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Статті в журналах з теми "Viedo consumption"
Aguaded-Gomez, Jose Ignacio, Mari-Carmen Caldeiro-Pedreira, and Maria Amor Perez-Rodriguez. "The development of media competency in the consumption of video games." Applied Technologies and Innovations 11, no. 2 (November 22, 2015): 71–81. http://dx.doi.org/10.15208/ati.2015.08.
Повний текст джерелаKalogeropoulos, Antonis. "Online News Video Consumption." Digital Journalism 6, no. 5 (May 9, 2017): 651–65. http://dx.doi.org/10.1080/21670811.2017.1320197.
Повний текст джерелаNavarro Robles, María, and Tamara Vázquez Barrio. "El consumo audiovisual de la Generación Z. El predominio del vídeo online sobre la televisión tradicional." Ámbitos. Revista Internacional de Comunicación, no. 50 (2020): 10–30. http://dx.doi.org/10.12795/ambitos.2020.i50.02.
Повний текст джерелаOrrego-Carmona, David. "Subtitling, video consumption and viewers." Translation Spaces 3 (November 28, 2014): 51–70. http://dx.doi.org/10.1075/ts.3.03orr.
Повний текст джерелаZhuge, Yue. "Video consumption, social networking, and influence." Communications of the ACM 61, no. 11 (October 26, 2018): 76–81. http://dx.doi.org/10.1145/3239554.
Повний текст джерелаYang, Ming, Dajin Wang, and Nikolaos Bourbakis. "Optimization of Power Allocation in Multimedia Wireless Sensor Networks." International Journal of Monitoring and Surveillance Technologies Research 1, no. 1 (January 2013): 56–68. http://dx.doi.org/10.4018/ijmstr.2013010104.
Повний текст джерелаLee, Dayoung, Jungwoo Lee, and Minseok Song. "Video Quality Adaptation for Limiting Transcoding Energy Consumption in Video Servers." IEEE Access 7 (2019): 126253–64. http://dx.doi.org/10.1109/access.2019.2939007.
Повний текст джерелаGómez Galán, José, Cristina Lázaro-Pérez, and José Ángel Martínez-López. "Exploratory Study on Video Game Addiction of College Students in a Pandemic Scenario." Journal of New Approaches in Educational Research 10, no. 2 (July 15, 2021): 330. http://dx.doi.org/10.7821/naer.2021.7.750.
Повний текст джерелаZurita Ortega, Félix, Ramón Chacón Cuberos, Manuel Castro Sánchez, Asunción Martínez Martínez, Tamara Espejo Garcés, Emily Knox, and Jose Joaquín Muros Molina. "Problematic consumption of substances and video game use in spanish university students depending on sex and place of residence." Health and Addictions/Salud y Drogas 18, no. 1 (January 31, 2018): 89–96. http://dx.doi.org/10.21134/haaj.v18i1.350.
Повний текст джерелаShchepilova, Galina, and Liudmila Kruglova. "Video Content on the Internet: Features of Audience Consumption." Theoretical and Practical Issues of Journalism 8, no. 2 (May 24, 2019): 342–54. http://dx.doi.org/10.17150/2308-6203.2019.8(2).342-354.
Повний текст джерелаДисертації з теми "Viedo consumption"
Osa, Jude Okunrobo. "Optimising power consumption in video decoder systems." Thesis, University of Cambridge, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.612808.
Повний текст джерелаGranberg, Niklas, and Anna Pestrea. "Evaluating mobile communication energy consumption with video and voice communication." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-150391.
Повний текст джерелаEklow, Joshua Ryan. "My first word was "video"." Thesis, University of Iowa, 2010. https://ir.uiowa.edu/etd/493.
Повний текст джерелаNordling, Cim. "Video consumption in 2020 : A study on consumer behaviour and consumer motives." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170134.
Повний текст джерелаMittal, Ashutosh. "Novel Approach to Optimize Bandwidth Consumption for Video Streaming using Eye Tracking." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-212061.
Повний текст джерелаNya framsteg inom ögonstyrningsteknologi har möjliggjort att betrakta ögonstyrning (o.k.s. eyetracking) som ett billigt, pålitligt och effektivt tillägg till teknologier för människa-dator interaktion. Det här examensarbetet utforskar möjligheten att använda ögonstyrning för klientmedveten videoströmning. Allt fler personer förbrukar videoinnehåll av hög kvalitet genom trådlösa nätverk, därmed finns det ett behov av att optimera bandbreddskonsumtionen för effektiv leverans av ett sådant högkvalitativt innehåll, både för 2Doch 360°-videor.Det här arbetet introducerar SEEN (Smart Eye-tracking Enabled Networking), en ny approach för att strömma videoinnehåll, som bygger på realtidsinformation från ögonstyrning. Den använder HEVC-metoder för rutindelning av video för att visa högkvalitativt och lågkvalitativt innehåll i samma videoram, beroende på vart användaren tittar. Lönsamheten av den föreslagna approachen validerades med hjälp av omfattande användartester utförda på en testbädd för upplevelsekvalité (Quality of Experience, QoE) som också utvecklades som en del av det här examensarbetet. Testresultaten visar betydande bandbreddsbesparingar på upp till 71% för 2D-videor på vanliga 4K-skärmar samt upp till 83% för 360°-videor på VR-headset för acceptabla QoE-betyg. En komparativ studie om viewport tracking och ögonstyrning i VR-headset är också inkluderad i det här examensarbetet för att ytterligare förespråka behovet av ögonstyrning.Denna forskning genomfördes i samarbete med Ericsson, Tobii och KTH under paraplyprojektet SEEN: Smart Eye-tracking Enabled Networking.
Egan, Kate. "Bad objects : taste, consumption and the changing meanings of the video nasty." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.416894.
Повний текст джерелаGerhardsen, Julia. "A study of TV- and video consumption among Digital Natives and Digital Immigrants." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-189641.
Повний текст джерелаEn snabb utveckling av digital teknologi tillsammans med Internet har öppnat upp för nya sätt att använda media. Det är viktigt för företag och marknadsförare att känna till den växande konsumentsektorns behov, framförallt den yngre publiken som konsumerar media genom nya typer av teknik. Denna rapport presenterar resultaten från en studie av skillnader i TV- och video konsumtion och interaktion mellan de två grupperna Digital Natives och Digital Immigrants. Målet var att utifrån resultatet dels diskutera hur framtidens TV landskap skulle kunna se ut, men även att undersöka hur en TV-applikation, som tar den framtida vuxengeneration Digital Natives särskilda behov i beaktande, kan designas. Detta åstadkoms genom att läsa på om existerande forskning och trendrapporter, utföra intervjuer och användartester med en existerande TV-applikation samt att skicka ut en enkät. Resultaten från intervjuerna och enkäten visade att gruppernas beteende och preferenser gällande konsumtion av TV och video skiljde sig åt i många aspekter. Anledningen till varför grupperna tittade på video skiljde sig märkbart åt, vilket ledde till slutsatsen att det framtida TV landskapet kommer att se annorlunda ut än vad det gör idag. Baserat på resultaten, skapades tre personas och scenarios som representerade användarna, och två design workshops hölls för att utveckla design koncept för dessa personas. Slutligen skapades och presenterade tre olika design koncept som skulle kunna fungera i an framtida TV-applikation.
Mappat, Narendran. "Consumption Behavior of Online Video and Perception of Digital Advertisements among Swedish Millenials." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280813.
Повний текст джерелаMediekonvergens har möjliggjort integration av olika tekniker och gett upphov till olika OTT-tjänster. Publiken har fortsatt att titta på mer videoinnehåll online, samtidigt titta på mindre tv-sändningar. Den största anledningen till att publiken har börjat använda OTT-tjänster är att de kan titta på videoinnehåll enligt deras bekvämlighet. Med hjälp av flow teori kan vi förstå vissa faktorer som leder till publikens acceptans av en ny OTT-tjänst. Minskningen av TV-tittarnas tittande har resulterat i en minskning av vinsterna från TV-reklam. På grund av detta annonserar många märken digitalt. Men ökningen av advertising clutter leder till att publiken känner sig intrång.Detta leder till att publiken undviker reklam genom att använda ad-block eller välja att inte använda streamingtjänster med annonser. I detta nya digitala landskap måste annonsörerna innovera för att hitta alternativa sätt att nå målgrupper med innovativa metoder.
Sheikh, Faridul Hasan. "Analysis of 3D color matches for the creation and consumption of video content." Thesis, Saint-Etienne, 2014. http://www.theses.fr/2014STET4001.
Повний текст джерелаThe objective of this thesis is to propose a solution to the problem of color consistency between images originate from the same scene irrespective of acquisition conditions. Therefore, we present a new color mapping framework that is able to compensate color differences and achieve color consistency between views of the same scene. Our proposed, new framework works in two phases. In the first phase, we propose a new method that can robustly collect color correspondences from the neighborhood of sparse feature correspondences, despite the low accuracy of feature correspondences. In the second phase, from these color correspondences, we introduce a new, two-step, robust estimation of the color mapping model: first, nonlinear channel-wise estimation; second, linear cross-channel estimation. For experimental assessment, we propose two new image datasets: one with ground truth for quantitative assessment; another, without the ground truth for qualitative assessment. We have demonstrated a series of experiments in order to investigate the robustness of our proposed framework as well as its comparison with the state of the art. We have also provided brief overview, sample results, and future perspectives of various applications of color mapping. In experimental results, we have demonstrated that, unlike many methods of the state of the art, our proposed color mapping is robust to changes of: illumination spectrum, illumination intensity, imaging devices (sensor, optic), imaging device settings (exposure, white balance), viewing conditions (viewing angle, viewing distance)
Syniuk, Artem. "Sustainable apparel marketing and consumption : An analysis of Patagonia’s Worn Wear video marketing campaign." Thesis, Jönköping University, Internationella Handelshögskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53185.
Повний текст джерелаКниги з теми "Viedo consumption"
Library, Washington State Energy Office. Energy matters: Video and film catalog. Olympia, WA (PO Box 43165, Olympia 98504-3165): Washington State Energy Office, 1992.
Знайти повний текст джерелаMcDuie-Ra, Duncan. Skateboarding and Urban Landscapes in Asia. NL Amsterdam: Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463723138.
Повний текст джерелаBode, Mike. Off the grid. Göteborg: Valand School of Fine Arts, Faculty of Fine, Applied and Performing Arts, University of Gothenburg, 2008.
Знайти повний текст джерелаGuynes, Sean, and Dan Hassler-Forest, eds. Star Wars and the History of Transmedia Storytelling. NL Amsterdam: Amsterdam University Press, 2017. http://dx.doi.org/10.5117/9789462986213.
Повний текст джерелаVideo Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.
Знайти повний текст джерелаdeWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2017.
Знайти повний текст джерелаdeWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.
Знайти повний текст джерелаdeWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.
Знайти повний текст джерелаdeWinter, Jennifer, and Steven Conway. Video Game Policy: Production, Distribution, and Consumption. Taylor & Francis Group, 2015.
Знайти повний текст джерелаBen, Fine, ed. Consumption norms, diffusion and the video/microwave syndrome. London: Department of Economics, School of Oriental and African Studies, University of London, 1992.
Знайти повний текст джерелаЧастини книг з теми "Viedo consumption"
Akramullah, Shahriar. "Power Consumption by Video Applications." In Digital Video Concepts, Methods, and Metrics, 209–57. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6713-3_6.
Повний текст джерелаBrown, Kenon A., Andrew C. Billings, Melvin Lewis, and Kimberly Bissell. "Explicating the Electricity of eSports: Motivations for Play and Consumption." In Video Games, 178–92. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-11.
Повний текст джерелаVincent, Thomas, and Olivier Philippot. "Software Measurement of Energy Consumption on Smartphones." In Greening Video Distribution Networks, 127–32. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-71718-0_6.
Повний текст джерелаForsell, Martti. "Reducing Power Consumption in Mobile Terminals—Video Computing Perspective." In Greening Video Distribution Networks, 101–26. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-71718-0_5.
Повний текст джерелаOtto, Christian, Markos Stamatakis, Anett Hoppe, and Ralph Ewerth. "Predicting Knowledge Gain for MOOC Video Consumption." In Artificial Intelligence in Education. Posters and Late Breaking Results, Workshops and Tutorials, Industry and Innovation Tracks, Practitioners’ and Doctoral Consortium, 458–62. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-11647-6_92.
Повний текст джерелаAkramullah, Shahriar. "Video Application Power Consumption on Low-Power Platforms." In Digital Video Concepts, Methods, and Metrics, 259–95. Berkeley, CA: Apress, 2014. http://dx.doi.org/10.1007/978-1-4302-6713-3_7.
Повний текст джерелаMüller-Roden, Kathrin, and Valentin Reich. "Video Consumption on Smartphones: Does a Vertical Video Format Affect the Immersive Experience?" In Communications in Computer and Information Science, 92–99. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-06417-3_13.
Повний текст джерелаSummerley, Rory K. "“A Tool of Efficiency and Consumption to Destroy Man”: Irony and Sincerity in Travis Strikes Again: No More Heroes." In Video Games and Comedy, 289–305. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-88338-6_15.
Повний текст джерелаArnold-Ferencz, Kitti F., and Klára Tarkó. "Gamer women - 'tourists' or 'citizens'?" In Women, leisure and tourism: self-actualization and empowerment through the production and consumption of experience, 116–28. Wallingford: CABI, 2021. http://dx.doi.org/10.1079/9781789247985.0011.
Повний текст джерелаNichols, Randy. "Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally." In Gaming Globally, 19–39. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137006332_2.
Повний текст джерелаТези доповідей конференцій з теми "Viedo consumption"
Van der Broeck, Wendy. "Session details: User Consumption Patterns." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3257988.
Повний текст джерелаArantes, Mariana, Flavio Figueiredo, and Jussara M. Almeida. "Understanding video-ad consumption on YouTube." In WebSci '16: ACM Web Science Conference. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2908131.2908159.
Повний текст джерелаYan, Huan, Tzu-Heng Lin, Gang Wang, Yong Li, Haitao Zheng, Depeng Jin, and Ben Y. Zhao. "On Migratory Behavior in Video Consumption." In CIKM '17: ACM Conference on Information and Knowledge Management. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3132847.3132884.
Повний текст джерелаChocron Miranda, Fernanda. "TV Consumption Practices of Brazilian Young People." In TVX '17: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3084289.3084296.
Повний текст джерелаDe Vleeschauwer, Danny, Chris Hawinkel, and Yannick Le Louedec. "Determining leaders and clusters in video consumption." In 2013 9th International Conference on Network and Service Management (CNSM). IEEE, 2013. http://dx.doi.org/10.1109/cnsm.2013.6727861.
Повний текст джерелаKaiser, Rene, Britta Meixner, Joscha Jäger, Katrin Tonndorf, Omar A. Niamut, and David Marston. "3rd International Workshop on Interactive Content Consumption (WSICC'15)." In TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2745197.2745700.
Повний текст джерелаHoque, Mohammad Ashraful, Matti Siekkinen, Jukka K. Nurminen, and Mika Aalto. "Dissecting mobile video services: An energy consumption perspective." In 2013 IEEE 14th International Symposium on "A World of Wireless, Mobile and Multimedia Networks" (WoWMoM). IEEE, 2013. http://dx.doi.org/10.1109/wowmom.2013.6583384.
Повний текст джерелаMolapo, Maletsabisa, Melissa Densmore, and Brian DeRenzi. "Video Consumption Patterns for First Time Smartphone Users." In CHI '17: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3025453.3025616.
Повний текст джерелаMuntean, Reese, Alissa N. Antle, and Kate Hennessy. "Communicating Sustainable Consumption and Production in 360° Video." In DIS '20: Designing Interactive Systems Conference 2020. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3357236.3395460.
Повний текст джерелаAmaral, Livia, Dieison Silveira, Guilherme Povala, Marcelo Porto, Luciano Agostini, and Bruno Zatt. "Memory energy consumption reduction in video coding systems." In 2014 IEEE 5th Latin American Symposium on Circuits and Systems (LASCAS). IEEE, 2014. http://dx.doi.org/10.1109/lascas.2014.6820299.
Повний текст джерелаЗвіти організацій з теми "Viedo consumption"
Desroches, Louis-Benoit, Jeffery Greenblatt, Stacy Pratt, Henry Willem, Erin Claybaugh, Bereket Beraki, Mythri Nagaraju, Sarah Price, and Scott Young. Video game console usage and national energy consumption: Results from a field-metering study. Office of Scientific and Technical Information (OSTI), May 2013. http://dx.doi.org/10.2172/1171536.
Повний текст джерелаAbate, Gashaw Tadesse, Kaleab Baye, Alan de Brauw, Kalle Hirvonen, and Abdulazize Wolle. Video-based behavioral change communication to change consumption patterns: Experimental evidence from urban Ethiopia. Washington, DC: International Food Policy Research Institute, 2021. http://dx.doi.org/10.2499/p15738coll2.134725.
Повний текст джерела