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Artigos de revistas sobre o assunto "Types of video formats"

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Malyar, Cristina-Denisa. "MEDIA FORMATS AT THE PRESENT STAGE OF RFL TEACHING". RSUH/RGGU Bulletin. "Literary Theory. Linguistics. Cultural Studies" Series, n.º 8 (2023): 123–34. http://dx.doi.org/10.28995/2686-7249-2023-8-123-134.

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The article is about using media formats in the teaching of Russian as a foreign language (hereinafter RFL). New digital media have now become an integral part of our lives, including actively penetrating the field of education. Working with new digital formats both receptive and productive types of speech are activated in the complex. It allows studying the most effective methodological techniques for working with new formats in teaching foreign speakers, as well as those formats specifics. That makes the present work relevant and promising. The article attempts to show the main media formats used in teaching RFL, depending on the selected information channels: training podcasts, infographics and videos. The paper also contains data from a survey among foreign students on the use of educational video materials. The survey revealed increased student’s interest in incorporating new media formats into traditional classes. Special attention is paid to the video scribe format, which best combines different modes of information transmission. The results indicate the great methodological potential of media formats in RFL.
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Yang, Qingqing. "Vertical Screen Documentaries: Creating Masterpieces and Achieving Classics An Analysis of the Emergence and Development of Vertical Screen Documentaries, Using Talking to Strangers as a Case Study". Advances in Humanities Research 6, n.º 1 (28 de maio de 2024): 1–4. http://dx.doi.org/10.54254/2753-7080/6/2024048.

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As the number of short video users continues to grow, China is embracing the "mobile vertical screen era." To satisfy users' demands for a quicker immersive experience, major platforms are adopting a vertical screen format for micro-movies and videos, particularly given the maturity of the fragmented online context, initiatives for aging media adaptation, and the trend towards younger internet users. These factors provide a prime opportunity for the development of vertical screen video formats. Many short video platforms have begun experimenting with vertical documentaries. This paper takes the vertical documentary "Talking to Strangers" as a case study to discuss its strengths and weaknesses in conjunction with the future development of vertical screen documentaries. In today's era of fragmentation, where various types of work are emerging, how to make vertical screen documentaries into refined classics is a question worth considering and discussing deeply.
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Akhtar, Naheed, Muhammad Hussain e Zulfiqar Habib. "DEEP-STA: Deep Learning-Based Detection and Localization of Various Types of Inter-Frame Video Tampering Using Spatiotemporal Analysis". Mathematics 12, n.º 12 (7 de junho de 2024): 1778. http://dx.doi.org/10.3390/math12121778.

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Inter-frame tampering in surveillance videos undermines the integrity of video evidence, potentially influencing law enforcement investigations and court decisions. This type of tampering is the most common tampering method, often imperceptible to the human eye. Until now, various algorithms have been proposed to identify such tampering, based on handcrafted features. Automatic detection, localization, and determine the tampering type, while maintaining accuracy and processing speed, is still a challenge. We propose a novel method for detecting inter-frame tampering by exploiting a 2D convolution neural network (2D-CNN) of spatiotemporal information and fusion for deep automatic feature extraction, employing an autoencoder to significantly reduce the computational overhead by reducing the dimensionality of the feature’s space; analyzing long-range dependencies within video frames using long short-term memory (LSTM) and gated recurrent units (GRU), which helps to detect tampering traces; and finally, adding a fully connected layer (FC), with softmax activation for classification. The structural similarity index measure (SSIM) is utilized to localize tampering. We perform extensive experiments on datasets, comprised of challenging videos with different complexity levels. The results demonstrate that the proposed method can identify and pinpoint tampering regions with more than 90% accuracy, irrespective of video frame rates, video formats, number of tampering frames, and the compression quality factor.
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Wang, Liang, Gaofeng Che, Jiantuan Hu e Lin Chen. "Online Review Helpfulness and Information Overload: The Roles of Text, Image, and Video Elements". Journal of Theoretical and Applied Electronic Commerce Research 19, n.º 2 (29 de maio de 2024): 1243–66. http://dx.doi.org/10.3390/jtaer19020064.

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Online reviews have become an important source of information for consumers, significantly influencing their purchasing decisions. However, the abundance and variety of review formats, especially the mix of text, image, and video elements, can lead to information overload and hinder effective decision-making. This study investigates how different review formats and their combinations affect the perceived helpfulness of reviews. We develop a comprehensive framework to analyze the interactions between text, image, and video elements and their impact on the helpfulness of reviews. We collect and code 8693 online reviews from JingDong Mall Mallacross six product categories, including both experience products and search products, and use multiple regression analysis to test our hypotheses. Our results show that textual review elements significantly increase review helpfulness. However, their effectiveness decreases as the amount of information increases, indicating cognitive overload. Text reviews are more prone to contribute to information overload, while visual elements such as images and videos generally do not contribute to information overload in the coexistence of text, image, and video reviews. Imagery components have a minimal effect on review helpfulness. Video elements are relatively short, which may not be sufficient to convey useful information. We also find that the impact of review formats varies between experience products and search products, and that star ratings moderate the alignment of textual or imagery components with consumer expectations. We conclude that the hybrid of text, image, and video elements in online reviews plays a crucial role in shaping consumer decision-making and information overload. Our research contributes to the literature on online reviews and information overload while providing practical implications for online retailers, review platforms, and consumers to optimize review formats, star ratings, and product types to facilitate informed purchase decisions.
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Zvozdetska, Oksana, e Stepan Kuvik. "The Islamic State’s Media Content: Nature, Types, Formats". Mediaforum : Analytics, Forecasts, Information Management, n.º 11 (14 de dezembro de 2022): 250–78. http://dx.doi.org/10.31861/mediaforum.2022.11.250-278.

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Recent theoretical developments have revealed that IS’ social media strate-gies and practices of filling the social network content rise deep awareness of social media to become a push-pull factor of the certain groups’ mindset radicalization and the terrorist discourse legitimation. Furthermore, the authors’ focus revolves around the problem that articulates the fact that social media fast spread and its accessibility facilitated IS and other terrorist, extre-mist and radical movements expand their reach to a wide range of audiences around the world. Together, the present findings confirm that the Islamic State militant group’s widespread activity on social media is being powerfully weaponized and, consequently, the IS’ impact throughout the world and its successful self-marketing as a global brand is being witnessed. A further novel finding is that the Islamic State militant group’s use of social media, while presenting radical Muslim voices and exposing the atrocities of the Islamic State, targets the spread of terrorist propaganda, self-promoting, financial funding, recruiting and training TO advocates from around the world. The body of the article goes on to discuss the problem of social media use in cutting-edge technologies and novel ways to advance its full-spectrum propaganda. It is worth emphasizing that tech-savvy IS media content covers a wide range of tools with a predominance of visual forms of communication: making live broadcasts, audio and video recordings of leaders’ speeches, running educational propaganda campaigns and various instructing films, designing virtual games, etc. Noteworthy, the Islamic State group has been using social media to promote their terrorist agenda and attract a wide audience, mainly young ardent followers. The research results cast a new light on the embracement of the IS skyrocketing technological advancement in both online and social media to develop their sophisticated media strategy has led to informational and technological outreach and evolution of IS itself. In short with concluding remarks, it has been reported that the unprecedented use of social media (innovative use of advanced and easily accessed technologies, their own production quality media content, wide use of online platforms, a number of social networks and messengers, etc.), until its recent demise (in 2015 and 2017), has made Islamic State militant group at the forefront of technological advancement among contemporary terrorist groups. The crux of the problem is its media content, its nature, types and formats remain one of the most effective and efficient weapons for IS. The Terrorist Organization has developed an innovative digital communication strategy (with its hierarchy elements), which enhanced its goals-achieving in terms of radicalization, violence and the Caliphate establishment.
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Palau, Roberta De Carvalho Nobre, Bianca Santos da Cunha Silveira, Robson André Domanski, Marta Breunig Loose, Arthur Alves Cerveira, Felipe Martin Sampaio, Daniel Palomino, Marcelo Schiavon Porto, Guilherme Ribeiro Corrêa e Luciano Volcan Agostini. "Modern Video Coding: Methods, Challenges and Systems". Journal of Integrated Circuits and Systems 16, n.º 2 (16 de agosto de 2021): 1–12. http://dx.doi.org/10.29292/jics.v16i2.503.

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With the increasing demand for digital video applications in our daily lives, video coding and decoding become critical tasks that must be supported by several types of devices and systems. This paper presents a discussion of the main challenges to design dedicated hardware architectures based on modern hybrid video coding formats, such as the High Efficiency Video Coding (HEVC), the AOMedia Video 1 (AV1) and the Versatile Video Coding (VVC). The paper discusses eachstep of the hybrid video coding process, highlighting the main challenges for each codec and discussing the main hardware solutions published in the literature. The discussions presented in the paper show that there are still many challenges to be overcome and open research opportunities, especially for the AV1 and VVC codecs. Most of these challenges are related to the high throughput required for processing high and ultrahigh resolution videos in real time and to energy constraints of multimedia-capable devices.
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Pardo-Ballester, Cristina. "El uso del vídeo en tests de comprensión oral por internet". Journal of New Approaches in Educational Research 5, n.º 2 (15 de julho de 2016): 91–98. http://dx.doi.org/10.7821/naer.2016.7.170.

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<p class="AbstractText">With sophisticated multimedia technology, there is a renewed interest in the relationship between visual and auditory channels in assessing listening comprehension (LC). Research on the use of visuals in assessing listening has emerged with inconclusive results. Some learners perform better on tests which include visual input (Wagner, 2007) while others have found no difference in the performance of participants on the two test formats (Batty, 2015). These mixed results make it necessary to examine the role of using audio and video in LC as measured by L2 listening tests. The current study examined the effects of two different types of listening support on L2 learners’ comprehension: (a) visual aid in a video with input modified with redundancy and (b) no visuals (audio-only input) with input modified with redundancy. The participants of this study included 246 Spanish students enrolled in two different intermediate Spanish courses at a large Midwestern university who participated in four listening tasks either with video or with audio. Findings of whether the video serves as a listening support device and whether the course formats differ on intermediate-level Spanish learners’ comprehension will be shared as well as participants’ preferences with respect to listening support.</p>
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Arora, Dr Nitika. "Types and Tools of Steganography". International Journal for Research in Applied Science and Engineering Technology 10, n.º 6 (30 de junho de 2022): 2049–53. http://dx.doi.org/10.22214/ijraset.2022.44279.

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Abstract: Steganography is the practice of concealing a secret message inside of another message. It is a form of covert communication and can involve the use of any medium like a computer file, message, image, or video within the other file, message, image or video. It is not the same as cryptography where cryptography means secret writing and steganography which is not as popular as cryptography means covered writing. Many different file formats are often used but digital images or media files are the most popular due to their most-used on the web and the large size of media files. There exist many Steganography techniques for hiding secret information in images where some of them are more complex than others. Steganography works by changing bits of useless or used data in regular computer files such as graphics, sound, and text with bits of different and invisible information. Steganography technique refers to methods in which data hiding is performed directly on every hundredths or thousandths pixel value of cover image by replacing with corresponding to letter in the alphabet in such a way that the effect of message is not visible on the cover image and unnoticeable to someone. This paper is intended to illustrate the different steganography techniques and the purpose of techniques.
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Cheng, Qijin, Carrie Lui, Flora Wai Lam Ip e Paul Siu Fai Yip. "Typology and Impact of YouTube Videos Posted in Response to a Student Suicide Crisis: Social Media Metrics and Content Analyses". JMIR Mental Health 8, n.º 6 (17 de junho de 2021): e15551. http://dx.doi.org/10.2196/15551.

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Background Videos relating to suicide are available on YouTube, but their characteristics and impacts have seldom been examined. Objective This study aimed to examine YouTube videos posted in response to a sudden spate of student suicides in Hong Kong during the 2015-2016 school year and evaluate the impacts of those videos. Methods Keyword search was performed on YouTube, and relevant videos were identified. Video typology was examined through content analysis, specifically grouping the videos by who uploaded the videos, what presentation formats were used in the videos, whether the videos were originally created by the uploaders, and whether the videos disclosed the uploaders’ personal experiences with suicide. Impacts of the videos were assessed in terms of reach (measured by view count), engagement (measured by comment count), and insights (measured as to what extent the comments to each video could reveal personal suicide risk and attitude toward help-seeking). Statistical analysis was conducted to compare the impacts of different types of videos. The 7 most impactful videos that were originally created by the YouTubers were selected for further analysis. They were compared with 7 videos uploaded by the same YouTubers right before the student suicide videos and 7 right after the student suicide videos. The comparison focused on their impacts and the network structure of the comments to those videos. Results A total of 162 relevant YouTube videos were identified. They were uploaded by 7 types of stakeholders, and the most common format was one person talking to the camera. A total of 87.0% (141/162) of the videos were originally created by the uploaders and only 8.0% (13/162) of the videos disclosed uploader personal experiences with suicide. The uploader profiles being popular or top YouTubers and the video containing disclosure of the uploader’s personal experiences were found to be significantly correlated with greater impacts (P<.001). Focusing on the 7 most impactful original videos, it is found that those videos generated more engagement, especially more interactions between the viewers, and more insights than regular videos uploaded by the same YouTubers. Conclusions When responding to a youth suicide crisis, videos made by key opinion leaders on YouTube sharing their own experiences of overcoming suicide risks could generate significant positive impacts. These types of videos offer a precious opportunity to craft online campaigns and activities to raise suicide prevention awareness and engage vulnerable youth.
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Abu Daabes, Ajayeb S., e Faten F. Kharbat. "A content analysis of Arabic YouTube videos for cancer treatment". International Journal of Health Governance 24, n.º 4 (21 de novembro de 2019): 267–73. http://dx.doi.org/10.1108/ijhg-05-2019-0035.

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Purpose The purpose of this paper is to describe and assess Arabic videos related to cancer treatment to gain insights about the nature of health information as it is shared on YouTube. Accordingly, future strategies for different bodies are suggested to promote effective communication. Design/methodology/approach The approach is to select a representative sample of YouTube videos for certain search terms related to cancer treatment in the Arabic language. In order to identify the search terms, Google Trends is utilized. To retrieve the most relevant videos, a simple python tool is developed using YouTube API V3. For this study, the first 150 relevant videos are quantitatively and qualitatively analyzed. Objective data and subjective data are collected for each video and analyzed. Objective data include video title, URL, length, view count, like count, dislike count, comment count and the associated tags. For content analysis, coding themes are defined for the subjective data as follows: video format, video authorship and video content. Video content includes three categories: types of treatments, targeted part and evidence-based indicators. Findings The study included 150 videos, from which 30 videos were not content related; therefore, 120 videos remain in the analysis. Using rounding values, it can be observed that the average video lasted 10 min, had 184,966 views, was commented on 263 times, was liked by 2,295 users and disliked by 148 users. Non-professional individuals (46 percent) posted less than half of the videos, whereas public institutions posted only 18 percent of videos. More than half of videos (56 percent) promoted using herbal, botanical, and other natural products for cancer treatment. The majority of YouTube video formats were videos (52 percent), followed by audio with captions (30 percent). News and stories were the dominant videos, with (16 percent), and other types of videos were mostly testimonials and private centers promotions. Only 6 and 9 percent of videos targeted the genetic and immune systems, respectively. Out of the 120 analyzed videos, 86 percent did not mention any risk factor for the recommended treatment, and 73 percent did not offer the details of their usage direction. Research limitations/implications Researchers need to understand the information that is currently available on social media platforms related to the high-risk diseases in order to design initiatives, tools, and actions to allow an easy effective transfer of knowledge. Practical implications Recounting in-depth knowledge of YouTube cancer treatment contents will allow policy makers, YouTube management, medical organizations, and government agencies to understand the viewers’ behavior of YouTube and their needs to provide accurate and trustworthy information to adopt evidence-based resources. Social implications Creating the suitable content, in terms of health promotion strategies, associated with the appropriate format and understandable language that people need will be one of the major responsibilities of YouTube management, government and professional bodies. The well-designed health messages will enhance users’ engagement and attention to health issues from trusted sources. Originality/value There is very less information about Arabic messages in social media, YouTube in particular, specifically regarding cancer treatment. Thus, this study is one of the first studies to explore how Arabic messages are presented on YouTube. The aim of the assessment is to extract the current status and suggest future strategies for different bodies to have effective communication toward the Arabic communities.
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Teses / dissertações sobre o assunto "Types of video formats"

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

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Les nouvelles techniques de compression vidéo doivent intégrer un haut niveau d'adaptabilité, à la fois en terme de bande passante réseau, de scalabilité des formats (taille d'images, espace de couleur…) et de compatibilité avec l'existant. Dans ce contexte, cette thèse regroupe des études menées en lien avec le standard HEVC. Dans une première partie, plusieurs adaptations qui exploitent les propriétés du signal et qui sont mises en place lors de la création du bit-stream sont explorées. L'étude d'un nouveau partitionnement des images pour mieux s'ajuster aux frontières réelles du mouvement permet des gains significatifs. Ce principe est étendu à la modélisation long-terme du mouvement à l'aide de trajectoires. Nous montrons que l'on peut aussi exploiter la corrélation inter-composantes des images et compenser les variations de luminance inter-images pour augmenter l'efficacité de la compression. Dans une seconde partie, des adaptations réalisées sur des flux vidéo compressés existants et qui s'appuient sur des propriétés de flexibilité intrinsèque de certains bit-streams sont investiguées. En particulier, un nouveau type de codage scalable qui supporte des espaces de couleur différents est proposé. De ces travaux, nous dérivons des metadata et un modèle associé pour opérer un remapping couleur générique des images. Le stream-switching est aussi exploré comme une application particulière du codage scalable. Plusieurs de ces techniques ont été proposées à MPEG. Certaines ont été adoptées dans le standard HEVC et aussi dans la nouvelle norme UHD Blu-ray Disc. Nous avons investigué des méthodes variées pour adapter le codage de la vidéo aux différentes conditions de distribution et aux spécificités de certains contenus. Suivant les scénarios, on peut sélectionner et combiner plusieurs d'entre elles pour répondre au mieux aux besoins des applications
The new video codecs should be designed with an high level of adaptability in terms of network bandwidth, format scalability (size, color space…) and backward compatibility. This thesis was made in this context and within the scope of the HEVC standard development. In a first part, several Video Coding adaptations that exploit the signal properties and which take place at the bit-stream creation are explored. The study of improved frame partitioning for inter prediction allows better fitting the actual motion frontiers and shows significant gains. This principle is further extended to long-term motion modeling with trajectories. We also show how the cross-component correlation statistics and the luminance change between pictures can be exploited to increase the coding efficiency. In a second part, post-creation stream adaptations relying on intrinsic stream flexibility are investigated. In particular, a new color gamut scalability scheme addressing color space adaptation is proposed. From this work, we derive color remapping metadata and an associated model to provide low complexity and general purpose color remapping feature. We also explore the adaptive resolution coding and how to extend scalable codec to stream-switching applications. Several of the described techniques have been proposed to MPEG. Some of them have been adopted in the HEVC standard and in the UHD Blu-ray Disc. Various techniques for adapting the video compression to the content characteristics and to the distribution use cases have been considered. They can be selected or combined together depending on the applications requirements
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Mackin, Alex. "High frame rate formats for immersive video". Thesis, University of Bristol, 2017. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.730841.

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

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

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

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Notre travail concerne la créativité en groupe 'group creativity' dans la conception d'un jeu musical. Notre but est d'identifier et de caractériser les processus collaboratifs et de conception, et plus précisément ceux impliqués dans la génération de solutions créatives. A un deuxième degré, notre objectif est de caractériser les solutions créatives. Durant une étude ethnographique dans un studio de conception de jeu vidéo, d'une part, les réunions collaboratives ont été enregistrées et d'autre part, un entretien combiné à un questionnaire ont été réalisé avec des concepteurs. Avec ces données, nous avons adopté une approche originale qui croise différents 'focus' de la créativité ; le 'focus' processus avec une perspective troisième personne, i.e. notre analyse en tant que chercheur-observateur, le 'focus' produits avec une perspective première personne, i.e. la perspective des concepteurs eux-mêmes et à un moindre degré, le 'focus' place en tant qu'environnement sociotechnique. Pour analyser les processus, nous avons combiné trois analyses appliquées à nos corpora d'enregistrement vidéo. Premièrement, une analyse de contenu a pour but de souligner les activités de conception, et les problèmes et solutions. Deuxièmement, une analyse interactionnelle a pour objectif de mettre en exergue les formes de collaboration, i.e. des paires adjacentes récurrentes d'activités de conception collaboratives autour de la génération de solutions, donc avant pendant et après la génération de solution. Troisièmement, une analyse longitudinale a été conduite pour mettre en lumière la temporalité de la résolution de problème collaborative dans les réunions, plus précisément les processus sociocognitifs de conception, i.e. les processus cognitifs de conception distribués parmi les concepteurs/participants, et les formes de collaboration. Pour analyser les produits, les solutions générées dans nos enregistrements vidéo ont été évaluées par les concepteurs eux-mêmes sur la base de deux dimensions de la créativité, i.e. nouveauté et faisabilité. Ainsi, les solutions les plus créatives ont pu être distinguées des moins créatives par une analyse quantitative. En complément, les justifications utilisées par les concepteurs pour expliquer leurs évaluations ont été investies pour caractériser les solutions créatives par une analyse thématique. Finalement, notre objectif principal a été atteint par le croisement des 'focus' processus et produits. Ce croisement a pour but de mettre en exergue et caractériser les formats de collaboration et processus sociocognitifs de conception spécifiques à la génération de solutions créatives grâce à une analyse quantitative utilisant les taux de liaison. Au regard des processus, notre approche originale a souligné le concept de formats de collaboration comme différentes structures formées de paires adjacentes récurrentes autour de génération de solution et/ou problème. Trois formats de collaboration ont été identifié : (1) formats directifs, i.e. formes spécifiques d'activité de conception collaborative servant à déclencher l'évolution et la définition des espaces de solution c'est-à-dire problème et solution ; (2) formats relationnels, i.e. construction de relations entre une idée de conception en discussion et d'autres idées -réifiées ou non- à l'intérieur ou à l'extérieur des limites du projet de conception ; (3) formats représentationnels, i.e. co-construction de représentations d'une idée de conception en discussion dans le but de la développer au travers de multiple points de vue. Au regard des produits, nous avons mis l'accent sur plusieurs caractéristiques des produits créatifs confortant la littérature (nouveauté, approprié, surprise) dont une, 'ownership', est original. Finalement, le croisement des 'focus' processus et produits a mis en exergue que les formats de collaboration relationnels sont fortement associés à la génération de solutions créatives.
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Ögren, Erik. "Hopelessness in Video Games : Motivating the player". Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-411097.

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

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La standardisation du dernier format vidéo en date, appelé Ultra-High Definition TV (UHDTV), vise à améliorer la qualité l’expérience des utilisateurs en introduisant de nouvelles technologies telles que la 4K ou le High Frame-Rate (HFR). Cependant, ces améliorations multiplient la quantité de données à traiter avant transmission du signal par un facteur 8. En plus de ce nouveau format, les fournisseurs de contenu doivent aussi encoder les vidéos dans des formats et à des débits différents du fait de la grande variété des systèmes et réseaux utilisés par les consommateurs. SHVC, l’extension scalable du dernier standard de compression video High Efficiency Video Coding (HEVC) est une solution prometteuse pour adresser ces problématiques. En revanche, son architecture, très demandeuse en termes de calculs, atteint ses limites lors de l’encodage des nouveaux formats vidéo immersifs tels que le standard UHDTV.L’objectif de cette thèse est donc d’étudier des approches de codage scalables et légères basées sur l’adaptation de la résolution spatio-temporelle des vidéos. La première partie de cette thèse propose deux algorithmes de pré-traitement, utilisant respectivement des approches polyphase et ondelette basées image, afin de permettre la scalabilité spatiale avec une faible augmentation de la complexité.Ensuite, dans un second lieu, le design d’une architecture scalable à deux couches, plus conventionnelle, est étudié. Celle-ci est composée d’un encodeur HEVC standard dans la couche de base pour assurer la compatibilité avec les systèmes existants. Pour la couche d’amélioration, un encodeur basse complexité, se basant sur l’adaptation locale de la résolution spatiale, est proposé. Enfin, la dernière partie de cette thèse se focalise sur l’adaptation de la résolution spatio-temporelle. Un algorithme faisant varier la fréquence image est d’abord proposé. Cet algorithme est capable de détecter localement et de façon dynamique la fréquence image la plus basse n’introduisant pas d’artefacts visibles liés au mouvement. Les algorithmes de fréquence image variable et de résolution spatiale adaptative sont ensuite combinés afin d’offrir un codage scalable à faible complexité des contenus 4KHFR
The definition of the latest Ultra-High Definition TV (UHDTV) standard aims to increase the user’s quality of experience by introducing new video signal features such as 4K and High Frame-Rate (HFR). However, these new features multiply by a factor 8 the amount of data to be processed before transmission to the end user.In addition to this new format, broadcasters and Over-The-Top (OTT) content providers have to encode videos in different formats and at different bitrates due to the wide variety of devices with heterogeneous video format and network capacities used by consumers.SHVC, the scalable extension of the latest video coding standard High Efficiency Video Coding (HEVC) is a promising solution to address these issues but its computationally demanding architecture reaches its limit with the encoding and decoding of the data-heavy newly introduced immersive video features of the UHDTV video format.The objective of this thesis is thus to investigate lightweight scalable encoding approaches based on the adaptation of the spatio-temporal resolution. The first part of this document proposes two pre-processing tools, respectively using polyphase and wavelet frame-based approaches, to achieve spatial scalability with a slight complexity overhead.Then, the second part of this thesis addresses the design of a more conventional dual-layer scalable architecture using an HEVC encoder in the Base Layer (BL) for backward compatibility and a proposed low-complexity encoder, based on the local adaptation of the spatial resolution, for the Enhancement Layer (EL).Finally, the last part of this thesis investigates spatiotemporal resolution adaptation. A variable frame-rate algorithm is first proposed as pre-processing. This solution has been designed to locally and dynamically detect the lowest frame-rate that does not introduce visible motion artifacts. The proposed variable frame-rate and adaptive spatial resolution algorithms are then combined to offer a lightweight scalable coding of 4K HFR video contents
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Gendron, Stanley C. (Stanley Charles). "The effect of two types of video tape instructions on the resequencing performance of female tennis players at different skill levels /". Thesis, McGill University, 1990. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=60068.

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The purpose of this study was to examine the effects of two types of videotape instructions on the resequencing performance of female tennis players at the novice, low, medium, and elite skill levels. Resequencing performance on the tennis serve and forehand drive was examined. Three different treatment conditions were administered: a control group was required to simply resequence the twelve still photographs of the tennis serve, another group were presented a videotape replay of the tennis serve played at regular speed, then three times in slow motion and then a final showing at regular speed, and a third group viewed a videotape replay augmented by skill cues. A posttest was administered. Similar procedures were carried out for the forehand drive. The results indicated that the resequencing performance was related to expertise in tennis. The slow motion and slow motion replay with augmented information treatments improved the resequencing performance of all the players on the tennis serve but not on the forehand drive.
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Heristchi, Vincent. "Neige électronique - L'effet vidéo". Thesis, Paris 3, 2010. http://www.theses.fr/2010PA030105.

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Si la vidéo est d’un usage courant à la télévision et dans la pratique amateur depuis plusieurs décennies, sa mise en contact avec des films tournés sur pellicules 16 ou 35mm traditionnelles est plus occasionnelle, tout en offrant de nouvelles possibilités esthétiques. En conservant la texture particulière de la vidéo dans un mélange et une confrontation des formats, un effet peut se produire. La création de cet « effet vidéo » est l’objet de notre étude. Que peut l’apparition d’une image vidéo, définie et lisible comme telle, à l’intérieur d’une oeuvre de fiction ou de documentaire dont le support de référence est le celluloïd ? Nous examinerons ainsi certains films de [notamment] Robert Kramer, William Klein, Michael Haneke, Fritz Lang, Jean-Luc Godard, Atom Egoyan, David Cronenberg, David Lynch, Abbas Kiarostami, Abel Ferrara, Wim Wenders, Chris Marker ou Jean-Daniel Pollet. Ayant déterminé le support de référence, nous constaterons que ces images renvoient à un type particulier d’effet vidéo [télévisuel, de surveillance ou amateur-intime], pour étudier ensuite comment ces données peuvent être perverties. Nous analyserons comment la vidéo peut perdre toute justification narrative à l’intérieur de l’œuvre, et infléchir par sa seule texture l’émotion du spectateur, pour éventuellement « faire l’image » [pour reprendre l’expression de Samuel Beckett]. Enfin, en rendant sa nature instable, nous constaterons que l’effet vidéo peut permettre les écarts d’un souffle poétique
Video is currently used on television and as an amateur format, and has been for a few decades. But its mixing with feature movies shot on traditional 16 or 35 millimetres is more occasional, even if it can offer new aesthetical possibilities. By keeping the particular texture of video, in a mix and a confrontation of formats, an effect can occur. The creation of that “video effect” is the subject of this study. What can create a video image [defined and readable as video] when a fiction or a documentary’s reference of format is on celluloid? To that purpose, some films directed by Robert Kramer, William Klein, Michael Haneke, Fritz Lang, Jean-Luc Godard, Atom Egoyan, David Cronenberg, David Lynch, Abbas Kiarostami, Abel Ferrara, Wim Wenders, Chris Marker or Jean- Daniel Pollet will be investigated. These images determine a particular video effect [television, CCTV or amateur-intimate], and its constituting elements can be altered. Video can also lose all its narrative justification and influence the audience’s emotions only through its texture, in order to eventually « make the image » [in reference to Samuel Beckett’s short story]. Finally, by creating instability in the nature of its constitution, the video effect can contain the openness of a poetic whisper
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Benavides, Parra Juan Carlos. "Brownian motion of colloidal particles located near different types of interfaces". Thesis, Le Mans, 2017. http://www.theses.fr/2017LEMA1011.

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Le mouvement Brownien dans l’eau de colloïdes proches d’interfaces de différente nature (eau/air, eau/verre, …) est étudié en utilisant une technique de microscopie numérique permettant de reconstruire les trajectoires individuelles en trois dimensions. Des accords satisfaisants entre les trajectoires et les modèles théoriques publiés ont été trouvés pour les cas les plus simples. En outre, nous proposons une approche théorique capable de passer de la configuration d'interface libre (type eau-air) à l'état lié (type liquide-solide). Nous avons également considéré dans ce cadre la situation dans laquelle une interface solide a été fonctionnalisée et rendue hydrophobe pour comparer le mouvement Brownien près de l’interface avec la même interface solide rendue très hydrophile par un traitement au plasma UV-ozone qui crée des groupes hydroxyle (Si-OH ). Nous avons également étudié l'interaction colloïdale et hydrodynamique avec des interfaces recouvertes d’une membrane biomimétique phospholipidique molle (DOPC en phase fluide) ou gelée (DMPC en phase gel), toutes deux recouvrant le verre (SiO2)
We explore the Brownian motion of colloids near different interfaces (water-air, water solid,…) using three dimensional digital video microscopy and reconstruction of singles colloids trajectories in 3D over time. Satisfying agreements between data and published theoretical models were found for simplest cases. In addition we propose a theoretical approach able to transit from the free interface configuration (water-air) to the bound condition (liquid-solid). We also considered within this frame the situation where a solid interface was functionalized with a grafted short alkyl chain (flat and hydrophobic fixed wall) to compare with same solid interface made hydrophilic from a UV-ozone plasma treatment that creates hydroxyl groups (Si-OH). From the stabilization of a phospholipid bilayer, we also studied colloidal and hydrodynamic interaction with a soft (DOPC in Lα) or freezed (DMPC at Lβ) biomimetic membrane covering the solid interface (SiO2 glass)
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Livros sobre o assunto "Types of video formats"

1

Bruton, David. Image quality in compressed video formats. London: LCP, 2002.

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2

Heller, Neil. The great tape debates: Evolution of new video formats. White Plains, NY: Knowledge Industry Publications, 1987.

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3

Albert, Moran, e Keane Michael, eds. Television across Asia: Television industries, programme formats and globalisation. London: RoutledgeCurzon, 2003.

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4

Bennett, John C. A framework of data types and formats, and issues affecting the long term preservation of digital material. [London]: British Library Research and Innovation Centre, 1997.

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5

McCroskey, Marilyn. Cataloging nonbook materials with AACR2R and MARC: A guide for the school library media specialist. Chicago: American Association of School Librarians, 1994.

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6

Bowser, Kathryn. AIVF guide to international film and video festivals: A fully indexed guide to over 370 festivals worldwide, featuring reprints of the festival column of the Independent from March 1986 to April 1988, includes dates, entry deadlines, regulations, categories, formats, awards, contacts, fees, locations, and first hand, in depth reports from participating producers. New York, NY: Foundation for Independent Video and Film, 1988.

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7

Tyukavin, Aleksandr. Fundamentals of pathology. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1242551.

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The textbook reveals the concepts of health and disease, presents modern ideas about the causes and conditions of the occurrence of actual types of pathology. The importance of molecular genetic factors of heredity and reactivity in the formation of typical pathological processes is shown. The main regularities and features of manifestations of organ and system dysfunction in various types of pathology are described. Special attention is paid to the causes and mechanisms of development of socially significant diseases of the heart and blood vessels, brain, respiratory organs and other vital systems of the body. A separate section of the textbook provides up-to-date information on first aid. The criteria of safe conditions for first aid are described; the main clinical manifestations of emergency conditions in accidents, injuries, poisoning and diseases are described. A list of first aid measures for life-threatening conditions is presented. The cloud service contains a video of the basic algorithm for conducting cardiopulmonary resuscitation in a pharmacy or office. It is written in accordance with the program of the academic discipline "Fundamentals of Pathology" in the specialty 33.02.01 "Pharmacy" and refers to the educational and methodological publications of the cycle of general professional disciplines for students of pharmaceutical technical schools.
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Blewer, Ashley. Illustrated Guide to Video Formats. Archives of Tomorrow, 2022.

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9

Learning, Thomson Delmar. E51.3 Major Types Video. Delmar Learning, 1992.

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Learning, Thomson Delmar. E19.2 Types of Communication Video-PLC's. Delmar Learning, 1992.

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Capítulos de livros sobre o assunto "Types of video formats"

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Paschinger, Elena. "Creative tourism marketing and social media management." In Creative tourism: activating cultural resources and engaging creative travellers, 151–53. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789243536.0020.

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Abstract Creative tourism, due to its interactive nature and lively cultural exchange between locals and travellers, particularly lends itself to the opportunities presented by social media marketing. This is especially true when it comes to blogs, video posts, or (live) story updates on social media. Care should be given to always have a professional strategy in content marketing: choosing one social media platform over another has to be in line with your company's strategic communication goals and may be aided by other competent partners, such as professional digital content creators. Further, establishing a publication guideline in the form of an editorial calendar can help creative tourism managers better reap the benefits of social media marketing. This has been demonstrated in highlighting the example of Kreativ Reisen Österreich Creative Tourism Austria, which over the years has successfully built up an online community of creative travellers in the German-speaking parts of Europe. Regarding future trends in digital marketing, suffice to say that good content, and now context, will always matter and interactive content will become increasingly mainstream. An interesting context creative tourism could seek for the purpose of its continued proliferation worldwide is an association with destination video storytelling. As virtually all tourism destinations employ various video platforms, and live video formats, to highlight their travel offers, creative tourism is especially likely to head to the forefront of this type of social media marketing tool.
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Leny, Marc, e Didier Nicholson. "Video Compression Formats". In Intelligent Video Surveillance Systems, 65–86. Hoboken, NJ USA: John Wiley & Sons, Inc., 2013. http://dx.doi.org/10.1002/9781118577851.ch5.

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Rao, K. R., Do Nyeon Kim e Jae Jeong Hwang. "Video Coding Standards and Video Formats". In Video coding standards, 37–50. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-6742-3_2.

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Wilkie, Chris. "Formats and Equipment". In Managing Film and Video Collections, 3–23. London: Routledge, 2021. http://dx.doi.org/10.4324/9780429332210-2.

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Beak, Andrew. "Data Formats and Types". In PHP 7 Zend Certification Study Guide, 173–204. Berkeley, CA: Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3246-0_7.

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Cagnazzo, Marco, Béatrice Pesquet-Popescu e Frédéric Dufaux. "3D Video Representation and Formats". In Emerging Technologies for 3D Video, 102–20. Chichester, UK: John Wiley & Sons, Ltd, 2013. http://dx.doi.org/10.1002/9781118583593.ch6.

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Mertler, Craig A. "Posters, Infographics, and Video Formats". In Disseminating Your Action Research, 72–86. New York: Routledge, 2023. http://dx.doi.org/10.4324/9781003322498-8.

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Banerjee, Jayanti, Santi B. Lestari e Olena Rossi. "Choosing Test Formats and Task Types". In The Routledge Handbook of Second Language Acquisition and Language Testing, 78–89. New York: Routledge, 2020. | Series: The Routledge handbooks in second language acquisition: Routledge, 2020. http://dx.doi.org/10.4324/9781351034784-10.

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Kyte, Thomas, e Darl Kuhn. "Lock Types". In Digital Video Concepts, Methods, and Metrics, 29–56. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4842-0760-4_3.

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Zeković, Amela, e Irini Reljin. "Self-similar Nature of 3D Video Formats". In Multiple Access Communications, 102–11. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10262-7_10.

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Trabalhos de conferências sobre o assunto "Types of video formats"

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Woick, Adrian, Heidi Rinn, Linda Grogorick, Tamara Mühleisen e Daniel Markgraf. "Metaverse in Higher Education – A Systematic Literature Review". In 37th Bled eConference. University of Maribor Press, 2024. http://dx.doi.org/10.18690/um.fov.4.2024.4.

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Due to the COVID-19 pandemic and the resulting restrictions, the need for a rapid conversion of teaching to digital formats has increased significantly. Not all teaching formats and content are suitable for traditional video conferencing, so the Metaverse, an interconnection of virtual worlds, has experienced a significant upswing in the education sector. Therefore, we conduct a systematic literature review to determine the current state of research on the Metaverse in higher education and to identify its definitions, benefits and challenges, types, and technologies. The initially found 5,539 papers were systematically filtered to 92 fully coded articles. Our findings reveal a lack of standardized definitions, early-stage prototyping, a lack of prescriptive design knowledge, and a lack of pedagogical and methodological concepts and blueprints. These findings reveal significant research gaps and lead to the derivation of future research streams.
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Ogai, Yuta, Yuto Ono, Yasushi Noguchi, Sayaka Tohyama, Hideaki Kondo e Masayuki Yamada. "Developing AI Video Analysis Systems to Explore Human Behavior in Infant and Ethnographic Footage". In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004694.

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The advancement of Information and Communication Technology (ICT) has enabled the storage of large volumes of video data. In recent years, research has focused on technologies for extracting this video data in formats suitable for specific purposes. For instance, it is possible to derive insights about developmental processes from daily life video data or to extract specific segments of ethnographic footage for artistic expression.Scholars stress the importance of analyzing daily videos of infants to understand their developmental processes, but watching all infants' daily videos would require an enormous amount of human effort. Therefore, we considered employing AI technology, which has advanced rapidly in recent years. This presentation will present two examples of our AI-based video analysis to demonstrate the possibilities and challenges involved.In our first study, focused on an infant, we examined the possibility of using object-detection, action-recognition, and caption-generation AI to detect infant movements for the purpose of developmental research and monitoring. The object-detection AI, YOLOv8, extracted images surrounding the area detected as a human in infant videos. The caption-generation AIs CATR and BLIP were then used on each image to evaluate whether they could detect infants and provide information about their behavior. SlowFast, an action-recognition AI, was also used to detect infant behavior in the videos. On the basis of the results of these studies of individual AIs, we will discuss the potential of combining them. Ethnographic video data presents similar challenges.Another example of using AI is the experiential video installation "Diverse and Universal Camera," a media artwork that uses AI to analyze ethnographic footage. This project employed SlowFast and YOLOv8 to develop a system that automatically labels the actions of people and objects in videos and enables efficient video retrieval for exhibitions of ethnographic footage archives.In these examples, AI tools process amounts of video data that are too large to be managed by humans, extracting parts of the video that merit human attention to provide a better understanding of human behavior. One challenge is that installing multiple cameras in a household to capture everyday situations often necessitates reducing the video resolution due to storage and network bandwidth constraints. Moreover, because of the need to cover wide areas, an infant frequently appears small in the video, and other objects commonly appear in it, such as family members and the infant's bedding and toys. Ethnographic footage is also difficult to analyze, as it is typically old, in black-and-white, and in low resolution. Furthermore, each segment of footage, shot with different themes, emphasizes varying subjects or objects.We are investigating methods of using AI to address these problems, such as cropping individual image segments, classification of video by generated captions, and diffusion in the time direction. We believe that these methods can be applied to other video types, significantly enhancing the potential for research that analyses everyday human behavior.
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Popentiu vladicescu, Florin, e Grigore Albeanu. "ON USING MODERN TECHNOLOGIES IN REENGINEERING A SOFTWARE RELIABILITY COURSE FOR UBIQUITOUS LEARNING". In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-054.

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Reengineering Science becomes a major goal to support high quality education in the new Information and Communication Technology millennium. Ubiquitous learning becomes a real life necessity. The new gadgets used by students provide access to Servers offering large resources to be used both for entertainment and education. Recently, technical education makes use of new ICT developments. Not only virtual laboratories but accessing resources available on "clouds" are real facts. This paper considers a course in Software Reliability Engineering in order to describe the usage of new technologies to provide a resource available to users connected to servers supporting various formats. Mobile learning is also supported for the mentioned course. The course describes not only fundamentals of the Reliability Engineering, but it presents software reliability models, computer aided software reliability tools (CASRE, SREPT, Frestimate), and case studies. The following formats available to students: HTML5, EPUB and MOBI (to mention only specific formats for ubiquitous learning) make use of various types of objects: text, equations, images, and video. These artifacts were obtained by processing a previous course written in "Microsoft Word" with multimedia attached resources. Old multimedia files will be converted to be embedded in the new formats. Preliminary references: 1. Florin Popentiu-Vladicescu, Software Reliability Engineering, Debrecen, 2012. 2. Albeanu G., Internet Programming Techniques, e-Learning course, Lumina University, 2014. 3. Albeanu G., Popentiu-Vladicescu Fl., On Designing Learning Objects for a Software Reliability Engineering Course, Vol. 1, pp. 105-110, eLSE 2011. 4. Lyu M.R. (ed.) Handbook ofsoftware reliability engineering, McGraw Hill, 1996. 5. Musa J.D., Software Reliability Engineering, McGraw Hill, 1999.
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Chiriac, Ionut adrian, Lacramioara Stoicu tivadar e Elena Podoleanu. "BUILDING E-HEALTH APPLICATIONS FOR DEAF PEOPLE - VIDEO AND ANIMATED AVATAR PARALLEL TECHNICAL DEVELOPMENT COMPARISON". In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-049.

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The work presented in this paper offers answers to what are the appropriate steps and challenges in the constructive technical development process of an e-health parallel application designed for deaf people both in avatar and video technology. The article describes the technical steps to develop a parallel medical education system for deaf people in preventive dentistry. An important specific particularity of this type of applications is that the medical information and concepts are translated for the deaf users in sign language by an avatar. The Video Avatar displays recorded human operators and the Animated Avatar displays an animated figure. Another significant difference that influences the structure of both applications is that the two collections of data are stored in different formats. This research objective is part of a larger PhD research goal: the comparative analysis between video technology and animated technology used in e-health applications for deaf people with avatars. The general parallel comparative study starts with the project phase, continues with implementation and results analysis phases. The paper firstly reviews previous related work on this project in building the parallel collection of data and the comparative architecture&design models of both type of applications. The current paper mainly covers comparative detailed descriptions related to the process of constructive technical development for both applications. The format of the files, the software to develop the applications and the adjusting editing steps for the inside content are presented in detail. The final part of the paper concludes with the results of a comparative analysis for this phase and presents the next steps to for the future research of a complex project.
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Mamutović, Anastasija S. "Portfolio u predškolskom vaspitanju i obrazovanju". In Savremeno predškolsko vaspitanje i obrazovanje – tendencije, izazovi i mogućnosti. University of Kragujevac, Faculty of Edaucatin in Uzice, 2023. http://dx.doi.org/10.46793/spvo23.429m.

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In modern practice of educational work in preschool institutions, portfolios are used as a way of monitoring and documenting childrenʼs development and progress. In the context of preschool education, portfolios have numerous functions and benefits. In addition to allowing educators to continuously monitor and document childrenʼs development and learning over an extended period of time, portfolios also facilitate the exchange of information about children's development with parents and other interested parties, as well as providing opportunities for critical reflection and evaluation. Unlike traditional portfolios that involve storing data in registers, boxes, or folders, electronic portfolios represent a collection of data in various formats, such as audio, video, and text. This paper highlights the importance, characteristics, and types of portfolios in preschool education, as well as the differences between traditional and electronic portfolios.
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Ivanova, Slavina. "USING EXPLAINER VIDEOS TO TEACH WEB DESIGN CONCEPTS". In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-063.

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For the past several years, a lot of start-up companies and crowdfunding projects started using the so-called "Explainer videos" as a mean to describe the way their products or services are functioning, thus popularizing the term among young audiences. Explainer videos are relatively short and informative videos, that combine engaging script, different types of animated visual and text elements and carefully selected music tone, the combination of which turns them into entertaining piece of media to watch. They capture and retain viewers more effectively than using only a combination of static images and text in a video, which makes them perfect for teaching and conducting information in funny, creative and inspiring way. Even though the explainer videos are primary used to meet certain marketing objectives that gained them popularity, the presentation format meets the audiences' approval and acceptance when complex concepts are introduced and vast majority of e-Learning and MOOC platforms, and social media also implement different types of explainer videos in their content. The paper introduces the concept of using explainer videos when teaching modern web design techniques to students of the current generation Z, as it focuses on the current state of video-based learning as a strategic asset of providing visual examples to improve the learning experience and investigates whether the low retention levels and productivity as well as lack of motivation, observed using traditional teaching methods in the current curriculum, can be increased by implementing explainer videos in a way to help students engage more deeply with the subject matter.
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Diniz, Rafael, Pedro Garcia Freitas e Mylène C. Q. Farias. "3D Point-Cloud Quality Assessment Using Color and Geometry Texture Descriptors". In Anais Estendidos da Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2022. http://dx.doi.org/10.5753/sibgrapi.est.2022.23254.

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Since the mid-20th century, the use of digital formats for visual content allowed a great evolution in how society communicates. The Internet and digital broadcast systems introduced in the decade 90 to the wider public allowed an incredible expansion of multimedia consumption by the people, while the telecommunication networks and providers were pushed to their limits to address the growing multimedia content demand. Older electronic imaging systems, notably TV broadcasting systems, were designed after long subjective quality analysis for the definition of parameters like the number of lines of the video. But recent digital visual content services need faster and more affordable ways of evaluating the human perceived quality of the always-evolving multimedia systems. To address the need for automatic quality assessment, in the past decades many visual quality models based on algorithms that run on digital computers have been proposed. While the existing models are remarkably advanced for 2D digital imagery, a new set of immersive media is dawning, with different data structures, to which the 2D methods are not applicable, and need novel quality assessment metrics. These novel dawning immersive media formats provide a 3D visual representation of real objects and scenes. In this new visual format, objects can be captured, compressed, transmitted, and visualized in real-time not anymore as a flat 2D image, but as 3D content, allowing free-viewpoint selection by a consumer of such media. One of the most popular formats for immersive media is Point Cloud (PC), which is composed of points with 3 geometry coordinates plus color information, and sometimes, other information like reflectance and transparency. This work presents a research on the quality assessment of 3D PC based on novel color and geometric texture statistics. Considering that distortions to both color and geometry attributes of 3D visual content affect the perceived visual quality, it is proposed in this work to use both color-based and geometry-based texture descriptors for PC to obtain the visual degradation through their statistics. This work introduces 4 novels PC texture descriptors, 3 of them color-based, while 1 is geometry-based. Also, a new voxelization method is proposed, which converts points to voxels (volume elements), and improves the performance of the color-based texture descriptors. The performance of the proposed PC quality assessment method is among the best of the state-of-the-art PC quality assessment methods while being flexible and extensible to adapt to different types of distortions.
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GHOBRIAL, Mina. "Effectiveness of machining equipment user guides: A comparative study of augmented reality and traditional media". In Material Forming. Materials Research Forum LLC, 2024. http://dx.doi.org/10.21741/9781644903131-255.

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Abstract. In the rapidly evolving landscape of manufacturing and material forming, innovative strategies are imperative for maintaining a competitive edge. Augmented Reality (AR) has emerged as a groundbreaking technology, offering new dimensions in how information is displayed and interacted with. It holds particular promise in the panel of instructional guides for complex machinery, potentially enhance traditional methods of knowledge transfer and operator training. Material forming, a key discipline within mechanical engineering, requires high-precision and skill, making it an ideal candidate for the integration of advanced instructional technologies like AR. This study aims to explore the efficiency of three distinct types of user manuals—video, paper, and augmented reality (AR)—on performance and acceptability in a material forming workshop environment. The focus will be on how AR can be specifically applied to improve task execution and understanding in material forming operations. Participants are mechanical engineering students specializing in material forming. They will engage in a series of standardized tasks related to machining processes. Performance will be gauged by metrics like task completion time and error rates, while task load will be assessed via the NASA Task Load Index (NASA-TLX) [1]. Acceptability of each manual type will be evaluated using the System Usability Scale (SUS) [2]. By comparing these various instructional formats, this research seeks to shed light on the most effective mediums for enhancing both operator performance and experience.
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Dunne, Kate, e James Corbett. "Setting Learners up for Success: A Universal Design for Learning Approach to Industry Placement Assessment". In Ninth International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2023. http://dx.doi.org/10.4995/head23.2023.16342.

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The diversity of learners has never been more pronounced with the accessibility to learning through remote means. Universal Design for Learning (UDL) endevours to address some of the challenges posed by their diverse needs. This research aims to explore the perceptions of learners and their academic supervisor on the use of UDL principles as part of the assessment strategy of an Industry Placement module undertaken in a higher education institution. The learner participants were offered assessment feedback in a number of different formats by the supervisor participant; namely typed and video. The results of the research indicate a very positive response from both stakeholders. Multiple means of representation and action/expression were found to help break down barriers for diverse learners and to set them up for success. Scaffolding and content creation methods that are comparable in terms of workload need to be provided to increase adoption by both stakeholders.
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Chiriac, Ionut adrian, Lacramioara Stoicu tivadar e Elena Podoleanu. "ROMANIAN SIGN LANGUAGE E-HEALTH APPLICATION FOR DEAF PEOPLE WITH ANIMATED AVATAR TECHNOLOGY". In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-075.

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During the last years, the effort for better integration of persons with disabilities has become a European and global priority. Creating computer applications whose message to be naturally accessible to hearing impaired persons is part of this endeavour. The development of applications with avatars performing sign language becomes more and more extensive worldwide. In Romania, developing such an application is a national premiere. This type of applications can be accomplished through two main means, video technology and animation technology. The presented project is part of a wider research project that compares two technologies with respect to design, implementation and impact assessment. The article presents the steps that have been taken to realize with animated avatar technology an application for health education meant for people with hearing disabilities in Romanian sign language. The study shows step by step the stages that were followed in accomplishing this program. It presents the steps followed to build the collection of words and phrases edited with animated avatar technology. The design phase block diagram of the project is described in detail. It describes the software, the editing stages and the format of the data. It presents also the editing style of different parts of the application content. The last chapter concludes on particular items used in this approach, but also general considerations necessary to achieve similar kinds of projects. For future work it gives various data formats that can be used as alternatives. The final part of the article sketches the specific steps to be carried out in the research project in the future, and also the general trends that might represent new directions of research in the domain of e-health applications with animated avatar for deaf people in Romanian sign language.
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Relatórios de organizações sobre o assunto "Types of video formats"

1

Casner, S. Media Type Registration of Payload Formats in the RTP Profile for Audio and Video Conferences. RFC Editor, fevereiro de 2007. http://dx.doi.org/10.17487/rfc4856.

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Rudyk, Myroslava. COMMUNICATIVE FEATURES OF UKRAINIAN VIDEO BLOGS ON THE EXAMPLE OF YOUTUBE-CHANNELS OF «TORONTO TV», YANINA SOKOLOVA, AND OSTAP DROZDOV. Ivan Franko National University of Lviv, março de 2021. http://dx.doi.org/10.30970/vjo.2021.50.11111.

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The article is devoted to the study of the Ukrainian segment of video blogging as one of the most popular types of the functioning of the modern blogosphere. The content and statistics of popular video blogs were studied on the example of YouTube channels of Ukrainian bloggers and famous journalists. Today we are witnessing the rapid development of technologies that help journalists become better, and the creators of media content to work more quickly and ensure the completeness of the information. With the help of Internet communication, new ways of disseminating information have appeared in journalism. Journalists more often create their blogs on various platforms. Blogosphere video content has become very popular among the Ukrainian audience on YouTube because today the video format is the most effective in terms of communication. The YouTube social network partially replaces television, and the variety of thematic content is ably adapted to a wide audience. The paper analyzes Ukrainian blogs managed by journalists, where they publish different content formats. Therefore, the presentation of various examples of video blogs in our work helps to understand the specifics of Ukrainian blogging at its current stage of development. After all, videos of popular people such as Michael Shchur, Yanina Sokolova, Ostap Drozdov demonstrate the peculiarities of Ukrainian popular video content. For the research, we chose those blogs that are currently relevant to Ukrainian YouTube and have their specifics and uniqueness. The main objective of a blogger is to react quickly to the flow of information because the rating of the channel being monetized depends on it. With the help of statistical data, we can conclude that the Ukrainian audience is interested in a wide range of different information. Viewers now value the independent opinion of bloggers and more often listen to it. Every important event is covered by bloggers promptly. And the format in which it is presented depends on the individual style of the author and the concept of his channel. We can conclude that the video content of the modern blogosphere is developing rapidly. This provides the audience with information for different tastes.
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3

Тарасова, Олена Юріївна, e Ірина Сергіївна Мінтій. Web application for facial wrinkle recognition. Кривий Ріг, КДПУ, 2022. http://dx.doi.org/10.31812/123456789/7012.

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Facial recognition technology is named one of the main trends of recent years. It’s wide range of applications, such as access control, biometrics, video surveillance and many other interactive humanmachine systems. Facial landmarks can be described as key characteristics of the human face. Commonly found landmarks are, for example, eyes, nose or mouth corners. Analyzing these key points is useful for a variety of computer vision use cases, including biometrics, face tracking, or emotion detection. Different methods produce different facial landmarks. Some methods use only basic facial landmarks, while others bring out more detail. We use 68 facial markup, which is a common format for many datasets. Cloud computing creates all the necessary conditions for the successful implementation of even the most complex tasks. We created a web application using the Django framework, Python language, OpenCv and Dlib libraries to recognize faces in the image. The purpose of our work is to create a software system for face recognition in the photo and identify wrinkles on the face. The algorithm for determining the presence and location of various types of wrinkles and determining their geometric determination on the face is programmed.
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4

Rigotti, Christophe, e Mohand-Saïd Hacid. Representing and Reasoning on Conceptual Queries Over Image Databases. Aachen University of Technology, 1999. http://dx.doi.org/10.25368/2022.89.

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The problem of content management of multimedia data types (e.g., image, video, graphics) is becoming increasingly important with the development of advanced multimedia applications. Traditional database management systems are inadequate for the handling of such data types. They require new techniques for query formulation, retrieval, evaluation, and navigation. In this paper we develop a knowledge-based framework for modeling and retrieving image data by content. To represent the various aspects of an image object's characteristics, we propose a model which consists of three layers: (1) Feature and Content Layer, intended to contain image visual features such as contours, shapes,etc.; (2) Object Layer, which provides the (conceptual) content dimension of images; and (3) Schema Layer, which contains the structured abstractions of images, i.e., a general schema about the classes of objects represented in the object layer. We propose two abstract languages on the basis of description logics: one for describing knowledge of the object and schema layers, and the other, more expressive, for making queries. Queries can refer to the form dimension (i.e., information of the Feature and Content Layer) or to the content dimension (i.e., information of the Object Layer). These languages employ a variable free notation, and they are well suited for the design, verification and complexity analysis of algorithms. As the amount of information contained in the previous layers may be huge and operations performed at the Feature and Content Layer are time-consuming, resorting to the use of materialized views to process and optimize queries may be extremely useful. For that, we propose a formal framework for testing containment of a query in a view expressed in our query language. The algorithm we propose is sound and complete and relatively efficient.
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5

Rigotti, Christophe, e Mohand-Saïd Hacid. Representing and Reasoning on Conceptual Queries Over Image Databases. Aachen University of Technology, 1999. http://dx.doi.org/10.25368/2022.89.

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The problem of content management of multimedia data types (e.g., image, video, graphics) is becoming increasingly important with the development of advanced multimedia applications. Traditional database management systems are inadequate for the handling of such data types. They require new techniques for query formulation, retrieval, evaluation, and navigation. In this paper we develop a knowledge-based framework for modeling and retrieving image data by content. To represent the various aspects of an image object's characteristics, we propose a model which consists of three layers: (1) Feature and Content Layer, intended to contain image visual features such as contours, shapes,etc.; (2) Object Layer, which provides the (conceptual) content dimension of images; and (3) Schema Layer, which contains the structured abstractions of images, i.e., a general schema about the classes of objects represented in the object layer. We propose two abstract languages on the basis of description logics: one for describing knowledge of the object and schema layers, and the other, more expressive, for making queries. Queries can refer to the form dimension (i.e., information of the Feature and Content Layer) or to the content dimension (i.e., information of the Object Layer). These languages employ a variable free notation, and they are well suited for the design, verification and complexity analysis of algorithms. As the amount of information contained in the previous layers may be huge and operations performed at the Feature and Content Layer are time-consuming, resorting to the use of materialized views to process and optimize queries may be extremely useful. For that, we propose a formal framework for testing containment of a query in a view expressed in our query language. The algorithm we propose is sound and complete and relatively efficient.
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6

Symonenko, Svitlana V., Viacheslav V. Osadchyi, Svitlana O. Sysoieva, Kateryna P. Osadcha e Albert A. Azaryan. Cloud technologies for enhancing communication of IT-professionals. [б. в.], julho de 2020. http://dx.doi.org/10.31812/123456789/3861.

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The paper deals with the urgent problem of enabling better communication of IT-specialists in their business and interpersonal interaction using information and communication technologies, including cloud technologies. It is emphasized, that effective communication is an integral part of the successful professional work of IT-professionals, but in recent years it has undergone significant transformations, which have been expressed in new forms and means of communication, its content changes, its complications and volume increases, the need to improve its accuracy, and the level of understanding for a wide range of people. Certain peculiarities of communication in the IT-environment have been discussed. It is noted that typical forms of communication in the IT-environment are synchronous and asynchronous ones. The authors insist that during their professional career IT-specialists communicate in the professional community from a variety of positions and common types of task formulation can be expressed through verbal or symbolic communication means. Due to the specifics of their professional activities, IT-professionals often need to communicate using synchronous communication (chats, video chats, audio chats, instant messaging) and asynchronous communication (email, forums, comments) tools, hence there is a demand to teach corresponding communication skills at universities. Certain practical examples of teaching communication skills using modern technologies are given. Advantages of cloud technologies for better communication within a company or an educational institution are presented. Microsoft Office 365 services, which can be successfully used to enable better communication and collaboration within a company or an educational institution are analyzed.
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7

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.

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The article deals with the new technologies of immersive journalism in the Ukrainian and global mediaspace for the example of specific media. The 360° video stands out among the main formats of immersive journalism, in it the viewer himself explores the video space, becoming a witness of events. The formats of photogrammetry, virtual reality (VR), 3D panoramas and 3D maps are also immersive. New formats and technologies have revolutionized the media sphere and allowed to create more dynamic and interesting stories. Immersive technologies made possible to transport the audience directly to the center of the news event through the format of 360-degree video and three-dimensional virtual reality, providing the «effect of presence». The format of 3D models and photogrammetry allowed users to interact with stories on a visual level more actively. Immersive technologies have also had a profound impact on the functioning of immersive journalism and fundamentally changed the way audiences interact with news stories. «Radio Svoboda», «Texty», «Ukraїner», «The New York Times», «The Guardian», «Der Tagesspiegel», «WDR» and other media experiment with the immersive formats. They give the opportunity for viewers to be in the center of a news event directly or to get an interactive, data-rich experience. This immersive approach allowed for increased empathy and understanding of each information consumer because they can feel and see the environments which are associated with a particular story. Key words: new media, media format, media technology, immersive technologies, immersive journalism.
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8

Jerosch, K., A. Luedtke, P. Pledge, O. Paitich e V E Kostylev. Automatic image analysis of sediment types: mapping from georeferenced video footage on the Labrador Shelf. Natural Resources Canada/ESS/Scientific and Technical Publishing Services, 2011. http://dx.doi.org/10.4095/288055.

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Mintii, Iryna S., Svitlana V. Shokaliuk, Tetiana A. Vakaliuk, Mykhailo M. Mintii e Vladimir N. Soloviev. Import test questions into Moodle LMS. [б. в.], setembro de 2019. http://dx.doi.org/10.31812/123456789/3271.

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The purpose of the study is to highlight the theoretical and methodological aspects of preparing the test questions of the most common types in the form of text files for further import into learning management system (LMS) Moodle. The subject of the research is the automated filling of the Moodle LMS test database. The objectives of the study: to analyze the import files of test questions, their advantages and disadvantages; to develop guidelines for the preparation of test questions of common types in the form of text files for further import into Moodle LMS. The action algorithms for importing questions and instructions for submitting question files in such formats as Aiken, GIFT, Moodle XML, “True/False” questions, “Multiple Choice” (one of many and many of many), “Matching”, with an open answer – “Numerical” or “Short answer” and “Essay” are offered in this article. The formats for submitting questions, examples of its designing and developed questions were demonstrated in view mode in Moodle LMS.
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10

Decleir, Cyril, Mohand-Saïd Hacid e Jacques Kouloumdjian. A Database Approach for Modeling and Querying Video Data. Aachen University of Technology, 1999. http://dx.doi.org/10.25368/2022.90.

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Indexing video data is essential for providing content based access. In this paper, we consider how database technology can offer an integrated framework for modeling and querying video data. As many concerns in video (e.g., modeling and querying) are also found in databases, databases provide an interesting angle to attack many of the problems. From a video applications perspective, database systems provide a nice basis for future video systems. More generally, database research will provide solutions to many video issues even if these are partial or fragmented. From a database perspective, video applications provide beautiful challenges. Next generation database systems will need to provide support for multimedia data (e.g., image, video, audio). These data types require new techniques for their management (i.e., storing, modeling, querying, etc.). Hence new solutions are significant. This paper develops a data model and a rule-based query language for video content based indexing and retrieval. The data model is designed around the object and constraint paradigms. A video sequence is split into a set of fragments. Each fragment can be analyzed to extract the information (symbolic descriptions) of interest that can be put into a database. This database can then be searched to find information of interest. Two types of information are considered: (1) the entities (objects) of interest in the domain of a video sequence, (2) video frames which contain these entities. To represent these information, our data model allows facts as well as objects and constraints. We present a declarative, rule-based, constraint query language that can be used to infer relationships about information represented in the model. The language has a clear declarative and operational semantics. This work is a major revision and a consolidation of [12, 13].
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