• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 4
  • 1
  • 1
  • 1
  • Tagged with
  • 6
  • 6
  • 3
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 1
  • 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

A 2D video player for Virtual Reality and Mixed Reality / En 2D-videospelare för Virtual Reality och Mixed Reality

Filip, Mori January 2017 (has links)
While 3D degree video in recent times have been object of research, 2D flat frame videos in virtual environments (VE) seemingly have not received the same amount of attention. Specifically, 2D video playback in Virtual Reality (VR) and Mixed Reality (MR) appears to lack exploration in both features and qualities of resolution, audio and interaction, which finally are contributors of presence. This paper reflects on the definitions of Virtual Reality and Mixed Reality, while extending known concepts of immersion and presence to 2D videos in VEs. Relevant attributes of presence that can applied to 2D videos were then investigated in the literature. The main problem was to find out the components and processes of the playback software in VR and MR with company request features and delimitations in consideration, and possibly, how to adjust those components to induce a greater presence within primarily the 2D video, and secondary the VE, although the mediums of visual information indeed are related and thus influence each other. The thesis work took place at Advrty, a company developing a brand advertising platform for VR and MR. The exploration and testing of the components, was done through the increment of a creating a basic standalone 2D video player, then through a second increment by implementing a video player into VR and MR. Comparisons with the proof-of-concept video players in VR and MR as well as the standalone video player were made. The results of the study show a feasible way of making a video player for VR and MR. In the discussion of the work, open source libraries in a commercial software; the technical limitations of the current VR and MR Head-mounted Displays (HMD); relevant presence inducing attributes as well as the choice of method were reflected upon. / Medan 360 graders video under senare tid varit föremål för studier, så verkar inte traditionella rektangulära 2D videos i virtuella miljöer ha fått samma uppmärksamhet. Mer specifikt, 2D videouppspelning i Virtual Reality (VR) och Mixed Reality (MR) verkar sakna utforskning i egenskaper som upplösning, ljud och interaktion, som slutligen bidrar till ”presence” i videon och den virtuella miljön. Det här pappret reflekterar över definitionerna VR och MR, samtidigt som den utökar de kända koncepten ”immersion” och ”presence” för 2D video i virtuella miljöer. Relevanta attribut till ”presence” som kan appliceras på 2D video utreddes sedan med hjälp av litteraturen. Det huvudsakliga problemet var att ta reda på komponenterna och processerna i den mjukvara som skall spela upp video i VR och MR med företagsönskemål och avgränsningar i åtanke, och möjligen, hur man kan justera dessa komponenter för att utöka närvaron i framförallt 2D video och sekundärt den virtuella miljön, även om dessa medium är relaterade och kan påverka varandra. Examensarbetet tog plats på Advrty, ett företag som utvecklar en annonseringsplattform för VR och MR. Utveckling och framtagande av komponenterna, var gjorda genom inkrementell utveckling där en enklare 2D videospelare skapades, sedan genom en andra inkrementell fas där videospelaren implementerades i VR och MR. Jämförelser med proof-of-concept-videospelaren i VR och MR samt den enklare videospelaren gjordes. I diskussionen om arbetet, gjordes reflektioner på användningen av open source-bibliotek i en kommersiell applikation, de tekniska begränsningarna i nuvarande VR och MR Head-mounted displays, relevanta ”presence” inducerande attribut samt val av metod för utvecklingen av videospelaren.
2

Design of video players for branched videos / Design av videospelare för förgrenade videor

Lindskog, Eric, Jesper, Wrang January 2018 (has links)
Interactive branched video allows users to make viewing decisions while watching, that affect the playback path of the video and potentially the outcome of the story. This type of video introduces new challenges in terms of design, for example displaying the playback progress, the structure of the branched video as well as the choices that the viewers can make. In this thesis we test three implementations of working video players with different types of playback bars: one fully viewed with no moving parts, one that zooms into the currently watched section of the video, and one that leverages a fisheye distortion. A number of usability tests are carried out using surveys complemented with observations made during the tests. Based on these user tests we concluded that the implementation with a zoomed in playback bar was the easiest to understand and that fisheye effect received mixed results, ranging from distracting and annoying to interesting and clear. With this feedback a new set of implementations was created and solutions for each component of the video player were identified. These new implementations support more general solutions for the shape of the branch segments and the position and location of the choices for upcoming branches. The new implementations have not gone through any testing, but we expect that future work can further explore this subject with the help of our code and suggestions.
3

我國DVD光碟機競爭優勢之探討-以DVD Player為例

邱顯盛, Shean San Chiou Unknown Date (has links)
近年來,隨著資訊科技與光儲存技術的進步,加以Internet應用的普及和數位直播電視逐漸深入家庭,將人類生活帶進了多彩多姿的多媒體時代;但也造成電腦產業(Computer),通訊產業(Communication),與消費性電子產業(Consumer Electronics)彼此間的疆界模糊,而朝向3C整合的趨勢(劉玉麟,1999)。在此趨勢之下,過去的CD系列產品已逐漸無法滿足消費者追求下一代高影音品質之需求。故從90年代起,由Toshiba、Panasonic、Hitachi、Sony、Philips與Thomson等日、美廠商共同推動新一代光儲存DVD系統。由於DVD Forum致力於DVD系統推廣、建立產品標準、技術授權及產品認證等,使得DVD產品之市場遠景逐漸明朗,已成為現階段國內外相關廠商競相繼積極投入的熱門產品。 國外廠商最早推出的都是DVD播放機(DVD-Video Player),而國內廠商卻把重心放在DVD-ROM光碟機。許多業者同時指出,這是因為台灣掌握光碟機生產技術,加上光碟機既可播放,又可做資料儲存,未來將是個人電腦的標準配備,市場前景遠比純粹娛樂用途的播放機看好。所以,除了光儲存產業廠商係基於CD-ROM碟機產業之基礎而發展至DVD產業之外,家電與資訊業者,無不積極卡位。 雖然我國從政府、學術界、研究機構至民間企業皆積極投入DVD行列中,已經累積相當雄厚的DVD發展基礎,而且目前國內不論資金、人才、政府輔導措施及整體產業結構等皆已趨健全;但是目前國內廠商由於在DVD關鍵零組件的發展上缺乏量產能力,因而在成本壓力下,紛紛加速外移大陸生產,而廠商在外移的同時也擴大了生產規模,為了填滿產能,廠商更是積極以低價爭取訂單,使得價格競爭愈行激烈,廠商的經營也愈形艱辛。 台灣的CD-ROM光碟機及CD/CD-R光碟片產業,目前無論在產能或技術上已佔全球極重要地位。大家也亟思DVD產品是否有機會繼CD產品之後,成為台灣下一波產品的主流?近年來,從國內各界積極加入DVD Forum及投入DVD相關產品與關鍵零組件研發熱烈程度來看,毫無疑問的,台灣的政府與業者是不願意在未來DVD產品舞台上缺席,國內業者也極力摒除過去CD產品關鍵零組件受制外人之窘境。為了讓台灣未來在DVD產品上更具寬廣與自主化之空間,國人應及早擬訂下一代產品之發展策略,希冀在產品世代交替中,台灣可以掌握先機並從渾沌局勢□脫穎而出。 目錄 圖目錄 …………………………………… 1 表目錄 …………………………………… 2 第一章 緒論 第一節 研究背景 …………………………………… 4 第二節 研究問題與目的 …………………………………… 5 第三節 研究範圍 …………………………………… 6 第二章 文獻探討 第一節 競爭力與競爭優勢的觀念 …………………………………… 9 第二節 國家競爭力的探討 …………………………………… 10 第三節 產業競爭優勢及其來源 …………………………………… 15 第四節 企業競爭優勢及其來源 …………………………………… 23 第三章 研究設計 第一節 研究流程及架構 …………………………………… 30 第二節 研究方法與資料來源 …………………………………… 31 第三節 研究限制 …………………………………… 32 第四章 DVD產業介紹 第一節 產業/產品發展沿革 …………………………………… 33 第二節 產品介紹/特色/應用範圍 …………………………………… 38 第三節 產業特性 …………………………………… 48 第五章 全球DVD光碟機產業現況 第一節 全球整體市場概況 …………………………………… 53 第二節 關鍵零組件之發展概況 …………………………………… 56 第三節 產業技術現況與趨勢 …………………………………… 59 第四節 DVD Player全球主要市場概況 …………………………………… 62 第六章 我國DVD光碟機產業現況 第一節 產業與市場概況 …………………………………… 72 第二節 產業結構 …………………………………… 75 第三節 產業技術 …………………………………… 77 第四節 主要DVD Player廠商與專業雜誌訪談結果 …………………………………… 78 第七章 我國DVD光碟機產業競爭分析 第一節 我國DVD產業之鑽石模型分析 …………………………………… 83 第二節 我國DVD光碟機產業之五力分析 …………………………………… 88 第三節 我國DVD Player廠商之SWOT分析 …………………………………… 91 第八章 結論與建議 第一節 結論 …………………………………… 94 第二節 對我國光碟機產業與廠商的建議 …………………………………… 95 中文參考文獻 …………………………………… 99 英文參考文獻 …………………………………… 104 附錄(問卷) …………………………………… 105 / N/A
4

A platform for multi-video learning content in emergency-related educational scenarios

Lozano-Prieto, David January 2021 (has links)
Utilizing multiple videos is an upcoming approach for developing learning material. It consists of recording scenes from different perspectives using diverse recording approaches, for example, 360-degrees camera, a drone camera, and body cameras. Up until now, there is a lack of efficient ways to present such recordings and extract the benefits of applying this type of media in learning contexts. To close this gap, this thesis explores suitable manners for presenting this specific type of media, aiming to be helpful for the further training of emergency-related learners. To achieve this goal, we performed a study structured in three major blocks: design of the solution, development of the designed system, and assessment of the suitability of the presented solution. The design was informed by a literature review, a qualitative expert interview, and a preferences questionnaire. After the design process, the system named Theia was developed using web-based technologies. Finally, to validate the system’s suitability within the context of this project, an expert evaluation was carried out. It consisted of a mixed assessment combining qualitative methods, based on task performance and qualitative interview assessment, and the usage of a Technology Acceptance Model (TAM) questionnaire, aiming for the usability and the ease of use of the developed tool. After the evaluation, the proposed system was concluded to incorporate a suitable layout, navigation, functionalities, and interactive mechanisms for an adequate video presentation of media footage from simultaneous recordings within an educational context for emergency-related students. Additionally, valuable insights were extracted from the analysis of the results for the future of the area of research, including recommendations for an optimal footage recording and the starting point for future work in the research community.
5

Prednasky.com - Systém jako modul / "Prednasky.com" - System as a Module

Peša, Jan January 2012 (has links)
This diploma thesis first introduces the services of servers Prednasky.com and SuperLectures.com. After analyzing the solution it describes the design and development of a new dedicated video player that combines SuperLectures.com functionality as a web-embeddable HTML5 application.
6

3D Video Playback : A modular cross-platform GPU-based approach for flexible multi-view 3D video rendering

Andersson, Håkan January 2010 (has links)
The evolution of depth‐perception visualization technologies, emerging format standardization work and research within the field of multi‐view 3D video and imagery addresses the need for flexible 3D video visualization. The wide variety of available 3D‐display types and visualization techniques for multi‐view video, as well as the high throughput requirements for high definition video, addresses the need for a real‐time 3D video playback solution that takes advantage of hardware accelerated graphics, while providing a high degree of flexibility through format configuration and cross‐platform interoperability. A modular component based software solution based on FFmpeg for video demultiplexing and video decoding is proposed,using OpenGL and GLUT for hardware accelerated graphics and POSIX threads for increased CPU utilization. The solution has been verified to have sufficient throughput in order to display 1080p video at the native video frame rate on the experimental system, which is considered as a standard high‐end desktop PC only using commercial hardware. In order to evaluate the performance of the proposed solution a number of throughput evaluation metrics have been introduced measuring average frame rate as a function of: video bit rate, video resolution and number of views. The results obtained have indicated that the GPU constitutes the primary bottleneck in a multi‐view lenticular rendering system and that multi‐view rendering performance is degraded as the number of views is increased. This is a result of the current GPU square matrix texture cache architectures, resulting in texture lookup access times according to random memory access patterns when the number of views is high. The proposed solution has been identified in order to provide low CPU efficiency, i.e. low CPU hardware utilization and it is recommended to increase performance by investigating the gains of scalable multithreading techniques. It is also recommended to investigate the gains of introducing video frame buffering in video memory or to move more calculations to the CPU in order to increase GPU performance.

Page generated in 0.0451 seconds