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Content-prioritised video coding for British Sign Language communicationMuir, Laura J. January 2007 (has links)
Video communication of British Sign Language (BSL) is important for remote interpersonal communication and for the equal provision of services for deaf people. However, the use of video telephony and video conferencing applications for BSL communication is limited by inadequate video quality. BSL is a highly structured, linguistically complete, natural language system that expresses vocabulary and grammar visually and spatially using a complex combination of facial expressions (such as eyebrow movements, eye blinks and mouth/lip shapes), hand gestures, body movements and finger-spelling that change in space and time. Accurate natural BSL communication places specific demands on visual media applications which must compress video image data for efficient transmission. Current video compression schemes apply methods to reduce statistical redundancy and perceptual irrelevance in video image data based on a general model of Human Visual System (HVS) sensitivities. This thesis presents novel video image coding methods developed to achieve the conflicting requirements for high image quality and efficient coding. Novel methods of prioritising visually important video image content for optimised video coding are developed to exploit the HVS spatial and temporal response mechanisms of BSL users (determined by Eye Movement Tracking) and the characteristics of BSL video image content. The methods implement an accurate model of HVS foveation, applied in the spatial and temporal domains, at the pre-processing stage of a current standard-based system (H.264). Comparison of the performance of the developed and standard coding systems, using methods of video quality evaluation developed for this thesis, demonstrates improved perceived quality at low bit rates. BSL users, broadcasters and service providers benefit from the perception of high quality video over a range of available transmission bandwidths. The research community benefits from a new approach to video coding optimisation and better understanding of the communication needs of deaf people.
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Explaining low learner participation during interactive television instruction in a developing country contextEvans, Rinelle. January 2005 (has links)
Thesis (Ph.D.(Curriculum studies)--University of Pretoria, 2005. / Paper copy accompanied by a CD-ROM. Includes bibliographical references (leaves 175-194) Available on the Internet via the World Wide Web.
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Impact of a user influx on features and issues during software developmentLarsson, Martin, Forsberg, Alexander January 2022 (has links)
Context: During an influx of users during a short period of time there will most likely be more issues reported and discovered. This will lead to more work for the software developer team. Will this affect the development of the software and, if so, how?Objectives: Research how the large amount of new users Zoom received during the start of the covid-19 pandemic affects the development of new features, changes to old features, bug/issue resolving and scheduled updates/maintenance.Realization (Method): We are using case studies as our empirical method. We are looking through and analyzing the incident logs and release notes that are provided by Zoom. With the help of the acquired data we can make observations and compare them to find connections between the increase in user base and issues found/features released. Results: With the data we extracted from Zoom’s incident logs and release notes, we could conclude that the influx of new users increased the number of bugs/issues found.Scheduled updates and maintenance saw a decline as the covid outbreak continued.The total number of features added/changed were not diminished, but instead increased. Conclusions: From the results we conclude that an increased user base leads to more issues and the need to implement new un-scheduled features to improve scalability, which induced a lower focus on scheduled maintenance/updates.
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End-to-end 3D video communication over heterogeneous networksMohib, Hamdullah January 2014 (has links)
Three-dimensional technology, more commonly referred to as 3D technology, has revolutionised many fields including entertainment, medicine, and communications to name a few. In addition to 3D films, games, and sports channels, 3D perception has made tele-medicine a reality. By the year 2015, 30% of the all HD panels at home will be 3D enabled, predicted by consumer electronics manufacturers. Stereoscopic cameras, a comparatively mature technology compared to other 3D systems, are now being used by ordinary citizens to produce 3D content and share at a click of a button just like they do with the 2D counterparts via sites like YouTube. But technical challenges still exist, including with autostereoscopic multiview displays. 3D content requires many complex considerations--including how to represent it, and deciphering what is the best compression format--when considering transmission or storage, because of its increased amount of data. Any decision must be taken in the light of the available bandwidth or storage capacity, quality and user expectations. Free viewpoint navigation also remains partly unsolved. The most pressing issue getting in the way of widespread uptake of consumer 3D systems is the ability to deliver 3D content to heterogeneous consumer displays over the heterogeneous networks. Optimising 3D video communication solutions must consider the entire pipeline, starting with optimisation at the video source to the end display and transmission optimisation. Multi-view offers the most compelling solution for 3D videos with motion parallax and freedom from wearing headgear for 3D video perception. Optimising multi-view video for delivery and display could increase the demand for true 3D in the consumer market. This thesis focuses on an end-to-end quality optimisation in 3D video communication/transmission, offering solutions for optimisation at the compression, transmission, and decoder levels.
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Evaluation of a prototype for eye contact in video communicationStorbacka, Robert January 2020 (has links)
Today, video communication is common in private and professional communication, and during corona pandemic 2020, its use has increased significantly. This has raised the issue on the fact that video communication is not as perceived as natural as a face-to-face conversation, and the lack of eye contact can be a contributing cause. This study has developed and evaluated a video communication design where it was possible for users to have eye contact. It was also possible to manipulate the camera position. The aim of the study was to evaluate the usefulness of the design in research on eye contact, which gave the opportunity to also investigate how this affects the experience of the conversation. The study also investigated how the self-view affects experience of conversations. Twelve persons participated in the study. After a relaxed conversation, a semi-structured interview was conducted on how they experienced the different camera angles. The participants eye movements were also recorded. The result shows a significant and consistent perceived difference between different camera positions. The usual camera position with 15° decentration felt familiar and the extreme decentration of 45° position felt unreal and abnormal. When given the opportunity for eye contact, the participants felt significantly more present in the conversation with increased sense of reality. The Self-view was perceived as an obstacle to feel present, but gave a sense of control. These results are discussed in relation to the need to adapt video communication to social processes and its biological origin, e.g. the eyes function for we-ness and the implication of seeing oneself during conversations.
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Using Video Communication in Online Multiplayer Games : The effects of adding a video chat overlay on the game experience in online multiplayer video games - a quasi-experimental designWesterlund, Anton January 2021 (has links)
The focus of this thesis is to investigate whether adding video communication inonline multiplayer video games will affect the game experience. The work uses usercentered design and a combination of qualitative and quantitative methods. Literaturereview, pre-study questionnaire and semi-structured interviews are used to create aprototype of a video chat overlay that can be used in games. The prototype is thenused in a quasi-experiment to test if adding a video chat will result in better gameexperience. Participants in the experiment play the same online multiplayer videogame without and with video chat overlay and fill out a game experiencequestionnaire after each condition. The GEQ scores after the two conditions arecompared using a Wilcoxon Signed-Rank Test. Results showed that adding videochat did not improve the game experience significantly. If a video chat would becreated for use in video games, it is important to keep it simple and easy to use.Regarding the effect of video chat on game experience, with the prototype designedfor this work, the null hypothesis could not be rejected since there was no significantdifference in the game experience.
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Design and Implementation of An Emulation Testbed for Video Communications in Ad Hoc NetworksWang, Xiaojun 09 February 2006 (has links)
Video communication is an important application in wireless ad hoc network environment. Although current off-the-shelf video communication software would work for ad hoc network operating under stable conditions (e.g., extremely low link and node failures), video communications for ad hoc network operating under extreme conditions remain a challenging problem. This is because traditional video codec, either single steam or layered video, requires at least one relatively stable path between source and destination nodes.
Recent advances in multiple description (MD) video coding have opened up new possibilities to offer video communications over ad hoc networks. In this thesis, we perform a systematic study on MD video for ad hoc networks. The theoretical foundation of this research is based on an application-centric approach to formulate a cross-layer multipath routing problem that minimizes the application layer video distortion. The solution procedure to this complex optimization problem is based on the so-called Genetic Algorithm (GA). The theoretical results have been documented in [7] and will be reviewed in Chapter 2.
Although the theoretical foundation for MD video over dynamic ad hoc networks has been laid, there remains a lot of skepticisms in the research community on whether such cross-layer optimal routing can be implemented in practice. To fill this gap, this thesis is devoted to the experimental research (or proof-of-concept) for the work in [7]. Our approach is to design and implement an emulation testbed where we can actually implement the ideas and algorithms proposed in [7] in a controlled laboratory setting. The highlights of our experimental research include:
1. A testbed that emulates three properties of a wireless ad hoc network: topology, link success probability, and link bandwidth;
2. A source routing implementation that can easily support comparative study between the proposed GA-based routing with other routing schemes under different network conditions;
3. A modified H.263+ video codec that employs Unequal Error Protection (UEP) approach to generate MD video;
4. Implementation of three experiments that
• compared the GA-based routing with existing technologies (NetMeeting video conferencing plus AODV routing);
• compared our GA-based routing with network-centric routing schemes (two-disjoint paths routing);
• proved that our approach has great potential in supporting video communications in wireless ad hoc networks.
5. Experimental results that show the proposed cross-layer optimization significantly outperforms the current off-the-shelf technologies, and that the proposed cross-layer optimization provides much better performance than network-centric routing schemes in supporting routing of MD video.
In summary, the experimental research in this thesis has demonstrated that a cross-layer multipath routing algorithm can be practically implemented in a dynamic ad hoc network to support video communications. / Master of Science
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AssistancePlus : 3D-mediated Advice-giving on Pharmaceutical ProductsÖstlund, Martin January 2008 (has links)
<p>In the use of medication and pharmaceutical products, non‐compliance is a major problem. One thing we can do something about is making sure consumers have the information they need. This thesis investigates how remote communication technology can be used to improve the availability for expressive advice‐giving services. Special attention is given to the balancing of expressiveness and availability. A solution is presented that uses 3D visualisation in combination with audio and video communication to convey advice on complex pharmaceutical products. The solution is tested and evaluated in two user studies. The first study is broad and explorative, the second more focused and evaluative. The solution was well received by participating subjects. They welcomed the sense of personal contact that seeing the communicating party over video link produced and appreciated the expressive power and pedagogical value of the 3D materials. Herbert Clark’s theory of use of language is suggested as a framework for the analysis of the dynamics of the relationship between</p><p>consumer and advisor.</p> / Report code: LiU-Tek-Lic-2008:31.
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Use of a Smart TV as a Platform for Social Engagement for Senior CitizensDika, Elona January 2015 (has links)
The number of studies investigating computer use or other technologies used by senior citizens has progressively increased in the last twenty years. The interest stems from a diverse range of research disciplines including human computer interaction, education, and many others. However, this group of people is less likely to use technology compared to younger groups. Senior citizens generally have a positive attitude towards technology, and they are willing to use the product if they need it. Positive attitudes are also more likely to be expressed towards devices used every day at home, such as the television, microwave etc. Even if those devices are now typically digital, senior citizens are familiar and comfortable with them. A common reason for not wanting to learn different technologies was the feeling that it may be too difficult for them or not having access to a computer or tablet. These characteristics drive us to offer a solution by rethinking the use of some existing technologies and making them more affordable and accessible to older people. It is offered on a TV, something that senior citizens are familiar and comfortable with and which most of them have it at home. As the first step, we identified different requirements and factors that affect senior citizens' daily lives, the things that they do most during the day. Based on these requirements, we had to find services that will fulfill them. The system is constructed from four major services such as video conferencing, news, books and different recreation videos (e.g.: tips about exercise, hunting, cooking or gardening.) Each one of these sections is identified by a review of previous research using a literature survey. These services were chosen, among others, for their effects on senior citizens' quality of life. Thus, our goal was to provide them with an adequate set of required services. The working environment (Smart TV) is based on the different reasons stated below in the research. Some of them are a) a Smart TV is an integrated system which offers features of both a traditional TV and a personal computer, b) it provides a large screen, is easy to use and always ready, and most importantly, c) the TV, the most-user friendly electronic device, is a basic activity of senior citizens in their daily life. Design perspectives and functional requirements are presented. Finally, we describe some scenarios and assessment methods of the proposed system with the target group (senior citizens). Based on the findings, we can conclude that there was great acceptance from senior citizens for the support of daily living and the ability to control their daily activities provided by this service.
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Emergency visualized : exploring visual technology for paramedic-physician collaboration in emergency careMaurin Söderholm, Hanna January 2013 (has links)
This thesis explores the potential of visual information and communication technologies (ICTs) for collaboration in emergency care. The thesis consists of four studies exploring future technology, 3D telepresence technology for medical consultation (3DMC), from several different methodological and analytical perspectives. Together the studies provide a broad view of the potential benefits, risks and implications of using visual technologies for collaboration in emergency care. The results show that paramedic-physician collaboration via 3DMC might have some benefits for patient care, both in the immediate patient care situation and beyond, for example, when coordinating transport and resources; improving understanding between different actors; and in developing paramedic competence and confidence in their skills. However, collaboration is heavily impacted by physicians’ and paramedics’ respective work practices which are situated in very different physical, professional and organizational contexts. Adding a visual dimension to this collaboration presents unique challenges for the overall design, development, implementation, and appropriation process. Thus, the thesis emphasizes the importance of understanding both the individual users as well as the complex overall image which, although often neglected or ignored, is crucial to understand when developing and introducing new technology that is successful and justified in the overall context while also being useful and meaningful for the individual users. / <p>Academic dissertation for the Degree of Doctor of Philosophy in Library and Information Science at the University of Gothenburg and the University of Borås to be publicly defended on Thursday 19 September 2013 at 13:15 in the auditorium at Simonsland, University of Borås, Skaraborgsvägen 3, Borås.</p>
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