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Статті в журналах з теми "Design -> video"

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van der Meij, Hans, and Constanze Hopfner. "Eleven Guidelines for the Design of Instructional Videos for Software Training." Technical Communication 69, no. 3 (August 2, 2022): 5–23. http://dx.doi.org/10.55177/tc786532.

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Анотація:
Purpose: Video is a popular medium for instructing people how to use software. In 2013, van der Meij and van der Meij proposed eight guidelines for the design of instructional videos for software training. Since then, production techniques and video features evolved, and new insights about characteristics of effective video instructions emerged. Methods: Based on recent study outcomes and our reflections on instructional video designs, the original set of eight guidelines was restructured, updated, and extended. Results:A new framework with 11 guidelines was constructed. For these guidelines the article provides scientifically-based advice for the design of instructional videos for software training. Conclusion: The new framework and the illustrations of how the guidelines were applied in videos should provide useful insights for further practice and research on instructional video design.
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Erlangga, Rifqi Aulia, and Izzati Shaima Shamsudin. "English Instructional Video Design for Islamic Junior High School." INFERENSI: Jurnal Penelitian Sosial Keagamaan 15, no. 1 (May 31, 2021): 141–62. http://dx.doi.org/10.18326/infsl3.v15i1.141-162.

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The purpose of this study is to investigate the perceptions of teachers andstudents in Islamic Junior High School about duration, their involvement inthe video (cast), format and post-video watch activities of English supplementary videos to ensure the videos that will be made are effective. Using a descriptive quantitative method, this study reveals that video is a fun learning tool to study English, so that the students don’t mind if the video duration is more than 15 minutes. About the cast, the students inclined to be involved in producing the video. About the format, the majority chooses the drama method with Bahasa subtitled. About the post-video watch activities, they prefer to do a writing rather than a speaking activity. During the video playing, they didn’t taking a note or observing the whole plot yet, so that they wish the video can be replayed outside the class,just like on television or youtube
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Loliwe, Thando. "How to Design Accounting Video Lectures to Recover Lost Time." Issues in Informing Science and Information Technology 15 (2018): 207–47. http://dx.doi.org/10.28945/4046.

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Aim/Purpose: The objective of this study is to understand how video lectures of the same length and content as the current face-to-face lectures can be designed and implemented to have a positive effect on student performance, particularly when there is a campus shutdown. Background: In a number of South African universities protests by the students are on the increase. Often, they lead to the cancellation of academic activities such as face-to-face classes and examinations. Methodology: A quasi-experimental design was used on two video lectures to (1) compare the performance of the students who did not watch the video lectures and those who watched the video lectures, (2) compare the performance of each student who watched the video lectures on the test topics covered in the videos and the test topics not covered in the videos, and (3) determine the factors that influence the effectiveness of the video lectures. Contribution: This study contributes to the literature by investigating the effectiveness of video lectures in improving student performance, the factors associated to the effectiveness of such lectures, and the complexity or simplicity of the two video lectures used, and by providing possible solutions to the challenges identified in relation to designing video lectures. Findings: In terms of student performance, there is no significant advantage arising from watching the video lectures for the students who watch the video lectures, as compared to those who did not watch the video lectures. It is also found that the student performance on the topics with video lectures is significantly associated to the students’ commitment, prior performance, the quality of the content, and the design of the videos. Recommendations for Practitioners: This study recommends how the accounting video lectures can be designed and highlights the environments in which the video lectures of the same length and content as the face-to-face lectures should not be used. Recommendation for Researchers: Researchers should replicate this study by using short length videos of better quality and appropriate length, which incorporate current issues, games, are interactive, and so forth. Impact on Society: This study examines the use of educational video lectures in order to minimise the impact of disruptions at university level. Future Research: Future studies may use randomly selecting treatment and control groups. They may consider a nationwide research or using qualitative interviews in examining the use of educational video lectures.
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Henderson, Austin. "Video and design." ACM SIGCHI Bulletin 21, no. 2 (October 1989): 104–7. http://dx.doi.org/10.1145/70609.70627.

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Deng, Ruiqi, and Yifan Gao. "Using Learner Reviews to Inform Instructional Video Design in MOOCs." Behavioral Sciences 13, no. 4 (April 13, 2023): 330. http://dx.doi.org/10.3390/bs13040330.

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Videos are arguably the most important and frequently used instructional resource in massive open online courses (MOOCs). Recent research has explored learners’ perceptions and preferences regarding MOOC instructional videos. However, these studies are often limited to a small number of specific courses, and few grounded theory studies have been undertaken to investigate this topic. In the present study, a multiple-coder research methodology was adopted to analyze 4534 learner reviews of MOOCs in 14 categories. The study aimed to identify key characteristics associated with learners’ favorable perceptions of MOOC videos, types of supplemental or in-video resources learners perceive helpful to support MOOC video use, and video production features learners value. Results revealed that (a) “organized”, “detailed”, “comprehensible”, “interesting”, and “practical” were the top five important characteristics associated with learners’ favorable perceptions of MOOC videos; (b) learners perceived “presentation slides”, “reading materials”, “post-video assessments”, “embedded questions”, and “case studies” as helpful resources to support their utilization of MOOC videos; and (c) learners found “duration” a more salient production feature than “editing”, “resolution”, “subtitles”, “music”, or “voice”. The findings present implications for MOOC video design and foundations for future research avenues.
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Wang, Wei Hua. "The Design and Implementation of a Video Image Acquisition System Based on VFW." Applied Mechanics and Materials 380-384 (August 2013): 3787–90. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.3787.

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Анотація:
Along with the development of technologies on computer, electronic and communication, there are more and more applications of digital image acquisition and processing technology used in computer and portable systems, such as videophone, digital cameras, digital television, video monitoring, camera phones and video conferencing etc. Digitized image makes image digital transmit with high quality, which facilitates image retrieval, analysis, processing and storage. In applications such as video conferencing, it is a crucial premise to capture videos. So, in this paper, we mainly introduce the video capture technology by exploiting the VFM video services library developed by Microsoft. Software based on VFW can directly capture digital videos or digitize the traditional analog videos and then clipping them.
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Wang, Xin Gong, and Shu Ping Zuo. "Design of DisplayPort Based High-Definition Video Monitor System." Applied Mechanics and Materials 340 (July 2013): 557–60. http://dx.doi.org/10.4028/www.scientific.net/amm.340.557.

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DisplayPort is a powerful digital display interface to connect a video source to a display device, and DisplayPort can transmit audio and video with high effectiveness. In this Paper, we present a novel high-definition video monitor system based on DisplayPort. After a careful investigation of DisplayPort characteristics and high-definition video features, we propose a three-layered high-definition video monitor system including: 1) High-definition Camera Layer, 2) Camera Control Gateway Layer and 3) DisplayPort based client Layer. High-definition videos can be transmitted from camera to client with high speed, and can be display clearly on Client owing to DisplayPort.
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Shao, Zichun, Junming Chen, Hui Zeng, Wenjie Hu, Qiuyi Xu, and Yu Zhang. "A New Approach to Interior Design: Generating Creative Interior Design Videos of Various Design Styles from Indoor Texture-Free 3D Models." Buildings 14, no. 6 (May 24, 2024): 1528. http://dx.doi.org/10.3390/buildings14061528.

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Interior design requires designer creativity and significant workforce investments. Meanwhile, Artificial Intelligence (AI) is crucial for enhancing the creativity and efficiency of interior design. Therefore, this study proposes an innovative method to generate multistyle interior design and videos with AI. First, this study created a new indoor dataset to train an AI that can generate a specified design style. Subsequently, video generation and super-resolution modules are integrated to establish an end-to-end workflow that generates interior design videos from texture-free 3D models. The proposed method utilizes AI to produce diverse interior design videos directly, thus replacing the tedious tasks of texture selection, lighting arrangement, and video rendering in traditional design processes. The research results indicate that the proposed method can effectively provide diverse interior design videos, thereby enriching design presentation and improving design efficiency. Additionally, the proposed workflow is versatile and scalable, thus holding significant reference value for transforming traditional design toward intelligence.
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B, Sahrul, Fathahillah Fathahillah, and Yasdin Yasdin. "Cinematography Design of Integrated Service Video Documentation." Journal of Research and Innovation 1, no. 1 (June 7, 2023): 25. http://dx.doi.org/10.59562/jorein.v1i1.44869.

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This study aims to find out how the scene is in the integrated service video documentation, to know the cinematographic techniques used in the integrated service video documentation, and to find out the responses of respondents to the integrated research video documentation. This study used descriptive qualitative method. The method of data collection is by means of observation, documentation, and questionnaires. Data analysis used is data reduction, and the feasibility percentage scale. The results of this study indicate that: (1) The scan applied to the 2022 community service video media is the initial scan showing the Phinisi tower, the next scan showing departure to the service location, the next scan showing the servant at the service location, and the closing scan showing the logo animation LP2M. (2) The cinematographic technique that is often used in this community service video media uses an objective camera angel and a subjective camera angel to capture every scene in the community service video media that is made. Low angel level, Eye level angle, High level camera, Extreme long shot, Very long shot, Medium long shot, Close up, and Medium close up. The composition in the dedication video media "Cinematographic Design on Video Documentation of the Results of Community Service LP2M UNM" also varies, but uses more informal compositions in shooting. (3) Service Lecturers provide positive feedback on the resulting media on a number of video criteria that are made, including from taking pictures, video stages, and explanations on videos that are displayed clearly.Keywords :Cinematography, Video Documentation, Results of Service, LP2M.
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Irawati, Irawati, and Deasy Kartikasari. "Design of Recognition Robot With Video Transmitter." Eduvest - Journal Of Universal Studies 1, no. 7 (July 20, 2021): 660–66. http://dx.doi.org/10.36418/edv.v1i7.97.

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Анотація:
At appliance - comptroller in general still use the special room for watching area of around, and required some fruit of video and one video for every chamber to can watch every occurrence of place of the room. In consequence proposed the application of this for assisting in watcher, because we can implement this video and can watch with long distance. Because this device apply video available for implemented with long distance apply control transmitter as signal consignor and controller receiver as signal receiver, and processing data here apply microprocessor which allotment to be able to crank and programming language here as controller at PC apply two languages Visual Basic for arranging or controller of movement of motor at device video watcher and linguistic assembly as controller at microprocessor in transmitter and receiver. Takenly of this step can facilitate the us in controlling place wanted without having to install the video of each; every room although place there is still cannot be reached with the video attached. With the application of this earn more profit that is minim of amount of videos and can facilitate we see place which have no reached if the videoes just attached by was wall.
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Дисертації з теми "Design -> video"

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Lindskog, Eric, and Wrang Jesper. "Design of video players for branched videos." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148592.

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Interactive branched video allows users to make viewing decisions while watching, that affect the playback path of the video and potentially the outcome of the story. This type of video introduces new challenges in terms of design, for example displaying the playback progress, the structure of the branched video as well as the choices that the viewers can make. In this thesis we test three implementations of working video players with different types of playback bars: one fully viewed with no moving parts, one that zooms into the currently watched section of the video, and one that leverages a fisheye distortion. A number of usability tests are carried out using surveys complemented with observations made during the tests. Based on these user tests we concluded that the implementation with a zoomed in playback bar was the easiest to understand and that fisheye effect received mixed results, ranging from distracting and annoying to interesting and clear. With this feedback a new set of implementations was created and solutions for each component of the video player were identified. These new implementations support more general solutions for the shape of the branch segments and the position and location of the choices for upcoming branches. The new implementations have not gone through any testing, but we expect that future work can further explore this subject with the help of our code and suggestions.
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Napolitano, Pasquale. "Video-Design: progettare lo spazio con il video." Doctoral thesis, Università degli Studi di Salerno, 2010. http://hdl.handle.net/10556/123.

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Анотація:
2008 - 2009
Il progetto di ricerca di cui questo testo rappresenta un primo, paparziale punto fermo, è consistito principalmente nel rilevare e nel descrivere in che modo il videodesign, prima ancora che un corollario di competenze tecniche e progettuali, costituisce una particolare disposizione nei confronti del visualscape contemporaneo, una pratica dello sguardo in grado di seguire i filamenti ibridi che si intrecciano in ogni oggetto audiovisivo. L'obiettivo generale della ricerca è stato quello di utilizzare la speculazione sul design del video per delineare una serie di forme simboliche che mettano in forma una peculiare tipologia di sguardo. La visione messa in forma dal cinema aderisce ai canoni tradizionalmente attribuiti alla prospettiva rinascimentale, con la sua concezione vettoriale dello sguardo, conformemente alla teoria di Ervin Panfosky, che vede nella prospettiva lineare la forma simbolica dell'area moderna. Il tipo di sguardo proposto invece dai video-oggetti è, non più vettoriale, ma sintetico. Uno sguardo che non riduce a sintesi, ma resta paratattico. Inoltre si è cercato di far emergere dalla presente analisi la gamma di forme simboliche sottese alla forma-video, attraverso un escursus storico(nel primo capitolo) e puntate mirate sul contemporaneo , specialmente quelle forme audiovisive non ancora precisamente catalogabili, ma che si mostrano come forma ibrida tra video e spazio (i capitoli su motion picture, ambienti sensibili-interattivi, suond sculptures e live-media).
VIII ciclo n.s.
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Wang, Yi. "Design and Evaluation of Contextualized Video Interfaces." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/28798.

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Анотація:
pictures. Videos have been increasingly used in multiple applications, including surveillance, teleconferencing, learning and experience sharing. Since a video captures a scene from a particular viewpoint, it can often be understood better if presented within a larger spatial context. We call such interactive visualizations that combine videos with their spatial context â Contextualized Videosâ . Over recent years, multiple innovative Contextualized Video interfaces have been proposed to taking advantage of the latest computer graphics and video processing technologies. These interfaces opened a huge design space with numerous design possibilities, each with its own benefits and limitations. To avoid piecemeal understanding of the design space, this dissertation systematically designs and evaluates Contextualized Video interfaces based on a taxonomy of tasks that can potentially benefit from Contextualized Videos. This dissertation first formalizes a design space. New designs are created incrementally along the four major dimensions of the design space. These designs are then empirically compared through a series of controlled experiments using multiple tasks. The tasks are carefully selected from a task taxonomy, which helps to avoid piecemeal understanding of the effect of the designs. Our design practices and empirical evaluations result in a set of design guidelines on how to choose proper designs according to the characteristics of the tasks and the users. Finally, we demonstrate how to apply the design guidelines to prototype a complex interface for a specific video surveillance application.
Ph. D.
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Liu, Jennifer. "Design history motion graphics video /." Click here to view, 2009. http://digitalcommons.calpoly.edu/artsp/23.

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Thesis (B.F.A.)--California Polytechnic State University, 2009.
Project advisor: Kathryn E. McCormick. Title from PDF title page; viewed on Jan. 21, 2010. Includes bibliographical references. Also available on microfiche.
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Warden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.

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Bailey, Brian Douglas. "Design of a video measurement system." Thesis, Virginia Polytechnic Institute and State University, 1988. http://hdl.handle.net/10919/80071.

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Cromsjö, Mimmi, and Martin Christensson. "Design of video player and user interfaces for branched 360 degree video." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-159956.

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Branched video enables users to interact with the video content and to choose a unique path through that content. With the further development of Virtual Reality (VR) technology the integration of branched video in these systems becomes increasingly convincing. This thesis develops a 360 degree branched video player in Unity Editor and three different user interfaces (UI) tailored for the needs of branched 360 degree video content, both the design and implementation focus on the aspects of usability. To expedite development of the UIs ,a preliminary user study was conducted to identify a promising design direction. From the study it was established that plain buttons with descriptive text attached, anchored in front of the field of view at the time of appearing, was to be preferred for the selection of the subsequent branch. This design was preferred both in a short motion picture and exploratory film setting. However, world-space anchored symbols as depicted to appear transporting the user to that world-space location showed promise in an exploratory video setting. Based on the result of the study and subjective feedback from study participants, additional features was implemented to the user interfaces. Lastly, further development of both features for the user interface, tools regarding the video player, and a follow-up user study are suggested.
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Gardner, Janet Elizabeth. "Computers and video : coincidental in architectural design." Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/73759.

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Анотація:
Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1987.
Includes bibliographical references (leaves 92-94).
This thesis proposes a new tool for the designer that acts as an Intelligent adjunct In the design process. Architects express abstract concepts in physical concrete realities. The tools of the trade act as a medium through which to express these concepts; pencil. paper. models. Yet these tools do not allow for any intelligent discourse. While translating an abstract Idea into a physical object. a designer must keep track of complex associations between various elements within a design. As an idea becomes further developed. the associations between elements become more difficult to manage. On occasion matrices are employed to maintain a consistent relational system. yet complexity often forces design concepts to get distorted or lost. This thesis provides one solution; a method for to the management of this barrage of associative information. while still providing a stimulating design environment. With the proposed tool. a designer can use numerous media simultaneously; for our purposes digital video and an object-oriented graphics editor. The video environment acts as an analysis tool for exploring existing archetypes. In search of inherent themes. The graphics editor is a tool for synthesizing objects. creating a whole from a series of parts discovered in the video environment. The key to this tool is its ability to retain knowledge while acting as an intelligent adjunct in the design process. The designer operates with objects. These objects "know" what their behavior Is. and how to perform certain operations. Other attributes and relationships can also be attached to objects. or classes of objects. Compilation of both environments Is possible. due to a central knowledge base that maintains all the information from all objects. This single knowledge base allows objects In one environment to be shared by the other. creating an interactive environment between two Independent media. computers and video. and eliminating the bold line that separates the two.
by Janet Elizabeth Gardner.
M.S.
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Oelbaum, Tobias. "Design and verification of video quality metrics." kostenfrei, 2008. http://mediatum2.ub.tum.de/doc/661966/661966.pdf.

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Bahari, Hanif. "Observation : A prosocial video game on the way of social integration." Thesis, Mittuniversitetet, Avdelningen för design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31139.

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The vision of this project is to prevent prejudice which comes from wrong stereotypes. The goal is to design a pro-social video game by which people are informed through observation, hence stereotypes will be eliminated. Questionnaire was made and published on social media. The test game with same character was made and published in iTunes and after receiving feedbacks, technical problems were fixed.
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Книги з теми "Design -> video"

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Blank, Ben. Professional video graphic design. New York: Prentice Hall, 1986.

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International video graphic design. New York: Distributor to the book trade in the United States and Canada, Rizzoli International Publications, 1991.

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Ploor, D. Michael. Video game design foundations. Tinley Park, Ill: Goodheart-Willcox Company, 2011.

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Blank, Ben. Professional video graphics design. New York: Prentice Hall, 1986.

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Beebe, Jack M. International video graphic design. New York: PBC International, 1991.

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Lin, Youn-Long Steve, Chao-Yang Kao, Hung-Chih Kuo, and Jian-Wen Chen. VLSI Design for Video Coding. Boston, MA: Springer US, 2010. http://dx.doi.org/10.1007/978-1-4419-0959-6.

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Palmquist, Adam, Izabella Jedel, and Ole Goethe. Universal Design in Video Games. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-30595-5.

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Tringham, Neal. Science fiction video games. Boca Raton: CRC Press, 2015.

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Karl, Anderson, ed. Advanced interactive video design: New techniques and applications. White Plains, NY: Knowledge Industry Publications, 1988.

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Scherberger, Aiken, and Enzo Anile. Video games: Creating virtual fantasy. Princeton, N.J: Films for the Humanities & Sciences, 2005.

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Частини книг з теми "Design -> video"

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Baumgardt, Michael. "Video." In Web Design kreativ!, 144–67. Berlin, Heidelberg: Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/978-3-642-56961-6_10.

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Alexander, Kris. "Video Game Design." In The Future of Digital Communication, 121–29. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.1201/9781003379119-9.

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Nilsson, Fredrik. "System design considerations." In Intelligent Network Video, 329–83. 3rd ed. Boca Raton: CRC Press, 2023. http://dx.doi.org/10.4324/9781003412205-18.

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Holstein, Megan. "App Video." In iPhone App Design for Entrepreneurs, 185–91. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4285-8_22.

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Loar, Josh. "Video Com." In The Sound System Design Primer, 243–46. New York, NY : Routledge, 2019.: Routledge, 2019. http://dx.doi.org/10.4324/9781315196817-24.

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Allen, Kevin Lee. "Audio/Video Systems." In Vectorworks for Entertainment Design, 295–304. Second edition. | New York: Routledge, 2020.: Routledge, 2020. http://dx.doi.org/10.4324/9780429290671-36.

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Wien, Mathias. "Design and Specification." In High Efficiency Video Coding, 73–100. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-44276-0_3.

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Wolf, Marilyn. "Image and Video Enhancement." In Smart Camera Design, 135–61. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69523-5_4.

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Wolf, Marilyn. "Image and Video Analysis." In Smart Camera Design, 163–97. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-69523-5_5.

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Chang, Henry, Edoardo Charbon, Umakanta Choudhury, Alper Demir, Eric Felt, Edward Liu, Enrico Malavasi, Alberto Sangiovanni-Vincentelli, and Iasson Vassiliou. "Video Driver Design Example." In A Top-Down, Constraint-Driven Design Methodology for Analog Integrated Circuits, 289–332. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-1-4419-8752-5_11.

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Тези доповідей конференцій з теми "Design -> video"

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Učakar, Andrej, Patricija Selič, and Raša Urbas. "Use of codecs in video uploads." In 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p73.

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Анотація:
In recent decades, linear communication has largely been replaced by visual depictions that contain not only moving images but also sound, text and other (visible or invisible) data. It is therefore not surprising that video has become so popular, especially among young people. So-called multimedia communication is transmitted via a variety of media. Since there are many ways and means of transmission, we wanted to investigate how the type of encoding that allows efficient file reduction affects the characteristics of the video format. For this purpose, we encoded selected videos using the three most common encoding mechanisms H.264/AVC, MPEG-2 and H.265/HEVC at high and medium bitrate. The newly created video files were then uploaded to three popular platforms – Instagram, YouTube and Gmail. Changes in file size, colour gamut, frame and bitrate, resolution and other visually recognizable details are presented in the paper.
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"How to Design Accounting Video Lectures to Recover Lost Time." In InSITE 2018: Informing Science + IT Education Conferences: La Verne California. Informing Science Institute, 2018. http://dx.doi.org/10.28945/3985.

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Aim/Purpose: [This Proceedings paper was revised and published in the 2018 issue of the journal Issues in Informing Science and Information Technology, Volume 15] The objective of this study is to understand how the video lectures of the same length and content as the face-to-face lectures can be designed and implemented to have a positive effect on student performance; probably when the campus are shutdown. Background: In a number of South African universities protests by students are on the increase. Often, they lead to cancellation of academic activities such as face-to-face classes and examinations. Methodology: A quasi-experimental design with multiple baseline is used on two video lectures, to (1) compare the performance of the students who did not watch the video lectures and those who watched the video lectures; and (2) compare the performance of each student who watched the video lectures on the test topics covered in the videos and the test topics not covered in the videos; and (3) determine the factors that influence the effectiveness of the concerned video lectures. Contribution: This study contributes to the literature by investigating the effectiveness of video lectures in improving student performance; and the factors associated to the effectiveness of such lectures; and complexity or straightness of the two video lectures used; and by providing possible solutions to the challenges identified, in relation to designing video lectures. Findings: In terms of student performance, there is no significant advantage arising from watching the video lectures for the students who watched the video lectures. It is also found that the student performance is significantly associated to the student's commitment, prior performance, the quality of the content, and the organisation or design of the video lectures. Recommendations for Practitioners: This study recommends how the accounting video lectures can be designed, and highlights the environments in which the video lectures of the same length and content as the face-to-face lectures may not be used. Recommendation for Researchers: Other researchers may replicate this study using short length videos of better quality and appropriate length, which may incorporate current issues, games, be interactive and so forth. Impact on Society: This study examines the use of educational video lectures in order to minimise the impact of disruptions at university level. Future Research: Future studies may use randomly selected treatment and control groups. They may consider a nationwide research or using qualitative interviews in examining the use of educational video lectures.
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Yujia, Gao, and Mengfei Liu. "Short Video Interaction Design Based on Interactive Ritual Chain." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001944.

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In the past, the design and research of short videos mostly starts from the short video itself, and lacks the global exploration from the perspective of users. The interactive ritual chain is a dominant theory of analyzing group behavior in sociology, enabling the study of interactive behavior from individuals to groups. This article, from the perspective of interactive ceremony chain, analysis with short video as the medium of social interaction chain, combined with online questionnaire data deconstruct with short video as the medium of vertical social interaction scene and interaction behavior, from the perspective of social, put forward the short video application interaction design points, provide methodological guidance for vertical social application design of interaction. Through the design means, the social process with the short video as the media will be gradually analyzed and symbolized, so as to optimize the social experience of the short video and improve the user stickiness.
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Song Ci, Haohong Wang, and Dalei Wu. "From heuristic to theoretical: a new design methodology for cross-layer optimized wireless multimedia streaming." In Packet Video 2007. IEEE, 2007. http://dx.doi.org/10.1109/packet.2007.4397045.

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Berardini, Daniele, Adriano Mancini, Primo Zingaretti, and Sara Moccia. "Edge Artificial Intelligence: A Multi-Camera Video Surveillance Application." In ASME 2021 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/detc2021-70738.

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Abstract Nowadays, video surveillance has a crucial role. Analyzing surveillance videos is, however, a time consuming and tiresome procedure. In the last years, artificial intelligence paved the way for automatic and accurate surveillance-video analysis. In parallel to the development of artificial-intelligence methodologies, edge computing is becoming an active field of research with the final goal to provide cost-effective and real time deployment of the developed methodologies. In this work, we present an edge artificial intelligence application to video surveillance. Our approach relies on a set of four IP cameras, which acquire video frames that are processed on the edge using the NVIDIA® Jetson Nano. A state-of-the-art deep-learning model, called Single Shot multibox Detector (SSD) MobileNetV2 network, is used to perform object and people detection in real-time. The proposed infrastructure obtained an inference speed of ∼10.0 Frames per Second (FPS) for each parallel video stream. These results prompt the possibility of translating our work into a real word scenario. The integration of the presented application into a wider monitoring system with a central unit could bring benefits to the overall infrastructure. Indeed our application could send only video-related high-level information to the central unit, allowing it to combine information with data coming from other sensing devices without unuseful data overload. This would ensure a fast response in case of emergency or detected anomalies. We hope this work will contribute to stimulate the research in the field of edge artificial intelligence for video surveillance.
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Shaohua Teng, Wenwei Tan, and Guibing Huang. "Video temporal segmentation using cooperative model." In in Design (CSCWD). IEEE, 2008. http://dx.doi.org/10.1109/cscwd.2008.4536982.

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Jiang, Yudong, Kaixu Cui, Bo Peng, and Changliang Xu. "Comprehensive Video Understanding: Video Summarization with Content-Based Video Recommender Design." In 2019 IEEE/CVF International Conference on Computer Vision Workshop (ICCVW). IEEE, 2019. http://dx.doi.org/10.1109/iccvw.2019.00195.

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Mackay, Wendy E., Anne V. Ratzer, and Paul Janecek. "Video artifacts for design." In the conference. New York, New York, USA: ACM Press, 2000. http://dx.doi.org/10.1145/347642.347666.

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Starovoitov, Valery V. "Structural approach to texture image design." In Video Communications and Fiber Optic Networks, edited by Naohisa Ohta. SPIE, 1993. http://dx.doi.org/10.1117/12.161465.

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Woesner, Hagen. "PrimeNet: network design based on arrayed waveguide grating multiplexers." In Voice, Video, and Data Communications, edited by Ray T. Chen and Louis S. Lome. SPIE, 1998. http://dx.doi.org/10.1117/12.300935.

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Звіти організацій з теми "Design -> video"

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Kohlman, E. H., and D. B. Smet. System design description 241-SY-101 color video camera. Office of Scientific and Technical Information (OSTI), December 1994. http://dx.doi.org/10.2172/10119727.

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Marlatt, R. M., T. A. Hale, R. G. Sullivan, and R. M. Lacey. Guidelines for Applying Video Simulation Technology to Training Land Design. Fort Belvoir, VA: Defense Technical Information Center, February 1993. http://dx.doi.org/10.21236/ada264980.

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Condon, John A. Design & Flight Testing of a Mortar Deployed Video Imager. Fort Belvoir, VA: Defense Technical Information Center, April 2001. http://dx.doi.org/10.21236/ada386168.

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Olson, Randall J. Design and Development of High Resolution Digitized Stereo Video Slit Lamp. Fort Belvoir, VA: Defense Technical Information Center, March 2001. http://dx.doi.org/10.21236/ada404590.

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Pardini, A. F. System design description for the LDUA common video end effector system (CVEE). Office of Scientific and Technical Information (OSTI), January 1998. http://dx.doi.org/10.2172/10148233.

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Loukil, Hassen, Mohamed Abbas, Ali Algahtani, Amir Kessentini, Muneer Parayangat, Thafasal Ijyas, Bushara Salaheldina, and Abdul Wase Mohammed. Novel Design and Implementation of High Efficiency Video Coding HEVC Transform Module. "Prof. Marin Drinov" Publishing House of Bulgarian Academy of Sciences, December 2019. http://dx.doi.org/10.7546/crabs.2019.11.09.

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Pardini, A. F. System design description for the LDUA high resolution stereoscopic video camera system (HRSVS). Office of Scientific and Technical Information (OSTI), January 1998. http://dx.doi.org/10.2172/10148081.

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Frankel, Martin, and Jon A. Webb. Design, Implementation, and Performance of a Scalable Multi-Camera Interactive Video Capture System,. Fort Belvoir, VA: Defense Technical Information Center, June 1995. http://dx.doi.org/10.21236/ada303255.

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Marlatt, Richard M., Thomas A. Hale, R. G. Sullivan, and J. C. Douglas. Video Simulation for Training Land Design and Management. TRADOC Installations, Fiscal Years 1992-1993. Fort Belvoir, VA: Defense Technical Information Center, August 1995. http://dx.doi.org/10.21236/ada299801.

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Srinivasan, Vishnu, and K. J. Liu. VLSI Design of High-Speed Time-Recursive 2-D DCT/IDCT Processor for Video Applications. Fort Belvoir, VA: Defense Technical Information Center, January 1994. http://dx.doi.org/10.21236/ada455511.

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