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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.
1

Screen real estate ownership based mechanism for negotiating advertisement display

Zhang, Yue 22 October 2009
As popularity of online video grows, a number of models of advertising are emerging. It is typically the brokers usually the operators of websites who maintain the balance between content and advertising. Existing approaches focus primarily on personalizing advertisements for viewer segments, with minimal decision-making capacity for individual viewers. We take a resource ownership view on this problem. We view consumers attention space, which can be abstracted as a display screen for an engaged viewer, as precious resource owned by the viewer. Viewers pay for the content they wish to view in dollars, as well as in terms of their attention. Specifically, advertisers may make partial payment for a viewers content, in return for receiving the viewers attention to their advertising. Our approach, named FlexAdSense, is based on CyberOrgs model, which encapsulates distributed owned resources for multi-agent computations.<p> We build a market of viewers attention space in which advertisers can trade, just as viewers can trade in a market of content. We have developed key mechanisms to give viewers flexible control over the display of advertisements in real time. Specific policies needed for automated negotiations can be plugged-in. This approach relaxes the exclusivity of the relationship between advertisers and brokers, and empowers viewers, enhancing their viewing experience.<p> This thesis presents the rationale, design, implementation, and evaluation of FlexAdSense. Feature comparison with existing advertising mechanisms shows how FlexAdSense enables viewers to control with fine-grained flexibility. Experimental results demonstrate the scalability of the approach, as the number of viewers increases. A preliminary analysis of user overhead illustrates minimal attention overhead for viewers as they customize their policies.
2

Screen real estate ownership based mechanism for negotiating advertisement display

Zhang, Yue 22 October 2009 (has links)
As popularity of online video grows, a number of models of advertising are emerging. It is typically the brokers usually the operators of websites who maintain the balance between content and advertising. Existing approaches focus primarily on personalizing advertisements for viewer segments, with minimal decision-making capacity for individual viewers. We take a resource ownership view on this problem. We view consumers attention space, which can be abstracted as a display screen for an engaged viewer, as precious resource owned by the viewer. Viewers pay for the content they wish to view in dollars, as well as in terms of their attention. Specifically, advertisers may make partial payment for a viewers content, in return for receiving the viewers attention to their advertising. Our approach, named FlexAdSense, is based on CyberOrgs model, which encapsulates distributed owned resources for multi-agent computations.<p> We build a market of viewers attention space in which advertisers can trade, just as viewers can trade in a market of content. We have developed key mechanisms to give viewers flexible control over the display of advertisements in real time. Specific policies needed for automated negotiations can be plugged-in. This approach relaxes the exclusivity of the relationship between advertisers and brokers, and empowers viewers, enhancing their viewing experience.<p> This thesis presents the rationale, design, implementation, and evaluation of FlexAdSense. Feature comparison with existing advertising mechanisms shows how FlexAdSense enables viewers to control with fine-grained flexibility. Experimental results demonstrate the scalability of the approach, as the number of viewers increases. A preliminary analysis of user overhead illustrates minimal attention overhead for viewers as they customize their policies.
3

Därför onlinevideo : En engagerande historia

Rydqvist, Anna, Lundmarck, Evelina January 2012 (has links)
No description available.
4

Reaching College Students Where They Live:

Grayson, Andrea 17 June 2008 (has links)
The purpose of this research study was to ascertain the relative level of adoption of the use of web-based media by undergraduates, the results of which will be considered in the creation of health promotion messages and campaigns that are distributed through electronic means to a campus audience. The primary research conducted was a web-based survey of UVM undergraduates, inquiring about the extent to which they consume web delivered media programming, of both news and entertainment, and how they communicate with their peers. Through the use of descriptive statistics, it was learned that more than half of UVM undergraduates (58.7%) watch between one to five minutes of web-based video on a weekly basis, suggesting that the creation of video-based health promotion programming might indeed prove to be an effective approach to raising awareness and promoting behavior change for this population. Additional data reveals how much time respondents do a variety of media activities, as well as their most used means of communication with peers when not with them in person. The study concludes that there is a high enough adoption of the use of web-based media by undergraduates to warrant creating health promotion messages and campaigns that are distributed through electronic means to a campus audience.
5

Online video advertising 101

Park, So Hyeon 22 July 2011 (has links)
Online streaming service sites such as YouTube and Hulu are popular these days. The fact that these websites utilize online video advertising as a revenue model led to a natural curiosity: Is online video advertising effective? Although this report does not give a conclusive answer due to lack of available data, it still covers enough topics to provide a comprehensive idea of what online video advertising is to those who are interested in the subject. As the title of this report states, its original purpose is to deliver an introductory guideline to internet video advertising. / text
6

VOODIO: Proposal for an Online Video Content Creation Tool

Kirkland, Benjamin Renfroe 22 January 2020 (has links)
Video content is a massive source of entertainment, education, and income for a large population of online users. As more reliance upon this medium enters the field of education, formal and informal, people need tools to enhance their ability to tell stories and engage an audience. A tool that easily adjusts without compromising the interaction, the storytelling, or the visual moment, while also capturing as much information as possible, might be of great benefit to all creators of video content. Allowing tutorial creators the ability to efficiently record multiple views of their content may better aid in presenting concepts while retaining the attention of the viewership. The opportunity to present information effectively may have impacts on fields including education as well as entertainment. This thesis aims to explore possible reasons why content can be made to retain the audience's attention and to create a tool utilizing these facets for far reaching possibilities. / Master of Science / Video content is a massive source of entertainment, education, and income for a large population of online users. As more reliance upon this medium enters the field of education, formal and informal, people need tools to enhance their ability to tell stories and engage an audience. A tool that easily adjusts without compromising the interaction, the storytelling, or the visual moment, while also capturing as much information as possible, might be of great benefit to all creators of video content. Allowing tutorial creators the ability to efficiently record multiple views of their content may better aid in presenting concepts while retaining the attention of the viewership. The opportunity to present information effectively may have impacts on fields including education as well as entertainment. This thesis aims to explore possible reasons why content can be made to retain the audience's attention and to create a tool utilizing these facets for far reaching possibilities.
7

Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​

Munir, Sundas, Baig, Mirza Sanam Iqbal January 2019 (has links)
Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual assets with their verifiable scarcity. Trade of these in-game virtual assets have always been a goal for online multiplayer gaming companies, but there was none enough trust-able infrastructure available which can be relied on. Blockchain just solved that problem. It provided a platform for these asset’s secure and transparent transaction between players. Topic for our research not only consider the security challenges in online games but specifi- cally blockchain based online multiplayer games. This adaptation is still new and there is need of consideration of new security challenges. In this dissertation we try to bring out some important challenges related to security of blockchain based online multiplayer video games. There are currently no studies around security concerns and challenges of the integration of the online multiplayer video games in the emerging blockchain systems. In order to fill in the gap, this dissertation discusses and identifies two main security concerning questions related to this domain. Also this dissertation provides basic steps for expanding future research and application in this joint domain.
8

Sitt kvar, snart kan du välja din reklam : En kvalitativ studie om tittarnas attityder till valbart reklaminnehåll på webb-TV / Stay put, soon you may select your commercials : A qualitative study of viewers' attitudes towards selectable ad-contents on Web TV

Jonsson, Robert, Toor, Kees January 2012 (has links)
Denna C-uppsats undersöker om tittarens attityder till marknadsföring på webb-TV kan förändras av en interaktiv tjänst som ger möjligheten att välja de reklamfilmer som ska presenteras. För att skaffa information använde vi oss av en empirisk studie som involverade fokusgruppsintervjuer med erfarna deltagare. Studien är därför baserad på respondenternas tidigare kunskap av webb-TV för att kunna jämföra dessa mot den nya experimentella implementerade tjänsten. Efter studien har vi funnit att attitydförändringar verkar har inträffat: Majoriteten av tittarna tycker att en valbar reklamtjänst skulle öka tittarupplevelsen till det bättre. Dock tycker en minoritet att valet leder till ett ytterligare moment som bedöms vara för tidskrävande. / This c-level paper examines if viewers' attitudes towards advertisement may be influenced with an optional service that makes it possible to choose on which commercials will get presented while watching Web TV. To gather information, we used an empirical study that involved focus group interviews with experienced participants. The study is therefore based on respondents' previous knowledge of online video in order to compare these against the new experimentally implemented service. After the study we have found that attitude change seems to have occurred: The majority of viewers believe that a selectable advertising service would increase the viewing experience for the better. However, a minority thinks that it could lead to an additional step for user’s choice, which can be judged to be too time-consuming.
9

Hur upplever kunder informationom miljöteknisk markundersökning? : En undersökning kring befintlig information samt en ny informationsfilm

Jönsson, Annie January 2016 (has links)
The purpose of this report was to investigate how people who order a soil analysis perceive the information about that process. According to the law the customers need to have information about the soil analysis if they order it. A new informational film about soil analysis was compared to the existing data to see how the customer perceives different types of information. Two groups took part in the survey, one group watched the informational film, and the second group only had access to the existing data. The results of the investigation show that the majority of the respondents in the second group think that there is too little information about soil analysis and that it is hard to find. The first group think that after watching the movie, they got all the necessary information about the soil analysis in an accessible way. However, most survey respondents want the information in text form. Those who saw the informational movie think they have a better understanding of how and why the soil analysis is done, compared to those who only had access to the existing information. Most survey respondents want to get information from the municipality / county government, but receive the most of it from consultant agencies.
10

The Role Of Online Video Advertising In Brand Awareness

Abdulrahman, Abubakar, Hussien, Citra January 2019 (has links)
The purpose is to examine the role of online video advertising in brand awareness. In order to provide marketers information regarding the impact online video advertising has on its customers, as online video advertising is increasing in relevance in terms of creating brand awareness.

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