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1

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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3

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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4

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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5

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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7

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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8

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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9

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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10

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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11

Nikfetrat, Nima. « Video-based Fire Analysis and Animation Using Eigenfires ». Thèse, Université d'Ottawa / University of Ottawa, 2012. http://hdl.handle.net/10393/23471.

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We introduce new approaches of modeling and synthesizing realistic-looking 2D fire animations using video-based techniques and statistical analysis. Our approaches are based on real footage of various small-scale fire samples with customized motions that we captured for this research, and the final results can be utilized as a sequence of images in video games, motion graphics and cinematic visual effects. Instead of conventional physically-based simulation, we utilize example-based principal component analysis (PCA) and take it to a new level by introducing “Eigenfires”, as a new way to represent the main features of various real fire samples. The visualization of Eigenfires helps animators to design the fire interactively through a more meaningful and convenient way in comparison to known procedural approaches or other video-based synthesis models. Our system enables artists to control real-life fire videos through motion transitions and loops by selecting any desired ranges of any video clips and then the system takes care of the remaining part that best represent a smooth transition. Instead of tricking the eyes with a basic blending only between similar shapes, our flexible fire transitions are capable of connecting various fire styles. Our techniques are also effective for data compressions, they can deliver real-time interactive recognition for high resolution images, very easy to implement, and requires little parameter tuning.
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12

Craighead, 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.

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13

Horswill, 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.

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14

Sorensen, 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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged 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.
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15

Razer, Abby. « ACCELERATING THE NOTICING SKILLS OF NURSING AND MEDICAL STUDENTS USING STAGED VIDEO SIMULATION ». OpenSIUC, 2016. https://opensiuc.lib.siu.edu/dissertations/1322.

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This study examines the accelerating of expertise by training novices to attend to the situational cues that experts notice to solve problems. The purpose of this qualitative study is to examine and expand upon training of expertise by using the expertise-based training (XBT) approach as a guide. Specifically, the study investigated a strategy for targeting the beginning of situation awareness and pattern recognition. Medical and nursing student participants were asked to interactively observe videotaped simulated nursing scenarios for the presence of errors, with experts’ observations of the same clips provided as feedback. Participants were cued to reflect upon how their observations differed from experts’ observations of the same video clips. The study qualitatively analyzed the scenario observations and focus group responses to determine if the students expanded their basic level of clinical judgment. The study found that the students enjoyed the scenarios even while promoting cognitive dissonance as the errors generated a substantive discussion. The potential benefits of the study to nursing education, along with other fields that employ simulator training, will be in discovering new ways to employ the simulator for maximum efficiency and effectiveness.
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Wilhelmsson, 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.

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In the field of dynamic capillaroscopy, measurements of the capillary blood cell velocity (CBV) give significant insight into the human body. For instance, diabetes, hypertension and peripheral arterial occlusive disease all affect CBV. However, the videos used to measure CBV – captured with a microscope – are often displaced in relation to the microscope by small motions of the finger or toe. Stabilisation algorithms are commonly used to reduce this problem, in order to carry out measurements such as CBV using the stabilised video. Artificial capillaroscopy videos were used to compare the stabilisation algorithms Mutual information, Single-step DFT, Block matching and Phase correlation in terms of computational time; RMSE, PSNR and MSE; and resistance to blurring effects. Single-step DFT was indicated to be the best suited algorithm in all aforementioned metrics.
Inom 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.
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Lorentz, Pascaline. « La socialisation du joueur-adolescent : son voyage identitaire avec Les Sims® ». Thesis, Strasbourg, 2012. http://www.theses.fr/2012STRAG013.

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Ce travail doctoral se propose de prendre pour objet un jeu vidéo très connu du grand public paradoxalement ignoré par la communauté scientifique alors que son premier opus fut distribué dès l’an 2000. Alors que les études précédemment réalisées sur les jeux vidéo portent principalement sur une pratique en ligne, nous avons voulu nous consacrer à un jeu hors-ligne afin de nous questionner sur la relation que le joueur entretient avec ses avatars dans cette configuration. En effet, quelle est la nature de cette relation entre le joueur et ses personnages ? Que se passe-t-il durant le jeu ? Que font les joueurs et pourquoi ? En étudiant les joueurs de Les Sims ainsi que leurs pratiques, nous avons pu mettre en évidence la présence d’une socialisation spécifique, la socialisation vidéo-ludique, via un processus particulier comportant différentes étapes. L’adolescence nous est apparue comme un moment de la vie à la charnière entre des temporalités socialisatrices favorisant la richesse de l’expérience de simulation et un âge de la vie où le jeu est encore socialement permis et même encouragé. Dans le but d’améliorer notre interprétation, nous avons dessiné un modèle théorique prenant la forme d’un voyage que le joueur effectue durant son activité. Ce voyage identitaire véhicule le processus de socialisation vidéo-ludique advenant au cours de la pratique de simulation de vie. En prenant du recul, et en ajoutant les résultats d’une enquête menée en parallèle de la recherche doctorale, nous avons complété notre modèle avec des explications relevant d’un niveau macro social. Notre objectif a été d’inscrire la pratique vidéo-ludique dans la globalité de la vie sociale du joueur
In 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
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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.

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Since a deficit in empathy is not only characteristic among individuals with autism spectrum disorder (ASD) but categorically used in defining ASD, it is of utmost importance to explore educational avenues to build prosocial skills among this group. This study sought to explore the primary research question: What impact does the implementation of an empathy-focused video modeling intervention have on frequency of empathic behaviour among adolescents with ASD? The secondary research questions examined were: In what ways does employing a video modeling simulation intervention using the Model Me Kids Friendship program impact the ability of adolescents with ASD to demonstrate empathic behaviour? How do adolescents with ASD express or speak about their empathic behaviour following participation in a simulation intervention using Model Me Kids Friendship? How do the Educational Resource Facilitators (teaching assistants) perceive the same individuals’ empathic behaviour following participation in a simulation intervention using Model Me Kids Friendship (MMF)? This mixed methods study explores 1 particular video modeling simulation program as a focused approach to building empathic behaviour among adolescents with ASD. The theoretical framework presented blends theory of mind, simulation theory, and psychological theories of empathic behaviour including the inherent motor, cognitive, and emotional components. Individuals with ASD may not learn empathic behaviours solely through observation as typically developing children do, but findings suggest that through video simulation, practice may, in fact, lead to increased empathic behaviour. The quantitative findings were not significant but did show increase in motor empathy behaviour ratings among intervention group participants. Support for video modeling as a vehicle to teach empathic behaviour was provided by qualitative data collected over the course of 4 months contextualizing specific examples of empathic behaviour exhibited by participating teens with ASD. There is a link made between high levels of systematizing among teens on the spectrum (the drive to analyze and build a system) and video modeling as a means to foster empathic behaviour, thereby supporting an increased use of video simulation strategies to teach social skills among this group.
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Karpati, 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.

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20

Ghuzlaan, 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.

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21

Wagner, 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.

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Preterm infants have multiple health complications due to their underdeveloped neurological systems. Bottle-feeding difficulties are one complication that leads to pulmonary illness secondary to aspiration. Preterm infants exhibit clinical markers when experiencing distress during bottle-feeding. Training caregivers to identify clinical markers reduces the risk for aspiration. Simulation training provides a safe learning environment without harming patients. Twenty-two speech-language pathology and pre-requisite students divided into two simulation groups, video-simulation (N=12) and in-vivo simulation (N=10), were trained to document clinical markers of distress exhibited by preterm infants and make clinical judgments about bottle-feeding. Students rated their levels of anxiety during simulation training. Results revealed that students trained using video-simulation performed with higher clinical judgment scores and lower anxiety levels than students who received in-vivo training. Students’ knowledge of and ability to identify distress markers in preterm infants during bottle-feeding significantly improved after training in both groups without group differences.
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Tufail, 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/.

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The research work presented in this thesis is directed at addressing the knowledge acquisition bottleneck frequently encountered in computer simulation. The central idea is to extract the required knowledge from video data and use this to drive a computer simulation instead of the more conventional approach of interviewing domain experts and somehow encapsulating this knowledge in a manner whereby it can be used in the context of computer simulation. More specifically the idea presented in this thesis is to extract object location information from video data and then to mine this information to identify Movement Patterns (MPs) and then to utalise these MPs in the context of computer simulation. To act as a focus for the work rodent behaviour simulation was considered. Partly because video data concerning rodent behaviour was relatively easy to obtain and partly because there is a genuine need to achieve a better understanding of rodent behaviour. This is especially the case in the context of crop damage. There are a variety of computer simulation frameworks. One that naturally lends itself to rodent simulation is Multi Agent Based Simulation (MABS) whereby the objects to be simulated (rodents) are encapsulated in terms of software agents. In more detail the work presented is directed at a number of research issues in the context of the above: (i) mechanisms to identify a moving object in video data and extracting associated location information, (ii) the mining of MPs from the extracted location information, (iii) the representation of MPs in such a way that they are compatible with computer simulation frameworks especially MABS frameworks and (iv) mechanisms where by MPs can be utilized and interacted with so as to drive a MABS. Overall two types of mechanisms are considered, Absolute and Relative. The operation of rodent MABSs, driven using the proposed MP concept, is fully illustrated in the context of different categories of scenarios. The evaluation of the proposed MP driven MABSs was conducted by comparing real world scenarios to parallel simulated scenarios. The results presented in the thesis demonstrated that the proposed mechanisms for extracting locations, and consequently mining MPs, from video data to drive a MABS provides a useful approach to effective computer simulation that will have wide ranging benefits.
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Toto-Zarasoa, Velotiaray. « Distributed Source Coding : Tools and application to video compression ». Phd thesis, Université Rennes 1, 2010. http://tel.archives-ouvertes.fr/tel-00539044.

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Le codage de sources distribuées est une technique permettant de compresser plusieurs sources corrélées sans aucune coopération entre les encodeurs, et sans perte de débit si leur décodage s'effectue conjointement. Fort de ce principe, le codage de vidéo distribué exploite la corrélation entre les images successives d'une vidéo, en simplifiant au maximum l'encodeur et en laissant le décodeur exploiter la corrélation. Parmi les contributions de cette thèse, nous nous intéressons dans une première partie au codage asymétrique de sources binaires dont la distribution n'est pas uniforme, puis au codage des sources à états de Markov cachés. Nous montrons d'abord que, pour ces deux types de sources, exploiter la distribution au décodeur permet d'augmenter le taux de compression. En ce qui concerne le canal binaire symétrique modélisant la corrélation entre les sources, nous proposons un outil, basé sur l'algorithme EM, pour en estimer le paramètre. Nous montrons que cet outil permet d'obtenir une estimation rapide du paramètre, tout en assurant une précision proche de la borne de Cramer-Rao. Dans une deuxième partie, nous développons des outils permettant de décoder avec succès les sources précédemment étudiées. Pour cela, nous utilisons des codes Turbo et LDPC basés syndrome, ainsi que l'algorithme EM. Cette partie a été l'occasion de développer des nouveaux outils pour atteindre les bornes des codages asymétrique et non-asymétrique. Nous montrons aussi que, pour les sources non-uniformes, le rôle des sources corrélées n'est pas symétrique. Enfin, nous montrons que les modèles de sources proposés modélisent bien les distributions des plans de bits des vidéos; nous montrons des résultats prouvant l'efficacité des outils développés. Ces derniers permettent d'améliorer de façon notable la performance débit-distorsion d'un codeur vidéo distribué, mais sous certaines conditions d'additivité du canal de corrélation.
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Lei, Tianyu. « Traffic Cop : the serious game report ». Digital WPI, 2016. https://digitalcommons.wpi.edu/etd-theses/1174.

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Traffic Cop is a game where the player become a traffic police officer trainee and direct the traffic to reduce the car accident rate in MA. The game is a top-down view traffic simulation and the player need to respond to the violations correctly. The game is aimed at new drivers ages from 16-24 and the purpose is to change the drivers' attitude about safe driving. Player will learn what they should stay focused on while driving and what the consequences may be when they choose to violate the traffic signal.
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Bell, 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.

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Landscape scenic preference based on user input is an important element in planning decisions. On-site observation is generally not the most efficient method. As a consequence, various landscape simulations have been used including black and white pictures, color pictures, color slides, models, and 16mm film.Recognizing the need to simulate the landscape for user preference testing, the limitations of the presentation media currently being utilized were investigated. Shuttleworth (1980) discussed three possible limitations with photographic simulations: the restrictive field of vision found in a camera, the lack of three-dimensional objects and movement and the need to include landscape elements to resolve conflicts of where objects are in the landscape.Video was selected as the focus of this research because it was a medium which might mitigate the problems found in the use of other media. It was tested against an established presentation medium in the form of slides.Four formats were developed to test forty rural Indiana landscape scenes. All of the thirty respondents in the study participated in the landscape scenic preference testing using slides. The same group was then randomly assigned to three video formats for the second day of testing. Thethree video formats were video pan with sound (video pan is the rotation of the camera on its axis for ninety degrees), video pan without sound, and video hold (video hold is a focus on a particular scene for five to eight seconds).The respondents preference ratings were analyzed using three approaches: Analysis of Variance, Mean ratings of the various scenes, and a questionnaire. The results of this study clearly indicate that video pan with sound is the most accurate presentation medium than can be used to elicit observers' responses to landscape scenery. In addition, this study also suggests that video could have a major impact on understanding observers' preferences and revolutionize current approaches to understanding human behavior in the areas of planning and design.
Department of Landscape Architecture
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26

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.

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As a response to finding innovative ways of using games as tools for learning we explore the design process of creating a game system meant to promote self-directed learning. This thesis explores what design pillars a game system needs to follow when making a game that is meant to promote self-directed learning through reflection on cause and effect relations. We use a theoretical framework based on procedural rhetoric and self-directed learning in video games to inform our design process when creating an eco-adapted game system that provides experimentation opportunities. We adapt an ecosystem as a simulated real life context for our game environment and identify the major design pillars that video games looking to promote self-directed learning needs to consist of. The major pillars we found most important were; 1, activate participation, to engage the player by allowing them to experiment with different perspectives and the game state. 2, avoid correlating rhetorical arguments, to not influence players as they set their own goals when playing in an informal setting. 3, provide observational clarity, to let players learn how the actions they perform affect the actors and events in the game system. 4, enable trial and error, to give players time to explore multiple approaches in a safe environment where they can fail and try again without penalties. This thesis focuses primarily on the design process and documentation around the creation of a game system that adapts self-directed learning principles as a central design directive. In our design documentation we provide an open discussion of our design process around the decisions, findings, and implementations that make our simulation.
Som 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.
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Baudry, Séverine. « Stratégies de codage de canal pour le tatouage de video ». Paris, ENST, 2002. http://www.theses.fr/2002ENST0006.

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Lewis, 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.

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Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This research attempts to identify these commonalities with the purpose of systematically designing and evaluating a common component-based software architecture that could be used to implement a framework for developing content for both commercial and military virtual simulation software applications.
Ph.D.
Other
Engineering and Computer Science
Modeling and Simulation
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29

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.

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In this report, a method for simulating interactive height-field based water on a parallel architecture is presented. This simulation is designed for faster than real time applications and is highly suitable for video games on current generation home computers. Specifically, the implementation proposed in this report is targeted at the Sony PlayStation 3. This platform requires code to be both highly parallelized and data oriented in order to take advantage of the available hardware which makes it an ideal platform for evaluating parallel code. The simulation captures the dispersive property of water and is scalable from small collections of water to large lakes. It also uses dynamic Level Of Detail to achieve constant performance while at the same time presenting high fidelity animated water to the player. This report describes the simulation method and implementation in detail along with a performance analysis and discussion.
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Lindskog, 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.

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Streaming 360° video has become more commonplace with content delivery services such as YouTube having support for it. By its nature, 360° video requires more bandwidth as only a fraction of the image is actually in view, while the user is expecting the same "in view" quality as with a regular video. Several studies and lots of work have been done to mitigate this higher demand for bandwidth. One solution is advanced algorithms that take in to account the direction that the user is looking when fetching the video from the server; e.g., by fetching content that is not in the user’s view at a lower quality or by not fetching this data at all. Developing these algorithms is a timely process, especially in the later stages where tweaking one parameter might require the video to be re-encoded, and therefore taking up time that could otherwise be spent on getting results and continued iteration on the algorithm. The viewer should also be considered as the best experience might not correlate with the mathematically best solution calculated by the algorithm. This thesis presents a modular emulator that allows for easy implementation of fetching algorithms that make use of state-of-the-art techniques. It intends to reduce the time it takes to iterate over an algorithm through removing the need to set up a server and encode the video in all of the wanted quality levels when a parameter change would require it. It also makes it easy to include the viewer in the process so that the subjective performance is taken into consideration. The emulator is evaluated through the implementation and evaluation of two algorithms, one serving as a baseline to the second one, which is based on an algorithm developed by another group of researchers. These algorithms are tested on two different types of 360° videos, under four different network conditions and with two values for the maximum buffer size. The results from the evaluation of the two algorithms suggest that the emulator functions as intended from a technical point of view, and as such fulfills its purpose. There is, however, future work that would further prove the emulators performance in regards to replicating real scenarios and a few examples are suggested.
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Kasianenko, 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.

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Key tasks of this work are to create the simulation of a wireless network in ns-3 and to stream a video over this network by using MPEG-DASH technology. It describes the tools and methods how to encode a video according to MPEG-DASH. It is explained what is needed to run video server, which uses MPEG-DASH technology to stream videos. Then, it is described how a simulation of wired and wireless WiFi and LTE networks is created. The simulation starts a server and shows how it works, how many nodes can be used and chooses suitable segment duration.
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Dameron, Bryant Mark. « Walk 14 Blocks ». VCU Scholars Compass, 2007. http://scholarscompass.vcu.edu/etd/1431.

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Walk 14 Blocks is a document that describes my two-year investigation of simulation in everyday life. It describes how I examine both simulated places and the tools of simulation. I explain the key elements relating my work to simulation; experience, language, and the video monitor. I trace how I have utilized these elements in several works that led to my thesis exhibition titled Evidence.
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Boitard, Ronan. « Temporal coherency in video tone mapping ». Thesis, Rennes 1, 2014. http://www.theses.fr/2014REN1S060/document.

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L'un des buts principaux de l'imagerie numérique est d'une part la capture et d'autre part la reproduction de scènes réelles ou synthétiques sur des dispositifs d'affichage aux capacités restreintes. Les techniques d'imagerie traditionnelles sont limitées par la gamme de luminance qu'elles peuvent capturer et afficher. L'imagerie à grande gamme de luminance (High Dynamic Range – HDR) vise à dépasser cette limitation en capturant, représentant et affichant les quantités physique de la lumière présente dans une scène. Cependant, les technologies d'affichage existantes ne vont pas disparaitre instantanément, la compatibilité entre ces nouveaux contenus HDR et les contenus classiques est donc requise. Cette compatibilité est assurée par une opération de réduction des gammes de luminance (tone mapping) qui adapte les contenus HDR aux capacités restreintes des écrans. Bien que de nombreux opérateurs de tone mapping existent, ceux-ci se focalisent principalement sur les images fixes. Les verrous scientifiques associés au tone mapping de vidéo HDR sont plus complexes du fait de la dimension temporelle. Les travaux recherche menés dans la thèse se sont focalisés sur la préservation de la cohérence temporelle du vidéo tone mapping. Deux principaux axes de recherche ont été traités : la qualité subjective de contenus tone mappés et l'efficacité de la compression des vidéos HDR. En effet, tone mapper individuellement chaque image d'une séquence vidéo HDR engendre des artefacts temporels. Ces artefacts affectent la qualité visuelle de la vidéo tone mappée et il est donc nécessaire de les minimiser. Au travers de tests effectués sur des vidéos HDR avec différents opérateurs de tone mapping, nous avons proposé une classification des artefacts temporels en six catégories. Après avoir testé les opérateurs de tone mapping vidéo existants sur les différents types d'artefacts temporels, nous avons observé que seulement trois des six types d'artefacts étaient résolus. Nous avons donc créé une technique de post-traitement qui permet de réduire les 3 types d'artefacts non-considérés. Le deuxième aspect considéré dans la thèse concerne les relations entre compression et tone mapping. Jusque là, les travaux effectués sur le tone mapping et la vidéo compression se focalisaient sur l'optimisation du tone mapping de manière à atteindre des taux de compression élevés. Ces techniques modifient fortement le rendu, c'est à dire l'aspect de la vidéo, modifiant ainsi l'intention artistique initiale en amont dans la chaine de distribution (avant la compression). Dans ce contexte, nous avons proposé une technique qui permet de réduire l'entropie d'une vidéo tone mappée sans en modifier son rendu. Notre méthode adapte la quantification afin d'accroitre les corrélations entre images successives d'une vidéo
One 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
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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.

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Health and feeding outcomes for preterm infants depend upon healthcare providers’ ability to recognize non-verbal signs of distress during bottle-feeding. Methods of training future providers’ to interpret feeding behavior in preterm infants are unclear. This study used a pre-test/post-test design to compare the effects of in- vivo simulation and video-simulation training on students’ knowledge of feeding abnormalities, clinical judgment, and documentation accuracy. Fifty-two graduate level speech-language pathology students were assigned to the in-vivo (N= 27) or video-simulation (N= 25) group. Results revealed that both methods proved beneficial for increasing knowledge and clinical judgment skills. Participants trained using video-simulation training documented a greater number of distress signs. The use of patient simulators to train graduate level speech-language pathology students to use correct clinical judgment for managing abnormal feeding behavior is efficacious.
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Manzato, 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.

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Orientador: Nelson Luis Saldanha da Fonseca
Dissertação (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
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Flagg, Matthew. « Capture, analysis and synthesis of photorealistic crowds ». Diss., Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37310.

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This thesis explores techniques for synthesizing crowds from imagery. Synthetic photorealistic crowds are desirable for cinematic gaming, special effects and architectural visualization. While motion captured-based techniques for the animation and control of crowds have been well-studied in computer graphics, the resulting control rig sequences require a laborious model-based graphics pipeline to render photorealistic videos of crowds. Over the past ten years, data-driven techniques for rendering imagery of complex phenomena have become a popular alternative to model-based graphics. This popularity is due in large part to difficulties in constructing the sufficiently-detailed models that are required to achieve photorealism. A dynamic crowd of humans is an extremely challenging example of such phenomena. Example-based synthesis methods such as video textures are an appealing alternative, but current techniques are unable to handle new challenges posed by crowds. This thesis describes how to synthesize video-based crowds by explicitly segmenting pedestrians from input videos of natural crowds and optimally placing them into an output video while satisfying environmental constraints imposed by the scene. There are three key challenges. First, the crowd layout of segmented videos must satisfy constraints imposed by environmental and crowd obstacles. This thesis addresses four types of environmental constraints: (a) ground planes in the scene which are valid for crowd traversal, such as sidewalks, (b) spatial regions of these planes where crowds may enter and exit the scene, (c) static obstacles, such as mailboxes and walls of a building, and (d) dynamic obstacles such as individuals and groups of individuals. Second, pedestrians and groups of pedestrians should be segmented from the input video with no artifacts and minimal interaction time. This is challenging in real world scenes due to significant appearance changes while traveling through the scene. Third, segmented pedestrian videos may not have enough frames or the right shape to compose a path from an artist-defined entrance to exit. Plausible temporal transitions between segmented pedestrians are therefore needed but they are difficult to identify and synthesize due to complex self occlusions. We present a novel algorithm for composing video billboards, represented by crowd tubes, to form a crowd while avoiding collisions between static and dynamic obstacles. Crowd tubes are represented in the scene using a temporal sequence of circles planted in the calibrated ground plane. The approach consists of representing crowd tube samples and constraint violations with a conflict graph. The maximal independent set yields a dense crowd composition. We present a prototype system for the capture, analysis, synthesis and control of video-based crowds. Several results demonstrate the system's ability to generate videos of crowds which exhibit a variety of natural behaviors.
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Taylor, 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.

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The Available Bit Rate (ABR) service class for the Asynchronous Transfer Mode (ATM) protocol was originally designed to manage data traffic. ABR flow control makes no guarantees concerning cell transfer delay or cell delay variation. A closed-loop feedback mechanism is used for traffic management. To use this class of service for video transport, the video source will accept feedback from the network and adapt its source rate based on this status information. The objective of this research is to assess the ability of the ATM ABR service class to deliver Moving Picture Experts Group version 1 (MPEG-1) video. Three approaches to source-level control are compared: (i) arbitrary loss or no control method, (ii) selective discard of MPEG B-pictures, and (iii) selective discard of MPEG B- and P-pictures. Performance is evaluated based on end-to-end delay, congested queue occupancy levels, network utilization, and jitter. A description of the investigation, assumptions, limitations, and results of the simulation study are included.
Master of Science
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38

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.

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L’objectif de cette thèse est de produire des connaissances sur l’activité d’observation lors de séance de simulation haute-fidélité (SHF), en formation initiale de la maïeutique. Cette activité reste une zone d’ombre à la fois du point de vue scientifique et également du point de vue de la formation, alors qu’il s’agit d’une pratique ordinaire en formation initiale des métiers de la santé. L’observation permet de répondre à la contrainte de former un effectif conséquent d’étudiants à travers un dispositif pédagogique qui ne soit pas trop chronophage tout en tirant profit des équipements vidéo, des salles de SHF, tels qu’ils sont préconisés par la Haute Autorité de Santé (HAS). Cette étude se place dans le cadre du programme de recherche empirique (visant la production de connaissances) et technologique (visant l’enrichissement continué dans l’usage de modalités de SHF) du cours d’action (Theureau, 2004, 2006) pour analyser l’activité d’observation de cinq étudiantes sages-femmes, à l’occasion d’un module de plusieurs séances de SHF. Ce cadre épistémologique d’anthropologie culturelle énactive (Theureau, 2015) permet de prendre en compte le point de vue des observatrices pour accéder à la compréhension de leur activité, en partie silencieuse, ainsi qu’à son potentiel transformatif. Les analyses des données construites à partir des vidéos des situations d’observation, de traces écrites de l’activité et des entretiens d’autoconfrontations, font émerger des structures typiques de différents niveaux dans l’organisation de l’activité. L’activité d’observation s’organise coopérativement en conduite de jeu, en considérant les indéterminations de la situation comme des en-jeux d’ordre strictement conventionnel pour les observatrices. Elle s’accompagne de divers niveaux d’immersions mimétiques, comme pour les dispositifs de vidéoformation, avec actualisations-synchronisations-comparaisons des préoccupations des observatrices et des observées, permettant d’accéder à la compréhension de la complexité d’une situation de travail dans ses dimensions sociales, spatiotemporelles et techniques. Nos résultats mettent en évidence également des processus transformatifs : a) pertinents pour la pratique maïeutique en tant que ressources potentiellement mobilisables en pratique réelle ultérieure et prometteuses de performance en situations similaires, b) spécifiques à la simulation permettant de gagner en jouabilité et, c) qui amènent à repenser l’accompagnement du débriefing lors de séances de SHF. Ainsi l’activité d’observation s’actualise de façon typique en activité de nature ludo-utilitaire rendant compte d’une appropriation ludique de l’environnement social-technique d’observation, permettant de définir ce moment particulier du dispositif de formation par SHF, comme un espace vidéo-ludo-utilitaire
The 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
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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.

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A training unit has been developed that allows NVESD researchers to develop training simulations within virtual environments to enhance infantry skill and awareness. A ground station was developed to house a computer, power system, and video transmission system. This station will allow for a remote operator to wirelessly send a video/audio stream to the handset. The ground station also allows the use of external video and audio inputs to be sent using onboard converters. Different wireless frequencies were evaluated to determine the best for long-range transmission of content. A handset was developed from a carbon fiber prototype shell. The handset features a video receiver, display, power system, OSD system, and external video inputs. The user can view transmitted video and audio while obtaining real-time GPS feedback from the OSD. The alternate video input allows the handset to be used within the virtual environments developed at the University of Kentucky’s Center for Visualization for virtual environments. This thesis will present the research conducted in order to develop Mark VIIE training unit including the requirements for the project, the desired functionality, the NVESD provided equipment, the analysis of the prospective components, the design of custom fabricated parts, and the assembly and integration of the components into a complete system.
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40

Maciūtė, 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.

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Diplominiame darbe analizuojama simuliacijos ir simuliakrai pagal Jean‘ą Baudrillard‘ą, kuris svarstymuose kėlė neatsekamos ribos tarp fikcijos ir tikrovės klausimo. Darbo eigoje nuosekliai aptariamos sąvokos simuliakrai, simuliacija, tikrovė, iliuzija ir hiperrealybė. aprašoma simuliacijos ir erdvėlaikio filosofinė problema. Apibrėžiami trys simuliacijos laipsniai. Remiantis T. Burtono, D. Lynčo, G. Verbinskio filmais aptariamos istorijos bei žmogaus situacija įžengus į simuliacijos ir simuliakrų erdvę. Taip pat apžvelgiamas istorijos „pabaigos“ bei „įvykio“ ir jo prasmės praradimas technologiuotame pasaulyje, pateikiami grindžiantys pavyzdžiai. Meniniu – kūrybiniu videofilmu „Tėkmė“ siekiama judančių simbolių (detalių) pagalba atskleisti, bei pavaizduoti tikrovės simuliaciją. Kadrų scenomis siekiama sukurti kuo įtaigesnį hipertikroviško pasaulio įspūdį.
The 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.
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41

Branum, Craig E. « esc ». ScholarWorks@UNO, 2015. http://scholarworks.uno.edu/td/1960.

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My artwork is about the impact of the digital revolution on every aspect of life, such as relationships, war, and self image. I explore this in the creation of sculptures that represent abstracted globes or video game worlds, digital animations concerning the virtual and simulated, and prints as allegories for embodied post-human experience. The visual themes of my work are bitmapped patterns, early computer graphics, and twenty-sided dice.
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Dymek, 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.

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The video game industry has in three decades gone from a garage hobby to a global multi-billion euro media industry that challenges the significantly older and established cultural industries. After decades of explosive growth the industry surprisingly finds itself in a crisis – in terms of sales, future trajectories and creative paradigms. The global gaming culture receives substantial attention from society, media and academia – but the industry itself appears in comparison as an enigmatic terra incognita with astonishingly little dedicated research. This thesis aims to amend this situation by presenting a study at the cross-section of the video game industry, game studies, literary theory, cultural industries and business studies. It deals with the following question: how does the global game industry relate to its own product, in terms of communication and media dimensions, and what are the (business) consequences, in terms of production, strategy and commercial/creative innovation, of this relationship? This study’s departure point is constituted by a comprehensive description of the industry’s structure, dynamics and processes, based on extensive interviews with industry professionals. It is followed by an examination and comparison of the game industry with other media/cultural industries in relation to their economy and business dynamics. With inconclusive answers regarding the medium-industry relation, this study proceeds by exploring literary theories from the field of game studies, in order to gain insights into the dynamics of medium and industry. Literary theories from ludology and narratology provide rewarding perspectives on this inquiry, since it is found that the ontological dichotomy of simulation vs. respresentation present in the interpretational realm of the game medium is also reflected in the industry and its dynamics. This has pivotal consequences for the analysis of the game industry. This study concludes by positing the current critical condition of the industry as an extremely decisive moment in its history: will it become a truly universal mass-medium, or will it continue down its subcultural path? Subcultural “interactive cinema” meets mass-cultural media of simulation – how will the industry evolve?
QC20100708
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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.

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Thesis (PhD)--Stellenbosch University, 2012.
ENGLISH 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.
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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.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee 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.
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45

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.

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[EN] This thesis dissertation tackles the problem concerning provision of video streaming services over mobile wireless ad hoc networks. Such networks are characterized by their versatility and flexibility, features that make them particularly suited to be used in many scenarios. However, some limitations inherited of the wireless channel and the mobility of the nodes make difficult to guarantee certain degree of quality of service, which is a required condition to the multimedia applications. Furthermore, with the massive demand of video content, it has become very necessary for mobile ad hoc networks to have an efficient routing and quality of services mechanisms to support this traffic. This is because video streaming services require network to provide sufficient bandwidth and an upper bound in delay, jitter and loss rate. Consequently, traditional best-effort protocols are not adequate. The main contribution of this thesis is the development of a comprehensive routing protocol that has a feedback scheme in order to provide information to the application about the network conditions. This protocol has a cross-layer architecture and it incorporates three important enhancements. Firstly, a new route recovery strategy, which provides a mechanism to detect the link failures in a route and re-establish the connections taking into account the conditions of quality of service that have been established during the previous route discovery phase. Secondly, an algorithm for the estimation of the available bandwidth along the route, information that is sent to application layer in order to apply an adaptation procedure that adjusts the bit rate of the video source. This rate-adaptive strategy is performed exploiting the layered scheme of the scalable video coding. In particular, the adaptive method removes, from the scalable video stream, those layers that could not be efficiently supported by network since their bitrates exceed the available bandwidth. The third main feature of the proposed routing protocol is a gateway discovery algorithm to improve the interconnectivity between mobile ad hoc networks and infrastructure-based networks. This algorithm incorporates available bandwidth as a metric during the gateway selection and a dynamic adaptation of some operational parameters such as the size of the proactive area and the frequency of the advertisement messages. Additionally, in order to solve the lack of a software tool to simulate rate-adaptive transmission of scalable video, a new simulation framework had be implemented. This simulation tool is an open source software freely available and, thus, it represents other contribution of this thesis. The results reveal performance improvements in terms of packet delay, dropped packets and the number of link failures while a more efficient use of the available bandwidth is obtained. In terms of video transmission, the results prove that the combined use of the proposed protocol and the scalable video coding provides an efficient platform for supporting rate-adaptive video streaming over mobile ad hoc networks.
[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
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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.

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An experimental investigation of an M level (M = 16, 64 and 256) Quadrature Amplitude Modulation (QAM) transmission system suitable for video transmission is presented. The communication system is based on layered video coding and unequal error protection to make the video bitstream robust to channel errors. An implementation is described in which H.264 video is protected unequally by partitioning the compressed data into two layers of different visual importance. The partition scheme is based on a separation of the group of pictures (GoP) in the intra-coded frame (I-frame) and predictive coded frame (P frame). This partition scheme is then applied to split the H.264-coded video bitstream and is suitable for Constant Bit Rate (CBR) transmission. Unequal error protection is based on uniform and non-uniform M-QAM constellations in conjunction with different scenarios of splitting the transmitted symbol for protection of the more important information of the video data; different constellation arrangements are proposed and evaluated to increase the capacity of the high priority layer. The performance of the transmission system is evaluated under Additive White Gaussian Noise (AWGN) and Rayleigh fading conditions. Simulation results showed that in noisy channels the decoded video can be improved by assigning a larger portion of the video data to the enhancement layer in conjunction with non-uniform constellation arrangements; in better channel conditions the quality of the received video can be improved by assigning more bits in the high priority channel and using uniform constellations. The aforementioned varying conditions can make the video transmission more successful over error-prone channels. Further techniques were developed to combat various channel impairments by considering channel coding methods suitable for layered video coding applications. It is shown that a combination of non-uniform M-QAM and forward error correction (FEC) will yield a better performance. Additionally, antenna diversity techniques are examined and introduced to the transmission system that can offer a significant improvement in the quality of service of mobile video communication systems in environments that can be modelled by a Rayleigh fading channel.
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Abdurrhman, 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.

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An experimental investigation of an M level (M = 16, 64 and 256) Quadrature Amplitude Modulation (QAM) transmission system suitable for video transmission is presented. The communication system is based on layered video coding and unequal error protection to make the video bitstream robust to channel errors. An implementation is described in which H.264 video is protected unequally by partitioning the compressed data into two layers of different visual importance. The partition scheme is based on a separation of the group of pictures (GoP) in the intra-coded frame (I-frame) and predictive coded frame (P frame). This partition scheme is then applied to split the H.264-coded video bitstream and is suitable for Constant Bit Rate (CBR) transmission. Unequal error protection is based on uniform and non-uniform M-QAM constellations in conjunction with different scenarios of splitting the transmitted symbol for protection of the more important information of the video data; different constellation arrangements are proposed and evaluated to increase the capacity of the high priority layer. The performance of the transmission system is evaluated under Additive White Gaussian Noise (AWGN) and Rayleigh fading conditions. Simulation results showed that in noisy channels the decoded video can be improved by assigning a larger portion of the video data to the enhancement layer in conjunction with non-uniform constellation arrangements; in better channel conditions the quality of the received video can be improved by assigning more bits in the high priority channel and using uniform constellations. The aforementioned varying conditions can make the video transmission more successful over error-prone channels. Further techniques were developed to combat various channel impairments by considering channel coding methods suitable for layered video coding applications. It is shown that a combination of non-uniform M-QAM and forward error correction (FEC) will yield a better performance. Additionally, antenna diversity techniques are examined and introduced to the transmission system that can offer a significant improvement in the quality of service of mobile video communication systems in environments that can be modelled by a Rayleigh fading channel.
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48

Greenwood-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.

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Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unexpected finding that learners using the SLE performed more poorly than any other learning group, including the gold-standard baseline. This result is made even more surprising by the finding that participants rated their enjoyment of and performance in that condition highest among the four conditions in the experiment. This apparent example of metacognitive bias has important implications for understanding how affect, narrative structure, and interactivity impact learning tasks, particularly in synthetic learning environments.
Ph.D.
Department of Psychology
Sciences
Psychology PhD
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49

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.

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Hlobil, 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.

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This work deals with the golf ball flight simulation based on video recordings. The way how to determine the trajectory of a golf ball using several initial points is described here. For the ball recognition there are used computer vision techniques, particulary pattern recognition. The work covers physics of the golf ball, it deals with physical influences that occurs during the ball flight and it tries to describe the trajectory approximation.
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