• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 30
  • 4
  • 1
  • 1
  • 1
  • Tagged with
  • 47
  • 47
  • 17
  • 13
  • 8
  • 8
  • 7
  • 6
  • 6
  • 5
  • 5
  • 5
  • 4
  • 4
  • 4
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Geo-based media player : An interactive interface for geo-based video streaming / Geobaserad mediaspelare : Ett interaktivt gränssnitt för geobaserad videoströmning

Nordberg, Andreas, Sjölund, Jonathan January 2016 (has links)
Being able to interact with video streams can be both fun, educational and provide help during disaster situations. However, to achieve the best user experience the interaction must be seamless. This thesis presents the design and implementation of an interface for a media player that allows for users to view multiple video streams of the same event from different geographical positions and angles. The thesis first describes the system design and methods used to implement this kind of media player and explains how to achieve a seemingly good and, to a higher extent, enjoyable video streaming experience. Second, an algorithm is developed for placing each video stream object on the interface's geographic-based map automatically. These objects are placed to ensure the relative positions of the objects compared to the real world. The end result of this project is a proof-of-concept media player which enables a user to see an overview over a geographical streaming area. Presented with the relative location of each stream to the point of interest the player allows the user to click on that stream and switch to viewing the recordings from that point of view. While the resulting player is not yet seamless, the result of this project shows the command-and-control center as initially envisioned. Implementing seamless, uninterrupted, switching between the video streams is outside the scope of this thesis. However, as demonstrated and argued in the thesis, the work done here and the developed software code will allow for easy integration of more advanced prefetching algorithms in future and parallel works.
22

A set of criteria derived from curriculum theory to assist in the planning, use and evaluation of educational interactive videodisc.

Helsel, Sandra Kay. January 1988 (has links)
It was the purpose of this study to develop a set of criteria derived from curriculum theory to assist in the planning, use and evaluation of educational interactive videodisc. That set of criteria, referred to herein as the EIVD Curricular Base, consists of six sets of guidelines corresponding to Eisner's (1985) curriculum typologies: Development of Cognitive Processes, Curriculum as Technology, Curriculum for Personal Relevance, Curriculum for Social Adaptation, Curriculum for Social Reconstruction, and Academic Rationalism. The set of criteria was developed through the examination of three primary research questions: (1) What ways have those elements Beauchamp (1981) deemed necessary for any curriculum theory (definitions, values, design, engineering, and regeneration) been operationalized in Eisner's six curriculum typologies; (2) To what extent do interactive design characteristics identified by DeBloois (1979) apply to curriculum theory; (3) How can the ability of videodisc to simulate reality be integrated into the set of criteria? Further, the proposed set of criteria was critiqued against sample educational videodiscs to establish its veracity. The results of this study indicate that the Cognitive Processes curricular typology utilizes the potential of educational interactive videodisc to a greater extent than any other curricular typology in the EIVD Curricular Base. Therefore, it is recommended that an in-depth exploration of the Cognitive Process set of criteria be initiated. Ideally, the exploration would result in the research, design, production, use and evaluation of an actual videodisc program. Several, more general, recommendations regarding education's use of videodisc technology and courseware complete this study.
23

A comparison of instructor-led and interactive video training for the personal computer application WordPerfect

Carter, William D. (William David), 1950- 15 May 1991 (has links)
This research compared the effectiveness of an interactive video training program with an instructor-led program for teaching working adults the personal computer (PC) application WordPerfect. The objectives of the study were to develop a research methodology and instrumentation in order to determine whether instructor-led training resulted in significantly different reaction, performance, and post-training use than interactive video instruction and to utilize the findings to suggest strategies for teaching working adults PC applications. The study was based on the need to comparatively evaluate various instructional approaches for teaching PC applications to working adults. There is also an underlying need in computer training is for easily administered, yet comprehensive evaluation methodologies. There were 111 individuals in the original sample. Half were randomly assigned to a interactive video group and half to an instructor-led group. After initial dropouts there were 53 individuals in the instructor-led group and 47 in the interactive video group. Instructional objectives, content and topic sequence were the same for both groups. A pilot study was conducted to confirm the reliability and validity of the instruments and methodology. A demographic questionnaire was completed at the beginning of an initial training session. At the end of the first training session a performance test and a reaction questionnaire were completed. After two to three weeks a use survey, a knowledge test, and a performance test were completed. Descriptive and analytic statistics were prepared for the dependent variables (reaction, performance, and post-training use) and covariates (age, gender, occupation, organization, education, and prior use). Null hypotheses of no difference were rejected when the significance was less than .05. Results indicated no significant differences in performance between the groups after either the first training session or after two to three weeks. However, results indicated significant differences (p = .0004) in reaction with the instructor-led group rating the training better overall. The instructor-led group also indicated that the clarity and usefulness of the course materials was better (p = .035). Significant differences were also found in post-training use (p = .036). / Graduation date: 1991
24

The Effects of Playing Exergames on Energy Expenditure

Kirkwood, Demetrice 01 December 2011 (has links)
The purpose of this study was to assess the performance, ratings of perceived exertion, metabolic responses, and energy expenditure as individuals participated in interactive video game play. There were 14 participants that participated in the study, whose age was 20.1 ± 1.64 years of age. Participants completed a maximal aerobic test to exhaustion (VO2max test), and then 30 minute testing session on both the Kinect Adventures (K) and Wii Fit Plus game. Data were analyzed using a dependent t-test and one-way ANOVA. Significance was accepted at P ≤ 0.05. Energy expenditure and RPE were significant in both exergames interactive game play P=0.044 and P < 0.05, respectively. In addition, heart rate (P=0.001) and performance during exergame play P=0.00015 were of significance in the Xbox Kinect and Wii Fit Plus. In conclusion, we found that individuals participating on the exergame Xbox Kinect expends more calories and work at a higher intensity than the Wii Fit Plus, thus justifying an alternative way to participate in physical activity via exergames. As an alternative way to exercise, individuals can meet the daily requirements of energy expenditure of moderate intensity, which is 150-400 kcals.
25

Embodying comics reinventing comics and animation for a digital performance /

Samanci, Ozge. January 2009 (has links)
Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010. / Committee Chair: Mazalek, Alexandra; Committee Member: Bolter, Jay; Committee Member: Knospel, Kenneth; Committee Member: Murray, Janet; Committee Member: Winegarden, Claudia Rebola. Part of the SMARTech Electronic Thesis and Dissertation Collection.
26

Interactive interface design : Graphic Design Archive phototype 2.0 /

Britt, Cathleen. January 1989 (has links)
Thesis (MFA)--Rochester Institute of Technology, 1989. / Includes bibliographical references.
27

Evaluation of the effectiveness of using an interactive video system to supplement classroom instruction

Smith, Curtis John. January 1988 (has links)
Thesis (M.S.)--Kutztown University, 1988. / Source: Masters Abstracts International, Volume: 45-06, page: 2811. Abstract precedes title page. Includes bibliographical references (leaves 71-78).
28

Methods for providing rural telemedicine with quality video transmission

Malindi, Phumzile January 2007 (has links)
Thesis (DTech (Electrical engineering))--Cape Peninsula University of Technology, Cape Town, 2007 / Telemedicine has been identified as a tool to distnllUte medical expertise to medically underserved rural community. However, due to the underdeveloped or non-existent telecommunication infrastructure, which is needed as the platform for telemedicine, the full benefits of telemedicine are yet to be realized in most parts of South Africa and Africa as a whole. This study aims to explore ways on how to provide lP-based lCI system that can be used as a communication platform for telemedicine in rural areas. In order to emulate the onsite face-to-face consultation experience, the rural telemedicine system must be able to provide quality video transmission. Quality video is also important in order for the physician at the distant end to be able to make correct diagnosis. Hence the main focus of this study is on ways ofproviding quality video over lP-based multiservice network. A conceptual model of a rural area network that can be used for rural telemedicine has been deVeloped, and different access technologies that can be used for rural areas are presented. Techniques for compesating IP best effort datagram delivery are provided. Factors that can affect the quality of video transmission on an lP-based packet network are identified, and a holistic approach to mitigate them is proposed. That includes adopting coding techniques that will provide coding efficiency, high quality video that is consistent at high and low bit rates, resilience to transmission errors, scalability, and network friendliness, which will result in perceived quality improvement, highcompression efficiency, and possibility of transportation over different networks. Secondly, it also includes mechanisms to compensate for packet networks idiosyncrasy, especially JP best-effort debilities, in order to meet the latency and jitter requirements of real-time video traffic. For video coding, H.264 is proposed as it meets most of the encoding requirements listed above, and for prioritising and protecting.video traffic from JP network's best-effort debilities a combination of differential services (DiflServ) and multi-protocol label switching (MPLS) have been adopted, where DiflServ is used for traffic classification and MPLS is used for traffic engineering and fast-rerouting in the event of route failure. To verify and validate the proposed solutions, modelling and simulation has been used, where the Network Simulator (NS-2.93) has been used to simulate network functions, and PSNR, VQM score and double stimulus impairment scale (DSIS) have been used for evaluating video quality.
29

Videoclipe interativo “Gehennom”: a poética black metal da banda Luxúria de Lillith no contexto da arte / Interactive video "Gehennom": the black metal poetry of Luxuria de Lillith band in the context of art

Estevo, Alysson Plínio 02 May 2018 (has links)
Submitted by Erika Demachki (erikademachki@gmail.com) on 2018-06-29T17:45:52Z No. of bitstreams: 2 Dissertação - Alysson Plínio Estevo - 2018.pdf: 6408496 bytes, checksum: cc40829e6309168894724e8b4bce925b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2018-07-03T14:54:52Z (GMT) No. of bitstreams: 2 Dissertação - Alysson Plínio Estevo - 2018.pdf: 6408496 bytes, checksum: cc40829e6309168894724e8b4bce925b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) / Made available in DSpace on 2018-07-03T14:54:52Z (GMT). No. of bitstreams: 2 Dissertação - Alysson Plínio Estevo - 2018.pdf: 6408496 bytes, checksum: cc40829e6309168894724e8b4bce925b (MD5) license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) Previous issue date: 2018-05-02 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / This exploratory research is based on theoretical investigation as well as on the artistic practice of black metal, one of the many branches of heavy metal. It aims to analyze its aesthetics and poetics as well as study its video clips language and their new emerging audiovisual narratives, focusing on the “interactive video clip”. The essay’s proposal comes from the researcher’s own experience with black metal in the Brazilian scenario, which was possible because of his authorial band “Luxúria de Lilith”. The research involves the new possibilities of fruition through the creation of a visual interactive narrative based on one of the songs from “Luxúria de Lilith”’s black metal opera, Gehennom. It is part of a master’s degree final paper, presenting a fictional and transmediatic universe that explores the poetics of the interactive video clip. / Essa pesquisa exploratória tem como base a investigação teórica e a prática artística, objetivando pesquisar a estética e a poética do subgênero musical black metal, uma das vertentes do heavy metal, assim como a linguagem do videoclipe e das novas narrativas audiovisuais emergentes, focando no chamado “videoclipe interativo”. A proposta parte da experiência do pesquisador no âmbito da cena brasileira do black metal durante 20 anos, por meio de sua banda autoral “Luxúria de Lillith”, e do estudo de suas motivações conceituais, as mesmas que caracterizam o referido gênero musical. Também envolve a pesquisa sobre o videoclipe e as suas novas possibilidades fruitivas através da criação de uma narrativa visual interativa tendo como base uma das músicas da ópera black metal Gehennom composta pela banda “Luxúria de Lillith” como parte dessa dissertação de mestrado, apresentando seu universo ficcional transmidiático criado para explorar a poética do videoclipe interativo.
30

Exploring technology and design for interactive TV on tvOS : A game show as an example / Utforskande av teknik och design för interaktiv TV på tvOS : Ett frågeprogram som exempel

Westlund, Magnus January 2016 (has links)
This project explores the ability to use “smart” media devices for the TV set as platforms for interactive TV shows. The research approach was research-based design where a prototype was designed, developed, and evaluated with user tests. The project used a Swedish television game show called “På spåret” and an application for tvOS on Apple TV was developed, which allow users to play along with the show. The software implements a model-view-controller architecture and uses the AVFoundation framework for playing video streams together with the UIKit framework to create interactive overlay views. The interactive elements were synchronized with the video by the usage of metadata. The user test results show that the interactive TV show gained in both entertainment and excitement among the users. Further conclusions are that interactive elements can be available both during playing or paused video and the context should decide which mode. A multimodal interface with gestures and sound as feedback seems to be a good option, based on user tests. This project also presents a solution for user input with the remote, using a virtual keyboard together with filter function. The user filtering out the input from a data set to minimize the typing of letters. User tests show that the filter solution seems to be a good option for text input in a specific domain or category of allowed input. However, for free text input, a better method is required. / Detta projekt utforskar möjligheten att använda ”smarta” mediaspelare till TV-apparaten som plattform för interaktiva TV program. Forskningsmetoden var forskningsbaserad design där en prototyp designades och utvecklades som sedan utvärderades med användartest. Projektet använde sig av TV-programmet ”På spåret” som scenario och en applikation, som tillåter användare att spela med i programmet, utvecklades till Apple TV och tvOS. Applikationen implementerade model-view-controller-arkitektur och använde sig av ramverken AVFoundation samt UIKit för att skapa interaktiva överläggsvyer på en video-vy med strömmande video. De interaktiva inslagen synkades med videon med hjälp av metadata. Användartesterna visar på att det interaktiva TV-programmet ökade både i underhållningsvärde och i exaltation hos testpersonerna. Vidare slutsatser är att interaktivitet kan implementeras både under spelande och pausad video, och vilket man väljer är det som passar videoinnehållet bäst. Multimodala interaktioner såsom gester och feedback med ljud rekommenderas baserat på användartesterna. I detta projekt presenteras också en lösning för användarinput med fjärrkontrollen. Med ett virtuellt tangentbord filtrerar användaren ut sin inputdata utifrån en bestämd datamängd, vilket minimerar antalet skrivna bokstäver. Användartester bekräftar att filterlösningen är ett bra alternativ för inmatning i en specifik kategori av tillåten input. För helt fri textinmatning behövs dock bättre metoder.

Page generated in 0.0836 seconds