Literatura científica selecionada sobre o tema "Technologie vidéo"
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Artigos de revistas sobre o assunto "Technologie vidéo"
Filimon-Benea, Anamaria. ""LA VIDEO ET LE WEB "". Professional Communication and Translation Studies 11 (10 de janeiro de 2023): 32–40. http://dx.doi.org/10.59168/mxnn3522.
Texto completo da fonteLeblanc, Maryse, e Daniel Cloutier. "La haute technologie au service de la lutte physique aux mauvaises herbes dans un contexte d’agriculture biologique". Phytoprotection 87, n.º 2 (10 de novembro de 2006): 77–81. http://dx.doi.org/10.7202/013976ar.
Texto completo da fonteDavis, Martha, e Dean Hadiks. "La technologie vidéo au service de la recherche sur le processus psychothérapeutique". Bulletin de psychologie 43, n.º 395 (1990): 507–11. http://dx.doi.org/10.3406/bupsy.1990.13506.
Texto completo da fonteDubuis, Damien, Gaëtan Jungo, Joachim Tinguely e Vincent Hagin. "Quelle place pour l’outil numérique dans l’enseignement de l’éducation physique et sportive ?" L'Education physique en mouvement, n.º 5 (18 de dezembro de 2022): 7–10. http://dx.doi.org/10.26034/vd.epm.2021.3518.
Texto completo da fonteCouture, Kathia. "Pratique excessive des jeux vidéo chez les personnes ayant un trouble du spectre de l'autisme". Psycause : revue scientifique étudiante de l'École de psychologie de l'Université Laval 10, n.º 1 (28 de julho de 2020): 18–27. http://dx.doi.org/10.51656/psycause.v10i1.30453.
Texto completo da fonteDagenais, Diane, e Kelleen Toohey. "La production vidéo : une pratique multimodale pour tisser des liens entre l’école et les littératies hors scolaires". Nouveaux cahiers de la recherche en éducation 17, n.º 2 (26 de maio de 2015): 8–31. http://dx.doi.org/10.7202/1030886ar.
Texto completo da fonteGuibert, Joris. "Uscopie électronique. Muabilité & simultanéité". Cinémas 26, n.º 2-3 (5 de abril de 2017): 73–98. http://dx.doi.org/10.7202/1039367ar.
Texto completo da fonteBlum, Mickael. "Introduction à la ludomusicologie : le cas de Shovel Knight". Musurgia Volume XXIX, n.º 3 (11 de setembro de 2023): 75–96. http://dx.doi.org/10.3917/musur.223.0075.
Texto completo da fonteRoss, Christine. "Dépression du spectacle de la sur-nature : réflexions autour du travail de Diane Thater". Protée 28, n.º 3 (12 de abril de 2005): 43–52. http://dx.doi.org/10.7202/030603ar.
Texto completo da fonteMarziali, Elsa. "David C. Burdick and Sunkyo Kwon (Eds.). Gerontechnology: Research and Practice in Technology and Aging. New York: Springer, 2004." Canadian Journal on Aging / La Revue canadienne du vieillissement 25, n.º 2 (2006): 237–38. http://dx.doi.org/10.1353/cja.2006.0039.
Texto completo da fonteTeses / dissertações sobre o assunto "Technologie vidéo"
Costantino, Vincenza. "Le cinéma d'après-vidéo". Paris 1, 2006. http://www.theses.fr/2006PA010597.
Texto completo da fonteJacques, Emmanuelle. "La console Wii : une technologie tolérante". Nice, 2009. http://www.theses.fr/2009NICE2013.
Texto completo da fonteThe Wii is a proposal of ubiquitous computing and interfaces tangible. It disrupts the interaction terms of computational objects we normally use. Its success is important today best-selling console in the world. In the case of the Wii, the concept of "gesture natural 'is central to the interaction: the Wii uses a technology recognition of movement to provide interaction with the body of 5 entry points. So the Wii is a technological object of a reality called "Augmented". In return, the object becomes part of "invisible" to the action human: he can configure the use of too narrow and restrictive, but must be inserted discreetly into the uses and more particularly in familiar activities. The existing relationship between the representations of players, the interface design and logic offer marketing show a tendency to simplify the figure of the player. If it becomes a casual player, who seemingly just plays from time to time, an estimated it does ot become too deeply involved in the understanding of a game to please This target marketing, video games should be easily accessible. With manipulation interfaces tangible action and interfaces become more intuitive and therefore easy to use. But the commitment to action is more complex than it appears, and control technology is also proving to be the culmination of a process of incorporation, as in the case of driving. This process appears here in a "flow", which facilitates the success of the action performed. For the casual gamer, the Wii is announced friendly and intuitive, and should then contain within it both a "living together" pleasant and tolerance to error. Our questions are: in the use of the Wii how is coordination between the actions of players, representations that designers are players (players become casual) and interfaces more and more tangible and ubiquitous? How is the commitment in the use of the Wii? From the intuitive interfaces in this commitment, how to build usability This new object technology?
Elloumi, Mourad. "Etude d'un capteur spécifique pour la vidéo instantanée en technologie CMOS". Dijon, 1996. http://www.theses.fr/1996DIJOS014.
Texto completo da fonteBerar, Pascal. "Micro-tribologie des bandes magnétiques vidéo". Ecully, Ecole centrale de Lyon, 1995. http://www.theses.fr/1995ECDL0027.
Texto completo da fonteBiffi, Jean-Marc. "Contribution à la modélisation, conception et caractérisation de chaînes vidéo ASIC en technologie BICMOS". Toulouse, INSA, 1995. http://www.theses.fr/1995ISAT0037.
Texto completo da fonteBernal, Olivier. "Conception de Convertisseurs Analogique-Numérique en technologie CMOS basse tension pour chaînes Vidéo CCD Spatiales". Phd thesis, Toulouse, INPT, 2006. http://oatao.univ-toulouse.fr/7495/1/bernal.pdf.
Texto completo da fonteDiard, Caroline. "Vidéo-protection dans les entreprises ouvertes au public : acceptation d'une technologie de contrôle par les salariés". Thesis, Evry-Val d'Essonne, 2014. http://www.theses.fr/2014EVRY0028.
Texto completo da fonteThis research examines the factors of acceptance of a monitoring technology, vidéo-protection by employees in firms opened to public. 37 interviews were conducted on three kind of firms : Retail, Offices / Transportation / Banks and Casinos. This Doctoral work has helped to highlight four forms of acceptance by employees : understanding, adhesion-legitimation, resignation or rejection. Four categories of factors influencing acceptance were also identified. 1/ The technolological environment : Acceptance depends on the technological environment of the individual ease of use, perceived usefulness, perceived control and technology used, as therefore crucial factors in the acceptance and the ability to conform the vidéo-protection. 2/ Process implementation : Acceptance depends on the deployment of video-protection. The employee submits a regulatory context to legal norms or convention (mutual agreement), he is influenced by contingency factors and contextual factors (workforce strategy). He accepts, depending on the legal nature of the contract, the company's business and psychological bond with the employer. The sense of justice and fairness colleced during stages of implementation, and quality of information for employees are also a significant factors of acceptance. 3/ The individual factors. Individual factors such as age, perceived risk, past experience of control, fear, motivation and ability to emebrace change have emerged. 4/ The social environment : The employee accepts regarding the confidence he brings to his management, the culture of the company to which it belongs, the group's influence and its geographical environment
Krupa, Frédérique. "Girl Games : gender, technology and design for women’s recruitment in Information and Communication Technology (ICT)?" Thesis, Paris 1, 2018. https://ecm.univ-paris1.fr/nuxeo/site/esupversions/dd3e6426-fd66-4db2-add5-56476ec75bf6.
Texto completo da fonteThis dissertation focuses on gender, design and technology through the artifact of video games — technology products of masculine engineering culture, and the gendered link between those that make video games (Production) and those that play them (Reception). My research examines a sector of the video game industry devoted to pre-adolescent girls, which 20 years ago was the site of feminist entrepreneurship hoping to remedy the gender imbalance in ICT (Information and Communication Technology). While parity has been achieved in media consumption, technological production firmly remains a masculine pursuit. This three-phase constructivist study begins with the personality preferences (MBTI) and sex-role orientation (BSRI) of women in game development, highlighting their exceptional resilience to gender stereotypes, and concludes with an ethnographic study of children playing independent, gender-neutral video games at an afterschool program in Paris. Using pragmatic semiotic epistemology, this dissertation argues that the belief-habits of negative gender and technology stereotypes are the principal roadblock to gender diversity in ICT – limiting the number of women willing to transgress gender norms into masculine professions and creating a self-fulfilling prophecy through parents’ gender-socialization that reifies the belief in masculine technological passion and skill while developing unequal gendered technological access and encouragement. The dissertation concludes with strategies for gender-neutralizing technology, including design heuristics for gender neutrality in children’s digital experiences
Camus, Laurent. "Réaliser en direct : une vidéo-ethnographie de la production interactionnelle du match de football télévisé depuis la régie". Electronic Thesis or Diss., Paris, ENST, 2015. http://www.theses.fr/2015ENST0036.
Texto completo da fonteThis PhD dissertation develops an approach to live soccer TV-production defined as a practical accomplishment, based on a fieldwork observation of real-time editing in the control-room during matches of the French championship (Ligue 1) broadcasted by Canal +. Instead of focusing on the broadcast as a result and a resource for interpretation, this thesis analyses the activities of perception, filming and editing exhibited by the participants of the control-room. By a video-analysis of operators’ interactions, it considers the TV-broadcast from the technological, collaborative and embodied environment of its production. This praxeological perspective takes into account the visual and temporal characteristics of real-time multi-cameras editing. It describes the emergence of the remote event from the screens and the speakers of the control-room. Thus, it examines how, by real-time editing, the participants of the control-room order, reflexively and visually, the interactions of the match they watch. This emic perspective shows that there is a reflexive and temporal adjustment between operators at work and the environment they produce. The televised broadcast is considered as an account of the soccer match and of the social and moral phenomena taking place in it. Instead of adopting a critical perspective on “sport shows”, this dissertation proposes an empirical analysis of the endogenous dynamics of the activity of operators in the recent development of sport events
Camus, Laurent. "Réaliser en direct : une vidéo-ethnographie de la production interactionnelle du match de football télévisé depuis la régie". Thesis, Paris, ENST, 2015. http://www.theses.fr/2015ENST0036/document.
Texto completo da fonteThis PhD dissertation develops an approach to live soccer TV-production defined as a practical accomplishment, based on a fieldwork observation of real-time editing in the control-room during matches of the French championship (Ligue 1) broadcasted by Canal +. Instead of focusing on the broadcast as a result and a resource for interpretation, this thesis analyses the activities of perception, filming and editing exhibited by the participants of the control-room. By a video-analysis of operators’ interactions, it considers the TV-broadcast from the technological, collaborative and embodied environment of its production. This praxeological perspective takes into account the visual and temporal characteristics of real-time multi-cameras editing. It describes the emergence of the remote event from the screens and the speakers of the control-room. Thus, it examines how, by real-time editing, the participants of the control-room order, reflexively and visually, the interactions of the match they watch. This emic perspective shows that there is a reflexive and temporal adjustment between operators at work and the environment they produce. The televised broadcast is considered as an account of the soccer match and of the social and moral phenomena taking place in it. Instead of adopting a critical perspective on “sport shows”, this dissertation proposes an empirical analysis of the endogenous dynamics of the activity of operators in the recent development of sport events
Livros sobre o assunto "Technologie vidéo"
Bernier, Guylain. La vidéo de soi sur Internet: Rendre visible sa différence : au-delà de la technologie, les fondements sociaux. Paris: L'Harmattan, 2015.
Encontre o texto completo da fonteLovejoy, Margot. Postmodern currents: Art and artists in the age of electronic media. 2a ed. Upper Saddle River, NJ: Prentice Hall, 1997.
Encontre o texto completo da fonteLovejoy, Margot. Postmodern currents: Art and artists in the age of electronic media. Englewood Cliffs, N.J: Prentice Hall, 1992.
Encontre o texto completo da fonteLovejoy, Margot. Postmodern currents: Art and artists in the age of electronic media. Ann Arbor: UMI Research Press, 1989.
Encontre o texto completo da fonteDrouin, Lionel. La vidéo numérique: Avec Adobe Premiere et Vegas Video. Paris: Dunod, 2004.
Encontre o texto completo da fonteLovejoy, Margot. Digital Currents. London: Routledge, 2004.
Encontre o texto completo da fonteRam, Ted. Competing video entertainment technologies. Norwalk, CT: Business Communications Co., 1989.
Encontre o texto completo da fonteBlair, Benson K., ed. Compression technologies for video and audio. New York: McGraw-Hill, 2000.
Encontre o texto completo da fonteDufaux, Frédéric, Béatrice Pesquet-Popescu e Marco Cagnazzo, eds. Emerging Technologies for 3D Video. Chichester, UK: John Wiley & Sons, Ltd, 2013. http://dx.doi.org/10.1002/9781118583593.
Texto completo da fonteArts et nouvelles technologies: Art vidéo, art numérique. [Paris]: Larousse, 2005.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Technologie vidéo"
Nilsson, Fredrik. "Networking technologies". In Intelligent Network Video, 153–72. 3a ed. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.4324/9781003412205-9.
Texto completo da fonteNilsson, Fredrik. "Camera technologies". In Intelligent Network Video, 37–90. 3a ed. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.4324/9781003412205-4.
Texto completo da fonteNilsson, Fredrik. "Audio technologies". In Intelligent Network Video, 125–43. 3a ed. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.4324/9781003412205-7.
Texto completo da fonteKurniawan, Niehls, e Martin Keuchel. "Technology". In Video Capsule Endoscopy, 15–20. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-44062-9_3.
Texto completo da fonteNilsson, Fredrik. "Video compression technologies". In Intelligent Network Video, 109–23. 3a ed. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.4324/9781003412205-6.
Texto completo da fonteGutzmer, Rainer. "Video Interface Technology". In Augmented Vision and Reality, 253–75. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29611-1_8.
Texto completo da fonteHancock, Roger, Julia Gillen e Giuliana Pinto. "Using Video Technology". In International Perspectives on Early Childhood Research, 35–58. London: Palgrave Macmillan UK, 2010. http://dx.doi.org/10.1057/9780230251373_2.
Texto completo da fonteFischer, Walter. "Display Technologies". In Digital Video and Audio Broadcasting Technology, 715–31. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-32185-7_34.
Texto completo da fonteFischer, Walter. "Display Technologies". In Digital Video and Audio Broadcasting Technology, 643–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11612-4_34.
Texto completo da fonteMora, Elie Gabriel, Giuseppe Valenzise, Joël Jung, Béatrice Pesquet-Popescu, Marco Cagnazzo e Frédéric Dufaux. "Depth Video Coding Technologies". In Emerging Technologies for 3D Video, 121–38. Chichester, UK: John Wiley & Sons, Ltd, 2013. http://dx.doi.org/10.1002/9781118583593.ch7.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Technologie vidéo"
Coffey, Donnchadh, Sabin Tabirca e Richard Greene. "OBSTETRICS ELEARNING: THROUGH THE USE OF VIDEO AND OTHER MEDIA TO ENHANCE LEARNING STYLES IN OBSTETRIC STUDENTS." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-008.
Texto completo da fonteRyabukha, Yu, Vladimir Krivonos e Anna Hahanova. "Video decompression technology in information and communication technologies". In 2014 East-West Design & Test Symposium (EWDTS). IEEE, 2014. http://dx.doi.org/10.1109/ewdts.2014.7027106.
Texto completo da fonteValeeva, Galina Viktorovna. "Innovative Educational Technologies for Teaching the "Philosophy" Discipline in a Hybrid Learning Model". In International Research-to-practice conference. Publishing house Sreda, 2020. http://dx.doi.org/10.31483/r-86253.
Texto completo da fonteWang, Huei. "Advanced millimeter-wave MMIC technology and circuit development". In Voice, Video, and Data Communications, editado por Paul Christopher, Leland Langston e G. Stephen Mecherle. SPIE, 1998. http://dx.doi.org/10.1117/12.301019.
Texto completo da fonteAlmeida, Pedro. "Session details: ITV systems and technologies". In EuroITV '11: 9th International Interactive TV&Video Conference. New York, NY, USA: ACM, 2011. http://dx.doi.org/10.1145/3253054.
Texto completo da fonteMcWilliams, Joel K., e Scott W. Wentzel. "Wideband channelized receiver possibilities with 0.18-μm CMOS technology". In Voice, Video, and Data Communications, editado por Paul Christopher, Leland Langston e G. Stephen Mecherle. SPIE, 1998. http://dx.doi.org/10.1117/12.301033.
Texto completo da fonteLoch, Manfred, R. Kossat, G. Ruegenberg e G. Boscher. "Intelligent LID systems in the multifiber technology". In Video Communications and Fiber Optic Networks, editado por Vincent J. Tekippe e John P. Varachi, Jr. SPIE, 1993. http://dx.doi.org/10.1117/12.163777.
Texto completo da fonteSuero Montero, Calkin, Naska Goagoses, Heike Winschiers-Theophilus, Nicolas Pope, Tomi Suovuo, Erkki Rötkönen e Erkki Sutinen. "SUPPORTING ACADEMIC ENGAGEMENT THROUGH IMMERSIVE TECHNOLOGIES". In International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v2end022.
Texto completo da fonte"Session 1B video technologies". In 2007 ITI 5th International Conference on Information and Communications Technology. IEEE, 2007. http://dx.doi.org/10.1109/itict.2007.4475613.
Texto completo da fonteZakhor, Avideh. "Emerging video compression technologies". In Electronic Imaging: Science & Technology, editado por Vasudev Bhaskaran, Frans Sijstermans e Sethuraman Panchanathan. SPIE, 1996. http://dx.doi.org/10.1117/12.235412.
Texto completo da fonteRelatórios de organizações sobre o assunto "Technologie vidéo"
Kalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, março de 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.
Texto completo da fonteSimpson, Henry, H. L. Pugh e Steven W. Parchman. Empirical Comparison of Alternative Video Teletraining Technologies. Fort Belvoir, VA: Defense Technical Information Center, outubro de 1991. http://dx.doi.org/10.21236/ada242200.
Texto completo da fonteR. P. Tsang, H. Y. Chen, J. M. Brandt e J. A. Hutchins. Digital video technologies and their network requirements. Office of Scientific and Technical Information (OSTI), novembro de 1999. http://dx.doi.org/10.2172/751027.
Texto completo da fonteGottuk, Daniel T., Matthew Harrison, Joseph L. Scheffey, Susan L. Rose-Pehrsson, Frederick W. Williams e John P. Farley. An Initial Evaluation of Video-Based Fire Detection Technologies. Fort Belvoir, VA: Defense Technical Information Center, janeiro de 2004. http://dx.doi.org/10.21236/ada440353.
Texto completo da fonteBrumby, Steven P. Video Analysis & Search Technology (VAST): Automated content-based labeling and searching for video and images. Office of Scientific and Technical Information (OSTI), maio de 2014. http://dx.doi.org/10.2172/1133765.
Texto completo da fonteSmith, A. Solutions for Digital Video Transmission Technology, CRADA No. TC02068.0. Office of Scientific and Technical Information (OSTI), maio de 2009. http://dx.doi.org/10.2172/1028203.
Texto completo da fonteFischer, C. Performance-Based Comparison of Low-Light Video Technologies for Night Surveillance. Fort Belvoir, VA: Defense Technical Information Center, março de 2006. http://dx.doi.org/10.21236/ada445827.
Texto completo da fonteGarris, Michael D., Mary T. Laamanen, Craig S. Russell e Lawrence D. Nadel. Assessment of closed circuit television digital video recording and export technologies. Gaithersburg, MD: National Institute of Standards and Technology, março de 2017. http://dx.doi.org/10.6028/nist.ir.8172.
Texto completo da fonteMarlatt, R. M., T. A. Hale, R. G. Sullivan e R. M. Lacey. Guidelines for Applying Video Simulation Technology to Training Land Design. Fort Belvoir, VA: Defense Technical Information Center, fevereiro de 1993. http://dx.doi.org/10.21236/ada264980.
Texto completo da fonteOsypova, Nataliia V., e Volodimir I. Tatochenko. Improving the learning environment for future mathematics teachers with the use application of the dynamic mathematics system GeoGebra AR. [б. в.], julho de 2021. http://dx.doi.org/10.31812/123456789/4628.
Texto completo da fonte