Dissertations / Theses on the topic 'Video compositing'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'Video compositing.'
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.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
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.
Full textThis 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
Grundhöfer, Anselm [Verfasser], and Oliver [Akademischer Betreuer] Bimber. "Synchronized Illumination Modulation for Digital Video Compositing / Anselm Grundhöfer ; Betreuer: Oliver Bimber." Weimar : Juniorprofessur Augmented Reality, 2010. http://d-nb.info/1115342398/34.
Full textSubramanian, Anbumani. "Layer Extraction and Image Compositing using a Moving-aperture Lens." Diss., Virginia Tech, 2005. http://hdl.handle.net/10919/28152.
Full textPh. D.
Hirsh, David E. "Photorealistic Rendering for LIve-Action Video Integration." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/honors/399.
Full textMustafa, Mohammad. "Video-Based 3D Textures." Thesis, University of Gävle, Department of Mathematics, Natural and Computer Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-163.
Full textA new approach for object replacement in 3D space is presented. Introducing a technique that replaces the older two dimensional (2D) based facial replacement method performed by compositing artist in motion picture productions and video commercial industry.
This method uses 4 digital video cameras filming an actor from 360 degrees, the cameras are placed with 90 degrees in between, the video footage acquired is then used to produce a 3D video texture consisting of video segments taken from different angles representing the object from 3D point of view.
The video texture is then applied to a 3D modelled head matching the geometry of the original object.
Offering the freedom of showing the object from any point of view from 3D space, which is not possible using the current two dimensional method where the actormust at all time face the camera.
The method is described in details with images showing every stage of the process.
Results are presented as still frames taken from the final video footage and as a video file demonstrating them.
Szabados, Luke. "Splat! Fragmented Space in Experimental Cinema." Ohio University Honors Tutorial College / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1461940887.
Full textSunkavalli, Kalyan. "Models of Visual Appearance for Analyzing and Editing Images and Videos." Thesis, Harvard University, 2012. http://dissertations.umi.com/gsas.harvard:10285.
Full textEngineering and Applied Sciences
Poledník, Tomáš. "Detektor ohně ve videu." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234923.
Full textPu, Ruonan. "Target-sensitive video segmentation for seamless video composition /." View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?CSED%202007%20PU.
Full textOmizo, Ryan Masaaki. "Facing Vernacular Video." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1339184415.
Full textStinson, Samuel D. "Writing with Video Games." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1525803463021262.
Full textSchirmer, James Robert. "Acquiring Literacy: Techne, Video Games and Composition Pedagogy." Bowling Green State University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1211307417.
Full textRutherford, Kevin J. "Playing/Writing: Connecting Video Games, Learning, and Composition." Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1281125116.
Full textPayling, David. "Visual music composition with electronic sound and video." Thesis, Staffordshire University, 2014. http://eprints.staffs.ac.uk/2047/.
Full textWu, Tzong-Der. "Rate conversion by transcoding for video composition in multipoint control unit /." Thesis, Connect to this title online; UW restricted, 1999. http://hdl.handle.net/1773/6101.
Full textOlsson, Mica. "Visual composition in video games : Visual analyzation using eye-tracking." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-64489.
Full textDenna rapport undersöks hur man kan applicera teori från klassisk konst och visuell struktur till interaktiva spel-miljöer i realtid och kunna påverka en spelares val och handlingar. Först går den igenom teorin som används inom klassisk konst såsom komposition, arbeta med färger, linjer och former samt kontraster mellan dem. Baserat på teorin används olika bilder där teorin appliceras och förutspår vad tittaren ska kolla och finna intressant och vidare därifrån applicera samma metod men på interaktiv media. All data under dessa undersökningar kommer samlas in användandes av eye-tracking system vilket registrerar tittarens ögats rörelse och placering på en datorskärm. Baserat på resultaten finns det mycket mer att studera inom användning av eye-tracking för spelanalys. Eye-tracking för stillbilder fungerar väldigt bra med klar data att se och läsa, men för interaktiva miljöer blir det snabbt mer abstrakt och behöver utvärderas mer om hur Eye-tracking bäst kan användas där.
Nadarajan, Gayathri. "Semantics and planning based workflow composition and execution for video processing." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/4757.
Full textBano, Sophia. "Identification, synchronisation and composition of user-generated videos." Doctoral thesis, Universitat Politècnica de Catalunya, 2016. http://hdl.handle.net/10803/383519.
Full textEl incremento de la disponibilidad de teléfonos inteligentes o smartphones posibilita a la gente capturar videos de sus experiencias cuando asisten a eventos así como como conciertos, competiciones deportivas o mítines públicos. Los Videos Generados por Usuarios (UGVs) pueden estar disponibles en sitios web públicos especializados en compartir archivos. La búsqueda y la minería de datos de los UGVs del mismo evento son un reto debido a que los etiquetajes son incoherentes o las marcas de tiempo erróneas. Por otra parte, un UGV grabado desde una ubicación fija, contiene información monótona y movimientos de cámara no intencionados haciendo menos interesante su reproducción. En esta tesis, se propone una identificación, sincronización y composición de tramas de vídeo para UGVs. Se ha propuesto un sistema para la identificación y sincronización automática de UGVs no editados provenientes de diferentes cámaras dentro de una base de datos. El sistema propuesto analiza el sonido con el fin de hacerlo coincidir e integrar UGVs que capturan el mismo evento en el espacio y en el tiempo, estimando sus respectivos desfases temporales y alinearlos en el tiempo. Se ha diseñado un nuevo descriptor a partir de la coincidencia por parejas de características de la croma del audio de los UGVs. Este descriptor facilita la determinación de una clasificación por umbral para una identificación de eventos automática basada en búsqueda mediante ejemplo (en inglés, query by example). Se ha contribuido con una base de datos de 263 multi-cámaras UGVs de un total de 48 eventos reales. Se ha evaluado la trama propuesta en esta base de datos y se ha comparado con los métodos elaborados en el estado del arte. Los resultados experimentales muestran la efectividad del enfoque propuesto con la presencia alteraciones en el audio. Además, se ha presentado una selección automática de tramas en base a la reproducción de video y audio componiendo una grabación ininterrumpida de multi-cámaras UGVs sincronizadas en el mismo evento. También se ha diseñado un método de selección de puntos de corte automático basado en audio que proporciona una referencia común para la segmentación de audio y video. Con el fin de filtrar segmentos de videos de baja calidad, se han calculado algunas medidas espaciales y espacio-temporales. El sistema combina segmentos de UGVs empleando una estrategia de selección de cámaras basadas en la evaluación a través de un ranking considerando puntuaciones de calidad visuales y diversidad de visión. El sistema propuesto se ha validado con un conjunto de datos de 13 eventos (93 UGVs) a través de pruebas subjetivas y se han comparado con los métodos elaborados en el estado del arte. La selección de puntos de corte adecuados, evaluaciones de calidad visual específicas y la selección de cámara basada en ranking contribuyen en la mejoría de calidad del sistema propuesto respecto a otros métodos existentes. Finalmente, se ha realizado un método para la Detección de Movimiento de Cámara usando giróscopos para las UGVs capturadas desde smartphones y se ha diseñado un método de puntuación de calidad basada en el giro. El método de detección de movimiento de la cámara con una base de datos de 24 UGVs multi-modales y se ha comparado con los métodos actuales basados en visión y sistemas inerciales. A través del diseño de puntuación para cuantificar con el giróscopo cuán bien funcionan los sistemas de UGVs con multi-cámara, se ha desarrollado un sistema de composición de video basada en el movimiento del giroscopio. Este sistema basado en la puntuación a través del giróscopo sustituye a los sistemas de puntuaciones basados en parámetros espacio-temporales reduciendo la complejidad computacional. Además, se ha contribuido con un conjunto de datos de 3 eventos (12 UGVs), que se han empleado para validar los sistemas de composición de video basados en giróscopo.
Sichter, Patrick John Harrington. "Embodied Narratives in Video Games: The Stories We Write as We Play." CSUSB ScholarWorks, 2016. https://scholarworks.lib.csusb.edu/etd/366.
Full textAlaei, Bahareh B. "Producing as a listener| A choric approach to video as a medium of invention." Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1526888.
Full textFor over two decades, scholars in rhetoric and composition studies have been invested in helping to shape and adapt writing studies as institutions of higher learning negotiate conceptualizations of subjects and knowledge production in digital culture. The canon of invention, in particular, has propelled forth theories and practices that resist hermeneutic modes of knowledge production and instead advocate invention as performance. Inspired by the aforementioned scholarship, Victor Vitanza's call for knowledge production that relies on the language games of paralogy, Gregory Ulmer's heuretics, and Sarah Arroyo and Geoffrey Carter's participatory pedagogy, this thesis puts forth a method of invention entitled "producing as a listener." This methodology harnesses the potential of video editing software and video sharing ecologies as choric sites of invention, relies on the reconceptualization of subjects as whatever singularities, and invites electrate and proairetic lines of reasoning wherein video composers invent and write as listeners.
Whelan, Sean B. "Bridging the Gap: Transfer Theory and Video Games in the Writing Classroom." Ohio University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1596105943440043.
Full textHutchens, Jason. "EDUCATIONAL HANDHELD VIDEO: EXAMINING SHOT COMPOSITION, GRAPHIC DESIGN, AND THEIR IMPACT ON LEARNING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2930.
Full textEd.D.
Department of Educational Research, Technology and Leadership
Education
Educational Leadership EdD
Hutchens, Jason Scott. "Educational handheld video examining shot composition, graphic design, and their impact on learning /." Orlando, Fla. : University of Central Florida, 2008. http://purl.fcla.edu/fcla/etd/CFE0002371.
Full textLucas, Stephen 1985. "Virtual Stage: Merging Virtual Reality Technologies and Interactive Audio/Video." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984124/.
Full textThompson, Michael A. "And drops of rain fall like tears a composition for electroacoustic music and video /." connect to online resource, 2002. http://www.library.unt.edu/theses/open/20021/thompson%5Fmichael/index.htm.
Full textLillios, Elainie. "Earth Ascending: A Composition in Three Movements for Female Voice, Electroacoustic Music, and Video." Thesis, University of North Texas, 2000. https://digital.library.unt.edu/ark:/67531/metadc2627/.
Full textThompson, Michael Allen. "And Drops of Rain Fall Like Tears: A Composition for Electroacoustic Music and Video." Thesis, University of North Texas, 2002. https://digital.library.unt.edu/ark:/67531/metadc3111/.
Full textPowers, Jennifer Ann. ""Designing" in the 21st century English language arts classroom processes and influences in creating multimodal video narratives /." [Kent, Ohio] : Kent State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=kent1194639677.
Full textTitle from PDF t.p. (viewed Mar. 31, 2008). Advisor: David Bruce. Keywords: multiliteracies, multi-modal literacies, language arts education, secondary education, video composition. Includes survey instrument. Includes bibliographical references (p. 169-179).
Pinel, Jean-Marie. "Etude des conditions d'éclairement dans une séquence d'images et application à la composition et au codage de scènes bidéo." Rennes 1, 2002. http://www.theses.fr/2002REN10086.
Full textMiro, Sorólla Carolina. "Architecture d'un accélérateur matériel pour la composition d'objets vidéo MPEG-4 /." Paris : École nationale supérieure des télécommunications, 2000. http://catalogue.bnf.fr/ark:/12148/cb37636061n.
Full textHudgins, Donald A. "Rhythm and Views: A Compilation of Eight Projects Including Scoring, Video Production and Motion Graphic Design." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1206070566.
Full textBlue, Kevin J. "In/retrospection : an interactive audiovisual composition for ten-piece orchestra, electronically manipulated audio, and video." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1365789.
Full textSchool of Music
Kestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.
Full textBeale, Matthew Carson. "Playing the Writing Game: Gaming the Writing Play." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/32006.
Full textMaster of Arts
Saenz, Marshall. "Networks of Interaction: Writing Course Design through Fourth Generation Activity Theory and Principles of Play." Bowling Green State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1555108005074448.
Full textMabury, Brett Mabury Brett. "An investigation into the spectral music idiom and its association with visual imagery, particularly that of film and video." Connect to thesis, 2006. http://portal.ecu.edu.au/adt-public/adt-ECU2007.0038.html.
Full textGartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.
Full textRyder, Robert Monier. "Can Instructional Videos Influence Perception of Plagiarism Among First Year Composition (FYC) Students?" University of Findlay / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=findlay1463329189.
Full textAmoako, Richard Opoku. "Metaphors and Emotions in Advertising: A Rhetorical Analysis of Audi’s Online Video Commercials." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3768.
Full textGeisler, Benjamin Jay. "GAMESPECT: A Composition Framework and Meta-Level Domain Specific Aspect Language for Unreal Engine 4." Diss., NSUWorks, 2019. https://nsuworks.nova.edu/gscis_etd/1081.
Full textSams, Erin E. "An improved benthic survey method for coral composition and distribution: Habitat Reef, Curaçao." Miami University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=miami1355155070.
Full textNguyen, Phuong-Hoang. "Acquisition, gestion et composition réparties de flux vidéo dans un environnement de communication ambiante." Grenoble INPG, 2005. http://www.theses.fr/2005INPG0058.
Full textEvolutions of pervasive networks and networked smart devices make possible a stronger coupling between the world of information and the physical world, yet they are also leading towards an increased diversity and heterogeneity. Distributed middleware must evolve to adapt to the new constraints imposed by these evolutions. The problem addressed in this thesis involves the extension of current and future multimedia frameworks to meet the requirements of these new pervasive communication environments. To achieve this goal, we studied a software model, which provides basic services for the acquisition processing and composition of video allowing to develop a context-aware environ ment for ambient communication. A multimedia framework for video acquisition and composition is specified using a model of virtual device component. An event-based control mechanism for management of video sensor has a\so been implemented. To describe the real environment captured from distributed sensors, configuration information is described dynamically using a formalism drawn from modelling of 3D virtual environments. The application of our work is to offer an ambient-sharing environment using a panoramic video acquisition from multiple cameras. The experimentation validated our conceptual propositions on future communication platform for high throughput Gigabit networks, using network bandwidth to decrease the processing load of server and terminais
Kozdras, Deborah. "From Real to Reel: Performances of Influential Literacies in the Creative Collaborative Processes and Products of Digital Video Composition." Scholar Commons, 2010. https://scholarcommons.usf.edu/etd/1687.
Full textMachado, João Carlos. "Do ritimifiqueitor ao remiquistifiqueitor : trânsitos entre a materialidade e a imaterialidade." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/70263.
Full textThe research initiates from investigation on the relationship between music, sound and visual arts present in plastic production that makes use of different languages and media involving sound devices, video compositions and performance. The thesis proposes the existence of a place of artistic making situated between these various medias, where traffic and trade between them become possible, enabling a look that both starts of the specificity of each one of the issues as are situated between them or, moreover, beyond them. It is under these conditions that occur developments between material acting and immaterial ideas or intellectual considerations linked to them, allowing passages of technical operations for conceptual operations. The text follows the chronological order of creation of the work to sort and analyze the complexity and multiplicity present in the intersection of notions and practices of music, the visual arts, the moving image, object, sculpture, video and performance. To this end, it was also necessary to bring approaches of each of these areas approximate them and comparing them to the extent that production plastic belonging to the body of research demanded.
Young, David M. "Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.
Full textLee, Seungyon-Seny. "Idiosyncrasy : pleasure, anger, lament and joie : an eight channel for real-time interaction composition for tape, mezzo-soprano and video /." May be available electronically:, 2002. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.
Full textIntroductory materials in English include program notes, performance instructions, technical requirements, staging diagrams, and video image examples. Duration: ca. 14:30.
Kpedor, Dorm. "Personification in Advertising: A Rhetorical Analysis of Digital Video Ads in the Insurance Industry." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/etd/3894.
Full textAugust, Morganne Tinsley. "Magic at the Crossroads: the Rise of the Video Essay." VCU Scholars Compass, 2016. http://scholarscompass.vcu.edu/etd/4299.
Full textCunat, Christophe. "Accélération matérielle pour le rendu de scènes multimédia vidéo et 3D." Phd thesis, Télécom ParisTech, 2004. http://tel.archives-ouvertes.fr/tel-00077593.
Full textCette thèse s'inscrit dans le cadre de la composition d'objets visuels qui peuvent être de natures différentes (séquences vidéo, images fixes, objets synthétiques 3D, etc.). Néanmoins, les puissances de calcul nécessaires afin d'effectuer cette composition demeurent prohibitives sans mise en place d'accélérateurs matériels spécialisés et deviennent critiques dans un contexte de terminal portable.
Une revue tant algorithmique qu'architecturale des différents domaines est effectuée afin de souligner à la fois les points de convergence et de différence. Ensuite, trois axes (interdépendants) de réflexions concernant les problématiques de représentation des données, d'accès aux données et d'organisation des traitements sont principalement discutés.
Ces réflexions sont alors appliquées au cas concret d'un terminal portable pour la labiophonie : application de téléphonie où le visage de l'interlocuteur est reconstruit à partir d'un maillage de triangles et d'un placage de texture. Une architecture unique d'un compositeur d'image capable de traiter indifféremment ces objets visuels est ensuite définie. Enfin, une synthèse sur une plateforme de prototypage de cet opérateur autorise une comparaison avec des solutions existantes, apparues pour la plupart au cours de cette thèse.
Nordblom, Mattias. "Produktionens Progression : En självstudie i musikmakarens förtrollade resa." Thesis, Karlstads universitet, Institutionen för konstnärliga studier (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-77903.
Full textI detta självständiga arbete utforskas en lärandeprocess i skapandet och utvecklandet av tre olika musikaliska kompositioner. Studien utgår utifrån ett designteoretiskt perspektiv med stöd i litteratur och forskning relaterat till musikskapande och komposition. Studien baseras på observation genom videodokumentation under hösten 2019. Resultatet delas upp i tre teman: Produktionens begynnelse, Utvecklandet av produktionen och Produktionens slutfas. I resultatet presenteras svaret på de frågeställningar studien är utformat efter. Avslutningsvis sätts resultatet i relation till vald litteratur, forskning och designteoretiskt perspektiv i ett diskussionskapitel.