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Slightam, Cindie, Charlie Wray, Rebecca L. Tisdale, Donna M. Zulman e Caroline Gray. "Opportunities to Enhance the Implementation of Veterans Affairs Video-Based Care: Qualitative Perspectives of Providers from Diverse Specialties". Journal of Medical Internet Research 25 (24 de abril de 2023): e43314. http://dx.doi.org/10.2196/43314.

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Background Increasing the adoption of digital care tools, including video visits, is a long-term goal for the US Department of Veterans Affairs (VA). While previous work has highlighted patient-specific barriers to the use of video visits, few have examined how clinicians view such barriers and how they have overcome them during the rapid uptake of web-based care. Objective This study sought input from providers, given their role as critical participants in video visit implementation, to qualitatively describe successful strategies providers used to adapt their practices to a web-based care setting. Methods We conducted interviews with 28 VA providers (physicians and nurse practitioners) from 4 specialties that represent diverse clinical services: primary care (n=11), cardiology (n=7), palliative care (n=5), and spinal cord injury (n=5). All interviews were audio recorded and transcribed, and transcripts were reviewed and coded according to an iteratively created codebook. To identify themes, codes were grouped together into categories, and participant comments were reviewed for repetition and emphasis on specific points. Finally, themes were mapped to Expert Recommendations for Implementing Change (ERIC) strategies to identify evidence-based opportunities to support video visit uptake in the VA. Results Interviewees were mostly female (57%, 16/28), with an average age of 49 years and with 2-20 years of experience working in the VA across 16 unique VA facilities. Most providers (82%, 23/28) worked in urban facilities. Many interviewees (78%, 22/28) had some experience with video visits prior to the COVID-19 pandemic, though a majority (61%, 17/28) had conducted fewer than 50 video visits in the quarter prior to recruitment. We identified four primary themes related to how providers adapt their practices to a web-based care setting: (1) peer-based learning and support improved providers’ perceived value of and confidence in video visits, (2) providers developed new and refined existing communication and clinical skills to optimize video visits, (3) providers saw opportunities to revisit and refine team roles to optimize the value of video visits for their care teams, and (4) implementing and sustaining web-based care requires institutional and organizational support. We identified several ERIC implementation strategies to support the use of video visits across the individual-, clinic-, and system-levels that correspond to these themes: (1) individual-level strategies include the development of educational materials and conducting education meetings, (2) clinic-level strategies include identifying champions and revising workflows and professional roles, and (3) system-level strategies include altering incentive structures, preparing implementation blueprints, developing and implementing tools for quality monitoring, and involving executive leadership to encourage adoption. Conclusions This work highlights strategies to support video visits that align with established ERIC implementation constructs, which can be used by health care systems to improve video visit implementation.
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Reznik, Yuriy A., Karl O. Lillevold e Rahul Vanam. "Perceptually Optimized ABR Ladder Generation for Web Streaming". Electronic Imaging 2021, n.º 3 (18 de junho de 2021): 75–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.3.mobmu-075.

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We discuss the problem of the design of encoding profiles for web streaming. In this application, the video is normally embedded in a web page, and based on user preferences, e.g. browser stretch factor, full-screen mode, etc., the area that it occupies on the screen may be different. When multiple viewers tune to the same web page, this creates a distribution of possible player sizes. The key idea of this paper is to consider such distribution as input to the problem of the design of encoding profiles for web streaming. The objective is to maximize the average quality that can be experienced by a population of viewers. We define this problem mathematically, show that it belongs to a class of non-linear constrained optimization problems, and show how it can be solved practically. Examples of optimal profiles generated for different videos, networks, and player models are also provided. Provided results demonstrate the significance of accounting for player size distributions in the design of encoding profiles for web streaming.
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Bai, Junyu. "Research on sentiment analysis based on the Bilibili video barrage". Applied and Computational Engineering 38, n.º 1 (22 de janeiro de 2024): 184–91. http://dx.doi.org/10.54254/2755-2721/38/20230551.

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Based on the analysis of the emotions and mentality of site B users watching videos, this paper proposes a method to visualize important attributes such as high-frequency words, the proportion of positive and negative comments, and word cloud diagrams. In the context of the rise of the Internet and the increasing application of Web 2.0, this paper took the Bilibili barrage text as the research object. Because of the large amount of barrage data, only individual barrages were selected as the analysis objects according to the requirements. The crawler was used to preprocess the crawled video barrage. Then machine translation knowledge and four algorithms such as the word segmentation algorithm and sentiment analysis algorithm were used to analyze the sentiment of the video barrage from three different dimensions and compare the results. Through the analysis of the visualization results, the differences in the emotional distribution of different video barrages were compared, and two important conclusions were drawn: First, the mentality of Bilibili users watching videos is positive; second, there is a certain correlation between the content of the video and the emotional orientation of the barrage, and mutual prediction can be made between the two. However, the research in this paper is only the tip of the iceberg in the research of public opinion analysis. At present, the application of sentiment analysis in public opinion still faces difficulties. How to optimize the algorithm model according to the current situation requires researchers to conduct deeper research and more extensive thinking.
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Khalil, Carine, Welmoed Van Deen, Taylor Dupuy, Nirupama Bonthala, Christopher Almario e Brennan Spiegel. "Developing Patient-Centered Inflammatory Bowel Disease–Related Educational Videos Optimized for Social Media: Qualitative Research Study". JMIR Medical Education 6, n.º 2 (20 de outubro de 2020): e21639. http://dx.doi.org/10.2196/21639.

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Background Important knowledge gaps have been identified related to the causes and symptoms of inflammatory bowel disease (IBD) and medical treatments and their side effects. Patients with IBD turn to social media to learn more about their disease. However, such information found on the web is misleading and often of low quality. Objective This study aims to gain an in-depth understanding of the unmet educational needs of patients with IBD and to use the resulting insights to develop a collection of freely available, evidence-based educational videos optimized for dissemination through social media. Methods We used design thinking, a human-centered approach, to guide our qualitative research methodology. We performed focus groups and interviews with a diverse sample of 29 patients with IBD. Data collection was performed in 3 phases (inspiration, ideation, and implementation) based on IDEO design thinking. Phase 1 offered insights into the needs of patients with IBD, whereas phases 2 and 3 involved ideation, prototyping, and video testing. A thematic analysis was performed to analyze the resulting data. Results Patients emphasized the need for educational videos that address their challenges, needs, and expectations. From the data analysis, 5 video topics and their content emerged: IBD treatments’ risks and benefits; how to be a self-advocate; how to stay healthy with IBD; how to cope with IBD; and educating families, friends, and colleagues about experiences of patients with IBD. Conclusions Design thinking offers a deep understanding and recognition of the unmet educational needs of patients with IBD; this approach informed the development of 5 evidence-based educational videos. Future research will formally test and disseminate these freely available videos through social media.
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Lester, Ethan Gabriel, Sarah Whitall Hopkins, Paula Jean Popok e Ana-Maria Vranceanu. "Adaptation of a Live Video Mind–Body Program to a Web-Based Platform for English-Speaking Adults With Neurofibromatosis: Protocol for the NF-Web Study". JMIR Research Protocols 10, n.º 6 (10 de junho de 2021): e27526. http://dx.doi.org/10.2196/27526.

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Background Neurofibromatosis (NF) is a rare genetic condition associated with lower but modifiable quality of life (QoL). Although a virtual live video program (Relaxation Response Resiliency Program for Neurofibromatosis [3RP-NF]; efficacy randomized controlled trial underway) that we created has been made available, ongoing barriers impede some patients from engaging in this intervention. A necessary next step is to develop a stand-alone web-based intervention that reduces barriers to accessing NF-specific psychosocial care. Objective First, we aim to develop a web-based platform (Neurofibromatosis-Web [NF-Web]) of our mind–body resiliency program (3RP-NF) through qualitative interviews with participants from an adult efficacy randomized controlled trial. Second, we aim to iteratively optimize the feasibility, acceptability, credibility, and satisfaction of the NF-Web platform through open pilot trials with participant exit interviews and explore quantitative outcomes within this sample. Here, we describe the protocol and study design, intervention, and analysis plan. Methods For aim 1, we will invite completers from our efficacy trial to participate in qualitative interviews. We will use data from these interviews to adapt the content of the live video program for asynchronous delivery and understand how to create a user-friendly format for an engaging web platform. For aim 2, we will enroll eligible participants recruited for the efficacy trial who could not enroll because of treatment barriers. Eligible participants will complete QoL, depression, anxiety, pain, treatment satisfaction, and program credibility measures at baseline and posttest. Inclusion criteria are identical to those for the efficacy trial, including stress and coping difficulties (self-report), no change in antidepressant medication in the past 3 months, no psychotherapy in the past 3 months, no major upcoming surgeries in the next 12 months, English speaking, ability to complete questionnaires on the web and participate in live video interventions, and consent before participation. The primary outcomes are feasibility, treatment satisfaction, and credibility. The secondary outcomes include physical, psychological, social, and environmental QoL; depression; anxiety; pain intensity; and pain interference. We will enroll at least two group cohorts and iteratively refine the program based on participant feedback after each cohort completes the open pilot trial. Results This trial is ongoing. We have completed the interviews (n=23) and analyzed the data to construct the website. Afterward, we will recruit our cohorts for the trial (approximately n=15/cohort; total=30). Recruitment will end by May 2021, with plans to analyze the data by October 2021. Conclusions We will develop the first web platform for people with NF with difficulties managing stress and NF symptoms and report on feasibility and preliminary effects in improving QoL and psychosocial functioning. NF-Web has potential to extend the reach of our 3RP-NF intervention by removing barriers to care, including lack of trained providers, scheduling difficulties, and appearance concerns. International Registered Report Identifier (IRRID) DERR1-10.2196/27526
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Lemlouma, Tayeb. "Home Media Access with Heterogeneous Devices". International Journal of Virtual Communities and Social Networking 7, n.º 3 (julho de 2015): 1–16. http://dx.doi.org/10.4018/ijvcsn.2015070101.

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The intensive use of social content anywhere and from any device presents new challenges for current systems and networks particularly when they are used by novice users. One of the most places where social channels are used by non-expert users and with a wide range of devices is at home. Unfortunately, current digital home systems lack of intelligent components that help terminals and users to find, configure and connect devices for using media content (video, audio, etc.) in an intuitive, transparent and optimized way. In this paper, the author discusses how the user's experience is negatively affected in existing digital home systems. Particularly, in heterogeneous environments with terminals and networks having different capabilities. The author discusses the home media access using a real-world evaluation of existing home systems. The author compares these evaluations to a Web-based approach and show how the use of the home network resources can be significantly improved for sharing and browsing media items and folders.
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Резников, К. Г., e С. Н. Медведев. "SOFTWARE DEVELOPMENT FOR RENDERING THREE-DIMENSIONAL SURFACES IN A WEB BROWSER". ВЕСТНИК ВОРОНЕЖСКОГО ГОСУДАРСТВЕННОГО ТЕХНИЧЕСКОГО УНИВЕРСИТЕТА, n.º 6 (14 de janeiro de 2022): 13–19. http://dx.doi.org/10.36622/vstu.2021.17.6.002.

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Представлена реализация программного обеспечения для построения трехмерных поверхностей с использованием трассировки лучей, выполняемого в веб-браузере персонального компьютера или смартфона. Подход веб-приложений стал широко применим в последние годы из-за развития сети Интернет. Современные веб-браузеры имеют достаточную вычислительную мощность для реализации сложных веб-приложений, а не ограничиваются только веб-сайтами. В процессе разработки были изучены различные методы построения поверхностей и методы визуализации, чтобы подобрать наиболее оптимальные для реализации веб-приложения. Были проанализированы и представлены базовые способы создания трехмерных поверхностей. Выделены ключевые различия каркасного и полигонального способа задания поверхности. Рассмотрен ряд моделей с процедурно вычисляемыми поверхностями. Подробно описан кинематический способ образования поверхностей, а также описан разработанный алгоритм для преобразования кинематических моделей в поверхность с использованием полигональной сетки. Подробно описан процесс визуализации и метод трассировки лучей. Продемонстрирован способ работы с видеочипом и распараллеливанию вычислений для оптимизации веб-приложения с помощью библиотеки GPU.js. Представлена структура веб-приложения с описанием главных каталогов проекта. Структура проекта основана на фреймворке Vue.js, благодаря чему функционал веб-приложения позволяет безгранично расширять. Для демонстрации работы веб-приложения представлен пример пошагового задания кинематической поверхности и визуализации на сцене с применением графических эффектов, таких как закраска и освещение, а также представлен пример с визуализацией множества объектов на сцене The article presents the implementation of software for rendering 3D-surfaces using ray tracing, running in a web browser of computers or smartphones. The web application approach has become widespread in recent years due to the development of the Internet. Modern web browsers have enough processing power to run complex web applications and are not limited to just websites. During the development process, various methods for constructing surfaces and visualization methods were analyzed to choose the most optimal solution for web applications. We analyzed and presented basic methods of creating 3D surfaces. We highlighted the key differences between wireframe and polygonal methods of surface definition. We considered several models with dynamic surface computation. We described the kinematic method of surface formation in detail and the developed algorithm for transforming kinematic models into a surface using a polygonal mesh. We described in detail the rendering process and ray tracing method. We demonstrated a way of working with a video chip and parallelizing computations to optimize a web application using the GPU.js library. We presented the structure of a web application with a description of the main project directories. The project structure is based on the Vue.js framework. The framework allows one to endlessly expand the functionality of a web application. The article presents how the web application works and example of step-by-step creation of a kinematic surface and rendering on a scene using graphic effects such as shading and lighting. Also it contains an example of rendering many objects on a scene
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Journal, IJSREM. "Topic Modelling of Web Pages with Latent Dirichlet Allocation Methods". INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 07, n.º 11 (1 de novembro de 2023): 1–11. http://dx.doi.org/10.55041/ijsrem27350.

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Topic modelling with Latent Dirichlet Allocation (LDA) is a popular technique used in natural language processing to uncover hidden thematic structures within a collection of documents. When applied to web pages, LDA can help in identifying prevalent topics or themes across these pages.. This study delves into the utilization of Latent Dirichlet Allocation (LDA) methods to extract underlying topics within web pages, a fundamental pursuit in understanding the multifaceted landscape of online information. Web content analysis presents unique challenges owing to its diverse nature—comprising text, images, videos, and structured HTML elements—mandating rigorous preprocessing strategies to homogenize the data. By adapting the LDA model to accommodate these challenges, this research tackles the task of uncovering latent thematic structures prevalent across web content. Methodologically, the study explores parameter tuning and model adaptation to optimize LDA for web page analysis, navigating complexities such as varied content formats, noise, and inherent biases in web data. Addressing these intricacies involves parsing HTML, extracting meaningful textual information, and refining tokenization processes. Evaluating the fidelity and interpretability of discovered topics becomes pivotal, prompting the utilization of coherence scores, perplexity metrics, and human assessment to gauge the quality of generated topics. Additionally, this research confronts the dynamic nature of web content, proposing strategies like continuous model retraining and dynamic topic modeling to accommodate evolving trends and updates. Practical applications of the extracted topics span a spectrum of domains, encompassing content recommendation systems, user behavior analysis, sentiment analysis, targeted advertising, and the enhancement of search algorithms for improved relevance and user engagement. Supported by illustrative case studies, this study elucidates how LDA serves as a potent mechanism to distill coherent and meaningful topics from web pages, offering invaluable insights into the hidden structures within the vast expanse of online information. St This comprehensive abstract encapsulates the depth and breadth of employing LDA for the analysis of web content, encompassing challenges, methodologies, evaluations, applications, and real-world implications.
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Evans, Holly EL, Cynthia C. Forbes, Daniel A. Galvão, Corneel Vandelanotte, Robert U. Newton, Gary Wittert, Suzanne Chambers et al. "Usability, Acceptability, and Safety Analysis of a Computer-Tailored Web-Based Exercise Intervention (ExerciseGuide) for Individuals With Metastatic Prostate Cancer: Multi-Methods Laboratory-Based Study". JMIR Cancer 7, n.º 3 (28 de julho de 2021): e28370. http://dx.doi.org/10.2196/28370.

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Background Digital health interventions such as tailored websites are emerging as valuable tools to provide individualized exercise and behavioral change information for individuals diagnosed with cancer. Objective The aim of this study is to investigate and iteratively refine the acceptability and usability of a web-based exercise intervention (ExerciseGuide) for men with metastatic prostate cancer and determine how well individuals can replicate the video-based exercise prescription. Methods A laboratory-based multi-methods design was used, incorporating questionnaires, think-aloud tests, interviews, and movement screening among 11 men aged 63 to 82 years with metastatic prostate cancer. Overall, 9 participants were undergoing androgen deprivation therapy, and 2 were completing chemotherapy. Data were collected in two waves, with changes made for quality improvement after participant 5. Results The intervention’s usability score was deemed moderate overall but improved after modifications (from 60, SD 2.9 to 69.6, SD 2.2 out of 100). Overall, the participants found the intervention acceptable, with scores improving from wave 1 (24.2, SD 1.1 out of 30) to wave 2 (26.3, SD 2.1 out of 30). The personalized multimodal exercise prescription and computer-tailored education were seen as valuable. After wave 1, website navigation videos were added, medical terminology was simplified, and a telehealth component was included after expert real-time telehealth support was requested. Wave 2 changes included the added variety for aerobic exercise modes, reduced computer-tailoring question loads, and improved consistency of style and grammar. Finally, the participants could replicate the resistance exercise videos to a satisfactory level as judged by the movement screen; however, additional technique cueing within the videos is recommended to address safety concerns. Conclusions The acceptability and usability of ExerciseGuide were deemed satisfactory. Various problems were identified and resolved. Notably, the participants requested the inclusion of personalized expert support through telehealth. The resistance training algorithms were shown to provide appropriate content safely, and the users could replicate the exercise technique unaided to a satisfactory level. This study has optimized the ExerciseGuide intervention for further investigation in this population. Trial Registration Australian New Zealand Clinical Trials Registry (ANZCTR) ACTRN12618001978257; https://anzctr.org.au/Trial/Registration/TrialReview.aspx?ACTRN=12618001978257
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Hu, Yutong. "Convenience and Sensory Experience: Analysis of Using Website as a Medium to Read". Lecture Notes in Education Psychology and Public Media 9, n.º 1 (14 de setembro de 2023): 353–57. http://dx.doi.org/10.54254/2753-7048/9/20230255.

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With the development of technology, the advent of e-books, computers, smartphones, and other electronic devices expanded the range of choices of media for reading, it also changed the way people consume information. Website, as a reading platform, has its advantages and disadvantages in reading experiences. For example, with a device connected to the internet, people can easily gain information and access what they want to read. Unlike traditional reading media such as books and newspapers, the website enables a variety of multimedia content, such as videos, animation, and images, which can make reading more engaging and informative, which further allows readers to enhance their understanding of a topic. However, as with any digital media, website reading may cause eye fatigue. And the movable images and inconsistent set type may be a disturbance. The diversity and potentiality of web reading call for advanced studies to further optimize the readers experience and eliminate the inferior strength of web reading. Compared with traditional printed media, this paper explores how website increases readers experiences in the field of sensory elements, interaction, and accessibility. The research methodology employed for this thesis involved reviewing academic literature and case studies. The results of the research indicate that websites indeed increase reading experiences for both people with and without disabilities. The findings suggest that websites provide readers with an attractive, delightful, and interactive experience. And the personalized settings, such as font size change, color adjustment, and alternative text, further increase the experience for people with different kinds of disabilities.
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Ackbarali, Tariqa A., Stacy E. Croteau, Steven W. Pipe, Kelly Tickle, Lori Long, Sonji Wilkes, Kate Nammacher, Neil Frick, Katie Kowalski e Wendy Turell. "Assessing Patient and Provider Perspectives, Clinical Practice, Behaviors, and Knowledge on Hemophilia A Care". Blood 136, Supplement 1 (5 de novembro de 2020): 24–25. http://dx.doi.org/10.1182/blood-2020-141657.

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BACKGROUND: The management of severe hemophilia A with and without inhibitors is evolving rapidly. Clinicians who manage patients with hemophilia A may lack confidence in how to optimally utilize extended half-life factor replacement agents as well as non-factor replacement agents for prophylaxis, and in managing complications such as inhibitor development in those with severe hemophilia. Patients with hemophilia and their families are burdened by the complexity of managing their care and would benefit from improved understanding of the disease state, treatment options, how to decrease bleeding episodes, and optimize their quality of life. For these reasons, a web-based joint educational initiative for patients/caregivers and HCPs was created. METHODS: In collaboration with Hemophilia Federation of America, National Hemophilia Foundation, and National Organization for Rare Disorders, a 1-hour online video-based CME activity for HCPs and 1-hour healthcare education activity for patients were created in June, 2020 to address identified practice and knowledge needs among HCPs, and knowledge, communication and self-efficacy behaviors among patients. Each activity consisted of slides, polling and live questions, and remains on-demand for 12 months at www.OMedLive.com and RareDiseaseLive.com, and on Facebook video for patients and caregivers. Test questions were administered at 3 time points (pre-, immediate post-, and 2 mos. post-activity). Data from these test questions, responses to live polling questions, and learner-submitted questions during live Q&A were analyzed to determine engagement, lessons learned and continuing education gaps. RESULTS: As of August 2020, 235 HCPs and 2,384 patients took part in the ongoing activities. Post education, HCP learners (n=79) anticipated the education would positively impact patient clinical outcomes (84%) and their practice behavior (80%). Improvements in pre/post knowledge and case-based competence questions were realized in all 4 administered HCP pre/post questions. For patients and caregivers, knowledge improvements were observed in 3 out of 4 pre/post questions, and a shift was also observed towards preference for more shared models of decision making, and towards increased confidence with HCP communication and managing their own care/the care of the person for whom they care. Differences were observed in patient versus provider perceptions of hemophilia-related challenges. Behavioral changes indicated by patients and providers following the educational activities will be reported and grouped by theme. Two-month follow up post-tests will be administered to HCPs and patient-caregivers who took part in the educational programs, and statistical significance of change and effect size for all repeated test questions will be reported. CONCLUSIONS: Joint CME and patient education can yield insights into clinical practice behaviors; patient healthcare communication, preferences, and confidence; and treatment knowledge of Hemophilia A. Together, aligned education directed to HCPs and patients can improve the ability to provide evidence-based treatment for patients. Disclosures Croteau: Bayer: Consultancy; Genentech: Consultancy; Pfizer: Consultancy; Novo Nordisk: Research Funding; CSL-Behring: Consultancy; Spark Therapeutics: Research Funding; ATHN: Research Funding; Sigilon Therapeutics: Consultancy; National Hemophilia Foundation: Honoraria; Hemophilia Federation of America: Honoraria. Pipe:Apcintex, Bayer, BioMarin, Catalyst Biosciences, CSL Behring, HEMA Biologics, Freeline, Novo Nordisk, Pfizer, F. Hoffmann-La Roche Ltd/Genentech, Inc., Sangamo Therapeutics, Sanofi, Takeda, Spark Therapeutics, uniQure: Consultancy; Siemens: Research Funding; Medical and Scientific Advisory Council to the National Hemophilia Foundation; Medical Advisory Board to World Federation of Hemophilia: Membership on an entity's Board of Directors or advisory committees. Tickle:National Hemophilia Foundation: Other, Research Funding; Platform Q Health: Honoraria.
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Stroud, Dick. "Guerrilla video: Why and how web video will change the fabric of the web". Journal of Direct, Data and Digital Marketing Practice 9, n.º 2 (15 de outubro de 2007): 134–47. http://dx.doi.org/10.1057/palgrave.dddmp.4350083.

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Sallnäs, Eva-Lotta. "Effects of Communication Mode on Social Presence, Virtual Presence, and Performance in Collaborative Virtual Environments". Presence: Teleoperators and Virtual Environments 14, n.º 4 (agosto de 2005): 434–49. http://dx.doi.org/10.1162/105474605774785253.

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How does communication mode affect people's experience of social presence, presence, and performance, and how does it affect their actual collaboration in a virtual environment? In a first experiment, subjects communicated by text-chat, audio conference, or video conference in a desktop collaborative virtual environment (CVE). Both perceived social presence and presence were shown to be lower in the text-chat condition than in the audio- and video-conference conditions. People spent a longer time performing a decision-making task together, spoke fewer words in total, and also spoke fewer words per second in the text-chat environment. Finally, more words per second were spoken in the audio-conference than in the video-conference condition. In a second experiment, collaboration in a CVE audio- and a CVE video condition was compared to collaboration in a Web audio-conference and a Web video-conference condition. Results showed that presence was rated higher in the two video than in the two audio conditions and especially in the Web video condition. People spent more time in the video than in the audio conditions and more words per second were spoken in the Web than in the CVE conditions. In conclusion, it was found that both the communication media used and the environment in which collaboration takes place (CVE or Web) make a difference for how subjects experience interaction and for their communication behavior.
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Bai, Xintong. "Website Analysis for Tencent Video". Frontiers in Business, Economics and Management 7, n.º 3 (1 de março de 2023): 178–82. http://dx.doi.org/10.54097/fbem.v7i3.5531.

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The streaming media platform has become the first choice for most contemporary viewers to watch audio and video online/in real time, and Tencent Video is one of the best. Tencent video mainly has two main platforms: web version and mobile APP. This paper discusses how Tencent video web version improves user engagement and its shortcomings from the theoretical basis of modality, navigability and interactivity.
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Li, He, Huimei Jia, Rui Zhang, Shuaipeng Yang, Qinglei Qi e Tianyang Liu. "Detection Method of River Floating Objects based on Edge Computing". Journal of Physics: Conference Series 2456, n.º 1 (1 de março de 2023): 012035. http://dx.doi.org/10.1088/1742-6596/2456/1/012035.

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Abstract For the detection of objects floating in the river, most of the traditional intelligent video monitoring methods are used to monitor through manual viewing. During the traditional video data transmission and processing, the massive amount of data will put pressure on the background such as network and computing power. The new effective method is to crop and optimize YOLOV5s, add a specific image pre-processing module, and deploy it by edge computing, embed a SOC (System on Chip) chip in the web camera for real-time processing of video data. Simulation experiments prove that the above method can improve the accuracy and speed of the target detection network.
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Prajapati, Keyur, e Dinesh J Prajapati. "Web Auto Configuration for N-Tier in VM based Dynamic Environment by Reinforcement Learning Approach: A Study". Computer Science & Engineering: An International Journal 12, n.º 1 (28 de fevereiro de 2022): 25–34. http://dx.doi.org/10.5121/cseij.2022.12104.

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In Web system, configuration is the crucial part to achieve performance with service availability. Now in days, because of dynamics web traffic, virtualization is the key factor. How to handle required resources is a challenging task in virtual environment. Apply optimize configurations for different servers as per available resources is a tedious task to achieve high throughput with low latency. In this paper we have described the studied methodology of machine learning, which will guide how optimize all the parameters with the best results in terms of web usability.
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Avlonitis, Markos, e Konstantinos Chorianopoulos. "Video Pulses: User-Based Modeling of Interesting Video Segments". Advances in Multimedia 2014 (2014): 1–9. http://dx.doi.org/10.1155/2014/712589.

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We present a user-based method that detects regions of interest within a video in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users'Replayinteractions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users'Replayactivity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the web.
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Pomales-García, Cristina, e Mericia Rivera-Nivar. "User Preferences for Web-Based Module Design Layout and Design Impact on Information Recall Considering Age". International Journal of Distance Education Technologies 13, n.º 4 (outubro de 2015): 62–79. http://dx.doi.org/10.4018/ijdet.2015100104.

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Research in design of Web-based modules should incorporate aging as an important factor given the diversity of the current workforce. This work aims to understand how Web-Based Learning modules can be designed to accommodate young (25-35 years) as well as older (55-65 years) users by: (1) identifying how information sources (instructor video, banners, and PowerPoint slides) within a Web-based module impact user information recall; and (2) distinguishing if there are any module layout preferences based on module content, participant gender, and age group. The results from the study show that information recall significantly varied based on age group and Web-based module content, and provide empirical evidence to suggest a general preference for placing the video in the left-upper corner of a Web module screen.
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Aggestam, Lena, Madeleine Johansson, Erik Kylén, Joel Stenholm e Ann Svensson. "The Development and Evaluation of an Animated Video for Pre- and Postoperative Instructions for Patients with Osteoarthritis—A Design Science Research Approach". Geriatrics 9, n.º 1 (8 de fevereiro de 2024): 19. http://dx.doi.org/10.3390/geriatrics9010019.

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Osteoarthritis (OA) is a condition in the hip or knee joints that develops during a long period of time and sometimes needs hip or knee joint replacement surgery when pain gets too intense for the patient. This paper describes how an animated video for pre- and postoperative instructions for patients with osteoarthritis was designed. The design science research (DSR) approach was followed by creating a web-based animated video. The web-based animated video is used to support surgical departments with education for patients suffering from OA. In the web-based animated video, information about OA surgical treatment and its pre- and post-arrangements was included. The relevance, the rigor, and the design cycles were focused on, with some iterations of and improvements in the animations. Even after implementation, there was a feedback-loop with comments from the surgeons and their patients. Moreover, as more departments will use the web-based animated video, they want to make their special mark on it, so that further changes will be made. This paper presents the design and successful implementation of an animated video for pre- and postoperative instructions for patients with osteoarthritis, tightly linked to the patient journey and the workflow of healthcare professionals. The animated video serves not only as a tool to improve care but also as a basis for further scientific research studies.
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Bershchankyi, Yevhen, e Halyna Klym. "DESIGN AND DEVELOPMENT OF AI CLOUD-BASED VIDEO RECORDING SYSTEM FOR ATHLETE MOVEMENTS". Measuring Equipment and Metrology 85, n.º 2 (2024): 13–20. http://dx.doi.org/10.23939/istcmtm2024.02.013.

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This paper presents the design and development of an AI cloud-based video recording system for athlete move- ment analysis. The proposed system utilizes the Wemos D1 Mini microcontroller as the core hardware platform and a GoPro cam- era for high-quality video capture. By leveraging the capabilities of these components, the system enables real-time video re- cording of athlete movements, facilitating detailed performance analysis and feedback. Furthermore, the system seamlessly inte- grates with Amazon Web Services (AWS) IoT Core, enabling efficient data transmission and storage in the cloud. Through re- search and development, both the hardware and software components of the system were designed and implemented, ensuring robust performance and scalability. Experiments demonstrate the efficacy of the proposed solution in capturing high-fidelity video footage of athlete movements and securely transmitting it to the cloud for further analysis. This research lays the foundation for advanced athlete monitoring systems, offering valuable insights for coaches, trainers, and sports scientists to enhance training regimens and optimize performance.
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Yulina, Christina Atika. "DEVELOPING WEB-BASED LEARNING MODEL BY COMBINING HOT POTATOES AND EDITPLUS TO OPTIMIZE THE INPUT IN ENGLISH LANGUAGE LEARNING". Jurnal JOEPALLT (Journal of English Pedagogy, Linguistics, Literature, and Teaching) 10, n.º 1 (29 de março de 2022): 15. http://dx.doi.org/10.35194/jj.v10i1.1779.

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Technology, using its ability to reach audience at anytime and anywhere, has emerged as a powerful platform to assist learners in their language learning. This paper aims to discuss generally (1) how to develop web-based learning using Hot Potatoes and Editplus, and (2) how does web-based learning model using hot potatoes optimize English language learning. Krashen claims that real acquisition happens only as a result of exposure to comprehensible and meaningful input is only slightly beyond their current level of competence (i+1). Developing web-based learning model can be one of the strategy for providing comprehensible input for the learners since it can be accessed at anytime and anywhere by anyone. Besides, web-based learning model help the learners exposed by other platforms easily, leading them to unconscious daily input to English language. Little research discusses about the combination use of Hot Potatoes and Editplus in making a web-based learning. This paper discusses the detailed steps to build a web-based learning using HotPotatoes combined with Editplus, in order to make a web-based learning model to optimize the input in English language learning.Â
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Hamasaki, Masahiro, Hideaki Takeda, Tom Hope e Takuichi Nishimura. "Network Analysis of an Emergent Massively Collaborative Creation Community: How Can People Create Videos Collaboratively without Collaboration?" Proceedings of the International AAAI Conference on Web and Social Media 3, n.º 1 (20 de março de 2009): 222–25. http://dx.doi.org/10.1609/icwsm.v3i1.14000.

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The Web technology enables numerous people to collaborate in creation. We designate it as massively collaborative creation via the Web. It is becoming an important activity such as Wikipedia and Yahoo! QA. As an example of massively collaborative creation, we particularly examine video development on Nico Nico Douga, which is a video sharing website that is popular in Japan. We specifically examine videos on Hatsune Miku, a version of a singing synthesizer application software that has inspired not only song creation but also songwriting, illustration, and video editing. As described herein, creators of interact to create new contents though their social network. We analyzed the process of developing thousands of videos based on creators' social networks. The social network reveals interesting features. Different categories of creators serve different roles in evolving the network. We also extracted communities from the network and observed different community structures and investigated the evolving nature of the network using motif analysis.
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Baimuratov, O. A. "DEVELOPMENT AND OPTIMAZATION OF VIDEO GAME MECHANICS IN UNITY 3D". Bulletin of the Korkyt Ata Kyzylorda University 59, n.º 4 (2021): 204–10. http://dx.doi.org/10.52081/bkaku.2021.v59.i4.113.

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Creating video games requires complex processes. Depending on the genre and type of the game, it uses physical and mathematical laws. In solving some algorithmic problems, the question arises of optimizing the game. How to optimize the algorithms for its creation will be shown in the article on the example of the authors game "Togyzkumalak 3D". Before solving the problem, it was shown how to create video games, programs and methods used in them. The development of game mechanics in Unity 3D is described
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Zhang, Xingguo, Xinyu Shi, Xiaoyue Luo, Yinping Sun e Yingdi Zhou. "Real-Time Web Map Construction Based on Multiple Cameras and GIS". ISPRS International Journal of Geo-Information 10, n.º 12 (30 de novembro de 2021): 803. http://dx.doi.org/10.3390/ijgi10120803.

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Previous VideoGIS integration methods mostly used geographic homography mapping. However, the related processing techniques were mainly for independent cameras and the software architecture was C/S, resulting in large deviations in geographic video mapping for small scenes, a lack of multi-camera video fusion, and difficulty in accessing real-time information with WebGIS. Therefore, we propose real-time web map construction based on the object height and camera posture (RTWM-HP for short). We first consider the constraint of having a similar height for each object by constructing an auxiliary plane and establishing a high-precision homography matrix (HP-HM) between the plane and the map; thus, the accuracy of geographic video mapping can be improved. Then, we map the objects in the multi-camera video with overlapping areas to geographic space and perform the object selection with the multi-camera (OS-CDD) algorithm, which includes the confidence of the object, the distance, and the angle between the objects and the center of the cameras. Further, we use the WebSocket technology to design a hybrid C/S and B/S software framework that is suitable for WebGIS integration. Experiments were carried out based on multi-camera videos and high-precision geospatial data in an office and a parking lot. The case study’s results show the following: (1) The HP-HM method can achieve the high-precision geographic mapping of objects (such as human heads and cars) with multiple cameras; (2) the OS-CDD algorithm can optimize and adjust the positions of the objects in the overlapping area and achieve a better map visualization effect; (3) RTWM-HP can publish real-time maps of objects with multiple cameras, which can be browsed in real time through point layers and hot-spot layers through WebGIS. The methods can be applied to some fields, such as person or car supervision and the flow analysis of customers or traffic passengers.
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Lunev, Andrey. "Safe manufacturing: four directions of video technology development". Okhrana truda i tekhnika bezopasnosti na promyshlennykh predpriyatiyakh (Labor protection and safety procedure at the industrial enterprises), n.º 2 (26 de fevereiro de 2021): 13–16. http://dx.doi.org/10.33920/pro-4-2102-02.

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It is impossible to imagine a modern enterprise without technologies: they significantly simplify work, helping to optimize processes at all stages of production. However, often the main task of industrial digital solutions is to ensure the protection of the health of employees and the protection of wealth. In this case, video surveillance comes to the fore. Andrey Lunev, Head of Intelligent Video Surveillance at Mobotix Konica Minolta Business Solutions Russia, talks about how video technologies can be used in production and what security tasks they solve.
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Liubchak, Vladislav V., Liliia M. Khomenko, Michael P. Kovalishyn, Viktoriia V. Ilyina, Tetiana V. Babar, Volodymyr V. Sikora e Olha V. Simonova. "NEW MARKETING TOOLS IN THE BLOOD SERVICE TO OPTIMIZE QUALITY MANAGEMENT". Wiadomości Lekarskie 74, n.º 9 (2021): 2192–96. http://dx.doi.org/10.36740/wlek202109129.

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The aim: To identify the main fears of donation among young people in the city and ways to eliminate these phobias with the help of modern marketing tools. Materials and methods: It was conducted the questionnaire among Sumy State University students on donation fears. The questionnaire included questions about experience of donation, reason for non donation and age. After that a focus group among students who feared donation was organized. Participants were shown a 360 degree video recorded in the blood center and discussed how to donate blood after watching the video. Results: The main phobias were fear of becoming infected during the procedure (37.7%), fear of the procedure itself due to ignorance and misunderstanding of what to expect (14.0%), and fear of the needle, blood, and the discomfort possibility during the procedure (10.0%); 26.7% indicated that they could not be donors due to poor health, and 11.6% due to personal laziness. It was developed a 360o video, which demonstrates the blood donation process, showing the next steps with the selected blood in facilities. Its continues for 20 minutes. This video was shown in the focus group for ten non-donors with some donation fear. 60% of them reported a change from blood to a positive, which may indicate this tool’s effectiveness. Conclusions: Due a 360o video some non-donor people can ensure safety, sterility of the process, reduce the fear of donation and further increase the likelihood of becoming regular donors.
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Muchma, Faris Mazini, Herry Sitepu e Dina Angela. "Pengembangan Aplikasi e-Learning Berbasis WebRTC". Jurnal Telematika 11, n.º 2 (22 de fevereiro de 2017): 10. http://dx.doi.org/10.61769/telematika.v11i2.146.

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Dalam bidang pendidikan terdapat metode pengajaran yang sedang berkembang saat ini yaitu e-Learning. E-Learning membantu para pengajar mendistribusikan bahan ajar tanpa harus berada di kelas dengan menggunakan internet, hal ini memaksimalkan waktu pembelajaran di kelas yang terbatas. Salah satu teknologi web yang dapat membantu mengoptimalkan kinerja e-Learning yaitu WebRTC (Web Real Time Communications). WebRTC membangun sebuah aplikasi komunikasi berbasis web sederhana dan bersifat open source. WebRTC memudahkan developer dalam mengembangkan aplikasi komunikasi berbasis web dengan memanfaatkan beberapa library javascript yang dijalankan pada web browser. Teknologi WebRTC menyediakan beberapa fungsi untuk berkomunikasi melalui berbagai media seperti suara, video, dan teks tanpa harus instalasi plugin tambahan. WebRTC sudah mulai kompatibel dengan berbagai browser yang umum digunakan. Diharapkan perancangan aplikasi e-Learning berbasis web ini dapat membantu masalah-masalah yang dihadapi guru dan siswa seperti pencarian informasi mengenai materi yang diajarkan dan memudahkan guru dalam pemberian materi kepada siswa. Hasil dari penelitian ini, yaitu e-Learning berbasis web menggunakan teknologi WebRTC. In education there is a teaching method that is growing today is e-Learning. E-Learning helps teachers distribute teaching materials without having to be in a class by using the internet, it maximizes the learning time in the classroom is limited. One of the web technologies that can help to optimize the performance of e-Learning that WebRTC (Web Real Time Communications). WebRTC build a simple web-based communications applications and open source. WebRTC allows developers to develop web-based communication applications utilizing a javascript library that runs on a web browser. WebRTC technology provides several functions to communicate through various media such as voice, video, and text without the need to install additional plugins. WebRTC already started to be compatible with a variety of commonly used browsers. Expected application design web-based e-Learning can help the problems faced by teachers and students such as information about the material being taught and allows teachers to giving the material to the students. The results of this study, which is a web-based e-Learning using WebRTC technology.
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Park, Minsu, Mor Naaman e Jonah Berger. "A Data-Driven Study of View Duration on YouTube". Proceedings of the International AAAI Conference on Web and Social Media 10, n.º 1 (4 de agosto de 2021): 651–54. http://dx.doi.org/10.1609/icwsm.v10i1.14781.

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Video watching had emerged as one of the most frequent media activities on the Internet. Yet, little is known about how users watch online video. Using two distinct YouTube datasets, a set of random YouTube videos crawled from the Web and a set of videos watched by participants tracked by a Chrome extension, we examine whether and how indicators of collective preferences and reactions are associated with view duration of videos. We show that video view duration is positively associated with the video's view count, the number of likes per view, and the negative sentiment in the comments. These metrics and reactions have a significant predictive power over the duration the video is watched by individuals. Our findings provide a more precise understandings of user engagement with video content in social media beyond view count.
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Rein, Katharina, e Tommaso Venturini. "Ploughing digital landscapes: How Facebook influences the evolution of live video streaming". New Media & Society 20, n.º 9 (6 de janeiro de 2018): 3359–80. http://dx.doi.org/10.1177/1461444817748954.

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In this article, we discuss Facebook’s strategy to influence the development of a new communication format known as live video streaming. We take this case study as an example of the ways in which Web platforms operate to harness media innovations and their social uses. The case of Facebook Live illustrates exemplary how, far from developing spontaneously, media landscapes are actively shaped by the technological and financial initiatives of their more influential players. In this article, we describe how Facebook’s technical infrastructure and partnership scheme influence the editorial organisation as well as the storytelling of live video streaming.
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Khandare, Snehal D., e Dr Shubhada S. Thakare. "Video Steganography Based on Modified Data Protection Scheme". International Journal for Research in Applied Science and Engineering Technology 11, n.º 8 (31 de agosto de 2023): 876–84. http://dx.doi.org/10.22214/ijraset.2023.55251.

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Abstract: Since last few years, communication technology more focus about significance over information security during sharing on different platform by using internet service. Also in this world of computer we see everyone is exchange their personal as well as other type of information through the web. The main factor is that how to keep information unchanged while verifying it also keep it safe up to reaches the recipient. One component of the solution to these kind of problems is cryptography. Also steganography can be used security purpose to keep data safe. By Using mathematical techniques and the stego keys the issue how to store them safely
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Karlsson, Göran, e Pernilla Nilsson. "A Web-Based Guiding Framework for Student Teachers' Self-Reflective Practice". International Journal of Web-Based Learning and Teaching Technologies 14, n.º 3 (julho de 2019): 39–54. http://dx.doi.org/10.4018/ijwltt.2019070104.

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Self-reflection based on the analysis of one's own teaching performance has proven to be a powerful method for developing student teachers´ professional knowledge. The aim of this study was to investigate how a web-based guiding framework involving the use of a pedagogical tool for planning and reflection in conjunction with annotated video recorded lessons, written reflections, and a teacher educator's feedback, might provide a beneficial method for student teacher self-reflection. The study included 56 student teachers performing their in-service training in science teaching. The student teachers completed a questionnaire where they had to respond to statements about their experiences of the framework. The results indicate that a guiding framework that includes analysis of video-recorded teaching is essential for a self-reflective process to become effective. Further development of the framework might be to enable student teachers to participate in synchronous discussions with peers and teacher educators about their video-recorded lesson.
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Liu, Lanjun. "Creative Class Visibility Exhibition on Short Video Platforms, Taking Douyin as an Example". Lecture Notes in Education Psychology and Public Media 4, n.º 1 (17 de maio de 2023): 1204–9. http://dx.doi.org/10.54254/2753-7048/4/2022868.

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With the continuous development of Internet technology and mobile communication technology, the penetration of video websites and video apps is increasing. In the environment of new media, mobile video has become the most popular social platform due to its low creation threshold, easy homogenization, and information fragmentation. If video creators want to gain online traffic, they must optimize their strategies and increase visibility of their videos. Therefore, in such a short video era, this paper investigates how the creative class uses video platforms to compete for visibility and get more traffic. Through the lens of the uses and gratifications theory, it finds that due to China's unique cultural background, Douyin's algorithmic recommendation mechanism gives priority to content in line with mainstream social values. The emergence of short video as a medium has brought great changes to Internet users.
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Li, Eric. "AI in Video Recommendation System". Highlights in Science, Engineering and Technology 35 (11 de abril de 2023): 280–85. http://dx.doi.org/10.54097/hset.v35i.7214.

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Short videos are very popular all over the world. Video recommendation system is an essential part in it. It can help people to watch the video that they are interested in. This paper is written for study the specific principle of the video recommendation system. The result was getting through relative literatures and actual test. Short video recommendation systems typically use collaborative filtering and deep learning techniques to achieve this. Collaborative filtering comes in two types: user-based and content-based. User-based collaborative filtering recommends videos to new users based on the viewing behavior of similar users. Content-based collaborative filtering uses video features and similarity to recommend similar videos. Finally, this paper shows how the video web set can learn what is the user’s interest.
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Zhang, Sharon, Jiaju Ma, Jiajun Wu, Daniel Ritchie e Maneesh Agrawala. "Editing Motion Graphics Video via Motion Vectorization and Transformation". ACM Transactions on Graphics 42, n.º 6 (5 de dezembro de 2023): 1–13. http://dx.doi.org/10.1145/3618316.

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Motion graphics videos are widely used in Web design, digital advertising, animated logos and film title sequences, to capture a viewer's attention. But editing such video is challenging because the video provides a low-level sequence of pixels and frames rather than higher-level structure such as the objects in the video with their corresponding motions and occlusions. We present a motion vectorization pipeline for converting motion graphics video into an SVG motion program that provides such structure. The resulting SVG program can be rendered using any SVG renderer (e.g. most Web browsers) and edited using any SVG editor. We also introduce a program transformation API that facilitates editing of a SVG motion program to create variations that adjust the timing, motions and/or appearances of objects. We show how the API can be used to create a variety of effects including retiming object motion to match a music beat, adding motion textures to objects, and collision preserving appearance changes.
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Putria, Narti Eka, e Nurul Azwanti. "Perancangan E-Commerce Pada Victory Collection Berbasis Web". Prosiding Seminar Nasional Ilmu Sosial dan Teknologi (SNISTEK) 5 (28 de setembro de 2023): 241–49. http://dx.doi.org/10.33884/psnistek.v5i.8091.

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Along with developments in technology, companies are increasingly required to use advanced technology as a tool or media to survive and win the competition. The impact on the aspect of competition is the formation of an increasingly strong competition. The purpose of this research is to know how to design sales system at Victory Collection using web system; And to know how to optimize the sales system more effectively and efficiently at Victory Collection; As well as to find out how the solution to increase sales using a manual into a web-based system at Victory Collection. By using Waterfall Process Model method, all the system details that have been running and the system that will be proposed will be arranged and implemented to optimize the promotion and sales of existing products at Victory Collection. The Waterfall Process approach or method is a systematic and sequential systematic development model that starts at the level and progress of the system in all stages such as analysis, design, code, testing, and maintenance. This model covers activities such as engineering and modeling of information systems, needs analysis, design, coding, maintenance, and testing. The design of this information system is limited only to the food and beverage sales system. The results of this system is expected to minimize damage and loss of sales data and ordering goods at Victory Collection; And this system is expected to help facilitate the search and presentation of goods data at Victory Collection; And this system is expected to increase the sales ratio at Victory Collection.
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Lolli, Dario. "‘The fate of Shenmue is in your hands now!’: Kickstarter, video games and the financialization of crowdfunding". Convergence: The International Journal of Research into New Media Technologies 25, n.º 5-6 (13 de junho de 2018): 985–99. http://dx.doi.org/10.1177/1354856518780478.

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In July 2015, a crowdfunding campaign launched to revive the notoriously unprofitable video game series Shenmue closed with the record figure of above US$6 million, to date the highest amount ever raised on Kickstarter for video game funding. This article takes this campaign as an endemic case study of the changing funding mechanisms concerning video game production in the digital ecosystem of Web 2.0. Although the campaign displays some of the participatory elements often attributed to crowdfunding and digital convergence, it also sheds doubts on accountability and the effective capacity of crowdfunding to substantially challenge and de-hierarchize power relations in the video game industry. In particular, the Shenmue III campaign illustrates how the crowdfunding initiative was instrumentally mobilized by its organizers to attract further corporate sponsorships and stakeholders outside crowdfunding. This controversial episode shows how commercial platforms like Kickstarter are increasingly facilitating a process of financialization of crowdfunding, whose main effect is not so much the equal coming together of media consumers and producers as the minimization of risks for large video game corporations. By mapping the history of the Shenmue franchise from its original failure in the era of physical distribution to its recent crowdfunded success, this article argues that the empowering potentials of crowdfunding cannot be readily assumed without a contingent analysis of the cultural and political economy underlying Web 2.0 and its digital platforms.
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Olenev, Stanislav, e Danil Cherkasov. "How Video Bloggers Involve Audience in Internet Communication: PewDiePie YouTube Channel". Virtual Communication and Social Networks 2023, n.º 4 (2 de junho de 2023): 197–203. http://dx.doi.org/10.21603/2782-4799-2023-2-4-197-203.

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The YouTube platform offers its users a number of ways to involve audience in Internet communication. This research covered twenty videos from Felix Kjellberg's PewDiePie channel. It involved observation and statistic processing, as well as quantitative and qualitative communication analysis based on special web services that provide access to analytical data for a particular YouTube channel or video. The videos were divided into functional and content elements that played different roles in attracting new viewers and encouraging them to interact with the blogger. The list of involvement techniques included: 1) maximal hashtag coverage of viewers' interests; 2) interaction with the audience in the comments; 3) active community life and demonstrative interest in the viewers; 4) a compelling video title and preview.
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Yu, Shulan, Hongli Zhang, Qun Zheng, Dongdong Chu, Tianyue Chen e Xinran Chen. "Consumer behavior based on the SOR model: How do short video advertisements affect furniture consumers’ purchase intentions?" BioResources 19, n.º 2 (6 de março de 2024): 2639–59. http://dx.doi.org/10.15376/biores.19.2.2639-2659.

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Short video advertisements are a novel and influential medium for promoting furniture products, but their effects on consumers’ purchase intentions remain underexplored. This study applies the extended stimulus-organism-response (SOR) framework, a psychological theory that elucidates how stimuli (short video ads), organisms (consumers), and responses (purchase intentions) are interrelated. This study quantitatively examines these relationships using structural equation modeling (SEM). The results reveal that the Flow experience and Telepresence experience significantly affect purchase intentions, indicating that consumers who experience high levels of engagement and immersion while viewing short furniture-related video ads are more likely to exhibit buying behavior. This study also identifies three critical antecedents of the Telepresence experience: social influence, perceived entertainment value, and perceived interactivity. These factors may enhance the effectiveness of short-form video advertising by increasing consumer interaction and engagement. Moreover, convenience conditions, perceived entertainment value, and media richness significantly influence consumers’ flow experience. This suggests that these factors should be considered when designing short video advertisements to optimize consumers’ flow experience and thus increase purchase intentions. This study provides empirical evidence for the SOR framework, investigates the impact of short video advertisements on furniture consumers’ purchase intention, and offers practical implications and recommendations for marketing practitioners.
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Rosdiana, Rosdiana, Denny Kurniadi e Asrul Huda. "REKAYASA SISTEM INFORMASI PROMOSI DAN PENGELOLAAN JASA STUDIO FOTO BERBASIS WEB". Voteteknika (Vocational Teknik Elektronika dan Informatika) 7, n.º 2 (1 de junho de 2019): 20. http://dx.doi.org/10.24036/voteteknika.v7i2.104068.

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The information system appear give support and advantages in all areas of life. One of them is on economic. Photo studio is a part of economic field. Photo studio that offer photography and video recording service have a broad target market. Photo studio still use manual system and have not utilized the information system optimally in promote and manage it system that can causes many problems. For example, the problem in inform service packages, problem in booking that has impact to report. The purpose of information system is to minimize mistakes and optimize the promotion that offer by provider photograph services (photo studio, photographer and freelance videographer). Show detail information such as : portfolio and art gallery. So, customers can order easily. Information system also can give order report in periodic time for provider services. Information systems designed by waterfall method. Developed with php language, laravel framework and Mysql database.Keywords : Information systems, Photo Studio, Management, Laravel Framework.
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Kalil Al-Khayyat, Ali Tariq, e Sanabil A. Mahmood. "Peer-to-peer media streaming with HTML5". International Journal of Electrical and Computer Engineering (IJECE) 13, n.º 2 (1 de abril de 2023): 2356. http://dx.doi.org/10.11591/ijece.v13i2.pp2356-2362.

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<p class="Affiliation"><span lang="EN-US">The knowledge of web real-time communication (WebRTC) and how its customers and server operations are defined in this study. However, the world wide web consortium (W3C) and the internet engineering task force (IETF) have not yet approved an absolute signaling protocol or a complete application programming interface (API) protocol to implement WebRTC and control communication planning. WebRTC requires some type of signaling mechanism. With Chrome, Firefox, and Opera, the primary objective is to create and implement a WebRTC video call across two clients (peers) in the real world while employing local area network (LAN) and wide area network (WAN). This study also demonstrated the design of the server (as an intermediary) and graphical user interface (GUI). Additionally, a signaling method for the peer-to-peer browser connection on the Node.js platform has been developed and successfully put into use. This paper will provide an understanding of web development and an ability to understand WebRTC technology. It will also discuss how to create WebRTC signaling mechanisms and build video conferencing, as well as how to increase design quality using quality of experience (QoE) techniques.</span></p>
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Villanueva, Roger. "Observations on the behaviour of the cirrate octopod Opisthoteuthis grimaldii (Cephalopoda)". Journal of the Marine Biological Association of the United Kingdom 80, n.º 3 (junho de 2000): 555–56. http://dx.doi.org/10.1017/s0025315400002307.

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Specimens of Opisthoteuthis grimaldii were video recorded in a shipboard aquarium and their behavioural traits, such as bottom resting, flat-spreading, web-inversion and ballooning response, were described. Ballooning, as defence response, has been recorded only for cirrate octopod families with an intermediate web (Cirroteuthidae: Stauroteuthidae), and this structure has been supposed to be essential for developing this behaviour. Members of the Opisthoteuthidae family lack an intermediate web, indicating that this is a common defence response in cirrates, expressed in a basic form in the Opisthoteuthidae, offering an illustration of how this behaviour can evolve.
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Holvoet, Katherine. "What Is RSS and How Can Libraries Use It to Improve Patron Service?" Library Hi Tech News 23, n.º 8 (1 de setembro de 2006): 32–33. http://dx.doi.org/10.1108/07419050610713718.

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PurposeThe aim is the provide an introduction to RSS feeds.Design/methodology/approachDescription of the basic disc‐based audio‐video technologies.FindingsProvides the baseline for types of RSS feeds and readers such as which are one of two categories, web‐based, or desktop based.Originality/valueThis paper is useful for information management professionals who seek greater understanding of the RSS feeds, uses in libraries and how to get started.
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Chen, Chao, Tao Meng e Lin Lin. "A Web-Based Multimedia Retrieval System with MCA-Based Filtering and Subspace-Based Learning Algorithms". International Journal of Multimedia Data Engineering and Management 4, n.º 2 (abril de 2013): 13–45. http://dx.doi.org/10.4018/jmdem.2013040102.

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The popularity of research on intelligent multimedia services and applications is motivated by the high demand of the convenient access and distribution of pervasive multimedia data. Facing with abundant multimedia resources but inefficient and rather old-fashioned keyword-based retrieval approaches, Intelligent Multimedia Systems (IMS) demand on (i) effective filtering algorithms for storage saving, computation reduction, and dynamic media delivery; and (ii) advanced learning methods to accurately identify target concepts, effectively search personalized media content, and enable media-type driven applications. Nowadays, the web based multimedia applications become more and more popular. Therefore, how to utilize the web technology into multimedia data management and retrieval becomes an important research topic. In this paper, the authors developed a web-based intelligent video retrieval system that integrates effective and efficient MCA-based filtering and subspace-based learning to facilitate end users to retrieve their desired semantic concepts. A web-based demo shows the effectiveness of the proposed intelligent multimedia system to provide relevant results of target semantic concepts retrieved from TRECVID video collections.
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Østereng, Dag Øivind. "“I believe in video!” An Interpretative Phenomenological Analysis of Video as an Educational Resource". Discourse and Communication for Sustainable Education 13, n.º 2 (15 de novembro de 2022): 133–49. http://dx.doi.org/10.2478/dcse-2022-0023.

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Abstract Elevkanalen is a web-based digital educational resource containing videos, animations, pictures, learning paths, texts, quizzes, and many features that meet the Norwegian authorities’ requirements for adapted and inclusive learning issued by The Norwegian Directorate for Education and Training (UDIR). The interest of this paper is to examine how the editors of Elevkanalen comprehend video as an educational resource and accordingly contribute to a discussion of professional assessment and didactical utilisation of video in teaching and learning. The protagonists of video-based learning are generally not reluctant to advocate the benefits of using video in education. Nevertheless, in order to be beneficial, it is reasonable to suppose that a deliberate and professional didactical utilisation is required. Video-based learning is at the centre of this study, and the ICAP theory is applied to critically assess video as a learning resource. Moreover, this is discussed in relation to perspectives on education for sustainable development
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Перішко, Ірина Володимирівна. "ENHANCING STUDENTS’ INTERESTS VIA WEB-BASED TOOLS". Інноватика у вихованні, n.º 9 (11 de junho de 2019): 203–8. http://dx.doi.org/10.35619/iiu.v0i9.19.

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Abstract. The article focuses on students’ interests, it can be found out how to use the Internet to construct interest-based learning for students. It is known that students produce their best work when they are interested in what they are doing. As the paper highlights, knowing students’ interests is the first step to enhancing their education. A teacher’s task is to continually encourage the exploration of their interests. The article examines the problem of energizing students with the help of web-based tools. The reasons of video games appealing are mentioned. The video microworlds are still captivating today as enabling users can transfer technology to real world settings. It is specially noted that the Internet is a medium for communication in the world. School progress is often linked to the ability of teachers to tie student interests and desires to school activities. It should be emphasized that the classroom teacher and the student now have numerous possibilities for problem- and project-based learning, telecollaborative and scaffolding experiences. In the paper special attention is given to web sites on the Internet. In teaching many Web Based instructional sites provide scaffolding prompts in various forms that give a better chance to use knowledge independently. It gives support in research for instruction based on addressing student interest. Learner interest can be important to a student’s academic development.
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Park, Sungbum, Sang-ug Kang e Hangjung Zo. "Analysis of influencing factors on the IPTV subscription". Information Technology & People 29, n.º 2 (6 de junho de 2016): 419–43. http://dx.doi.org/10.1108/itp-05-2014-0100.

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Purpose – The purpose of this paper is to examine how user-perceived video quality, measured by computer assisted web survey, interacts with content richness (CR) and interactivity (IA). It also analyzes how those internet protocol television (IPTV) idiosyncrasies impacts audience perceptions (perceived usefulness (PU) and perceived resistance (PR)) and actual subscriptions. Design/methodology/approach – A computer assisted web survey was administered in Korea to collect data. A structural equation model and Z-test analyses were conducted to address the research hypotheses. Findings – User-perceived video quality influences audience perceptions (PU and PR) through interaction with CR and IA. Subscriber perceptions have a causal relationship with IPTV subscriptions. Practical implications – Balanced improvement of the IPTV value chain, from content to technical (platform, network, and terminal) perspectives, are necessary for IPTV diffusion. Also, IPTV providers should establish the diffusion strategies, minimizing the user-perceived restrictiveness as well as maximizing the PU. Originality/value – This study shows computer assisted assessment of video quality can be applied to behavior science. The research model suggests PR, which has been relatively unnoticed is included in existing technology acceptance theories. The introduced antecedents of IPTV subscriptions can be referred to as key performance indicators regarding new media adoption studies.
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López-Belmonte, Jesús, Mª Elena Parra-González, Adrián Segura-Robles e Santiago Pozo-Sánchez. "Scientific Mapping of Gamification in Web of Science". European Journal of Investigation in Health, Psychology and Education 10, n.º 3 (20 de agosto de 2020): 832–47. http://dx.doi.org/10.3390/ejihpe10030060.

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Education is a constantly changing field. The new teaching processes are developed today and all teachers should be prepared. Gamification is one of the methodologies with the greatest impact on the learning process. The objective of the study is to analyze the relevance and progression that the concepts “gamification” and “learning” have acquired in the scientific literature of Web of Science. This research has been based on a bibliometric methodology. A classic bibliometric and thematic analyses have been carried out. A 1230 document matrix analysis has been selected. For descriptive bibliometrics, the Bibliometrix library is used, while Scimat is used for the thematic analysis. Both tools are widely used in this type of study. Results indicate that growth on the study of these topics is booming. There are also authors who accumulate most of the documents, such as Martí Parreño. English is positioned as the predominant language. The topics studied have evolved from how classic games affect learning to the study of video games and their impact on performance. It is concluded that these types of studies are still relevant and with a great future prospect. Furthermore, research focuses especially on video games, on the effects of technology on learning and on the study of flipped learning experiences.
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Ranker, Jason. "Designing Meaning with Multiple Media Sources: A Case Study of an Eight-Year-Old Student’s Writing Processes". Research in the Teaching of English 41, n.º 4 (1 de maio de 2007): 402–34. http://dx.doi.org/10.58680/rte20076021.

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This case study closely examines how John (a former student of mine, age eight, second grade)composed during an informal writing group at school. Using qualitative research methods, I found that John selectively took up conventions, characters, story grammars, themes, and motifs from video games, television, Web pages, and comics.
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Huang, Caiyun, e Guojun Qin. "Low-rank Matrix Optimization for Video Segmentation Research". Indonesian Journal of Electrical Engineering and Computer Science 6, n.º 1 (1 de abril de 2017): 36. http://dx.doi.org/10.11591/ijeecs.v6.i1.pp36-41.

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This paper investigates how to perform robust and efficient unsupervised video segmentation while suppressing the effects of data noises and/or corruptions. The low-rank representation is pursued for video segmentation. The supervoxels affinity matrix of an observed video sequence is given, low-rank matrix optimization seeks a optimal solution by making the matrix rank explicitly determined. We iteratively optimize them with closed-form solutions. Moreover, we incorporate a discriminative replication prior into our framework based on the obervation that small-size video patterns, and it tends to recur frequently within the same object. The video can be segmented into several spatio-temporal regions by applying the Normalized-Cut algorithm with the solved low-rank representation. To process the streaming videos, we apply our algorithm sequentially over a batch of frames over time, in which we also develop several temporal consistent constraints improving the robustness. Extensive experiments are on the public benchmarks, they demonstrate superior performance of our framework over other approaches.
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Jia, Shijie, Ruiling Zhang, Shengli Jiang e Mingchuan Zhang. "A Novel Video Sharing Solution Based on Demand-Aware Resource Caching Optimization in Wireless Mobile Networks". Mobile Information Systems 2017 (2017): 1–14. http://dx.doi.org/10.1155/2017/3725898.

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The video services in wireless mobile networks attract massive mobile video users, which triggers the demand for huge network traffic. In order to reduce network load and ensure user quality of experience (QoE), the MP2P-based video systems need to implement high-efficiency management and scheduling of video resources to optimize distribution and promote sharing with offloading traffic in underlaying networks. The traditional solutions do not efficiently address the problems caused by demand variation and node mobility for distribution optimization and resource sharing, so that promotion of video sharing performance in wireless mobile networks for user QoE and reduction of network load still is a significant challenge. This paper proposes a novel video sharing solution based on Demand-aware Resource Caching Optimization in wireless mobile networks (VDRCO). VDRCO models the process of video dissemination in overlay networks in terms of the epidemic model and discusses the main influence factors for video dissemination. By estimation for user demand and video distribution variation, VDRCO makes use of clustering nodes with similar video demand and movement behaviors to achieve distribution optimization and efficient video sharing. Extensive tests show how VDRCO achieves much better performance results in comparison with a state-of-the-art solution.
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