Dissertations / Theses on the topic 'Videor'
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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.
Full textThis 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.
Happ, Amanda, and Erik Wilhelmsson. "Is sharing caring? : En kvantitativ studie om intentionen bakom att dela virala videor." Thesis, Högskolan i Gävle, Företagsekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-29146.
Full textTitel: Is sharing caring? En kvantitativ studie om intentionen att dela virala videor Nivå: Examensarbete på Grundnivå (kandidatexamen) i ämnet företagsekonomi Författare: Amanda Happ och Erik Wilhelmsson Handledare: Jonas Kågström Datum: 2019 – Januari Syfte: Syftet med studien är att analysera faktorerna bakom intentionen att dela en viral video på internet utifrån begreppen videokvalitet, empati, kontroll, altruism och inkludering. Studien genomförs således för att bidra med kunskap om intentionen bakom virala videodelningar till marknadsförare inom ämnet. Metod: En kvantitativ metod har använts där data har samlats in genom en webbaserad enkätundersökning med 480 kvinnliga respondenter från 16 år och uppåt. Data har bearbetats i analys- och statistikprogrammet SPSS genom deskriptiv-, faktor-, kluster- och korrelationsanalys. Resultat & slutsats: Resultatet visar att inkludering, altruism och i viss mån kontroll är de främsta faktorerna för att skapa en intention att dela virala videor på internet. Vidare visar resultatet att personer som väljer att dela virala videor med sina vänner ofta vill uppnå förstärkta band till gruppens medlemmar och bekräftelse av sin egen roll i den sociala gruppen. Examensarbetets bidrag: Studien bidrar till ökad kunskap om vilka beteendefaktorer som ligger bakom beslutet att dela en viral video på internet. Denna kunskap kan hjälpa yrkesutövare skapa en marknadsföringskampanj som har till syfte att bli viral på internet. Förslag till fortsatt forskning: Fortsatt forskning bör rikta sig till andra målgrupper, förslagsvis män. Det är även relevant att utföra en större undersökning där intentionen hos både sändare och mottagare (som i sin tur delar videon vidare) analyseras för att kunna påträffa eventuella likheter och skillnader hos dessa olika grupper. Nyckelord: Virala videor, delning, eWOM, FIRO, Moment-to-Moment Likeability
Lindmark, Oskar. "Multipla representationer inom kemisk bindning - en analys av läroböcker och ämnesrelaterade videor." Thesis, Umeå universitet, Institutionen för naturvetenskapernas och matematikens didaktik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-175986.
Full textRyd, Elvira. "Genusstereotyper på BookTube : En kritisk diskursanalys av kända BookTubers videor ur ett genusperspektiv." Thesis, Jönköping University, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-51834.
Full textThe purpose of the study is to critically examine and analyze how well-known BookTubers maintain gender stereotypes within the specific subculture The BookTube Community. The ambition is to understand whether the subculture represents norms and normative gender stereotypes. The selection of the study consists of the two female and the two male BookTubers who currently, in January 2020, have the most subscribers. The material includes four videos, one from each BookTuber, where books are discussed in a general context and not based on any specific genre. The analysis is performed with gender theory as a theoretical framework and critical discourse analysis as a method, with Fairclough’s three-dimensional model as a starting point. It appears from the analysis that well-known BookTubers maintain gender stereotypes to some extent through their appearance and behavior. The way in which they discuss literature can also be interpreted as gender stereotypical in some ways.
Enkenberg, Roland, and Anders Grentzelius. "Det svenska medialandskapet i förändring : en fallstudie av musikvideokanalen MTV." Thesis, Linköping University, Department of Thematic Studies, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2420.
Full textThis is a case study of the music channel MTV and it’s impact on the Swedish mediascape. We want to look into the process that lies behind this huge intercontinental corporation. Through literature studies we present the mechanism’s that paved the way for MTV growing into the number one music channel of modern time. To investigate how MTV was received in Sweden, we analyse articles taken from databases providing us with essential information about how Swedish journalist’s debate the issue. To show an assumed development within the Swedish mediascape we are using two different time periods, the first represents the year 1993 through to 1995 and the second, 2000 through 2003. These time periods are also used within statistical research included in this paper. This part shows the differences between MTV and other music channels that are competitors in the Swedish mediascape. Altogether these parts helps us to bring out topics that hopefully gives answers to our main quandary – what kind of effect has MTV had on the Swedish mediascape?
Toth, Kristoffer. "Fyra lärare är fler än tre youtube-videor...eller? : Om gitarrlärares syn på användningen av digitala verktyg och sociala medier i undervisning." Thesis, Karlstads universitet, Institutionen för konstnärliga studier, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-36804.
Full textThe purpose of this study is to find out guitar teachers' perceptions of the consequences of the various digital tools and social media used in guitar teaching in music education at different levels. In order to achieve this purpose, I interviewed four practicing guitar teachers. The study is based on a socio-cultural perspective and the result shows that the teachers, with the help of digital tools and social media, get supplementary sources to gather lesson materials from and that the information is more readily available now than before. It also appears from the results that the ease of access can be something negative and can leave a frustration among the students. One of the main conclusions is that teachers believe that teaching is getting better with the help of digital tools and social media, if used in the right way.
Karlsson, Katarina, and Jenny Andersén. "Anonymitet och YouTube : Konsekvenser för YouTube-användares kommentarer i och med minskad anonymitet." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-18524.
Full textThis study examines how reducing anonymity options can change the way people write comments on YouTube-videos. YouTube recently requested users to enter their real names as a username. Users are not yet obligated to do so, but if they do not, they are asked to answer why they chose remain their alias. To investigate this we first let users answer a survey to see what they felt about being anonymous versus giving their real name, and if providing their real name made them more cautious about their way of interacting on YouTube. Then, to see what really is going on in the comment sections, we went through a group of comments to spot patterns in how an alias or a real name is related to the process of writing negative versus positive comments. Comments were analyzed with help from a model that measures the stages of negativity and positivity in a comment. Our studies indicate that the change from alias to real name, make an impact in how comments are made and that much higher rate of negative comments come from users using an alias. The result is an indication that less anonymity may lead to less negativity in YouTube’s comment sections.
Sedlařík, Vladimír. "Informační strategie firmy." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2012. http://www.nusl.cz/ntk/nusl-223526.
Full textLindskog, Eric, and Wrang Jesper. "Design of video players for branched videos." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148592.
Full textJones, Thomory Diana, and Nataliia Mykhailovska. "Mobile Devices in the Hands of the Youngest Children." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20351.
Full textIt has become modern to use mobile devices at an early age. The study aims to understand the way young children interacts with mobile devices during the first 4 years of life and how mobile devices can help parents gain learning benefits for the youngest children. In order to meet the purpose of the research there were several formulated questions concerning how the stage of children’s development can affect the possibility of interaction and learning with mobile devices and what advantages and disadvantages the parents discovered during their children’s usage of mobile devices. The relevant theory was presented regarding children’s physical and cognitive development from 0 to 4 years old. The mixed method approach (survey and interviews) was effective enough to understand how the children usage of mobile devices differs from year to year as they become older. There were some recommendations for the parents that were presented as well.
Vachon, Éric. "Une nouvelle approche de la validation de requête vidéo par l'utilisateur." Paris 6, 2003. http://www.theses.fr/2003PA066329.
Full textCorbillon, Xavier. "Enable the next generation of interactive video streaming." Thesis, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, 2018. http://www.theses.fr/2018IMTA0103/document.
Full textOmnidirectional videos, also denoted as spherical videos or 360° videos, are videos with pixels recorded from a given viewpoint in every direction of space. A user watching such an omnidirectional content with a Head Mounted Display (HMD) can select the portion of the videoto display, usually denoted as viewport, by moving her head. To feel high immersion inside the content a user needs to see viewport with 4K resolutionand 90 Hz frame rate. With traditional streaming technologies, providing such quality would require a data rate of more than 100 Mbit s−1, which is far too high compared to the median Internet access band width. In this dissertation, I present my contributions to enable the streaming of highly immersive omnidirectional videos on the Internet. We can distinguish six contributions : a viewport-adaptive streaming architecture proposal reusing a part of existing technologies ; an extension of this architecture for videos with six degrees of freedom ; two theoretical studies of videos with non homogeneous spatial quality ; an open-source software for handling 360° videos ; and a dataset of recorded users’ trajectories while watching 360° videos
Cayatte, Rémi. "Les jeux vidéo américains de l’après 11 septembre 2001 : la guerre faite jeu, nouveau terrain de propagande idéologique ?" Thesis, Université de Lorraine, 2016. http://www.theses.fr/2016LORR0205/document.
Full textVideo games that directly or indirectly address real events transmit a certain vision of such events to their users. Be it thanks to the narratives on which they are based, the images users interact with, or gameplay and game structure specificities, some video games are inspired by real events as much as they (re)build those through the play experiences that they propose.In order to better understand this dynamic, this dissertation proposes a method of analysis that takes into account the three key components that constitute video games (narrative, audiovisual, game and play). This method is then applied to the three Call of Duty: Modern Warfare games (2007-2011). The contexts of production and reception are also taken into account in this analysis.This dissertation highlights the fact that, in addition to the exaltation of a militaristic, nationalist and patriotic ethos, the three Call of Duty: Modern Warfare games strive to convey a particularly positive image of American military actions abroad and of the adoption of a preventive warfare doctrine in the aftermath of the 9/11 attacks.The method applied to this corpus of games is also meant to propose an approach to this medium that takes into account its globality and complexity in order to better understand its persuasive possibilities
Stewart, Richard Christopher. "Effective audio for music videos : the production of an instructional video outlining audio production techniques for amateur music videos." Instructions for remote access. Click here to access this electronic resource. Access available to Kutztown University faculty, staff, and students only, 1996. http://www.kutztown.edu/library/services/remote_access.asp.
Full textChen, Juan. "Content-based Digital Video Processing. Digital Videos Segmentation, Retrieval and Interpretation." Thesis, University of Bradford, 2009. http://hdl.handle.net/10454/4256.
Full textBerigny, Wall Caitilin de. "Documentary transforms into video installation via the processes of intertextuality and detournement /." Canberra : University of Canberra, 2006. http://erl.canberra.edu.au/public/adt-AUC20070723.103335/index.html.
Full textSubmitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy at the University of Canberra, May 2007. Includes filmography (leaves 124-126) and bibliography (leaves 130-136). Also available online.
Touliatou, Georgia. "Diegetic stories in a video mediation : a narrative analysis of four videos." Thesis, University of Surrey, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.397132.
Full textAbousabea, Emad Mohamed Abd Elrahman. "Optimization algorithms for video service delivery." Thesis, Evry, Institut national des télécommunications, 2012. http://www.theses.fr/2012TELE0030/document.
Full textThe aim of this thesis is to provide optimization algorithms for accessing video services either in unmanaged or managed ways. We study recent statistics about unmanaged video services like YouTube and propose suitable optimization techniques that could enhance files accessing and reduce their access costs. Moreover, this cost analysis plays an important role in decision making about video files caching and hosting periods on the servers. Under managed video services called IPTV, we conducted experiments for an open-IPTV collaborative architecture between different operators. This model is analyzed in terms of CAPEX and OPEX costs inside the domestic sphere. Moreover, we introduced a dynamic way for optimizing the Minimum Spanning Tree (MST) for multicast IPTV service. In nomadic access, the static trees could be unable to provide the service in an efficient manner as the utilization of bandwidth increases towards the streaming points (roots of topologies). Finally, we study reliable security measures in video streaming based on hash chain methodology and propose a new algorithm. Then, we conduct comparisons between different ways used in achieving reliability of hash chains based on generic classifications
Dye, Brigham R. "Reliability of Pre-Service Teachers Coding of Teaching Videos Using Video-Annotation Tools." BYU ScholarsArchive, 2007. https://scholarsarchive.byu.edu/etd/990.
Full textAnegekuh, Louis. "Video content-based QoE prediction for HEVC encoded videos delivered over IP networks." Thesis, University of Plymouth, 2015. http://hdl.handle.net/10026.1/3377.
Full textPortocarrero, Rodriguez Marco Antonio. "Diseño de la arquitectura de transformada discreta directa e inversa del coseno para un decodificador HEVC." Bachelor's thesis, Pontificia Universidad Católica del Perú, 2018. http://tesis.pucp.edu.pe/repositorio/handle/123456789/13002.
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Wang, Yi. "Design and Evaluation of Contextualized Video Interfaces." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/28798.
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But, Jason. "A novel MPEG-1 partial encryption scheme for the purposes of streaming video." Monash University, Dept. of Electrical and Computer Systems Engineering, 2004. http://arrow.monash.edu.au/hdl/1959.1/9709.
Full textDye, Brigham R. "Reliability of pre-service teachers' coding of teaching videos using a video-analysis tool /." Diss., CLICK HERE for online access, 2007. http://contentdm.lib.byu.edu/ETD/image/etd2020.pdf.
Full textMeigneux, Guillaume. "Le territoire à l'épreuvre du compositing : pratiques vidéographiques et ambiances urbaines." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAH010/document.
Full textThis research questions the heuristic and operational issues of the video in the practice of urban planning. To do this, it operates a meeting between the notion of architectural and urban environments, as developed in Cresson, with image-mouvement and image-temps concepts developed by Deleuze. Then it proposes to give effect to this meeting in the practice of urban planning through digital compositing, technical handling of moving images.The hypothesis guiding this research is that it is possible to define a image-composite able to argue and to debate specific environments territories studied phenomena. This assumption is formalized around two corpus, the first comes from an artistic practice of video that motivated the development of this thesis, the second is from a practice of video in urban planning agency was carried out throughout this research.This work adds value to the video as knowledge media on one side and posture as a project of the other. Support for knowledge, because video offers the possibility of renewing the phenomenological approach in force in the atmospheres of the field by a sensitive understanding of phenomena in time of updating. Project posture, because the video is likely to reconfigure relational modalities implemented in dynamic analysis and design of the space and territory
Le, Thuc Trinh. "Video inpainting and semi-supervised object removal." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT026/document.
Full textNowadays, the rapid increase of video creates a massive demand for video-based editing applications. In this dissertation, we solve several problems relating to video post-processing and focus on objects removal application in video. To complete this task, we divided it into two problems: (1) A video objects segmentation step to select which objects to remove and (2) a video inpainting step to filling the damaged regions.For the video segmentation problem, we design a system which is suitable for object removal applications with different requirements in terms of accuracy and efficiency. Our approach relies on the combination of Convolutional Neural Networks (CNNs) for segmentation and the classical mask tracking method. In particular, we adopt the segmentation networks for image case and apply them to video case by performing frame-by-frame segmentation. By exploiting both offline and online training with first frame annotation only, the networks are able to produce highly accurate video object segmentation. Besides, we propose a mask tracking module to ensure temporal continuity and a mask linking module to ensure the identity coherence across frames. Moreover, we introduce a simple way to learn the dilation layer in the mask, which helps us create suitable masks for video objects removal application.For the video inpainting problem, we divide our work into two categories base on the type of background. In particular, we present a simple motion-guided pixel propagation method to deal with static background cases. We show that the problem of objects removal with a static background can be solved efficiently using a simple motion-based technique. To deal with dynamic background, we introduce video inpainting method by optimization a global patch-based energy function. To increase the speed of the algorithm, we proposed a parallel extension of the 3D PatchMatch algorithm. To improve accuracy, we systematically incorporate the optical flow in the overall process. We end up with a video inpainting method which is able to reconstruct moving objects as well as reproduce dynamic textures while running in a reasonable time.Finally, we combine the video objects segmentation and video inpainting methods into a unified system to removes undesired objects in videos. To the best of our knowledge, this is the first system of this kind. In our system, the user only needs to approximately delimit in the first frame the objects to be edited. These annotation process is facilitated by the help of superpixels. Then, these annotations are refined and propagated through the video by the video objects segmentation method. One or several objects can then be removed automatically using our video inpainting methods. This results in a flexible computational video editing tool, with numerous potential applications, ranging from crowd suppression to unphysical scenes correction
Houten, Ynze van. "Searching for videos the structure of video interaction in the framework of information foraging theory /." Enschede : University of Twente [Host], 2009. http://doc.utwente.nl/60628.
Full textPotapov, Danila. "Supervised Learning Approaches for Automatic Structuring of Videos." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAM023/document.
Full textAutomatic interpretation and understanding of videos still remains at the frontier of computer vision. The core challenge is to lift the expressive power of the current visual features (as well as features from other modalities, such as audio or text) to be able to automatically recognize typical video sections, with low temporal saliency yet high semantic expression. Examples of such long events include video sections where someone is fishing (TRECVID Multimedia Event Detection), or where the hero argues with a villain in a Hollywood action movie (Inria Action Movies). In this manuscript, we present several contributions towards this goal, focusing on three video analysis tasks: summarization, classification, localisation.First, we propose an automatic video summarization method, yielding a short and highly informative video summary of potentially long videos, tailored for specified categories of videos. We also introduce a new dataset for evaluation of video summarization methods, called MED-Summaries, which contains complete importance-scorings annotations of the videos, along with a complete set of evaluation tools.Second, we introduce a new dataset, called Inria Action Movies, consisting of long movies, and annotated with non-exclusive semantic categories (called beat-categories), whose definition is broad enough to cover most of the movie footage. Categories such as "pursuit" or "romance" in action movies are examples of beat-categories. We propose an approach for localizing beat-events based on classifying shots into beat-categories and learning the temporal constraints between shots.Third, we overview the Inria event classification system developed within the TRECVID Multimedia Event Detection competition and highlight the contributions made during the work on this thesis from 2011 to 2014
Krist, Antonín. "Pokročilé metody postprodukce a distribuce videa s využitím IT." Master's thesis, Vysoká škola ekonomická v Praze, 2010. http://www.nusl.cz/ntk/nusl-19121.
Full textLorentz, Pascaline. "La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims®." Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAG013.
Full textIn many books, articles, conferences, we can read, hear, notice that gaming is helping the socialization process, that games are socializing tools and that is the reason why video games could be “good” for individuals (Greenfield, 1994 ; Taylor, 2002 ; Gee, 2003). But what is that socialization? What does this specific socialization is bringing to the overall understanding of the evolution of individuals in our societies? In one word: what is the video-ludological socialization? The concept of socialization is widely used by many disciplines such as Sociology, Social Psychology, Communication Sciences, Media Studies, Game Studies and Educational Studies and so forth. Socialization, which is the social process that makes a subject become a social being, is a key concept for understanding society and its functioning. That is why I scrutinize video-ludological socialization in this dissertation. To cast light on benefits of this specific socialization, no game is better than one simulating life which is also very popular: The Sims. For my research I overlooked praxis of teenagers gaming and how they utilize the gameplay to experiment social behaviours. In this thesis, I propose to explain what video gaming is bringing more than usual play by presenting findings of this study carried out in two steps with 180 teenagers from 12 to 16 years old.This video-ludological socialization, befalling through interacting, is part of the main socialization process which lasts during all the lifespan of individuals (Berger & Luckmann, 1966). In my research, I demonstrated that gaming with The Sims channels the video-ludological socialization process and that gaming plays an active role in gamers’ social lives
Barrios, Núñez Juan Manuel. "Content-based video copy detection." Tesis, Universidad de Chile, 2013. http://www.repositorio.uchile.cl/handle/2250/115521.
Full textLa cantidad y el uso de videos en Internet ha aumentado exponencialmente durante los últimos años. La investigación académica en tópicos de videos se ha desarrollado durante décadas, sin embargo la actual ubicuidad de los videos presiona por el desarrollo de nuevos y mejores algoritmos. Actualmente existen variadas necesidades por satisfacer y muchos problemas abiertos que requieren de investigación científica. En particular, la Detección de Copias de Video (DCV) aborda la necesidad de buscar los videos que son copia de un documento original. El proceso de detección compara el contenido de los videos en forma robusta a diferentes transformaciones audiovisuales. Esta tesis presenta un sistema de DCV llamado P-VCD, el cual utiliza algoritmos y técnicas novedosas para lograr alta efectividad y eficiencia. Esta tesis se divide en dos partes. La primera parte se enfoca en el estado del arte, donde se revisan técnicas comunes de procesamiento de imágenes y búsqueda por similitud, se analiza la definición y alcance de la DCV, y se presentan técnicas actuales para resolver este problema. La segunda parte de esta tesis detalla el trabajo realizado y sus contribuciones al estado del arte, analizando cada una de las tareas que componen esta solución, a saber: preprocesamiento de videos, segmentación de videos, extracción de características, búsqueda por similitud y localización de copias. En relación a la efectividad, se desarrollan las ideas de normalización de calidad de videos, descripción múltiple de contenidos, combinación de distancias, y uso de distancias métricas versus no-métricas. Como resultado se proponen las técnicas de creación automática de descriptores espacio-temporales a partir de descriptores de fotogramas, descriptores de audio combinables con descriptores visuales, selección automática de pesos, y distancia espacio-temporal para combinación de descriptores. En relación a la eficiencia, se desarrollan los enfoques de espacios métricos y tabla de pivotes para acelerar las búsquedas. Como resultado se proponen una búsqueda aproximada utilizando objetos pivotes para estimar y descartar distancias, búsquedas multimodales en grandes colecciones, y un índice que explota la similitud entre objetos de consulta consecutivos. Esta tesis ha sido evaluada usando la colección MUSCLE-VCD-2007 y participando en las evaluaciones TRECVID 2010 y 2011. El desempeño logrado en estas evaluaciones es satisfactorio. En el caso de MUSCLE-VCD-2007 se supera el mejor resultado publicado para esa colección, logrando la máxima efectividad posible, mientras que en el caso de TRECVID se obtiene una performance competitiva con otros sistemas del estado del arte.
Bensaied, Ghaly Rania. "Subjective quality assessment : a study on the grading scales : illustrations for stereoscopic and 2D video content." Thesis, Evry, Institut national des télécommunications, 2018. http://www.theses.fr/2018TELE0013/document.
Full textQuality evaluation is an ever-fascinating field, covering at least a century of research works emerging from psychology, psychophysics, sociology, marketing, medicine… While for visual quality evaluation the IUT recommendations pave the way towards well-configured, consensual evaluation conditions granting reproducibility and comparability of the experimental results, an in-depth analysis of the state-of-the-art studies shows at least three open challenges related to the: (1) the continuous vs. discrete evaluation scales, (2) the statistical distribution of the scores assigned by the observers and (3) the usage of semantic labels on the grading scales. Thus, the present thesis turns these challenges into three research objectives: 1. bridging at the theoretical level the continuous and the discrete scale evaluation procedures and investigating whether the number of the classes on the discrete scales is a criterion meaningful in the results interpretations or just a parameter; studying the theoretical influence of the statistical model of evolution results and of the size of the panel (number of observers) in the accuracy of the results are also targeted; 2. quantifying the bias induced in subjective video quality experiments by the semantic labels (e.g. Excellent, Good, Fair, Poor and Bad) generally associated to the discrete grading scales; 3. designing and deploying an experimental test-bed able to support their precision and statistical relevance. With respect to these objectives, the main contributions are at theoretical, methodological and experimental levels
Vicet, Marie. "Les artistes contemporains et le clip vidéo : de la naissance de MTV à l’apparition de YouTube (1981-2005)." Thesis, Paris 10, 2017. http://www.theses.fr/2017PA100010.
Full textWith the advent of music channels in the early 1980s, the music industry invested heavily in the production of music videos. To meet the high demand of music video, many filmmakers from television industry, advertising, cinema put their talents in this new TV format service. It is in this context that different visual artists were also requested and proposed their services to direct different music videos. In the early 1980s, the clip appeared some artists as the ideal format to distribute their images on television. It allowed them by its broadcast on television to reach a wider audience than museums or art galleries. For others, the clip was an experimental format, but also a potential extension to their artistic practice. So this study will analyze some of the production of certain visuals artists often ignored by art historians and critics. Through their artworks, some artists built instead a critique and questioned the format while challenging pop culture broadcast on television. If the creation of MTV was a funding event in the history of the music video, twenty-five years later, the advent of YouTube and in 2005 marked a big change in production but also in consumption of music videos. We will see that it led to new uses for Internet users and for artists who took possession available content to divert it
Ducreux, Jessy. "La danse contemporaine à l'épreuve du cinéma et de la vidéo : quels regards pour quelles expériences ?" Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01H307.
Full textThis research work bas for objective to put forward the meeting cinema-dance from a liberation of the metaphysical bases of the art, making it an instrument of mediation of an order upper to the artist whose activity adjusted in the light of an ethical and political ideal, a source of inspiration of the theme of somewhere else. The cinema is this new space where the dance in vents another body except a regulations of the practices and the uses, the pedagogy by means of which the affections of the body were corrected in mirror of the works of the spirit. The fact that the cinema appeared at a moment of rehabilitation of the philosophic value of the sensitive makes it collusive in a dance trying to increase its experience of the movement and to free itself from limits of the classic representation. It is this complicity towards an attitude in common that takes out a gain diverse aspects which lifts the problem of the contemporary dance in the event of the cinema and the video
Bartlett, Loron. "The Women Behind the Moves: A Phenomenological Study of Video Models." Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/wsi_theses/25.
Full textJaška, Roman. "Sumarizace obsahu videí." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385962.
Full textde, Souza César Roberto. "Action recognition in videos: data-efficient approaches for supervised learning of human action classification models for video." Doctoral thesis, Universitat Autònoma de Barcelona, 2018. http://hdl.handle.net/10803/565827.
Full textEn esta disertación, exploramos diferentes formas de realizar reconocimiento de acciones humanas en vídeos. Nos enfocamos en la eficiencia de los datos, proponiendo nuevos enfoques que alivian la necesidad de anotarlos manualmente, tarea muy laboriosa y subjetiva, sujeta a errores. En la primera parte de esta disertación, comenzamos analizando modelos anteriores de vanguardia, comparando sus diferencias y similitudes con el fin de identificar de dónde vienen sus verdaderas fortalezas. Aprovechando esta información, procedemos a aumentar la precisión de la clasificación basada en modelos diseñados por un experto a niveles que rivalizan con las redes neuronales profundas. Presentamos arquitecturas híbridas de clasificación de vídeo basadas en representaciones espaciotemporales generales y no supervisadas, cuidadosamente diseñadas como características de entrada a redes neuronales profundas supervisadas. Los experimentos que presentamos muestran que nuestro modelo híbrido combina lo mejor de ambos mundos: es eficiente en datos (entrenado en 150 a 10,000 vídeos cortos) y mejora significativamente en el estado del arte, incluyendo modelos profundos entrenados en millones de imágenes etiquetadas manualmente y videos. En la segunda parte de esta tesis, investigamos la generación de datos sintéticos de entrenamiento para el reconocimiento de acciones, ya que recientemente este paradigma ha mostrado resultados prometedores en muchas otras tareas de visión por computador. Basándonos en técnicas de gráficos por computador, proponemos un modelo paramétrico e interpretable para generar vídeos de acciones humanas. Los vídeos que generamos son diversos, realistas y físicamente plausibles; llamamos PHAV (de "Procedural Human Action Videos") al conjunto de vídeos. PHAV contiene un total de 39,982 videos, con más de 1,000 ejemplos para cada acción, contemplando 35 acciones diferentes. Nuestro enfoque no se limita a las secuencias de captura de movimiento existentes, ya que también definimos procedimentalmente 14 acciones sintéticas. Luego presentamos arquitecturas profundas para el aprendizaje de representaciones de tareas múltiples que mezclan vídeos sintéticos y reales, incluso si las categorías de acción son diferentes. Nuestros experimentos en los conjuntos de datos UCF-101 y HMDB-51 sugieren que la combinación de PHAV con pequeños conjuntos de datos del mundo real puede aumentar la precisión del reconocimiento, superando el estado del arte de los modelos no supervisados de generación de vídeos.
In this dissertation, we explore different ways to perform human action recognition in video clips. We focus on data efficiency, proposing new approaches that alleviate the need for laborious and time-consuming manual data annotation. In the first part of this dissertation, we start by analyzing previous state-of-the-art models, comparing their differences and similarities in order to pinpoint where their real strengths comes from. Leveraging this information, we then proceed to boost the classification accuracy of shallow models to levels that rival deep neural networks. We introduce hybrid video classification architectures based on carefully designed unsupervised representations of handcrafted spatiotemporal features classified by supervised deep networks. We show in our experiments that our hybrid model combine the best of both worlds: it is data efficient (trained on 150 to 10,000 short clips) and yet improved significantly on the state of the art, including deep models trained on millions of manually labeled images and videos. In the second part of this research, we investigate the generation of synthetic training data for action recognition, as it has recently shown promising results for a variety of other computer vision tasks. We propose an interpretable parametric generative model of human action videos that relies on procedural generation and other computer graphics techniques of modern game engines. We generate a diverse, realistic, and physically plausible dataset of human action videos, called PHAV for "Procedural Human Action Videos". It contains a total of 39,982 videos, with more than 1,000 examples for each action of 35 categories. Our approach is not limited to existing motion capture sequences, and we procedurally define 14 synthetic actions. We then introduce deep multi-task representation learning architectures to mix synthetic and real videos, even if the action categories differ. Our experiments on the UCF-101 and HMDB--51 benchmarks suggest that combining our large set of synthetic videos with small real-world datasets can boost recognition performance, outperforming fine-tuning state-of-the-art unsupervised generative models of videos.
Berntsson, Malin, and Anna Johansson. "Ny trend för hjälporganisationer: viral video? : Hur hjälporganisationer kan dra lärdom av den virala videon "Kony 2012"." Thesis, Högskolan Väst, Institutionen för ekonomi och it, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-4347.
Full textBuchta, Martin. "Kódování 4K videa v reálném čase s technologií NVENC." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-433205.
Full textCarvalho, Sergio Candido de. "Avaliação do uso de filmes-experimento no ensino de quimica." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/250627.
Full textDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Quimica
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Resumo: Neste trabalho foram verificados os efeitos da aplicação de seis vídeos experimentais para o ensino de química, na escola Fundação Educacional Guaçuana (Mogi Guaçu- SP). Os filmes mostram experimentos reais, com ênfase em determinações quantitativas, manipulação correta de reagentes e uso de instrumentação simples. Para se estudar o real impacto da aplicação dos filmes no processo ensino-aprendizagem foi utilizada a técnica do grupo controle. As turmas foram divididas em dois grupos. No grupo definido como A, houve apenas uma exposição oral do conteúdo na forma tradicional, lousa e giz, e no grupo B, além de exposição oral do assunto, o filme também foi apresentado. Os resultados da aplicação foram verificados utilizando-se dois questionários: um denominado qualitativo, para verificar a motivação, a compreensão, a curiosidade, o esclarecimento de dúvidas, o interesse e o entendimento do assunto e um quantitativo, em que os alunos responderam a itens envolvendo o conteúdo químico abordado. Os resultados obtidos revelaram-se bastante positivos, tanto no questionário qualitativo quanto no quantitativo, com a aplicação dos vídeos. No questionário qualitativo, alguns exemplos de depoimentos dos alunos corroboram a assertiva anterior: "Com o vídeo ficou mais fácil entender a matéria e isso fez com que a aula ficasse mais interessante", "O vídeo ajudou, fez entender melhor e deixou a aula mais interessante. Poderia ser sempre assim." O questionário quantitativo mostrou, em linhas gerais, um melhor desempenho dos alunos que assistiram aos vídeos em comparação com aqueles que tiveram apenas a exposição teórica do assunto, englobando, também aí , a apresentação do experimento do vídeo em forma de esquema na lousa.
Abstract: In this work the effects of the application of six movies of chemical experiments in the learning process were verified. The study was conducted at the Fundação Educacional Guaçuana (Mogí Guaçu-SP- Brazil) school. The movies show real experiments with emphasis in quantitative determinations, correct manipulation of reagents and uses of simple instrumentation. In order to study the impact of the applications in the learning process, the group technique was used. Two groups were used: group A (control) where the subjects were presented in traditional form (blackboard and chalk), and group B (experimental) where the oral subject explanations were followed by the movie presentations. The results were checked by application of two questionnaires: one (qualitative) to verify the motivation, the subject understanding, the curiosity stimulation and the interest and another (quantitative) where students answered questions related to the subject. The positive results of the movie applications were verified in the both questionnaires. In the qualitative questionnaire, some examples of the students' depositions corroborated the previous assertive: "With the video it was easier to understand the matter and turned more interesting the class", "The video helped me, it make the subject easier to understand and turned the class more interesting. It could always be like this". The quantitative questionnaire showed, in general lines, better marks for the students who attended the videos in comparison with those that just had the theoretical subject presentation and the experiment was outlined in the blackboard.
Mestrado
Físico-Química
Mestre em Química
Wai, Hon Kee. "Priority feedback mechanism with quality of service control for MPEG video system." HKBU Institutional Repository, 1999. http://repository.hkbu.edu.hk/etd_ra/275.
Full textPapinot, Emmanuelle. "Recherche de vidéos académiques dans les collections en ligne : approche ergonomique." Thesis, Toulouse 2, 2018. http://www.theses.fr/2018TOU20081.
Full textMore and more online environments dedicated to the dissemination of academic knowledge are integrating videos into their multimedia corpus. Compared to static or animated text or graphics, video usability has not yet been the object of scientific studies in psychology and cognitive ergonomics. Video search is part of the information seeking process. The theoretical framework of this dissertation is the Information Foraging theory (Pirolli & Card, 1999), which describes information seeking in a stochastic environment, based on a search built on intermediary information. Our main goal is to provide knowledge about users, with the initial hypothesis that a variety of video-seeking goals can coexist among users. This knowledge can help improve the usability of online environments.An exploratory study using a multi-methodological approach was carried out on the usability of an audiovisual online platform for higher education and research and on a multimedia virtual museum dedicated to the history of crime justice and punishments. The results show that: (a) the difficulties related to online video publishing directly impact video search on the user side, (b) it is relevant to distinguish the video as a media from the audiovisual document. The characteristic common to both platforms is that a majority of users use the platform as a way to educate themselves, which directly questions the interest and use of video as a vehicle of knowledge acquisition for specific purposes
Boukadida, Haykel. "Création automatique de résumés vidéo par programmation par contraintes." Thesis, Rennes 1, 2015. http://www.theses.fr/2015REN1S074/document.
Full textThis thesis focuses on the issue of automatic video summarization. The idea is to create an adaptive video summary that takes into account a set of rules defined on the audiovisual content on the one hand, and that adapts to the users preferences on the other hand. We propose a novel approach that considers the problem of automatic video summarization as a constraint satisfaction problem. The solution is based on constraint satisfaction programming (CSP) as programming paradigm. A set of general rules for summary production are inherently defined by an expert. These production rules are related to the multimedia content of the input video. The rules are expressed as constraints to be satisfied. The final user can then define additional constraints (such as the desired duration of the summary) or enter a set of high-level parameters involving to the constraints already defined by the expert. This approach has several advantages. This will clearly separate the summary production rules (the problem modeling) from the summary generation algorithm (the problem solving by the CSP solver). The summary can hence be adapted without reviewing the whole summary generation process. For instance, our approach enables users to adapt the summary to the target application and to their preferences by adding a constraint or modifying an existing one, without changing the summaries generation algorithm. We have proposed three models of video representation that are distinguished by their flexibility and their efficiency. Besides the originality related to each of the three proposed models, an additional contribution of this thesis is an extensive comparative study of their performance and the quality of the resulting summaries using objective and subjective measures. Finally, and in order to assess the quality of automatically generated summaries, the proposed approach was evaluated by a large-scale user evaluation. This evaluation involved more than 60 people. All these experiments have been performed within the challenging application of tennis match automatic summarization
Beyrouthy, Damien. "Corps peuplés d'images, corps peuplant l'image : interrogation par l'art vidéo d'un entremêlement à l'ère dite postmoderne." Thesis, Toulouse 2, 2015. http://www.theses.fr/2015TOU20001.
Full textThis thesis explores how contemporary art, more specifically video, interrogates the relationship between body and images. A close link binds them together today; video art, native to postmodern time, seems adapted to its exploration. First, influence modalities of the image are developed. The hypotheses are constructed on four sources: psychoanalytical and phenomenological theories, socials realities, artistic productions (both from known artists and from my own practice) and image theories (art history and aesthetic). A succession of conclusions have been deducted from them: today’s human seems to be inhabited by images, these participate to the structuration of perception, compete with recollection and contribute to determine the shapes of mental elaboration. Consequently, the image define significantly the postmodern body. But various relationships to images remain possible: utilization, interaction, experimentation. Then, with the oscillatory potential of video art, the interdependence between body and image is detailed. Part II compares sensible body and depicted body through the fluctuating marks of the referent in video representation – working with the appearing/disappearing, surface/thickness, sense/nonsense pairs – to explore the dreamed, lived body and the relationship to the depicted body. Part III shows the interplay between linking and delinking of the depicted body with the backgrounds – bore by chroma keying, reediting and compositing. This allows to apprehend positioning and articulation, of the body and its depiction, to images. This approach also points out what in the depicted body reveals the sensitive body and what in its articulation to the background resists: the desiring body
Avgousti, Sotiris. "Plateforme de vidéo mobile de télé-échographie robotisée sur un réseau 4G-LTE." Thesis, Orléans, 2016. http://www.theses.fr/2016ORLE2029/document.
Full textThe objective of this Thesis was the deployment and evaluation of an end-to-end mobile tele-echography platform used to provide remote diagnosis and care within medically isolated settings. The platform integrates new concepts that enable robotized tele-echography over commercially available 4G and beyond mobile networks for rendering diagnostically robust medical ultrasound video. It contributes to the field of Information and Communication technologies applied in the healthcare sector. The main contributions of the Thesis are: I. A systematic review on the state of the art in medical telerobotic systems was conducted based on publications of the last decade, and more specifically between the years 2004 to 2016. II. Both objective and subjective (clinical) video quality assessment demonstrated that H.264/AVC and HEVC standards can achieve diagnostically-lossless video quality at bitrates (1024 and 2048 Kbps) well within the LTE supported data rates. Earlier video coding standards (Mpeg-4 & Mpeg-2) cannot be employed for clinical diagnosis at these rates as they present loss of clinical information.III. Medical experts highly appreciated the proposed platform’s mechanical dynamic responsiveness due to the low end-to-end delay (latency) facilitated by LTE-channels. The most important limitation raised by the medical expert and prevented higher overall rating and ultimately clinical QoE was the robot initial positioning on the patient’s body and navigation towards obtaining the cardiac ultrasound. IV. Results provides a strong indication that the proposed robotized tele-echography platform can be used to provide reliable, remote diagnosis over emerging 4G and beyond wireless networks
Tiercelin, Alexandre. "Les transgressions des normes de marché : le cas des consommatrices intensives de jeux vidéo." Rouen, 2013. http://www.theses.fr/2013ROUED008.
Full textThis PhD work aims at studying the transgressions of the male consumption rule of the video game market. After reviewing our theoretical framework by studying one’s link with the norm, deviant careers and questioning the gender, we chose to use as the primary method of data collection, the method of life stories. Once the methodology presented, we introduce our method of treatment, for the data we collected, namely a thematic analysis. This analysis, both manual and computer-aided (using nvivo) brings out a typology of Girl gamers : the “tomboy”, “the disguised player” and the “woman that plays”. After exposing these profiles, we present the process of deviant consumption and the importance of some social factors. We also present their practices ie a controlled consumption a. In the last chapter, we bring our results to a theoretical debate. We assume that Gamer girls are emancipated trough a market transgression so that their behaviors may therefore be part of an identity project, one of the Consumer Culture Theory research topics. Then, we consider reintroducing some structuralism into the concept of consumer fragmentation
Arrufat, Batalla Adrià. "Multiple transforms for video coding." Thesis, Rennes, INSA, 2015. http://www.theses.fr/2015ISAR0025/document.
Full textState of the art video codecs use transforms to ensure a compact signal representation. The transform stage is where compression takes place, however, little variety is observed in the type of transforms used for standardised video coding schemes: often, a single transform is considered, usually a Discrete Cosine Transform (DCT). Recently, other transforms have started being considered in addition to the DCT. For instance, in the latest video coding standard, High Efficiency Video Coding (HEVC), the 4x4 sized blocks can make use of the Discrete Sine Transform (DST) and, in addition, it also possible not to transform them. This fact reveals an increasing interest to consider a plurality of transforms to achieve higher compression rates. This thesis focuses on extending HEVC through the use of multiple transforms. After a general introduction to video compression and transform coding, two transform designs are studied in detail: the Karhunen Loève Transform (KLT) and a Rate-Distortion Optimised Transform are considered. These two methods are compared against each other by replacing the transforms in HEVC. This experiment validates the appropriateness of the design. A coding scheme that incorporates and boosts the use of multiple transforms is introduced: several transforms are made available to the encoder, which chooses the one that provides the best rate-distortion trade-off. Consequently, a design method for building systems using multiple transforms is also described. With this coding scheme, significant amounts of bit-rate savings are achieved over HEVC, especially when using many complex transforms. However, these improvements come at the expense of increased complexity in terms of coding, decoding and storage requirements. As a result, simplifications are considered while limiting the impact on bit-rate savings. A first approach is introduced, in which incomplete transforms are used. This kind of transforms use one single base vector and are conceived to work as companions of the HEVC transforms. This technique is evaluated and provides significant complexity reductions over the previous system, although the bit-rate savings are modest. A systematic method, which specifically determines the best trade-offs between the number of transforms and bit-rate savings, is designed. This method uses two different types of transforms based separable orthogonal transforms and Discrete Trigonometric Transforms (DTTs) in particular. Several designs are presented, allowing for different complexity and bitrate savings trade-offs. These systems reveal the interest of using multiple transforms for video coding
Nouri, Marwen. "Propagation de Marquages pour le Matting Vidéo." Phd thesis, Université René Descartes - Paris V, 2013. http://tel.archives-ouvertes.fr/tel-00799753.
Full textSpeers, Jimmy D. (Jimmy Dale). "Motion Versus Non-Motion in Interactive Video Lessons in High School Physical Science." Thesis, University of North Texas, 1992. https://digital.library.unt.edu/ark:/67531/metadc279141/.
Full textEbdelli, Mounira. "Video inpainting techniques : application to object removal and error concealment." Thesis, Rennes 1, 2014. http://www.theses.fr/2014REN1S092/document.
Full textThis thesis presents video inpainting tools to efficiently recover space-time holes in different kinds of video sequences. Two categories of video inpainting approaches are particularly studied. The first category concerns exemplar-based approach. Several contributions have been proposed for this approach. Neighbor embedding techniques have been proposed for patch sampling using two data dimensionality reductions methods: non-negative matrix factorization (NMF) and locally linear embedding (LLE). An analysis of similarity metrics for patches matching have then been proposed based on both subjective and objective tests. The proposed framework have been also adapted to the error concealment application by using a preprocessing step of motion estimation. A multiresolution approach has been considered to reduce the computational time of the method. The experimental evaluations demonstrate the effectiveness of the proposed video inpainting approach in both object removal and error concealment applications. The video inpainting problem has been also solved using a second approach based on the optimization of a well-defined cost function expressing the global consistency of the recovered regions. The camera moving videos has later been takled by using a region-based homography. The neighboring frames in the sequence are aligned based on segmented planar regions. This method has been shown to give better performance compared to classical optimization-based homography