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Dissertations / Theses on the topic 'Technology Based Media'

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1

Bayraktaroglu, Serkan. "Management agendas for technology-based learning media." Thesis, Coventry University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.286773.

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Larsson, Carl-Johan. "User-Based Predictive Caching of Streaming Media." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-246044.

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Streaming media is a growing market all over the world which sets astrict requirement on mobile connectivity. The foundation for a gooduser experience when supplying a streaming media service on a mobiledevice is to ensure that the user can access the requested content.Due to the varying availability of mobile connectivity measures has tobe taken to remove as much dependency as possible on the quality ofthe connection. This thesis investigates the use of a Long Short-TermMemory machine learning model for predicting a future geographicallocation for a mobile device. The predicted location in co
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Ramos, Chavez Roberto. "Towards network based media processing using cloud technologies." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240415.

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Media delivery based on HTTP adaptive bitrate streaming protocol has become one of themost popular methods for streaming video and audio over the Internet. These services arecommonly built on top of centralized infrastructures that rely on network conditions or computingresources, which may reduce performance applications on the client side. Massive increases incloud technologies, such as infrastructure as a service (IaaS), container as a service (CaaS), andnew deployment paradigms like function as a service (FaaS) provide accessible deployment ofvirtual functions in multiple locations, which
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Synnes, Kåre. "Net-based Learning and the mStar Environment." Licentiate thesis, Luleå tekniska universitet, Datavetenskap, 1999. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-26674.

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This licentiate thesis focuses on how to design a robust and flexible environment for net-based learning. The environment is required to be scalable for large groups, robust over lossy networks, flexible to meet different learning scenarios, and support interactivity. The mStar environment presented in this thesis has been developed to meet these requirements. The environment is scalable through the use of IP multicast and a server-less design. Robustness is achieved by separating traffic by loss tolerance, where traffic that accept no loss uses a reliable multicast protocol and traffic that c
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Westerlund, Olle. "A concept on the Internet--‐based television." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170627.

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Television is moving towards Internet-based services with an increasing popularity of online streaming and connected TV sets. However, the lean-back viewing experience is often forgotten in the design of such services – traditional broadcasted television is still the source for relaxed entertainment in the living room. In this study, a concept of a new TV service is proposed. The aim is to create a solution where the qualities in traditional television are preserved in an online environment. The decisions that were taken when shaping this concept are based on a literature study, a market analy
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Lundell, Vinkler Mikael, and Peilin Yu. "Conversational Chatbots with Memory-based Question and Answer Generation." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171927.

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The aim of the study is to contribute to research in the field of maintaining long-term engagingness in chatbots, which is done through rapport building with the help of user and agent specific memory. Recent advances in end-to-end trained neural conversational models (fully functional chit-chat chatbots created by training a neural model) present chatbots that converse well with respect to context understanding with the help of their short-term memory. However, these chatbots do not consider long-term memory, which in turn motivates further research. In this study, short-term memory is develo
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Larsson, Holmgren Nils David Teodor, and Emil Myresten. "Sonificiation of Twitter hashtags using earcons based on vowel formants." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-299335.

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The amount of notifications we receive from our digital devices is higher today than ever, often causing distress in users constantly having to move their devices into the center of attention, digesting the information received visually. By using earcons, a sonic abstraction of the underlying information, we can give the users an understanding of what information is received by allowing them to digest in auditorily. This can be seen as a potential part of a concept called calm technologies, allowing users to keep one thing in the center of attention, while simultaneously monitoring others in t
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Elrod, Nathan J. "Panoptix: Exploring prison-based social media as a design space." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1573575537667779.

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Bankell, Evelyn. "Development and Evaluation of an Interactive Map-Based File Transfer Monitor." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-178130.

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This thesis aims to investigate whether a map-based visualization of real-time file transfers can provide an overview and facilitate the workflow for the employees at Filmgate, a VFX company. In particular, how the interface should be implemented to provide a quick and easy overview as well as without being perceived as distracting or cluttered. This thesis describes the work process of designing, developing, and evaluating a web application to visualize file transfers between employees and remote workers located around the world. To receive theoretical knowledge, a prestudy was carried out th
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10

Peter, David Mark. "Improving community college faculty effectiveness through technology-based learning communities." ScholarWorks, 2011. https://scholarworks.waldenu.edu/dissertations/1169.

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College faculty members are often inadequately prepared to use technology in their classrooms. They often learn technology without institutional support, and without understanding technology's impact on student learning. As a result of these shortcomings, the use of technology in the college classroom is often not systematic or focused on improving learning. This study used a conceptual framework based on Wenger's learning community or community of practice idea. This study examined a Midwestern university where faculty made only limited use of classroom technology and did not demonstrate cont
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Björkenvall, Anton. "Authorization Tool for Usersand Media Archives in WordPress : A Role Based Authorization Plugin." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-371460.

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Access control is the central element of computer security and its principal objectives are to implement secure authentication and authorization in a system. Authentication is the verification that the credentials of a user are valid and authorization is the granting of permissions to a user to access system resources. This thesis describes the design and implementation of an authorization plugin, calledFile Authorization Manager, for WordPress built upon an already existing authentication plugin, called privateContent. Due to various factors mentioned in the thesis the implementation of said
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Brieger, Sebastian. "SOUND HUNTER : Developing a Navigational HRTF-Based Audio Game for People with Visual Impairments." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170447.

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In this thesis, I propose a framework for designing 3D-based audio-only games in which all navigation is based on perceiving the 3D-audio, as opposed to relying on other navigational aids or imagining the audio as being spatial, where additional sounds may be added later on in the development process. To test the framework, a game named Sound Hunter was developed in an iterative process together with both sighted and visually impaired participants in three focus groups, 8 usability tests, and a final evaluation. Sound Hunter currently features 20 levels progressively becoming more difficult, a
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Clements, J. M. "Adapted orphans and protected histories : time based media and the moving image archive." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/32981/.

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Through the examination of archived moving images, this practice-based research project explores processes and methodologies adopted by visual artists who use moving image archives as an integral component for the creation of new artworks. Underlying these methods of production are issues of originality, authorship and ownership. The research seeks to examine the role of archives as potential catalysts for the creation of new work and the role artists can play in animating collections thereby generating new meanings for archival materials. Central to the research is the study of traditional mo
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Khodadadi, Maryam. "Optimization of lipase-catalyzed synthesis of flaxseed oil-based structured lipids in non-conventional media." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=107813.

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The synthesis of structured lipids (SLs) by the lipase-catalyzed interesterification of flaxseed oil (FO) and tricaprylin (TC) in organic solvent media (OSM) and solvent-free medium (SFM) was carried out. The bioconversion yield (BY) of the medium-long-medium-type SLs (MLM-SLs), including CLnC (Y1, C-caprylic and Ln-linolenic acids), CLaC (Y2, La-linoleic acid) and COC (Y3, O-oleic acid) as well as their corresponding MML positional isomers, CCLn (Y4), CCLa (Y5) and CCO (Y6), were monitored as the responses. Based on the maximal BY and considering the ratio of the MLM- to MML-SLs, obtained und
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Parnes, Peter. "An IP-multicast based framework for designing synchronous distributed multi-user applications on the Internet." Doctoral thesis, Luleå tekniska universitet, Datavetenskap, 1999. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-25971.

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This thesis examines the problems of how to design scalable, robust, and distributed real-time media applications for the Internet. An agent based framework for solving this problem is presented. The framework promotes several important design requirements such as modularity and reusability of software modules, remote management of applications, adaptiveness, robustness, accessibility, symmetry and the most important scalability. The issue of scalability is examined on several levels including data-distribution, different end-user platforms, scalability of real-time media flows, bandwidth adap
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Rodgers, Sarah Anne. "From Memnon to Gangnam : a diachronic study of the interaction of technology with oral, written and music-based poetries." Thesis, University of St Andrews, 2014. http://hdl.handle.net/10023/6347.

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Since the advent of capture technologies poets have advanced, through their experimental practice, an expanded understanding of what constitutes a text to incorporate not only its content, but also its construction. Reframed by morphological and mechanical perspectives, our changing relationship with sound and image was constituent to a cumulative process of artistic abstraction that would, in time, come to define modernity. By highlighting the importance of technologies such as telegraphy and electricity in the conception of poetry as a connecting force, of photography and cinema in the recal
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Pinkett, Randal D. (Randal Dike) 1971. "Creating community connections : sociocultural constructionism and an asset-based approach to community technology and community building." Thesis, Massachusetts Institute of Technology, 2002. http://hdl.handle.net/1721.1/28241.

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Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2002.<br>Includes bibliographical references (p. 321-329).<br>(cont.) Through this lens, I examine the early results of the project in the areas of community social capital and community cultural capital, based on quantitative and qualitative data resulting from direct observation, surveys, interviews, server logs, and case studies. These findings included expanded local ties, a heightened awareness of community resources, improved communication and information flow
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Lindqvist, Lisa. "The possibilities and risks of values-based marketing." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139933.

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Studien undersöker möjligheterna med syftesdriven marknadsföring för att stärka ett varumärke och bidra till ett ekonomiskt, socialt och miljömässigt hållbart samhälle samt riskerna för att möta opposition eller skada varumärket. Syftesdriven marknadsföring är en term som har vuxit fram inom den svenska kommunikationsbranschen under de senaste åren och har grundidén att företag ska bidra till ett mer hållbart samhälle genom att kommunicera sina värderingar utifrån deras värdegrund. Syftesdriven marknadsföring har hyllats för att den lyfter upp viktiga samhällsfrågor samtidigt som den har kriti
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Islam, Raihan Ul. "Wireless Sensor Network Based Flood Prediction Using Belief Rule Based Expert System." Licentiate thesis, Luleå tekniska universitet, Datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-66415.

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Flood is one of the most devastating natural disasters. It is estimated that flooding from sea level rise will cause one trillion USD to major coastal cities of the world by the year 2050. Flood not only destroys the economy, but it also creates physical and psychological sufferings for the human and destroys infrastructures. Disseminating flood warnings and evacuating people from the flood-affected areas help to save human life. Therefore, predicting flood will help government authorities to take necessary actions to evacuate humans and arrange relief for the people. This licentiate thesis fo
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Nord, Anders. "Example Based Procedural Distribution Tool." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112106.

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This report will deal with the process of creating an example based procedural distribution tool. This is accomplished within the Frostbite game engine editor, FrostEd. By using actual placements of objects in the editor as in-data, the tool provides the artist with an unmatched visual feel for calibrating its properties and settings. Note that this is a unique technique and was invented during the creation of this tool. The tool is based on a machine learning approach. It creates a feature vector from the example placements for each type of object. These vectors are then used to create statis
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Schneigansz, Elize. "Web-based social media and museums in South Africa." Diss., University of Pretoria, 2014. http://hdl.handle.net/2263/41321.

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This study set out to establish an informed framework for the use of social network services in South African museums. Social network services are utilised by a wide demographic spectrum so they offer a cost-effective way to engage with communities and with existing and new stakeholders. The Standard of Generally Recognised Accounting Practice on Heritage Assets, or GRAP 103, and the draft National Policy on Digitisation of Heritage Resources imply that museum collections get documented and managed in digital form. It will coincidentally also enable museums to embrace the use of social networ
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Carletti, Laura. "Web-based grassroots initiatives for learning and knowledge enhancement: authentic engagement through social media." Doctoral thesis, Università Politecnica delle Marche, 2012. http://hdl.handle.net/11566/242034.

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La recente comparsa dei social software ha offuscato il confine tra produttori e consumatori di contenuti e ha spostato l'attenzione dall'accesso alle informazioni all'accesso alle persone. I social software hanno amplificato le possibilità di incontrare persone con interessi comuni, idee, valori, pratiche. La diffusione pervasiva dei social software è occorsa rapidamente, sorprendendo la maggior parte, soprattutto nell'ambito della ricerca educativa e dell’apprendimento. Iniziative sono state promosse per incanalare l'energia dei social software nel sistema educativo, ma i risultati son
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Elsebai, A. "A rules based system for named entity recognition in modern standard Arabic." Thesis, University of Salford, 2009. http://usir.salford.ac.uk/14925/.

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The amount of textual information available electronically has made it difficult for many users to find and access the right information within acceptable time. Research communities in the natural language processing (NLP) field are developing tools and techniques to alleviate these problems and help users in exploiting these vast resources. These techniques include Information Retrieval (IR) and Information Extraction (IE). The work described in this thesis concerns IE and more specifically, named entity extraction in Arabic. The Arabic language is of significant interest to the NLP community
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Ahmadi, Zia. "Technology-enhanced project-based learning in a large undergraduate Anthropology lecture course." Diss., Kansas State University, 2011. http://hdl.handle.net/2097/7516.

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Doctor of Philosophy<br>Curriculum and Instruction Programs<br>Rosemary S. Talab<br>The goal of this exploratory case study was to answer two questions: 1. How does an exemplary on-campus undergraduate large Introduction to Cultural Anthropology course encompass the PBL learning model characteristics, specifically focusing on the following: 1.1) Driving question, 1.2) Student construction of an artifact, 1.3) Teachers’ role, and 1.4) Assessment? 2. How is technology used by the professor, teacher assistants, and students to support project-based learning? To answer these questions, the re
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Attaullah, Muhammad. "An LTE implementation based on a road traffic density model." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-101993.

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The increase in vehicular traffic has created new challenges in determining the behavior of performance of data and safety measures in traffic. Hence, traffic signals on intersection used as cost effective and time saving tools for traffic management in urban areas. But on the other hand the signalized intersections in congested urban areas are the key source of high traffic density and slow traffic. High traffic density causes the slow network traffic data rate between vehicle to vehicle and vehicle to infrastructure. To match up with the emerging technologies, LTE takes the lead with good pa
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Erlandsson, Fredrik. "On social interaction metrics : social network crawling based on interestingness." Licentiate thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00596.

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With the high use of online social networks we are entering the era of big data. With limited resources it is important to evaluate and prioritize interesting data. This thesis addresses the following aspects of social network analysis: efficient data collection, social interaction evaluation and user privacy concerns. It is possible to collect data from online social networks via their open APIs. However, a systematic and efficient collection of online social networks data is still challenging. To improve the quality of the data collection process, prioritizing methods are statistically evalu
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Duckworth, T. W. "Improving the performance of video based reconstruction and validating it within a telepresence context." Thesis, University of Salford, 2013. http://usir.salford.ac.uk/29219/.

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This thesis investigates visual, spatial and temporal qualities of video based reconstruction with respect to telepresence. State of the art was improved and validated through a new parallelisation of an established algorithm; a tool that allows visio-spatial impact of algorithm and camera arrangement to be visualised; and a set of experiments to derive requirements and investigate outcomes. The motivation is to support the exchange of appearance and attention between moving humans through video based reconstruction. A previous research project showed moving humans could faithfully convey atte
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Aspin, R. "Visual, spatial and temporal quality in video-based reconstruction of people : achieving, prototyping and evaluating." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/31980/.

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Capturing, recreating and representing a high fidelity virtual representation of the dynamic human form has long been a target for a diverse range of applications including tele-presence, games, film and TV special effects. The complexity of the challenge, to achieve a lifelike, faithful and believable representation, is such that a wide range of techniques and approaches have been developed. These are both due to research lead curiosity and requirements to address specific objective for particular problems. This work starts from a novel standpoint: that the processes of surfacing, tessellatio
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Wiklund, Elvira. "Improving a company's social media strategy : A study based on a competitive analysis." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-211501.

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This study started off during the spring of 2017 and had the goal of with the aid of a competitive analysis create a new social media strategy for the company Spree. During the last years, digitalization has grown increasingly and has become more integrated in our society. Together with the digitalization, the use of social medias has increased, both for personal use and for business use. For companies, the use of social medias is still relatively new, so a designed and developed social media strategy can be crucial for a company to reach out in the right way and to the right target group. Thi
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Lindqvist, Maria. "Infant multinationals : the internationalization of young, technology-based Swedish Firms /." Doctoral thesis, Stockholm, Sweden : Stockholm School of Economics : Distributed by Institute of International Business, 1991. http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&doc_number=002839148&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA.

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Karlsson, Per. "A GPU-based framework for efficient image processing." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112093.

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This thesis tries to answer how to design a framework for image processing on the GPU, supporting the common environments OpenGL GLSL, OpenCL and CUDA. An generalized view of GPU image processing is presented. The framework is called gpuip and is implemented in C++ but also wrapped with Python-bindings. The framework is cross-platform and works for Windows, Mac OSX and Unix operating systems. The thesis also involves the work of creating two executable programs that uses the gpuip-framework. One of the programs has a graphical user interface and the other program is command-line only. Both pro
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Kramer, Denise. "simulation based evaluation of public transport stop designs." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-101994.

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Due to plans of reconstructing the local public transport stop in front of the railway station in Norrköping, southern Sweden, a simulation model was created to compare the current stop design with an alternative design. The micro simulation model was created with the simulation software Aimsun and includes scenarios based on the current traffic situation as well as future scenarios including assumptions for the future demand growth. While creating the alternative design, which provides a second lane for overtaking, several limitations in Aimsun were recognized and modifications were required
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Byrd, Nijia. "Technology-Based Professional Development for Teaching and Learning in K-12 Classrooms." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/4047.

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In an urban Georgia school district, teacher satisfaction surveys revealed that technology-based professional development was not equipping teachers with the skills or support needed to implement technology into their teaching practices. The purpose of this mixed-methods case study was to explore teachers' experiences and perceptions of technology-based professional development and its effect on self-efficacy. Guided by Piaget's constructivist theory, this study was based on the perspective that teachers often construct knowledge rather than gain it. Guiding questions explore the experiences t
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Gillner, Disa. "Exploring the Design Space of Web-based Solutions for Mindfulness-Based Cognitive Therapy." Thesis, KTH, Medieteknik och interaktionsdesign, MID, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230983.

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More and more people are affected by stress in their work lives, and it is in society’s interest to decrease the levels of stress [15]. There are several approaches that can be used to reduce stress, such as bodily exercises, digital aids, psychological treatment programs, or relaxation exercises. A new psychological program called Mindfulness-Based Cognitive Therapy (MBCT), originally used to prevent relapses in depression, can also help to treat stress. However, not much research has been conducted on the effects of MBCT to treat stress, and even less on how to design for web solutions for t
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Olivier, Louise. "Integrating motion media in the instruction of English literature : outcomes-based guidelines." Thesis, North-West University, 2009. http://hdl.handle.net/10919/71509.

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In the age of digital literacy, teachers need to seek out the best practice in the use of technology so that the digital divide between teachers and learners can be bridged. This study proposed to look at ways to implement motion media (specifically the moving image) technology effectively as a supplementary instructional medium for literature study and to set guidelines for FET (Further Education and Training) English teachers so that learning outcomes could be achieved easily by all learners in the South African English literature class. The aim of this study was to provide guidelines for te
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Houlberg-Laursen, Maria. "Promoting Shared, Home-based Family Activities with Interaction Design." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21402.

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This project focuses on the interaction between parents and children in their everyday practices as a family.It investigates how interaction design can help to engage both children and parents in shared home-based activities through digital media. The target group involved in this project is limited to boys aged 10-12 and their parents.The project contributions within the field of interaction design research as well as it presents two design suggestions for how this knowledge can be put to use as digital design concepts. It concludes that when designing digital media intended to enhance relati
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Hughes-Roberts, T. "The effect of privacy salience on end-user behaviour : an experimental approach based on the theory of planned behaviour." Thesis, University of Salford, 2014. http://usir.salford.ac.uk/31983/.

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End-User privacy concerns surrounding use of Social Networks present new and complex problems for research. Specifically, a phenomenon known as “the Privacy Paradox” has been observed where end-users stated concerns, attitudes and intended behaviour are not consistent with the actual behaviour within the network. Numerous causes have been proposed as potentially being the root of the problem of this paradoxical phenomenon including a lack of user awareness of privacy issues, a low level skill in using technology or a lack of privacy salience within the social network itself. However, the role
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Sanchez, Karlsson Gabriella. "Designing a Game for Learning About Recycling." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209701.

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As the world is getting more crowded, at the same time as people increase their consumption, there is a need for us taking control of our resource consumption and changing our behaviors into more sustainable ones. First of all, our consumption needs to decrease in order to prevent use of resources and prevent the production of waste. Secondly, there is a need for reusing and recycling materials already in the system, where the latter is a subject this study is going to focus on. In order to increase knowledge of recycling, exploration of new methods of spreading information and awareness is of
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Kemna, Tabea. "Dialogue, Twitter and new technology-based firms : The communication practice on a social medium." Thesis, Stockholms universitet, Institutionen för mediestudier, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-90998.

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Dialogical communication is considered to be the most ethical way of practicing public relations. Especially social medias’ potential for engaging in dialogue is mostly not exploited to its full potential. This study aims to shed light on new technology-based firms’ use of dialogical communication on Twitter. The focus hereby is on the formal side of dialogue and not on its content. Moreover possible explanations for the presence or absence of dialogue are taken into consideration. To be able to classify the results they are discussed in the context of the Fortune 500 companies’ use of Twitter
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Lindh, David. "The Effect of Assessment On Motivation in a Virtual Reality Based Serious Game." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170079.

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A thesis report that investigates if there is a connection between the gamification attribute called Assessment and the learning outcome called Motivation. Furthermore, we investigate the existing research to find out what is the best way to go when you are putting togeather a Serious Game. This along with explainations of some common terms and concepts makes up the bulk of the report.
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Gould, C. E. "Interactive works for urban screens : a practice based study into building new ways of engaging communities in urban space through interactive artworks for urban screens." Thesis, University of Salford, 2015. http://usir.salford.ac.uk/35462/.

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In our urban environment we are surrounded by strangers, observed via surveillance cameras and connected to millions via the global digital infrastructure. Our media is pervasive and immersive, implicit in everything we do, as the distinction between the real and virtual becomes increasing blurred. Whilst pervasive screens are becoming an essential personal tool, large format public screens form part of the furniture of our urban architecture. This study will ask how we can maximise opportunities for cultural engagement using urban screens and how this can impact on our culture. In the last te
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Fields, Lisa Ann. "Use of Web-Based Technology to Enhance Instruction of Virginia's Seventh and Eighth Grade Geometry Standards of Learning." Digital Commons @ East Tennessee State University, 2007. https://dc.etsu.edu/etd/2087.

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The purpose of this thesis is to develop web-based modules for enhancing instruction of the geometry sections of the Virginia Standards of Learning in the seventh and eighth grades. While all of Virginia's seventh and eighth grade Standards of Learning strands are certainly worthy of these types of modules, geometry appeals to me most because of the vast amount of web-based resources that will be valuable when organized into modules. It is my hope that teachers of these grades will find this useful in their instruction of geometry.
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Soto, Betancourt Daniela, and Oehsen Tonja von. "The Effectiveness of TikTok in Building small Businesses: A quantitative study of a Media Sharing Network based on the Task-Technology fit model." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-54300.

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The main purpose of this paper’s research aims to evaluate the effectiveness of a Media Sharing Network (MSN) in building small businesses. The effectiveness is measured by means of raising the website traffic numbers. Due to its’ novelty, there is a lack of research on TikTok, creating a research gap requiring further investigation for this MSN. Therefore this social media is used as a tool for data collection for this paper’s investigation. In addition, the effectiveness of the various features is evaluated to identify the one most fit for the set task of raising brand awareness through MSNs
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Andersson, Nils, and Martin Marklund. "Adaptive Feature based Level of Detail for Memory Restrained Interactive Direct Volume Rendering." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170319.

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The purpose of this thesis was to find and implement an adaptive method, based on given data and hardware, for selecting different level-of-detail whilst preserving visual quality to the best extent possible. Another important aspect of the new method was that it had to be performance effective, since the target platform was an interactive direct volume rendering application. The project was targeted towards memory restricted systems in which it has previously been impossible to render large-scale volumetric datasets. The previous state of the target platform supports two detail levels: full a
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Schmitz, Lisa. "A comparative study of tracking methods for a guided walking city tour in outdoor spaces for tourists through AR on smartphones." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215328.

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Recent advancements in mobile phone technology have al- lowed mobile augmented reality (MAR) to become feasible. Today’s mobile phones have enough computing power to dis- play augmented reality content and new frameworks make MAR development more accessible. It is no surprise that one of the most popular areas of applications are city tours as this has been a target field since the early days of aug- mented reality (AR) [8]. Without altering the appearance of the city, virtual content can be placed to bring hidden information, such as the city’s history, closer to tourists. The most common cho
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Simonds, Brent K. Rhodes Dent. "The design and development of an interactive media tutorial for presentation authoring." Normal, Ill. Illinois State University, 2003. http://wwwlib.umi.com/cr/ilstu/fullcit?p3115181.

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Thesis (Ed. D.)--Illinois State University, 2003.<br>Title from title page screen, viewed March 21, 2005. Dissertation Committee: Dent Rhodes (chair), Temba Bassoppo-Moyo, Cheri Toledo, David B. Williams, Larry W. Long. Includes bibliographical references (leaves 113-117) and abstract. Also available in print.
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Vulgari, Sofia Kiriaki. "Hand Gesture based Telemedicine enabled by Mobile VR." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88810.

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Virtual Reality (VR) is a highly evolving domain and is used in anincreasing number of areas in today's society. Among the technologiesassociated with VR and especially mobile VR, is hand tracking and handgesture recognition. Telemedicine is one of the elds where VR is startingto thrive, and so the concept of adding the use of hand gestures came to bein order to explore the possibilities that can come from it. This researchis conducted with the development of a prototype application that usessome of the most emerging technologies. Manomotion's hand trackingand hand gesture recognition algorith
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Gustafson, Fredrik. "Elicitation of emotions in advertising film : Analysis of the emotional response regarding different lengths of an emotionally based narrative commercial." Thesis, Högskolan Dalarna, Institutionen för kultur och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-36789.

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In a world that is moving towards more mobile viewing, and shorter ad formats –the filmmaker must adapt. A lot of advertisers now ask for video which is originally created for a longer format, to be adapted into a shorter format. But how much of the emotional impact is lost when adapting an emotionally based narrative commercial? This study aims to find out what the difference in emotional response is regarding different lengths of the same emotionally based narrative video. The author edited an already finished emotionally based narrative commercial video into two new, shorter versions. The p
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Martinelle, Filip. "Enhancing Brand Equity for B2B SME through Social Media : An exploratory descriptive research." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik och samhälle, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64411.

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Through our smartphones, the access to information is higher than ever before. Social media has revolutionized the communication landscape in how we share information and communicate to each other. Social media has significantly impacted marketing communication, therefore organizations in B2B are exploring and trying to identify ways in how to make a profitable use of social media. Despite this interest, there seems to be insufficient understanding of how to properly manage social media in the B2B context. Furthermore, branding and brand equity through social media communication creates opport
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Ahrsjö, Carl. "Real-time event based visualization of multivariate abstract datasets : Implementing and evaluating a dashboard visualization prototype." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-170395.

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As datasets in general grow in size and complexity over time while the human cognitive ability to interpret said datasets essentially stays the same, it becomes important to enable intuitive visualization methods for analysis. Based on previous research in the field of information visualization and visual analytics, a dashboard visualization prototype handling real-time event based traffic was implemented and evaluated. The real-time data is collected by a script and sent to a self-implemented web server that opens up a websocket connection with the dashboard client where the data is then visu
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