Academic literature on the topic 'First person video'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'First person video.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "First person video"

1

Ma, Biao, and Amy R. Reibman. "Estimating the Subjective Video Stability of First-Person Videos." Electronic Imaging 2018, no. 14 (2018): 1–7. http://dx.doi.org/10.2352/issn.2470-1173.2018.14.hvei-510.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Ma, Biao, and Amy Reibman. "Viewing Experience Model of First-Person Videos." Journal of Imaging 4, no. 9 (2018): 106. http://dx.doi.org/10.3390/jimaging4090106.

Full text
Abstract:
First-Person Videos (FPVs) are recorded using wearable cameras to share the recorder’s First-Person Experience (FPE). Ideally, the FPE is conveyed by the viewing experience of the FPV. However, raw FPVs are usually too shaky to watch, which ruins the viewing experience. To solve this problem, we improve the viewing experience of FPVs by modeling it as two parts: video stability and First-Person Motion Information (FPMI). Existing video stabilization techniques can improve the video stability but damage the FPMI. We propose a Viewing Experience (VE) score, which measures both the stability and
APA, Harvard, Vancouver, ISO, and other styles
3

Fukuta, Junaid, and Justin Morgan. "First-person perspective video to enhance simulation." Clinical Teacher 15, no. 3 (2017): 231–35. http://dx.doi.org/10.1111/tct.12659.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Sahu, Abhimanyu, and Ananda S. Chowdhury. "First person video summarization using different graph representations." Pattern Recognition Letters 146 (June 2021): 185–92. http://dx.doi.org/10.1016/j.patrec.2021.03.013.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Andre, Luis, Pedro Pinho, Carolina Gouveia, and Caroline Loss. "Textile Antenna for First-Person View Goggles." Elektronika ir Elektrotechnika 27, no. 2 (2021): 49–54. http://dx.doi.org/10.5755/j02.eie.28841.

Full text
Abstract:
Unmanned Aerial Vehicles, also known as drones, are vehicles controlled remotely. First-Person View (FPV) technology allows these vehicles to have greater versatility and be more easily piloted. The antennas currently used for video transmission are bulky and uncomfortable, so there is a need for this volume to be reduced to increase portability, being this the focus of the paper. The antenna was developed in textile materials to reduce its size and weight, as these materials allow for a better comfort and a reduced footprint. This paper presents a microstrip array adapted for the frequencies
APA, Harvard, Vancouver, ISO, and other styles
6

Wu, Sijing, Cho Kin Cheng, Jing Feng, Lisa D'Angelo, Claude Alain, and Ian Spence. "Playing a First-person Shooter Video Game Induces Neuroplastic Change." Journal of Cognitive Neuroscience 24, no. 6 (2012): 1286–93. http://dx.doi.org/10.1162/jocn_a_00192.

Full text
Abstract:
Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom–up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvemen
APA, Harvard, Vancouver, ISO, and other styles
7

Han, Zhisong, Yaling Liang, Zengqun Chen, and Zhiheng Zhou. "A two-stream network with joint spatial-temporal distance for video-based person re-identification." Journal of Intelligent & Fuzzy Systems 39, no. 3 (2020): 3769–81. http://dx.doi.org/10.3233/jifs-192067.

Full text
Abstract:
Video-based person re-identification aims to match videos of pedestrians captured by non-overlapping cameras. Video provides spatial information and temporal information. However, most existing methods do not combine these two types of information well and ignore that they are of different importance in most cases. To address the above issues, we propose a two-stream network with a joint distance metric for measuring the similarity of two videos. The proposed two-stream network has several appealing properties. First, the spatial stream focuses on multiple parts of a person and outputs robust
APA, Harvard, Vancouver, ISO, and other styles
8

Gao, Changxin, Jin Wang, Leyuan Liu, Jin-Gang Yu, and Nong Sang. "Superpixel-Based Temporally Aligned Representation for Video-Based Person Re-Identification." Sensors 19, no. 18 (2019): 3861. http://dx.doi.org/10.3390/s19183861.

Full text
Abstract:
Most existing person re-identification methods focus on matching still person images across non-overlapping camera views. Despite their excellent performance in some circumstances, these methods still suffer from occlusion and the changes of pose, viewpoint or lighting. Video-based re-id is a natural way to overcome these problems, by exploiting space–time information from videos. One of the most challenging problems in video-based person re-identification is temporal alignment, in addition to spatial alignment. To address the problem, we propose an effective superpixel-based temporally aligne
APA, Harvard, Vancouver, ISO, and other styles
9

Montag, Christian, Matthias Flierl, Sebastian Markett, Nora Walter, Magdalena Jurkiewicz, and Martin Reuter. "Internet Addiction and Personality in First-Person-Shooter Video Gamers." Journal of Media Psychology 23, no. 4 (2011): 163–73. http://dx.doi.org/10.1027/1864-1105/a000049.

Full text
Abstract:
The present study investigated the influence on Internet addiction of numerous variables ranging from personality to psychological and physical well-being, in a large and highly ecologically valid sample of mainly male adolescent online computer gamers (first-person-shooter video gamers) in Germany. Low Self-Directedness could be linked to a high Internet Addiction Test score in the present study, and the data yielded a continuum model indicating that low Self-Directedness is highly correlated with Internet Addiction Score, not only in students but also in first-person-shooter video gamers.
APA, Harvard, Vancouver, ISO, and other styles
10

Sun, Yile, Timothy J. Hickey, Barbara Shinn-Cunningham, and Robert Sekuler. "Catching Audiovisual Interactions With a First-Person Fisherman Video Game." Perception 46, no. 7 (2016): 793–814. http://dx.doi.org/10.1177/0301006616682755.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "First person video"

1

Buckley, David. "Skill capture in first-person shooters." Thesis, University of Manchester, 2016. https://www.research.manchester.ac.uk/portal/en/theses/skill-capture-in-firstperson-shooters(a5a4858b-2b48-44f1-a59b-f7e1928ea7df).html.

Full text
Abstract:
The current models of skill in video games make one of two impositions on players: either to provide an estimate of their own skill, or complete several games before they can be properly assessed. However, in order to experience the most enjoyment and greatest sense of immersion, players need to play against the right difficulty. In order to assign the appropriate difficulty, the player's skill must first be captured accurately and quickly, before the player gets frustrated or bored. Rather than relying on game results that need to be averaged over several games, this thesis proposes predictin
APA, Harvard, Vancouver, ISO, and other styles
2

Graham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.

Full text
Abstract:
In this thesis an architecture, similar to subsumption architectures, is presented which uses low level behaviour modules, based on combinations of machine learning techniques, to create teams of autonomous agents cooperating via shared plans for interaction. The purpose of this is to perform effective single plan execution within multiple scenarios, using a modern team based first person shooter video game as the domain and visualiser. The main focus is showing that through basic machine learning mechanisms, applied in a multi-agent setting on sparse data, plans can be executed on game levels
APA, Harvard, Vancouver, ISO, and other styles
3

Grimshaw, Mark Nicholas. "The Acoustic Ecology of the First-Person Shooter." The University of Waikato, 2007. http://hdl.handle.net/10289/2653.

Full text
Abstract:
This thesis contributes to the field of Game Studies by presenting the hypothesis that the player(s) and soundscape(s) in the first-person shooter (FPS) game, and the relationships between them, may be construed as an acoustic ecology. It explores the idea that the single-player FPS game acoustic ecology has the basic components of player and soundscape and that the relationships between these two lead to the creation and perception of a variety of spaces within the game world constituting a significant contributing factor to player immersion in that world. Additionally, in a multiplayer FPS
APA, Harvard, Vancouver, ISO, and other styles
4

Dahlström, Erik. "Improving First-Person Shooter Player Performance With External Lighting." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-220696.

Full text
Abstract:
This thesis project focuses on the creation and usage of external light effects to accommodate the needs of competitive gamers. Prior to the creation of these light effects, the function of audio in films and games was analyzed by examining the works of Michel Chion, who is the leading scholar in studying audio-vision: the relationship between the screen and sound. Subsequently, the possible application of these theories onto the lighting domain was discussed, showing the similarities and usefulness of these two different modalities. The goal of the thesis project was to improve the gamers’ pe
APA, Harvard, Vancouver, ISO, and other styles
5

Cirucci, Angela Marie. "FIRST PERSON PAPARAZZI: A SYSTEMATIC ANALYSIS OF IDENTITY AND REALITY IN SOCIAL MEDIA AND VIDEO." Master's thesis, Temple University Libraries, 2011. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/140923.

Full text
Abstract:
Mass Media and Communication<br>M.A.<br>Video games are often thought of as a type of social media, yet social media are not often thought of as a type of video game. Due to the fact that both are media that arguably play a large role in identity formation and perception of reality, this paper argues that social media should be looked at as providing a type of video game experience. While the study is not limited in its scope to teens, they play an important role. This paper explores identity as being social and interactive and also affected by media. The relationship between representation an
APA, Harvard, Vancouver, ISO, and other styles
6

Hansson, Mikael, and Stefan Karlsson. "A Matter of Perspective : A Qualitative study of Player-presence in First-person Video Games." Thesis, Umeå universitet, Institutionen för informatik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121058.

Full text
Abstract:
In this study we aimed to investigate the process through which players of video games situate, and form an understanding of their presence within the virtual game environment. This study specifically investigates this process in games played through a first person perspective with the intention of minimising the amount of visual information provided the participants. For this purpose we created two scenarios within a videogame environment specifically design for the study. A total of thirteen participants took part in the study, and after each season a semi structured interview was performed.
APA, Harvard, Vancouver, ISO, and other styles
7

Bennett, James Henry. "How realistically can contemporary platoon-level infantry combat be simulated using First-Person Shooter (FPS) video games?" Thesis, King's College London (University of London), 2017. https://kclpure.kcl.ac.uk/portal/en/theses/how-realistically-can-contemporary-platoonlevel-infantry-combat-be-simulated-using-firstperson-shooter-fps-video-games(f1b605aa-1b85-46c9-832c-a8f1e9633c6a).html.

Full text
Abstract:
This research thesis investigates the degree to which first-person computer games are capable of simulating tactical infantry engagements, with a view to enhancing their utility for future infantry training and informing subsequent academic and military studies. This field of research is becoming increasingly relevant within the modern military establishment, as budget cuts brought about by the general economic downturn are compelling armed forces to seek more cost effective methods of training soldiers. Because modern games are highly technologically advanced and costly to develop as stand-al
APA, Harvard, Vancouver, ISO, and other styles
8

Hemberg, Max, and Ludwig Josefsson. "Architecture as Narrative in First Person Level Design : A Reading of Mirror’s Edge Catalyst." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447887.

Full text
Abstract:
The video games industry is rapidly developing as technology allows designers to create increasingly comprehensive worlds for their players to explore. Acknowledging the experience gained by architects designing similar structures for the physical world, this thesis explorescross-disciplinary research. The relationship between architecture and level design is here utilized to further the understanding of architectural space within first-person video games. A textual analysis is performed on Mirror’s Edge Catalyst to investigate ways in which architecture may contribute to the narrative of a ga
APA, Harvard, Vancouver, ISO, and other styles
9

Radsby, Christoffer, and Christian Djurberg. "Försjunken i den digitala spelvärlden : ett forskningsarbete om inlevelse i first-person shooters." Thesis, University of Kalmar, School of Communication and Design, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hik:diva-1937.

Full text
Abstract:
<p>Inlevelse i den digitala spelvärlden är ett utspritt begrepp bland spelare och spelutvecklare, men har termen samma innebörd för alla. Detta forskningsarbete tar upp tidigare forskning inom ämnet inlevelse i digitala spel men också vad spelare idag anser om termen och vilka faktorer de anser är viktiga att fokusera på när man vill skapa ett inlevelserikt spel i genren first-person shooter. Genom en litteraturundersökning av tidigare forskning samt en enkätundersökning framgår det att inlevelse kan delas in i tre olika nivåer: involvering, försjunkning och total inlevelse. Forskningsarbetet
APA, Harvard, Vancouver, ISO, and other styles
10

Schneider, Bradley A. "Gait Analysis from Wearable Devices using Image and Signal Processing." Wright State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=wright1514820042511803.

Full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "First person video"

1

AVBPA '97 ((1st 1997 Montana,Switzerland). Audio- and video-based biometric person authentication: First International Conference, AVBPA '97, Crans-Montana, Switzerland, March 1997 : proceedings. Springer, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Acclaim Entertainment, Joseph Caponsacco, and Andrew Roberts. Forsaken 64: Official Strategy Guide. Acclaim Entertainment, Incorporated, 1998.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

International Conference, AVBPA (1st 1997 Montana, Switzerland). Audio- and video-based biometric person authentication: First International Conference, AVBPA '97, Crans-Montana, Switzerland, March 12-14, 1997 : proceedings. Springer, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Durgala, Michael, Rob Brown, and Robert E. Waring. Shadow Warrior: The Complete Survival Guide. Sandwich Islands Pububliching Company, Limited, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Mantgem, Mike Van. Duke Nukem 3D: Unauthorized game secrets. Prima Pub., 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Pcs. Doom 64: Official Game Secrets. 6th ed. Prima Games, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Wessel, Craig. Duke Nukem 64: Official Strategy Guide. GW Press, 1997.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

WARING. Official Doom Player's Guide: For the Super NES. BradyGames, 1995.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Marcus, Phillip, and Duke Nukem. Duke Nukem: Zero Hour, Official Strategy Guide. GW Press, 1999.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Banmally, Omar. South Park: Official Strategy Guide. Acclaim Entertainment, Incorporated, 1996.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "First person video"

1

Hamaoka, Keita, and Yasuyuki Kono. "Automatic Summarization Method for First-Person-View Video Based on Object Gaze Time." In Human Systems Engineering and Design III. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58282-1_7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Li, Yin, Miao Liu, and James M. Rehg. "In the Eye of Beholder: Joint Learning of Gaze and Actions in First Person Video." In Computer Vision – ECCV 2018. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01228-1_38.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Liu, Miao, Siyu Tang, Yin Li, and James M. Rehg. "Forecasting Human-Object Interaction: Joint Prediction of Motor Attention and Actions in First Person Video." In Computer Vision – ECCV 2020. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58452-8_41.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Ho, Hsuan-I., Wei-Chen Chiu, and Yu-Chiang Frank Wang. "Summarizing First-Person Videos from Third Persons’ Points of Views." In Computer Vision – ECCV 2018. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01267-0_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Xu, Mingze, Chenyou Fan, Yuchen Wang, Michael S. Ryoo, and David J. Crandall. "Joint Person Segmentation and Identification in Synchronized First- and Third-Person Videos." In Computer Vision – ECCV 2018. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-01246-5_39.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Sahu, Abhimanyu, and Ananda S. Chowdhury. "A Graph-Theoretic Framework for Summarizing First-Person Videos." In Graph-Based Representations in Pattern Recognition. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20081-7_18.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Yan, Yan, Elisa Ricci, Gaowen Liu, and Nicu Sebe. "Recognizing Daily Activities from First-Person Videos with Multi-task Clustering." In Computer Vision -- ACCV 2014. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16817-3_34.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Sung, Bokyung, and Ilju Ko. "Co-display Content Service for First-Person Videos of Smart Glass." In Advances in Computer Science and Ubiquitous Computing. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-3023-9_86.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Gongora, Daniel, Hikaru Nagano, Masashi Konyo, and Satoshi Tadokoro. "Vibrotactile Feedback Improves Collision Detection in Fast Playback of First-Person View Videos." In Haptics: Science, Technology, and Applications. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-93399-3_54.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Mandal, Bappaditya, Wang Zhikai, Liyuan Li, and Ashraf A. Kassim. "Evaluation of Descriptors and Distance Measures on Benchmarks and First-Person-View Videos for Face Identification." In Computer Vision - ACCV 2014 Workshops. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16628-5_42.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "First person video"

1

Kasahara, Shunichi, Shohei Nagai, and Jun Rekimoto. "First Person Omnidirectional Video." In TVX'15: ACM International Conference on Interactive Experiences for TV and Online Video. ACM, 2015. http://dx.doi.org/10.1145/2745197.2745202.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Grewe, Lynne L., Chengzhi Hu, Krishna Tank, et al. "First person perspective video activity recognition." In Signal Processing, Sensor/Information Fusion, and Target Recognition XXIX, edited by Lynne L. Grewe, Erik P. Blasch, and Ivan Kadar. SPIE, 2020. http://dx.doi.org/10.1117/12.2557922.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Bohez, Steven, Jens Mostaert, Tim Verbelen, Pieter Simoens, and Bart Dhoedt. "Management of crowdsourced first-person video." In the 13th International Conference. ACM Press, 2014. http://dx.doi.org/10.1145/2677972.2677984.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Silva, Michel M., Mario F. M. Campos, and Erickson R. Nascimento. "Semantic Hyperlapse: a Sparse Coding-based and Multi-Importance Approach for First-Person Videos." In XXXII Conference on Graphics, Patterns and Images. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/sibgrapi.est.2019.8302.

Full text
Abstract:
The availability of low-cost, high-quality personal wearable cameras combined with the unlimited storage capacity of video-sharing websites has evoked a growing interest in First-Person Videos (FPVs). Such videos are usually composed of long-running unedited streams captured by a device attached to the user body, which makes them tedious and visually unpleasant to watch. Consequently, there is a rise in the need to provide quick access to the information therein. To address this need, efforts have been applied to the development of techniques such as Hyperlapse and Semantic Hyperlapse, which a
APA, Harvard, Vancouver, ISO, and other styles
5

Silva, Michel M., Mario F. M. Campos, and Erickson R. Nascimento. "Semantic Hyperlapse: a Sparse Coding-based and Multi-Importance Approach for First-Person Videos." In Concurso de Teses e Dissertações da SBC. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/ctd.2020.11364.

Full text
Abstract:
The availability of low-cost and high-quality wearable cameras combined with the unlimited storage capacity of video-sharing websites have evoked a growing interest in First-Person Videos. Such videos are usually composed of long-running unedited streams captured by a device attached to the user body, which makes them tedious and visually unpleasant to watch. Consequently, it raises the need to provide quick access to the information therein. We propose a Sparse Coding based methodology to fast-forward First-Person Videos adaptively. Experimental evaluations show that the shorter version video
APA, Harvard, Vancouver, ISO, and other styles
6

Garcia del Molino, Ana. "First Person View Video Summarization Subject to the User Needs." In MM '16: ACM Multimedia Conference. ACM, 2016. http://dx.doi.org/10.1145/2964284.2971474.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Pham, Truong-An, and Yu Xiao. "Unsupervised Workflow Extraction from First-Person Video of Mechanical Assembly." In HotMobile '18: The 19th International Workshop on Mobile Computing Systems and Applications. ACM, 2018. http://dx.doi.org/10.1145/3177102.3177112.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Aiordachioae, Adrian. "Eyewear-Based System for Sharing First-Person Video to Remote Viewers." In 2019 E-Health and Bioengineering Conference (EHB). IEEE, 2019. http://dx.doi.org/10.1109/ehb47216.2019.8969871.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Park, Hyun Soo, Jyh-Jing Hwang, and Jianbo Shi. "Force from Motion: Decoding Physical Sensation in a First Person Video." In 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2016. http://dx.doi.org/10.1109/cvpr.2016.416.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Yao, Ting, Tao Mei, and Yong Rui. "Highlight Detection with Pairwise Deep Ranking for First-Person Video Summarization." In 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2016. http://dx.doi.org/10.1109/cvpr.2016.112.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!