Дисертації з теми "Viedo consumption"
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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 джерелаCheng, Wenye. "Embedded system design and power-rate-distortion optimization for video encoding under energy constraints." Diss., Columbia, Mo. : University of Missouri-Columbia, 2007. http://hdl.handle.net/10355/5050.
Повний текст джерелаThe entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on January 3, 2008) Includes bibliographical references.
Godavarthi, Nandini Chowdary. "Power Consumption Models for Streaming on Mobile Terminals with On-Off Characteristics." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13570.
Повний текст джерелаBeresky, Samuel Adams. "Commercial Drive : lessons in video as product, sustainable urban form, convivial consumption, and neighbourhood identity." Thesis, University of British Columbia, 2007. http://hdl.handle.net/2429/31850.
Повний текст джерелаApplied Science, Faculty of
Community and Regional Planning (SCARP), School of
Graduate
Mercer, Kevin. "A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption." Thesis, Loughborough University, 2015. https://dspace.lboro.ac.uk/2134/19547.
Повний текст джерелаNelson, Ashley L. "A cross generational analysis of factors which predict media non-use behavior in adults: Cord-cutting." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1538074897429273.
Повний текст джерелаDilip, Meghana. "Rang De Basanti- Consumption,Citizenship and the Public Sphere." Connect to this title online, 2008. http://scholarworks.umass.edu/theses/77/.
Повний текст джерелаGlass, James. "Qualitative analysis: viewing, consumption and usability of SVO." Doctoral thesis, Universitat Pompeu Fabra, 2020. http://hdl.handle.net/10803/668491.
Повний текст джерелаAquesta recerca estudia el vídeo a la carta de pagament (SVOD, en anglès) a partir de l'exemple de Netflix, el qual ha vist un increment considerable de consum al llarg dels últims anys, especialment comparat amb els mitjans de comunicació tradicionals. A través de focus group i una enquesta en línia, es fa una anàlisi qualitativa que parteix d'un estudi temàtic, a fi d'elaborar i obtenir una idea del fenomen de l'SVOD dintre de la nostra societat. Aquest fenomen ha permès als espectadors alterar els hàbits d'horari d'ús i d'autoprogramació. Veure pel·licules i televisió a través d'internet força a trencar la cadena tradicional de valor dels mètodes de visionat així com el consum dels mateixos.
Lu, Rui. "Media scaling for power optimization on wireless video sensors." Link to electronic thesis, 2007. http://www.wpi.edu/Pubs/ETD/Available/etd-082307-225737/.
Повний текст джерелаSalati, Michele <1974>. "Impact of the Video-Assisted Lobectomy Approach on Maximal Oxygen Consumption, Pulmonary Function and Quality of Life of Lung Cancer Patients." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2016. http://amsdottorato.unibo.it/7317/.
Повний текст джерелаTindle, Lily E. "An evaluation of the impact of an educational video on university students' knowledge and attitudes concerning consumption of alcohol during pregnancy." Thesis, Queensland University of Technology, 1998. https://eprints.qut.edu.au/36573/1/36573_Digitised%20Thesis.pdf.
Повний текст джерелаMonteiro, Eduarda Rodrigues. "Caracterização energética da codificação de vídeo de alta eficiência (HEVC) em processador de propósito geral." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/158406.
Повний текст джерелаThe popularization of high-resolution digital video applications brings several challenges on developing new and efficient techniques to maintain the video compression efficiency. To respond to this demand, the HEVC standard was proposed aiming to duplicate the compression rate when compared to its predecessors. However, to achieve such goal, HEVC imposes a high computational cost and, consequently, energy consumption increase. This scenario becomes even more concerned under battery-powered mobile devices which present computational constraints to process multimedia applications. Most of the related works about encoder realization, typically concentrate their contributions on computational effort reduction and management. Therefore, there is a lack of information regarding energy consumption on video encoders, specially about the energy impact of the cache hierarchy in this context. This thesis presents a methodology for energy characterization of the HEVC video encoder in general purpose processors. The main goal of this methodology is to provide quantitative data regarding the HEVC energy consumption. This methodology is composed of two modules, one focuses on the HEVC processing and the other focuses on the HEVC behavior regarding cache memory-related consumption. One of the main advantages of this second module is to remain independent of application or processor architecture. Several analyzes are performed aiming at the energetic characterization of HEVC coding considering different video sequences, resolutions, and parameters. In addition, an extensive and detailed analysis of different cache configurations is performed in order to evaluate the energy impact of such configurations during the video coding execution. The results obtained with the proposed characterization demonstrate that the management of the video coding parameters in conjunction with the cache specifications has a high potential for reducing the energy consumption of video coding whereas maintaining good coding efficiency results.
Patch, Hanna. "Which factors influence Generation Z’s content selection in OTT TV? : A Case Study." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232146.
Повний текст джерелаMed den digitala teknologins snabba utveckling, förändras traditionell tv i och med inverkan av flera enheter, skärmar och innehåll. Over-the-top-tv [OTT-tv] ersätter linjär tv i en växande takt. Majoriteten av konsumenterna av over-the-top-innehåll finns inom en specifik generation, Generation Z. Som äkta digitala infödingar kan den här generationen lätt navigera ett flertal online-tv-plattformar och enheter, samtidigt som den har kort koncentrationsförmåga och är mer mottaglig för informationsöverbelastning. Det är därför nödvändigt att förstå hur denna växande grupp gör val i ett tv-landskap som blir alltmer överbelastat med nytt innehåll. Syftet med denna studie är att förstå vilka användargränssnitts-komponenter Generation Z tar hänsyn till när de väljer innehåll på OTT-tv. Flera metoder användes för att undersöka gruppens medievanor. Användbarhetstest och intervjuer avslöjade Generation Z: s naturliga beteende när de letar efter OTT-innehåll. Enkätundersökningsdata från en större grupp jämförde Generation Z och Generation Y. Det upptäcktes att båda generationerna har liknande beteenden där användargränssnitts-komponenter påverkar valet av innehåll. Forskningen visade också trender för vilka komponenter som är viktiga för Generation Z och varför. Den här forskningen är det första steget i att göra informerade och datadrivna beslut i design och implementering av OTT-tv-plattformar för Generation Z, vilket minskar den kognitiva överbelastningen och skapar optimala användarupplevelser.
Liblik, Karl-Chris, and Berlo Kevin van. "The Business of Micro Transactions : What is the players' motivation for purchasing virtual items?" Thesis, Internationella Handelshögskolan, Högskolan i Jönköping, IHH, Företagsekonomi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-30578.
Повний текст джерелаSnow, Stephen. "Beyond energy savings: Exploring how design can extend the scope of eco-feedback for users in the home." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83983/1/Stephen_Snow_Thesis.pdf.
Повний текст джерелаHerchenroeder, Luke. "The Effectiveness Of Health, Environmental, And Animal Welfare-Focused Video Appeals On Implicit And Explicit 'Wanting' Of Meat And Intentions To Reduce Meat Consumption." W&M ScholarWorks, 2021. https://scholarworks.wm.edu/etd/1627047815.
Повний текст джерелаDaccak, Muhammad. "The Future of Public Service Television in Sweden : A study on challenges and opportunities for SVT Play in a shifting television landscape." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-292841.
Повний текст джерелаDenna studie undersöker det föränderliga TV-landskapet och de nya konsumtionsvanornas effekter på svensk public service- TV (SVT). Nyligen har skiftningar intensifierat den pågående minskningen av linjär-TV vilket märkts i den ökande migrationen av TV-tittare till online video-konsumtion och globala streamingtjänster. Dessa nya konkurrenter trappar upp utmaningarna som nationella programföretag ställts inför och betonar vikten av att ha stark och oberoende public service-TV som kan förbli relevant för samtliga målgrupper. SVT har varit pionjärer i övergången till online och lanserade sin streamingtjänst för video, SVT Play, redan 2006. Men tjänsten är oförmögen att hämta upp de förlorade tittarsiffrorna från SVTs linjära TV-kanaler. Samtidigt så har det aldrig tidigare varit svårare att nå de unga målgrupperna. Denna studie presenterar en litteraturgenomgång och bakgrund med referenser till de senaste allmänna trenderna TV-marknad, för att ställa den svenska marknadens förändringar och störningar i ett större sammanhang. Vi presenterar även en grundlig bakgrund av den svensk TV-marknaden med fokus på SVTs och SVT Plays positioner i denna. Vi har resonerat kring dynamiken och drivkrafterna bakom de senaste strukturella förändringarna och förändringarna i konsumtion, genom djupgående intervjuer med nyckelpersoner från SVT samt andra experter inom olika områden av media- och Telecom-industrin. Vi söker svaret till vilka de framtida utmaningarna och möjligheterna för SVT Play är, samt hur man bör handskas med dessa utmaningar och möjligheter. Den insamlade datan har analyserats och rapporteras i denna studie. De huvudsakliga upptäckterna indikerar en ny era för public service, påbörjad av de historiska minskningarna av SVTs sändningar samt den ökande konsumtionsdivergensen under 2019. Studien har funnit att SVT Play besitter en central framtida roll för public service-TV och bör fortsatt vara stärkt i uppgiften att förbli rörlig och relevant, genom varierade, differentierade och personanpassade erbjudanden, men även genom ett konstant engagemang med sin publik och ett kontinuerligt lärande över vad de värderar och önskar i ett ständigt skiftande medielandskap.
Belkebir, Joumana. "Analyse exploratoire du comportement de deux catégories de jeunes consommateurs marocains de spectacles de football et de jeux vidéo de football." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCH010.
Повний текст джерелаNowadays, there is a managerial and academic interest in analyzing the consumption behavior of moroccan football spectators and football video game players aged between 8 and 24. A managerial interest because the young Moroccans constitute a major market and a source of revenue for the football sector in Morocco and an academic interest considering the lack of research in the international and Moroccan marketing literature concerning these types of behaviors. The concept of identity is particularly important to explain the behavior of this category of adolescents. In this perspective, our doctoral work aims to show the importance of the young and Moroccan identity in relation to other more traditional variables (environmental, socio-demographic and experiential), when it is related to passionate and (or) partisan consumption of football shows and football video games. Through a qualitative and quantitative exploratory approach, our research essentially highlights profiles of young moroccan spectators and players, and analyzes the relationship between the consumption of football shows and football video games. In addition, this study highlights the emergence of a female and connected football consumption shows among young Moroccans between 8 to 24. Finally, our results can help managers to adapt their distribution and communication strategies of football video games and football shows to these segments
Botton, Florent. "Mesure et modélisation bioénergétique des exercices intermittents : application au tennis." Phd thesis, Université Claude Bernard - Lyon I, 2011. http://tel.archives-ouvertes.fr/tel-00863609.
Повний текст джерелаTseng, Ling-Jiang, and 曾令江. "Dynamic Power Consumption Control Using Cross-Layer Techniques for Wireless H.264 Video." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/12964441063332234002.
Повний текст джерела國立雲林科技大學
電機工程系碩士班
95
The purpose of this paper is considers the high compression efficiency H.264 video that transmit in wireless network .By Cross Layer technology transport immediately parameters that have detected immediately from wireless channel to application layer in order to dynamic adaptive the parameters of encoder and the power of transmission in physical layer for reducing energy consumption. According to purpose method of this paper, the average energy consumption reduces 18.6961%.
Tung, Pin-Chen, and 董品蓁. "The impacts of online video advertisements on consumption behavior: a Q methodological perspective." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/42524984768062926013.
Повний текст джерела銘傳大學
傳播管理學系碩士班
102
In recent years, globalization has contributed to the increasing popularity of the application of information communication technology (ICT), the use of Internet is also a key factor in the process of development. Observing from the view point of technological development, the notions of globalization and ICT development are complementary to each other in the integration phenomenon. This research attempts to understand consumption behavior by examining the impressions of people in watching online video advertising, to analyze the factors contributing to the success of online video advertisement. Methodologically, this research utilizes Q methodology to construct the impacts of online video advertising on consumer awareness. In this study, 31 respondents are invited to perform Q sorting, the results are then factor analyzed by using the PQMethod software. Factor analysis indicates that there are four types of opinion regarding the characteristics of online video advertisement: liberals, enjoy science and technology, impressionist, and sensory. This study analyzes the effects of these types of cognitive patterns of Taiwan Internet video advertising on consumer behaviors. On the basis of research findings, models of current Taiwan-based online video advertising have been constructed, and future research directions and policy recommendations are also provided.
YenChen, Huang, and 黃沿禎. "Revertere—Applying the deconstruction of female consumption onto design creativity research in Video Installation." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/31147110332815330937.
Повний текст джерела輔仁大學
應用美術學系碩士班
96
Women exist in their most original identities since birth, but there are constantly messages telling women how to really become women. Barbie dolls have the nature to be beautiful while actresses and singers have the tendency to be vibrant at all times. As a matter of fact, the mass media uses this trend to generate female consumption marketing strategies, while at the same time, shape the perception of the value to become women. This creative research is based on the manipulated cognitions of female perfectionism through social consumptions, bringing contrasts between regular women and Barbie dolls, using ordinary profiles to pursue perfection or to abolish the flawless propagandism, and to deconstruct the messages that elaborated the transformation process to become perfect women. Revertere then plays an important goal of breaking up the embodiment of female expectation in society. Using Video Installations, we launched eight continuous projections to facilitate a chaotic environment to stimulate audiences that helps them realize this insidious characteristic growth, and hence present a subtle opinion to suggest that this manipulated perfection is actually just ostensibly fair.
Smith, Sarah Margaret. "From viewer to decision-maker the impact of digital video recorders on household media consumption /." 2005. http://purl.galileo.usg.edu/uga%5Fetd/smith%5Fsarah%5Fm%5F200512%5Fphd.
Повний текст джерелаChen, Wei-Yang, and 陳偉洋. "A Study of the Relationship between Store Image and Re-consumption Intention of Video Rentals." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/x6bvwr.
Повний текст джерела靜宜大學
觀光事業學系研究所
93
This research puts focus on consumer behavior of the video rentals and store image to re-consumption intention of influence. Blockbuster and Asia1 is a domestic first 2 greatest video rentals. Among them, Blockbuster introduces the enterprise Know-How by the abroad, in Taiwan have managed many years, is a domestic and biggest video rentals. And Asia1 depends on perpendicular integration of enterprise, also conducts very outstanding in the industry of video rentals. From here then, these two companies have representative in this industry. The research object is Blockbuster and Asia1 all consumers of retail sales in Taichung City. The researcher compares two stores mutually, to understand consumer whether meeting because the store is another and different, affecting the re-consumption intention, and the relationship of store image and re-consumption intention, all is the point of this research.
Rehman, Hamood-Ur Ph D. "Artifact assessment, generation, and enhancement of video halftones." Thesis, 2010. http://hdl.handle.net/2152/ETD-UT-2010-12-2284.
Повний текст джерелаtext
CHOU, SHAO-FANG, and 周劭芳. "A Study on Cross-media Consuming Behavior of Video Game Player- the Consumption of Warcraft Adaptation Film." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/8t2uzq.
Повний текст джерела國立中正大學
傳播學系電訊傳播研究所
105
Nowadays, video game-based films are becoming increasingly common. This study, adopting primarily the U&G theory, attempts to investigate the causal relationship among a game player’s involvement with the video game, the motivations to watch the film adaptation, and the gratifications thereof.The questionnaire was designed and distributed to the movie viewers who have also played the video game“World of Warcraft.” Results indicate that various types of involvement of a video game player are related differently to distinct motivations and satisfactions. The level of involvement of a video game player affects motivations both positively and negatively, and has positive effect on satisfactions. Moreover, the motivations have positive effects on satisfactions.
"When piracy meets the Internet: the diverse film consumption of China in an unorthodox globalization." 2008. http://library.cuhk.edu.hk/record=b5896813.
Повний текст джерелаThesis (M.Phil.)--Chinese University of Hong Kong, 2008.
Includes bibliographical references (leaves 111-124).
Abstracts in English and Chinese.
Abstract --- p.i
Acknowledgement --- p.iv
Table of Contents --- p.v
Chapter Chapter One: --- Chinese Film Piracy Consumption and Media Globalization --- p.1
Introduction: The Rampant Film Piracy in China --- p.1
Literature Review --- p.4
Focuses in Chinese Film Piracy --- p.4
Four Theoretical Positions in Media Globalization --- p.7
Summary --- p.17
Chapter Chapter Two: --- Problematics of Chinese Film Piracy Consumption --- p.19
Two Concepts --- p.19
Diversity --- p.19
Filmic Gene Pool --- p.20
Two Arguments and One Deduction --- p.23
The Argument for the Expanding Global Capital --- p.23
The Argument for National Protectionism --- p.25
The Long Tail --- p.26
The Theoretical Deduction for the Chinese Case --- p.27
Research Questions --- p.28
Methodological Note --- p.28
Chapter Chapter Three: --- A Re-Examination of Chinese Film Piracy Market --- p.32
The Myth of Market Access --- p.32
State Censorship Overlooked --- p.34
The First-Release Obsession --- p.35
An Internet Take-over? --- p.38
Summary --- p.39
Chapter Chapter Four: --- "In Search of the “Invisible"" Audience/Viewers" --- p.42
The “Official´ح Audience --- p.42
Chinese Film Audiences Re-Captured --- p.45
Sketches on the ´بInvisible´ة Viewers --- p.51
Conclusion --- p.56
Chapter Chapter Five: --- Structural Analysis for Chinese Film Piracy Consumption --- p.58
Chinese Piracy Viewers: An Idle Spare of the Nexus? --- p.58
The Film Piracy Market in China --- p.61
Summary --- p.63
Chapter Chapter Six: --- A Brief History of Chinese Piracy Consumption --- p.67
Video Hall (Mid-1980s to Mid-1990s) --- p.68
Epoch of the Videodisc (Since mid-1990s) --- p.70
Online Movie Forums and Blogs (1998-Present) --- p.73
Online Social Networks of Cinephiles (2004-Present) --- p.76
The Accompanying Print Media (1999-Present) --- p.78
Conclusion --- p.82
Chapter Chapter Seven: --- The Chinese Public Cine-Space --- p.83
The Publicness of Piracy Viewing --- p.83
A Public Cine-Space --- p.84
Cultural Public Sphere: The Concept --- p.84
The Chinese Internet --- p.85
The Chinese Online Film Critics --- p.87
The Chinese Public Cine-Space --- p.89
A Trajectory of the Online Cine-Space --- p.90
Mechanism towards Diversity --- p.93
The Techno-Divide --- p.98
Chapter Chapter Eight: --- Conclusion --- p.100
Contributions --- p.100
Historical Account of Chinese Film Piracy Consumption --- p.100
Inclusive Model for Diversity of Cultural Market --- p.101
Weaknesses and Future Suggestions --- p.103
Final Remark --- p.106
Appendix A --- p.108
Bibliography --- p.111
Chen, Jhen-Wei, and 陳震緯. "The Rise and Decline of Traditional Video Rental Industry: the Dialectics between Media Reproduction, Market, Consumption and Social Forces." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/w93cwn.
Повний текст джерела國立東華大學
社會暨公共行政學系
101
During the market boom, till May, 1984, it was recorded that there were 3,318 registered video rental shops in Taiwan. In fact, it was more than 8,000 shops in Taiwan at that time. After that, it has been losing its popularity with time. The number of the shops dropped to less than 800 in 2010. What are exact reasons behind this phenomenon? When discussing the rise and decline of an industry, one should be aware that various factors behind it, instead of only one. In this study, the author will find owners of video rental shops that exist more than 10 years, and present the lives of interviewees through using of oral history methodology. In addition, via the use of textual analysis, extra related domestic data will be offered as supports to these interview data. This study will also discuss the dialectical relationships between traditional video rental shops and media reproduction, market, consumption and social forces through utilizing the model of culture diamond; and how the relationships embody themselves in the development of the video rental industry. This research finds that the development of the industry is under influence of four factors, and this eventually changes the consumption activities. Furthermore, it is also noticed that the decline of the industry is directly related to how PiliInternational Multimedia Company changed distribution channels of their glove puppetry TV series products.
WANH, ZIH-YI, and 王姿懿. "Exploring the Influence of Video Social Media on the Consumption Value and Purchase Behavior of Cosmetics for Millennial Generation." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/a32mkb.
Повний текст джерела致理科技大學
企業管理系服務業經營管理碩士班(含碩士在職專班)
107
The Internet is as indispensable as sunlight, air, and water. The application of digital technology has gradually changed people's lifestyles. We can use mobile devices to play games, chase dramas, etc. at odd moments. We can also use social media to watch friends' news feed, send a message to friends, and follow someone who you want to focus on. Millennials are affected by digital technology, not only see the web as a bridge of communication, they also value social media interaction, refer to the user's opinions and word of mouth to decide whether to buy or not. In the era of information explosion, social media and audio-visual platforms flourish, to you will see various types of copy and ads provided attracting consumers’ eyes by the manufacturer on the device platform. What is the value and expectation of consumers for goods? Therefore, this study uses quantitative research methods to understand the consumption value of millennials consumers on cosmetics. Analyzing consumer value which is consumers' emphasis on and purchase behavior after being affected by video social media. Taking an inside look of Millennials consumer real needs as a reference of beauty market management policy for future. The results suggested that the most important consumption value of Millennials is emotional value, second is the epistemic value and social value. The characteristics of the video social media will positively affect the purchase behavior, in which dialogue, sharing, and reputation characteristics have a greater positive impact. Various consumption value will positively affect purchase behavior, especially the emotional value has a greater impact on the Millennials. Consumption value has an intermediary effect on the video social media and purchase behavior.
Fonseca, Inês Filipa Santos da. "A televisão do futuro : um estudo sobre a plataforma Youtube." Master's thesis, 2018. http://hdl.handle.net/10400.14/27036.
Повний текст джерелаThe way we watch television has changed. With the advent of the Internet, new platforms such as YouTube were born as a change of habits of audiovisual consumption. Looking into the successive technological evolutions that influence and change the way we consume video, this dissertation aims to understand the change in audiovisual consumption that occurs with the appearance of these new platforms, using as a case study the YouTube platform. In order to understand these changes, the empirical study sought to portray the two sides of consumption between the two media: the professionals of content production, through interviews, and the audience, through a questionnaire survey. Television and YouTube are different medium and different ways of transmitting content, this content should be personalized and created with a strategy defined individually for each platform. A medium like television will never cease to exist and will never cease to be consumed, as long as the channels reinvent themselves and adapt to this convergence. Just as radio has adapted to television, television will have to do the same with new technologies and new platforms like YouTube.