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Content-based Digital Video Processing. Digital Videos Segmentation, Retrieval and Interpretation.Chen, Juan January 2009 (has links)
Recent research approaches in semantics based video content analysis require shot boundary detection as the first step to divide video sequences into sections. Furthermore, with the advances in networking and computing capability, efficient retrieval of multimedia data has become an important issue. Content-based retrieval technologies have been widely implemented to protect intellectual property rights (IPR). In addition, automatic recognition of highlights from videos is a fundamental and challenging problem for content-based indexing and retrieval applications.
In this thesis, a paradigm is proposed to segment, retrieve and interpret digital videos. Five algorithms are presented to solve the video segmentation task. Firstly, a simple shot cut detection algorithm is designed for real-time implementation. Secondly, a systematic method is proposed for shot detection using content-based rules and FSM (finite state machine). Thirdly, the shot detection is implemented using local and global indicators. Fourthly, a context awareness approach is proposed to detect shot boundaries. Fifthly, a fuzzy logic method is implemented for shot detection. Furthermore, a novel analysis approach is presented for the detection of video copies. It is robust to complicated distortions and capable of locating the copy of segments inside original videos. Then,
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objects and events are extracted from MPEG Sequences for Video Highlights Indexing and Retrieval. Finally, a human fighting detection algorithm is proposed for movie annotation.
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Western Balkans and Austrian position on the EU integration of Western Balkans / Western Balkans and Austrian position on the EU integration of Western BalkansHolopírková, Petra January 2008 (has links)
Rozbor oficiálních stanovisek EU k rozšíření EU o země Západního Balkánu (Chorvatsko, Makedonie, Černá Hora, Albánie, BiH, Srbsko, nově Kosovo) ukazuje na zdrženlivost EU k vlastnímu aktu přijetí. Přes všechna prohlášení o vůli přijmout tyto země, tato vyjádření zůstávají spíše proklamací, bez vyhlášení konkrétních dat přijetí těchto zemí do společenství. Na rozdíl od Rakouska, která jako jediná země EU deklaruje co nejrychlejší rozšíření EU o země Západního Balkánu přímo ve vládním programu jako prioritu své zahraniční politiky. Motivace Rakouska je založena na důkladné ekonomické analýze situace, kdy Rakouské investice do těchto zemí jsou nejvyšší ze všech zemí EU. Mezi Rakouskem a zeměmi Západního Balkánu a Rakouskem probíhá čilý obchod i pohyb osob, na který ostatní země EU nejsou ještě připraveny. Překážkou rychlého přijetí se tedy jeví důvody povahy nikoliv ekonomické, ale politické. Evropská unie se shoduje na roku 2008 jako na roku klíčovém v přístupových jednáních. V době publikace této práce ovšem EU nebyla s to jako celek schválit nezávislost Kosova. Minimálně tento bod zůstává otevřen k dořešení v roce 2008 spolu s dalšími body týkajícími se příštího rozšíření. EU má v této chvíli (duben 2008) jasno, že favorizovanými kandidáty pro přístup jsou Chorvatsko, Makedonie a Albánie, zatím bez konkrétního data přístupu.
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Financial performance measurement of South Africa's top companies: an exploratory investigationMosalakae, Isaiah Gaabalwe Bojosinyana 31 July 2007 (has links)
This study explores the financial performance measurement of South Africa's Top Companies. It aims to find a conclusion on the research problem, that is 'Do South Africa's Top Companies use the available arsenal to measure their financial performance?'
Commerce and industry are the cornerstones of the economy of a country. This study purports to contribute to the ways and means of minimising the risk of business failures due to the resultant effects on the economy.
The sample comprises of sixty companies. The sampling frame is the first hundred companies of the Financial Mail 200 Top Performers for 2004.
The arsenal that is available to measure financial performance is researched in the financial literature. Mainly, this covers ratio analysis and interpretation, and the bankruptcy prediction models.
To arrive at a conclusion on the research problem, a research instrument is developed from the host of financial ratios in the literature, including the bankruptcy prediction models. The research instrument comprises of popular ratios that are also found to be 'logical', as well as the ratios that make up the Z-Score bankruptcy prediction model. The instrument is called the Ratio Map and Z-Score and is applied to test the financial strengths/weaknesses of the Top Companies.
In addition to the Ratio Map and Z-Score, the measures applied by the Top Companies as 'highlights' are analysed. This is done to determine the extent at which the measures unearth the strengths/weaknesses of the Top Companies.
The conclusion drawn is that the Top Companies do not utilise the available arsenal to measure their financial performance. The supporting evidence is that the most frequently applied 'highlights' measures by the Top Companies cover only one area of the many financial fields of a company, that is, share performance. On the other hand, the analyses per Ratio Map and Z-Score have not revealed major material weaknesses in the financial position of the Top Companies.
It is proposed that:
ïf More information be given in the notes to the financial statements to facilitate meaningful analysis; and
ïf A follow-up research study be done to assess the trends of the Top Companies. / Business Management / D.Comm. (Business Management)
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Financial performance measurement of South Africa's top companies: an exploratory investigationMosalakae, Isaiah Gaabalwe Bojosinyana 31 July 2007 (has links)
This study explores the financial performance measurement of South Africa's Top Companies. It aims to find a conclusion on the research problem, that is 'Do South Africa's Top Companies use the available arsenal to measure their financial performance?'
Commerce and industry are the cornerstones of the economy of a country. This study purports to contribute to the ways and means of minimising the risk of business failures due to the resultant effects on the economy.
The sample comprises of sixty companies. The sampling frame is the first hundred companies of the Financial Mail 200 Top Performers for 2004.
The arsenal that is available to measure financial performance is researched in the financial literature. Mainly, this covers ratio analysis and interpretation, and the bankruptcy prediction models.
To arrive at a conclusion on the research problem, a research instrument is developed from the host of financial ratios in the literature, including the bankruptcy prediction models. The research instrument comprises of popular ratios that are also found to be 'logical', as well as the ratios that make up the Z-Score bankruptcy prediction model. The instrument is called the Ratio Map and Z-Score and is applied to test the financial strengths/weaknesses of the Top Companies.
In addition to the Ratio Map and Z-Score, the measures applied by the Top Companies as 'highlights' are analysed. This is done to determine the extent at which the measures unearth the strengths/weaknesses of the Top Companies.
The conclusion drawn is that the Top Companies do not utilise the available arsenal to measure their financial performance. The supporting evidence is that the most frequently applied 'highlights' measures by the Top Companies cover only one area of the many financial fields of a company, that is, share performance. On the other hand, the analyses per Ratio Map and Z-Score have not revealed major material weaknesses in the financial position of the Top Companies.
It is proposed that:
ïf More information be given in the notes to the financial statements to facilitate meaningful analysis; and
ïf A follow-up research study be done to assess the trends of the Top Companies. / Business Management / D.Comm. (Business Management)
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An empirically derived system for high-speed renderingRautenbach, Helperus Ritzema 25 September 2012 (has links)
This thesis focuses on 3D computer graphics and the continuous maximisation of rendering quality and performance. Its main focus is the critical analysis of numerous real-time rendering algorithms and the construction of an empirically derived system for the high-speed rendering of shader-based special effects, lighting effects, shadows, reflection and refraction, post-processing effects and the processing of physics. This critical analysis allows us to assess the relationship between rendering quality and performance. It also allows for the isolation of key algorithmic weaknesses and possible bottleneck areas. Using this performance data, gathered during the analysis of various rendering algorithms, we are able to define a selection engine to control the real-time cycling of rendering algorithms and special effects groupings based on environmental conditions. Furthermore, as a proof of concept, to balance Central Processing Unit (CPU) and Graphic Processing Unit (GPU) load for and increased speed of execution, our selection system unifies the GPU and CPU as a single computational unit for physics processing and environmental mapping. This parallel computing system enables the CPU to process cube mapping computations while the GPU can be tasked with calculations traditionally handled solely by the CPU. All analysed and benchmarked algorithms were implemented as part of a modular rendering engine. This engine offers conventional first-person perspective input control, mesh loading and support for shader model 4.0 shaders (via Microsoft’s High Level Shader Language) for effects such as high dynamic range rendering (HDR), dynamic ambient lighting, volumetric fog, specular reflections, reflective and refractive water, realistic physics, particle effects, etc. The test engine also supports the dynamic placement, movement and elimination of light sources, meshes and spatial geometry. Critical analysis was performed via scripted camera movement and object and light source additions – done not only to ensure consistent testing, but also to ease future validation and replication of results. This provided us with a scalable interactive testing environment as well as a complete solution for the rendering of computationally intensive 3D environments. As a full-fledged game engine, our rendering engine is amenable to first- and third-person shooter games, role playing games and 3D immersive environments. Evaluation criteria (identified to access the relationship between rendering quality and performance), as mentioned, allows us to effectively cycle algorithms based on empirical results and to distribute specific processing (cube mapping and physics processing) between the CPU and GPU, a unification that ensures the following: nearby effects are always of high-quality (where computational resources are available), distant effects are, under certain conditions, rendered at a lower quality and the frames per second rendering performance is always maximised. The implication of our work is clear: unifying the CPU and GPU and dynamically cycling through the most appropriate algorithms based on ever-changing environmental conditions allow for maximised rendering quality and performance and shows that it is possible to render high-quality visual effects with realism, without overburdening scarce computational resources. Immersive rendering approaches used in conjunction with AI subsystems, game networking and logic, physics processing and other special effects (such as post-processing shader effects) are immensely processor intensive and can only be successfully implemented on high-end hardware. Only by cycling and distributing algorithms based on environmental conditions and through the exploitation of algorithmic strengths can high-quality real-time special effects and highly accurate calculations become as common as texture mapping. Furthermore, in a gaming context, players often spend an inordinate amount of time fine-tuning their graphics settings to achieve the perfect balance between rendering quality and frames-per-second performance. Using this system, however, ensures that performance vs. quality is always optimised, not only for the game as a whole but also for the current scene being rendered – some scenes might, for example, require more computational power than others, resulting in noticeable slowdowns, slowdowns not experienced thanks to our system’s dynamic cycling of rendering algorithms and its proof of concept unification of the CPU and GPU. / Thesis (PhD)--University of Pretoria, 2012. / Computer Science / unrestricted
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Aféra Spiegel z roku 1962 a krize kolem České televize na přelomu let 2000/2001 pohledem vybraných konceptů demokratické konsolidace / The Affair "Spiegel" from 1962 and the Czech Television-Crisis from the turn of 2000 and 2001 in Perspective of Selected Concepts of Democratic ConsolidationBenda, Marek January 2016 (has links)
This master thesis deals with the affair Spiegel from 1962 and the Czech Television-Crisis from the turn 2000 and 2001. Both cases are compared by the conceptual approach of democratic consolidation from the Juan Linz's and Alfred Stepan's work The Problems of Democratic Transition and Consolidation (Baltimore, 1996). The analysis aims to find out whether German Federal Republic in 1962 and the Czech Republic on the start of the third millennium fulfilled the first three Linz's and Stepan's criteria of a consolidated democracy. The theoretical chapter highlights some of alternative approaches and discussions about democratic consolidation as an analytical tool in comparative politics.
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