Academic literature on the topic 'VidCon'

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Journal articles on the topic "VidCon"

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Koskimaa, Raine. "Game of Thrones -pelin Let's Play -videot ja populaarikulttuurin vastaanotto esityksenä." Lähikuva – audiovisuaalisen kulttuurin tieteellinen julkaisu 32, no. 3 (December 6, 2019): 7–25. http://dx.doi.org/10.23994/lk.87955.

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Suositun Valtaistuinpeli (Game of Thrones) -tv-sarjan myötä George R. R. Martinin Tulen ja jään laulu -kirjasarjaan perustuvasta transmediauniversumista on tullut ilmiö, jolla on faneja huomattavasti laajemmin kuin vain fantasiaharrastajien piirissä. Tässä artikkelissa pyrin selvittämään tapoja, joilla ihmiset kokevat Valtaistuinpelin maailman, hahmot ja tapahtumat, ja sitä, miten he niitä tulkitsevat ja suhteuttavat omaan elämänkokemukseensa. Hypoteesina on, että Let’s Play -videot tarjoavat hedelmällisen aineiston pelien ja yleisemmin populaarikulttuurin synnyttämien kokemusten tarkasteluun.Tutkimusmenetelmänäni on Game of Thrones -videopelistä tehtyjen Let’s Play -videoiden analysointi erityisesti pelaaja-kertojan esiintymiseen keskittyen. Tutkimuksen aineisto on koottu satunnaisotantana kahdelta eri videonjakoalustalta (Twitch, Youtube). Ääniraidalla pelaaja-kertojat ensisijaisesti sanallistavat ruudulla näkyviä tapahtumia ja käyttävät runsaasti aikaa myös pelin edellyttämien moraalisten valintojen pohtimiseen ja selittämiseen. Videoissa on myös tärkeässä roolissa pelaaja-kertojien tunnereaktioiden esittäminen, mikä korostaa Let’s Play -videoiden performatiivista luonnetta. Let’s Play -videot tarjoavat tavan sekä esittää että kasvattaa fanikulttuurista pääomaa. Let’s Play -videoiden kautta pelaaja-kertojat osallistuvat fandomin aineettomaan vaihdantaan, tuoden oman panoksensa Valtaistuinpelin universumiin. Game of Thrones -pelin Let’s Play -videoissa pohdinta keskittyy moraalisiin valintoihin. Videot avaavat näkymän pelaaja-kertojien yksityiseen vastaanottoprosessiin ja sen aikana tapahtuvaan joustavaan erilaisten moraalikoodistojen limittymiseen. Let’s Play -videot näyttävät tarjoavan faniuden esittämiselle uudenlaisen alustan, jossa intiimi vastaanoton hetki voidaan tuottaa yhteisölliseksi kokemukseksi. Game of Thrones Let’s Play Videos and the Reception of Popular Culture as Performance The highly popular TV series Game of Thrones has made the transmedia universe originally based on George R. R. Martin’s novel cycle The Song of Ice and Fire into a phenomenon, which has gained fans from much wider audience than fantasy fandom. In this article, I look at the ways how people experience the world, characters, and events of the Game of Thrones, and how they interpret these and relate them to their own lives. I take it as my hypothesis that Let’s Play videos provide fruitful material for scrutinizing the experiences evoked by video games, and more generally, by popular culture productions. My research method consists of analyzing Let’s Play videos based on the Game of Thrones videogame (Telltale 2014–15), focusing especially on the performance of the player-narrators. The data set of this research was sampled from two online video publication platforms (Twitch, Youtube). On the audio track the player-narrators mainly verbalize things happening on the screen while playing Game of Thrones, and they also extensively dwell in the reflections and explanations regarding moral choices prompted by the game. Showing off emotional responses of the player-narrators plays an important role, too, which emphasizes the performative aspect of Let’s Play videos. Let’s Play videos provide a way to show and increase one’s fancultural capital. Through publishing Let’s Play videos the player-narrators participate in the immaterial exchange economy of fandom, by contributing their share into the Game of Thrones universe. In the Game of Thrones Let’s Play videos the reflection focuses on moral choices. These videos open up views to private reception processes of the player-narrators, and to the flexible shifts and overlaps between various moral codes during these processes. Let’s Play videos seem to offer a new kind of platform to perform one’s fan activities, in which the intimate moment of reception may be opened up to a communal experience.
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Chattopadhyay, Chiranjoy. "VIDCAR: an unsupervised CBVR framework for identifying similar videos with prominent object motion." International Journal of Multimedia Information Retrieval 4, no. 1 (October 12, 2014): 59–72. http://dx.doi.org/10.1007/s13735-014-0070-z.

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Srinivas, N., K. Jaya Sankar, and M. V. Ramana Murthy. "A Novel Hybrid Deep Learning on Audio-Video Information Analysis Engine (AVIAE) from Internet for Capturing Videos." Journal of Advanced Research in Dynamical and Control Systems 12, no. 01-SPECIAL ISSUE (January 31, 2020): 13–25. http://dx.doi.org/10.5373/jardcs/v12sp1/20201015.

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Nesládek, M., J. Kocka, M. Vanecek, J. Stuchlík, O. Štika, J. Dlouhý, E. Šípek, and M. Jedlička. "Amorphous silicon vidicon target." Journal of Non-Crystalline Solids 90, no. 1-3 (February 1987): 251–54. http://dx.doi.org/10.1016/s0022-3093(87)80422-2.

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Swanson, Douglas J. "Videos." Journalism & Mass Communication Educator 53, no. 2 (June 1998): 93–94. http://dx.doi.org/10.1177/107769589805300211.

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Smith, Anna, Sharon Camp, Sue Etherington, and Sheila Walker. "Videos." Physiotherapy 74, no. 1 (January 1988): 46. http://dx.doi.org/10.1016/s0031-9406(10)63659-0.

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&NA;. "Videos." Female Pelvic Medicine & Reconstructive Surgery 20 (2014): S142—S150. http://dx.doi.org/10.1097/01.spv.0000451380.52310.b2.

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Lloyd, Jill, and Lal's Arthritis. "Videos." Physiotherapy 80, no. 2 (February 1994): 94. http://dx.doi.org/10.1016/s0031-9406(10)61028-0.

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&NA;, &NA;. "Videos." AJN, American Journal of Nursing 89, no. 12 (December 1989): 1692. http://dx.doi.org/10.1097/00000446-198912000-00047.

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Tyler, Judy. "Videos." AJN, American Journal of Nursing 91, no. 5 (May 1991): 68. http://dx.doi.org/10.1097/00000446-199105000-00027.

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Dissertations / Theses on the topic "VidCon"

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Clauß, Matthias, Ronald Schmidt, Frank Richter, Wolfgang Riedel, and Jan Martin. "Mitteilungen des URZ 2/2010." Universitätsbibliothek Chemnitz, 2010. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-201000419.

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Vachon, Éric. "Une nouvelle approche de la validation de requête vidéo par l'utilisateur." Paris 6, 2003. http://www.theses.fr/2003PA066329.

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Corbillon, Xavier. "Enable the next generation of interactive video streaming." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2018. http://www.theses.fr/2018IMTA0103/document.

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Les vidéos omnidirectionnelles, également appelées vidéos sphériques ou vidéos360°, sont des vidéos avec des pixels enregistrés dans toutes les directions de l’espace. Un utilisateur qui regarde un tel contenu avec un Casques de Réalité Virtuelle (CRV) peut sélectionner la partie de la vidéo à afficher, usuellement nommée viewport, en bougeant la tête. Pour se sentir totalement immergé à l’intérieur du contenu, l’utilisateur a besoin de voir au moins 90 viewports par seconde en 4K. Avec les technologies de streaming traditionnelles, fournir une telle qualité nécessiterait un débit de plus de100 Mbit s−1, ce qui est bien trop élevé. Dans cette thèse, je présente mes contributions pour rendre possible le streaming de vidéos omnidirectionnelles hautement immersives sur l’Internet. On peut distinguer six contributions : une proposition d’architecture de streaming viewport adaptatif réutilisant une partie des technologies existantes ; une extension de cette architecture pour des vidéos à six degrés de liberté ; deux études théoriques des vidéos à qualité spatiale non-homogène; un logiciel open source de manipulation des vidéos 360°; et un jeu d’enregistrements de déplacements d’utilisateurs regardant des vidéos 360°
Omnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels recorded from a given viewpoint in every direction of space. A user watching such an omnidirectional content with a Head Mounted Display (HMD) can select the portion of the videoto display, usually denoted as viewport, by moving her head. To feel high immersion inside the content a user needs to see viewport with 4K resolutionand 90 Hz frame rate. With traditional streaming technologies, providing such quality would require a data rate of more than 100 Mbit s−1, which is far too high compared to the median Internet access band width. In this dissertation, I present my contributions to enable the streaming of highly immersive omnidirectional videos on the Internet. We can distinguish six contributions : a viewport-adaptive streaming architecture proposal reusing a part of existing technologies ; an extension of this architecture for videos with six degrees of freedom ; two theoretical studies of videos with non homogeneous spatial quality ; an open-source software for handling 360° videos ; and a dataset of recorded users’ trajectories while watching 360° videos
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Cayatte, Rémi. "Les jeux vidéo américains de l’après 11 septembre 2001 : la guerre faite jeu, nouveau terrain de propagande idéologique ?" Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0205/document.

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Les jeux vidéo qui abordent de manière explicite ou détournée des événements réels transmettentune certaine vision de tels événements à leurs utilisateurs. Que ce soit à travers les éléments de récitsur lesquels ils reposent, les images portées à l’écran ou leurs spécificités ludiques, certains jeuxvidéo s’inspirent ainsi du réel autant qu’ils (re)construisent ce dernier par l’intermédiaire desexpériences de jeu qu’ils proposent.Afin de mieux cerner les rouages et les mécanismes de ces jeux, nous avons pu proposer dans cetravail une méthode d’analyse qui prend en compte l’ensemble des éléments (narratifs, audiovisuels et ludiques) qui les constituent. Nous avons pu ensuite appliquer cette méthode aux trois jeux Call of Duty: Modern Warfare (2007-2011). Une fois l’étude de ces éléments formels réalisée, nous avons replacé ces jeux dans leurs contextes de production et de réception.Nous avons ainsi pu mettre en lumière le fait que, à l’exaltation de sentiments militaristes, guerriers, nationalistes et patriotiques, s’ajoute dans ces trois jeux une volonté assez nette de véhiculer une vision positive de l’engagement militaire américain à l’étranger et de l’adoption d’une doctrine de guerre préventive par les États-Unis au lendemain des attentats du 11 septembre 2001.Au-delà du travail réalisé sur les trois jeux Call of Duty: Modern Warfare, la méthode utilisée pour le mener à bien participe à proposer une approche qui prend en compte les multiples facettes de l’objet jeu vidéo pour en appréhender au mieux les possibilités de persuasion
Video games that directly or indirectly address real events transmit a certain vision of such events to their users. Be it thanks to the narratives on which they are based, the images users interact with, or gameplay and game structure specificities, some video games are inspired by real events as much as they (re)build those through the play experiences that they propose.In order to better understand this dynamic, this dissertation proposes a method of analysis that takes into account the three key components that constitute video games (narrative, audiovisual, game and play). This method is then applied to the three Call of Duty: Modern Warfare games (2007-2011). The contexts of production and reception are also taken into account in this analysis.This dissertation highlights the fact that, in addition to the exaltation of a militaristic, nationalist and patriotic ethos, the three Call of Duty: Modern Warfare games strive to convey a particularly positive image of American military actions abroad and of the adoption of a preventive warfare doctrine in the aftermath of the 9/11 attacks.The method applied to this corpus of games is also meant to propose an approach to this medium that takes into account its globality and complexity in order to better understand its persuasive possibilities
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Lindskog, Eric, and Wrang Jesper. "Design of video players for branched videos." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148592.

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Interactive branched video allows users to make viewing decisions while watching, that affect the playback path of the video and potentially the outcome of the story. This type of video introduces new challenges in terms of design, for example displaying the playback progress, the structure of the branched video as well as the choices that the viewers can make. In this thesis we test three implementations of working video players with different types of playback bars: one fully viewed with no moving parts, one that zooms into the currently watched section of the video, and one that leverages a fisheye distortion. A number of usability tests are carried out using surveys complemented with observations made during the tests. Based on these user tests we concluded that the implementation with a zoomed in playback bar was the easiest to understand and that fisheye effect received mixed results, ranging from distracting and annoying to interesting and clear. With this feedback a new set of implementations was created and solutions for each component of the video player were identified. These new implementations support more general solutions for the shape of the branch segments and the position and location of the choices for upcoming branches. The new implementations have not gone through any testing, but we expect that future work can further explore this subject with the help of our code and suggestions.
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Abousabea, Emad Mohamed Abd Elrahman. "Optimization algorithms for video service delivery." Thesis, Evry, Institut national des télécommunications, 2012. http://www.theses.fr/2012TELE0030/document.

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L'objectif de cette thèse est de fournir des algorithmes d'optimisation pour l'accès aux services vidéo qu’ils soient non-gérés (Internet TV) ou gérés (IPTV). Nous étudions des statistiques récentes concernant les services vidéo non-gérés comme YouTube et nous proposons des techniques d'optimisation appropriées qui pourraient améliorer l'accès aux fichiers vidéos et réduire le coût de cet accès. En outre, l’analyse des coûts joue un rôle important dans les décisions qui concernent la mise en cache des fichiers vidéos et celles liées au choix des périodes temporelles d'hébergement de ces fichiers sur les serveurs. En ce qui concerne les services vidéo gérés appelés IPTV, nous avons mené des expériences sur une architecture ouverte IPTV-collaboration entre différents opérateurs. Ce modèle est analysé selon un critère de coût d’investissement et d'exploitation à l'intérieur de la sphère domestique. En outre, nous avons introduit une solution d’optimisation dynamique de l'arbre « minimum spanning tree » (MST) pour le service IPTV multicast. Lors d’un accès nomade, les arbres statiques pourraient être incapables de fournir le service de manière efficace vu que l'utilisation de la bande passante augmente aux côté des points de streaming (racines de la topologie). Finalement, nous étudions des mesures de sécurité fiables en streaming vidéo basées sur la méthodologie de la chaîne de hachage et nous proposons un nouvel algorithme hybride. Nous effectuons des comparaisons entre les différentes manières utilisées dans la réalisation de la fiabilité des chaînes de hachage basées sur les classifications génériques
The aim of this thesis is to provide optimization algorithms for accessing video services either in unmanaged or managed ways. We study recent statistics about unmanaged video services like YouTube and propose suitable optimization techniques that could enhance files accessing and reduce their access costs. Moreover, this cost analysis plays an important role in decision making about video files caching and hosting periods on the servers. Under managed video services called IPTV, we conducted experiments for an open-IPTV collaborative architecture between different operators. This model is analyzed in terms of CAPEX and OPEX costs inside the domestic sphere. Moreover, we introduced a dynamic way for optimizing the Minimum Spanning Tree (MST) for multicast IPTV service. In nomadic access, the static trees could be unable to provide the service in an efficient manner as the utilization of bandwidth increases towards the streaming points (roots of topologies). Finally, we study reliable security measures in video streaming based on hash chain methodology and propose a new algorithm. Then, we conduct comparisons between different ways used in achieving reliability of hash chains based on generic classifications
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Clauß, Matthias, Frank Richter, Wolfgang Riedel, Ronald Schmidt, Lothar Kempe, Ursula Riedel, Thomas Müller, et al. "Mitteilungen des URZ 1/2011." Universitätsbibliothek Chemnitz, 2011. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-65615.

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Salam, Sazilah. "VidIO : a model for personalized video information management." Thesis, University of Southampton, 1996. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.242411.

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Amaral, Sergio Ferreira do 1954. "Estudo da relação entre o indice de refração com o numero de Abbe e a composição quimica do vidro optico." [s.n.], 1992. http://repositorio.unicamp.br/jspui/handle/REPOSIP/260457.

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Orientador: Oseas Valente de Alvilez Filho
Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica
Made available in DSpace on 2018-07-22T20:34:58Z (GMT). No. of bitstreams: 1 Amaral_SergioFerreirado_D.pdf: 11781477 bytes, checksum: bf97c1857f3fb8368f7ddada32ab1484 (MD5) Previous issue date: 1992
Resumo: Neste trabalho, foi analisado a relação entre o índice de refração com o número de Abbe e a composição química do vidro óptico, visando desenvolver um sistema aplicativo para a fabricação de componentes ópticos utilizados na instrumentação científica. Como resultado desta análise, foi estabelecido um modelo matemático, que expressa esta relação e que serviu como base para o desenvolvimento de um software em linguagem BASIC, compatível com microcomputador PC com configuração mínima 640 Mbytes de memória RAM e disco rígido de 80 MB. A abrangência do programa de simulação desenvolvido, vai do índice de refração de 1,3000 à 2,2000 e do número de Abbe de 15 à 105 e com composições químicas variando de no mínimo 4 elementos até 10 elementos na sua formulação
Abstract: In this work, the relationship between the refraction coeficient with the Abbe number and the chemical composition of the optical glass was analysed, aiming at development of a system to the manufacturing of optical components for cientific instrumention applications. As a result of this analysis, it was established a mathematical model showing this relationship. A BASIC language PC compatible software with a minimun configuration of 640 Kbyte memory RAM and a 80 MB hard disc was developed based on the analysis mentioned above. The coeficients of the simulation program ranges from a refraction coeficient os 1.3000 up to 2.2000, the Abbe number from 15 up to 105 with the chemical composition ranging from a minimum of 4 up to 10 elements in its formulation
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Doutor em Engenharia Elétrica
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Meigneux, Guillaume. "Le territoire à l'épreuvre du compositing : pratiques vidéographiques et ambiances urbaines." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAH010/document.

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Cette recherche interroge les enjeux heuristiques et opérationnels de la vidéo dans la pratique de l'urbanisme. Pour ce faire, elle opère une rencontre entre la notion d'ambiances architecturales et urbaines, telle qu'elle est développée au CRESSON, et les concepts d'image-mouvement et d'image-temps développés par Deleuze. Puis elle propose de rendre cette rencontre effective dans le cadre de la pratique de l'urbanisme à travers le compositing numérique, technique de manipulation des images animées.L'hypothèse qui guide cette recherche est qu'il est possible de définir une image-composite capable de faire valoir et de mettre en débat des phénomènes d'ambiances spécifiques aux territoires étudiés. Cette hypothèse se formalise autour de deux corpus, le premier est issu d'une pratique artistique de la vidéo qui motiva la mise en place de ce projet de thèse, le deuxième est issu d'une pratique de la vidéo en agence d'urbanisme qui s'effectua tout au long de cette recherche.Ce travail permet de valoriser la vidéo comme support de connaissance d'un côté et comme posture de projet de l'autre. Support de connaissance, car la vidéo offre la possibilité de renouveler l'approche phénoménologique en vigueur dans le champ des ambiances par une appréhension des phénomènes sensibles dans le temps de leur actualisation. Posture de projet, car la vidéo est susceptible de reconfigurer les modalités relationnelles en œuvre dans les dynamiques d'analyse et de conception de l'espace et du territoire
This research questions the heuristic and operational issues of the video in the practice of urban planning. To do this, it operates a meeting between the notion of architectural and urban environments, as developed in Cresson, with image-mouvement and image-temps concepts developed by Deleuze. Then it proposes to give effect to this meeting in the practice of urban planning through digital compositing, technical handling of moving images.The hypothesis guiding this research is that it is possible to define a image-composite able to argue and to debate specific environments territories studied phenomena. This assumption is formalized around two corpus, the first comes from an artistic practice of video that motivated the development of this thesis, the second is from a practice of video in urban planning agency was carried out throughout this research.This work adds value to the video as knowledge media on one side and posture as a project of the other. Support for knowledge, because video offers the possibility of renewing the phenomenological approach in force in the atmospheres of the field by a sensitive understanding of phenomena in time of updating. Project posture, because the video is likely to reconfigure relational modalities implemented in dynamic analysis and design of the space and territory
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Books on the topic "VidCon"

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Goethe-Institut. Video Katalog: Videos for loan. London: Goethe-Institut, 1990.

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Hodge, Winston William. Interactive television: A comprehensive guide for multimedia technologists. New York: McGraw-Hill, 1995.

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Rosenbloom, Ian. The essential video guide: How to make better videos. London: Educational Television Company, 1995.

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Interactive video and instruction. Washington, D.C: National Education Association, 1989.

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Adventures in video: A guide to the best instructional videos. Denver, Colo: Arden Press, 1995.

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Perlmutter, Martin. Producer's guide tointeractive videodiscs. White Plains, NY: Knowledge Industry Publications, 1991.

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Interactive video management and production. Englewood Cliffs, N.J: Educational Technology Publications, 1991.

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Essential guide to interactive videodisc hardware and applications. Westport, CT: Meckler Pub. Corp., 1987.

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Producer's guide to interactive videodiscs. White Plains, NY: Knowledge Industry Publications, 1991.

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NRW-Forum Kultur und Wirtschaft Düsseldorf, ed. Video: 25 Jahre Videoästhetik : eine Ausstellung des NRW-Forum Kultur und Wirtschaft, Düsseldorf. Ostfildern: Hatje Cantz Verlag, 2003.

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Book chapters on the topic "VidCon"

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Bolaños, Marc, Maite Garolera, and Petia Radeva. "Video Segmentation of Life-Logging Videos." In Articulated Motion and Deformable Objects, 1–9. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-08849-5_1.

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Dang, Xuan, Guolong Wang, Kun Xiong, and Zheng Qin. "Dense Video Captioning for Incomplete Videos." In Lecture Notes in Computer Science, 665–76. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86383-8_53.

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Sivic, Josef, and Andrew Zisserman. "Video Google: Efficient Visual Search of Videos." In Toward Category-Level Object Recognition, 127–44. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11957959_7.

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Katkar, Vijay, and Amit Barve. "Efficient Content Based Video Retrieval for Animal Videos." In Communications in Computer and Information Science, 242–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-18440-6_30.

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Takahashi, Yoshimasa, Naoko Nitta, and Noboru Babaguchi. "Automatic Video Summarization of Sports Videos Using Metadata." In Advances in Multimedia Information Processing - PCM 2004, 272–80. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30542-2_34.

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Marsh, Charles, David W. Guth, and Bonnie Poovey Short. "Video News Releases and Direct-to-Audience Videos." In Strategic Writing, 124–31. 5. | New York, NY : Routledge, 2021.: Routledge, 2020. http://dx.doi.org/10.4324/9781003019701-29.

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Yu, Xinguo, Xiaopan Lyu, Lei Xiang, and Hon Wai Leong. "Reading Two Digital Video Clocks for Broadcast Basketball Videos." In Advances in Multimedia Information Processing – PCM 2017, 457–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77383-4_45.

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Oh, Kyeong-Jin, Myung-Duk Hong, Ui-Nyoung Yoon, and Geun-Sik Jo. "Text-Based Semantic Video Annotation for Interactive Cooking Videos." In Computational Collective Intelligence, 236–44. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24069-5_22.

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Oldenburg, Reinhard. "Videos." In Mathematische Algorithmen im Unterricht, 113–18. Wiesbaden: Vieweg+Teubner Verlag, 2011. http://dx.doi.org/10.1007/978-3-8348-8336-0_13.

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Göbel, Lisa. "Videos." In Essener Beiträge zur Mathematikdidaktik, 155–202. Wiesbaden: Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-32637-1_12.

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Conference papers on the topic "VidCon"

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Zhao, Hongrui, Jin Yu, Yanan Li, Donghui Wang, Jie Liu, Hongxia Yang, and Fei Wu. "Dress like an Internet Celebrity: Fashion Retrieval in Videos." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/147.

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Nowadays, both online shopping and video sharing have grown exponentially. Although internet celebrities in videos are ideal exhibition for fashion corporations to sell their products, audiences do not always know where to buy fashion products in videos, which is a cross-domain problem called video-to-shop. In this paper, we propose a novel deep neural network, called Detect, Pick, and Retrieval Network (DPRNet), to break the gap between fashion products from videos and audiences. For the video side, we have modified the traditional object detector, which automatically picks out the best object proposals for every commodity in videos without duplication, to promote the performance of the video-to-shop task. For the fashion retrieval side, a simple but effective multi-task loss network obtains new state-of-the-art results on DeepFashion. Extensive experiments conducted on a new large-scale cross-domain video-to-shop dataset shows that DPRNet is efficient and outperforms the state-of-the-art methods on video-to-shop task.
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Portugal, Roxana, Ana Maria Moura, Romeu Oliveira, and Julio Leite. "Possíveis Limites do Mapeamento Sistemático: Uma Visão de Pesquisadores em Engenharia de Requisito." In Workshop em Engenharia de Requisitos 2018. PUC-Rio, 2018. http://dx.doi.org/10.17771/pucrio.wer.inf2018-video1.

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Gonçalves, Enyo, Jaelson Castro, and João Araujo. "Apresentando o PRISE:um processo para conduzir as extensões do iStar." In Workshop em Engenharia de Requisitos 2018. PUC-Rio, 2018. http://dx.doi.org/10.17771/pucrio.wer.inf2018-video2.

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Goelzer, Natalya, Herberth Reinstein, and Rafael Panzi. "Engenharia de Requisitos Aplicada na Prática em Empresa Júnior." In Workshop em Engenharia de Requisitos 2018. PUC-Rio, 2018. http://dx.doi.org/10.17771/pucrio.wer.inf2018-video3.

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Звездакова, Анастасия, Anastasia Zvezdakova, Сергей Звездаков, Sergey Zvezdakov, Дмитрий Куликов, Dmitriy Kulikov, Дмитрий Ватолин, and Dmitriy Vatolin. "Hacking VMAF with Video Color and Contrast Distortion." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-53-57.

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Video quality measurement takes an important role in many applications. Full-reference quality metrics which are usually used in video codecs comparisons are expected to reflect any changes in videos. In this article, we consider different color corrections of compressed videos which increase the values of full-reference metric VMAF and almost don’t decrease other widely-used metric SSIM. The proposed video contrast enhancement approach shows the metric in-applicability in some cases for video codecs comparisons, as it may be used for cheating in the comparisons via tuning to improve this metric values.
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Han, Haochen, and Yu Sun. "A Video Note Taking System to Make Online Video Learning Easier." In 10th International Conference on Information Technology Convergence and Services (ITCSE 2021). AIRCC Publishing Corporation, 2021. http://dx.doi.org/10.5121/csit.2021.110917.

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Recent coronavirus lockdowns have had a significant impact on how students study. As states shut down schools, millions of students are now required to study at home with pre-recorded videos. This, however, proves challenging, as teachers have no way of knowing whether or not students are paying attention to the videos, and students may be easily distracted from important parts of the videos. Currently, there is virtually no research and development of applications revolving specifically around the subject of effectively taking digital notes from videos. This paper introduces the web application we developed for streamlined, video-focused auto-schematic note-taking. We applied our application to school-related video lectures and conducted a qualitative evaluation of the approach. The results show that the tools increase productivity when taking notes from a video, and are more effective and informational than conventional paper notes.
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Звездакова, Анастасия, Anastasia Zvezdakova, Дмитрий Куликов, Dmitriy Kulikov, Денис Кондранин, Denis Kondranin, Дмитрий Ватолин, and Dmitriy Vatolin. "Barriers Towards No-reference Metrics Application to Compressed Video Quality Analysis: on the Example of No-reference Metric NIQE." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-22-27.

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This paper analyses the application of no-reference metric NIQE to the task of video-codec comparison. A number of issues in the metric behavior on videos was detected and described. The metric has outlying scores on black and solid-colored frames. The proposed averaging technique for metric quality scores helped to improve the results in some cases. Also, NIQE has low-quality scores for videos with detailed textures and higher scores for videos of lower bit rates due to the blurring of these textures after compression. Although NIQE showed natural results for many tested videos, it is not universal and currently can’t be used for video-codec comparisons.
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Whatley, Janice, and Amrey Ahmad. "Using Video to Record Summary Lectures to Aid Students’ Revision." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3180.

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Video as a tool for teaching and learning in higher education is a multimedia application with considerable promise. Including video within the online support material for a module can help students to gain an understanding of the material and prepare for assessment. We have experimented with using short videos that summarise the lectures given, as an aid for students to use when revising. An interpretive method has been adopted to investigate the use students make of these videos, during the teaching term and when revising for assessment. In this paper a summary of ways that video can be used for supporting teaching and learning is given, the ways in which we used video are presented followed by discussion of some issues relating to producing summary length videos. Preliminary research indicates that students find these summary lectures very useful for reviewing lecture material as well as for their revision.
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Cai, Jia-Jia, Jun Tang, Qing-Guo Chen, Yao Hu, Xiaobo Wang, and Sheng-Jun Huang. "Multi-View Active Learning for Video Recommendation." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/284.

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On many video websites, the recommendation is implemented as a prediction problem of video-user pairs, where the videos are represented by text features extracted from the metadata. However, the metadata is manually annotated by users and is usually missing for online videos. To train an effective recommender system with lower annotation cost, we propose an active learning approach to fully exploit the visual view of videos, while querying as few annotations as possible from the text view. On one hand, a joint model is proposed to learn the mapping from visual view to text view by simultaneously aligning the two views and minimizing the classification loss. On the other hand, a novel strategy based on prediction inconsistency and watching frequency is proposed to actively select the most important videos for metadata querying. Experiments on both classification datasets and real video recommendation tasks validate that the proposed approach can significantly reduce the annotation cost.
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Yu, Feiwu, Xinxiao Wu, Yuchao Sun, and Lixin Duan. "Exploiting Images for Video Recognition with Hierarchical Generative Adversarial Networks." In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/154.

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Existing deep learning methods of video recognition usually require a large number of labeled videos for training. But for a new task, videos are often unlabeled and it is also time-consuming and labor-intensive to annotate them. Instead of human annotation, we try to make use of existing fully labeled images to help recognize those videos. However, due to the problem of domain shifts and heterogeneous feature representations, the performance of classifiers trained on images may be dramatically degraded for video recognition tasks. In this paper, we propose a novel method, called Hierarchical Generative Adversarial Networks (HiGAN), to enhance recognition in videos (i.e., target domain) by transferring knowledge from images (i.e., source domain). The HiGAN model consists of a \emph{low-level} conditional GAN and a \emph{high-level} conditional GAN. By taking advantage of these two-level adversarial learning, our method is capable of learning a domain-invariant feature representation of source images and target videos. Comprehensive experiments on two challenging video recognition datasets (i.e. UCF101 and HMDB51) demonstrate the effectiveness of the proposed method when compared with the existing state-of-the-art domain adaptation methods.
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Reports on the topic "VidCon"

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Patel, Deep, Kenneth Graf, and David Fuller. Hip Surgical Preparation Educational Video. Rowan Digital Works, January 2021. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1022.

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This series of open educational videos provides an in depth overview of various surgical preparation procedures. These instructional videos could be of interest to various medical and health science trainees in a variety of fields such as nursing or medicine. All patients featured in this video series have signed consent and release forms authorizing the release of these educational videos.
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Patel, Deep, Catherine Fedorka, and David Fuller. Shoulder Surgical Preparation Educational Video. Rowan Digital Works, January 2021. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1023.

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This series of open educational videos provides an in depth overview of various surgical preparation procedures. These instructional videos could be of interest to various medical and health science trainees in a variety of fields such as nursing or medicine. All patients featured in this video series have signed consent and release forms authorizing the release of these educational videos.
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Patel, Deep, Julio Rodriguez, Vishal Khatri, and David Fuller. Spine Surgical Preparation Educational Video. Rowan Digital Works, January 2021. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1021.

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This series of open educational videos provides an in depth overview of various surgical preparation procedures. These instructional videos could be of interest to various medical and health science trainees in a variety of fields such as nursing or medicine. All patients featured in this video series have signed consent and release forms authorizing the release of these educational videos.
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Patel, Deep, Eric Freeland, and David Fuller. Foot and Ankle Surgical Preparation Educational Video. Rowan Digital Works, January 2021. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1020.

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This series of open educational videos provides an in depth overview of various surgical preparation procedures. These instructional videos could be of interest to various medical and health science trainees in a variety of fields such as nursing or medicine. All patients featured in this video series have signed consent and release forms authorizing the release of these educational videos.
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Patel, Deep, Alisina Shahi, and David Fuller. Hand and Wrist Surgical Preparation Educational Video. Rowan Digital Works, January 2021. http://dx.doi.org/10.31986/issn.2689-0690_rdw.oer.1019.

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This series of open educational videos provides an in depth overview of various surgical preparation procedures. These instructional videos could be of interest to various medical and health science trainees in a variety of fields such as nursing or medicine. All patients featured in this video series have signed consent and release forms authorizing the release of these educational videos.
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Zakhor, Avideh. Video Compression Algorithms for Transmission and Video. Fort Belvoir, VA: Defense Technical Information Center, May 1997. http://dx.doi.org/10.21236/ada327255.

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Bingamon, Brian. Glove Box Training Videos. Office of Scientific and Technical Information (OSTI), July 2021. http://dx.doi.org/10.2172/1810520.

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Mascarenas, David Dennis Lee. Video Magic. Office of Scientific and Technical Information (OSTI), August 2019. http://dx.doi.org/10.2172/1557196.

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Byron, B. D. ,. Westinghouse Hanford. Visual Image Digital Object Network (VIDON) operations test report. Office of Scientific and Technical Information (OSTI), July 1996. http://dx.doi.org/10.2172/296584.

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Byron, B. D. ,. Westinghouse Hanford. Visual Image Digital Object Network (VIDON) operations test plan. Office of Scientific and Technical Information (OSTI), July 1996. http://dx.doi.org/10.2172/325146.

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