Дисертації з теми "Video projector"
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Freeman, J. P. "Visor projected helmet mounted display for fast jet aviators using a Fourier video projector." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.599216.
Повний текст джерелаBokaris, Panagiotis-Alexandros. "Video-projected augmented reality : Photometric compensation for static and dynamic concealment." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS453/document.
Повний текст джерелаThis thesis develops new approaches for human presence concealment and revelation using augmented reality techniques. It focuses on projector-camera systems (ProCams) and their application in “smart projections”, where the projected virtual content is adapted according to the environment. One previously-studied problem is the photometric compensation for projecting on a colored fixed surface that allows the viewer to observe the same image as it would appear on a white surface. Despite the various methods for color compensation that have been proposed the last decade, compensation on a real-world surface with saturated colors and sharp color boundaries is still an open issue. The main objective of this work is the color compensation on a moving 3D object using a ProCam, which is a dramatically more challenging scenario. A novel method for color compensation using a single input frame is proposed. It consists in estimating the spectral reflectance of the surface in order to compensate for it under the assumption that the projector responses are known or previously measured. This method was fully developed on GPU to enable real-time compensation. Previous methods on color compensation are discussed and compared in order to evaluate the performance of our technique. The accurate photometric and geometric calibration of a ProCam is essential for precise compensation. A new geometric calibration technique between a depth sensor and a ProCam is presented in order to make the projection on a moving object feasible. A photometric calibration is described for the transformation of the device-dependent camera and projector values to the device-independent CIE XYZ 1931 color space. The artistic potential of the proposed augmented reality techniques is further explored through the interactive art installation “Gardien du Temple”. Revelation and concealment has always been a common experimentation ground for both artists and scientists. This audio visual installation uses augmented reality to hide the presence of a written poem on a carpet inviting the spectator to reveal it. In such applications, the accuracy and robust performance of the methods employed is crucial and, thus, it offered a challenging ground for testing and evaluation
Setkov, Aleksandr. "IVORA (Image and Computer Vision for Augmented Reality) : Color invariance and correspondences for the definition of a camera/video-projector system." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS168/document.
Повний текст джерелаSpatial Augmented Reality (SAR) aims at spatially superposing virtual information on real-world objects. Over the last decades, it has gained a lot of success and been used in manifold applications in various domains, such as medicine, prototyping, entertainment etc. However, to obtain projections of a good quality one has to deal with multiple problems, among them the most important are the limited projector output gamut, ambient illumination, color background, and arbitrary geometric surface configurations of the projection scene. These factors result in image distortions which require additional compensation steps.Smart-projections are at the core of PAR applications. Equipped with a projection and acquisitions devices, they control the projection appearance and introduce corrections on the fly to compensate distortions. Although active structured-light techniques have been so far the de-facto method to address such problems, this PhD thesis addresses a relatively new unintrusive content-based approach for geometric compensation of multiple planar surfaces and for object recognition in SAR.Firstly, this thesis investigates the use of color-invariance for feature matching quality enhancement in projection-acquisition scenarios. The performance of most state-of-the art methods are studied along with the proposed local histogram equalization-based descriptor. Secondly, to better address the typical conditions encountered when using a projector-camera system, two datasets of real-world projections were specially prepared for experimental purposes. Through a series of evaluation frameworks, the performance of all considered algorithms is thoroughly analyzed, providing several inferences on that which algorithms are more appropriate in each condition. Thirdly, this PhD work addresses the problem of multiple-surface fitting used to compensate different homography distortions in acquired images. A combination of feature matching and Optical Flow tracking is proposed in order to achieve a more low-weight geometric compensation. Fourthly, an example of new application to object recognition from acquired projections is showed. Finally, a real-time implementation of considered methods on GPU shows prospects for the unintrusive feature matching-based geometric compensation in SAR applications
Draréni, Jamil. "Exploitation de contraintes photométriques et géométriques en vision : application au suivi, au calibrage et à la reconstruction." Grenoble, 2010. http://www.theses.fr/2010GRENM061.
Повний текст джерелаThe topic of this thesis revolves around three fundamental problems in computer vision; namely, video tracking, camera calibration and shape recovery. The proposed methods are solely based on photometric and geometric constraints found in the images. Video tracking, usually performed on a video sequence, consists in tracking a region of interest, selected manually by an operator. We extend a successful tracking method by adding the ability to estimate the orientation of the tracked object. Furthermore, we consider another fundamental problem in computer vision: calibration. Here we tackle the problem of calibrating linear cameras (a. K. A: pushbroom)and video projectors. For the former one we propose a convenient plane-based calibration algorithm and for the latter, a calibration algorithm that does not require aphysical grid and a planar auto-calibration algorithm. Finally, we pointed our third research direction toward shape reconstruction using coplanar shadows. This technique is known to suffer from a bas-relief ambiguity if no extra information on the scene or light source is provided. We propose a simple method to reduce this ambiguity from four to a single parameter. We achieve this by taking into account the visibility of the light spots in the camera
Lee, Donggeol. "Culture shock : video interview project." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371470.
Повний текст джерелаDepartment of Telecommunications
Vatsella, Christina. "La question de l'espace dans l'installation vidéo." Thesis, Paris 4, 2012. http://www.theses.fr/2012PA040269.
Повний текст джерелаHaving as a starting point Nam June Paik’s experimentations with televisions in the early 1960s, this essay traces the history of the video installation spanning five decades. The question of space is the basic thread of the analysis. It has led to the constitution of a typology that examines the evolution of the main forms of the video installation. This classification focuses on the artwork that is already installed. However, this state is the outcome of a complicated procedure. Divided into four steps and thoroughly examined, this process raises some crucial questions concerning the acquisition, the exposition and the conservation of the video installation. When installed, the artwork acquires two spatiotemporal dimensions, namely the virtual space and time of the video image and the real space and time of the installation, both analysed in the third chapter. This essay stresses the historical aspect of the video installation by situating it within the broader context of the 20th century history of art
Lin, Ching-Ping. "Streaming video for parental involvement education." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2473.
Повний текст джерелаPommeray, Michel. "Etude d'un vidéoprojecteur laser stéréoscopique." Valenciennes, 1995. https://ged.uphf.fr/nuxeo/site/esupversions/9fd20f01-dce5-49a3-b087-e8faf2cfc241.
Повний текст джерелаPrès une analyse des principales techniques de restitution du relief, ce mémoire propose l'étude d'un vidéoprojecteur laser, autorisant la visualisation simultanée des deux images d'un couple stéréoscopique. Les images gauche et droite du couple correspondent à deux directions de polarisation orthogonales du faisceau laser. Ainsi, pour chaque pixel, une intensité et un angle de polarisation sont calcules a partir des intensités des pixels des images gauche et droite. A la restitution, les lunettes a verres polarises orthogonalement, portées par le spectateur, adressent a chaque il l'image qui lui est destinée. La projection des images s'effectuant par paquet de quatre lignes, de manière a réduire la vitesse de rotation du miroir polygonal assurant le balayage horizontal, le faisceau laser est diffracte et module en intensité par un composant acousto-optique multifréquence. La linéarisation des rendements de diffraction de ce dernier est réalisée par l'adjonction d'une voie supplémentaire, dite de compensation. Les phénomènes d'intermodulation sont réduits par le choix d'une coupe acoustique particulière dans la paratellurite. Le modulateur électro-optique ne permet pas la modulation indépendante de l'angle de polarisation des faisceaux lumineux issus du composant acousto-optique. Une étude, dans le domaine spatial et fréquentiel, de la dégradation des images, qui s'en suit, est présentée dans le cas ou les intensités sont moyennées sur deux lignes consécutives d'une trame, pour chaque image. Une seconde méthode, minimisant l'erreur quadratique moyenne, est ensuite analysée, puis comparée à la précédente à l'aide d'un ensemble de résultats numériques et de simulations
Lin, Ruisheng. "Projection of video images from phase-only holograms." Thesis, University of Cambridge, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.610252.
Повний текст джерелаWang, Tianzi. "Use video to disseminate : How to produce a video for a research project?" Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265551.
Повний текст джерелаIdag uppmanas forskare att använda video för forskningsförmedling. I de flesta EU-och nationella forskningsprojekt är det ett hårt krav att projektresultaten måste sprida sig till allmänheten via flera kanaler, t.ex. video, webbsida etc. Således har den generella målsättningen med detta examensarbete uppstått på grund av denna utmaning som forskare står inför, som normalt sett har begränsad erfarenhet av medieproduktionsarbete och av samarbete med videoproducenter. För att överbrygga klyftan mellan forskare och medieexperter behövs bättre arbetsflödesledning för produktionsledning. I denna studie granskas litteraturen för tre konventionella videoproduktionshanteringsmetoder och jämförs för att identifiera fördelar och nackdelar med metoderna för ett forskningsprojekts videoproduktion. En ny ledningsmodell har utvecklats för att möta forskarnas behov. Under tiden föreslås ett logiskt arbetsflöde. Det föreslagna tillvägagångssättet genomförs och utvärderas med en fallstudie gällande ett verkligt videoproduktionsprojekt för ett forskningscenter vid KTH. Begränsningen av studien diskuteras i slutet, med förslag på vidare forskning.
Jonas, Anthony Stephen. "Social studies video projects in the middle school." Online access for everyone Online access for everyone, 2006. http://www.dissertations.wsu.edu/Thesis/Summer2006/a_jonas_071906.pdf.
Повний текст джерелаMaraska, Amy Reneé, and Karen Drollinger. "Using instructional video to teach a complex motor skill." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1475.
Повний текст джерелаKridler, Jamie Branam, and Terry M. Hickson. "Cocke County Lives and Heritages: Youth Video Project." Digital Commons @ East Tennessee State University, 2000. https://dc.etsu.edu/etsu-works/5853.
Повний текст джерелаKatz, Sharon. "Animated Video Projection on Objects – a Studio Art Practice." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31543.
Повний текст джерелаJones, Caleb Bradley. "Virtual Community Orientation Project." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/43362.
Повний текст джерелаMaster of Science
Maury, Donna Lynne, and Mary Ann Burke. "Educational use of video tape and cable to communicate information." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1450.
Повний текст джерелаMa, Richard. "Video-based tutorial on web design for the technophobic teacher." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1975.
Повний текст джерелаHuber, Bernhard. "Communicative aspects of participatory video projects : An exploratory study." Thesis, Department of Rural Development Studies, Swedish University of Agricultural Sciences, 1999. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-30488.
Повний текст джерелаSteshenko, D., and Д. Стешенко. "Marketing component of video projects on the YouTube platform." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/50083.
Повний текст джерелаToday, humanity has a unique opportunity to have instant access to a large amount of information from around the world. It is difficult to imagine the life of modern society without computer technology and the Internet. The advantage of the Internet is that it provides users with ample opportunities for self-realization. Everyone has the opportunity to start an author’s blog, in which he will be free to spread his own thoughts on a topic of interest to him.
Сьогодні людство має унікальну можливість отримати миттєвий доступ до великої кількості інформації з усього світу. Важко уявити життя сучасного суспільства без комп’ютерних технологій та Інтернету. Перевага Інтернету полягає в тому, що він надає користувачам широкі можливості для самореалізації. Кожен має можливість створити авторський блог, в якому він зможе вільно поширювати власні думки на цікаву для нього тему.
Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.
Повний текст джерелаEstrada, Rayna Allison. "Appropriate exercise videos for adolescents." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2165.
Повний текст джерелаDubois, Keven. "Recherche-création : éclairage-vidéo : le projecteur vidéo comme source d’éclairage au théâtre." Master's thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25569.
Повний текст джерелаPitcher, Jeffrey Christian. "Use of a video based instruction program to enhance English literature and writing concepts." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2887.
Повний текст джерелаMoraes, Wilson Leite de. "Video mapping: inquietações para uma poética." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/4681.
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In this exploratory work, the main objective is to identify the poetic structuring of video mapping, in addition to its technical dimension, as a new form of contemporary expression. The focus is its capability to enchant. In the course of the research we tried to think the mapping from the study of texts on the subject, with special attention to the concepts encountered that define their main characteristics. Empirical studies included tests and the production of a narrative to develop reflections whose results were used for understanding the poetical potential of the video mapping projection. Were parallel, consulted some studies on immersion, agency, and transformation potential bases of structuring and enchantment that allows the perception of the mapping as a form of expression. During the work we present a proposal for a better definition of video projection mapping, from the existing concept and identified characteristics. In the end, from the reflections contained in the corpus of work, we present our perception of how it underlies the poetic structuring of video mapping
Neste trabalho de cunho exploratório, o principal objetivo é identificar a estruturação poética do video mapping, para além de sua dimensão técnica, como uma nova forma de expressão contemporânea. O foco é sua potencialidade para encantar. No percurso da pesquisa procuramos pensar o mapping a partir do estudo dos textos sobre o tema, com especial atenção para os conceitos encontrados que definem suas principais características. Estudos empíricos incluíram os testes e a produção de uma narrativa para desenvolver reflexões cujos resultados foram utilizados para a compreensão das potencialidades poéticas da projeção vídeo mapeada. Paralelamente foram consultados alguns estudos sobre imersão, agência, transformação como bases possíveis da estruturação e encantamento que possibilite a percepção do mapping como uma forma de expressão. No decorrer do trabalho, a partir de alguns conceitos de projeção vídeo mapeada foi elaborada uma proposta para sua definição, partindo das características identificadas. No final, a partir das reflexões contidas no corpus do trabalho, apresentamos nossa percepção de como se embasa a estruturação poética do video mapping.
Alain, Néomée. "A qualitative study of a video art project for migrant youth /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100736.
Повний текст джерелаGeurts, James, and james@jamesgeurts com. "BLUE-PRINT: Human/Hydrokinetic Drawing Projects." RMIT University. Art, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100326.114926.
Повний текст джерелаKarim, Rami. "Test case prioritization in the context of a video game development project." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265653.
Повний текст джерелаRegressionstestning är en viktig del utav mjukvaruutveckling och är väsentlig för att finna regressionsfel. I de flesta fall är det omöjligt att exekvera alla testfall. Därför används ofta testprioriteringstekniker för att arrangera om exekveringsordningen av testfall, på ett sätt så att antalet funna fel maximeras så tidigt som möjligt. I denna rapport redovisas en prioriteringsheuristik som använder data om föregående körningar från testfall för att avgöra vilka test som mest troligt kommer hitta fel i den aktuella versionen av mjukvaran. Prioriteringsstrategin består av två moduler. Den första modulen prioriterar tester genom att ge varje test prioriteringspoäng baserat på föregående misslyckade körningar och tiden sen senaste exekvering av testfallet. Den andra modulen jämför föregående exekveringar mellan varje möjliga par av testfall och letar efter likheter. När ett testfall har exekverats under regressionstestning, ge högsta prioritet till alla testfall som har liknande exekveringshistorik. Den presenterade strategin testas i ett experiment, där prioriteringsstrategin testas mot ett mjukvaruprojekt från EA DICE. Första delen av experimentet jämför poängkalkyleringsstrategin med slumpmässig prioritering. Andra delen av experimentet jämför prestandan mellan användning av båda modulerna jämfört med endast poängkalkylering, för att undersöka om den andra modulen förbättrar prestandan för poängkalkyleringen. Resultatet visar att poängkalkyleringen visar potential i att prioritera testfall som resulterar i att fler fel är funna. Dock krävs det flera förbättringar för första modulen för att kunna få ut bra resultat som är konsekventa. Det finns inte tillräckligt med bevis som indikerar att den andra modulen bidrar till ett bättre resultat.
Craw, Michael Jay. "A comparison of taped versus live biofeedback assisted relaxation training employing audio or audio and video instruction presentation." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/471.
Повний текст джерелаChen, Howard. "AZIP, audio compression system: Research on audio compression, comparison of psychoacoustic principles and genetic algorithms." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2617.
Повний текст джерелаBorges, Niura. "Imagem, corpo e lugar na constituição de uma poética em vídeo." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/14727.
Повний текст джерелаThe object of study of this research project considers the concepts of image, body and place based on the analysis of three artistic experiences developed for this project in visual poetics and on the relationships established with artistic references. Serving as a basis for conceptual study, one of these experiences involves individual authorship, while the other two involve my participation in collective/group works. The concepts in analysis – image, body and place – reverberate in the productions Entremeios, Porões a-paralelos and Interfaces Digitais POA-VAL, Laboratório_1 in different ways due to the diverse manners in which they incorporate their constitutive elements: the place as a space of artistic experience as well as the artwork’s presentation space; the image projected on this place, and the body’s actions in this space of artistic experience and presentation. The artistic references discussed in this study deal with a few milestones in art as well as more contemporary works that put into practice this research project’s key concepts, always considered within the bounds of my artistic experiences. In relation to works by Bruce Nauman, Dan Graham, Jeffrey Shaw and the SCIArts Group, among others, points of approximation and distance have been established. Fundamental theoretical references for this study are the authors: Edmond Couchot, Philippe Dubois and Michel de Certeau.
Aboussioud, Rachid. "Dynamique de la persistance identitaire : complémentarité graphique et numérique dans l'autoportrait du XXIe siècle." Thesis, Paris 1, 2014. http://www.theses.fr/2014PA010561.
Повний текст джерелаDynamics of identity Persistence wants, through the plastic self-portrait, an analysis of the concepts of ego and superego. Self Portrait raises for the majority of artists, from the oldest to the most innovative, the question of identity through the appearance, character, but also social and cultural origins and exacerbation leads to a narcissism that was the engine the activity of man y of Art masters. Remember certain periods of life, happy or unhappy memories of life situations, leads to introspection, where time is a necessary artistic and psychological structuring an individual major concept. Many artists have focused on their image using many traditional engineering plastics and, more recently, experimental (three-dimensional experiments). These representations using new tools accessible to all are now modified at will, bringing unlimited choice reversible alterations only virtual mode. In initial work (Identity Evolution) this design questions the portrait of the author with one colored drawings illuminated highlights of each face appears white or line by line to form the individual. Dynamics of identity Persistence puts into these thirty questions and faces presented as objectively as possible to deviate from the actual image to the perfect picture, the technique Makeover, widely used on the Internet and giving an opportunity to reconquer identity, the search for an aesthetic optimized, adapted to the choice of the artist: two hundred and seventeen drawings, ail outputs combined, are well designed. This package is distributed through an exhibition and a video that is adaptable to many spaces in three complementary ways:-A double timeline of self-portraits in parallel on A4 paper with a lightly tinted face objective and subjective representations of forms depending on the requirements of Gestalt's laws. -A video projection where faces are gradually revealed, giving rise to " evolutionary drawing " , close to the animation technique, and giving life to the individual with the morphing ultimate step reveals a new face smoothly corrected according to the wishes of the author. -A long white frieze chronological format A2 where the image is coupled lived and confronted with the idealized image, on the same representation by two different colors to signify the completed corrections. This research should be completed in the future, always with engine research achievements of three-dimensional self-portraits, with pointed and such anamorphic 30 printer technologies
Turpin, Hester Thompson. "Inservice videos in guided reading, writers' workshop and working with words." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1407.
Повний текст джерелаSchrader, Julie Ann. "The Morgan collection of Southwest pottery website : research and photography : a project /." Click here to view virtual exhibition, 2005. http://www.holmes.anthropology.museum/southwestpottery/index.html.
Повний текст джерелаHudgins, Donald A. "Rhythm and Views: A Compilation of Eight Projects Including Scoring, Video Production and Motion Graphic Design." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1206070566.
Повний текст джерелаEl, Mansouri Mériem. "Le jeu vidéo didactique ou serious game : processus de conception, ingénierie didactique et game design." Thesis, Université Côte d'Azur (ComUE), 2019. http://www.theses.fr/2019AZUR2028.
Повний текст джерелаThis research is part of an interdisciplinary reflection on the game design of didactic video games often called serious games. Everything started with an observation : video games dedicated to the learning activity which are currently on the market suffer from many weaknesses regarding both their funny and didactic characteristics. The analysis of these games and their conception highlighted that even if the will of the designers was to combine those two aspects in the same object, the dichotomy between the “clichés” conveyed by the game and the work (serious) persisted in the minds subsequently conditioning their design. We therefore suggested a new approach to the game design of these video games, with theoretical modeling that covers the entire design process and whose implementation took the form of a mixed project management based on research and professional practices in the field of video games and information and communication sciences on the one hand, and in the field of education and the sciences of education on the other hand. We developed an "inclusive" design engineering that requires the skills of teacher-didactics specialist and game designer, in which the experience offered by the video game comes from the merging of funny and didactic aspects in a unique game scenario. Finally, we are testing such engineering proposal by making and testing a prototype video game focused on the nutrition field called "A table!", in order to figure out if it is able to remedy the weaknesses of serious games currently available
Adkins, Gary. """"Point of Death," HIV/AIDS and IV drug use: Youth awareness video project"." School of Native Human Services, 2000. http://142.51.24.159/dspace/handle/10219/445.
Повний текст джерелаSwift, Arren M. "Project-Based Learning: Implementation and Reflections of an Advanced Placement American Government Class." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7963.
Повний текст джерелаPierson, Mickaël. "De la salle obscure à l'exposition et au-delà : appropriation et réinterprétation du cinéma par les artistes plasticiens 1986-2016." Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01H313.
Повний текст джерелаDue to technological changes and the rising generation of the 80s and 90s, cinema became a main strategy in visual arts, while impacting and transforming the exhibition space. Then some questions may be asked. Particularly, what cinema does to the exhibition space? Cinema and exhibition are two different spaces with distinct ways of functioning. This thesis, focusing on an international corpus from 1986 to 2016, goes back over the historiography of this subject and analyses the effects of the gradual bursting of cinema in the visual arts, such as modifications in the exhibition space (and the moving of the cinematic device - screen, projector, movie theatre, screening, etc.), changes of the viewer's outlook (from spectator to visitor), etc. These artists do not try to reproduce cinema in the exhibition, but on the contrary, intend to question its relationship to the artwork. In the end, the shift from cinema to exhibition reveals a desire to reach the public space, and, outside the cultural institutions, to enthrall a different audience. Such practices lead to consider the social impact of the artwork. This thesis also aspires to replace the works of these artists into an interdisciplinary history of art, at the junction of performing arts, the works of the first video artists and experimental cinema
Richmond, Susan Kay. "Evidence-Based Practice Project Proposal: Reducing CHFRR Through the Get Well Networks CHF Prevention Education Materials." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/2874.
Повний текст джерелаJoy, Ronald Dean. "Kelli and the misfits." CSUSB ScholarWorks, 1988. https://scholarworks.lib.csusb.edu/etd-project/344.
Повний текст джерелаKollnitz, Gunnar. "Implementation of Network Components for Game Projects." Thesis, Luleå tekniska universitet, Datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70167.
Повний текст джерелаI majoriteten av datorspel som släpps nuförtiden, är flerspelar gameplay ett av de största fokusen, och i kärnan av den funktionen finns nätverkskoden. Detta betyder att dålig nätverkskod kan förstöra upplevelsen helt och hållet. A Sweet Studio är en mindre spelstudio som både gör konsultarbete inom industrin, och utvecklar sina egna spel. Men med begränsad tid och begränsade pengar att spendera på sina egna projekt, kan det bli tufft att skapa nya spel. Mening med den här rapporten är att gå över hur en flerspelarbas kan utvecklas i Unity, itereras över och hur den bäst byggs för återanvändning, så att det lätt går att implementeras i nya projekt. Slutresultatet är ett bibliotek med bred funktionalitet och en simpel layout.
Keen, Virginia. "Transforming Instruction and Assessment Using Student-created Video." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-82622.
Повний текст джерелаAxelsson, Arvid. "Light Field Coding Using Panoramic Projection." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6039.
Повний текст джерелаNya tekniker är under utveckling för 3D-bildskärmar kan visa light field: bilder och video som spelas in med arrayer av kameror. Sådan video kräver stora datamängder. En ny kodning av light field, syftande till att uppnå ett bättre förhållande mellan bildkvalitet och bitrate, utvärderas i det här examensarbetet.
Genereux, William E. "Exploring the impact of media literacy instruction and video projects in a college technology course." Diss., Kansas State University, 2015. http://hdl.handle.net/2097/20481.
Повний текст джерелаCurriculum and Instruction
Jacqueline D. Spears
This study explored the impact of requiring a video term-paper project and media literacy instruction to address the desired educational goals of increasing student ownership of learning, learning course-related concepts, providing evidence of communication skills, and increasing knowledge of key media literacy concepts. Study participants came from convenience samples drawn from a technology course taught by the researcher and from a writing course taught by a colleague. The sixty participants were male (41) and female (19) college students in different years of their courses of study. Participants comprised traditional-age (18-24) and non-traditional-age (25+) students possessing varying levels of familiarity with the skills examined. A quasi-experimental, two-group control/intervention design was used, augmented by additional data collected from the intervention group. The quasi-experiment consisted of pre-and post-test measurements of media literacy, with both groups receiving media literacy instruction an intervention in the form of a video term-paper research project completed by the intervention group. Additional data were gathered from student surveys and interviews conducted with the intervention group. The quasi-experiment did not provide evidence that either the media literacy instruction or the video term-paper project increased knowledge of media-literacy concepts. However, the data collected indicated that the video project was a relevant challenge that engaged students in active participation in their learning. Despite the inherent difficulties in the use of writing and communications skills in technology classes, science and technology educators should investigate the benefits of using media projects in their courses.
Achir, Nadjib. "Distribution de la vidéo multi-objets dans les réseaux hétérogènes." Paris 6, 2003. http://www.theses.fr/2003PA066499.
Повний текст джерелаValentová, Aneta. "Vhled." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2012. http://www.nusl.cz/ntk/nusl-232331.
Повний текст джерелаLastrapes, Martin Larry. "Black and white and read all over: An analysis of narratives in the O.J. Simpson murder trial." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3093.
Повний текст джерелаTotapally, Hara. "Virtual design office: A collaborative unified modeling language tool." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1994.
Повний текст джерелаBandarupalli, Sowmya. "Vehicle detection and tracking using wireless sensors and video cameras." ScholarWorks@UNO, 2009. http://scholarworks.uno.edu/td/989.
Повний текст джерелаSrsen, Kenney Kristen Laura. "CRITICAL VIDEO PROJECTS: UNDERSTANDING NINE STUDENTS’ EXPERIENCES WITH CRITICAL LITERACY AS THEY RE-IMAGINE CANONICAL TEXTS THROUGH FILMS." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1572546051237628.
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