Littérature scientifique sur le sujet « Simulation and video »

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Articles de revues sur le sujet "Simulation and video"

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Jian, Zhong, et Zheng Zhe. « A Video-Based Theodolite Simulation System ». Advanced Materials Research 798-799 (septembre 2013) : 272–75. http://dx.doi.org/10.4028/www.scientific.net/amr.798-799.272.

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In this paper we realized a Video-based theodolite simulation system, simulating and modeling theodolite servo control system with Simulink, build the model of theodolite movement. Split the recording video into images, and projected it onto the virtual coordinate system, then stitching images by SIFT method, the result panorama is used as background. We propose a algorithm based on gradient histogram, detect the target from the video image, then superimposed it on the background. System achieve a high degree of simulation, and reproduced the mandate process of the theodolite.
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Russell, Christopher M. P. « 360-degree videos : a new visualization technique for astrophysical simulations ». Proceedings of the International Astronomical Union 12, S329 (novembre 2016) : 366–68. http://dx.doi.org/10.1017/s1743921317003180.

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Abstract360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.
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Morgan, Pamela J., Doreen Cleave-Hogg, Jodi McIlroy et James Hugh Devitt. « Simulation Technology ». Anesthesiology 96, no 1 (1 janvier 2002) : 10–16. http://dx.doi.org/10.1097/00000542-200201000-00008.

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Background The availability of simulator technology at the University of Toronto (Toronto, Ontario, Canada) provided the opportunity to compare the efficacy of video-assisted and simulator-assisted learning. Methods After ethics approval from the University of Toronto, all final-year medical students were invited to participate in the current randomized trial comparing video-based to simulator-based education using three scenarios. After an introduction to the simulator environment, a 5-min performance-based pretest was administered in the simulator operating room requiring management of a critical event. A posttest was administered after students had participated in either a faculty-facilitated video or simulator teaching session. Standardized 12-point checklist performance protocols were used for assessment purposes. As well, students answered focused questions related to the educational sessions on a final examination. Student opinions regarding the value of the teaching sessions were obtained. Results One hundred forty-four medical students participated in the study (scenario 1, n = 43; scenario 2, n = 48; scenario 3, n = 53). There was a significant improvement in posttest scores over pretest scores in all scenarios. There was no statistically significant difference in scores between simulator or video teaching methods. There were no differences in final examination marks when the two educational methods were compared. Student opinions indicated that the experiential simulator sessions were more enjoyable and valuable than the video teaching sessions. Conclusions Both simulator and video types of faculty-facilitated education offer a valuable learning experience. Future work is needed that addresses the long-term effects of experiential learning in the retention of knowledge and acquired skills.
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Yu, Ri, Hwangpil Park et Jehee Lee. « Figure Skating Simulation from Video ». Computer Graphics Forum 38, no 7 (octobre 2019) : 225–34. http://dx.doi.org/10.1111/cgf.13831.

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Farooq, Omer, et Makani Purva. « In situ simulation toolkit video ». BMJ Simulation and Technology Enhanced Learning 3, no 2 (11 janvier 2017) : 82. http://dx.doi.org/10.1136/bmjstel-2016-000168.

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Li, Fa-Ming, Xiao-Wu Chen, Bin Zhou, Fei-Xiang Lu, Kan Guo et Qiang Fu. « Monocular Video Guided Garment Simulation ». Journal of Computer Science and Technology 30, no 3 (mai 2015) : 528–39. http://dx.doi.org/10.1007/s11390-015-1543-0.

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Whitfill, Travis, Marc Auerbach, Maria Carmen G. Diaz, Barbara Walsh, Daniel J. Scherzer, Isabel T. Gross et Mark X. Cicero. « Cost-effectiveness of a video game versus live simulation for disaster training ». BMJ Simulation and Technology Enhanced Learning 6, no 5 (4 octobre 2019) : 268–73. http://dx.doi.org/10.1136/bmjstel-2019-000497.

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IntroductionDisaster triage training for emergency medical service (EMS) providers is unstandardised. We hypothesised that disaster triage training with the paediatric disaster triage (PDT) video game ‘60 s to Survival’ would be a cost-effective alternative to live simulation-based PDT training.MethodsWe synthesised data for a cost-effectiveness analysis from two previous studies. The video game data were from the intervention arm of a randomised controlled trial that compared triage accuracy in a live simulation scenario of exposed vs unexposed groups to the video game. The live simulation and feedback data were from a prospective cohort study evaluating live simulation and feedback for improving disaster triage skills. Postintervention scores of triage accuracy were measured for participants via live simulations and compared between both groups. Cost-effectiveness between the live simulation and video game groups was assessed using (1) A net benefit regression model at various willingness-to-pay (WTP) values. (2) A cost-effectiveness acceptability curve (CEAC).ResultsThe total cost for the live simulation and feedback training programme was $81 313.50 and the cost for the video game was $67 822. Incremental net benefit values at various WTP values revealed positive incremental net benefit values, indicating that the video game is more cost-effective compared with live simulation and feedback. Moreover, the CEAC revealed a high probability (>0.6) at various WTP values that the video game is more cost-effective.ConclusionsA video game-based simulation disaster triage training programme was more cost-effective than a live simulation and feedback-based programme. Video game-based training could be a simple, scalable and sustainable solution to training EMS providers.
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Ianì, Francesco, Teresa Limata, Giuliana Mazzoni et Monica Bucciarelli. « Observer’s body posture affects processing of other humans’ actions ». Quarterly Journal of Experimental Psychology 74, no 9 (29 mars 2021) : 1595–604. http://dx.doi.org/10.1177/17470218211003518.

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Action observation triggers by default a mental simulation of action unfolding in time. We assumed that this simulation is “embodied”: the body is the medium through which observer’s sensorimotor modalities simulate the observed action. The participants in two experiments observed videos, each depicting the central part of an action performed by an actress on an object (e.g., answering the phone) and soon after each video they observed a photo portraying a state of the action not observed in the video, either depicting the initial part or the final part of the whole action. Their task was to evaluate whether the photo portrayed something before (backward photo) or after the action in the video (forward photo). Results showed that evaluation of forward photos was faster than evaluation of backward photos (Experiment 1). Crucially, participants’ body posture modulated this effect: keeping the hands crossed behind the back interfered with forward simulations (Experiment 2). These results speak about the role of the observer’s body posture in processing other people’s actions.
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Zhu, Juan, et Shuyan Zhang. « Design of video tracking simulation platform ». Journal of Computational Methods in Sciences and Engineering 16, no 2 (6 juin 2016) : 337–48. http://dx.doi.org/10.3233/jcm-160621.

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Kim, Han-Kil, Sang-Woong Joo, Hun-Hee Kim et Hoe-Kyung Jung. « 3D Video Simulation System Using GPS ». Journal of the Korea Institute of Information and Communication Engineering 18, no 4 (30 avril 2014) : 855–60. http://dx.doi.org/10.6109/jkiice.2014.18.4.855.

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Thèses sur le sujet "Simulation and video"

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Marlow, Gregory. « Week 11, Video 04 : Cereal Simulation 1 ». Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/73.

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Marlow, Gregory. « Week 11, Video 05 : Cereal Simulation 2 ». Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/74.

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Marlow, Gregory. « Week 11, Video 06 : Caching The Simulation ». Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/75.

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Robert, Pablo Maximiliano. « Simulation Tool and Metric for Evaluating Wireless Digital Video Systems ». Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/35564.

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This thesis focuses on the interaction between digital video quality and channel coding in a wireless communication system. Digital video is a high-bandwidth, computationally intensive application. The recent allocation of large tracks of spectrum by the FCC has made possible the design and implementation of personal wireless digital video devices for several applications, from personal communications to surveillance. Wireless video research has centered on contextual coding mechanisms; different sections of a video data stream are coded differently based on the perceived importance of the coded bits. Besides the complexity introduced into a system by this type of coding, no metric based solely on physical layer parameters can be used to predict video quality across different system architectures. A tool was built to explore the video/channel coding relationship. This tool simulates a packet-based digital wireless transmission in various noise and interference environments. The basic communications system models the DAVIC (Digital Audio-Visual Council) layout for the LMDS (Local Multipoint Distribution Service) system and includes several error control algorithms and a packetizing algorithm that is MPEG-compliant. This work introduces a statistical approach to monitoring the video quality. The error-event-mean-arrival-rate, lambda_distance, is a metric derived from the physical layer that can be used to predict the expected video quality across systems with different channel coding algorithms. This metric proved to be uniformly consistent in predicting video quality for sequences corrupted by Gaussian and non-Gaussian noise and protected by a variety of error correction techniques.
Master of Science
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Wagner, Emily, Neina Ferguson, Brenda Louw et Saravanan Elangovan. « In Vivo Simulation Compared to Video Simulation Training : Identifying Clinical Distress Makers when Feeding Preterm Infants ». Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etsu-works/1570.

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Preterm infants exhibit clinical distress markers during bottle-feeding due to underdevelopment. Simulation training provides effective means for learners. Twenty-two SLP students split into two groups, video-simulation(VT) and in-vivo-simulation training(IT). Results revealed VT had higher clinical judgment and lower anxiety levels than IT group. Both groups significantly improved distress markers identification.
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Shahbazian, John N. « Characterization and Generation of Streaming Video Traces ». [Tampa, Fla.] : University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000160.

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Wood, Kevin R. « Simulation Video Games as Learning Tools : An Examination of Instructor Guided Reflection on Cognitive Outcomes ». Digital Archive @ GSU, 2011. http://digitalarchive.gsu.edu/msit_diss/77.

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Simulation video games potentially offer students the opportunity to participate in activities designed to bring about higher order thinking. Gee (2005b, 2007) elucidates that without the guidance of instructors, humans involved in a simulation experience have a high probability of finding creative but spurious patterns and generalizations that send learners down miseducative paths. The focus of this study is an examination of the function of instructor guided reflection and prior participant interest and exposure to video games in promoting affective and cognitive learning during participant use of single and multiplayer simulation video games in the classroom. One hundred twenty- eight students enrolled in World History classes at a suburban high school located in the Southeastern United States participated in this research study. Participants completed a survey of their interest and prior exposure to video games, played a tutorial of the simulation video game, played a single player or multiplayer version of the game with or without instructor guided reflection, and completed a posttest of reasoning and knowledge ability. The researcher used independent samples t tests, analysis of variance, and descriptive statistical analysis in combination with qualitative methods outlined by Miles and Huberman (1994) to analyze the data. Thomas (2003) described the mixed methodology used to analyze and interpret the data in this research study. Quantitative analysis of the data revealed that participants who engaged in both reflection and multiplayer groups scored significantly higher on posttest of reasoning ability at the .05 level. Furthermore, qualitative analysis revealed that participants in the multiplayer and reflection treatment groups were more likely to be engaged in the lesson, participate in more cognitive discussions, and made more connections to the large context of the lesson. Participants with a high level of prior interest in video games scored significantly higher on a posttest of reasoning ability at the .05 level of significance and were more likely to participate actively during the lesson. The findings from this study suggest the need for teaching educators to utilize reflective and collaborative practices in the incorporation of digital technology in the classroom.
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CHAGAS, CLAYTON ESCOUPER DAS. « OPEN DVC : A TOOL FOR SIMULATION AND EVALUATION OF DISTRIBUTED VIDEO CODING ». PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2011. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=18486@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
Codificação Distribuída de Vídeo (Distributed Video Coding – DVC) é um paradigma de codificação baseado nos conceitos da Codificação Distribuída de Fontes correlatadas (Distributed Source Coding – DSC), que tem como arcabouço a Teoria da Informação desenvolvida por Shannon, para um cenário onde temos uma codificação distribuída dos elementos e uma decodificação conjunta. Implementações com arquiteturas diferentes foram apresentadas ao longo dos últimos anos, mas devido a diversos motivos como a indisponibilidade de documentação detalhada, falta de preocupação dos projetos em relação à engenharia de software, não uniformização e heterogeneidade das tecnologias de implementação, entre outros, o desenvolvimento desta área acabou sendo dificultado pela falta de ferramentas e documentação mais aplicada, impedindo que o pesquisador focasse seus estudos e pesquisas apenas na parte que pretende otimizar ou complementar do projeto. Esse trabalho aplica conceitos e teorias de engenharia de software, orientação a objetos, componentização, frameworks e outros, com o objetivo de projetar, implementar, documentar e testar um framework aberto, incremental e reutilizável para implementação de uma ferramenta para simulação e avaliação de Codificação Distribuída de Vídeo, a qual chamamos de Open DVC, apresentada num ambiente colaborativo de forma que possa ser utilizada para estudos e que as contribuições desenvolvidas futuramente possam ser agregadas ao framework com pouco esforço de codificação.
Distributed Video Coding (DVC) is a coding paradigm based on the concepts of Distributed Source Coding (DSC), which is based on Information Theory developed by Shannon, for a scenario where we have a distributed encoding of information and a joint decoding. Implementations with different architectures have been presented over the past years, but due to various reasons such as unavailability of detailed documentation, lack of concern of the projects in relation to software engineering, non uniform and heterogeneous implementation technologies, amog others, the development of this area ended up being hampered by a lack of tools and documentation more applied, preventing the researcher from focusing his studies and research only on the party to be enhanced or to be extended in the project. This work applies concepts and theories of software engineering, object orientation, components, frameworks and other, in order to design, implement, document and test an open framework, incremental and reusable to implement tools for simulation and evaluation of Distributed Video Coding, which we call Open DVC, submitted in a collaborative environment so that it can be used for studies and the contributions developed in the future can be aggregated to the framework with little coding effort.
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Tiitto, Markus. « THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD ». UKnowledge, 2019. https://uknowledge.uky.edu/pharmacy_etds/101.

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Attention Deficit Hyperactivity Disorder (ADHD) is a neurodevelopmental disorder characterized by difficulty paying attention, impulsivity, and hyperactivity. Diagnosis of ADHD rose 42% from 2003–2004 to 2011–2012. In 2011, 3.5 million children were treated with drugs. Optimizing therapy can take a year, and may not be completely effective. A clinical trial is currently being conducted of a device/drug combination using the computer game Minecraft, to determine how certain activities affect executive function, working memory, and restraint in patients diagnosed with ADHD. The human subjects’ responses are being modeled using artificial neural networks (ANNs), an artificial intelligence method that can be utilized to interpret highly complex data. We propose using ANNs to optimize drug and Minecraft therapy for individual patients based on the initial NICHQ Vanderbilt assessment scores. We are applying ANNs in the development of computational models for executive function deficiencies in ADHD. These models will then be used to develop a therapeutic video game as a drug/device combination with stimulants for the treatment of ADHD symptoms in Fragile X Syndrome. As a first step towards the design of virtual subjects with executive function deficits, computational models of the core executive functions working memory and fluid intelligence were constructed. These models were combined to create healthy control and executive function-deficient virtual subjects, who performed a Time Management task simulation that required the use of their executive functions to complete. The preliminary working memory model utilized a convolutional neural network to identify handwritten digits from the MNIST dataset, and the fluid intelligence model utilized a basic recurrent neural network to produce sequences of integers in the range 1-9 that can be multiplied together to produce the number 12. A simplified Impulsivity function was also included in the virtual subject as a first step towards the future inclusion of the core executive function inhibition.
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Begg, Charles Lee. « High Quality Video Streaming with SCTP over CDMA2000 ». Thesis, University of Canterbury. Computer Science and Software Engineering, 2007. http://hdl.handle.net/10092/1198.

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The research reported in this thesis investigates the performance of the transport layer Stream Control Transfer Protocol (SCTP) for streaming video over CDMA2000 cellphone and data wireless networks. The main measure of performance was quality of the received video at a given buffer size, as cellphones have memory of limited capacity. The hypothesis was that SCTP would be able to improve the quality of streamed video over UDP under the same memory requirements. Our study involved two series of simulation experiments and measurements in a testbed on the Telecom NZ CDMA2000 network, to test the performance of video streaming under SCTP and under UDP. It was found that SCTP did not improve the quality in streamed video with up to 5 second buffers. While other scenarios that have been tested by other people with high packet loss or congestion have shown that SCTP can improve the quality, the CDMA2000 network does not suffer from the impairments that SCTP could neutralise, and because of that, in this scenario, the quality of video streaming under SCTP and UDP are similar. The complexity that SCTP adds does not correspond to an increase in quality.
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Livres sur le sujet "Simulation and video"

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Gameplay mode : War, simulation, and technoculture. Minneapolis : Univ Of Minnesota Press, 2011.

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1966-, Novak Jeannie, dir. Game development essentials : Game simulation development. Clifton Park, NY : Thomson / Delmar Learning, 2008.

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Sandler, Corey. Inside Madden NFL '94. Indianapolis, IN : Brady Pub., 1993.

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Cinema of simulation : Hyperreal Hollywood in the long 1990s. New York : Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

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Cohen, Mark L. The Sims house party expansion pack : Prima's official strategy guide. Roseville, CA : Prima Games, 2001.

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Brady, Matthew K. Army Men : Air Combat. Roseville, California, United States of America : Prima Games, 2000.

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Gaming the past : Using video games to teach secondary history. New York : Routledge, 2011.

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Marco, Brizzi, et Giaconia Paola 1971-, dir. Beyond media : Oltre i media : 6. Festival internazionale di architettura in video : (02). Firenze, Italia : iMage, Università degli Studi di Firenze, Facoltà di Architettura, Dipartimento di Tecnologie dell'Architettura e Design "Pierluigi Spadolini", 2002.

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Game-based teaching and simulation in nursing and healthcare. New York : Springer Pub. Co., 2012.

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Beal, Scott A. Training effectiveness evaluation of the Full Spectrum Command game. Alexandria, Va : U.S. Army Research Institute for the Behavioral and Social Sciences, 2004.

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Chapitres de livres sur le sujet "Simulation and video"

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Cano, Alicia M., Pablo Lamata, Francisco Gayá et Enrique J. Gómez. « New Methods for Video-Based Tracking of Laparoscopic Tools ». Dans Biomedical Simulation, 142–49. Berlin, Heidelberg : Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11790273_16.

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Ivanov, Martin, Helmut Wittenzellner et Marcin Wardaszko. « Video Game Monetization Mechanisms in Triple A (AAA) Video Games ». Dans Simulation Gaming Through Times and Disciplines, 389–404. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_33.

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Dadaleares, Todd S., et Scott B. Crawford. « The Healthcare Simulation Technology Specialist and Audio/Video Technology ». Dans Comprehensive Healthcare Simulation, 159–87. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15378-6_11.

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Gough, Suzanne. « Optimizing learning in simulation-based education using video-reflexivity ». Dans Healthcare Simulation Education, 171–75. Chichester, UK : John Wiley & Sons, Ltd, 2017. http://dx.doi.org/10.1002/9781119061656.ch23.

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Shtub, Avraham. « The PTB Video Tutorials ». Dans Project Management Simulation with PTB Project Team Builder, 17. Boston, MA : Springer US, 2012. http://dx.doi.org/10.1007/978-1-4419-6463-2_3.

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Sun, Jin-ping, Lei Chen, Rong Bao, Dan Li et Dai-hong Jiang. « Video Monitoring System Application to Urban Traffic Intersection ». Dans Simulation Tools and Techniques, 339–45. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-32216-8_32.

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Liu, Dongwei, Haokun Geng et Reinhard Klette. « Star-Effect Simulation for Photography Using Self-calibrated Stereo Vision ». Dans Image and Video Technology, 228–40. Cham : Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29451-3_19.

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Abrandt Dahlgren, Madeleine, Elin Nordenström, Donna Rooney et Hans Rystedt. « Video as a Tool for Researching Simulation Practices ». Dans Interprofessional Simulation in Health Care, 31–55. Cham : Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19542-7_3.

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Dutto, Furio, Massimo Arattano, Marta Chiarle, Concetta Contrafatto et Laura Turconi. « 3D Video Simulation of a Debris Flow ». Dans Engineering Geology for Society and Territory - Volume 3, 79–84. Cham : Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-09054-2_16.

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Puttaswami, Kavyashree, et Chung-Horng Lung. « Effective Handover Process for Reliable Video Streaming Over Software-Defined Wireless Networking ». Dans Simulation Tools and Techniques, 460–76. Cham : Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72792-5_37.

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Actes de conférences sur le sujet "Simulation and video"

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Chen, L. H., B. C. Hsu et H. Y. M. Liao. « Flashlight Detection in Video ». Dans Modelling and Simulation. Calgary,AB,Canada : ACTAPRESS, 2010. http://dx.doi.org/10.2316/p.2010.696-066.

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« Cached And Segmented Video Download For Wireless Video Transmission ». Dans 2016 Spring Simulation Multi-Conference. Society for Modeling and Simulation International (SCS), 2016. http://dx.doi.org/10.22360/springsim.2016.anss.041.

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Kancherla, K., et S. Mukkamala. « Video steganalysis using spatial and temporal redundancies ». Dans Simulation (HPCS). IEEE, 2009. http://dx.doi.org/10.1109/hpcsim.2009.5194136.

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Chang, I.-Cheng, et Yu-Kai Kao. « Video Compensation for Highlights and Shadows ». Dans Modelling and Simulation. Calgary,AB,Canada : ACTAPRESS, 2013. http://dx.doi.org/10.2316/p.2013.804-051.

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Folger, Jens, et Frederik Steiner. « Rule Based Dynamic Simulation for "Wave of Death" ». Dans ACM SIGGRAPH 2001 video review. New York, New York, USA : ACM Press, 2001. http://dx.doi.org/10.1145/945314.945347.

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Alinovi, Davide, Luca Cattani, Gianluigi Ferrari, Francesco Pisani et Riccardo Raheli. « Video simulation of apnoea episodes ». Dans 2015 IEEE International Conference on Multimedia & Expo Workshops (ICMEW). IEEE, 2015. http://dx.doi.org/10.1109/icmew.2015.7169869.

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Webster, Steven G., et Douglas J. Paul. « Streaming video for distributed simulation ». Dans SPIE Defense, Security, and Sensing, sous la direction de Eric J. Kelmelis. SPIE, 2010. http://dx.doi.org/10.1117/12.851791.

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Жукова, К., K. Zhukova, С. Ляшева, S. Lyasheva, Михаил Шлеймович et Mihail Shleymovich. « VIDEO SEARCH SYSTEM BY SAMPLE ». Dans CAD/EDA/Simulation in Modern Electronics. Bryansk State Technical University, 2018. http://dx.doi.org/10.30987/conferencearticle_5c19e5ff73d187.68026421.

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Rizk, Ghada G., Ahmed H. Zahran et Mahmoud H. Ismail. « AVIS : An Adaptive VIdeo Simulation Framework for Scalable Video ». Dans 2014 Eighth International Conference on Next Generation Mobile Apps, Services and Technologies (NGMAST). IEEE, 2014. http://dx.doi.org/10.1109/ngmast.2014.12.

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Do, Chat C., et Harold H. Szu. « Video compression transmission via FM radio ». Dans Aerospace/Defense Sensing, Simulation, and Controls, sous la direction de Harold H. Szu, David L. Donoho, Adolf W. Lohmann, William J. Campbell et James R. Buss. SPIE, 2001. http://dx.doi.org/10.1117/12.421226.

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Rapports d'organisations sur le sujet "Simulation and video"

1

Marlatt, R. M., T. A. Hale, R. G. Sullivan et R. M. Lacey. Guidelines for Applying Video Simulation Technology to Training Land Design. Fort Belvoir, VA : Defense Technical Information Center, février 1993. http://dx.doi.org/10.21236/ada264980.

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Marlatt, Richard M., Thomas A. Hale, R. G. Sullivan et J. C. Douglas. Video Simulation for Training Land Design and Management. TRADOC Installations, Fiscal Years 1992-1993. Fort Belvoir, VA : Defense Technical Information Center, août 1995. http://dx.doi.org/10.21236/ada299801.

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Taylor, Paul A., et Candice Frances Cooper. Simulation of Blast and Behind-Armor Blunt Trauma to Life-Critical Organs in the Human Torso ; Video Supplement for 2015 HPC Annual Report. Office of Scientific and Technical Information (OSTI), mai 2015. http://dx.doi.org/10.2172/1183058.

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