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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.
451

Streaming och nätverk för digital skyltning

Olsson, Johan January 2009 (has links)
<p>Idag finns som alltid behovet att distribuera media. Allt eftersom prestandan för överföring av information i dator-nätverk har ökat har detta blivit möjligt genom streaming, strömmande media. Detta innebär att klienten inte behöver ladda ner hela materialet för att kunna se eller lyssna på det. Allt eftersom kravet på kvalitén av materialet ökar blir kraven på nätverket högre. Precisallt Media AB är ett företagsom sysslar med digital skyltning. För att nå ut med film till sina skyltar som finns i olika butiker och varuhus, schemaläggs och skickas film till en vanlig pc som sköter skylten. Lagring av video sker lokalt, det vill säga materialet som spelas upp på en skylt är lagrat på samma dator som spelar upp det. Detta är ingen effektiv lösning eftersom överföringen av material som sker över Internet måste ske till varje dator som ska spela upp det. Går det att skapa en effektivare lösning genom att använda streaming hos kunden? Och går det att effektivisera distribueringen av media tillkundens nätverk?</p>
452

En utvärdering av programmet Voddlers användbarhet / An usability evaluation of the program Voddler

Sharifpour, Omid, Conradsson, Christian January 2009 (has links)
<p>The purpose of this essey is through empirical methods investigate usability factors on Video On Demand applications for the Internet. More specificly we will focus on a application called Voddler. The purpose is to identify usability problems that exist in Voddler, and present the reader with suggestions on possible solutions. This could be used as guidelines to how to design for usability in this kind of system. We will use an online survey to investigate Voddler usability and use this data as a basis for our analysis. We will also conduct a expert evaluation of the system. The data collected from the survey will be compared to the expert evalutation and different theories behind usability. We will come to the conclusion that through a usability perspective Voddler has designed the software as an interactive Video On Demand service meanwhile the target audience want the application to function more like an normal computer program. This causes a conflict between the two that has to be resolved if one wants to optimize usability this kind of software.</p>
453

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.
454

Diseño para preveer servicios de valor agregado en juegos para las redes de Entel

Perez Bustillos, Miguel Angel January 2010 (has links)
Hoy en día el mercado de los videojuegos se ha convertido en un rubro que genera grandes ingresos tanto a las compañías que los desarrollan como a las empresas que los explotan, debido a la gran aceptación que han obtenido en la población joven como adulta en los diferentes medios. El presente proyecto plantea la realización de un diseño para un sistema de juegos que se ejecute en las redes de ENTEL como un nuevo servicio de valor agregado, para dicho propósito, se realizaron estudios detallados de diferentes juegos con el objeto de definir parámetros como ancho de banda y latencia, necesarios para proporcionar al servicio una calidad de funcionamiento óptima. Estos parámetros obtenidos fueron aplicados como una referencia para realizar la elección del medio por el cual el servicio pasaría a ser implementado (medio guiado o medio no guiado). Una vez definido el medio, se realizó un estudio detallado de las redes en las cuales el servicio estará en funcionamiento (redes ADSL de ENTEL), determinando si las redes cumplen con todas las condiciones y requisitos necesarios para un funcionamiento adecuado y una óptima calidad de prestación del servicio. Finalmente se pasa a realizar un diseño de la implementación del servicio, donde se plantean paso a paso las modificaciones necesarias que requiere la red y sus elementos involucrados (DSLAMs, Routers, etc.), un análisis detallado del servidor encargado del servicio, desde su adquisición, configuración, capacidad, etc. y por último un pequeño análisis económico del costo de los servidores y ancho de banda, así como una estimación de la tarifa mensual del servicio
455

Photometric and ionization masses of meteors with simultaneous EISCAT UHF radar and intensified video observations

Campbell-Brown, Margaret, Kero, Johan, Szasz, Csilla, Pellinen-Wannberg, Asta, Weryk, Rob January 2012 (has links)
There are significant uncertainties in the calculation of photometric and ionization masses of meteors, particularly those derived from meteor head echoes observed by high power, large aperture radars. Simultaneous observations of meteors with the EISCAT UHF tristatic system and narrow field two-station intensified video were conducted in October 2007; 11 hours of data produced four useful meteors observed on all three radar receivers and both cameras. The positions and speeds calculated on the two systems generally agree to within the observational uncertainty. The photometric and ionization masses for each meteor were calculated using several values of luminous efficiency and ionization probability from literature, and all of these masses were found to agree to within the estimated error in the methods. More observations are required to select among the various values of ionization coefficient and luminous efficiency. / <p>Ytterligare finansiär NASA för den kanadensiska delen</p> / meteor
456

Performance analysis of H.264 encoder for high-definition video transmission over ultra-wideband communication link.

Shimu, Samia Sharmin 20 May 2010
With the technological advancement, entertainment has become revolutionized and the High-definition (HD) video has become a common feature of our modern amusement devices. Moreover, the demand for wireless transmission of HD video is rising increasingly for its ubiquitous nature, easy installation and relocation. The high bandwidth requirement is the main concern for wireless transmission of high quality video streams. Research has been going on by the consumer electronics industry to provide different solutions of this issue, for the last few years.<p> In this research work, HD video transmission feasibility using the Ultra-wideband (UWB) communication channel is analyzed. The UWB channel is selected for its short-range, high-speed data transmission capability at low-cost, and low-power consumption. The maximum transmitting range of this technology is about 10 m at 100 Mbps data rate. Simulation is conducted by controlling key parameters, such as, in-loop deblocking filter, group of pictures, and quantization parameter of an H.264/AVC encoder. Here, standard HD video streams with different motion characteristics are used, and the impact of these parameters change on the reconstructed video quality and the broadcasting data rate are analyzed. Finally, a generalized parameters settings, and a video content dependent settings for an H.264/AVC encoder are proposed for different bandwidth requirements, as well as acceptable video quality. Performance evaluation of these parameters settings is performed, and the results are quite satisfactory as long as the symbol energy to noise power density ratio, Es/No, is above 15. With the proposed parameters settings, maximum 20 Mbps data rate is achieved with 33.5 dB Y-PSNR.
457

Entertaining tweens : re/presenting "the teenage girl" in "girl video games"

Brown, Casson Curling 11 1900 (has links)
Research conducted during the 1990s revealed that video games increasingly represent the medium through which children are first exposed to technology, that early gaming can enhance future technological literacy, and that girls tend to play video games less frequently than boys. These findings preceded efforts by feminist entrepreneurs, followed by established video game producers, to develop ‘girl games.’ Such ‘girl-centred,’ ‘girl-friendly,’ and girl-targeted video games now represent a lucrative branch of the contemporary video game industry. In this project, I utilized a multi-method approach to explore how ‘the ideal teen girl’ is re/constructed in three tween-airned ‘girl games.’ My discourse analysis of the ‘dominant’ messages in the games includes an examination of various available feminine subject positions, and how ‘race,’ class, and (hetero)sexuality are implicated in these positions. My analysis of semi-structured interviews that I conducted with eight tween girls provides insight into their everyday readings of the ‘girl games.’ Unlike earlier research that framed girls as passive recipients of ‘damaging’ messages included in gendered texts, my findings suggest that the girls in my study engaged in active and diverse readings of the interactive texts. The multiple ways in which the girls recognized, identified with, resisted, and/or reworked elements of the feminine subject positions demonstrated their management of such contradictory images of ideal girlhood. According to my analysis, while several girls engaged in sceptical readings, none of the girls ultimately rejected the video game messages, or linked them to the wider social order in which they are produced, and which they work to re/produce. My research also revealed that the girls’ identification of and with the subject positions was shaped and augmented by knowledge they had gained from previous exposure to associated transmediated representations (television, movies, music, and fashion products). My research suggests that while ‘the ideal teen girl’ re/constructed for tween garners reflects contemporary notions of girlhood, as she is active and capable, she reaffirms Western standards of hegemonic femininity. The rules of play, beauty ideals, behaviours, and priorities of consumption included in the games work to re/construct White, middle class, heterogendered ‘teen femininity’ as normal and ideal.
458

Therapeutic Benefits of an Enhanced Video Feedback Intervention for Socially Anxious Individuals

Orr, Elizabeth January 2008 (has links)
Video feedback (VF) has been widely integrated into cognitive behavioural treatment protocols for socially anxious individuals due to its presumed efficacy in improving negative self-perception and reducing underestimations of performance. However, studies examining VF in social anxiety reveal, surprisingly, that correction of overly negative self-perception does not unequivocally facilitate anxiety reduction during subsequent social interactions. In the current study, we examined whether VF could be optimized to facilitate social anxiety reduction through the inclusion of a post-VF encoding manipulation. The manipulation was designed to enable individuals to internalize the positive information received from VF by enhancing the depth at which they processed the self-exposure information. Forty-three individuals high in social anxiety and verbal communication anxiety were randomly assigned to one of the following three conditions: A) VF + Manipulation; B) VF + No Manipulation; and C) No VF. Results revealed that VF + Manipulation led to significant cognitive changes pertaining to self-efficacy and internal attributions of performance relative to the other two conditions. Unexpectedly, both VF conditions were equally efficacious in the facilitation of anxiety reduction relative to the No VF condition. Results are discussed in the context of cognitive behavioural models of anxiety and the mechanisms of exposure-based learning.
459

Therapeutic Benefits of an Enhanced Video Feedback Intervention for Socially Anxious Individuals

Orr, Elizabeth January 2008 (has links)
Video feedback (VF) has been widely integrated into cognitive behavioural treatment protocols for socially anxious individuals due to its presumed efficacy in improving negative self-perception and reducing underestimations of performance. However, studies examining VF in social anxiety reveal, surprisingly, that correction of overly negative self-perception does not unequivocally facilitate anxiety reduction during subsequent social interactions. In the current study, we examined whether VF could be optimized to facilitate social anxiety reduction through the inclusion of a post-VF encoding manipulation. The manipulation was designed to enable individuals to internalize the positive information received from VF by enhancing the depth at which they processed the self-exposure information. Forty-three individuals high in social anxiety and verbal communication anxiety were randomly assigned to one of the following three conditions: A) VF + Manipulation; B) VF + No Manipulation; and C) No VF. Results revealed that VF + Manipulation led to significant cognitive changes pertaining to self-efficacy and internal attributions of performance relative to the other two conditions. Unexpectedly, both VF conditions were equally efficacious in the facilitation of anxiety reduction relative to the No VF condition. Results are discussed in the context of cognitive behavioural models of anxiety and the mechanisms of exposure-based learning.
460

Streaming och nätverk för digital skyltning

Olsson, Johan January 2009 (has links)
Idag finns som alltid behovet att distribuera media. Allt eftersom prestandan för överföring av information i dator-nätverk har ökat har detta blivit möjligt genom streaming, strömmande media. Detta innebär att klienten inte behöver ladda ner hela materialet för att kunna se eller lyssna på det. Allt eftersom kravet på kvalitén av materialet ökar blir kraven på nätverket högre. Precisallt Media AB är ett företagsom sysslar med digital skyltning. För att nå ut med film till sina skyltar som finns i olika butiker och varuhus, schemaläggs och skickas film till en vanlig pc som sköter skylten. Lagring av video sker lokalt, det vill säga materialet som spelas upp på en skylt är lagrat på samma dator som spelar upp det. Detta är ingen effektiv lösning eftersom överföringen av material som sker över Internet måste ske till varje dator som ska spela upp det. Går det att skapa en effektivare lösning genom att använda streaming hos kunden? Och går det att effektivisera distribueringen av media tillkundens nätverk?

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