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1

Wang, Yang. "Digital video segmentation and annotation in news programs." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23273082.

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2

Wang, Yang, and 王揚. "Digital video segmentation and annotation in news programs." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2001. http://hub.hku.hk/bib/B31225305.

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3

Fjällström, Mattis. "Shot Selection Strategies in Video News Story Tracking." Thesis, Uppsala University, Department of Information Technology, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-88730.

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When tracking a news story a user typically chooses a story as input for a query. The computer system then tries to find stories similar to the one used as input. Earlier attempts at video news tracking used all shots in a story, regardless of whether they improved the query or not. Some of those shots are bound to be disruptive to the matching process.

Due to this problem with the current methods, we propose a shot selection method which utilizes the similarity between shots within a story to automatically extract shots that are highly representative of the story content. Specifically, three methods are proposed: a) similar shot exclusion; b) similar shot inclusion; and c) length based shot selection. This paper describes experiments performed on Japanese broadcast news video. We find that being restrictive with what shots to include can improve tracking performance. In certain cases, drastically.

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4

Bishop, Kaelyn, Hannah Mathely, Andy Asllani, Joseph Barnet, Andrea Dr Clements, and Kent Dr Norman. "Perception and Acceptability of Violence in Video Games, Movies, and News." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/asrf/2018/schedule/203.

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It is imperative to know how violent material is perceived when presented over various media platforms and how acceptable these violent acts are in video games with different ESRB ratings. With the current debate surrounding the relationship between video games and violence, it is important to understand perception of violence in different media and acceptability of violent acts in video games of different ratings. This will allow a more accurate discussion on the impact of violent acts in video games as compared to other media which will help determine how to best proceed in eliminating causal factors of violence as well as influencing the production of new video games. It was expected that violent acts would be perceived as most violent in news, followed by movies, and least violent in video games. It was also expected that more violent acts would be seen as acceptable in video games rated mature rather than teen. Participants were gathered at University of Maryland from two classes and SONA. They were administered a survey to determine their video game usage and demographic information. Perception of violence in the news, movies, and video games was measured using a 9-point Likert Scale that ranged from 1-”harmless” to 9“horrifying.” Acceptability was measured by asking if particular violent acts were viewed as acceptable for teen ratings or mature ratings in video games. These acts ranged from mostly harmless to extremely brutal. In general, news was perceived as the most violent followed by movies then video games. The mean perceived violence in Video Games was 4.74 (SD=1.64), in Movies 5.05 (SD=1.68), and in News media 5.77 (SD=1.67). As expected, violent acts were better tolerated in games rated mature than games rated teen. The mean number of acts judged "unacceptable" (not marked as unacceptable) for Teen was 19.31 and for Mature it was only 8.81 (p<.001).
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5

Compton, Charles L. (Charles Lacey). "Internet CNN Newsroom : the design of a digital video news magazine." Thesis, Massachusetts Institute of Technology, 1995. http://hdl.handle.net/1721.1/37777.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1995.
Includes bibliographical references (leaf 57).
by Charles L. Compton.
M.Eng.
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6

Clark, Judith Chandra. "Fake news a survey on video news releases and their implications on journalistic ethics, integrity, independence, professionalism, credibility, and commercialization of broadcast news /." Thesis, [Tuscaloosa, Ala. : University of Alabama Libraries], 2009. http://purl.lib.ua.edu/47.

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7

Kucuk, Dilek. "Exploiting Information Extraction Techniques For Automatic Semantic Annotation And Retrieval Of News Videos In Turkish." Phd thesis, METU, 2011. http://etd.lib.metu.edu.tr/upload/12613043/index.pdf.

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Information extraction (IE) is known to be an effective technique for automatic semantic indexing of news texts. In this study, we propose a text-based fully automated system for the semantic annotation and retrieval of news videos in Turkish which exploits several IE techniques on the video texts. The IE techniques employed by the system include named entity recognition, automatic hyperlinking, person entity extraction with coreference resolution, and event extraction. The system utilizes the outputs of the components implementing these IE techniques as the semantic annotations for the underlying news video archives. Apart from the IE components, the proposed system comprises a news video database in addition to components for news story segmentation, sliding text recognition, and semantic video retrieval. We also propose a semi-automatic counterpart of system where the only manual intervention takes place during text extraction. Both systems are executed on genuine video data sets consisting of videos broadcasted by Turkish Radio and Television Corporation. The current study is significant as it proposes the first fully automated system to facilitate semantic annotation and retrieval of news videos in Turkish, yet the proposed system and its semi-automated counterpart are quite generic and hence they could be customized to build similar systems for video archives in other languages as well. Moreover, IE research on Turkish texts is known to be rare and within the course of this study, we have proposed and implemented novel techniques for several IE tasks on Turkish texts. As an application example, we have demonstrated the utilization of the implemented IE components to facilitate multilingual video retrieval.
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8

Tolley, Rebecca. "No Foolin? Fake News and A.I. Manipulation of Audio, Video, and Images." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etsu-works/5700.

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9

Blomberg, Matthew. "Things left unsaid: Source disclosure, the Video News Release and perceptions of credibility." Thesis, Kansas State University, 2017. http://hdl.handle.net/2097/36196.

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Master of Science
Department of Journalism and Mass Communications
Louise Benjamin
The video news release (VNR) has been a source of controversy since its first inclusion into newscasts in the early 1980s. This third-party (not produced by a news station) public relations and marketing-friendly content, when included alongside normally produced news stories, can make it difficult for the public to discern what is news and what is not. Problems specifically arise when news operations fail to disclose to their audience the source or provider of VNR content, and prevent news consumers from evaluating the legitimacy or intent of a VNR. A 4 (source disclosure cue: audio, video, combination of the two, and none) x 2 (source agent type: biased or neutral) experiment was implemented within this study to better understand audience evaluations, post exposure to a source disclosure cue, of the credibility of a news operation that implements VNRs within their broadcast. Disclosure cues were also evaluated for their effectiveness in raising awareness to the persuasive aspects of a VNR, and the impact of differing source agent types on participants' credibility assessment of a news operation. Results demonstrated 75% of participants (n=238) failed to correctly identify the source of the VNR when a disclosure cue was given. However, the audio and video combination condition was found to instigate the most awareness to the use of VNR. Overall, disclosure of a VNR's source could not be linked to changes in participants' evaluation of a news operation's credibility, with results demonstrating uniformly average means throughout. In addition, source disclosure could not be associated to a change in participants' awareness to the persuasive context of the VNR, with similar means exhibited. Because of the lack of an overall effect concerning credibility or knowledge of persuasive content within the study, greater media transparency is needed as are more media literacy opportunities for the public to best understand and navigate today’s complicated broadcast media reality.
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10

Augustinson, Christian. "Videor i mobila nyhetsartiklar." Thesis, KTH, Skolan för teknikvetenskaplig kommunikation och lärande (ECE), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-206858.

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Denna studie undersöker hur engagemanget för nyhetsartiklar bestående av både text och video förändras om artikeln består av flera kortare videor istället för en längre video. Detta för att se hur multimodala metoder påverkar engagemanget för nyheter. Med mutimodala metoder menas blandningen av olika medier i en kommunikation vilket används för att skapa mening för användarna. Undersökningen består av totalt 23 st användartester där användarna blir exponerades för en av tre olika varianter av en nyhetsartikel. Skillnaden var att de bestod av noll, ett eller tre videoklipp. Engagemanget mättes sedan utifrån hur användaren agerar och hur användaren beskriver artikeln och video. I studien så undersöks engagemanget ur två aspekter, det inre engagemanget och det yttre engagemanget. Det inre engagemanget beskriver hur användaren upplever artikeln när hen läser den samt hur användaren läser artikeln. Det yttre engagemanget beskriver vad användare väljer att göra med artikeln efter att hen har läst klart den. Studiens resultat är att en uppdelad video påverkar vissa delar av engagemanget men inte alla aspekter. Mycket tyder på att det är troligare att användare väljer att se minst en video om den är uppdelad i flera kortare videor. De användare som exponerades för denna artikel utvärderade även varje video separat samtidigt som användarna som fick artikeln med en video talade mer allmänt om video i de fall de inte såg videoklippet. Användare som fick prototypen med fler video talade även mer negativt om video generellt.
This study examines how user engagement in news article consisting of text and video changes if the article consists of multiple short videos instead of one long video. This is to investigate how a multimodal methods affect user engagement in news articles. Multimodal methods is a combination of different types media in communication. The study consists of a total of 23 user tests where users was exposed to one of three different versions of a news article. The difference between the articles was that it consisted zero, one or three videos. Engagement levels was measured in how the user read the article and how the user described video. The study look at user engagement from two aspects, inner engagement and outer engagement. Inner engagement describes how users feel about the article when he or se reads it. Outer engagement describes what the user chose to do after he or she finish reading the article. The conclusions of the study is that multiple videos affects some parts of user engagement but not all aspects of it. The result suggests that its more likely that a user choses too se at least one video if there is more shorter videos to chose from. Users that tested this article evaluated each video separately and the users that tested the article whit one video evaluated video as a whole and not the individual clip. User that was exposed to multiple videos also spoke more negative about video.
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11

Jönsson, Jade, and louise weidenstolpe. "Manipulation i rörligt format - En studie kring deepfake video och dess påverkan." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20776.

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Med deepfake-teknologi kan det skapas manipulerade videor där det produceras falska bilder och ljud som framställs vara verkliga. Deepfake-teknologin förbättras ständigt och det kommer att bli svårare att upptäcka manipulerade videor online. Detta kan innebära att en stor del mediekonsumenter omedvetet exponeras för tekniken när de använder sociala medier. Studiens syfte är att undersöka unga vuxnas medvetenhet, synsätt och påverkan av deepfake videor. Detta eftersom deepfake-teknologin förbättras årligen och problemen med tekniken växer samt kan få negativa konsekvenser i framtiden om den utnyttjas på fel sätt. Insamlingen av det empiriska materialet skedde genom en kvantitativ metod i form av en webbenkät och en kvalitativ metod med tre fokusgrupper. Slutsatsen visade på att det finns ett större antal unga vuxna som inte är medvetna om vad en deepfake video är, dock existerar det en viss oro för deepfake-teknologin och dess utveckling. Det upplevs att det finns risker för framtiden med teknologin i form av hot mot demokratin och politik, spridning av Fake news, video-manipulation samt brist på källkritik. De positiva aspekterna är att tekniken kan användas i sammanhang av humor, inom film- och TV-industrin samt sjukvård. Ytterligare en slutsats är att unga vuxna kommer att vara mer källkritiska till innehåll de exponeras av framöver, dock kommer de med stor sannolikhet ändå att påverkas av deepfake-teknologin i framtiden.
Manipulated videos can be created with deepfake technology, where fake images and sounds are produced and seem to be real. Deepfake technology is constantly improving and it will be more problematic to detect manipulated video online. This may result in a large number of media consumers being unknowingly exposed to deepfake technology while using social media. The purpose of this study is to research young adults' awareness, approach and impact of deepfake videos. The deepfake technology improves annually and more problems occur, which can cause negative consequences in the future if it’s misused. The study is based on a quantitative method in the form of a web survey and a qualitative method with three focus groups. The conclusion shows that there’s a large number of young adults who are not aware of what a deepfake video is, however there’s some concern about deepfake technology and its development. It’s perceived that there can be risks in the future with the technology in terms of threats to democracy and politics, distribution of Fake news, video manipulation and lack of source criticism. The positive aspects are that the technology can be used for entertainment purposes, in the film and television industry also in the healthcare department. Another conclusion is that young adults will be more critical to the content they are exposed to in the future, but likely be affected by deepfake technology either way.
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12

Holmes, Christine Margaret. "Exploration of Information Processing Outcomes in 360-Degree Video." Ohio University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1544104147312149.

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13

Higgins-Dobney, Carey Lynne. "News Work: the Impact of Corporate Newsroom Culture on News Workers & Community Reporting." PDXScholar, 2018. https://pdxscholar.library.pdx.edu/open_access_etds/4410.

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By virtue of their broadcast licenses, local television stations in the United States are bound to serve in the public interest of their community audiences. As federal regulations of those stations loosen and fewer owners increase their holdings across the country, however, local community needs are subjugated by corporate fiduciary responsibilities. Business practices reveal rampant consolidation of ownership, newsroom job description convergence, skilled human labor replaced by computer automation, and economically-driven downsizings, all in the name of profit. Even so, the people laboring under these conditions are expected to keep their communities informed with democracy- and citizenship-enhancing information. This study uses a critical political economy framework to focus on the labor aspects of working in commercially-run local television newsrooms in the United States. Surveys and interviews with news workers from the 25 largest local television markets highlight the daily challenges of navigating the dichotomy of labor in the space between corporate profiteering and public enlightenment. In addition to their more well-known and well-studied on-air reporter and anchor peers, "behind the scenes" workers and those with newly converged job descriptions also share their news work stories, thus filling a gap in the literature. Corporate capital incentives affect all who gather and disseminate the news. While all of these workers generally strive for high journalistic quality, the pressures of increased workloads and constant deadlines imposed by shrinking news staffs and growing digital media expectations mean journalists have to make craft work compromises in the race to report news faster and first. Owners push experienced news veterans with deep community connections out in favor of younger, cheaper, more tech-savvy workers. Financially beneficial content trumps deep policy investigations. These outcomes not only worry those in the journalistic trenches of local television news, but also potentially deprive the public of the information they seek from these outlets. As local television newsrooms remain the most popular sources of information for Americans, particularly in times of crisis, such outcomes are not in the community's best interest.
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14

Weidenstolpe, Louise, and Jade Jönsson. "Manipulation i rörligt format - En studie kring deepfake video och dess påverkan." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20573.

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Med deepfake-teknologi kan det skapas manipulerade videor där det produceras falska bilder och ljud som framställs vara verkliga. Deepfake-teknologin förbättras ständigt och det kommer att bli svårare att upptäcka manipulerade videor online. Detta kan innebära att en stor del mediekonsumenter omedvetet exponeras för tekniken när de använder sociala medier. Studiens syfte är att undersöka unga vuxnas medvetenhet, synsätt och påverkan av deepfake videor. Detta eftersom deepfake-teknologin förbättras årligen och problemen med tekniken växer samt kan få negativa konsekvenser i framtiden om den utnyttjas på fel sätt. Insamlingen av det empiriska materialet skedde genom en kvantitativ metod i form av en webbenkät och en kvalitativ metod med tre fokusgrupper. Slutsatsen visade på att det finns ett större antal unga vuxna som inte är medvetna om vad en deepfake video är, dock existerar det en viss oro för deepfake-teknologin och dess utveckling. Det upplevs att det finns risker för framtiden med teknologin i form av hot mot demokratin och politik, spridning av Fake news, video-manipulation samt brist på källkritik. De positiva aspekterna är att tekniken kan användas i sammanhang av humor, inom film- och TV-industrin samt sjukvård. Ytterligare en slutsats är att unga vuxna kommer att vara mer källkritiska till innehåll de exponeras av framöver, dock kommer de med stor sannolikhet ändå att påverkas av deepfake-teknologin i framtiden.
Manipulated videos can be created with deepfake technology, where fake images and sounds are produced and seem to be real. Deepfake technology is constantly improving and it will be more problematic to detect manipulated video online. This may result in a large number of media consumers being unknowingly exposed to deepfake technology while using social media. The purpose of this study is to research young adults' awareness, approach and impact of deepfake videos. The deepfake technology improves annually and more problems occur, which can cause negative consequences in the future if it’s misused. The study is based on a quantitative method in the form of a web survey and a qualitative method with three focus groups. The conclusion shows that there’s a large number of young adults who are not aware of what a deepfake video is, however there’s some concern about deepfake technology and its development. It’s perceived that there can be risks in the future with the technology in terms of threats to democracy and politics, distribution of Fake news, video manipulation and lack of source criticism. The positive aspects are that the technology can be used for entertainment purposes, in the film and television industry also in the healthcare department. Another conclusion is that young adults will be more critical to the content they are exposed to in the future, but likely be affected by deepfake technology either way.
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15

Andersson, Morgan. "Personal news video recommendations based on implicit feedback : An evaluation of different recommender systems with sparse data." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-234137.

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The amount of video content online will nearly triple in quantity by 2021 compared to 2016. The implementation of sophisticated filters is of paramount importance to manage this information flow. The research question of this thesis asks to what extent it is possible to generate personal recommendations, based on the data that news videos implies. The objective is to evaluate how different recommender systems compare to complete random, each other and how they are received by users in a test environment. This study was performed during the spring of 2018, and explore four different algorithms. These recommender systems include a content-based, a collaborative-filter, a hybrid model and a popularity model as a baseline. The dataset originates from a news media startup called Newstag, who provide video news on a global scale. The data is sparse and includes implicit feedback only. Three offline experiments and a user test were performed. The metric that guided the algorithms offline performance was their recall at 5 and 10, due to the fact that the top list of recommended items are of most interest. A comparison was done on different amounts of meta-data included during training. Another test explored respective algorithms performance as the density of the data increased. In the user test, a mean opinion score was calculated based on the quality of recommendations that each of the algorithms generated for the test subjects. The user test also included randomly sampled news videos to compare with as a baseline. The results indicate that for this specific setting and data set, the content-based recommender system performed best in both the recall at five and ten, as well as in the user test. All of the algorithms outperformed the random baseline.
Mängden video som finns tillgänglig på internet förväntas att tredubblas år 2021 jämfört med 2016. Detta innebär ett behov av sofistikerade filter för att kunna hantera detta informationsflöde. Detta examensarbete ämnar att svara på till vilken grad det går att generera personliga rekommendationer baserat på det data som nyhetsvideo innebär. Syftet är att utvärdera och jämföra olika rekommendationssystem och hur de står sig i ett användartest. Studien utfördes under våren 2018 och utvärderar fyra olika algoritmer. Dessa olika rekommendationssystem innefattar tekniker som content-based, collaborative-filter, hybrid och en popularitetsmodell används som basvärde. Det dataset som används är glest och har endast implicita attribut. Tre experiment utförs samt ett användartest. Mätpunkten för algoritmernas prestanda utgjordes av recall at 5 och recall at 10, dvs. att man mäter hur väl algoritmerna lyckas generera värdefulla rekommendationer i en topp-fem respektive topp-10-lista av videoklipp. Detta då det är av intresse att ha de mest relevanta videorna högst upp i sin lista av resultat. En jämförelse gjordes mellan olika mängd metadata som inkluderades vid träning. Ett annat test gick ut på att utforska hur algoritmerna presterar då datasetet blir mindre glest. I användartestet användes en utvärderingsmetod kallad mean-opinion-score och denna räknades ut per algoritm genom att testanvändare gav betyg på respektive rekommendation, baserat på hur intressant videon var för dem. Användartestet inkluderade även slumpmässigt generade videos för att kunna jämföras i form av basvärde. Resultaten indikerar, för detta dataset, att algoritmen content-based presterar bäst både med hänsyn till recall at 5 & 10 samt den totala poängen i användartestet. Alla algoritmer presterade bättre än slumpen.
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Lee, Jeannie Su Ann. "Mixed-initiative multimedia for mobile devices: design of a semantically relevant low latency system for news video recommendations." Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/41189.

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The increasing ubiquity of networked mobile devices such as cell phones and PDAs has created new opportunities for the transmission and display of multimedia content. However, any mobile device has inherent resource constraints: low network bandwidth, small screen sizes, limited input methods, and low commitment viewing. Mobile systems that provide information display and access thus need to mitigate these various constraints. Despite progress in information retrieval and content recommendation, there has been less focus on issues arising from a network-oriented and mobile perspective. This dissertation investigates a coordinated design approach to networked multimedia on mobile devices, and considers the abovementioned system perspectives. Within the context of accessing news video on mobile devices, the goal is to provide a cognitively palatable stream of videos and a seamless, low-latency user experience. Mixed-initiative---a method whereby intelligent services and users collaborate efficiently to achieve the user's goals, is the cornerstone of the system design and integrates user relevance feedback with a content recommendation engine and a content- and network-aware video buffer prefetching technique. These various components have otherwise been considered independently in other prior system designs. To overcome limited interactivity, a mixed-initiative user interface was used to present a sequence of news video clips to the user, along with operations to vote-up or vote-down a video to indicate its relevance. On-screen gesture equivalents of these operations were also implemented to reduce user interface elements occupying the screen. Semantic relevancy was then improved by extracting and indexing the content of each video clip as text features, and using a Na"ive Bayesian content recommendation strategy that harnessed the user relevance feedback to tailor the subsequent video recommendations. With the system's knowledge of relevant videos, a content-aware video buffer prefetching scheme was then integrated, using the abovementioned feedback to lower the user perceived latency on the client-end. As an information retrieval system consists of many interacting components, a client-server video streaming model is first developed for clarity and simplicity. Using a CNN news video clip database, experiments were then conducted using this model to simulate user scenarios. As the aim of improving semantic relevancy sometimes opposes user interface tools for interactivity and user perceived latency, a quantitative evaluation was done to observe the tradeoffs between bandwidth, semantic relevance, and user perceived latency. Performance tradeoffs involving semantic relevancy and user perceived latency were then predicted. In addition, complementary human user subjective tests are conducted with actual mobile phone hardware running on the Google Android platform. These experiments suggest that a mixed-initiative approach is helpful for recommending news video content on a mobile device for overcoming the mobile limitations of user interface tools for interactivity and client-end perceived latency. Users desired interactivity and responsiveness while viewing videos, and were willing to sacrifice some content relevancy in order gain lower perceived latency. Recommended future work includes expanding the content recommendation to incorporate viewing data from a large population, and the creation of a global hybrid content-based and collaborative filtering algorithm for better results. Also, based on existing user behaviour, users were reluctant to provide more input than necessary. Additional user experiments can be designed to quantify user attention and interest during video watching on a mobile device, and for better definition and incorporation of implicit user feedback.
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Stenner, Jack Eric. "Public news network: digital sampling to create a hybrid media feed." Thesis, Texas A&M University, 2004. http://hdl.handle.net/1969.1/456.

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A software application called Public News Network (PNN) is created in this thesis, which functions to produce an aesthetic experience in the viewer. The application engenders this experience by presenting a three-dimensional virtual world that the viewer can navigate using the computer mouse and keyboard. As the viewer navigates the environment she sees irregularly shaped objects resting on an infinite ground plane, and hears an ethereal wind. As the viewer nears the objects, the sound transforms into the sound of television static and text is displayed which identifies this object as representative of an episode of the evening news. The viewer "touches" the episode and a "disembodied" transcript of the broadcast begins to scroll across the screen. With further interaction, video of the broadcast streams across the surfaces of the environment, distorted by the shapes upon which it flows. The viewer can further manipulate and repurpose the broadcast by searching for words contained within the transcript. The results of this search are reassembled into a new, re-contextualized display of video containing the search terms stripped from their original, pre-packaged context. It is this willful manipulation that completes the opportunity for true meaning to appear.
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18

Higgins, 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.

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This study examines the infotainment versus social responsibility debate as it applies to local television newscasts in the United States. An overview of the concerns surrounding infotainment as news follows, including a look at a newsroom's traditional responsibilities to its viewers, as well as its current role in adding to parent company profit. Socially responsible hard news and infotainment characteristics are defined as they apply to television news broadcasts, both within the context of news story content and in presentation style. A descriptive content analysis examines these characteristics within the late night local newscasts airing in Portland, Oregon. Portland is a large broadcast news market with over one million potential local news viewers. It is also a community with an exceptionally high rate of civic engagement (Abbott, 2001; Putnam & Feldstein, 2003). Its media coverage of the city, however, has been the subject of criticism by local columnists and national journalism scholars. A socially responsible news product would provide the city's residents with the information needed to continue the trend of participation, community betterment, and overall citizenship knowledge.
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Cosand, Kalistah Quilla. "Black and Blue and Read All Over: News Framing and the Coverage of Crime." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1793.

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This study explores the representation of crime in the news in relation to expressed emotion and intention for future action. Episodic and thematic framing (Iyengar, 1991) and narrative processing (Singer & Bluck, 2001) served as the theoretical foundations of this study and helped examine how scripted news stories involving crime influence levels of fear, anger, and empathy in individuals, and how these emotions subsequently affect behaviors. To measure these framing effects, an experimental manipulation was employed using three conceptually different news stories all involving gun-related crimes. One news story utilized an episodic format, while the other two stories used a thematic format (one positive and one negative). Emotional responses, levels of narrative engagement, policy support, perceived risk of victimization, and pro-social behavioral intentions were measured, all based on exposure to the specific type of news frame. The results of this study indicated that while types of news frames did not have a direct effect on readers' emotions, there was a significant relationship between emotions and future actions. For example, fear, anger, and empathy were significant predictors of perceived risk of victimization, policy support, and pro-social behavioral intentions, respectively. These findings contribute to the understanding of the role emotions play in predicting behavior, both within and beyond the scope of message framing.
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Bordes, Philippe. "Adapting video compression to new formats." Thesis, Rennes 1, 2016. http://www.theses.fr/2016REN1S003/document.

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Les nouvelles techniques de compression vidéo doivent intégrer un haut niveau d'adaptabilité, à la fois en terme de bande passante réseau, de scalabilité des formats (taille d'images, espace de couleur…) et de compatibilité avec l'existant. Dans ce contexte, cette thèse regroupe des études menées en lien avec le standard HEVC. Dans une première partie, plusieurs adaptations qui exploitent les propriétés du signal et qui sont mises en place lors de la création du bit-stream sont explorées. L'étude d'un nouveau partitionnement des images pour mieux s'ajuster aux frontières réelles du mouvement permet des gains significatifs. Ce principe est étendu à la modélisation long-terme du mouvement à l'aide de trajectoires. Nous montrons que l'on peut aussi exploiter la corrélation inter-composantes des images et compenser les variations de luminance inter-images pour augmenter l'efficacité de la compression. Dans une seconde partie, des adaptations réalisées sur des flux vidéo compressés existants et qui s'appuient sur des propriétés de flexibilité intrinsèque de certains bit-streams sont investiguées. En particulier, un nouveau type de codage scalable qui supporte des espaces de couleur différents est proposé. De ces travaux, nous dérivons des metadata et un modèle associé pour opérer un remapping couleur générique des images. Le stream-switching est aussi exploré comme une application particulière du codage scalable. Plusieurs de ces techniques ont été proposées à MPEG. Certaines ont été adoptées dans le standard HEVC et aussi dans la nouvelle norme UHD Blu-ray Disc. Nous avons investigué des méthodes variées pour adapter le codage de la vidéo aux différentes conditions de distribution et aux spécificités de certains contenus. Suivant les scénarios, on peut sélectionner et combiner plusieurs d'entre elles pour répondre au mieux aux besoins des applications
The new video codecs should be designed with an high level of adaptability in terms of network bandwidth, format scalability (size, color space…) and backward compatibility. This thesis was made in this context and within the scope of the HEVC standard development. In a first part, several Video Coding adaptations that exploit the signal properties and which take place at the bit-stream creation are explored. The study of improved frame partitioning for inter prediction allows better fitting the actual motion frontiers and shows significant gains. This principle is further extended to long-term motion modeling with trajectories. We also show how the cross-component correlation statistics and the luminance change between pictures can be exploited to increase the coding efficiency. In a second part, post-creation stream adaptations relying on intrinsic stream flexibility are investigated. In particular, a new color gamut scalability scheme addressing color space adaptation is proposed. From this work, we derive color remapping metadata and an associated model to provide low complexity and general purpose color remapping feature. We also explore the adaptive resolution coding and how to extend scalable codec to stream-switching applications. Several of the described techniques have been proposed to MPEG. Some of them have been adopted in the HEVC standard and in the UHD Blu-ray Disc. Various techniques for adapting the video compression to the content characteristics and to the distribution use cases have been considered. They can be selected or combined together depending on the applications requirements
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Souza, Raphael Argento de. "A Visualização da Informação quantitativa em jornalismo televisivo: classificação de infográficos em vídeo." Universidade do Estado do Rio de Janeiro, 2009. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=1468.

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Estudo da visualização da informação em telejornalismo, através da pesquisa da base teórica da visualização da informação, e da análise dos infográficos veiculados em vídeo no telejornalismo brasileiro, que fazem parte dos motion graphics. A pesquisa aborda diferentes visões da visualização da informação, o processo de produção dos infográficos, e uma categorização dos infográficos em telejornalismo brasileiro, que se constituem como um passo para a exploração mais profunda deste campo de atuação do designer. Além disso, as entrevistas realizadas com designers da TV Globo são um ponto forte no posicionamento do designer neste campo de trabalho e sua atuação. Acompanha um anexo digital com exemplos das partes contituintes de um telejornal e a classificação proposta.
Study of Information Visualization in the news television, through research on the Visualization Information theoretical basis and the analisys of infographics broadcasted in the brazilian news television, a part of the motion graphics. The research approaches different points of view on the Visualization Information, the infographics production proccess and a classification of them, constituing as a step forward in the deep exploration of this field of work for designers. Moreover the interviews with TV Globo designers and art editors are a mark in the designers position in this field. A digital attachment accompanies this dissertation with examples of the news television parts and the proposed classification
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Bhat, Abharana Ramdas. "A new video quality metric for compressed video." Thesis, Robert Gordon University, 2012. http://hdl.handle.net/10059/794.

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Video compression enables multimedia applications such as mobile video messaging and streaming, video conferencing and more recently online social video interactions to be possible. Since most multimedia applications are meant for the human observer, measuring perceived video quality during the designing and testing of these applications is important. Performance of existing perceptual video quality measurement techniques is limited due to poor correlation with subjective quality and implementation complexity. Therefore, this thesis presents new techniques for measuring perceived quality of compressed multimedia video using computationally simple and efficient algorithms. A new full reference perceptual video quality metric called the MOSp metric for measuring subjective quality of multimedia video sequences compressed using block-based video coding algorithms is developed. The metric predicts subjective quality of compressed video using the mean squared error between original and compressed sequences, and video content. Factors which influence the visibility of compression-induced distortion such as spatial texture masking, temporal masking and cognition, are considered for quantifying video content. The MOSp metric is simple to implement and can be integrated into block-based video coding algorithms for real time quality estimations. Performance results presented for a variety of multimedia content compressed to a large range of bitrates show that the metric has high correlation with subjective quality and performs better than popular video quality metrics. As an application of the MOSp metric to perceptual video coding, a new MOSpbased mode selection algorithm for a H264/AVC video encoder is developed. Results show that, by integrating the MOSp metric into the mode selection process, it is possible to make coding decisions based on estimated visual quality rather than mathematical error measures and to achieve visual quality gain in content that is identified as visually important by the MOSp metric. The novel algorithms developed in this research work are particularly useful for integrating into block based video encoders such as the H264/AVC standard for making real time visual quality estimations and coding decisions based on estimated visual quality rather than the currently used mathematical error measures.
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Aden, Timothy. "The effects of on-screen messages on viewer perceptions of source credibility and issue valence." Scholarly Commons, 2006. https://scholarlycommons.pacific.edu/uop_etds/645.

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The present study investigates the effects of on-screen messages on viewer perceptions of source credibility and issue valence. Previous research has found that elites utilize framing in order to alter viewer perceptions and change public opinion. An experiment was conducted, which examined whether on-screen messages displayed during a presidential-news conference had any effect on the viewers' perception of sound credibility and issue valence. The results of the study indicate that on-screen messages have no effect on individuals' perceptions of source credibility and issue valence. The study also found that an individual's· political ideology plays a major role in influencing perceptions of source credibility and issue valence.
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Saleh, Alraimi Adel. "Development of New Models for Vision-Based Human Activity Recognition." Doctoral thesis, Universitat Rovira i Virgili, 2019. http://hdl.handle.net/10803/670893.

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Els mètodes de reconeixement d'accions permeten als sistemes intel·ligents reconèixer accions humanes en vídeos de la vida quotidiana. No obstant, molts mètodes de reconeixement d'accions donen taxes notables d’error de classificació degut a les grans variacions dins dels vídeos de la mateixa classe i als canvis en el punt de vista, l'escala i el fons. Per reduir la classificació incorrecta , proposem un nou mètode de representació de vídeo que captura l'evolució temporal de l'acció que succeeix en el vídeo, un nou mètode per a la segmentació de mans i un nou mètode per al reconeixement d'activitats humanes en imatges fixes.
Los métodos de reconocimiento de acciones permiten que los sistemas inteligentes reconozcan acciones humanas en videos de la vida cotidiana. No obstante, muchos métodos de reconocimiento de acciones dan tasas notables de error de clasificación debido a las grandes variaciones dentro de los videos de la misma clase y los cambios en el punto de vista, la escala y el fondo. Para reducir la clasificación errónea, Łproponemos un nuevo método de representación de video que captura la evolución temporal de la acción que ocurre en el video completo, un nuevo método para la segmentación de manos y un nuevo método para el reconocimiento de actividades humanas en imágenes fijas.
Action recognition methods enable intelligent systems to recognize human actions in daily life videos. However, many action recognition methods give noticeable misclassification rates due to the big variations within the videos of the same class, and the changes in viewpoint, scale and background. To reduce the misclassification rate, we propose a new video representation method that captures the temporal evolution of the action happening in the whole video, a new method for human hands segmentation and a new method for human activity recognition in still images.
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Rodrigues, Lúcia Alexandra Vinheiras Alves. "Agência de noticias de ciência." Master's thesis, Faculdade de Ciênias Sociais e Humanas, Universidade Nova de Lisboa, 2013. http://hdl.handle.net/10362/11929.

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Trabalho de Projeto apresentado para cumprimento dos requisitos necessários à obtenção do grau de Mestre em Comunicação de Ciência
Estudos realizados em todo o mundo demonstram que os meios de comunicação social de massas, e principalmente a televisão, são o meio por excelência de comunicação e divulgação de ciência junto dos cidadãos. No seguimento de movimentos como o Public Understanding of Science e do Public Engagement of Science impõe-se a necessidade de aumentar o espaço que os media dão às notícias de ciência. Em Portugal verifica-se que, apesar dos desenvolvimentos alcançados, os media dão ainda pouco protagonismo a notícias de ciência, principalmente nos canais de televisão nacionais. Com o objetivo de aumentar a incidência de notícias de ciência nos media em Portugal, é proposta a criação de uma Agência de Notícias de Ciência que funcione como uma plataforma sobre a internet para difusão de conteúdos gratuitos junto dos jornalistas. Esta plataforma deverá disponibilizar conteúdos informativos nos vários formatos – escrito, fotografia e imagem gráfica, áudio, vídeo – produzidos tendo em atenção as necessidades dos vários tipos de meios de comunicação – imprensa, rádio, televisão. Para além de se considerar que a plataforma pode vir a preencher um gap existente em Portugal no que se refere à distribuição de informação sobre ciência junto dos media, esta tem como principal inovação envolver os recursos humanos e técnicos já existentes nos respetivos Gabinetes de Comunicação das instituições científicas nacionais, permitindo desta forma, maior sustentabilidade financeira (aproveitando recursos existentes) e ao mesmo tempo (i) sensibilizar os recursos nos Gabinetes de Comunicação para as necessidades dos jornalistas; (ii) facilitar o trabalho dos jornalistas nas redações e reduzir custos de deslocações de equipas dos meios de comunicação social; (iii) aumentar a notoriedade dos resultados científicos nos media nacionais e internacionais e desta forma junto do público. Dada a ausência de dados sobre a existência e atividades dos Gabinetes de Comunicação nas instituições científicas nacionais, são apresentados os resultados de um inquérito realizado junto de 35 instituições, de onde se pode deduzir que os Gabinetes de Comunicação estão já aptos na elaboração de comunicados de imprensa, mas muito longe de produzir conteúdos de vídeo e fotografia. Por outro lado, os dados mostram que os Gabinetes de Comunicação utilizam como principais meios de divulgação os websites institucionais, as redes sociais e os jornais de tiragem nacional, sendo que os meios menos utilizados são os canais de televisão de sinal aberto, os canais de televisão regionais e os websites externos.
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Keen, Seth. "Video chaos : multilinear narrative structuration in new media video practice /." Electronic version, 2005. http://adt.lib.uts.edu.au/public/adt-NTSM20050921.151215/index.html.

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Liang, Zhiqin. "A new paradigm for multiple description video coding /." View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?ECED%202007%20LIANG.

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28

Vatsella, Christina. "La question de l'espace dans l'installation vidéo." Thesis, Paris 4, 2012. http://www.theses.fr/2012PA040269.

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Ayant comme point de départ les premières expérimentations de Nam June Paik avec les téléviseurs au début des années 1960, cette étude suit l’évolution historique de l’installation vidéo en parcourant cinq décennies de création. La problématique de l’espace, fil conducteur de cette recherche, nous amène d’abord à la constitution d’une typologie. Fruit de l’étude de l’évolution des formes principales de l’installation vidéo, cette classification a pour objet l’œuvre sous sa forme aboutie, c’est-à-dire installée. Néanmoins, cet état n’est que le résultat final d’un long processus. Divisée en quatre étapes, l’étude de la mise en espace de l’œuvre soulève des questions cruciales liées à l’acquisition, l’exposition et la conservation de l’installation vidéo. Une fois que l’œuvre est installée, elle s’articule autour d’un espace-temps virtuel, celui de l’image vidéographique, et d’un espace-temps réel, celui du dispositif plastique, analysés dans la troisième et dernière partie. Cette étude met l’accent sur la dimension historique de l’installation vidéo tout en la contextualisant au sein de l’histoire de l’art du vingtième siècle
Having as a starting point Nam June Paik’s experimentations with televisions in the early 1960s, this essay traces the history of the video installation spanning five decades. The question of space is the basic thread of the analysis. It has led to the constitution of a typology that examines the evolution of the main forms of the video installation. This classification focuses on the artwork that is already installed. However, this state is the outcome of a complicated procedure. Divided into four steps and thoroughly examined, this process raises some crucial questions concerning the acquisition, the exposition and the conservation of the video installation. When installed, the artwork acquires two spatiotemporal dimensions, namely the virtual space and time of the video image and the real space and time of the installation, both analysed in the third chapter. This essay stresses the historical aspect of the video installation by situating it within the broader context of the 20th century history of art
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Baker, Michelle Mary. "Policing Publications: Sites of Censorship Classification Enforcement in New Zealand." Thesis, University of Canterbury. Sociology and Anthropology, 2006. http://hdl.handle.net/10092/916.

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This thesis focuses on the work of policing, regulating and monitoring of New Zealand public censorship classifications. It follows the processes and agents involved in the day-to-day practices of the enforcement of the classifications given to objects by the Office of Film and Literature Classification. Responsibility for the enforcement of the classification decisions of the Office is delegated to private agents and agencies involved in supplying audiences with classified media products - cinemas, video stores, bookstores and libraries. The thesis also documents enforcement undertaken directly by public agents of the Censorship Compliance Unit. In this case enforcement is concerned with unclassified publications circulating on the Internet. The thesis argues that the networks of agents assembled for the practices of enforcement evolve as the forms of media evolve or change. The thesis focuses on the modes of interaction between agents, media and publics enacted in the different sites of the cinema, the bookstore, the video store, the library and the Internet. It documents the work of enforcement involved in the purchase of images for a fixed period of time in the fixed site of the cinema; the purchase of books from the fixed site of the bookstore; the hire of video films and video games from the fixed site of the video store; and the borrowing of books and videos from the fixed site of the public library. It contrasts the work of enforcement in these different sites with the development of new work practices involved in the interactive, fluid and seemingly intangible yet still policed site of the Internet. It documents how the responsibilities for, and the practices of, enforcement shift between public sites of enforcement to the increasingly difficult public monitoring of the private consumption of images distributed through the media of the Internet. It pays attention to how different methods and strategies of enforcement have been developed in response to both the classification and consumption of the expanding variety of mobile media and the proliferation and consumption of images in the unclassified and fluid world of the Internet.
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Farmer, Steven. "Video game 'addiction' : a new clinical disorder?" Thesis, University of Leicester, 2011. http://hdl.handle.net/2381/9887.

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The aim of the present literature review was to critically appraise the most recent research in the field of gaming „addiction‟. Eighteen papers were selected from a literature search of prominent databases published between 2005 and 2010 and included „gaming‟ and „addiction‟ as the focal point. The papers explored several themes including: prevalence, time spent, individual traits, „addictive‟ potential of games, consequences of play and the concept of addiction. Current research paid scant attention to contextual factors and clinical assertions were made based on limited evidence. It was recommended that future studies synthesise the diverse subjects under investigation using different methodologies in order to create a holistic picture of gaming. The current study sought to understand the experiences of gamers who had encountered difficulty and to learn how these participants related to the activity and the feasibility of gaming „addiction‟. The aim was to offer a new insight into a poorly understood group. Seven adult male console gamers were recruited through online message boards and personal referral and interviewed using a loosely structured schedule. Interpretative Phenomenological Analysis (IPA) was used to develop the themes of: love of gaming, illusion, goal-directed behaviour, game crazy, derision and self-help. A label of gaming „addiction‟, particularly for adult console gamers was considered to be unsuitable. For these participants, they did not appear to fulfill the core criteria of „addiction‟. Limitations of the current study included: self-sampling, poor response rate, and the use of face to face interviews. Research with children and adult gamers was recommended that did not emphasise the word „problem „and used online interview techniques. Intervention delivered via technology was suggested, as was the possibility of information sheets for clinicians to improve their understanding of gaming. The critical appraisal contained reflections of the experience of conducting a small scale piece of research.
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Raventos, Joaquin. "New Test Set for Video Quality Benchmarking." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etd/1226.

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A new test set design and benchmarking approach (US Patent pending) allows a "standard observer" to assess the end-to-end image quality characteristics of video imaging systems operating in day time or low-light conditions. It uses randomized targets based on extensive application of Photometry, Geometrical Optics, and Digital Media. The benchmarking takes into account the target’s contrast sensitivity, its color characteristics, and several aspects of human vision such as visual acuity and dynamic response. The standard observer is part of the "extended video imaging system" (EVIS). The new test set allows image quality benchmarking by a panel of standard observers at the same time. The new approach shows that an unbiased assessment can be guaranteed. Manufacturers, system integrators, and end users will assess end-to-end performance by simulating a choice of different colors, luminance levels, and dynamic conditions in the laboratory or in permanent video systems installations.
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Al, Hajri Abir. "Shaping video experiences with new interface affordances." Thesis, University of British Columbia, 2014. http://hdl.handle.net/2429/51765.

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Watching and creating videos have become predominant parts of our daily lives. Video is becoming the norm for a wide range of purposes from entertainment, to training and education, marketing, and communication. Users go beyond just watching videos. They want to experience and interact with content across the different types of videos. As they do so, significant digital traces accumulate on the viewed videos which provide an important source of information for designing and developing tools for video viewing interfaces. This dissertation proposes the next generation video management interface which creates video experiences that go beyond just pushing the play button. It uses how people view and interact with contemporary video to design strategies for future video interfaces. This has allowed the development of new tools for navigating and managing videos that can be easily integrated into existing systems. To help define some design guidelines for the video interface, a behavioural analysis of users’ video viewing actions (n = 19) was performed. The results demonstrate that participants actively watch videos and most participants tend to skip parts of videos and re-watch specific portions from a video multiple times. Based on the findings, new fast navigation and management strategies are developed and validated in search tasks using a single-video history (n = 12), a video viewing summary (n = 10) and multiple-videos history (n = 10). Evaluation of results of the proposed tools show significant performance improvements over the state-of-the-practice methods. This indicates the value of users’ video viewing actions. Navigating other forms of videos, such as interactive videos, introduces another issue with the selection of interactive objects within videos to direct users to different portions of the video. Due to the time-based nature of the videos, these interactive objects are only visible for a certain duration of the video, which makes their activation difficult. To alleviate this problem a novel acquisition technique (Hold) is created, which temporally pauses the objects while the user interacts with the target. This technique has been integrated into a rich media interface (MediaDiver) which made such interaction possible for users.
Applied Science, Faculty of
Electrical and Computer Engineering, Department of
Graduate
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Cahuina, Edward Jorge Yuri Cayllahua. "A new method for static video summarization using visual words and video temporal segmentation." reponame:Repositório Institucional da UFOP, 2013. http://www.repositorio.ufop.br/handle/123456789/4216.

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Programa de Pós-Graduação em Ciência da Computação. Departamento de Ciência da Computação, Instituto de Ciências Exatas e Biológicas, Universidade Federal de Ouro Preto.
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Durante os últimos anos, uma demanda continua de informações de vídeo digital tem ocorrido. A criação de vídeo digital tem provocado um crescimento exponencial de conteúdo de vídeo digital. Para aumentar a usabilidade de grande volume de vídeos, muita pesquisa tem sido feita. A Sumarização Automática de Vídeos, em particular, tem sido proposta para explorar rapidamente grandes coleções de vídeo. Os resumos de vídeos têm sido utilizados de forma eficiente para indexar e conteúdos de vídeo de acesso. Para resumir qualquer tipo de vídeo, os pesquisadores têm usado as características visuais contidas nos quadros do vídeo. A fim de extrair essas características, diferentes técnicas têm utilizado descritores locais ou globais. No entanto, nenhuma avaliação extensa tem sido feita sobre a utilidade de ambos os tipos de descritores na sumarização automática de vídeos. Neste trabalho, realizamos uma ampla avaliação, a fim de alcançar uma posição mais forte sobre o desempenho de descritores locais na sumarização automática de vídeos. De acordo com nossos experimentos, nosso modelo proposto utilizando descritores locais e segmentação temporal de vídeos elabora resumos melhores do que os outros modelos que não. Nós também reconhecemos a importância marginal de informação de cor usada pelos descritores locais para produzir resumos de vídeo. Uma contribuição importante deste trabalho é propor um modelo simples, para sumarização de vídeo que pode produzir resumos de vídeo significativos e informativos. ______________________________________________________________________________________________
ABSTRACT: During the last years, a continuous demand and creation of digital video information have occurred. The creation of digital video has caused an exponential growth of digital video content. To increase the usability of such large volume of videos, a lot of research has been made. Video summarization, in particular, has been proposed to rapidly browse large video collections. It has also been used to efficiently index and access video content. To summarize any type of video, researchers have relied on visual features contained in frames. In order to extract these features, different techniques have used local or global descriptors. Nonetheless, no extensive evaluation has been made about the usefulness of both types of descriptors in video summarization. One important contribution of this dissertation is to propose a method for semantic video summarization that can produce meaningful and informative video summaries. In this dissertation, we perform a wide evaluation using over 100 videos; in order to achieve a stronger position about the performance of local descriptors in semantic video summarization. According to our experiments, our proposed method using local descriptors and temporal video segmentation produce better summaries than other methods that do not. We also acknowledge a marginal importance of color information when using local descriptors to produce video summaries.
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Dougherty, Audubon McKeown. "New medium, new practice : civic production in live-streaming mobile video." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/59571.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2010.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student submitted PDF version of thesis.
Includes bibliographical references (p. 121-125).
The ubiquity of camera phones, coupled with the increasing mobility of citizens and the rise of digital production as an embedded technosocial practice, is creating incentives for many people around the globe to engage in media creation. Mobile phone users are beginning to explore personal broadcasting through live-streaming video, but little is known about the type of content being produced or how much of that content has civic or community value. At this technological and cultural moment, there is an opportunity to learn not only what is being created, but also how the medium can be embraced as a means of civic participation. This thesis analyzes overall production trends through a content analysis of 1,000 mobile videos on Qik.com, and goes on to investigate the motives and practices behind the production of civic content specifically. Looking at live-streaming mobile video production as a social practice through the lens of civic engagement, it analyzes how and why people are beginning to use this medium to become active citizens for the sake of educating or inspiring others. Research includes mobile production by general users but focuses more narrowly on those who self-identify as activists, journalists, educators and community leaders.
by Audubon McKeown Dougherty.
S.M.
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LI, Songyu. "A New Hands-free Face to Face Video Communication Method : Profile based frontal face video reconstruction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-152457.

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This thesis proposes a method to reconstruct a frontal facial video basedon encoding done with the facial profile of another video sequence.The reconstructed facial video will have the similar facial expressionchanges as the changes in the profile video. First, the profiles for boththe reference video and for the test video are captured by edge detection.Then, asymmetrical principal component analysis is used to model thecorrespondence between the profile and the frontal face. This allows en-coding from a profile and decoding of the frontal face of another video.Another solution is to use dynamic time warping to match the profilesand select the best matching corresponding frontal face frame for re-construction. With this method, we can reconstructed the test frontalvideo to make it have the similar changing in facial expressions as thereference video. To improve the quality of the result video, Local Lin-ear Embedding is used to give the result video a smoother transitionbetween frames.
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36

Dehaven, Ryan Swords. "Smarter NEAT Nets." DigitalCommons@CalPoly, 2013. https://digitalcommons.calpoly.edu/theses/1024.

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This paper discusses a modification to improve usability and functionality of a ge- netic neural net algorithm called NEAT (NeuroEvolution of Augmenting Topolo- gies). The modification aims to accomplish its goal by automatically changing parameters used by the algorithm with little input from a user. The advan- tage of the modification is to reduce the guesswork needed to setup a successful experiment with NEAT that produces a usable Artificial Intelligence (AI). The modified algorithm is tested against the unmodified NEAT with several different setups and the results are discussed. The algorithm shows strengths in some areas but can increase the runtime of NEAT due to the addition of parameters into the solution search space.
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37

Said, Mahfouz Mohamed. "User-generated video as a new genre of documentary." Thesis, Royal Holloway, University of London, 2012. http://repository.royalholloway.ac.uk/items/b4ce3451-f22c-0875-20c3-820ffb7d3a87/8/.

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This study analyses the behavior of Internet users interested in producing their own documentary videos and assesses the characteristics and techniques that govern the production of such videos. The development and global diffusion of Internet 2.0 technologies have facilitated a rapid proliferation of user-generated video, of varying quality and aesthetic seriousness, on the Internet in recent years. These videos are produced by amateur Internet users, and express the dominant social, cultural, and political trends of their respective milieux while also reflecting the new availability of affordable mobile cameras and editing software. These new tools are helping thousands of ordinary people to explore their political and artistic concerns in an unprecedented, public way. User-generated video is increasingly considered a valid source of information by mainstream media networks, to the point that it is even coming to occupy a central role in some forms of news broadcasting. This study raises an essential question: Can we view user-generated amateur video as a new form of documentary? From this question there derive other important questions about the various forms that these new videos take, the ways that they are produced, the expertise of the people who make them, the distinctive characteristics, if any, of their content, and the extent to which their makers comply with the ethical standards of professional documentary-making. The theoretical part of this study explains the concept of the professional documentary, its formal characteristics, modes, and ethical requirements, as well as highlighting the differences between documentary, news and reality TV. A working definition of user-generated video will then be proposed in light of developments in media studies and new media theory. The practical part of the study centres on an e-workshop for non-professional documentary-makers in Egypt called egdoc. The workshop is set up in such a way as to allow the behavior of amateur users of the site to be analysed and ultimately compared with the behavior of professional documentary-makers. The launching of the egdoc website coincided with the aftermath of the revolution which began in Egypt on 25 January 2011. This dramatic context, and the unprecedented quantity of amateur video documenting revolutionary events, generated a healthy level of interest in the egdoc project and soon gave rise to an adequate sample of amateur video. The egdoc study also serves, in its own right, as a valuable snapshot of Egyptian public opinion in the historic period that it covers. The most important lesson gleaned from the egdoc experience was that the distinction between professional and user-generated amateur documentary is fast becoming blurred. Some of the users of egdoc can hardly be described as amateurs when you compare their final product with a professional production in terms of either content or form. In addition, the egdoc experience suggests that political and social circumstances may contribute to the development of new forms of non-professional documentary in the future.
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38

Zhou, Jian. "New techniques for streaming MPEG video over the internet /." Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/5902.

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39

Meyers, Kelly Stephen. "Video games, aggression, and the new ESRB ratings system." Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2631.

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The current study sought to accomplish three goals: (a) examine the short term effects of the current hi-tech aggressive video games on children who play them; (b) improve upon the methodology of previous studies by using a combination of self-report, physiological (heart rate), and behavioral observations (Bobo doll aggression) together in one study; and (c) examine how the new Entertainment Software Rating Board's (ESRB) ratings system relates to aggression in children who have played aggressive and non-aggressive video games. It was hypothesized that (a) playing video games which depict interpersonal aggression would lead to increased aggression in children, and that (b) the ESRB rating system is useful but incomplete as it relates to post-video game aggression differences. Specifically, games which involve very high levels of interpersonal aggression as their main theme are sometimes given the same classification (rating) as a game containing no or very little aggression. The current study expected to find that the game content rather than game classification predicts post-game aggression on the part of the player. (Abstract shortened by UMI.)
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40

Boyer, Mary L. "An examination of business requirements to produce legacy and tribute videos for the consumer market." Instructions for remote access. Click here to access this electronic resource. Access available to Kutztown University faculty, staff, and students only, 1998. http://www.kutztown.edu/library/services/remote_access.asp.

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Thesis (M.S.)--Kutztown University of Pennsylvania, 1998.
Source: Masters Abstracts International, Volume: 45-06, page: 2886. Typescript. Abstract precedes thesis as preliminary leaves [1-2]. Includes bibliographical references (leaves 216-222).
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41

Paranthaman, Ayilan. "Youtube: A New Ground For Advertising." UOIT, 2009. http://hdl.handle.net/10155/57.

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42

Antona, Stéphanie. "L’expérience du religieux dans l’art vidéo des années 2000 : perspective française et italienne." Thesis, Paris Sciences et Lettres (ComUE), 2019. http://www.theses.fr/2019PSLEP073.

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Dans les années 1960, les artistes se sont emparés de la vidéo avec cette volonté d’expérimenter un médium neuf engageant une nouvelle réflexion sur la représentation et la figuration. À partir de la fin des années 1990, les mutations de la technique vidéo permirent d’ouvrir le champ de création sur des thèmes peu explorés dans le domaine. Or, l’évolution du religieux dans la société moderne souleva des questions à la fois politiques et sociales qui trouvèrent un écho dans l’art vidéo. À partir de deux pays de tradition catholique, cette thèse a pour ambition de montrer que les artistes vidéastes français et italiens réalisent à partir du religieux, une réflexion sur le monde du XXIe siècle en offrant des repères spirituels et culturels disséminés dans une société de consommation. Cette étude montre également le désir de mettre en lumière, à partir d’une technique liée à l’immatériel, des rites et des croyances qui répondent à une quête de spiritualité et de merveilleux
During the sixties, artists chose video to try out a new medium with a new way to comprehend representation and figuration. Since the end of the nineties, video technique has changed and artists have worked new subjects. Indeed, the evolution of religion in modern society raised both political and social issues that are expressed in video art. Based on two countries with Catholic tradition, this doctoral thesis demonstrates that French and Italian videoartists create, with religious themes, a new way to observe the world of the XXIst century, giving spiritual and cultural bearings which are scattered in this era of overconsumption. Thanks to this technique related to the immaterial, video artists also show a desire to pass on rites and beliefs in order to respond to a quest of spirituality and wonder
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43

Eryurtlu, Mehmet Omer Faruk. "New approaches in low bit rate image and video coding." Thesis, University of Surrey, 1995. http://epubs.surrey.ac.uk/842814/.

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The aim of this thesis is to develop new image and video coding algorithms which can outperform the existing block transform-based standards at low bit rates. Instead of deep research in a particular approach, several different techniques are considered in order to be able to forecast the future in image and video compression. First, various block transform methods are examined, and their strengths and weaknesses are assessed. Then, classical methods such as linear prediction and vector quantisation are considered. Different linear prediction models and memoryless vector quantisation types are compared. The analysis-by-synthesis approach which has been successfully applied in speech coding, is used to design a linear predictive gain-shape vector quantiser. Since the main weakness of the block transform methods in low bit rates is the blocking effect which is visible at block boundaries, subband approach is considered as an alternative. Several aspects of filter design, region-of-support extension and decomposition structure are examined. Wavelet approach is also considered, however its application in digital image compression is not very different than the subband decomposition. A novel subband image and video codec which exploits the edge orientations in the lowest band in the adaptive vector quantisation of the higher bands is described. Moreover, another novel video codec based on predictive entropy coding of the gain-shape vector quantisation parameters is proposed. More importance is given to the promising segmentation-based techniques. Segmentation-based image coding is explained and several new techniques for contour representation, contour smoothing, edge profile smoothing and jagged edge rectification which improve the coding performance are applied. Then, a novel video coding algorithm based on joint region and motion segmentation is described. A number of control points, the locations of which can be predicted in video signals, are used to represent the region contours and another novel segmentation-based video codec using contour and texture prediction and working at very low bit rates is presented. Finally, the future of image and video coding is discussed and several research directions are recommended.
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44

Tseng, Yu-Hong, and 曾羽鴻. "News Video Search System." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/23983975832804514565.

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碩士
國立交通大學
資訊工程系
88
With the dramatic increasing of amount of information and quick development of multimedia technologies, plenty of audio-video data, especially video, have become widespreadly available in our everyday-life. In order to manage these information efficiently, people are in great need of effective methods for video content searching and querying. In this paper, we construct a querying system for video content in TV news and propose an algorithm to extract text from the news video. This method separates caption in the image from the background and translates them into text with OCR technology. After translation, system match extracted text with news scripts retrieved from Internet and use these extra text as index of video contents. With the automatically work of our system, human labors in indexing are totally unnecessarily, and users can search interesting news with text as input, instead of inconvenient, unpractical ways used in immature image-based content searching technologies nowadays.
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45

Ho, Shoei-Shyang, and 何水祥. "News Video Database System." Thesis, 1996. http://ndltd.ncl.edu.tw/handle/41019230994555115778.

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碩士
國立交通大學
資訊工程學系
84
With the advance of computer hardware and software technology, theapplications of multimedia interactive information systems become the risingtopics of computer business and are very popular. Video is the popular media inmultimedia systems and the applications of video are board in many aspects. However, the volume of video data is very large, and it is difficult todescribe the content of videos. It is necessary to develop a database system toprocess, maintain and manage video data for fast retrieval, reusing, on demandservice or other applications. In this thesis we construct a prototype of an interactive Chinese newsvideo database system. The system provides users to easily retrieve the newsvideo clips by graphical user interface. Each video clip in the system containsa Chinese free text description which describes the content of the video clip,and a list of attributes which describe the features or other importantinformation of the video clip. It supports the best matching query of thedescriptions and exact matching query of the attributes. In our system, thereare five major subsystems : annotation, indexing, text processing, querymanipulation, and storage subsystems. Each video clip is compressed in MPEG-IIstandard format, and is saved as a file. This video database can be easilyapplied for the news video applications, including news on demand service andelectronic news.
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46

Chiang, Chih-Chuan, and 江志釧. "The Study of Video Segmentation and Summary in News Video." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/52502394436779655974.

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碩士
國立交通大學
資訊工程系
88
In order to accomplish the segmentation and video summary in our News Video Browser System(NVBS), in this paper, we propose a robust scene change detection algorithm and two different video summary method, static summary and dynamic summary. In detect scene change point,we compute histogram distance and pixel distance for each frame pair to select possible scene change point. After this, we use local maximum test to eliminate the false positive. For each shot, we find the caption picture, flashlight picture and close-up picture to be keyframes.In dynamic summary, we select the high motion shot, static shot, flashlight shot and close-up shot. After some adjustment, we carry out the dynamic summary.
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47

Lin, Shih-Che, and 林士哲. "Automatic Parsing and Browsing News Video System." Thesis, 2000. http://ndltd.ncl.edu.tw/handle/64412236501896878298.

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碩士
國立交通大學
資訊工程系
88
With the amount of multimedia information growing and limitation of network bandwidth, it is necessary to construct a system which helps people to filter every kind of multimedia information in the network automatically. Due to the large amount and the linearly access property of video data, we always need a convenient and efficient tool for video browsing and indexing to determine if the video data is interesting. And we aim at the most important video domain, News program, to parse and segment. After reconstructing the News, we try to provide as many as possible browsing ways for users. In this paper, we bring up an idea to separate commerce shots from the News program and to detect anchor shots. We describe algorithms for constructing News stories with those classed shots. Then users could get brief knowledge about the stories by the keywords and keyframes in the News video and decide if they want to watch it and how to watch. At the same time, we describe a whole framework of News video browsing system, including the flow path of system, design of database, user interface, and the transportation of video in the network.
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48

Lin, Hung-Chieh, and 林鴻傑. "Distributed News Video Database system for VOD Environment." Thesis, 1997. http://ndltd.ncl.edu.tw/handle/29805955310876307158.

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碩士
國立交通大學
資訊工程學系
85
In Video On Demand (VOD) services, videos are the major elements to be processed. The volume of video is very large and its content is hard to be described and modeled.Besides, it is hard for subscribers to find a desired video quickly from huge amount of videos. To provide subscribers fast retrieval of desired video and content provider a video management system, there must be a video database management system to provide these functions. In this thesis, a prototype of distributed news video database system for VOD environment and an efficient algorithm to detect scene change in MPEGII video are proposed. The video database system provide user with querying video database by features and Chinese description about video content. This database system is also constructed by client-server model and combined with video server to support continuous playback of videos. In the scene change detection algorithm, motion vectors in the MPEGII video are utilized to detect scene changes within a video. Although the system is designed for News On Demand service, the core technologies of this distributed news video database system can be applied to other VOD services easily. O
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49

Chun-Hung, Lu, and 盧俊宏. "Web-based English Learning System Using News Video." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/52528147057600967105.

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碩士
國立暨南國際大學
資訊工程學系
94
In this thesis, a Web-based English learning system using news video materials has been proposed. We believe that the anchorperson’ or reporters’ speech and text of news video are helpful for non-native users to learn English. In order to add more value of the learning materials, we choose the news video which was reported with video text in English. Generally, when both speech and video text are in the same language, the video text is usually called “closed-captions”. To facilitate the accessibility of the closed-captions, we use video text extraction technique to extract the closed-captions and to locate the position of words. The extracted closed-captions provide important clues for cross-media access, and the located words benefit the looking up vocabulary in an online dictionary. The information we discovered from the news video helps us to design a feasible application that helps learners to improve their listening and reading abilities.
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50

Su, Chen-Kang, and 蘇鎮港. "News Video Classification Using Multi-mode Information Fusion Technique." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/04122815545125518728.

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