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  • 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

Can Demonstration Enhance the Effects of an Online Risk Assessment Training Workshop?

January 2016 (has links)
abstract: Despite the evidence that suicide risk assessment training is necessary only 40-50% of psychology programs offer risk assessment training (Granello & Juhnke, 2010). In the present study an online suicide risk assessment and safety plan training workshop for graduate students in the field of psychology was investigated. Participants were randomly assigned to the control condition (lecture) or the treatment condition (lecture + demonstration). Measures of declarative knowledge of suicide risk and protective factors, application to clinical scenarios, and risk assessment and management self-efficacy scales were administered before and after completion of the workshop. Two way repeated measures ANOVA's were conducted with repeated time measures to evaluate the Time X Condition interaction. While there was a significant main effect of time on all three dependent variables, there was no significant time X condition interaction. In contrast to predictions, the added component of a demonstration did not result in greater improvements in application to clinical scenario multiple choice questions or risk assessment and management self-efficacy. Post hoc moderation analysis revealed demonstration enhanced the effects of knowledge acquisition and assessment of clinical scenarios for individuals who reported the training was less relevant to their current work. Implications of findings and directions of further research are discussed. / Dissertation/Thesis / Doctoral Dissertation Counseling Psychology 2016
22

Rehabilitation at a distance through personally provided video exercises : WeeDo

Sahil, Abdul Sami, Polak, Viktor January 2022 (has links)
The rehabilitation department of the Mobile Hospital Team at Region Skåne Malmö wants to convert the current traditional training programs, given to patients on a piece of paper, into something digital. For the following purpose, an online cross-platform web application called WeeDo was implemented. This thesis researched to what extent this tool can replace traditional forms of rehabilitation, how well physiotherapists can track the improvement and engagement of their patients from a distance, and what functionalities are important to make the system effective and useful. A field study along with a semi-structured interview and questionnaires were invoked to conduct data from the users of the application. 32 patient proxy users participated in the questionnaires and 1 physiotherapist in the interview. The results from the questionnaires found that a visual representation of exercises is valuable and important. 91.3% of the patient respondents felt that WeeDo can replace the traditional form of physiotherapy. The interview results found that WeeDo will not only be similarly effective as the traditional physiotherapy but WeeDo will also let physiotherapists to track patients' improvement and engagement from a distance. However the study includes some limitations and recommendations for future research to validate similar conclusions that can be drawn from this study.
23

Generation Z users' attitudes towards online video advertising : Youtube video platform

Ji, Shichen, Feng, Shiyi, Xie, Mingshun January 2022 (has links)
Generation Z has been in a high-pressure environment for a long time, whether studying or working, and everyone is in a fast-paced attitude of life. The online world, especially video software, is very popular among the Generation Z crowd because these video software can provide fast, convenient, and decompressed content. And when browsing videos, one thing that has to be mentioned is the advertisements. The frequent presence of ads has led to the rapid growth of membership on various platforms. However, YouTube is the most popular video sharing platform in the world. This paper investigates the attitude of the Generation Z user group towards online video ad placement on YouTube. Also, this paper studies and analyzes the value perceptions of Generation Z users. Also, this paper investigates whether users are equally influenced by the experience of ads on similar video software platforms and whether they have common influencing factors. This paper focuses on the impact of three ad delivery methods on Generation Z users' experience, including skippable ads, non-skippable ads, and five-second skippable ads. This paper will use qualitative research methods to conduct one-on-one interviews with respondents to study and analyze the results.
24

台灣大學生對網路影音新聞可信度之影響因素研究 / The study of factor and impact of Taiwanese student on credibility of online video news

林俊孝, Lin, Chun Hsiao Unknown Date (has links)
近來國內網路社群逐漸普及,國內翻拍網路影音新聞已經成為電視新聞的重要素材來源。不少人宣稱Web2.0平台之後,使用者自創內容(user-generated content)得以擴大公民參與,但學界與實務界都有正反兩面的評價,本研究將從長期使用網路影音內容的台灣大學生,探查網路影音新聞可信度的影響因素為何? 本研究採用紙本問卷調查,隨機抽樣國內十三所大專院校,有效樣本共達731份,研究結果顯示:(1)大學生主要獲知新聞訊息的管道為網路,公民影音素材對於電視新聞採用作為報導題材而言具其重要性,娛樂影音素材則衝擊新聞專業。(2)電視採用網路影音可信度及網路影音可信度皆獲得較低可信度評價,但在公民參與社會發展上有其意義。(3)大學生使用網路動機上愈偏離求知動機,且重視社交動機;愈注意電視採用網路影音作為素材的新聞,以及愈認同公民影音素材認知與娛樂影音素材認知會有傾向愈高的電視新聞採用網路影音專業可信度,另外,大學生使用網路動機上愈重視社交動機;越注意電視採用網路影音作為素材的新聞,以及愈認同公民影音素材認知與娛樂影音素材認知,會有傾向愈高的電視新聞採用網路影音參與可信度。(4)大學生使用網路動機上愈偏離求知動機;愈注意電視採用網路影音作為素材的新聞,以及愈認同娛樂影音素材認知會有傾向愈高的網路影音內容可信度,另外,大學生使用網路動機上愈偏向求知動機、社交動機與娛樂動機,以及愈認同公民影音素材、娛樂影音素材,會有傾向愈高的網路影音社會可信度。研究顯示網路影音可信度上雖然存疑,但對整體公民社會發展上,有其不容抹滅的意義。 / Social networks have been popular in Taiwan recently, and the online videos becomes the main source of TV news. An argument arises whether user-generated content can enhance civic participation after the appearance of Web 2.0 platform. Therefore, the purpose of thesis aims to examine the news credibility of Internet video news among Taiwanese college students who used to watch video content. The survey employed random sampling to collect 731 valid samples among 13 colleges. The important results of this thesis are listed as below: 1. Internet is the main outlet to gain news information for college students. Civic video is important theme of TV news, while entertainment video content has negative impact on journalism. 2. Both TV news which adapt Internet video and Internet video news have low credibility. 3a. College students who have lower information seeking motive and higher sociability motive for Internet use pay more attention on TV news which adapted Internet videos. 3b. College students who are more identified with civic videos and entertainment videos more likely think TV news which adapted videos have credibility. 3c. College students who have higher sociability motive for Internet use pay more attention on TV news which adapt online videos; 3d. College students who are more identified with civic videos and entertainment videos more likely think TV news which adapted videos have credibility. 4. College students who have less information seeking motives for Internet use pay more attention on TV news which adapt online videos, and college students who are more likely identified with entertainment news video have more credibility on Internet video news. In general, there are positive significant difference between online video credibility and the motives of information seeking, sociability, and entertainment. The results showed that although the credibility of online video is still in doubt, it still have positive devotions.
25

Appliction-driven Memory System Design on FPGAs

Dai, Zefu 08 January 2014 (has links)
Moore's Law has helped Field Programmable Gate Arrays (FPGAs) scale continuously in speed, capacity and energy efficiency, allowing the integration of ever-larger systems into a single FPGA chip. This brings challenges to the productivity of developers in leveraging the sea of FPGA resources. Higher level of design abstractions and programming models are needed to improve the design productivity, which in turn require memory architectural supports on FPGAs. While previous efforts focus on computation-centric applications, we take a bandwidth-centric approach in designing memory systems. In particular, we investigate the scheduling, buffered switching and searching problems, which are common to a wide range of FPGA applications. Despite that the bandwidth problem has been extensively studied for general-purpose computing and application specific integrated circuit (ASIC) designs, the proposed techniques are often not applicable to FPGAs. In order to achieve optimized design implementations, designers need to take into consideration both the underlying FPGA physical characteristics as well as the requirements from applications. We therefore extract design requirements from four driving applications for the selected problems, and address them by exploiting the physical architectures and available resources of FPGAs. Towards solving the selected problems, we manage to advance state-of-the-art with a scheduling algorithm, a switch organization and a cache analytical model. These lead to performance improvements, resource savings and feasibilities of new approaches for well-known problems.
26

Appliction-driven Memory System Design on FPGAs

Dai, Zefu 08 January 2014 (has links)
Moore's Law has helped Field Programmable Gate Arrays (FPGAs) scale continuously in speed, capacity and energy efficiency, allowing the integration of ever-larger systems into a single FPGA chip. This brings challenges to the productivity of developers in leveraging the sea of FPGA resources. Higher level of design abstractions and programming models are needed to improve the design productivity, which in turn require memory architectural supports on FPGAs. While previous efforts focus on computation-centric applications, we take a bandwidth-centric approach in designing memory systems. In particular, we investigate the scheduling, buffered switching and searching problems, which are common to a wide range of FPGA applications. Despite that the bandwidth problem has been extensively studied for general-purpose computing and application specific integrated circuit (ASIC) designs, the proposed techniques are often not applicable to FPGAs. In order to achieve optimized design implementations, designers need to take into consideration both the underlying FPGA physical characteristics as well as the requirements from applications. We therefore extract design requirements from four driving applications for the selected problems, and address them by exploiting the physical architectures and available resources of FPGAs. Towards solving the selected problems, we manage to advance state-of-the-art with a scheduling algorithm, a switch organization and a cache analytical model. These lead to performance improvements, resource savings and feasibilities of new approaches for well-known problems.
27

Market competitions and operating mechanism of China online video content market based on the two-sided market theory / Concurrence et fonctionnement du marché des contenus vidéo en ligne en Chine fondés sur la théorie des marchés bifaces

Hong, Ying 28 September 2015 (has links)
Le développement des contenus vidéo en ligne ont changé l’environnement de l’internet et des médias jusqu’à devenir une partie de notre vie quotidienne. Cependant, le développement de cette industrie est contraint par plusieurs problèmes, tels que la faible valeur de la publicité, le manque de rentabilité et les litiges de droit d’auteur. Des recherches scientifiques sont à mener se concentrant sur les modes de revenu des plateformes de diffusion et le fonctionnement du marché.Ma thèse mène dans un premier temps une description détaillée de marché des contenus vidéo en ligne en Chine. J’analyse les caractéristiques du marché à l’aide de la théorie des marchés bifaces. Puis la thèse examine les modes de tarification, construit un modèle de marchés bifaces différenciée verticalement, et explore la stratégie de prix optimal dans les différents modes et le choix optimal du mode de fixation des prix. Ensuite, je construis un modèle de concurrence avec la différenciation horizontale avec différents choix d’accès des annonceurs. La thèse explore de manière centrale les modes de transaction et les comportements des entreprises entre les fournisseurs de contenu et la plateforme ainsi que l’équilibre du marché.La thèse procède à une description détaillée du mécanisme de revenus et le fonctionnement de l’industrie des contenus vidéo en ligne basé sur la théorie des marchés bifaces et les caractéristiques de cette industrie émergente. Selon les résultats de la modélisation mathématique, l’analyse conclut par des suggestions à destination des plateformes et de cette industrie adaptées aux caractéristiques chinoises. / The appearance and following flourish of online video content have changed the Internet environment and media ecology of information era, which even become part of our life every day. However, the development of online video content industry is persecuted by several problems, such as lower advertising value, lack of profitability and constant copyright disputes. Specific research on the revenue modes of online video content platform and the operating mechanism of online video content market is essential.I conduct a detailed description for present China’s online video content market at first and then analyze the market characteristics using two-sided market theory. Next the thesis examines the exiting price modes, constructs a model of two-sided vertically differentiated markets, and explore the optimal pricing strategy under the different modes and the optimal choice of pricing mode. Then the thesis constructs a horizontal differentiated model of market competition under the different accessing choices of advertisers. The thesis intensively explores the transaction mode and business behavior between content providers and content platform on the accessing ways and market equilibrium.The dissertation conducts a detailed description of the revenue and operation mechanism for online video content industry based on the theory of two-sided markets and the characteristics of this emerging fresh industry. According to the analysis results concluded by the mathematical modeling, corresponding policy suggestions confirming to the online video content market with Chinese characteristics would be proposed from the perspectives of platform operation and whole industry.
28

Eye movement during available Eye Contact, Skewed Visuality and Time Delay in Video Conversation

Gkivizini, Foteini January 2022 (has links)
Online conversations via video have nowadays partially replaced face to face contact, and there are some challenges that occur in video conversations, e.g., time delay and the placement of the camera which leads to eliminating the possibility for direct eye contact, and time delay. There are experiences that these conditions disturb the social connection with the other, which does not mainly affect problem solving effectiveness, but something relational seems to alter. This study investigated if eye-movement can used to measure social connectedness during video conversation. In order to study this, two custom made units (“NUNAs”) with robotized cameras were built, which e.g. allow for unprocessed eye contact. A feasibility pilot was conducted, which data this report is based on. The experimental conditions were 1, available eye contact, 2, skewed visuality and 3, time delayed signal. The participants (n = 12) took part pairwise, they were familiar with online conversation and did not self report autism spectrum disorder. They were instructed to talk naturally and unprobed through video using the NUNA’s for 30-50 minutes, and the three conditions were changing every 4 minutes. Eye movement behavior within the three conditions was compared, such as the duration of the visit in the eyes area. None of the results showed a significant difference. Factors that might lead to these results, such as limited sample size, are discussed. Eye movement in relational processes may be needed to be studied on a dyadic level, and not on individual. / Onlinekonversationer via video har numera delvis ersatt kommunikation ansikte mot ansikte. Det finns dock vissa utmaningar som uppstår vid videosamtal, exempelvis placeringen av kameran som leder till ett omöjliggörande av ögonkontakt, och tidsfördröjning. Det finns erfarenheter av att dessa förhållanden stör känslan av samhörighet till den andre, vilket inte påverkar problemlösningens effektivitet nämnvärt, istället är det de relationella aspekterna som förändras. Denna studie undersökte om ögonrörelser kan användas för att mäta social anknytning under videokonversation. För att studera detta byggdes två specialtillverkade enheter (”NUNA”) med robotiserade kameror, som t.ex. tillåter obearbetad ögonkontakt. En pilotstudie genomfördes och data ifrån studien har legat till grund för denna rapport. Experimentförhållandena var 1, tillgänglig ögonkontakt, 2, skev visualitet och 3, fördröjd signal. Deltagarna (n = 12) deltog parvis, de var bekanta med onlinekonversationer och rapporterade själva att de inte var inom autism spekrat. De instruerades att prata naturligt genom video med hjälp av NUNA i 30-50 minuter, och de tre förhållandena ändrades var 4:e minut. Ögonrörelsebeteenden inom de tre tillstånden jämfördes, såsom längden på besöket i ögonområdet. Inget av resultaten visade någon signifikant skillnad. Faktorer som kan leda till dessa resultat, såsom begränsad urvalsstorlek samt att ögonrörelser i relationella processer kan behöva studeras på dyadisk nivå, och inte på individnivå, diskuteras.
29

Comparison Of Learning Experiences And Outcomes Between A Serious Game-based And Non-game-based Online American History Course

Hess, Taryn 01 January 2010 (has links)
The use of online courses continues to increase despite the small amount of research that exists on the effectiveness of online educational environments. The little research that has been conducted has focused on evaluating factors taken into consideration during the adoption of online learning environments. One notable benefit often cited is the ability to incorporate multimedia such as video games. Although game researchers and developers are pushing for the use of video games for educational purposes, there is a lack of research on the effectiveness of serious video games. When paring the increasing use of online educational environments, the push to use serious video games, and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. Based on current literature, no other known study has conducted an analysis comparing a serious game-based and non-game based online course; making this a unique study. The purpose of this study was to compare student learning experiences and outcomes between a serious game-based and non-game based online American History course. The data sources were data provided from Florida Virtual School (FLVS) and student and teacher interviews. Random samples of 92 students were statistically analyzed. A group of 8 students and 4 teachers were interviewed. FLVS data provided were analyzed using an independent t-test and the Mann-Whitney test and the student and teacher interview were analyzed using thematic analysis. Results of an independent t-test revealed that there was a significant (p > .01) difference in the mean number of days necessary to complete the course (MGB = 145.80, SDGB = 50.64, MNGB = 112.63, SDNGB = 49.60). The Mann-Whitney results indicated a significant difference between course performance and the type of American history course (Z = -5.066, p > .01); students in the serious game-based online course had an A average whereas students in the non-game-based online course had a B average. The thematic analysis of the relationship between student performance and motivation in both courses indicated that students and teachers of the game-based online course provided more reasons for student motivation than the students and teachers in the non-game-based online course. The thematic analysis of what aspects do students perceive as helpful and/or hindering to their learning indicated that students and teachers of the game-based online course provided more desirable, more helpful, less undesirable, and less hindering aspects for their course than the students and teachers in the non-game-based online course. As a result of the unique nature of this study, the findings provide new information for the fields of research on online learning, serious video gaming, and instructional design as well as inform instructional-designers, teachers, education stakeholders, serious video game designers, and education researchers.
30

Web2.0線上影音產業以YouTube為核心之龍捲風暴分析 / The “Inside the Tornado” Analysis of Web2.0 Online Video Industry, Core Case: YouTube

李廷芳, Li,Ting- Fang Unknown Date (has links)
Web2.0締造了許多創業神話與熱潮,但是往往能夠迅速火紅的網站鳳毛麟角,因此本研究以網際網路史以來使用者擴散最快的網站- YouTube做為核心個案,共12個研究個案,研究兩個問題: 1. YouTube使用者能迅速擴散、人氣起飛的原因為何? 2. 類似的概念許多影音分享網站比YouTube先做、有的和YouTube同時做,為何是YouTube第一個吃下市場,而非所謂有先進者優勢的創新公司?網路是服務複製十分快速的產業,面對後起者的大企業挾金彈攻擊模仿,YouTube為何仍能屹立不搖? 早在1997年,在頻寬成本都還很高的時候,ifilm就已經開始了線上影片上傳的服務,後續也推出免費上傳影片。Break(1998) 也以主打男性幽默,累積了很高的影片數量,然而當時相關環境卻還不成熟,部落格和線上相簿分享都不普遍。。在2003~ 2005年間,同時有Metacafe(2003)、Grouper(2004)、Sharkle(2004)、Vimeo (2004)、Veoh (2005)、Revver (2005)等影音分享網站各自以精緻影評、P2P、藝術取性、利潤共享等概念切入市場。從YouTube(2005.2)的成長可看到一段不斷嘗試錯誤的過程,從一開始主打美女影片概念、「你的數位儲藏庫」、「上傳、標籤並與世界分享你的影片」、最後出現富有Web2.0精神、彰顯自我的「Broadcast your self」,Slogan改了四次,使用者介面設計也有大幅的改變,程式上也對處理遽增的流量做了大量調整。 資源豐富的大公司Yahoo! 在面對YouTube的成長無所知覺,堅守影片搜尋,錯失先機;而Google雖然比YouTube早推出,但卻仍從搜尋出發,並且對使用者上傳有嚴格的限制,歷經轉型線上影片商店失敗,最後以16.5億美金收購YouTube收場(2006.11)。YouTube發展出「嵌入影片」的功能 (2005.6),使用者以病毒式擴散,MySpace成為其流量的主要來源 (超過20%),引發MySpace自家推出MySpace video (2006),誓言複製一個YouTube。但YouTube腳步並未因為複製而停下,隨著創意影片越來越多,持續針對使用者需求開發新功能,不斷快速設計、測試與修改,YouTube是與使用者共同開發、一同成長,成為YouTube魅力所在。 本研究發現:(一)在嶄新的產業或原創的領域中,學習對象並非專家或權威,而是市場。對於願景的堅持,不斷的針對市場修改,才是持續成長的原因。(二)連結比產能重要,應同時啟動網絡效應與間接網路效應:找到巨人的肩膀,有效利用外部資源,專注自己的核心(三)網路產業複製迅速,先進者難有優勢。優勢來自於企業能夠快速跟上環境脈動的反應力和市場觀察力。並且從利基市場出發,與使用者共同演化完整商品(四)草根策略:大量試驗以聆聽使用者的聲音,速度比正確重要,追求「夠好」而非「最好」,培養能讓創新不斷生長出來的土壤。(五)如果不能有效的輸入知識,核心能力=核心僵固。 / “Web2.0” creates lots of entrepreneur legends and becomes a new trend. But only few of the Web 2.0 websites can grow and become very popular. Therefore, this study picks “YouTube”, the fastest growing website in the Internet history as its core case, and it includes 12 study subjects in total. The two research questions are listed below. 1. Why did YouTube grow so fast? 2. The concept of video sharing which YouTube provided appeared frequently. Some of the websites started their service first; some of them did similar things at the same time. Why not the other competitors who had first mover advantage could win, but YouTube won? One of the characteristics of Internet Industry is “easy to copy”. When facing the competition of big companies which duplicate their idea and attacked with abundant resources, why did YouTube still survive? Ifilm (1997) started its online video sharing business when the cost of bandwidth was still very high. And it served online videos for free afterwards. Break (1998) featured male’s humor, attracted a large number of videos. However, the related environment was not ready. Blog and online photo sharing were not popular at that time. In 2003 to 2005, lots of similar competitors such as Metacafe (2003), Grouper(2004), Sharkle(2004), Vimeo (2004), Veoh (2005), and Revver (2005) established. Some of them used P2P technology; some of them had great editor reviews, and the others provided revenue sharing model. On the other hand, YouTube’s growth came from continuous try-and-error. It failed to be a hotties video sharing website in the begining, and then tried to be “Your Digital Repository”, “Upload, Tag and Share Your Video Worldwide”, and now positions itself as a website for “broadcast yourself” which represents the spirit of Web 2.0. The slogan of YouTube has changed for four times, and the user interface has also changed dramatically. When facing increasing users and videos, YouTube tuned their program very often as well. Yahoo! lost the timing of catching up. Because it stayed in its core capability- search. Although Google video got online a little bit earlier than YouTube, it still started from video search. Moreover, the upload policy is too strict. Google ended up with acquiring YouTube for 1.65 billion dollars after the failure of operating an online video store (2006.11). YouTube developed “Embed” feature and caused a viral spread. MySpace became its main upstream (over 20%). That made myspace build its own “MySpace video” service and vowed to duplicate a similar service as YouTube. Neverthless, YouTube was not stopped by MySpace’s reaction. As creative videos became more and more, YouTube continued developing new features to fit users’ needs. It rapidly went through the cycle of “build-design-test”. Because YouTube grew with its users, co-development with the users became its charisma. The findings are as following. (1) In a developing industry or a new field, the gurus are not experts or authorities, but are the market audience. The insistency of vision and the will to change with the market are the reasons why YouTube continues to grow. (2) Both network effect and indirect network effect should start and be used simultaneous. Linkage is more important than productivity. Take advantage of external resourses efficiently; especially take advantages of those giants in the other industry. Concentrate on company’s own core capability. (3) Because duplication happens often in the Internet industry, the first mover advantage seldom exits. The real advantage is from the ability of quick reaction and deep consumer observation. (4) Grass strategy: using a large scale testing to hear the voices of consumers. The changing speed is more important then accuracy. Pursue “good enough” solution, not “the best” one. The formation of enterprise strategy is like growing grass. The point is keeping the soil fertile and keeping it free to grow. (5) Core capability will be core rigidity if one company can not input knowledge into its organization.

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