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Bordes, Philippe. "Adapting video compression to new formats". Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S003/document.
Pełny tekst źródłaThe new video codecs should be designed with an high level of adaptability in terms of network bandwidth, format scalability (size, color space…) and backward compatibility. This thesis was made in this context and within the scope of the HEVC standard development. In a first part, several Video Coding adaptations that exploit the signal properties and which take place at the bit-stream creation are explored. The study of improved frame partitioning for inter prediction allows better fitting the actual motion frontiers and shows significant gains. This principle is further extended to long-term motion modeling with trajectories. We also show how the cross-component correlation statistics and the luminance change between pictures can be exploited to increase the coding efficiency. In a second part, post-creation stream adaptations relying on intrinsic stream flexibility are investigated. In particular, a new color gamut scalability scheme addressing color space adaptation is proposed. From this work, we derive color remapping metadata and an associated model to provide low complexity and general purpose color remapping feature. We also explore the adaptive resolution coding and how to extend scalable codec to stream-switching applications. Several of the described techniques have been proposed to MPEG. Some of them have been adopted in the HEVC standard and in the UHD Blu-ray Disc. Various techniques for adapting the video compression to the content characteristics and to the distribution use cases have been considered. They can be selected or combined together depending on the applications requirements
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.
Pełny tekst źródłaShanableh, 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.
Pełny tekst źródłaPhillips, 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.
Pełny tekst źródłaAnne-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.
Pełny tekst źródłaÖgren, 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.
Pełny tekst źródłaHerrou, Glenn. "Résolution Spatio-temporelle Adaptative pour un Codage à Faible Complexité des Formats Vidéo Émergents". Thesis, Rennes, INSA, 2019. http://www.theses.fr/2019ISAR0020.
Pełny tekst źródłaThe definition of the latest Ultra-High Definition TV (UHDTV) standard aims to increase the user’s quality of experience by introducing new video signal features such as 4K and High Frame-Rate (HFR). However, these new features multiply by a factor 8 the amount of data to be processed before transmission to the end user.In addition to this new format, broadcasters and Over-The-Top (OTT) content providers have to encode videos in different formats and at different bitrates due to the wide variety of devices with heterogeneous video format and network capacities used by consumers.SHVC, the scalable extension of the latest video coding standard High Efficiency Video Coding (HEVC) is a promising solution to address these issues but its computationally demanding architecture reaches its limit with the encoding and decoding of the data-heavy newly introduced immersive video features of the UHDTV video format.The objective of this thesis is thus to investigate lightweight scalable encoding approaches based on the adaptation of the spatio-temporal resolution. The first part of this document proposes two pre-processing tools, respectively using polyphase and wavelet frame-based approaches, to achieve spatial scalability with a slight complexity overhead.Then, the second part of this thesis addresses the design of a more conventional dual-layer scalable architecture using an HEVC encoder in the Base Layer (BL) for backward compatibility and a proposed low-complexity encoder, based on the local adaptation of the spatial resolution, for the Enhancement Layer (EL).Finally, the last part of this thesis investigates spatiotemporal resolution adaptation. A variable frame-rate algorithm is first proposed as pre-processing. This solution has been designed to locally and dynamically detect the lowest frame-rate that does not introduce visible motion artifacts. The proposed variable frame-rate and adaptive spatial resolution algorithms are then combined to offer a lightweight scalable coding of 4K HFR video contents
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.
Pełny tekst źródłaHeristchi, Vincent. "Neige électronique - L'effet vidéo". Thesis, Paris 3, 2010. http://www.theses.fr/2010PA030105.
Pełny tekst źródłaVideo is currently used on television and as an amateur format, and has been for a few decades. But its mixing with feature movies shot on traditional 16 or 35 millimetres is more occasional, even if it can offer new aesthetical possibilities. By keeping the particular texture of video, in a mix and a confrontation of formats, an effect can occur. The creation of that “video effect” is the subject of this study. What can create a video image [defined and readable as video] when a fiction or a documentary’s reference of format is on celluloid? To that purpose, some films directed by Robert Kramer, William Klein, Michael Haneke, Fritz Lang, Jean-Luc Godard, Atom Egoyan, David Cronenberg, David Lynch, Abbas Kiarostami, Abel Ferrara, Wim Wenders, Chris Marker or Jean- Daniel Pollet will be investigated. These images determine a particular video effect [television, CCTV or amateur-intimate], and its constituting elements can be altered. Video can also lose all its narrative justification and influence the audience’s emotions only through its texture, in order to eventually « make the image » [in reference to Samuel Beckett’s short story]. Finally, by creating instability in the nature of its constitution, the video effect can contain the openness of a poetic whisper
Benavides, Parra Juan Carlos. "Brownian motion of colloidal particles located near different types of interfaces". Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1011.
Pełny tekst źródłaWe explore the Brownian motion of colloids near different interfaces (water-air, water solid,…) using three dimensional digital video microscopy and reconstruction of singles colloids trajectories in 3D over time. Satisfying agreements between data and published theoretical models were found for simplest cases. In addition we propose a theoretical approach able to transit from the free interface configuration (water-air) to the bound condition (liquid-solid). We also considered within this frame the situation where a solid interface was functionalized with a grafted short alkyl chain (flat and hydrophobic fixed wall) to compare with same solid interface made hydrophilic from a UV-ozone plasma treatment that creates hydroxyl groups (Si-OH). From the stabilization of a phospholipid bilayer, we also studied colloidal and hydrodynamic interaction with a soft (DOPC in Lα) or freezed (DMPC at Lβ) biomimetic membrane covering the solid interface (SiO2 glass)
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.
Pełny tekst źródłaHomola, Miloš. "Editor videa". Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-237077.
Pełny tekst źródłaWood, 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.
Pełny tekst źródłaTran, Thien, i 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.
Pełny tekst źródłaHaensler, 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.
Pełny tekst źródłaOver past decades the introduction and evolution of new technologies enablesto consider the inclusion of ICT in the teaching of Physical & Sports education and inthe development of instrumented learning processes. The objective of the study aimsat analyzing the use of a computer-video artefact for the different steps of learningwhen practicing physical activities, which can have contrasted specificities. We defineda model for the instrumentation of the package, for their artefact appropriation and theireffective use of it, with three teachers from first degree and three others fromsecondary. We observed that the use of computer-video based feedback differsdepending on the student’s autonomy and on the initial curriculum of the teacher.Besides, this study highlights the difficulty for some secondary students to work inautonomy when faced to an autoscopy based pedagogical method, which reduces theefficiency of computer-video device
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.
Pełny tekst źródłaMughal, 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.
Pełny tekst źródłaWong, Yun Chi, i 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.
Pełny tekst źródła國立中正大學
資訊管理學系暨研究所
99
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 psychology. The product types and product presentation formats as antecedents of S-O-R framework, that affect consumer’s emotional response and emotional response affect urge to buy impulsiveness. We employed MANOVA and PLS to test our model.
Lin, Ching-Hsuan, i 林敬軒. "Shot Change Detection and Scene Types Classification for Baseball Video". Thesis, 2006. http://ndltd.ncl.edu.tw/handle/66656883860238174895.
Pełny tekst źródła義守大學
資訊工程學系碩士班
94
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 basic of video analysis. Shot descriptor can be applied to many video applications such as video abstract, retrieval, index, browsing …etc. The main task is differentiated between real shot change and normal variation of a shot. After shot change detection, the following task is describing the segmented shot. In this paper, some scene types of game video is defined, then use proper low-level features to identify scene types of segmented shot. Each scene type includes different meaning, timing of appearance and content on game proceeding. With the help of scene types, people can understand further about the content of game proceeding. According to classified scene types, we can obtain more accurate result on follow-up high-level semantic recognition.
ZHU, XUAN-WEI, i 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.
Pełny tekst źródła國立高雄應用科技大學
資訊管理研究所碩士班
106
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 influences of different contexts on behavioral intentions. Our results indicate that differences in presentation formats will interfere with the impact consumer experience on experience value and that differences in product types not only interfere with the impact consumer experience on experience value but also experience value on consumer behavior intention.
CHEN, CHIA YU, i 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.
Pełny tekst źródła中原大學
資訊管理研究所
106
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 relationship between corporations and customers. Since most functions of this type of marketing strategies are free of charge, through analyzing the large amount of users on their fan-pages and observing how they “like” posts, leave comments, share posts, and interact online, many corporations began to explore new business opportunities and utilize the enormous hidden value behind the information on their fan-pages. This study uses Taiwan’s Pinede Pastry Company as a subject, and, based on its the research design, categorizes and codes all the information/messages registered/posted on Pinede’s fan-page. In addition, by observing its fans’ reactions to various posts, this study statistically analyzes Pinede fan-page users’ interactive behaviors (i.e. clicking “like,” leaving comments, and sharing posts). It also investigates the ways it may increase fans'' interactive behaviors by adjusting the contents on Penede’s fan-page. The outcome of this study shows that there is no statistical significance in its analysis of Pinede’s fan-page posts’ presentation format. After analyzing various types/categories of posts on Pinede’s fan-page, the analysis shows that posts related to lottery prizes witness the most interactive behaviors from the fan-page users. However, due to the high costs associated with conducting lottery prizes, it will not be cost-effective for Pinede to rely heavily on offering lottery prizes to its fans; instead, Pinede chose to rely more on its second-best interactive behaviors-inducing posts which are posts related to product introduction/promotion. Finally, with respect to the information posting time, the analysis shows that the most effective posting time is eleven (11) A.M. on weekdays. In future researches, other factors (such as fans’ sex and age) may be incorporated into the analysis so that factors related to fans’ interactive behaviors can be understood more comprehensively.
Hsu, Chiao-Lun, i 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.
Pełny tekst źródła清雲科技大學
國際企業管理研究所
96
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 experimental marketing as theoretical framework basis, and we take people in each area of Taipei city as our research object. This study uses purposive sampling as questionnaire researching. The purpose of this research is to treat what people experience when they were playing different TV games。 Based on the results of this research, we find that customers have deepest feelings in sense experience; then followed by feel experience and act experience. We find customers have obviously different sense experience according to sex difference. The sense, feel, think, and relate experience are all apparently affected by marital status, age and the average time they spend in playing TV games in each week. Besides, customers of “sense experience” was differentiate from the distinctively design of side products, the game music, the game scene, and the brand of the game company. While customers of “motion experience” have obvious difference in considering TV games as another indoor entertainment.
CHEN, NAI-CHIA, i 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.
Pełny tekst źródła國立雲林科技大學
工業工程與管理系
106
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 younger’s driving behaviors and risk perception through the experiment of gaming and driving simulation, estimating the subject’s behavior using BPAQ and DDDI. The experiment is a mixed factorial design that divides experimental factor into three types of groups, which are the video game, the violent video game, and the racing game, with each group having two road environment complexity, the high complexity and the low complexity. It observes whether the type of video game would influence player’s driving behaviors and studies the relationship between road environment complexity and video games. The results of the study shows that different game groups significantly reveals their specific behavioral traits and driving behavior. The violent game groups have the highest aggression traits, implying their vulnerability affected by games, and has the greatest longitudinal acceleration of driving response. The racing game group has the highest speed. In addition to the longitudinal velocity variation and the frequency of lack of concentration, the driving behavioral responses in high load environments are greater than the one in low load environments. In the future, in-vehicle computing system should provided the driver with the immediate feedback of the road and driving car status to remind them to drive safely, reducing the accidents.
Huang, Chun-chen, i 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.
Pełny tekst źródła國立臺灣大學
歷史學研究所
106
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 texts of Yuelu III can be classified into three documents types: (1) pleas to the higher authorities for decision making, (2) recommendations of competent investigators for promotion and (3) petitions for a new finding of fact (qiju fuzhi乞鞫覆治). First, in the pleas in Yuelu III, the formula that “we venture to submit this for decision(gan yan zhi敢讞之)” is used in a comprehensive and flexible way. In contrast, the same formula is always related to a doubtful case when used in the Book of Submitted Doubtful Cases (Zouyan Shu奏讞書) of early Western Han excavated from Zhangjiashan Tomb no. 247, and the document format is also more standardized. This reflects the trend of standardization of the document administration system from Qin to early Western Han. Second, the recommendations are letters by county magistrates to recommend subordinates with contributions to case solving to be promoted to the ranks of 2,000-bushel accessory scribes (zushi卒史). Though related to judicial cases, such documents are not trial documents. Third, the petitions are composed of judicial documents and documents for subordinate organizations. The format and structure of recommendations and petitions in Yuelu III are highly consistent with those in Zouyan Shu, which reflects the inheritance and continuation of the document administration system from Qin to early Western Han. The work sequences or formats of judicial documents reflected by the documents of submitted cases should not be equated with the actual trial procedures. The texts of Zouyan Shu and Yuelu III represent the format of judicial documents including the following four parts: the cause of action, interrogation, finding of fact (juci鞫辭) and sentence. The cause of action is categorized into accusation (gao告) and ex-officio charges (he劾). The interrogation has a fixed form of record, in which the suspect’s statement is followed by the trial officer’s cross-examination with an aim to make the suspect “confess”. The finding of fact is the confirmation of the accused crime by the presiding trial officer and also the basis of sentence. To deliver the sentence, the terms used include “proposal for judgement (dang當)” and “judgement (lun論)”. Between interrogation and finding of fact is a format called “forensic examination (zhen診) and interagency enquiries (wen問)”, in which the division in charge of trial checks the identity or criminal information of the offender. “Fuzhi (覆治)”, “fuyu (覆獄)” and “fuan (覆案)” may involve a retrial or a judicial review. The former three are judicial terms of Qin and Han, while the latter two are modern legal concepts, but they are often confused in discussions in legal history. The concepts of “fuzhi” and “fuyu” are similar or equivalent, both being a trial conducted under the instruction of superiors, but they are not necessarily equal to a retrial which means a case should undergo the trial again. For example, “fuzhi” in the petition for a new finding of fact is a retrial, but the retrials of cases 1 and 6 in Yuelu III are irrelevant to “fuzhi”. “Fuan” means review, check and verification, like the “case review” by a highly competent Metropolitan Official (Wuhai duli 無害都吏) for cases “involving a crime that matches the death penalty, as well as one involving killing other persons by mistake or during horseplay”, and should be differentiated from a retrial.
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.
Pełny tekst źródłaChou, Ching-Horng, i 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.
Pełny tekst źródła國立政治大學
圖書資訊學數位碩士在職專班
106
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 (profiles, slides, subtitles, titles) of two types of multimedia audio and video materials, picture in picture (PIP) and voice over presentation (VOP), to discuss the correlations between three eye movement indices (fixation time, number of fixation times, number of regression times) and learning outcome. The result reveals that learners using picture in picture (PIP) present significant learning outcome, while ones with voice over presentation (VOP) do not appear remarkable learning outcome. Moreover, picture in picture (PIP) notably outperforms voice over presentation (VOP). The Pearson product-moment correlation coefficient analysis result shows that the learners with verbal-oriented cognitive style present notably positive correlations between the fixation time, number of fixation times, and number of regression times for slides and titles in voice over presentation (VOP) and the posttest results, while those with image-oriented cognitive style do not. The fixation time, number of fixation times, and number of regression times for slides, profile, subtitles, and titles in picture in picture (PIP) do not show significant correlations with learners’ posttest results. Finally, both picture in picture (PIP) and voice over presentation (VOP) appear the most fixation time, number of fixation times, and number of regression times for slides, followed by teachers’ profiles, and titles the least.
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.
Pełny tekst źródłaYen, Hsin-Chuan, i 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.
Pełny tekst źródła亞洲大學
資訊工程學系碩士在職專班
102
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-assisted instruction. It was found that the schema-based video was effective for teaching multi-step algebra word problems, and the results satisfactory. 1.Implementing schematic video teaching could help students think effectively, solve multiple-step word problems, decrease the error rate of six- graders ’ solving multiple-step algebraicword problems and enhance the effectiveness of solving problems. 2.Implementing schematic video teaching in in solving multiple-step algebraicword problems and the effectiveness of solving problem teaching was superior to traditional teaching in solving problems. 3.Implementing schematic video teaching to six-graders’ solving multiple-step word problems and the effectiveness of solving problems could have the retention of learning effectively. 4.Implementing schematic video teaching could decrease the erreo rate of different types of solving problems. 5.Implementing schematic video teaching could promote six-graders’ interest in learning mathematics.
Hsieh, Yu-Hsin, i 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.
Pełny tekst źródłaMinaříková, Gabriela. "Systém Swim Smooth a plavecká specializace". Master's thesis, 2012. http://www.nusl.cz/ntk/nusl-308032.
Pełny tekst źródłaWalsh, Kimberly R. "Bullying on Teen Television: Patterns across Portrayals and Fan Forum Posts". 2012. https://scholarworks.umass.edu/theses/960.
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