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.
Texte intégralMarlow, Gregory. « Week 11, Video 05 : Cereal Simulation 2 ». Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/74.
Texte intégralMarlow, Gregory. « Week 11, Video 06 : Caching The Simulation ». Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/75.
Texte intégralRobert, Pablo Maximiliano. « Simulation Tool and Metric for Evaluating Wireless Digital Video Systems ». Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/35564.
Texte intégralMaster of Science
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.
Texte intégralShahbazian, John N. « Characterization and Generation of Streaming Video Traces ». [Tampa, Fla.] : University of South Florida, 2003. http://purl.fcla.edu/fcla/etd/SFE0000160.
Texte intégralWood, 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.
Texte intégralCHAGAS, 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.
Texte intégralCodificação 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.
Tiitto, Markus. « THERAPEUTIC VIDEO GAMES AND THE SIMULATION OF EXECUTIVE FUNCTION DEFICITS IN ADHD ». UKnowledge, 2019. https://uknowledge.uky.edu/pharmacy_etds/101.
Texte intégralBegg, 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.
Texte intégralNikfetrat, Nima. « Video-based Fire Analysis and Animation Using Eigenfires ». Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23471.
Texte intégralCraighead, Jeff David. « Improving ad-hoc team performance using video games ». [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0003000.
Texte intégralHorswill, Mark Sanho. « An investigation into the use of video simulation techniques for measuring driving behaviour ». Thesis, University of Reading, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.240328.
Texte intégralSorensen, Jordan (Jordan P. ). « Software simulation of depth of field effects in video from small aperture cameras ». Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61577.
Texte intégralCataloged from PDF version of thesis.
Includes bibliographical references (p. 71-73).
This thesis proposes a technique for post processing digital video to introduce a simulated depth of field effect. Because the technique is implemented in software, it affords the user greater control over the parameters of the effect (such as the amount of defocus, aperture shape, and defocus plane) and allows the effect to be used even on hardware which would not typically allow for depth of field. In addition, because it is a completely post processing technique and requires no change in capture method or hardware, it can be used on any video and introduces no new costs. This thesis describes the technique, evaluates its performance on example videos, and proposes further work to improve the technique's reliability.
by Jordan Sorensen.
M.Eng.
Razer, Abby. « ACCELERATING THE NOTICING SKILLS OF NURSING AND MEDICAL STUDENTS USING STAGED VIDEO SIMULATION ». OpenSIUC, 2016. https://opensiuc.lib.siu.edu/dissertations/1322.
Texte intégralWilhelmsson, Oskar. « Evaluation of Video Stabilisation Algorithms in Dynamic Capillaroscopy ». Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-231569.
Texte intégralInom dynamisk kapilläroskopi ger mätningar av kapillär blod-cell hastighet (CBV) signifikanta insikter inom den mänskliga kroppen. Till exempel, diabetes, hypertoni och perifer arteriell ocklusiv sjukdom påverkar CBV. Däremot är videorna som används för att mäta CBV – tagna med ett mikroskop – ofta förskjutna i relation till mikroskopet på grund av små rörelser av ett finger eller en tå. Stabiliseringsalgoritmer används vanligen för att reducera detta problemet med avsikt att därefter använda den stabiliserade videon för att mäta viktiga egenskaper, som till exempel CBV. Artificiella kapilläroskopivideor användes för att jämföra stabiliseringsalgorithmerna Mutual information, Single-step DFT, Block matching and Phase correlation inom beräkningstid; RMSE, PSNR och MSE; och resistens mot suddighet. Single-step DFT indikerades som den bäst lämpade algoritmen inom de ovannämnda måtten.
Lorentz, Pascaline. « La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims® ». Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAG013.
Texte intégralIn 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
Kajganich, Gillian. « Simulation to Build Empathy in Adolescents With Autism Spectrum Disorders : a Video Modeling Study ». Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/24258.
Texte intégralKarpati, Peter. « Designing and scaling proactive, self-organizing video servers a formal and a simulation model ». Saarbrücken VDM Verlag Dr. Müller, 2007. http://d-nb.info/98872877X/04.
Texte intégralGhuzlaan, Nabeel M. (Nabeel Muhammad A. ). Carleton University Dissertation Engineering Electrical. « High-speed multiprocessor simulation of VBR video coding and transmission through an ATM network ». Ottawa, 1993.
Trouver le texte intégralWagner, Emily M. « Comparison of In Vivo Simulation Training Compared to Video Simulation Training for Identifying Clinical Markers of Distress When Feeding Preterm Infants ». Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/etd/3032.
Texte intégralTufail, M. « The extraction and usage of patterns from video data to support multi-agent based simulation ». Thesis, University of Liverpool, 2017. http://livrepository.liverpool.ac.uk/3008120/.
Texte intégralToto-Zarasoa, Velotiaray. « Distributed Source Coding : Tools and application to video compression ». Phd thesis, Université Rennes 1, 2010. http://tel.archives-ouvertes.fr/tel-00539044.
Texte intégralLei, Tianyu. « Traffic Cop : the serious game report ». Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1174.
Texte intégralBell, Donna J. « A comparison of the use of video and slides in testing landscape scenic preference ». Virtual Press, 1988. http://liblink.bsu.edu/uhtbin/catkey/543775.
Texte intégralDepartment of Landscape Architecture
Hallros, Per, et Niklas Pålsson. « SIMULATING A SYSTEM : Using video games as tools to promote self-directed learning ». Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-447884.
Texte intégralSom ett svar på att hitta innovativa sätt att använda spel som verktyg för lärande undersöker vi designprocessen för skapandet av ett spelsystem som är avsett att främja självstyrd inlärning. Denna uppsats undersöker vilka designpelare ett spelsystem behöver följa när man skapar ett spel som är avsett att främja självstyrd inlärning genom reflektion över orsaks- och påverkansrelationer. Vi använder ett teoretisk ramverk baserat på procedurell retorik och självstyrd inlärning i datorspel för att informera vår designprocess när vi skapar ett eko-adapterat spelsystem som ger experimenteringsmöjligheter. Vi anpassar ett ekosystem som en simulerad verklig omgivning till vår spelmiljö och identifierar viktiga designpelare som datorspel som vill främja självstyrd inlärning behöver bestå av. De huvudsakliga pelarna som vi fann viktigast är; 1, aktivera deltagande, för att engagera spelarna genom att låta dem experimentera med olika perspektiv och spelets tillstånd. 2, undvik korrelerande retoriska argument, för att inte påverka spelarna när de sätter sina egna mål medan de spelar i en informell miljö. 3, ge observationsklarhet, så att spelarna lär sig hur handlingarna de utför påverkar aktörerna och händelserna i spelsystemet. 4, möjliggör försök och misstag, för att ge spelarna tid att utforska flera tillvägagångssätt i en säker miljö där de kan misslyckas och försöka igen utan straff. Denna uppsats fokuserar främst på designprocessen och dokumentationen kring skapandet av ett spelsystem som tillämpar självstyrda inlärningsprinciper som ett centralt designdirektiv. I vår designdokumentation ger vi en öppen diskussion om vår designprocess kring de beslut, resultat och implementeringar som utgör vår simulering.
Baudry, Séverine. « Stratégies de codage de canal pour le tatouage de video ». Paris, ENST, 2002. http://www.theses.fr/2002ENST0006.
Texte intégralLewis, Joshua. « A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION ». Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.
Texte intégralPh.D.
Other
Engineering and Computer Science
Modeling and Simulation
Lennartsson, Joel. « Data Oriented Interactive Water : An Interactive Water Simulation For PlayStation 3 ». Thesis, Linköpings universitet, Institutionen för systemteknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-78935.
Texte intégralLindskog, Eric. « Developing an emulator for 360° video : intended for algorithm development ». Thesis, Linköpings universitet, Databas och informationsteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-171369.
Texte intégralKasianenko, Dmytro. « Model adaptivního streamování videa přes HTTP ». Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2016. http://www.nusl.cz/ntk/nusl-241039.
Texte intégralDameron, Bryant Mark. « Walk 14 Blocks ». VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd/1431.
Texte intégralBoitard, Ronan. « Temporal coherency in video tone mapping ». Thesis, Rennes 1, 2014. http://www.theses.fr/2014REN1S060/document.
Texte intégralOne of the main goals of digital imagery is to improve the capture and the reproduction of real or synthetic scenes on display devices with restricted capabilities. Standard imagery techniques are limited with respect to the dynamic range that they can capture and reproduce. High Dynamic Range (HDR) imagery aims at overcoming these limitations by capturing, representing and displaying the physical value of light measured in a scene. However, current commercial displays will not vanish instantly hence backward compatibility between HDR content and those displays is required. This compatibility is ensured through an operation called tone mapping that retargets the dynamic range of HDR content to the restricted dynamic range of a display device. Although many tone mapping operators exist, they focus mostly on still images. The challenges of tone mapping HDR videos are more complex than those of still images since the temporal dimensions is added. In this work, the focus was on the preservation of temporal coherency when performing video tone mapping. Two main research avenues are investigated: the subjective quality of tone mapped video content and their compression efficiency. Indeed, tone mapping independently each frame of a video sequence leads to temporal artifacts. Those artifacts impair the visual quality of the tone mapped video sequence and need to be reduced. Through experimentations with HDR videos and Tone Mapping Operators (TMOs), we categorized temporal artifacts into six categories. We tested video tone mapping operators (techniques that take into account more than a single frame) on the different types of temporal artifact and we observed that they could handle only three out of the six types. Consequently, we designed a post-processing technique that adapts to any tone mapping operator and reduces the three types of artifact not dealt with. A subjective evaluation reported that our technique always preserves or increases the subjective quality of tone mapped content for the sequences and TMOs tested. The second topic investigated was the compression of tone mapped video content. So far, work on tone mapping and video compression focused on optimizing a tone map curve to achieve high compression ratio. These techniques changed the rendering of the video to reduce its entropy hence removing any artistic intent or constraint on the final results. That is why, we proposed a technique that reduces the entropy of a tone mapped video without altering its rendering
Ewing, Jamesa R. « Training Clinical Judgment Skills for Interpreting Feeding Behavior in Preterm Infants : A Comparison of Video and In Vivo Simulation ». Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etd/2522.
Texte intégralManzato, Daniel Antonio Garcia 1976. « Mecanismos de incentivo a cooperação em redes peer-to-peer para distribuição de fluxos de video ». [s.n.], 2006. http://repositorio.unicamp.br/jspui/handle/REPOSIP/276259.
Texte intégralDissertação (mestrado) - Universidade Estadual de Campinas, Instituto de Computação
Made available in DSpace on 2018-08-08T13:33:31Z (GMT). No. of bitstreams: 1 Manzato_DanielAntonioGarcia_M.pdf: 1725304 bytes, checksum: 5ee9bf3ca0e8215e393a03d4275ec179 (MD5) Previous issue date: 2006
Resumo: Os serviços de vídeo sob demanda estão ganhando popularidade com a disseminação das redes de banda larga. Apesar dos esforços realizados nos últimos anos sobre a arquitetura clienteservidor, ela ainda se mostra bastante ineficiente em termos de escalabilidade para este tipo de serviço, uma vez que gera uma grande quantidade de tráfego de rede, processamento e consumo de memória de forma centralizada nos servidores. As redes peer-to-peer contornam este problema, explorando o crescente deslocamento de gargalo de recursos dos clientes para os servidores, inclusive de largura de banda. Conseqüentemente, elas são cada vez mais consideradas para a provisão de vídeo, podendo complementar ou substituir a arquitetura cliente-servidor. Entretanto, a distribuição de vídeo em redes peer-to-peer também apresenta desafios. Um dos problemas é o comportamento egoísta dos usuários, que procuram tirar o máximo de proveito dos recursos da rede, cooperando com o mínimo na distribuição dos fluxos. Um outro desafio é o curto tempo de permanência dos clientes no sistema, o que demanda esforços para se contornar as interrupções causadas nas entregas de fluxos com sensibilidade temporal quando as desconexões ocorrem. Uma possível solução para estes desafios é o uso de mecanismos de incentivo que estimulem os clientes a cooperarem e também a permanecerem conectados durante intervalos de tempo maiores, de forma a reduzir os problemas de desconexão. O presente trabalho propõe e avalia um novo mecanismo de incentivo para sistemas peer-to-peer de fluxo de mídia ao vivo (com distribuição sincronizada), a fim de tornar o sistema escalável, maximizar a qualidade recebida, bem como amenizar os problemas decorrentes das rupturas em árvores de distribuição
Abstract: Video on demand services have become increasingly popular due to the development of new Internet access technologies such as DSLs and HFCs. In spite of the progress of the client-server architecture in the past years, it still has poor scalability, since in this architecture a huge amount of network traffic, processing and memory consumption is generated at the servers. Peer-to-peer networks provide scalability to video on demand systems, exploiting the increasing shift of abundant resources from servers to clients, including network bandwidth. As a consequence, they have been increasingly used for video on demand services, either completely replacing or simply complementing the client-server architecture. However, the use of peer-to-peer networks for video on demand services has also its own challenges. One of the existent problems is the selfish behavior of non-cooperative users, who try to maximize their utility by consuming as much resources as possible and cooperating the least for the service. Another existent problem is the short time users stay connected to the system, which causes frequent disruptions on the delivery of time-constrained content due to client disconnections. Such type of system requires incentive mechanisms that stimulate clients not only to cooperate, but also to stay connected longer. In this work, we propose and evaluate a new incentive mechanism for peer-to-peer systems with live media streaming (synchronized distribution), aiming to increase scalability and the quality of reception as well as to decrease the number of disruptions
Mestrado
Ciência da Computação
Mestre em Ciência da Computação
Flagg, Matthew. « Capture, analysis and synthesis of photorealistic crowds ». Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37310.
Texte intégralTaylor, Elvin Lattis Jr. « Modeling and Simulation of a Video-on-Demand Network Implementing Adaptive Source-Level Control and Relative Rate Marking Flow Control for the Available Bit Rate Service ». Thesis, Virginia Tech, 1997. http://hdl.handle.net/10919/31097.
Texte intégralMaster of Science
Bouchot, Hélène. « Observer autrui lors de séances de simulation haute-fidélité : une activité mimétique et ludique portée par des en-jeux sérieux ». Thesis, Montpellier, 2019. http://www.theses.fr/2019MONTS104.
Texte intégralThe aim of this thesis is to produce knowledge about the observation activity during a high-fidelity simulation session (HFS), as part of initial maieutic training. This activity remains a gray area both from a scientific point of view and from the point of view of training, whereas it is standard practice during initial health professions training. Observation makes it possible to respond to the constraint of training a large number of students, by using a pedagogical device that is not too time-consuming which takes advantage of the video equipment and HFS rooms, in accordance with the recommendations of the French National Authority of Health (HAS). This study falls within the empirical research program (aimed at the knowledge production) and technological research (aimed at the continued enrichment in the use of HFS ) of ‘course of action’ (Theureau, 2004, 2006) in order to analyze the observation activity of five midwife students, during a module of several HFS sessions. This epistemological framework of 'enactive cultural anthropology' makes it possible to consider the observers’ point of view in order to gain a better understanding of their activity, partly silent, as well as its transformative potential. Data analysis constructed from the videos of the observation situations and self-confrontation interviews, make emerge typical structures of different levels in the organization of the activity. The observation activity is organized cooperatively as if it were a game, with indeterminations of the situations being considered as a stake of strictly conventional order to the observers. It is accompanied by various levels of mimetic immersion, as for video-training devices, with updates-synchronizations-comparisons of concerns from observers and observed students. This allowing to gain a better understanding of the complexity of a work situation in its social, spatial and technical dimensions.Moreover, our results also highlight transformative processes emerge from this activity of observation: a) relevant to maieutic practice as resources potentially mobilizable in real future practice and promising performance in similar situations, b) specific to simulation in order to gain playability and, c) that lead to rethink debriefing accompaniment during HFS session. Thus, the activity of observation is typically updated in an activity of a ludo-utilitarian nature, reflecting an appropriation of the social-technical environment of observation, making it define this particular moment of the training device by HFS, as a fun and utilitarian video space
Lewis, Randall Lee. « DEVELOPMENT OF NORTHROP-GRUMMAN MARK VIIE TRAINING UNIT AND WIRELESS VIDEO SYSTEM FOR USE IN IMMERSIVE ENVIRONMENTS ». UKnowledge, 2014. http://uknowledge.uky.edu/ece_etds/49.
Texte intégralMaciūtė, Alina. « Tikrovės simuliacija eksperimentiniame videofilme „Tėkmė" ». Bachelor's thesis, Lithuanian Academic Libraries Network (LABT), 2014. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2014~D_20140717_105304-07286.
Texte intégralThe Final Work analyses simulations and simulacra under Jean Baudrillard who offered the issue of untraceable boundary between the fiction and reality. The Work thoroughly discusses issues of simulacra, simulation, reality, illusion and hyper reality. Simulation and the philosophical problem of the space time are described. Three levels of simulation are presented. Under films of T. Burton, D. Lynch, G. Verbinski histories are discussed as well as the situation of a human being when entering the space of simulations and simulacra. Also stories of „the end” and „the action” are reviewed as well as the loss of meaning in the technologies world; the supporting examples are presented. Artistic – creative video film „The Flow” seeks to reveal and to depict the simulation of reality by aids of moving symbols (details). Scenes of shots aim to create the suggestive image of the hyper – real world.
Branum, Craig E. « esc ». ScholarWorks@UNO, 2015. http://scholarworks.uno.edu/td/1960.
Texte intégralDymek, Mikolaj. « Industrial Phantasmagoria : Subcultural Interactive Cinema Meets Mass-Cultural Media of Simulation ». Doctoral thesis, KTH, Industriell ekonomi och organisation (Avd.), 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-13084.
Texte intégralQC20100708
Hermant, Laurent Fernand Leon. « Video data collection method for pedestrian movement variables & ; development of a pedestrian spatial parameters simulation model for railway station environments ». Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20148.
Texte intégralENGLISH ABSTRACT: The design of railway station environments in South Africa and to a certain extent internationally, is based on rules of thumb. These rules, using general macroscopic principles for determining peak passenger loads are inadequate and misleading for detailed design purposes. The principles advocated in local design guideline documents are erroneous and ignore the highly variable flow nature or “micro-peaking” effects that typically occur within railway station environments. Furthermore, there are no procedures proposed in these guideline documents, which leads to ambiguous assessment techniques used by practitioners in the determination of pedestrian spatial areas. It is evident that the knowledge in the area of pedestrian movement contained within the design guidance is far from comprehensive. Without a reliable method for estimating pedestrian levels-of-service and capacities, design of new facilities does not follow a uniform process, resulting in high levels of uncertainty in determining if the time, money and resources invested in upgrading facilities will actually cater to the demand. The situation is further exacerbated by current industry thinking towards pedestrian modelling in South Africa, where it is perceived by both clients and practitioners to be more cost effective to use macroscopic techniques and designing infrastructure according to a “one-level-up” level-of-service method. Working with architects confirmed that the area of circulation design was lacking in data and guidance and that associated quantified assessments of pedestrian movement was rarely, if ever, carried out. Towards addressing these issues, the development of a Spatial Parameter (SP)-model spreadsheet application became the main objective of the study. The model contributes towards addressing the needs of individual station users based on the trade-off between level-of-service and infrastructure costs. The output of the model allows the designer to avoid the under-provision (detrimental to operations) and oversizing of railway station infrastructure (with obvious financial implications). The author recognised the lack of pedestrian movement data in South Africa and addressed this by conducting extensive video-based pedestrian observations aimed at exploring the macroscopic fundamental relationships and the ways in which these relationships might be influenced by the various personal, situational and environmental factors that characterise the context in which pedestrians move. The movement trajectories of 24,410 pedestrians were investigated over three infrastructure environments at Maitland and Bonteheuwel stations in Cape Town, carefully selected to incorporate the cultural diversity common in South Africa. Tracking of pedestrians was achieved via the use of an in-house developed “video annotator” software tool. Boarding and alighting rates of 7,426 passengers were also observed at these stations incorporating contributory attributes such as age, gender, body size, encumbrance, group size, time of day, and location. The research makes a number of significant advances in the understanding of pedestrian flow behaviour within railway station environments and provides recommendations to industry of what issues to consider. The empirical study has provided comprehensive pedestrian movement characteristics incorporating the relationships between density, speed and flow including the effect of culture and other context factors unique to the local South African environment. New methods for determining spatial requirements are proposed, together with new and unique empirical data for use by the local industry. A calibrated spreadsheet SP-model for assessing the design of concourse type railway stations is developed and presented in the study. The advance in local pedestrian flow knowledge, together with the SP-model, is shown to be practical through application to two real railway station case study projects. The results of this study constitute an important contribution to local pedestrian flow knowledge and is considered a valuable resource for those developing pedestrian models in practice. It is expected that the results will be useful in the planning and design of pedestrian environments in South African railway stations and can be applied to other African metro railway stations with similar pedestrian characteristics. Overall, this research has succeeded in advancing the approach to railway station design, empirical data, knowledge and methods held within the local engineering industry. However, the contribution of this study and associated conference papers is an early step in changing the perceptions in this country towards ensuring fully informed and appropriate performance-based spatial designs.
AFRIKAANSE OPSOMMING: Die ontwerp van areas binne Suid-Afrikaanse spoorweg stasies en ook tot ‘n sekere mate internasionaal, is gebaseer op historiese ondervindings asook riglyne wat tans in die praktyk gebruik word. Die riglyne gebruik algemene makroskopiese beginsels om die spits passasiersvrag te bepaal vir gedetaileerde ontwerp doeleindes. Hierdie riglyne is egter ongeskik en misleidend aangesien dit nie die hoogs wispelturige natuur van vloei en mikrospits effekte wat binne die stasies plaasvind, in ag nie. Die riglyne ontbreek ook van prosedures wat gevolg moet word vir die bepaling van ruimtelike areas vir voetgangers wat die gevolg het dat dubbelsinnige beramingstegnieke deur praktisyne gebruik word. Die kennis oor voetganger bewegings in die ontwerp riglyne is nie omvattend genoeg nie. Sonder ‘n betroubare beramings metode vir die bepaling van voetganger diensvlak en kapasiteit kan daar nie bepaal word of die tyd, geld en hulpbronne wat in die fasilitieit geinvesteer word, aan die behoeftes gaan voldoen nie. Die situasie word verder vererger deur die huidige persepsie oor voetganger modellering in Suid-Afrika, waar dit deur beide kliënte en praktisyne, as ‘n meer koste effektiewe oplossing gesien word om makroskopiese tegnieke te gebruik en om infrastruktuur te ontwerp volgens ‘n metode waar ‘n hoër diensvlak as die teiken diensvlak gebruik word. In samewerking met argitekte is dit bevestig dat die area van sirkulasie ontwerp ‘n tekort het aan data en riglyne en dat die kwantitatiewe skattings verbonde aan voetganger beweging selde, indien ooit, uitgevoer word. Die ontwikkeling van ‘n Spatial Parameters (SP)-model om die bogenoemde problem te oorkom, is die hoofdoel van hierdie tesis. Die model poog om die behoeftes van individuele stasie gebruikers aan te spreek gebaseer op die wisselwerking tussen diensvlak en infrastruktuur kostes. Die uitsette van die model stel die ontwerper in staat om ondervoorsiening en oorvoorsiening van spoorweg stasie infrastruktuur te voorkom wat nadelige vir die bedryf is en ook ooglopende finansiële implikasies tot gevolg het. Die skrywer het die tekort aan data aangaande voetganger bewegings in Suid-Afrika geidentifiseer en dit aangespreek deur omvattende video gebaseerde voetganger waarnemings te maak met die doel om die basiese makroskopiese verhoudings te ondersoek asook in hoe ‘n mate hierdie verhoudings beinvloed word deur verskeie persoonlike, liggings- en omgewingsfaktore wat die konteks waarin voetgangers beweeg, karakteriseer. Die bewegingsprofiel van 24,410 voetgangers is ondersoek by drie infrastruktuur omgewings by Maitland en Bonteheuwel stasies in Kaapstad. Die stasies is noukeurig uitgesoek om Suid-Afrika se kulturele diversiteit te verteenwoordig. Die voetgangers is nagevolg deur gebruik te maak van ‘n selfontwikkelde video-annoteerder sagteware. Waarneming van die opklim- en afklimspoed van 7,426 passasiers is gemaak by hierdie stasies en faktore soos ouderdom, geslag, liggaamsgrootte, mobiliteit, grootte van groepe, tyd van die dag en ligging was ingesluit by die waarnemings. Hierdie navorsing maak belangrike bydraes tot die begrip van die vloei van voetgangers binne spoorweg stasies en aanbevellings word aan die industrie gemaak oor die faktore wat in ag geneem moet word by ontwerp van fasilitieite. Die empiriese studie het omvattende voetganger beweging karakteristieke uitgewys wat die verhoudings tussen digtheid, spoed en vloei inkorporeer asook die effek van kultuur en ander faktore wat verband hou met die unieke konteks van die plaaslike Suid-Afrikaanse omgewing. Nuwe metodes om ruimtelike-vereistes te bepaal word voorgestel, saam met nuwe en unieke empiriese data vir gebruik deur die plaaslike industrie. ‘n Gekalibreerde en gevalideerde SP-model is ontwikkel om die ontwerp van spoorweg stasies te assesseer en word in hierdie tesis beskyf en aangebied. Die studie toon dat akkurate data en kennis oor plaaslike voetganger vloei met die SP-model verkry kan word, soos bewys uit twee spoorweg stasie studiegevalle. Die resultate van hierdie tesis dien as ‘n belangrike bydrae tot die kennis van plaaslike voetganger vloei en word geag as ‘n waardevolle hulpbron vir die ontwikkeling van voetganger modelle in die praktyk. Hierdie resultate mag nuttig wees gedurende die beplanning en ontwerp van voetganger-areas in Suid-Afrikaanse spoorweg stasies. Dit kan ook toegepas word vir spoorweg stasies in die res van Afrika wat soortgelyke voetganger karaktereienskappe het. Die navorsing het daarin geslaag om die benadering tot spoorweg stasie ontwerp te verbeter, asook om empiriese data, kennis en die metodes wat binne die plaaslike ingenieurs industrie voorgehou word, te verbeter. Let egter daarop dat die bydrae wat hierdie tesis maak, asook bydraes deur relevante konferensie verhandelinge, ‘n vroeë stap is in die verandering van persepsies in Suid-Afrika om geskikte prestasie-gebaseerde ruimte ontwerpe te verseker.
Fernandez, Vara Clara. « The tribulations of adventure games integrating story into simulation through performance/ ». Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.
Texte intégralCommittee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
Castellanos, Hernández Wilder Eduardo. « Quality of Service Routing and Mechanisms for Improving Video Streaming over Mobile Wireless Ad hoc Networks ». Doctoral thesis, Editorial Universitat Politècnica de València, 2015. http://hdl.handle.net/10251/53238.
Texte intégral[ES] Esta tesis aborda los problemas relacionados con los servicios de video en modo streaming sobre las redes móviles ad hoc. Este tipo de redes se caracterizan por su versatilidad y flexibilidad, lo cual las hace especialmente adecuadas para ser utilizadas en diversos escenarios. Sin embargo, algunas limitaciones inherentes a los enlaces inalámbricos y a la movilidad de los nodos, hace difícil garantizar cierto nivel de calidad de servicio, lo cual es una condición necesaria para el transporte de flujos multimedia. Además, con la masiva demanda de videos desde los dispositivos móviles, hace aún más necesario asegurar un encaminamiento eficiente y un cierto nivel de calidad de servicio en las redes móviles ad hoc. Por lo tanto, los tradicionales protocolos que funcionan bajo el modelo del "mejor esfuerzo" no son adecuados. Esto se debe principalmente a que las aplicaciones multimedia necesitan que la red asegure suficiente ancho de banda y unos valores máximos de retardo, jitter, y tasa de pérdidas. La principal contribución de esta tesis es el desarrollo de un protocolo de encaminamiento que contiene un esquema de realimentación que le permite informar a la aplicación sobre las condiciones de la red. Este protocolo tiene una arquitectura cross-layer e incorpora tres importantes mejoras. Primero, una nueva estrategia de mantenimiento y recuperación de rutas que provee mecanismos para detectar los fallos de conectividad y el posterior re-establecimiento de las conexiones, teniendo en cuenta las condiciones de calidad de servicio que fueron establecidas durante la etapa inicial del descubrimiento de las rutas. Segundo, un algoritmo para la estimación del ancho de banda disponible a lo largo de la ruta, información que es enviada a la capa de aplicación para aplicar un proceso de adaptación que ajusta la tasa de envío de datos de la fuente. Esta estrategia adaptativa de la tasa aprovecha el esquema por capas de la codificación escalable de video. En particular, el método adaptativo elimina del flujo de video escalable, aquellas capas que no pueden ser transmitidas por la red ya que su tasa de bits supera el ancho de banda disponible. La tercera mejora incluida en el protocolo propuesto es un algoritmo de descubrimiento de gateways para mejorar la interconectividad entre las redes móviles ad hoc y las redes basadas en infraestructura. Dicho algoritmo utiliza el ancho de banda disponible para seleccionar el mejor gateway, así mismo, realiza una adaptación dinámica de algunos parámetros operacionales como el alcance y la frecuencia de los mensajes anuncio. Adicionalmente, ha sido desarrollada una herramienta software para simular la transmisión adaptativa de video escalable sobre redes móviles ad hoc. Esta herramienta de simulación es un software de código abierto y constituye otra contribución más de esta tesis. Los resultados muestran mejoras en el funcionamiento de las redes relacionadas con el retardo, la tasa de pérdidas de paquetes y el número de fallos en la conectividad. Simultáneamente, se obtiene un uso más eficiente del ancho de banda. En relación a la calidad del video transmitido, los resultados demuestran que la utilización del protocolo propuesto junto con la codificación de video escalable, provee un eficiente sistema para la transmisión adaptativa de video escalable sobre redes móviles ad hoc.
[CAT] Aquesta tesi aborda els problemes relacionats amb els serveis de vídeo en mode streaming sobre les xarxes mòbils ad hoc. Aquest tipus de xarxes es caracteritzen per la seva versatilitat i flexibilitat, la qual cosa les fa especialment adequades per a ser utilitzades en diversos escenaris. No obstant això, algunes limitacions inherents als enllaços sense fils i a la mobilitat dels nodes, fa difícil garantir cert nivell de qualitat de servei, cosa que és una condició necessària per al transport de fluxos multimèdia. A més, amb la massiva demanda de vídeos des dels dispositius mòbils, fa encara més necessari assegurar un encaminament eficient i un cert nivell de qualitat de servei en les xarxes mòbils ad hoc. Per tant, els tradicionals protocols que funcionen sota el model del "millor esforç" no són adequats. Això es deu principalment al fet que les aplicacions multimèdia necessiten que la xarxa asseguri suficient ample de banda i uns valors màxims de retard, jitter, i taxa de pèrdues. La principal contribució d'aquesta tesi és el desenvolupament d'un protocol d'encaminament que conté un esquema de realimentació que li permet informar l'aplicació sobre les condicions de la xarxa. Aquest protocol té una arquitectura cross-layer i incorpora tres importants millores. Primer, una nova estratègia de manteniment i recuperació de rutes que proveeix mecanismes per detectar les fallades de connectivitat i el posterior re-establiment de les connexions, tenint en compte les condicions de qualitat de servei que van ser establertes durant l'etapa inicial del descobriment de les rutes. Segon, un algoritme per a l'estimació de l'ample de banda disponible al llarg de la ruta, informació que és enviada a la capa d'aplicació per aplicar un procés d'adaptació que ajusta la taxa d'enviament de dades de la font. Aquesta estratègia adaptativa de la taxa aprofita l'esquema per capes de la codificació escalable de vídeo. En particular, el mètode adaptatiu elimina del flux de vídeo escalable aquelles capes que no poden ser transmeses per la xarxa ja que la seva taxa de bits supera l'ample de banda disponible. La tercera millora inclosa en el protocol proposat és un algoritme de descobriment de gateways per millorar la interconnectivitat entre les xarxes mòbils ad hoc i les xarxes basades en infraestructura. Aquest algoritme utilitza l'ample de banda disponible per seleccionar el millor gateway, així mateix, realitza una adaptació dinàmica d'alguns paràmetres operacionals com l'abast i la freqüència dels missatges anunci. Addicionalment, ha estat desenvolupada una eina programari per a simular la transmissió adaptativa de vídeo escalable sobre xarxes mòbils ad hoc. Aquesta eina de simulació és un programari de codi obert i constitueix una altra contribució més d'aquesta tesi. Els resultats mostren millores en el funcionament de les xarxes relacionades amb el retard, la taxa de pèrdues de paquets i el nombre de fallades en la connectivitat. Simultàniament, se n'obté un ús més eficient de l'ample de banda. En relació a la qualitat del vídeo transmès, els resultats demostren que la utilització del protocol proposat juntament amb la codificació de vídeo escalable, proveeix un eficient sistema per a la transmissió adaptativa de vídeo escalable sobre xarxes mòbils ad hoc.
Castellanos Hernández, WE. (2015). Quality of Service Routing and Mechanisms for Improving Video Streaming over Mobile Wireless Ad hoc Networks [Tesis doctoral]. Editorial Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/53238
TESIS
Abdurrhman, Ahmed B. M. « Error resilient video communications using high level M-QAM : modelling and simulation of a comparative analysis of a dual-priority M-QAM transmission system for H.264/AVC video applications over band-limited and error-phone channels ». Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4913.
Texte intégralAbdurrhman, Ahmed B. M. « Error relilient video communications using high level M-QAM. Modelling and simulation of a comparative analysis of a dual-priority M-QAM transmission system for H.264/AVC video applications over band-limited and error-phone channels ». Thesis, University of Bradford, 2010. http://hdl.handle.net/10454/4913.
Texte intégralGreenwood-Ericksen, Adams. « LEARNING AFRICAN-AMERICAN HISTORY IN A SYNTHETIC LEARNING ENVIRONMENT ». Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3350.
Texte intégralPh.D.
Department of Psychology
Sciences
Psychology PhD
Codreanu, Elias Julian [Verfasser], Christina [Akademischer Betreuer] Seidel, Christina [Gutachter] Seidel et Andreas [Gutachter] Obersteiner. « Approximating practice : Developing a video-based simulation for measuring preservice teachers' diagnostic skills / Elias Julian Codreanu ; Gutachter : Christina Seidel, Andreas Obersteiner ; Betreuer : Christina Seidel ». München : Universitätsbibliothek der TU München, 2021. http://d-nb.info/1239812558/34.
Texte intégralHlobil, Marek. « Simulace reálné trajektorie golfového míčku z videa ». Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-412851.
Texte intégral