Dissertations / Theses on the topic 'Video content analysis'
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Lidén, Jonas. "Distributed Video Content Analysis." Thesis, Umeå universitet, Institutionen för datavetenskap, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-99062.
Full textChan, Stephen Chi Yee. "Video analysis for content-based applications." Thesis, University of Southampton, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.395362.
Full textFraz, Muhammad. "Video content analysis for intelligent forensics." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/18065.
Full textVON, WITTING DANIEL. "Annotation and indexing of video content basedon sentiment analysis." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-156387.
Full textTack vare tekniska framsteg inom mobilitet och tillgänglighet, kan media såsom film distribueras till flertalet olika plattformar, i form avströmning eller liknande tjänster. Det enorma utbudet av TV-serier och film utgör svårigheter för hur materialet ska lagras, sorteras och katalogiseras. Ofta är det dessutom användarna som ställer krav på vad somär relevant i en sökning. Det påvisar vikten av lämplig notation och indexering.I dag används oftast text som beskrivning av videoinnehållet, i form av antingen genre eller nyckelord. Det här arbetet är ett försök till att automatiskt kunna indexera film och serier, beroende på det semantiska innehållet. Att istället beskriva videomaterialet beroende på hur det uppfattas, samt de känslor som väcks, innebär en mer karaktäristisk skildring. Ett sådant signalement skulle beskriva det faktiska innehållet på ett annat sätt, som är mer lämpligt för jämförelser mellan två videoproduktioner. Eftersom skapandet av film anpassar sig till hur människor uppfattar videomaterial, kommer denna undersökning utnyttja de regler och praxis som används, som hjälp för maskininlärningen. Hur en film uppfattas, eller de känslor som framkallas, utgör en bas för inlärningen, då de används för att beteckna de olika koncept som ska klassificeras. En video representeras som en sekvens av klipp, med avsikt att fånga de tidsmässiga egenskaperna. Metoden som används för denna övervakade inlärning är en SVM som kan hantera data i form av strängar. Förutom de teknikaliteter som krävs för att förstå inlärningen,tar rapporten upp relevanta andra områden, t.ex. hur information ska extraheras och videosegmentering. Resultaten visar att det finns mönster i video, lämpliga för inlärning. På grund av för lite data, är det inte möjligt att avgöra hur metoden presterar. Det vore därför intressant med vidare analys, med mer data samt smärre modifikationer.
Lindmark, Peter G. "A CONTENT ANALYSIS OF ADVERTISING IN POPULAR VIDEO GAMES." Cleveland State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=csu1326227481.
Full textHorn, Johanna, and Daniel Severus. "Exploring the Trust Generating Factors of Video Tutorials." Thesis, Högskolan i Gävle, Företagsekonomi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-23651.
Full textRen, Jinchang. "Semantic content analysis for effective video segmentation, summarisation and retrieval." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4251.
Full textSong, Yale. "Structured video content analysis : learning spatio-temporal and multimodal structures." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/90003.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 141-154).
Video data exhibits a variety of structures: pixels exhibit spatial structure, e.g., the same class of objects share certain shapes and/or colors in image; sequences of frames exhibit temporal structure, e.g., dynamic events such as jumping and running have a certain chronological order of frame occurrence; and when combined with audio and text, there is multimodal structure, e.g., human behavioral data shows correlation between audio (speech) and visual information (gesture). Identifying, formulating, and learning these structured patterns is a fundamental task in video content analysis. This thesis tackles two challenging problems in video content analysis - human action recognition and behavior understanding - and presents novel algorithms to solve each: one algorithm performs sequence classification by learning spatio-temporal structure of human action; another performs data fusion by learning multimodal structure of human behavior. The first algorithm, hierarchical sequence summarization, is a probabilistic graphical model that learns spatio-temporal structure of human action in a fine-to-coarse manner. It constructs a hierarchical representation of video by iteratively summarizing the video sequence, and uses the representation to learn spatio-temporal structure of human action, classifying sequences into action categories. We developed an efficient learning method to train our model, and show that its complexity grows only sublinearly with the depth of the hierarchy. The second algorithm focuses on data fusion - the task of combining information from multiple modalities in an effective way. Our approach is motivated by the observation that human behavioral data is modality-wise sparse, i.e., information from just a few modalities contain most information needed at any given time. We perform data fusion using structured sparsity, representing a multimodal signal as a sparse combination of multimodal basis vectors embedded in a hierarchical tree structure, learned directly from the data. The key novelty is in a mixed-norm formulation of regularized matrix factorization via structured sparsity. We show the effectiveness of our algorithms on two real-world application scenarios: recognizing aircraft handling signals used by the US Navy, and predicting people's impression about the personality of public figures from their multimodal behavior. We describe the whole procedure of the recognition pipeline, from the signal acquisition to processing, to the interpretation of the processed signals using our algorithms. Experimental results show that our algorithms outperform state-of-the-art methods on human action recognition and behavior understanding.
by Yale Song.
Ph. D.
Humienny, Raymond Tyler. "Content Analysis of Video Game Loot Boxes in the Media." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1546434312362585.
Full textWang, Feng. "Video content analysis and its applications for multimedia authoring of presentations /." View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?CSED%202007%20WANG.
Full textJunejo, Imran. "TOWARDS A SELF-CALIBRATING VIDEO CAMERA NETWORK FOR CONTENT ANALYSIS AND FORENSICS." Doctoral diss., University of Central Florida, 2007. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3906.
Full textPh.D.
School of Electrical Engineering and Computer Science
Engineering and Computer Science
Computer Science PhD
Craighead, Britney Nicole. "The Dynamics of Rewards and Punishments in Video Games| A Content Analysis." Thesis, University of California, Santa Barbara, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10159655.
Full textIn recent years, concerns over video game addiction have increased. Both individual factors (such as impulsivity and reward sensitivity) and content features in video games (such as reward and punishment features) play a role in the development of video game addiction. In the current study, a content analysis coding procedure is developed in order to categorize the reinforcement schedules of three existing commercial video games from three different genres. Our findings indicate that the reward features in the game The Mighty Quest for Epic Loot resembles a partial reinforcement schedule while the reward features in the games Team Fortress 2 and Destination Sol resemble a continuous reinforcement schedule. This key finding demonstrates that the reward content features in commercial video games can be classified along a theoretically meaningful dimensions put forth by Operant Conditioning Theory. Furthermore, in this study we pilot tested several outcome measures related to video game addiction that will be crucial to our conceptualization of video game addiction in the future including a measure of playing time, game enjoyment, trait impulsivity, a measure of behavioral impulsivity, and the game addiction scale. We found that the video game with a partial reinforcement schedule was significantly more enjoyable than the video games with a continuous reinforcement schedule.
Cámara, Chávez Guillermo. "Analyse du contenu vidéo par apprentissage actif." Cergy-Pontoise, 2007. http://www.theses.fr/2007CERG0380.
Full textThis thesis presents work towards a unified framework for semi-automated video indexing and interactive retrieval. To create an efficient index, a set of representative key frames are selected from the entire video content. We developed an automatic shot boundary detection algorithm to get rid of parameters and thresholds. We adopted a SVM classifier due to its ability to use very high dimensional feature spaces while at the same time keeping strong generalization guarantees from few training examples. We deeply evaluated the combination of features and kernels and present interesting results obtained, for shot extraction TRECVID 2006 Task. We then propose an interactive video retrieval system: RETINVID, to significantly reduce the number of key frames annotated by the user. The key frames are selected based on their ability to increase the knowledge of the data. We perform an experiment against the 2005 TRECVID benchmark for high-level task
Sánchez, Secades Juan María. "Multiple feature temporal models for the characterization of semantic video contents." Doctoral thesis, Universitat Autònoma de Barcelona, 2003. http://hdl.handle.net/10803/3036.
Full textLa semántica de nivel medio se encuentra implícita en las características de bajo nivel, dado que un concepto semántico concreto genera una combinación específica de valores de las mismas. El problema consiste en "tender un puente sobre el vacío" entre las características de bajo nivel que se observan y sus correspondientes conceptos semánticos de nivel medio ocultos. Para establecer relaciones entre estos dos niveles, se utilizan técnicas de visión por computador y procesamiento de imágenes. Otras disciplinas como la cinematografía y la semiótica también proporcionan pistas importantes para determinar como se usan las características de bajo nivel para crear conceptos semánticos. Una descripción adecuada de las características de bajo nivel puede proporcionar una representación de sus correspondientes contenidos semánticos. Más en concreto, el color resumido en un histograma se utiliza para representar la apariencia de los objetos. Cuando el objeto es el fondo de la escena, su color aporta información sobre la localización. De la misma manera, en esta tesis se analiza la semántica que transmite una descripción del movimiento. Las características de movimiento resumidas en una matriz de coocurrencias temporales proporcionan información sobre las operaciones de la cámara y el tipo de toma (primer plano, etc.) en función de la distancia relativa entre la cámara y los objetos filmados.
La principal contribución de esta tesis es una representación de los contenidos visuales del vídeo basada en el resumen del comportamiento dinámico de las características de bajo nivel como procesos temporales descritos por cadenas de Markov. Los estados de la cadena de Markov vienen dados por los valores observados de una característica de bajo nivel. A diferencia de las representaciones de los shots basadas en keyframes, el modelo de cadena de Markov considera información de todos los frames del shot en la misma representación. Las medidas de similitud naturales en un marco probabilístico, como la divergencia de Kullback-Leibler, pueden ser utilizadas para comparar cadenas de Markov y, por tanto, el contenido de los shots que representan. En la misma representación se pueden combinar múltiples características de las imágenes mediante el acoplamiento de sus correspondientes cadenas. Esta tesis presenta diferentes formas de acoplar cadenas de Markov, y en particular la llamada Cadenas Acopladas de Markov (Coupled Markov Chains, CMC). También se detalla un método para encontrar la estructura de acoplamiento óptima en términos de coste mínimo y mínima pérdida de información, ya que esta merma se relaciona directamente con la pérdida de precisión de la estructura acoplada para representar contenidos de vídeo. Durante el proceso de cálculo de las representaciones de los shots se detectan las fronteras entre éstos usando el mismo modelo y medidas de similitud.
Cuando las características de color y movimiento se combinan, la representación en cadenas acopladas de Markov proporciona un descriptor semántico de nivel medio que contiene información implícita sobre objetos (sus identidades, tamaños y patrones de movimiento), movimiento de cámara, localización, tipo de toma, relaciones temporales entre los elementos que componen la escena y actividad global, entendida como la cantidad de acción. Conceptos semánticos más complejos emergen de la unión de estos descriptores de nivel medio, tales como "cabeza parlante", que surge de la combinación de un primer plano con el color de la piel de la cara. Añadiendo el componente de localización en el dominio de Noticiarios, las cabezas parlantes se pueden subclasificar en "presentadores" (localizados en estudio) y "corresponsales" (localizados en exteriores). Estas y otras categorías semánticamente significativas aparecen cuando los shots representados usando el modelo CMC se agrupan de forma no supervisada. Los conceptos mejor definidos se corresponden con grupos compactos, que pueden ser detectados usando una medida de densidad. Conocimiento de alto nivel sobre el dominio se puede definir mediante simples reglas basadas en estos conceptos, que establecen fronteras en la estructura semántica del vídeo. El modelado de contenidos de vídeo por cadenas acopladas de Markov unifica los primeros pasos del proceso de análisis semántico de vídeo y proporciona una representación de nivel medio semánticamente significativa sin necesidad de detectar previamente las fronteras entre shots.
The high-level structure of a video can be obtained once we have knowledge about the domain plus a representation of the contents that provides semantic information. In this context, intermediate-level semantic representations are defined in terms of low-level features and the information they convey about the contents of the video. Intermediate-level representations allow us to obtain semantically meaningful clusterings of shots, which are then used together with high-level domain-specific knowledge in order to obtain the structure of the video. Intermediate-level representations are usually domain-dependent as well. The descriptors involved in the representation are specifically tailored for the application, taking into account the requirements of the domain and the knowledge we have about it. This thesis proposes an intermediate-level representation of video contents that allows us to obtain semantically meaningful clusterings of shots. This representation does not depend on the domain, but still provides enough information to obtain the high-level structure of the video by combining the contributions of different low-level image features to the intermediate-level semantics.
Intermediate-level semantics are implicitly supplied by low-level features, given that a specific semantic concept generates some particular combination of feature values. The problem is to bridge the gap between observed low-level features and their corresponding hidden intermediate-level semantic concepts. Computer vision and image processing techniques are used to establish relationships between them. Other disciplines such as filmmaking and semiotics also provide important clues to discover how low-level features are used to create semantic concepts. A proper descriptor of low-level features can provide a representation of their corresponding semantic contents. Particularly, color summarized as a histogram is used to represent the appearance of objects. When this object is the background, color provides information about location. In the same way, the semantics conveyed by a description of motion have been analyzed in this thesis. A summary of motion features as a temporal cooccurrence matrix provides information about camera operation and the type of shot in terms of relative distance of the camera to the subject matter.
The main contribution of this thesis is a representation of visual contents in video based on summarizing the dynamic behavior of low-level features as temporal processes described by Markov chains (MC). The states of the MC are given by the values of an observed low-level feature. Unlike keyframe-based representations of shots, information from all the frames is considered in the MC modeling. Natural similarity measures such as likelihood ratios and Kullback-Leibler divergence are used to compare MC's, and thus the contents of the shots they are representing. In this framework, multiple image features can be combined in the same representation by coupling their corresponding MC's. Different ways of coupling MC's are presented, particularly the one called Coupled Markov Chains (CMC). A method to find the optimal coupling structure in terms of minimal cost and minimal loss of information is detailed in this dissertation. The loss of information is directly related to the loss of accuracy of the coupled structure to represent video contents. During the same process of computing shot representations, the boundaries between shots are detected using the same modeling of contents and similarity measures.
When color and motion features are combined, the CMC representation provides an intermediate-level semantic descriptor that implicitly contains information about objects (their identities, sizes and motion patterns), camera operation, location, type of shot, temporal relationships between elements of the scene and global activity understood as the amount of action. More complex semantic concepts emerge from the combination of these intermediate-level descriptors, such as a "talking head" that combines a close-up with the skin color of a face. Adding the location component in the News domain, talking heads can be further classified into "anchors" (located in the studio) and "correspondents" (located outdoors). These and many other semantically meaningful categories are discovered when shots represented using the CMC model are clustered in an unsupervised way. Well-defined concepts are given by compact clusters, which can be determined by a measure of their density. High-level domain knowledge can then be defined by simple rules on these salient concepts, which will establish boundaries in the semantic structure of the video. The CMC modeling of video shots unifies the first steps of the video analysis process providing an intermediate-level semantically meaningful representation of contents without prior shot boundary detection.
Tano, Richard. "Determining multimediastreaming content." Thesis, Umeå universitet, Institutionen för fysik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-50376.
Full textDetta examensarbete skrevs av Richard Tano student på Umeå universitet åt Ericsson Luleå. Övervakning av nätets prestanda är av yttersta vikt för nätverksleverantörer. Detta görs med modeller för att utvärdera QoS (Quality of Service) som överensstämmer med ITU-T rekommendationer. Vid bestämning av kvaliten på videoströmmar är det mer meningsfullt att utvärdera QoE (Quality of Experience) för att få insikt i hur användaren uppfattar kvaliten. Detta graderas i värden av MOS (Mean opinion score). En viktig aspekt för att bestämma QoE är typen av videoinnehåll, vilket är korrelerat till videons kodningskomplexitet och MOS värden. I detta arbete undersöktes möjligheterna att förbättra kvalitetsuppskattningsmodellerna under uppfyllande av ITU-T studygroup 12 (q.14). Metoder undersöktes och en algoritm utvecklades som använder tidsserieanalys av paketstatistik för uppskattning av videoströmmars MOS-värden. Metoder som ingår i algoritmen är en nyutvecklad frekventa mönster metod tillsammans med regressions analys. En modell som använder algoritmen från låg till hög bithastighet definierades. Den nya modellen gav omkring 20% förbättrad precision i uppskattning av MOS-värden jämfört med existerande referensmodell. Även en algoritm som enbart använder regressionsstatistik och modellerande av statistiska parametrar utvecklades. Denna algoritm levererade jämförbara resultat med föregående algoritm men gav även kraftigt förbättrad effektivitet.
Gifford, Ben. "Reviewing the critics: Examining popular video game reviews through a comparative content analysis." Cleveland State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=csu1377089044.
Full textSheikh, Faridul Hasan. "Analysis of 3D color matches for the creation and consumption of video content." Thesis, Saint-Etienne, 2014. http://www.theses.fr/2014STET4001.
Full textThe objective of this thesis is to propose a solution to the problem of color consistency between images originate from the same scene irrespective of acquisition conditions. Therefore, we present a new color mapping framework that is able to compensate color differences and achieve color consistency between views of the same scene. Our proposed, new framework works in two phases. In the first phase, we propose a new method that can robustly collect color correspondences from the neighborhood of sparse feature correspondences, despite the low accuracy of feature correspondences. In the second phase, from these color correspondences, we introduce a new, two-step, robust estimation of the color mapping model: first, nonlinear channel-wise estimation; second, linear cross-channel estimation. For experimental assessment, we propose two new image datasets: one with ground truth for quantitative assessment; another, without the ground truth for qualitative assessment. We have demonstrated a series of experiments in order to investigate the robustness of our proposed framework as well as its comparison with the state of the art. We have also provided brief overview, sample results, and future perspectives of various applications of color mapping. In experimental results, we have demonstrated that, unlike many methods of the state of the art, our proposed color mapping is robust to changes of: illumination spectrum, illumination intensity, imaging devices (sensor, optic), imaging device settings (exposure, white balance), viewing conditions (viewing angle, viewing distance)
Yapp, Lawrence. "Content-based indexing of MPEG video through the analysis of the accompanying audio /." Thesis, Connect to this title online; UW restricted, 1997. http://hdl.handle.net/1773/5835.
Full textÖgren, Erik. "Hopelessness in Video Games : Motivating the player." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-411097.
Full textCao, Yong. "ADVERTISING A VIRTUAL WORLD: A CONTENT ANALYSIS OF CHINESE AND U.S. VIDEO GAME ADVERTISEMENTS." OpenSIUC, 2010. https://opensiuc.lib.siu.edu/dissertations/164.
Full textTawiah, Thomas Andzi-Quainoo. "Video content analysis for automated detection and tracking of humans in CCTV surveillance applications." Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/7344.
Full textWang, Hantao. "Analyzing YouTube Content Demand Patternsand Cacheabilityin a Swedish Municipal Network." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-119775.
Full textRajkowska, Paulina. "Roles of female video game characters and their impact on gender representation." Thesis, Uppsala universitet, Medier och kommunikation, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225393.
Full textHolmer, Stefan. "Implementation and evaluation of content-aware video retargeting techniques." Thesis, Linköping University, Department of Electrical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-15230.
Full textThe purpose of this master thesis was to study different content-aware video retargeting techniques, concentrating on a generalization of seam carving for video. Focus have also been put on the possibility to combine different techniques to achieve better retargeting of both multi-shot video and single-shot video. This also involved significant studies of automatic cut detection and different measures of video content. The work resulted in a prototype application for semi-automatic video retargeting, developed in Matlab. Three different retargeting techniques, seam carving, automated pan & scan and subsampling using bi-cubic interpolation, have been implemented in the prototype. The techniques have been evaluated and compared to each other from a content preservation perspective and a perceived quality perspective.
Syftet med examensarbetet har varit att studera tekniker för ändring av bredd/höjd-förhållandet i videosekvenser, där hänsyn tas till innehållet i bilderna. Fokus har lagts på en generalisering av "seam carving" för video och möjligheterna att kombinera olika tekniker för att nå bättre kvalitet både för videosekvenser som består av endast ett, eller flera, klipp. Detta innefattade således också omfattande studier av automatisk klippdetektering och olika mått av videoinnehåll. Arbetet har resulterat i en prototypapplikation utvecklad i Matlab för halvautomatisk förändring av bildförhållande där hänsyn tas till innehållet i sekvenserna. I prototypen finns tre metoder implementerade, "seam carving", automatiserad "pan & scan" och nedsampling med bi-kubisk interpolering. Dessa metoder har utvärderats och jämförts med varandra från ett innehållsbevarande perspektiv och ett kvalitetsperspektiv.
Vishnubhotla, Venkata Krishna Sai Datta. "Cost Aware Virtual Content Delivery Network for Streaming Multimedia : Cloud Based Design and Performance Analysis." Thesis, Blekinge Tekniska Högskola, Institutionen för kommunikationssystem, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10795.
Full textJones, Kristen. "When Beauty is More Than Skin Deep: A Content Analysis of Popular Beauty YouTubers’ Video Strategies." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etd/3716.
Full textArifin, Sutjipoto. "A computation method/framework for high level video content analysis and segmentation using affective level information." Thesis, Imperial College London, 2007. http://hdl.handle.net/10044/1/1417.
Full textTjondronegoro, Dian W. "PhD Thesis: "Content-based Video Indexing for Sports Applications using Multi-modal approach"." Thesis, Deakin University, 2005. https://eprints.qut.edu.au/2199/1/PhDThesis_Tjondronegoro.pdf.
Full textCalvigioni, Giacomo. "Overlay routing in Content Distribution Networks for Quality of Experience optimization." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15482/.
Full textParshyn, Viachaslau. "Macro-segmentation sémantique des séquences multimédia." Ecully, Ecole centrale de Lyon, 2006. http://bibli.ec-lyon.fr/exl-doc/vparshyn.pdf.
Full textSegmentation of video into temporal semantic units provides important indexing information for efficient content-based browsing and navigation. In this work we are concerned withe the problem of macro-segmentation aiming at automatic generating of content tables of videos. We propose a deterministic approach which is a sort of finite automation and allows one to formulate content parsing rules based on a priori knowledge of the video production principles. The approach has been adopted und tested on tennis video. We propose also a statistical segmentation framework where content parsing rules are chosen so as to optimize the system performance measured as recall and precision. The framework is applied to the task of film segmentation into semantic scenes. The higher segmentation performance has been shown with respect to conventional rule-based ans statistical methods. In this work we are also concerned with the problem of automatic video summarization
Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.
Full textDepartment of Telecommunications
Lazarov, Danny Ivan. "Same old Russian Enemy? A Content Analysis of the Portrayal of Russians in Call of Duty: Modern Warfare." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23697.
Full textHiggins, Carey Lynne. "Does the "news" come first? Social responsibility, infotainment, and local television newscasts in Portland, Oregon : a content analysis." PDXScholar, 2005. https://pdxscholar.library.pdx.edu/open_access_etds/3790.
Full textBackåberg, Sofia. "Video-supported Interactive Learning for Movement Awareness : a learning model for the individual development of movement performance among nursing students." Doctoral thesis, Linnéuniversitetet, Institutionen för hälso- och vårdvetenskap (HV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-52413.
Full textOlsson, Pia. "Antenatal midwifery consultations : a qualitative study." Doctoral thesis, Umeå universitet, Institutionen för omvårdnad, 2000. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-96903.
Full textVacanti, Rachael E. "The Greatest Show: Characteristics of Descriptive Video Service and the Box Office." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1534175402318917.
Full textMahone, Jessica A. "A Comparative Content Analysis of Televised Political Advertising in the United States and Canada in 2004 and 2008." Digital Commons @ East Tennessee State University, 2009. https://dc.etsu.edu/etd/1808.
Full textButler, Darren Edward. "Scene analysis & compression." Thesis, Queensland University of Technology, 2004.
Find full textCardiel, Christopher Louis. "Are We Cool Yet?: A Longitudinal Content Analysis of Nerd and Geek Representations in Popular Television." PDXScholar, 2012. https://pdxscholar.library.pdx.edu/open_access_etds/810.
Full textNiaz, Usman. "Amélioration de la détection des concepts dans les vidéos en coupant de plus grandes tranches du monde visuel." Thesis, Paris, ENST, 2014. http://www.theses.fr/2014ENST0040/document.
Full textVisual material comprising images and videos is growing ever so rapidly over the internet and in our personal collections. This necessitates automatic understanding of the visual content which calls for the conception of intelligent methods to correctly index, search and retrieve images and videos. This thesis aims at improving the automatic detection of concepts in the internet videos by exploring all the available information and putting the most beneficial out of it to good use. Our contributions address various levels of the concept detection framework and can be divided into three main parts. The first part improves the Bag of Words (BOW) video representation model by proposing a novel BOW construction mechanism using concept labels and by including a refinement to the BOW signature based on the distribution of its elements. We then devise methods to incorporate knowledge from similar and dissimilar entities to build improved recognition models in the second part. Here we look at the potential information that the concepts share and build models for meta-concepts from which concept specific results are derived. This improves recognition for concepts lacking labeled examples. Lastly we contrive certain semi-supervised learning methods to get the best of the substantial amount of unlabeled data. We propose techniques to improve the semi-supervised cotraining algorithm with optimal view selection
Brege, Malin, and Sofia Hansson. ""Kvinnliga gamers finns inte" : En diskursanalys av mediedebatten om ojämställdhet i TV- och datorspelskulturen." Thesis, Umeå universitet, Institutionen för kultur- och medievetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-115228.
Full textKarlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.
Full textFöljande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelarkaraktärens hälsa, när spelarkaraktären tar skada och GUI. 50 spel kodades via s.k. “gameplay” videor på YouTube och har sedan blivit analyserade. Koderna var sedan grupperade baserad på mönster och teori. Dessa grupper var sedan undersökta med andra studier och speldesign sedvänjor.
Swahn, Clara, and Niki Eriksson. "Does the devil wear Prada? A content analysis of costume design in video games as a tool for conveying narrative and functionality : A study concerning costume design and its current use in games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40587.
Full textDenna studie undersöker hur kostymdesign används som en narrativ och funktionell del inom design av spelkaraktärer. Syftet är att se hur kostymdesign nuvarande används, vilka vanliga design trender som kan hittas och vilka instanser som finns där kostymdesign går emot trovärdighet och funktionalitet. En karaktär från varje toppsäljande spel med enspelarläge och tredjepersons perspektiv mellan år 2015-2018 valdes. En karaktärsanalys och ett kodschema skapades för att hitta gemensamma design trender som används för att visuellt förmedla information till spelare. Resultatet visar en övergripande användning av signaler från verkligheten för att visuellt förmedla omedelbar information. Motsägande verkliga signaler som visas tillsammans kan påvisa en avvikelse från verkligheten men även scenarion med en avsaknad av verkliga exempel kan ett uniformt designspråk ses. Resultaten visade även den vikt som läggs på användningen av objekt med kontextuell mening för att ge kostymdesigner mer djup. Instanser där kostymdesign sågs som motsägande var mestadels för att få karaktären att stå ut eller för att framhäva attraktiva drag.
Glass, James. "Qualitative analysis: viewing, consumption and usability of SVO." Doctoral thesis, Universitat Pompeu Fabra, 2020. http://hdl.handle.net/10803/668491.
Full textAquesta recerca estudia el vídeo a la carta de pagament (SVOD, en anglès) a partir de l'exemple de Netflix, el qual ha vist un increment considerable de consum al llarg dels últims anys, especialment comparat amb els mitjans de comunicació tradicionals. A través de focus group i una enquesta en línia, es fa una anàlisi qualitativa que parteix d'un estudi temàtic, a fi d'elaborar i obtenir una idea del fenomen de l'SVOD dintre de la nostra societat. Aquest fenomen ha permès als espectadors alterar els hàbits d'horari d'ús i d'autoprogramació. Veure pel·licules i televisió a través d'internet força a trencar la cadena tradicional de valor dels mètodes de visionat així com el consum dels mateixos.
Steinmetz, Nadine. "Context-aware semantic analysis of video metadata." Phd thesis, Universität Potsdam, 2013. http://opus.kobv.de/ubp/volltexte/2014/7055/.
Full textThe Semantic Web provides information contained in the World Wide Web as machine-readable facts. In comparison to a keyword-based inquiry, semantic search enables a more sophisticated exploration of web documents. By clarifying the meaning behind entities, search results are more precise and the semantics simultaneously enable an exploration of semantic relationships. However, unlike keyword searches, a semantic entity-focused search requires that web documents are annotated with semantic representations of common words and named entities. Manual semantic annotation of (web) documents is time-consuming; in response, automatic annotation services have emerged in recent years. These annotation services take continuous text as input, detect important key terms and named entities and annotate them with semantic entities contained in widely used semantic knowledge bases, such as Freebase or DBpedia. Metadata of video documents require special attention. Semantic analysis approaches for continuous text cannot be applied, because information of a context in video documents originates from multiple sources possessing different reliabilities and characteristics. This thesis presents a semantic analysis approach consisting of a context model and a disambiguation algorithm for video metadata. The context model takes into account the characteristics of video metadata and derives a confidence value for each metadata item. The confidence value represents the level of correctness and ambiguity of the textual information of the metadata item. The lower the ambiguity and the higher the prospective correctness, the higher the confidence value. The metadata items derived from the video metadata are analyzed in a specific order from high to low confidence level. Previously analyzed metadata are used as reference points in the context for subsequent disambiguation. The contextually most relevant entity is identified by means of descriptive texts and semantic relationships to the context. The context is created dynamically for each metadata item, taking into account the confidence value and other characteristics. The proposed semantic analysis follows two hypotheses: metadata items of a context should be processed in descendent order of their confidence value, and the metadata that pertains to a context should be limited by content-based segmentation boundaries. The evaluation results support the proposed hypotheses and show increased recall and precision for annotated entities, especially for metadata that originates from sources with low reliability. The algorithms have been evaluated against several state-of-the-art annotation approaches. The presented semantic analysis process is integrated into a video analysis framework and has been successfully applied in several projects for the purpose of semantic video exploration of videos.
Holmström, Markus. "Det manliga idealet och den lättklädda minoriteten : En undersökning om könsfördelning och könsrepresentation i populära digitala spel angående våldsamma spel och slagsmålsspel." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40883.
Full textDenna studie har utförts för att ge ljus till flertalet observationer från tidigare studier om hur karaktärer representeras i digitala spel. Genom att undersöka 884 karaktärer från 60 spel och jämföra dem mot varandra beroende på om spelen var våldsamma eller ej, om spelet var ett slagsmålsspel eller ej och hur populärt spelet var söktes det flera svar om spelbranschen och hur karaktärer representeras beroende på dessa faktorer. Studien fann att könsfördelningen hade utjämnats delvis sedan tidigare studier (Williams, m fl., 2009; Downs och Smith, 2010) och att hypersexualiserad representation hade sjunkit för kvinnliga karaktärer men höjts för manliga karaktärer för vissa hypersexualiserade bedömningar. Våldsamma och slagsmålsspel hade större andelar män, men endast slagsmålsspel hade fler hypersexualiserade karaktärer än sin motpart. Analyser som berodde på hur populära spelen var i jämförelse med varandra visade inget konkret.
Paxton, Sue. "A Content Analysis of Violence in Music Videos." Thesis, North Texas State University, 1985. https://digital.library.unt.edu/ark:/67531/metadc501107/.
Full textHolmgren, Brännström Ulrika, and Ulrika Malmlöf. "KBT under den globala pandemin Covid-19 : Psykoterapeuters föreställningar om, och upplevelser av, terapeutisk allians vid övergången till psykoterapi via videolänk." Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-179633.
Full textDuring the pandemic COVID-19 the health care has suddenly been forced to adjust their work and start using video conference to keep the continuity, which also impacts psychotherapy. Despite extensive evidence of the efficiency of video conference psychotherapy there are still myths among clinicians that the therapeutic alliance can be endangered by the digital format, which can complicate the implementations. The aim of this study is to examine the psychotherapists' experiences of psychotherapy via video conference, with particular focus on the therapeutic alliance (TA). Through semi-structured interviews we examined the psychotherapists conceptions, adaptations and the experiences of this readjustment. Data were analyzed based on qualitative content analysis; Communication, The solid relation and the CBT-interventions. The main results indicated that the clinicians needed to adapt the treatment contextually, communicatively and in terms of content to frame TA, and that TA can be developed via video conference. This coincides with previous international research. Areas of development is the new phenomenon self-exposure and transformation/change of equalization of power. The conversion has positively exceeded the expectations and has partly changed the respondents attitudes to therapy via video conference. Within the limitations of this study, implications and further directions for research are described.
Pokhrel, Jeevan. "Intelligent quality of experience (QoE) analysis of network served multimedia and web contents." Thesis, Evry, Institut national des télécommunications, 2014. http://www.theses.fr/2014TELE0027/document.
Full textToday user experience is becoming a reliable indicator for service providers and telecommunication operators to convey overall end to end system functioning. Moreover, to compete for a prominent market share, different network operators and service providers should retain and increase the customers’ subscription. To fulfil these requirements they require an efficient Quality of Experience (QoE) monitoring and estimation. However, QoE is a subjective metric and its evaluation is expensive and time consuming since it requires human participation. Therefore, there is a need for an objective tool that can measure the QoE objectively with reasonable accuracy in real-Time. As a first contribution, we analyzed the impact of network conditions on Video on Demand (VoD) services. We also proposed an objective QoE estimation tool that uses fuzzy expert system to estimate QoE from network layer QoS parameters. As a second contribution, we analyzed the impact of MAC layer QoS parameters on VoD services over IEEE 802.11n wireless networks. We also proposed an objective QoE estimation tool that uses random neural network to estimate QoE from the MAC layer perspective. As our third contribution, we analyzed the effect of different adaption scenarios on QoE of adaptive bit rate streaming. We also developed a web based subjective test platform that can be easily integrated in a crowdsourcing platform for performing subjective tests. As our fourth contribution, we analyzed the impact of different web QoS parameters on web service QoE. We also proposed a novel machine learning algorithm i.e. fuzzy rough hybrid expert system for estimating web service QoE objectively
Wehbe, Hassan. "Synchronisation automatique d'un contenu audiovisuel avec un texte qui le décrit." Thesis, Toulouse 3, 2016. http://www.theses.fr/2016TOU30104/document.
Full textWe address the problem of automatic synchronization of an audiovisual content with a procedural text that describes it. The strategy consists in extracting pieces of information about the structure from both contents, and in matching them depending on their types. We propose two video analysis tools that respectively extract: * Limits of events of interest using an approach inspired by dictionary quantization. * Segments that enclose a repeated action based on the YIN frequency analysis method. We then propose a synchronization system that merges results coming from these tools in order to establish links between textual instructions and the corresponding video segments. To do so, a "Confidence Matrix" is built and recursively processed in order to identify these links in respect with their reliability