• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 7
  • Tagged with
  • 9
  • 9
  • 5
  • 4
  • 3
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 2
  • 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

Multiprotocol control of networked home entertainment devices /

Siebörger, David Robert. January 2004 (has links)
Thesis (M. Sc. (Computer Science))--Rhodes University, 2004.
2

The remote configuration of devices within home entertainment networks

Dembovsky, Colin January 2002 (has links)
This thesis examines home entertainment network remote configuration solutions. It does so by inspecting four home entertainment networking solution specifications - HAVi, Jini, AV/C and UPnP. Two of these (AV/C and UPnP) are implemented partially for a system allowing a TV to configure an AudioNideo Receiver (AV/R) remotely on the network (a process known as remote configuration). The two implementations are then more closely investigated and several implementation differences in the approach between the remote configuration method of device configuration and other methods of device configuration are discerned. These different approaches are then categorised into one of two theoretical models of communication for configuring devices on home entertainment networks - the Rendering model and the Programmed model. By classifying a particular method of device configuration into one of the two models, manufacturers can quickly determine the inherent strengths and weaknesses of that method / KMBT_363 / Adobe Acrobat 9.54 Paper Capture Plug-in
3

Multiprotocol control of networked home entertainment devices

Siebörger, David Robert January 2004 (has links)
Networks will soon connect a wide range of computing devices within the home. Amongst those devices will be home entertainment devices. Remote control over the network will be a key application for networked entertainment devices, and requires a protocol for communication understood by both controller and controlled device. Devices capable of communication using multiple control protocols will be compatible with a wider range of controllers than those which implement only one control protocol. This work examines home networks and a number of control protocols. The implementations of the UPnP and AV/C protocols for an AV receiver are described. The issues involved in the concurrent use of multiple control protocols to control a device are considered, possible methods of concurrent control discussed, and a solution which simulates virtual copies of the device is implemented and tested.
4

Entrepreneurial service vision in a franchised home entertainment environment

Maritz, Phoebus Alexander 30 July 2008 (has links)
Entrepreneurship is the creative and innovative process of creating incremental wealth. This wealth is created by individuals who possess an entrepreneurial orientation; assuming the major risks in terms of equity, time and commitment. The process may not be new or unique, but must be infused by the entrepreneur toward securing and allocating the required resources. Franchising is an entrepreneurial option which develops new ventures; whilst strategic service initiatives are entrepreneurial implementations facilitating sustainability, growth and wealth creation. This study identifies entrepreneurial orientation within a defined franchise system; with synergistic links to a strategic service vision. The research objectives are to investigate the current situation of entrepreneurial orientation in a franchise system, together with examining the contribution of a strategic service vision in relation to service quality. The purpose is to identify entrepreneurial behaviour amongst franchisees; franchising as an entrepreneurial option, and to identify relationships between elements of service quality, the service profit chain, relationship marketing and best practice. The outcome is the development of a conceptual matrix, to be initiated within the defined franchise system. Objectives are evaluated via research hypotheses, using empirical statistical techniques. Theoretically, the value the investigation provides is in the understanding that the home entertainment industry is worthy of developing a body of knowledge, to be shared by all industry participants. As a contribution to practice, the entrepreneurial service vision will enhance the sustainability of the industry, notwithstanding the opportunity to share the vision with related industries. This study, the first of its kind in the home entertainment industry and in the specific franchise system, will smooth the way for implementation of entrepreneurial franchise service initiatives in the organisation. On a national level, successful implementation will enhance industry participation and competition; together with entrepreneurial contributions towards the creation of wealth, economic growth and creation of employment in a dynamic, yet turbulent developing economy such as South Africa. Research methodology comprises the survey approach, using electronic media and Surveypro analysis. This is facilitated by descriptive and inferential statistical techniques using SPSS version 11.0 data analysis. Inferential significance tests include the ANOVA Kruskal-Wallis hypothesis test; based on the approximation of the chi-square distribution with k-1 degrees of freedom. Internal-consistency reliability is measured by the Cronbach’s coefficient alpha, measuring overall inter-item correlation between the identified constructs. Exploratory research, in the form of the literature review and previous empirical studies, are used as background and facilitating data. Hypothesis tests highlight the absence of statistically significant entrepreneurial orientation in the franchise system, despite a significant orientation in a multiple-outlet proposition analysis. Franchising is seen as a significant option for creating and developing ventures, and strategic service initiatives (service profit chain, relationship marketing and best practice) are all significantly positively associated with service quality. These constructs constitute the development of an entrepreneurial service vision in a franchise system. Recommendations include the implementation of an entrepreneurial service vision within the defined franchise system. Limitations, however, include limited availability of appropriate data on the home entertainment industry, together with that of entrepreneurial orientation in franchise systems. Recommendations for future research include crossindustry and multi-national studies of similar substance, together with follow-up research regarding the successful implementation of the entrepreneurial service vision matrix. / Thesis (DCom)--University of Pretoria, 2008. / Business Management / unrestricted
5

Relating cognitive models of computer games to user evaluations of entertainment

Piselli, Paolo M. January 2006 (has links)
Thesis (M.S.)--Worcester Polytechnic Institute. / Keywords: interactive entertainment, computer games, human-computer interaction, cognitive models, enjoyment. Includes bibliographical references. (leaves 40-41).
6

The relationship between recreational technology use and attachment style

Schentke, Martin Moritz 31 December 2007 (has links)
The study investigated whether a relationship existed between using technology for recreation, and attachment style with important individuals in the lives of respondents. The main results showed that (4) a decrease in friend anxiety contributes towards an increase in the positive attitude towards using the HES for explicit content; (5) An increase in romantic partner anxiety contributed towards an increase in the positive attitude towards using the HES for social replacement. (6) Decreased father avoidance and increased father anxiety lead to an increasingly positive attitude towards using the PC for social, romantic and sexual improvement; (7) an increase in mother avoidance and anxiety, partner anxiety and friend anxiety contributed towards an increase in the positive attitude towards using the cell phone for explicit content and relationship related activities. / Psychology / (M.A. (Psychology))
7

The relationship between recreational technology use and attachment style

Schentke, Martin Moritz 31 December 2007 (has links)
The study investigated whether a relationship existed between using technology for recreation, and attachment style with important individuals in the lives of respondents. The main results showed that (4) a decrease in friend anxiety contributes towards an increase in the positive attitude towards using the HES for explicit content; (5) An increase in romantic partner anxiety contributed towards an increase in the positive attitude towards using the HES for social replacement. (6) Decreased father avoidance and increased father anxiety lead to an increasingly positive attitude towards using the PC for social, romantic and sexual improvement; (7) an increase in mother avoidance and anxiety, partner anxiety and friend anxiety contributed towards an increase in the positive attitude towards using the cell phone for explicit content and relationship related activities. / Psychology / (M.A. (Psychology))
8

Relating Cognitive Models of Computer Games to User Evaluations of Entertainment

Piselli, Paolo M 21 March 2006 (has links)
As the interactive entertainment industry matures, we need a better understanding of what makes software entertaining. A natural starting point is the application of traditional Human-Computer Interaction (HCI) tools to interactive entertainment software. Cognitive models are tools that HCI researchers have used to model users' thought processes and evaluate interface design. With this research we investigate the relationship between the complexity of an interaction and the entertainment experienced by the user. We designed a simple computer game, created a normative model for how a user plays this game, built several variations of this game such that normative models of these variants differed across two factors: pace and complexity. User studies were conducted on these variations, and we compared these factors to user performance and self-reported user enjoyment.
9

Cold cuts : visions of refrigerators in United States media, 1942-1968

Gansky, Paul Alton 12 July 2011 (has links)
After World War II in the United States, the household refrigerator and freezer became interwoven into a domestic reality defined by consumption, mechanical innovation, and a tension between spatial isolation and cultural interconnectivity. This thesis positions narrative Hollywood cinema, television and print media as the dominant sites where the refrigerator and freezer’s social identities were formed and negotiated. These productions employ the devices to explore postwar family gender roles, the influence of culture industries and consumer economies within the home, and technological fantasies and fears. They also illustrate a fertile conversation between household media technologies and kitchen accessories. As a result, viewing the refrigerator and freezer through film and television representations substantially alters existing conclusions over who interacted with the objects on an everyday basis, and their effect for a culture increasingly reliant upon appliances to provide basic human needs and generate a satisfying, entertaining lifestyle. / text

Page generated in 0.1044 seconds