consumption." British Food Journal 123, no. 1 (July 21, 2020): 177–89. http://dx.doi.org/10.1108/bfj-02-2020-0138.

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PurposeMeat consumption causes a large amount of global greenhouse gas emissions and other environmental problems. Studies showed that consumers underestimate the environmental impact of meat consumption compared to other food-related behaviours. A video intervention was conducted to investigate the effect of information on consumers' perception and behaviour.Design/methodology/approachTwo didactically different videos about meat and the environment and a control video were shown to 189 participants. Ratings about the environmental impact of different food-related behaviours as well as participants' meat consumption frequency were obtained directly before, one week later and one year after the screening by self-report questionnaires.FindingsMean rating of the environmental impact of meat consumption was second to the least important of the different food consumption patterns. In the first intervention group, the rating increased significantly (p = 0.001) after having watched the video. There was no such effect in the second intervention or the control group. Self-reported meat consumption frequency did not change significantly in any of the groups. No long-term differences between the groups could be found.Research limitations/implicationsThe results suggest that there is still a lack of knowledge concerning the environmental impact of meat consumption. Providing information can affect awareness, depending on the type of information delivery. The circumstances under which information encourages behaviour change need to be further explored.Originality/valueThis is the first study that investigated the impact of different videos about environmental impacts of meat consumption on consumer perceptions and behaviour.
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O’Regan, Tom. "Remembering Video." Television & New Media 13, no. 5 (April 24, 2012): 383–98. http://dx.doi.org/10.1177/1527476412443090.

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Informal cultural markets are not new. Nor are “pirate” video and software markets as different from formal markets as supposed. They are also markets governed by pricing, providing opportunities for leverage by market participants at the expense of each other. Pirate markets are a variant of a cultural market in which returns for sellers and costs to buyers factor in limited to no formal returns to content owners. Furthermore, in large parts of the world, such informal arrangements facilitate cultural, social, and market participation. This article remembers the disruptions that accompanied the VCR’s introduction to identify longstanding pathways of market formation to which the VCR and our current “digital” ensemble of DVD and downloads conform; and those features common to these and other media technologies which lend themselves to diverse production, distribution, and consumption arrangements globally.
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46

Suherman, S., Naemah Mubarakah, and Marwan Al-Akaidi. "Minimizing Energy Consumption on Mobile Phone by Rearranging Transport Protocol Load." International Journal of Engineering & Technology 7, no. 3.2 (June 20, 2018): 713. http://dx.doi.org/10.14419/ijet.v7i3.2.15350.

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There are two transport layer protocols that have been used in the internet protocol (IP) networks: Transmission Control Protocol (TCP) and User Datagram Protocol (UDP). Both protocols have been utilized for video streaming applications. This paper examines energy consumed by a mobile device when TCP or UDP employed by the application within it for streaming a video file. A transport protocol load management is proposed to reduce the mobile device energy consumptions. The experiments were conducted in the 802.11 environment. The results show that the proposed method is able to minimize mobile device energy consumptions up to 10.7% and 3.34% for both TCP and UDP protocols.
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Greitemeyer, Tobias. "The dark and bright side of video game consumption: Effects of violent and prosocial video games." Current Opinion in Psychology 46 (August 2022): 101326. http://dx.doi.org/10.1016/j.copsyc.2022.101326.

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48

Sumarwan, Ujang, Siti Atilah, and Vici Lucyta Lestari. "WARNING LABEL AND VIDEO EFFICACY ON HIGH SCHOOL STUDENT CONSUMPTION OF SOFT DRINK AND FAST FOOD." Journal of Consumer Sciences 4, no. 1 (February 28, 2019): 48–60. http://dx.doi.org/10.29244/jcs.4.1.48-60.

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Excessive consumption of fast food and soft drink causes various negative impacts on health. This study aims to analyze the knowledge and intention toward fast food and soft drinks consumption on adolescents. The design used in this study was pre-experimental in one of senior high schools in Bogor Regency. Samples of this study 96 students and chosen by convinience. Samples are divided into three groups, which are warning label exposure group, the video exposure group, and the control group. Research results show that warning label and video are able to increase knowledge of fast food and soft drinks. In addition, the exposure of the warning label and video also reduced the intention of the sample in consuming fast food and soft drinks. The results of one way ANOVA test showed that the knowledge and intention of the control group differed significantly with the experimental group both with the exposure of warning labels and video. Further testing results of the Post Hoc Test showed that warning label exposure further enhance knowledge than video exposure and without exposure. Warning labels and video effectively reduce the intention to consume fast food and soft drinks.
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Liberal, Fidel, Ianire Taboada, and Jose-Oscar Fajardo. "Dealing with Energy-QoE Trade-Offs in Mobile Video." Journal of Computer Networks and Communications 2013 (2013): 1–12. http://dx.doi.org/10.1155/2013/412491.

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Scalable video coding allows an efficient provision of video services at different quality levels with different energy demands. According to the specific type of service and network scenario, end users and/or operators may decide to choose among different energy versus quality combinations. In order to deal with the resulting trade-off, in this paper we analyze the number of video layers that are worth to be received taking into account the energy constraints. A single-objective optimization is proposed based on dynamically selecting the number of layers, which is able to minimize the energy consumption with the constraint of a minimal quality threshold to be reached. However, this approach cannot reflect the fact that the same increment of energy consumption may result in different increments of visual quality. Thus, a multiobjective optimization is proposed and a utility function is defined in order to weight the energy consumption and the visual quality criteria. Finally, since the optimization solving mechanism is computationally expensive to be implemented in mobile devices, a heuristic algorithm is proposed. This way, significant energy consumption reduction will be achieved while keeping reasonable quality levels.
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Moon, Seonghoon, Juwan Yoo, and Songkuk Kim. "Optimal Multi-Interface Selection for Mobile Video Streaming in Efficient Battery Consumption and Data Usage." Mobile Information Systems 2016 (2016): 1–18. http://dx.doi.org/10.1155/2016/4871629.

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With the proliferation of high-performance, large-screen mobile devices, users’ expectations of having access to high-resolution video content in smooth network environments are steadily growing. To guarantee such stable streaming, a high cellular network bandwidth is required; yet network providers often charge high prices for even limited data plans. Moreover, the costs of smoothly streaming high-resolution videos are not merely monetary; the device’s battery life must also be accounted for. To resolve these problems, we design an optimal multi-interface selection system for streaming video over HTTP/TCP. An optimization problem including battery life and LTE data constraints is derived and then solved using binary integer programming. Additionally, the system is designed with an adoption of split-layer scalable video coding, which provides direct adaptations of video quality and prevents out-of-order packet delivery problems. The proposed system is evaluated using a prototype application in a real, iOS-based device as well as through experiments conducted in heterogeneous mobile scenarios. Results show that the system not only guarantees the highest-possible video quality, but also prevents reckless consumption of LTE data and battery life.
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