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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.
471

Performance of Early Retransmission Scheme and Delay Based Protocol in Video Streaming

Yin, Zhiyuan 2011 May 1900 (has links)
In this paper, we propose an early retransmission scheme to improve TCP's performance in delivering time-sensitive media. Our extensive ns2 simulations show significant improvement. When integrated into a traditional TCP variant, namely TCP-SACK, the early retransmission scheme can substantially reduce the latency caused by retransmission timeout. As a result, it can help TCP-SACK achieve a considerably higher success rate in delivering real time media. Early Retransmission also enhances the performance of a delay-based TCP variant, namely PERT. Furthermore, we also explore the improvement brought by employing a fine-grained retransmission timer, and compare it with ER. We find out that ER outperforms the fine grained timer in a variety of conditions and the combination of the two can further improve performance.
472

Generating Stereo Video from a onoscopic Sequence on MPEG System

Yeh, Yuan-shang 11 July 2003 (has links)
The depth information is a fundamental factor in stereo imaging. The depth information of an object can be associated to the horizontal shift (with respect to the location in the parallax image) in a simple linear relation. Therefore, we can generate a stereo video by combining a regular monoscopic video with an artificial parallax video implemented with a designed horizontal shift. In this research, the manmade horizontal shift is designed according to the pixel translations of the monoscopic video obtained by the optical flow computation algorithm. Optical flow proposed by Horn and Schunck was originally developed in the field of computer vision for the application of moving detection. Following this flow computation algorithm, a vector segmentation algorithm is applied to the flow field for grouping effects associated to the foreground. Finally, some merging procedures are applied to get a better foreground mask. With this foreground mask,the parallax video is then generated for creating our artificial stereo video.
473

Video dithering

Yu, Jin Nah 30 September 2004 (has links)
In this work, we present mathematical and artistic techniques for the easy creation of artistic screening animations in video resolution by extending the artistic screening technique of adapting various patterns as screen dots for generating halftones. For video dithering, three different animations are needed. One is for screen dots which is a simple black and white animation; another is for the goal (or perceived) animation on the screen; and the other animation is for controlling the color and the size of screen dots. By combining three different animations with video dithering techniques, two animations appear simultaneously on the result video screen and provide complex and unique animation. Our techniques assure creating of aesthetic looking movies by providing frame to frame coherence and avoiding spatial and temporal aliasing that can be caused by low quality of video images. We shows how this technique is a powerful and effective way to create artistic results, by demonstrating variety of video dithering.
474

Video summary based on rate-distortion criterion

Chou, Chih-Wei 24 July 2008 (has links)
Due to advanced in computer technology¡Avideo data are becoming available in the daily life. The method of managing Multi-media video database is more and more important¡Aand traditional database management for text documents is not suitable for video database; therefore, efficient video database must equip video summary. Video summarization contains a number of key-frame and the key-frame is a simple yet effective form of summarizing a video sequence and the video summarization help user browses rapidly and effectively find out video that the user wants to find. Video summarization except extraction of key-frame has another important key, the number of key-frame. When storage and network bandwidth are limited, the number of key-frame must conform to the limit condition and as far as possible find the representative key-frame. Video summarization is important topic for managing Multi-media video. The number of key-frame in video summarization is related to distortion between video summarization and original video sequence. The number of key-frame is more, the distortion between video summarization and original video sequence is smaller. This paper emphasizes key-frame extraction and the rate of key-frame. First the user inputs the number of key-frame and then extracts the key-frame that has smallest distortion between original video sequence in key-frame number limit situation. In order to understand the entire video structure¡Athe Normalized the graph cuts(NCuts) group method is carried out to cluster similar video paragraph. The resulting clusters form a direction temporal graph and a shortest path algorithm is proposed to find main structure of video. The performance of the proposed method is demonstrated by experiments on a collection of videos from Open Vide Project. We provided a meaningful comparison between results of the proposed summarization with Open Vide storyboard and the PME based approach.
475

Overcoming Packet Loss in Peer-to-Peer Video Streaming Systems

Wu, Peng-Jung 28 July 2009 (has links)
As the success of P2P file sharing systems such as BitTorrent and eMule, P2P has become a promising technology to provide video streaming services over the Internet. The P2P technology is shown to be capable of significantly reducing the transmission overhead of video server. However, due to the dynamic nature of peers, a P2P streaming system suffers from bursty packet loss caused by peer departures. Furthermore, as the packet being forwarded peer by peer, the situation becomes worse and worse. This problem is recognized as packet loss accumulation problem. To overcome bursty packet loss and eliminate packet loss accumulation problems caused by peer departures in P2P streaming systems, a multi-source structure combining with a distributed FEC scheme for P2P streaming systems is proposed. In the proposed structure, each peer connects to multiple parents according to the pre-specified FEC packets ensemble and each parent forwards partial streaming packets to the peer. If one or few parents fail, other parents can still provide most of remaining part of streaming packets that can be used to recover the missing packets by using packet level FEC scheme. To evaluate the performance of P2P streaming systems using the proposed multi-source structure, we first propose a Continuous-Time Markov Chain to model the arrival/departure behavior of parents in P2P systems. Based on the Markov Chain, we further derived equations to calculate packet loss probabilities for both single-source and multi-source P2P systems. The mathematical analyses show how the packet loss accumulation occurs in P2P systems and how the proposed multi-source structure eliminates packet loss accumulation problem. In addition, simulations are conducted using NS2 to evaluate the proposed multi-source structure. Simulation results verify that the proposed multi-source structure combining with an appropriate FEC protection is capable of overcoming burst packet loss and eliminating packet loss accumulation problems. The simulation results also show that the proposed multi-source structure performs better than the single-source and the PROMISE/CollectCast P2P systems in terms of packet loss, end-to-end delay, and PSNR. A prototype system is implemented to conduct a real experiment over the Internet to validate the effectiveness of the proposed scheme.
476

Video retrieval based on fractal orthogonal bases and temporal graph

Chang, Min-luen 26 January 2010 (has links)
In this paper, we present a structural video for video retrieval with fractal orthogonal bases composed of the five steps: video summarization (extract key-frames from video), normalized group cuts (classify key-frames), temporal graph (according to key-frames time in video), transformation of a directed graph into string (the process of transformation is one-to-one mapping), and comparison of string similarity (contain of sting architecture and content), to establish the framework of the video contents. With the above-mentioned information, the structure of the video and its complementary knowledge can be built up according to main line and branch line. Therefore, users can not only browse the video efficiently but also focus on the structure what they are interest. In order to construct the fundamental system, we employ distortion metric that extract key-frames from video and classify key-frames according to normalized group cuts that shot are linked together based on their content. After constructing the relation graph, the graph is transformed into string that has enriched structure. The result clusters form a directed graph and a shortest path algorithm is proposed to find main structure of video. In string similarity, it divides into string architecture and content. In string architecture, we adopt edit distance in main structure and recursive branch line. After comparison of string similarity in architecture, it gets the high similarity string comparing with fractal orthogonal bases that guarantee the similar index has the similar image the characteristic union support vector clustering. The results demonstrate that our system can achieve better performance and information coverage.
477

The development of videotaped instructional units for teaching selected aspects of mallet-played, Latin American, and accessory percussion instruments

Albin, William R. January 1979 (has links)
Thesis (D.M.E.)--Indiana University, 1979. / eContent provider-neutral record in process. Description based on print version record. Includes bibliographical references (leaves [101]-111).
478

Video coding for transport over wireless channels /

Aramvith, Supavadee. January 2001 (has links)
Thesis (Ph. D.)--University of Washington, 2001. / Vita. Includes bibliographical references (leaves 113-117).
479

The effects of video modeling and a lag schedule of reinforcement on toy play behaviors of children with autism

Fragale, Christina Lin 18 February 2013 (has links)
Video modeling is a research-based intervention used to teach play skills to children with autism. While children learn to imitate the play behaviors seen in the video, increases in play behaviors different from the video were not apparent. The current study examined the use of video modeling and video modeling with an added lag schedule of reinforcement, on increasing toy play of five children with autism in their homes. During video modeling, the children watched a short video portraying a person playing with toy figurines. Then, they were given the toys and instructed to play independently for 5-min. During the video model with lag schedule reinforcement, praise and preferred snacks were provided when his or her toy play was different from immediately preceding responses during the play session. A nonconcurrent multiple baseline across participants design was used to examine the effects. Overall results indicated that the children learned scripted toy play and increased in levels of varied play, but did not increase significantly nor decrease in levels of unscripted toy play from baseline. Even with the additional reinforcement, the children’s play did not increase in levels of varied play, scripted or unscripted play behaviors for four of five participants. Social validity of the child’s play outcomes and the perceived ease of use of the intervention were assessed using questionnaires filled out by parents and behavioral therapists. Discussion, limitations, and implications for future research are presented. / text
480

The localization of Japanese video games in Taiwan

Wong, Chi-hang, 王志恆 January 2013 (has links)
The aim of this research lies in the study of how Japanese console videos games have been re-territorialized into Taiwan in Taiwanese context. Since making its debut in 1970s, video game industry has developed into a multi-billion dollar business in which Japanese console and game developers have been the pioneers. Academic studies on video games, however, had been largely focusing on the physical and mental affection of video game playing, and it is until recent years that video game has begun to be analyzed as a cultural product. Looking to fill the research space of how video games have been consumed and received under different geographical and social contexts, this research examine show Taiwanese, the former colonial subjects of Japan, localize Japanese console video games through measures during the process of production, re-production, circulation, and consumption in the context of Taiwanese society. Attention has been particularly paid to Taipei City Mall, where gamer gatherings of a Japanese video game had been regularly held. Through intensive participatory observation on the gathering and in-depth case studies on a few selected personalities, the author will show how a Japanese cultural good is being re-territorialized under an alien social context. The thesis then argues a new paradigm, in which the individual desire is considered as equally important with other mediation factors, should be adopted in conceptualizing the migration of a cultural good. / published_or_final_version / Modern Languages and Cultures / Doctoral / Doctor of Philosophy

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