Дисертації з теми "Design -> video"

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1

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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Анотація:
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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2

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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3

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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4

Liu, Jennifer. "Design history motion graphics video /." Click here to view, 2009. http://digitalcommons.calpoly.edu/artsp/23.

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Анотація:
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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5

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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6

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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7

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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Анотація:
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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8

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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9

Oelbaum, Tobias. "Design and verification of video quality metrics." kostenfrei, 2008. http://mediatum2.ub.tum.de/doc/661966/661966.pdf.

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10

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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Анотація:
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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11

Björk, Stiernström Gabriel. "Video tutorials for artists in the entertainment industry : A comparative study of what makes a video tutorial effective." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14091.

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Анотація:
This research explores video tutorials for concept artists in the entertainment industry. Through websites such as Gumroad tutorials are today being sold and the problem is that there is no guarantee of the quality of the tutorials and people simply have to rely on the description of the product. The research question is: What is an effective video tutorial for concept artists in the entertainment and game industry and what elements contribute to what makes it effective? Five video tutorials were created based on a comparative study, and discussed during qualitative interviews with novice and proficient artists. The results say that parallels can be drawn between a person's proficiency, the content and the structure of the tutorial. If you understand these parallels you are able to create effective tutorials for specific audience groups.
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12

Ljungström, Carl. "Design and Implementation of an Analog Video Signal Quality Measuring Software for Component Video." Thesis, Linköpings universitet, Bildkodning, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54371.

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Анотація:
An IP based set-top box (STB) is essentially a lightweight computer used to receive video over the Internet and convert it to analog or digital signals understood by the television. During this transformation from a digital image to an analog video signal many different types of distortions can occur. Some of these distortions will affect the image quality in a negative way. If these distortions could be measured they might be corrected and give the system a better image quality. This thesis is a continuation of two previous theses where a custom hardware for sampling analog component video signals was created. A software used to communicatewith the sampling hardware and perform several different measurementson the samples collected has been created in this thesis. The analog video signal quality measurement system has been compared to a similar commercial product and it was found that all except two measurement methods gave very good results. The remaining two measurement methods gave acceptable result. However the differences might be due to differences in implementation. The most important thing for the measurement system is to have consistency. If a system has consistency then any changes leading to worse videoquality can be found.
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13

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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Анотація:
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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14

Seidel, Niels. "Design Patterns und CSCL-Scripts für hypervideo-basierte Lernumgebungen." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-152367.

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Анотація:
Gegenstand des Promotionsvorhabens ist die Anwendung der Mustertheorie als systemtheoretische Methode zur Beschreibung verbreiteter Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung videobasierter Lernumgebungen. Diese sogenannten Design Patterns beschreiben dabei abstrakte, generische Lösungen bezüglich des Wissensmanagements, der sozialen Interaktion und der Anreicherung von Inhalten in hypervideo-basierten Lernumgebungen. Um neben rezeptiven und selbstgesteuerten auch kollaborative Lernszenarien in solchen Lernumgebungen zu ermöglichen, werden Materialien, Aufgaben sowie Gruppenzusammensetzungen mit Hilfe von CSCL-Scripts strukturiert. Auf Grundlage der entwickelten Design Patterns und Scripts wurden ein Software-Framework sowie mehrere Lernumgebungen implementiert und in Feldstudien evaluiert.
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15

Angelov, Pavel. "Design of an Input Multiplexer for Video Applications." Thesis, Linköpings universitet, Elektroniksystem, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-65530.

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Анотація:
In modern home entertainment video systems the digital interconnection between the different components is becoming increasingly common. However, analog signal sources are still in widespread use and must be supported by new devices. In order to keep costs down, the digital and the analog receiver chains are implemented on a single die to form a system-on-chip (SoC). For such integrated circuits, it is beneficial to reduce the number of power supply domains to a minimum and preferably use the core voltage to power the analog circuits. An eight-to-one input multiplexer, targeted for video digitizer applications, is presented. Together with the multiplexer, a simple current-mode DC restoration circuit is provided. The goal has been to design the circuits for a standard, single-well, 65 nm CMOS process, entirely using low-voltage core transistors and a single 1.1 V supply domain, while allowing the input signal voltages to extend beyond the supply rails. To fulfill the requirements, a bootstrap technique has been proposed for the implementation of the multiplexer switches. Bootstrapping a CMOS switch allows high linearity, as well as wide bandwidth and dynamic range, to be achieved with a very low supply voltage. The simulated performance is: 3 dB bandwidth of 536 MHz with a 1.5 pF load at the output of the multiplexer and a SFDR of 65 dBc at 20 MHz and 1 Vp-p input signal. It has been verified that no transistor is stressed by high voltages, therefore, the circuit reliability is guaranteed. The DC restoration circuit utilizes the main video ADC, for measuring the DC level, and is capable of setting it with an accuracy of 60 μV within the range of 100 mV to 500 mV.
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16

Szyber, Carl-Jonathan. "Video- och Projektions-design : En fallstudie i videoscenografi." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:du-21336.

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Анотація:
Denna uppsats har för avsikt att beskriva och redogöra för området videoscenografi och hur en videoscenograf arbetar. Videoscenografer har 90- och 00-talets snabba utveckling av prestanda inom datakraften att tacka för sin funktion, i en värld som kräver alltmer av kreatören frågar jag mig hur videoscenografen ser på sin omvärld. Videoscenografen verkar i området mellan det konstnärliga, scentekniska och grafiska. Deras position är fortfarande under förvirring just eftersom deras arbetsfält är så brett. Uppsatsen klargör för läsaren vad det är de sysslar med inom en scenkonstproduktion och varför videoscenografin är en sak för framtiden. Video inom scenkonstproduktioner blir allt viktigare, samtidigt som dekormålares arbete blir allt mindre, men endå tvingas videoscenografen att utföra sitt arbete under trängda förhållanden, med full ljussättning på scen, eller samtidigt som repetitioner pågår där de riskerar att störa en kreativ process. Insynen i vad de sysslar med är högst begränsad eftersom det är ett ungt yrke, med så pass få utövare. Denna uppsats klargör för varför videoscenografens arbete är viktigt och varför de bör ges mer tid att utföra sitt arbete.
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17

Behaimanot, Kibreab Ghebrehiwet. "Video camera design and implementation for telemedicine application." Thesis, Stellenbosch : Stellenbosch University, 2005. http://hdl.handle.net/10019.1/20959.

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Анотація:
Thesis (MScIng)--University of Stellenbosch, 2005.
ENGLISH ABSTRACT: Primary health care telemedicine services require the acquisition and transmission of patient data including high quality still and video images via telecommunication networks. The objective of this thesis is to investigate the implementation of a generalpurpose medical camera as an alternative to the complex and costly CCD based cameras generally in use at present. The design is based on FillFactory’s SXGA (1280 ×1024) CMOS image sensor. A low-cost Altera Cyclone FPGA is used for signal interfacing, filtering and colour processing to enhance image quality. A Cypress USB 2.0 interface chip is employed to isochronously transfer video data up to a maximum rate of 23.04 MBytes per second to the PC. A detailed design and video image results are presented and discussed; however the camera will need repackaging and an approval for medical application by medical specialists and concerned bodies before releasing it as full-fledged product.
AFRIKAANSE OPSOMMING: Primêre gesondheidssorg telemedisyne dienste moet hoëkwaliteit televisiebeelde van hul pasiënte verkry deur van telekommunikasienetwerke gebruik te maak. Die doel van hierdie tesis is om die toepassing van n meerdoelige mediese kamera te ondersoek as n alternatief tot duur, komplekse CCD-gebaseerde kameras wat huidiglik gebruik word. Die ontwerp is gebaseer op n hoëkwaliteit CMOS beeldsensor. n Goedkoop Altera Cyclone FPGA word gebruik vir seinkoppelvlak, filtering en kleurprosessering om die kwaliteit van die beeld te verhoog. n Hoëspoed USB 2.0 poort word gebruik om die data teen die nodige spoed te versend. n Gedetailleerde ontwerp, en die beeldresultate word voorgelê en bespreek. Die kamera moet egter eers deur mediese spesialiste en relevante beheerliggame goedgekeur word voordat dit as n volledige produk vrygestel kan word.
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18

Huang, Zhe. "Design of heterogeneous P2P video-on-demand systems /." View abstract or full-text, 2008. http://library.ust.hk/cgi/db/thesis.pl?ECED%202008%20HUANG.

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19

Léo, Smith. "The Effect of Dynamic Music in Video Games : An Overview of Current Research." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414409.

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20

Seidel, Niels. "Interaction Design Patterns und CSCL-Scripts für Videolernumgebungen." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-233756.

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Анотація:
In den letzten Jahren haben Lernvideos im Bereich des informellen und formellen Lernens an Bedeutung gewonnen. Inwieweit Lernende bei der Nutzung von Videos unterstützt werden und Lehrende didaktische Szenarien umsetzen können, hängt jedoch von der eingesetzten Videolernumgebung ab. Es ist Anliegen der vorliegende Arbeit, Prinzipien des User Interface Designs sowie Komponenten und Mechanismen videobasierter Lehr-Lern-Szenarien in Bezug auf Videolernumgebungen zu identifizieren, zu beschreiben und technisch zu realisieren. Das Ziel besteht darin, Gestaltungsprinzipien in Form von Interaction Design Patterns zu erarbeiten und computergestützte videobasierte Lehr-Lern-Szenarien mit Hilfe von CSCL-Scripts durch eine geeignete Spezifikation und Formalisierung zu realisieren. Für die Erarbeitung der Interaction Design Patterns wurden 121 Videolernumgebungen hinsichtlich 50 Kategorien in einer Inhaltsanalyse empirisch untersucht und dokumentiert. Unter Berücksichtigung ähnlicher Patterns aus thematisch verwandten Pattern Languages und den Erfahrungen aus der Implementierung und dem Einsatz von Videolernumgebungen entstanden 45 Interaction Design Patterns für verbreitete Lösungen für wiederkehrende Probleme bei der Gestaltung und Entwicklung von Videolernumgebungen. Diese Patterns wurden auf Pattern Konferenzen diskutiert und im Anschluss evaluiert sowie bei der Konzeption, Entwicklung und Bewertung mehrerer Videolernumgebungen angewendet. Zudem wurde das Software Framework VI-TWO vorgestellt, mit dem sich fast alle Patterns auf einfache Weise in Web-Anwendungen realisieren lassen. Zur Spezifikation videobasierter CSCL-Scripts wurden existierende videobasierte und nicht videobasierte Scripts analysiert. Im Ergebnis unterschieden sich videobasierte CSCL-Scripts von allgemeinen CSCL-Scripts vor allem hinsichtlich der mit dem Video verknüpften oder darin verankerten Aufgaben und Aktivitäten. Videos werden dabei nicht als monolithische Einheiten, sondern als zeitkontinuierliche Medien betrachtet, in denen weitere Informationen zeitgenau verankert und Lernaktivitäten stattfinden können. Außerdem ließen sich drei Typen videobasierter CSCL-Scripts identifizieren: (1) Scripts zur Analyse und Diskussion von Videoinhalten, (2) Peer Annotation Scripts einschließlich dem Peer Assessment und (3) Jigsaw-Scripts, die das problembasierte Lernen mit Hilfe von Videos ermöglichen. Unabhängig davon variiert die Komplexität der Scripts auf drei Stufen: (1) sofern voneinander abgegrenzte zeitliche Phasen von Lernaktivitäten bestehen, (2) wenn darüber hinaus die Teilnehmer innerhalb von Gruppen Aufgaben bearbeiten (intra-group) und (3) falls außerdem Aufgaben auch gruppenübergreifend bearbeitet werden (inter-group). Auf Grundlage der Spezifikation konnte ein Datenmodell und ein Modell für die nutzerseitige Modellierung von Scripts verschiedener Komplexitätsstufen sowie Typen entwickelt und in dem CSCL-System VI-LAB realisiert werden. Diese Arbeit leistet in zweifacher Hinsicht einen Beitrag zur Forschung im Bereich E-Learning. Zum einen beschreiben die Interaction Design Patterns wiederkehrende User Interface Lösungen und stellen somit ein Hilfsmittel für Designer, Software Entwickler und Lehrende bei der Gestaltung und Implementierung von Videolernumgebungen dar. Zum anderen wurden durch die Spezifikation und softwareseitige Umsetzung videobasierter CSCL-Scripts Voraussetzungen geschaffen, die den praktischen Einsatz und die weitere Untersuchung des kollaborativen Lernens mit Videos ermöglichen.
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21

Skarbø, Roger. "FPGA Implementation of a Video Scaler." Thesis, Norwegian University of Science and Technology, Department of Electronics and Telecommunications, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10187.

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Three algorithms for video scaling were developed and tested in software, for implementation on an FPGA. Two of the algorithms were implemented in a video scaler system. These two algorithms scale up with factors 1.25 and 1.875, which is used for scaling SD WIDE to HD resolution and SD WIDE to FullHD resolution, respectively. An algorithm with scaling factor 1.5, scaling HD to FullHD, was also discussed, but not implemented. The video scaler was tested with a verilog testbench provided by ARM. When passing the testbench, the video scaler system was loaded on an FPGA. Results from the FPGA were compared with the software algorithms and the simulation results from the testbench. The video scaler implemented on the FPGA produced predictable results. Even though a fully functional video scaler was made, there were not time left to create the necessary software drivers and application software that would be needed to run the video scaler in real time with live video output. So a comparison of the output from the implemented algorithms is performed with common scaling algorithms used in video scalers, such as bilinear interpolation and bicubic interpolation. This thesis also deal with graphics scaling. Some well-known algorithms for graphic scaling were written in software, including a self-made algorithm to suit hardware. These algorithms were not implemented in hardware, but comparison of the results are performed.

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22

Jiménez, Herranz José Miguel. "Design of an architecture and communication protocol for video transmission and videoconference." Doctoral thesis, Universitat Politècnica de València, 2018. http://hdl.handle.net/10251/107321.

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Анотація:
Esta tesis doctoral aborda el problema de la transmisión de vídeo, en sistemas de transmisión de televisión y vídeo bajo demanda en tiempo real y de videoconferencia, a través de redes IP, haciendo un énfasis especial cuando la conexión se establece entre dispositivos móviles. En la primera parte del trabajo se introduce la transmisión de video en redes IP y se hace especial incapie en la videoconferencia, pasando posteriormente a presentar el estado del arte en ambos ámbitos. Tratamos y estudiamos cuestiones relacionadas con la compresión de vídeo, la calidad del vídeo recibido, la calidad de experiencia (QoE), sistemas para la mejora de la QoE para la videoconferencia y también tecnologías, como Software Defined Networking (SDN), que nos permiten mejorar dinámicamente la configuración de los dispositivos de red para mejorar la QoE percibida por los usuarios finales. Posteriormente, pasamos a describir el diseño de la arquitectura y el protocolo para la transmisión de vídeo en redes IP, con distintos objetivos. Proponemos una arquitectura y un protocolo para mejorar la QoE de los usuarios en la transmisión de vídeo en Internet Protocol Television (IPTV). También lo hacemos para la transmisión de vídeo en Redes Heterogéneas usando HTML5. Por último proponemos un algoritmo y protocolo para mejorar QoE de la transmisión de vídeo en redes empleadas para la monitorización ambiental, basándonos principalmente en un estudio fundamentado en la codificación en función del color predominante de las imágenes del vídeo. En el siguiente capítulo pasamos a proponer una nueva arquitectura y un protocolo para la mejora de la calidad de experiencia de extremo a extremo (E2E QoE) de los usuarios conectados a una videoconferencia. Definimos el proceso del sistema, la máquina de estados finita y el algoritmo necesario para su correcto funcionamiento. Por último, presentamos las distintas pruebas experimentales que se han realizado para estudiar y determinar los mejores sistemas de codificación, y su comportamiento al utilizar tecnologías como SDN en redes de dispositivos móviles, en Redes Heterogéneas usando HTML5 y en videoconferencia.
This doctoral thesis faces the problem of video transmission, in television transmission systems and video on demand in real time, and video conferencing, in IP networks, making a special emphasis when the connection is established between mobile devices. In the first part of the work, video transmission in IP networks is introduced, and a special emphasis is made on videoconference, afterwards presenting the state of the art in both areas. We address several issues related to video compression, the quality of the video received, the Quality of Experience (QoE), systems for improving the QoE for videoconferencing and also technologies, such as Software Defined Networking (SDN), which allow us to dynamically improve the configuration of the network devices to improve the QoE perceived by the end users. Later, we come to describe the design of the architecture and protocol for the transmission of video in IP networks, with different objectives. We propose an architecture and a protocol to improve the QoE of the end users in the transmission of video in Internet Protocol Television (IPTV). We also do it for the transmission of video in Heterogeneous Networks using HTML5. Finally, we propose an algorithm and protocol to improve QoE of video transmission in networks used for environmental monitoring, fundamentated mainly on a study substantiated on coding based on the predominant color of the images of the video. In the next chapter, we propose a new architecture and a protocol for improving the End-to-End Quality of Experience (E2E QoE) of the users connected to a video conference. We define the process of the system, the finite state machine and the algorithm necessary for its correct operation. Finally, we present the different experimental tests that have been carried out to study and determine the best coding systems, and their behavior when using technologies such as SDN in networks of mobile devices, in Heterogeneous Networks using HTML5 and in videoconference.
Aquesta tesi doctoral aborda el problema de la transmissió de vídeo, en sistemes de transmissió de televisió i vídeo sota demanda en temps real, i de videoconferència, a través de xarxes IP, fent un èmfasi especial quan la connexió s'estableix entre dispositius mòbils. En la primera part del treball s'introdueix la transmissió de vídeo en xarxes IP i es fa especial incapie en la videoconferència, passant posteriorment a presentar a l'estat de l'art en tots dos àmbits. Tractem i estudiem qüestions relacionades amb la compressió de vídeo, la qualitat del vídeo rebut, la qualitat d'experiència (QoE), sistemes per a la millora de la QoE per a la videoconferència i també tecnologies, com a Software Defined Networking (SDN), que ens permeten millorar dinàmicament la configuració dels dispositius de xarxa per a millorar la QoE percebuda pels usuaris finals. Posteriorment, passem a descriure el disseny de l'arquitectura i el protocol per a la transmissió de vídeo en xarxes IP, amb diferents objectius. Proposem una arquitectura i un protocol per a millorar la QoE dels usuaris en la transmissió de vídeo en Internet Protocol Television (IPTV). També ho fem per a la transmissió de vídeo en Xarxes Heterogènies usant HTML5. Finalment proposem un algoritme i un protocol per a millorar QoE de la transmissió de vídeo en xarxes emprades per al monitoratge ambiental, basant-nos principalment en un estudi fonamentat en la codificació en funció del color predominant del vídeo. En el següent capítol passem a proposar una nova arquitectura i un protocol per a la millora de la qualitat d'experiència d'extrem a extrem (I2I QoE) dels usuaris connectats a una videoconferència. Definim el procés del sistema, la màquina d'estats finita i l'algoritme necessari per al seu correcte funcionament. Finalment presentem les diferents proves experimentals que s'han realitzat per a estudiar i determinar els millors sistemes de codificació, i el seu comportament en utilitzar tecnologies com SDN en xarxes de dispositius mòbils, en Xarxes Heterogènies usant HTML5 i en videoconferència.
Jiménez Herranz, JM. (2018). Design of an architecture and communication protocol for video transmission and videoconference [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/107321
TESIS
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Chambers, Martin. "“Daddy”, from Vision to Video." Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1739.

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Анотація:

”A designer rarely works alone”. The first sentence of Jonas Löwgren and Erik Stolterman's chapter on design as a social process made me curious. What if a designer worked alone? What are the actual differences between working on a project alone and as part of a group? How would it influence the creative process? What would be different when coming up with ideas, meeting with clients and setting deadlines? Does the influence of another designer stifle the individual creativity or does it actually nurish it? This paper is written to answer these and other questions as well as take you through the creative process of the production of ”Daddy” - the music video.

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Marlow, Gregory. "Week 00, Video 01: Introduction." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/1.

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Marlow, Gregory. "Week 00, Video 04: D2L." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/4.

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Marlow, Gregory. "Week 02, Video 01: Components." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/14.

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Marlow, Gregory. "Week 02, Video 04: Materials." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/17.

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Marlow, Gregory. "Week 02, Video 05: Rigging." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/18.

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Marlow, Gregory. "Week 02, Video 06: Saving." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/19.

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Marlow, Gregory. "Week 02, Video 10: Playblast." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/23.

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31

Marlow, Gregory. "Week 03, Video 01: Terrain." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/24.

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32

Marlow, Gregory. "Week 03, Video 03: Camera." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/26.

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33

Marlow, Gregory. "Week 04, Video 01: Piskel." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/35.

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Marlow, Gregory. "Week 04, Video 02: GIF." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/36.

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Marlow, Gregory. "Week 05, Video 04: Refining." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/40.

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36

Marlow, Gregory. "Week 06, Video 01: Graphs." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/41.

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Marlow, Gregory. "Week 09, Video 01: Deformers." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/63.

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Marlow, Gregory. "Week 11, Video 01: nParticles." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/70.

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39

Hu, Jeng-Yan, and 胡正彥. "Design of Video Compressor." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/01606636861119864573.

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Анотація:
碩士
國立交通大學
電子研究所
84
Digital image and video compression has become an increasingly important and active field. Progress in compression algorithms, VLSI technology, and coding standards has made digital video an enabling technology for many applications.In the thesis, we propose a new image and video compression system, which is developed based on the multiple regression model. We use a polynomial regression equation to describe a set of image data. We have compared the performance of this system and the traditional JPEG system. This system has better image quality than the JPEG system at low bit rates. We have designed the core operators of the encoder and decoder. In the hardware design, all the architectures are composed of adders, and there is no multiplier in them. So, it is very suitable for VLSI implement. In this system, the operation speed of the encoder is 400M pixels per second and the throughput of the decoder is also 400M pixels per second. So, the potential application is low-bit rate real-time image coding and decoding.
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40

HUANG, SHENG-HAO, and 黃聖皓. "Video Media Maker Incubator Design." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/9k8yjx.

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Анотація:
碩士
朝陽科技大學
建築系建築及都市設計碩博士班
105
Central District was the most prosperous urban area of Taichung in the early period, and has been facing the test of old urban situation, emigration and decline in economic activity. In recent years, Taichung City Government has continued to push forward the projects of Central District Regeneration Program, such as traditional industrial business district, appearance renewal and Liu Chuan Canal & Lu Chuan Canal dredging and other projects, nonetheless the most important population return thereof did not work well. A wave of reuse of vacant spaces has swept the globe in recent years and gave an entirely new direction to the old city regeneration; On the other hand, the Taichung City Government actively promoted the Central Taiwan Cinema Promotion Park Project in order to push Taichung forward to an international film and television city, hoping to form a layout plan of “a shop in front and a factory behind” through the combination of Central Taiwan Movie Center in Taichung Shuinan Airport and the Taichung Studios in Wufeng District.   In order to provide a new direction for the Central District regeneration, we combined the reuse of vacant spaces and the audio-visual industry with maker culture, applying such mixture to the Central District Regeneration Program in addition to extending the Central Taiwan Cinema Promotion Park layout plan of “a shop in front and a factory behind” to the Central Taiwan Innovation Park to create film and television industry settlements, hoping to further achieve the win-win situation of Central District activation and development of film and television industry through the combination of the film and television industry with the Central district cultural heritage assets.   This design focuses on the most popular online video creators, enhancing the quality of Taiwan's online video creation through the provision of quality shooting equipment and environment, and setting out the teaching curriculum and environment to implement the promotion and education of film and TV industry, fostering the film and television industry interested creators and to assist the film and television creators in advancement.   Film and television media maker incubator is not only the incubator of film and television industry, but also the incubator of Central District Regeneration, the creators and the people gather here to carry out activities of creation, sharing and exchanges, and the final film and TV creators convey the creation results in the surrounding cultural assets of Central District to the public through internet video, whereby to give the activation energy to the Central District.
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41

Keh-Feng, Lin, and 林克峰. "Design of Interactive Video Database." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/28833717916087573580.

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42

Chien, Cheng-An, and 簡呈安. "A Panoramic Video Recording SoC Design for Intelligent Video System Applications." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/73520637132501556927.

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Анотація:
博士
國立中正大學
資訊工程研究所
101
Panoramic images are the cutting edge applications in the intelligent video system, such as smart phones, surveillance systems, vehicle recorders, and street view systems. Today these applications are only adopting the panoramic image stitching since the computational complexity is too high to be realized in real-time. Those image stitching algorithms are implemented by software and not suitable for video stitching. This dissertation presents a panoramic video recording SoC architecture for intelligent video systems. The proposed SoC adopts a low-complexity multiple video stitching algorithm for generating panoramic view videos which includes 360 degree panoramic video (or wide range stitched video), supports optimized fisheye correction, and equips a low bit-rate bandwidth-efficient H.264 video encoder to encode the generated videos for remote real-time internet transferring and recording. Using the proposed video stitching algorithm, users can merge several videos into a panoramic one automatically, even though these source videos have fisheye distortion, different color bases, different rotation angles and zooming actions. By combining various videos from multiple cameras, the proposed design can stitch these videos into a panoramic view video and encode it through the encapsulated H.264 video encoder. In algorithm optimization, we first proposed a feature-based image pre-blending algorithm that can remove different color bases from multiple cameras. It is able to reduce 80% of the complexity by using the proposed feature based algorithm as compared to doing the histogram of whole image. Second, we proposed a dynamic seam adjustment in the panoramic image/video. By using this proposed algorithm, it is able to bypass the moving objects in the panoramic video stitching. Third, in designing the proposed H.264 video encoder for the panoramic video encoding, we proposed a two-stage fast MB skip mode algorithm without recalculating SATD value of skip cost. The algorithm can be applied to static surveillance panoramic video applications and save 60% of bit-rate in the same PSNR value as compared to those without using it. In the proposed SoC architecture, to simplify stitching flow and reduce the data bandwidth, we adopt a multiple matrixes transform architecture for fisheye correction, video stitching, and 360 degree projection. In addition, we design a pre-load scheduler and an extended output frame buffer module for accessing source YUV, reference data and reconstructed data to achieve high efficiency data access with a MB-based scan order in both video stitching and H.264 encoder when targeting at high-definition panoramic video applications. The proposed SoC has been implemented in silicon, which comprises 1180Kgates and 27.06Kbytes SRAM according to TSMC 40nm CMOS technology. In summary, the proposed design is able to achieve real-time 4-channel video stitching on HD1080@30fps (per channel) and H.264 video encoding on HD1080@30fps. The proposed system is able to bring enormous advantages in various intelligent video applications.
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43

Chen, Ying-Hsiang, and 陳穎祥. "Transcoder Design for Video Streaming Application." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/40979051969000897721.

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Анотація:
碩士
國立中正大學
電機工程研究所
88
A video service system over Internet such as Video-on-Demand (VOD) must efficiently change the video bit rate transmitted over internet depending on the limitation and variance of internet bandwidth. In this paper, we apply requantization technique to transcode the compressed video with different bit rate according to a dynamic bandwidth. We can obtain the output bit count of the video transcoder for each frame after transcoding according to the input-to-output bit ratio, the each input frame bit count and coding type in frame level. In addition, we use feedback method to modify the quantization parameter for each macro block in macro block level. Experiment results show that the proposed algorithm is adaptable to the various bandwidth and keep the acceptable video quality for human vision.
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44

Fang, Bo-Lin, and 方柏霖. "Hardware Design of Video Capture System." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/6va5jq.

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Анотація:
碩士
國立成功大學
工程科學系碩博士班
92
The core of this thesis is to develop a hardware part of video capture system by using FPGA as a core controller. It could be divided into video capture module, video memory module and transmitter interface module.   In the video capture module, we use SAA7113H, which belongs to Philips to be A/D Converter, PIC16F877 for the set up initial value of SAA7113H respectively. In the video memory module, we use AL422B which belongs to Averlogic to be frame buffer, in which, we use two frame buffers to save high resolution video frame. The final, we utilize EZ-USB FX2 to be the transmitter interface chip in transmitter interface module, so we can use it to transfer the video frame to the computer. At afterward it is convenient to process image or video in computer.
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45

Xian, Lee Si, and 李思賢. "Design of an MPEG Video Codec." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/38791941775292457156.

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Анотація:
碩士
國立臺灣科技大學
電機工程系
88
With the advance of multimedia technologies, the demand of video applications grows dramatically. However, due to the fact that data size of digital video is huge and thus adopting some efficient data compression techniques is required to reduce the storage space and communicates bandwidth for storing and transmitting. This thesis designs a software decoder and encoder that are compiled with MPEG-1 standard. the design include DCT, quantization, VLC, motion estimation units. The research also employs double buffer and multithread techniques to speed up the performance of the encoder and decoder.
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46

Chen, Yi-Ju, and 陳怡如. "Streaming Module Design for Video Processing." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/61742970039950389338.

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Анотація:
碩士
國立交通大學
電信工程研究所
99
The primary issue of this thesis is the component architecture and streaming of TSSA ( Trimedia Streaming Software Architecture ). The concept of modular is separating different types of image processing programs into several parts each with its own data structures and functions. In addition, each component would be linked to the application program and system by some simple interfaces, which provide an easy way for users to operate. Meanwhile, components’ image processing procedure would be executed by the internal functions to avoid modifying from application programs or other components. The streaming of TSSA components is operating on the in-out descriptor, which is generalized as a connection component. The in-out descriptor is connected between two image processing components, and the transmitting conditions of in-out descriptor are based on the properties of components it’s connected. While the image processing components need to transmit data, the packets of in-out descriptor are provided via system functions. The mechanism of communication between components would be verified through the experiment of some programs and an additional function would be added into the component to further clarify the operations.
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47

Huang, Calvin, and 黃日鋒. "Design of a Video Signal Processor." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/81084544773512145716.

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Анотація:
碩士
國立交通大學
電子研究所
82
A single-chip video signal processor named 4P-VSP capable of attaining a maximum performance of 400-MOPS (mega operations per second) is proposed. Highly parallel architecture which allows four processing units to be integrated into one chip are implemented and that have roughly 10 times the performance of conventional VSP's. The key features of 4P-VSP are: non- uniform structured PEs with more area efficiency was used under parallel processing, flexible addressing mode was designed for high throughput data flow, dual array Wallace tree structure for multiply and hybrid radix2 adder for high speed requirement was adopted, simplified ALU structure was proposed for easy decoding, ...etc. The 4P-VSP is designed for a maximal set of applications in image processing. Some useful multi-VSP architectures were also proposed for high throughput image data, such as MPEG. The chip layout is designed with 0.8 CMOS TSMC's technology, having a 1.42cm*1.28cm diesize contains about 600k transistors.
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48

Tso, Juinn-Kuo, and 左俊官. "Design of MPEG-I Video Decoder." Thesis, 1994. http://ndltd.ncl.edu.tw/handle/13658061195145068269.

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Анотація:
碩士
國立交通大學
電子研究所
82
In our design, the modulized approach was used and in order to match the MPEG decoding requirement, we designed some function unit:VLD, RLD, inverse quantizer,inverse DCT and frame processor. The architecture of the VLD is based on a parrel structure deco- der.It can decode a codeword within one clock cycle regardless of its length. This unit needs only PLA, counter,adder and some random logic. For RLD and inverse quantizer, from the aspect of hardware implementation, we also use the regular structure, such as PLA and RAM, to design the architecture. We use the distrib- uted arithmetic to design the architecture of the inverse DCT function unit. In this unit, there is no multipliers, We only used registers, ROM and adder to implement it. This architecture is very regular and is suited for VLSI implementation. For the frame processor, we adopt reading operation and writing operation interleaving and divided the frame memory into some memory banks to solve the problem that the display and motion compensation need to access the memory at the same time. We used 0.8 um CMOS technology to design RLD, inverse quantizer and inverse DCT. The area of the RLD, inverse quantizer and inverse DCT is 2543.4umX 2593.2um,2897.3umX3425.3um and 4530.5umX6514.4um,respectly.
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49

Wang, Jason, and 王子欣. "Data Sequencer Design for Video Processing." Thesis, 1993. http://ndltd.ncl.edu.tw/handle/02659831164711112819.

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Анотація:
碩士
國立交通大學
電子研究所
81
In this thesis, a data sequencer suitable for video signal processing is proposed. The primary function of the data sequencer is to consider the reordering of image pixels. The proposed data sequencer is based on memory. This is different from a register-based one. Compared with a register-based sequencer, the major advantage of the memory-based one is its vital programmability. This programmability comes from the multi-functional address generators that generate the addresses for the memory access. The functions of the proposed data sequencer include raster-scanning, block-scanning, transpose- scanning, zigzag-scanning, bit-reverse sequence, butterfly sequence, multiple-blocksize, and block overlapping. Combining the address generators, memory, and FIFOs, we can obtain a memory-based programmable data sequencer which can compensate the discrepancy in speed at both ends of the sequencer. Besides, a memory organization for the VSP processors together with its address generation are also proposed. This memory organization is able to avoid the area penalty of the multi- port memory, and it uses the multiple-bank memory to provide sufficient memory bandwidth.
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50

Holan, Jan. "Design onboardingu pro kooperativní video hru." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-448094.

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Анотація:
Tutorial missions are an essential part of video games. However, their significance is often not emphasized enough during development. This thesis presents a review of the literature related to tutorial design and combines information from the private sector and the academic sphere. The analysis outcome was organized into a clear set of rules. A tuto- rial mission for the cooperative game Silicomrades was designed based on these findings. Two distinct versions of the tutorial were created, centered on one of the conflicts iden- tified during the literature review - whether it is better to use Scaffolding (giving player necessary information right away) for a video game onboarding or Just in time approach (giving player information when he is unsure what to do). An experiment was conducted (n = 28) to identify differences between these two approaches. Participants of the expe- riments played one of the two versions, and then their performance was measured in the specialized mission. None of the experiment findings was of statistical significance, but the results indicated a superiority of the Scaffolding approach (based on the performance and subjective enjoyment). After the experiment, the tutorial mission was refined based on the feedback, and exciting directions for future studies were suggested. 1
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