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1

Bordes, Philippe. "Adapting video compression to new formats." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S003/document.

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Les nouvelles techniques de compression vidéo doivent intégrer un haut niveau d'adaptabilité, à la fois en terme de bande passante réseau, de scalabilité des formats (taille d'images, espace de couleur…) et de compatibilité avec l'existant. Dans ce contexte, cette thèse regroupe des études menées en lien avec le standard HEVC. Dans une première partie, plusieurs adaptations qui exploitent les propriétés du signal et qui sont mises en place lors de la création du bit-stream sont explorées. L'étude d'un nouveau partitionnement des images pour mieux s'ajuster aux frontières réelles du mouvement p
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Mackin, Alex. "High frame rate formats for immersive video." Thesis, University of Bristol, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.730841.

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Shanableh, Tamer Jamal. "Heterogeneous video transcoding for matching network-bandwidth and end-system constraints." Thesis, University of Essex, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364512.

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Phillips, Cody J. "Video game reward types and the player experience." Thesis, Queensland University of Technology, 2018. https://eprints.qut.edu.au/119100/1/Cody_Phillips_Thesis.pdf.

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The thesis developed a system for categorising video game rewards, and explored the impact of those reward types on the player experience. We found that a diverse assortment of reward types is associated with increased player enjoyment, and that an individual's trait reward responsiveness also plays an important role in facilitating enjoyment. Participants with higher levels of trait reward responsiveness may be more likely to enjoy video games than people with comparatively low levels of trait reward responsiveness.
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Anne-Marie, Hébert. "Collaborative problem-solving, collaboration formats and creativity: a field study of video game design by professionals." Phd thesis, Ecole nationale supérieure des telecommunications - ENST, 2012. http://tel.archives-ouvertes.fr/tel-00770994.

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Notre travail concerne la créativité en groupe 'group creativity' dans la conception d'un jeu musical. Notre but est d'identifier et de caractériser les processus collaboratifs et de conception, et plus précisément ceux impliqués dans la génération de solutions créatives. A un deuxième degré, notre objectif est de caractériser les solutions créatives. Durant une étude ethnographique dans un studio de conception de jeu vidéo, d'une part, les réunions collaboratives ont été enregistrées et d'autre part, un entretien combiné à un questionnaire ont été réalisé avec des concepteurs. Avec ces donnée
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Ögren, Erik. "Hopelessness in Video Games : Motivating the player." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-411097.

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This bachelor thesis details the study and analysis of hopelessness, motivation, and personality types concerning game design. It offers definitions for hopelessness based on previous studies and explains what makes people experience hopelessness in games. The thesis compares previously conducted studies on hopelessness and motivation, confirms their validity, and applies the conclusion to theories of game design, such as MDA.
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Herrou, Glenn. "Résolution Spatio-temporelle Adaptative pour un Codage à Faible Complexité des Formats Vidéo Émergents." Thesis, Rennes, INSA, 2019. http://www.theses.fr/2019ISAR0020.

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La standardisation du dernier format vidéo en date, appelé Ultra-High Definition TV (UHDTV), vise à améliorer la qualité l’expérience des utilisateurs en introduisant de nouvelles technologies telles que la 4K ou le High Frame-Rate (HFR). Cependant, ces améliorations multiplient la quantité de données à traiter avant transmission du signal par un facteur 8. En plus de ce nouveau format, les fournisseurs de contenu doivent aussi encoder les vidéos dans des formats et à des débits différents du fait de la grande variété des systèmes et réseaux utilisés par les consommateurs. SHVC, l’extension sc
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Gendron, Stanley C. (Stanley Charles). "The effect of two types of video tape instructions on the resequencing performance of female tennis players at different skill levels /." Thesis, McGill University, 1990. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=60068.

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The purpose of this study was to examine the effects of two types of videotape instructions on the resequencing performance of female tennis players at the novice, low, medium, and elite skill levels. Resequencing performance on the tennis serve and forehand drive was examined. Three different treatment conditions were administered: a control group was required to simply resequence the twelve still photographs of the tennis serve, another group were presented a videotape replay of the tennis serve played at regular speed, then three times in slow motion and then a final showing at regular spee
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Heristchi, Vincent. "Neige électronique - L'effet vidéo." Thesis, Paris 3, 2010. http://www.theses.fr/2010PA030105.

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Si la vidéo est d’un usage courant à la télévision et dans la pratique amateur depuis plusieurs décennies, sa mise en contact avec des films tournés sur pellicules 16 ou 35mm traditionnelles est plus occasionnelle, tout en offrant de nouvelles possibilités esthétiques. En conservant la texture particulière de la vidéo dans un mélange et une confrontation des formats, un effet peut se produire. La création de cet « effet vidéo » est l’objet de notre étude. Que peut l’apparition d’une image vidéo, définie et lisible comme telle, à l’intérieur d’une oeuvre de fiction ou de documentaire dont le su
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Benavides, Parra Juan Carlos. "Brownian motion of colloidal particles located near different types of interfaces." Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1011.

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Le mouvement Brownien dans l’eau de colloïdes proches d’interfaces de différente nature (eau/air, eau/verre, …) est étudié en utilisant une technique de microscopie numérique permettant de reconstruire les trajectoires individuelles en trois dimensions. Des accords satisfaisants entre les trajectoires et les modèles théoriques publiés ont été trouvés pour les cas les plus simples. En outre, nous proposons une approche théorique capable de passer de la configuration d'interface libre (type eau-air) à l'état lié (type liquide-solide). Nous avons également considéré dans ce cadre la situation dan
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Leitch, Mitchell R. "One-Handed, Two-Handed, Wii-Handed? The Effects of Different Types of Interfaces on the Ability of Middle-School Students to Learn from Educational Video Games." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1219441254.

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Homola, Miloš. "Editor videa." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237077.

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In this paper I pay attention to video editation issue. Firstly the basic terminology is explained, then the history of analog editation is described and further more even digital editation as well. At this spot, very interesting history of development of this field isn't forgotten and also the architecture of video editing software is described as we know them today. The most used digital forrmats are summarized as well. In next chapters the design of simple video editing application is explained. The applied technologies are briefly described and the decision of the choice is clarified. The
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Wood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.

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Creative Project Abstract: The creative project of this thesis is a script prototype for Underland, a crime drama video game and digital playable story that demonstrates writing and design methods for negotiating narrative and player agency. The story is set in October 2006 and players are investigative psychologists given access to a secure police server and tasked with analysing evidence related to two linked murders that have resulted in the arrest of journalist Silvi Moore. The aim is to uncover what happened and why by analysing Silvi’s flat, calendar of events, emails, texts, photos, voi
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Tran, Thien, and Samuel Berg. "User Interfaces and Gaming Performance : How the Type of UI Elements Impact Player Performance in FPS Games." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54192.

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Electronic sports (esports) is an activity in which players compete against each other in video games. It could be beneficial for the esports industry if players were to perform more consistently. The user interface in the game is one aspect that could impact player performance. In this study, the six user interface element types defined by Fagerholt and Lorentzon in 2009 were used as the context for comparing player performance. The purpose of this thesis was to discover how the graphical user interface of competitive first-person shooter (FPS) games affect the player’s ability to perform mec
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Haensler, Guillaume. "Étude de l’usage d’un dispositif vidéoinformatique comme moyen de régulation des apprentissages moteurs en EPS : Modalités d’exploitation d’une ingénierie techno-didactique en situation d’enseignement apprentissage à l’école élémentaire et au collège selon les types d’activités physiques." Thesis, Bordeaux, 2015. http://www.theses.fr/2015BORD0319/document.

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L’évolution des nouvelles technologies dans les dernières décennies permetd’envisager l’intégration des TICE dans l’enseignement de l’Éducation Physique etSportive et le développement de situations d’apprentissages instrumentées. L’objectifde cette étude vise à analyser l’usage d'un artefact vidéo-informatique aux différentsniveaux d’apprentissage dans des activités physiques contrastées dans leursspécificités. Nous caractérisons et modélisons les conditions d’instrumentation dudispositif avec trois enseignants du premier degré et trois enseignants du seconddegré, leurs appropriations de l’art
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Jordánová, Ivana. "Hodnocení tepové frekvence a saturace krve kyslíkem pomocí chytrého telefonu." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2018. http://www.nusl.cz/ntk/nusl-378033.

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Mughal, Mudassar Ahmad. "Live Mobile Video Interaction : Inventing and investigating technology, formats and applications." Doctoral thesis, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-124317.

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The convergence of inexpensive video-enabled mobile phones, high-speed mobile data networks and ubiquitous sensing devices opens up a new design space called “live mobile video interaction”. It gives rise to a new genre of applications concerning live mobile video production, which can be seen as an instance of the said space. In this work we are particularly interested to explore potential technical challenges and opportunities presented by “live mobile video interaction”. We started our investigation by studying two existing prototypes from the said genre i.e. the Instant Broadcasting System
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Wong, Yun Chi, and 黃閏智. "Investigating the Effects of Product Presentation Formats and Product Types on Online Impulse Buying." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/06952585380790547151.

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碩士<br>國立中正大學<br>資訊管理學系暨研究所<br>99<br>Currently, there are many factors need to be explored with online impulse buying. This research proposes two factors (i.e., “product type” and “product presentation format”) to affect consumer’s emotion and urge to buy impulsiveness. We conducted a 2x2x2 laboratory experiment to test our hypotheses that include product type (hedonic and utilitarian), product presentation format (virtual product experience and static image) and product involvement (high and low). Our Research Model based on the Stimulus-Organism-Response framework(S-O-R) from environmental ps
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Lin, Ching-Hsuan, and 林敬軒. "Shot Change Detection and Scene Types Classification for Baseball Video." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/66656883860238174895.

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碩士<br>義守大學<br>資訊工程學系碩士班<br>94<br>Highlight extraction belongs to high-level events in video processing, and the highlight is defined subjectively by human perception. For indexing video source, it is necessary narrow down the gap between high-level and low-level features. Therefore, we must understand the characteristics of content in video and its corresponding features in priori, In this paper. The research is focused on twofold: 1. Shot Boundary Detection 2. Scene Classification In general, shots are regarded as a basic unit of video composition. Therefore, shot boundary detection is the ba
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ZHU, XUAN-WEI, and 朱軒韋. "Investigating the Impact of Consumer Experience on Consumer Behavior: the Moderating Role of Presentation Formats and Product Types." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/a793v7.

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碩士<br>國立高雄應用科技大學<br>資訊管理研究所碩士班<br>106<br>Since the development of the Internet, people have shared their lives from chats to social networking. Besides lives, people also share the experience with products, food. Therefore, consumers have more access to get the information about products and more presentation formats. This study examined the influences of strategic experiential modules and source credibility on consumer’s behavior, includes information pass-along, purchase intention, and impulsive buying. In addition, this study provide four experimental contexts for users to examine the influ
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CHEN, CHIA YU, and 陳嘉佑. "Why fans like, message & share a fanpage - the study on message types,presention formats and post time." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/4v5pm2.

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碩士<br>中原大學<br>資訊管理研究所<br>106<br>Along with technological advances, the number of users on social media websites is increasing day by day, and Facebook has the largest number of users among these social media websites. Facebook’s fan-pages not only offer users a platform to freely create content, and, from the perspective of commercial businesses, they also offer communication channels between corporations and customers. In addition, through their interactions with their fans, corporations could thereby adjust their business operational models, increase customers’ loyalty, and strengthen the re
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Hsu, Chiao-Lun, and 徐巧倫. "The Study on the Customer’s Consuming Experience in Different Types of Video Game." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/82474924039204181259.

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碩士<br>清雲科技大學<br>國際企業管理研究所<br>96<br>Nowadays, when people buy some thing, they no longer just focus on function, price, or after-care service. What they want is the unique taste or the real feeling after experiencing the product. It provides ways to sense, feel, think, act, and relate instead of traditional function benefit, and brings customer more recreational, excited, emotional, and original feeling. The most famous TV games in the current market are Nintendo-Wii、Sony-PS3 and Microsoft-Xbox360. The research reports about these three TV games are quite rare, so we use Schmitt’s experimenta
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CHEN, NAI-CHIA, and 陳乃嘉. "Effects of video game types on younger drivers’ driving behaviors and risk perception." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/7st2ee.

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碩士<br>國立雲林科技大學<br>工業工程與管理系<br>106<br>As industries for producing Video games develop rapidly, people are being over-dependent on video games nowadays. Some studies show that video games would influence players’ thoughts and behaviors, and furthermore affect players’ driving behaviors and risk perception. It could be deducted using statistical method that traffic collision were a main factor causing a youngster’s life, and there’s a close relationship between traffic collision and dangerous driving behaviors. Therefore, the study investigates the effects of different types of the video games on
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Huang, Chun-chen, and 黃均鎮. "Research on the Document Formats and Trial Types of Documents of Submitted Cases in Qin Bamboo Slips of Yuelu Academy Collection." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/3nzx46.

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碩士<br>國立臺灣大學<br>歷史學研究所<br>106<br>Litigation procedures and trial types are issues under constant review in legal history. With Qin Bamboo Slips of Yuelu Academy Collection Volume III (Yuelu III) as the major material, this thesis studies the document structure and the trial type of each case and analyzes the meanings of judicial terms in documents of submitted cases. Besides, the thesis will focus on cases that involve cross-institutional and cross-administrative-level procedures since such cases can particularly enhance our understanding of the internal operations of the bureaucracy. The
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Odigie, Imoisili. "Exploring the perceptions of network managers on bandwidth and online video streams in Ahmadu Bello University, Zaria." Thesis, 2015. http://eprints.rclis.org/43375/1/EXPLORING%20THE%20PERCEPTIONS%20OF%20NETWORK%20Managers%20on%20Bandwidth%20and%20Online%20Video.pdf.

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Online video streaming is a learning technology used in today’s world and reliant on the availability of bandwidth. This research study sought to understand the perceptions of network managers about bandwidth and online video streams in ABU Zaria. To achieve this, the interpretive paradigm and the Network Gatekeeping theory were used as the theoretical framework and also a case study approach was employed to investigate the phenomena. The study used a purposive sampling technique and a semi-structured interview to seek out opinions from the respondents. A thematic analytical approach was done
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Chou, Ching-Horng, and 周慶鴻. "Correlation Analysis between Eye Movement Behavior and Learning Performance for Different Types of Video Lectures." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/ch57nm.

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碩士<br>國立政治大學<br>圖書資訊學數位碩士在職專班<br>106<br>Multimedia audio and video materials have been broadly applied to the teaching field of web-based learning, and various multimedia audio and video materials have been developed. It is worth studying the effect of such multimedia audio and video materials and the component elements on digital learning outcome. With a portable eye tracker and stably controlled experiment environment, 16 G12 students, in a public senior high school, are randomly selected for the eye movement experiment. The participants would sequentially view the area of interests (profile
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Canelas, Sara Da Silva Duarte. "How can the traditional experience of print luxury advertising be improved though video advertising formats in a multi stakeholder asdvertising environment? Focus on the luxury good sector." Master's thesis, 2020. http://hdl.handle.net/10362/104419.

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This work project aims at exploring the benefits of video luxury advertising for luxury brands and the perspective of 1) advertising technology companies that aid this process, such as Supply Side Platforms and Demand Side Platforms, 2) publishers and 3) consumers.The study looks into different video advertising formats, different ways of advertising through video and the outcomes these may have. Ultimately, the project aims at understanding how the traditional experience of print advertising can be best translated into digital advertising. Our focus is the luxury personal goods sector.
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Yen, Hsin-Chuan, and 顏新銓. "The Analysis of Error Types of 6th Graders Word Problem Solving and the Effect of Schematic Video System." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/89414643360322244779.

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碩士<br>亞洲大學<br>資訊工程學系碩士在職專班<br>102<br>This study was aimed to explore the error types of sixth graders solving word problems and the effect of using schema-based video to solve multiple-step algebraic word problems. Algebraic multi-step word problems tended to overload the working memory of students. Students might also have reasoning difficulty and reading comprehension problems. There were fifty-seven sixth-grade students in two classes in Taichung City participating in the study. The researcher used pretest-posttest control group design which was a quasi-experimental design with computer-ass
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Hsieh, Yu-Hsin, and 謝聿昕. "The study of the relationship between player types and perceived acquisitionvalue and the moderating effect of failure type and recovery terms on thisrelationship under an online video game failure." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/11065612865746594641.

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Minaříková, Gabriela. "Systém Swim Smooth a plavecká specializace." Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-308032.

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Title: Swim Smooth System and Swimming Specialization Objectives: Along with The Australian Swim Smooth Swim Type Coaching System criteria assign particular swim types to natural predispositions of selected elite swimmers and thus confirm suitability of their specialization. Methods: This work was carried out as a methodological study that explores both the suitability of specialization in a selected group of elite swimmers and the potential benefits of the Swim Smooth Swim Type System compared to the more commonly used method of one swim type. The study involved measuring, displaying, monitor
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Walsh, Kimberly R. "Bullying on Teen Television: Patterns across Portrayals and Fan Forum Posts." 2012. https://scholarworks.umass.edu/theses/960.

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The primary goal of this thesis was to provide a snapshot of the portrayal of bullying on teen television. Drawing from contextual factors studied in the National Television Violence Study (Smith et al., 1998), a content analysis of 82 episodes (representing 10 series) and 355 acts of bullying was conducted to examine portrayals of physical, verbal, indirect, and cyber bullying in terms of bully and victim social status, motivations, humor, punishments/rewards, character support for bullies, harm shown to victims, interventions by third parties, and anti-bullying episode themes. The analysis r
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