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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

Deblocking Filter Algorithm by Color Psychology Analysis for Various Video Decoders

Huang, Kai-lin 24 July 2008 (has links)
In this thesis, a post-processing deblocking filter is proposed to reduce the blocking effects. This proposed algorithm is suitable for the current block-based video standards without any modification. The proposed algorithm uses Sobel operator and wavelet transform to accurately detect blocking effects at 4¡Ñ4 or 8¡Ñ8 blocking boundaries automatically. In the filtering stage, the proposed algorithm provides four filter modes to eliminate blocking effects at different color regions according to human color vision and color psychology analysis. Experimental results show that the proposed algorithm has better subjective and objective qualities for H.264/AVC reconstructed video sequences compared with several existing methods.
2

INDEXICAL STORYTELLING : A story without words

Karlsson, Jesper, Sääf Malm, Simon January 2021 (has links)
The purpose of this study is to investigate how indexical storytelling in a 3D scene could affect the players understanding of narrative and how they navigate the scene. The background of the study presents what indexical storytelling is and goes briefly into color interpretation.To answer how indexical storytelling affects players a 3D scene was made, containing indexical objects which the 10 participants could go through and explore in semi-structured qualitative interviews. This was to see if the participants understood the narrative of the scene and the similarities or dissimilarities between people with experience in different game genres.The result showed a possible tendency in the participants understanding the narrative of the scene. But additional studies and participants are required to be able to come to any larger scale conclusion or generalizations. / <p>Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.</p>
3

The effect of red-light sources on the player experience of a horror game level

Andersson, Irma January 2022 (has links)
This thesis investigates how the color red can potentially affect the player’s perception of horror game environments. The test was conducted by asking participants to play through a horror level made in Unreal Engine 4 which used realistic-looking assets. The study was performed using a mixed methodology of A/B/C testing with surveys and interviews to gather the data. The A, B, and C versions of the test used the same game-level in all versions however the color of the lighting was different in all of them. Version A used white lights, version B used red lights, and version C used red flickering lights. The results revealed that the players found the version with the white lights to be the scariest and the version with the flickering lights to be the second scariest. This was most likely due to the order in which the players played the levels, the version with white being the first that the players played. The players indicated that the realistic colors in version A added to the sense of immersion, whereas the continuous red lights in version B were perceived by some players as overdone or unnatural and would have been better suited for localized areas associated with supernatural elements. The flickering lights were well received by players and associated with a higher potential for danger and jump scares
4

Parameterizing Emotions For Procedurally Content Generated Game Levels : A Case Study of the Game To the Skies!

Svärd, Oliver, Köhn, Ludvig, Carter, Aulden January 2022 (has links)
Procedural Content Generation (PCG) in games often suffers from a lack of emotional connection with the player as well as a perceived sameness. This thesis aims to design and test a tool for PCG game levels for the game To the Skies! which incorporates an emotional intention based upon the color-emotion theory proposed by Fugate and Franco, 2019.  Russell’s (1980) Circumplex Model of Affect was used as a foundation for the parameterization of emotions, which were implemented in a PCG test level for the game, developed in Unreal Engine. By adopting research through design, this thesis goes through an iterative process where the tool is under constant improvement through quantitative testing using the Self Assessment Manikin method proposed by Lang &amp; Bradley (1994). The tests indicate that, although colors can to some degree elicit emotions, the player’s perception of the test levels did not match the expected emotional response based on color alone for all emotional states tested. The thesis concludes that, while color-emotion association can aid in generating PCG with emotional intent, additional complementary elicitors are likely required, and further tests are needed that incorporate shapes, placement, and weather patterns.
5

Matrix of guidelines to improve the understandability of non-expert users in process mining projects

Teran, Bryhan Chise, Bravo, Jimmy Manuel Hurtado, Armas-Aguirre, Jimmy, Mayorga, Santiago Aguirre 01 June 2020 (has links)
El texto completo de este trabajo no está disponible en el Repositorio Académico UPC por restricciones de la casa editorial donde ha sido publicado. / Process Mining is a discipline that recognizes three types of analysis: Discovery, monitoring, and process improvement. Organizations are focusing on redesigning and automating their major processes, according to a report published in 2018 [1]. In this way, a challenge n process mining is to show the results of the process analysis in a way that is understandable to non-expert users. Therefore, this research paper introduces a matrix of guidelines to guide process mining specialists/tool developers to improve the results of the analysis in process mining projects. This matrix is composed of 2 study fields that throughout the literature have been merging their virtues. First, process mining under 2 of its 3 types of projects: (1) based on objectives and (2) based on questions. The last type is based on data (exploratory analysis). Second, visualization of data with its techniques to represent data graphically. This research proposes a matrix of guidelines that integrates the discipline of process mining and the set of data visualization techniques based on the purpose of each graph (technique), the question / objective to be achieved and the importance that colors take in the analysis results in the process mining projects. / Revisión por pares
6

Online Ads: The influence of color cues on sensory expectation : An expectation-based approach to explain the cross- modal influence of color cues in online ads

Lindholm, Maxime, Svensson, Sofia January 2021 (has links)
The purpose of this thesis is to contribute to new insights into how businesses can utilize color cues as a multisensory tool in online ads to evoke positive sensory expectations. An expectation-based approach was used to examine the cross-modal influence of warm relative to cold colored cues. The theory chapter starts with sensory marketing. Later on in the chapter, further theories are discussed, such as cross-modal correspondences and the perceptual process. The methodology used in this study was a deductive research approach, and the thesis has been carried out with a quantitative research study by collecting data through a between-subjects experiment. The outcome from this research study has created a greater understanding in color usage in digital media and how this might trigger other senses. It has shown that online ads with a warm colored background have a stronger cross-modal correspondence to taste, touch, sound and smell relative to cold colored ads. This is proven through strong significant differences in all of the hypotheses of this study. This study has created a better understanding of the impact of color cues on consumer expectations. The importance of using color as a tool when planning out marketing activities and advertising is covered in this study. The findings from this research are highly corresponding with theories of color psychology and cognitive psychology.
7

Kul men ful : En jämförelse mellan humoristiska och traditionella vinetiketter och dess påverkan på köpintention och upplevda värde / Fun but ugly : A comparison between humorous and traditional wine labels and their impact on purchase intention and perceived value

Malm, Clara, Mackenhauer Olsen, Emma January 2023 (has links)
Bakgrund: På senare tid har vissa dryckesföretag börjat frångå det som kallas traditionell design av vinetikett. De har istället börjat anamma en mer modern design med humoristiska och utstickande element på vinetiketterna. Men det finns delade meningar om hur konsumenter reagerar, värderar och påverkas av humoristiska vinetiketter. Syfte: Syftet med studien är att jämföra konsumenters reaktioner på vinetiketter med traditionell design jämfört med vinetiketter med humoristiska och utstickande element. Vidare är målet att se hur konsumenterna värderar dessa olika etiketter samt hur det påverkar konsumenternas köpbeslut. Metod: En enkät distribuerades online genom bekvämlighetsurval och 210 av de 211 insamlade svaren kunde användas för analys. Svaren undersöktes och analyserades med hjälp av statistiska metoder, inklusive chi-två-test och Fishers exakta test, genom användning av XLSTAT. Resultat: Generellt sett fick de humoristiska etiketterna sämre resultat än de traditionella etiketterna när det gällde vilken som ansågs vara snyggast, mest traditionell, dyrast och av högsta kvalitet. Slutsats: Konsumenter föredrar generellt traditionella etiketter. Humoristiska etiketter anses vara billigare och av lägre kvalitet, medan traditionella etiketter uppfattas som dyrare och av högre kvalitet. Ingen tydlig slutsats kan dras angående hur designen påverkar konsumenters köpbeslut.  Följder: För fortsatt forskning skulle djupgående intervjuer kunna genomföras för att förstå varför det finns skillnader mellan olika demografiska variabler. Dessutom skulle det vara intressant att studera personer inom designrelaterade yrken för att se om de har liknande uppfattningar om de humoristiska etiketterna.
8

Att välja rätt färg inom digital marknadsföring : Hur upplever människor en bild beroende på dess färgsättning? / To choose the right color in digital marketing

Jakobsson, Malin, Brunstedt Wallin, Viktor January 2023 (has links)
Detta examensarbete undersöker vilken betydelse färgval har utifrån skapade reklaminslag, anpassat för Instagram. Vi utgår från några grundläggande begrepp om visuell färguppfattning som har sitt ursprung i färgteori, färgpsykologi, färgsystem och färguppfattning. Vi tar också hänsyn till den digitala marknadsföringen och dess betydelse samt tar hjälp av tidigare forskning inom färgperception och marknadsföring. Syftet med arbetet är att presentera statistik och dataanalys i användningen av olika färgsättningar på bilder i olika sammanhang, för att visa hur färgsättningen i en bild har betydelse för vilka känslor och associationer som väcks hos användaren. Undersökningen använder ett Instagramutseende för att presentera fyra stycken utvalda bilder, två på tema turism och två på tema konsert, där vi sedan applicerar färgerna; gul, röd, blå eller grön. Respondenterna i webbenkäten fick bedöma hur de associerar bilden utifrån de redan framtagna alternativen som finns till varje fråga i enkäten. Undersökningens resultat visar att färgen i en bild har stor betydelse när det gäller associationer och känslor. Det blir viktigt att välja rätt färg i den digitala marknadsföringen för att fånga Instagram-användarens uppmärksamhet och för att skapa intryck hos användaren, för att på så sätt öka inläggets popularitet och förstärka och matcha dess budskap. / This degree project examines the significance of the color choice based on created advertising elements, adapted for Instagram. We start from some basic concepts of visual color perception that have their origins in color theory, color psychology, color systems and color perception. We also take digital marketing and its importance into account and use previous research in color perception and marketing. The purpose of this study is to present statistics and data analysis in the use of different colorings on images in different contexts, to show how the coloring in an image is important for the feelings and associations that are evoked in the user. The survey uses an Instagram layout to present four selected images, two on the theme of tourism and two on the theme of concert, where we then apply the colors; yellow, red, blue or green. The respondents in the web survey had to assess how they associate the image based on the already created alternatives that are available for each question in the survey. The results of the survey show that the color in an image has great significance in terms of associations and feelings. It becomes important to choose the right color in digital marketing to capture the attention of the Instagram user and to create an impression on the user, thus increasing the popularity of the post and reinforcing and matching its message.
9

A Pre-Design Study Of Patient And Medical Professional Attitudes And Reactions Towards The Colors Of Medical Scrubs

Aagard, Erik A. 10 September 2008 (has links)
No description available.
10

Den trettonde principen? : En undersökning om färgens roll för karaktärsbygge och scendesign / The thirteenth principle? : A study on the role of color in character and scene design.

Klakina, Svetlana January 2018 (has links)
This thesis examines the function of color in the design of a character and the scene of animated films and answers the question about color features in character and scene design as a separate animation principle, similar to the established 12 animation principles. The paper contains analysis about basic concepts of color and its visual perception, color theory and color psychology. The paper takes into consideration previous studies about color in physics, psychology and animation. The purpose of this study is to research the influence of the color on the plot perception in animation. The method of the study consists of comparing the statistics for correctness of recognition of the character's role and diegesis in the frame depending on the color change. Recognition correctness is established by conducting a blind survey of the representative sample of viewers. The survey is based on five sketches of the frame that use the same original drawing of the character's pose and different combinations of colors for the character and the background coloring. The following combinations of colors were used: warm color tones for the character and warm color tones for the background; warm for the character and cold for the background; cold for the character and warm for the background; warm for the character and warm for the background; uncolored character and uncolored background. Survey participants have assessed and identified different roles of the character and diegesis in each sketch of the frame based on the proposed five alternatives of the scene description according to the scenario idea. The results show that the effect of colors function was detected in all four colored sketches of the frame. The study confirms that all four combinations of color significantly increase the number of correct recognitions of all four roles of character in colored sketch of the frame compared to the uncolored sketch of the frame. This fact confirms the described hypothesis and emphasizes the effect of the color function which helps the viewer to interpret the design of the scene more clearly and to easily perceive the role of the character in colored sketch of the frame compared to the uncolored sketch. / Examensarbetet undersöker färgens funktion inom karaktärs- och scendesign. Jag utgår ifrån några grundläggande begrepp om färgvisuell uppfattning som har sitt ursprung i färgteori och färgpsykologi. Jag tar även hänsyn till tidigare studier om färg inom fysik-, psykologi- och animationsområden. Syftet med arbetet är att presentera jämförande statistik och dataanalys i användningen av olika färgkombinationer för att visa olika rollfigurer och diegeser utan att ändra den ursprungliga teckningen av bildrutan. Undersökningen bygger på fem egenproducerade skissar som använder densamma teckningen av karaktärens pose samt olika kombinationer av färger för karaktärens och bakgrundens färgning. Det används följande färgkombinationer: varma färgtoner för karaktären och varma färgtoner för bakgrunden; varma för karaktären och kalla för bakgrunden; kalla för karaktären och varma för bakgrunden; varma för karaktären och varma för bakgrunden; ofärglagda för karaktären och ofärglagda för bakgrunden. Deltagarna i enkätundersökningen har fått bedöma och identifiera olika rollfigurer och dieges i varje skiss av bildrutan utifrån de föreslagna fem alternativ av scenbeskrivningen enligt manusidén. Studiens resultat visar att effekten av färgfunktionen upptäcktes i alla fyra färglagda skisser av bildrutan. Alla fyra färgkombinationerna höjer antalet korrekta igenkänningar av alla fyra rollfigurer i färglagd skiss av bildrutan i förhållande till den ofärglagda skissen av bildrutan. Detta bekräftar den beskrivna hypotesen och betonar att färgfunktionen hjälper betraktaren att tolka scendesign mer tydligt samt gör igenkännandet av rollfiguren i den färglagda skissen av bildrutan enklare i jämförelse med den ofärglagda skissen.

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