Дисертації з теми "Video projector"

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1

Freeman, J. P. "Visor projected helmet mounted display for fast jet aviators using a Fourier video projector." Thesis, University of Cambridge, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.599216.

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Although the pixel failure integrity is widely published as the key advantage of a Fourier projector, the potential high luminance image may prove to be more important for such things as the display of aircraft symbology. We have shown here that it is possible to achieve image luminance levels in excess of 34000cd/cm2 at the eye using a laser source less than 0.1mW. One of the key development areas of CGH calculation has been to try to get an even replay field. In this thesis it is shown that the problem is largely due to overlapping fields from neighbouring pixels. There is no acceptable solution using one hologram that does not sacrifice other key features of the replay field. We have therefore derived a simple new algorithm, TSP, that allows us to show neighbouring pixels on separate CGHs, simply circumventing the problem of cross-pixel interference. This results in a diffraction limited performance from the hologram with negligible interference, even when defocused. The Fourier transform used a form the CGH was then taken back to a more basic level. By re-writing the algorithm, we have access to the wavefront for each pixel and the ability to modify each separately before assembling them all to form CGH. This forms the basis of our second new technique of PWPS. This resulted in a very powerful method that could correct the aberrations of almost any system. It was demonstrated by creating a 120° video projector using a glass marble as the projection lens. This method also opens up new opportunities of simpler optics, 3D, plus the ability to put pixels anywhere in the replay field. The use of a FT projector to replace CRTs requires a screen. Various technologies and methods were investigated to increase the exit pupil and reduce sparkle. The final system was a working aviators helmet mounted display, using the visor as the final collimating element.
2

Bokaris, Panagiotis-Alexandros. "Video-projected augmented reality : Photometric compensation for static and dynamic concealment." Thesis, Université Paris-Saclay (ComUE), 2016. http://www.theses.fr/2016SACLS453/document.

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Cette thèse développe de nouvelles approches pour l'effacement et la révélation de la présence humaine en utilisant des techniques de réalité augmentée. Elle se concentre sur les systèmes projecteur-caméra (ProCams) et leur application dans les «projections intelligentes», où le contenu virtuel projeté est adapté en fonction de l'environnement. Nous nous appuyons sur les travaux antérieurs sur la compensation photométrique pour projeter sur une surface colorée fixe qui permet au spectateur d'observer la même image telle qu'elle apparaîtrait sur une surface blanche. Malgré les différentes méthodes de compensation des couleurs qui ont été proposées au cours de décennie, la compensation appliquée à monde réel avec des couleurs saturées et vives est encore une question ouverte. L'objectif principal de ce travail est la compensation photométrique sur un objet 3D en mouvement en utilisant un ProCam, ce qui est un scénario considérablement plus difficile. Une nouvelle méthode pour la compensation de couleur à l'aide d'une image d'entrée unique est proposée. Elle consiste à estimer la réflectance spectrale de la surface afin de compenser celle-ci en supposant que les réponses du projecteur sont connues ou mesurées précédemment. Cette méthode a été entièrement développée sur GPU pour permettre une compensation en temps réel. Les méthodes antérieures sur la compensation couleur sont discutées et comparées afin d'évaluer la performance de notre technique. L'étalonnage photométrique et géométrique précis d'un ProCam est essentiel pour une compensation précise. Une nouvelle technique de calibration géométrique entre un capteur de profondeur et un ProCam est présentée dans le but de réaliser la projection sur un objet en mouvement. Une calibration photométrique est décrite pour la transformation des valeurs RGB de la caméra et du projecteur (dépendantes du périphérique) vers l'espace couleur CIE XYZ 1931 (indépendantes du périphérique). Le potentiel artistique des techniques de réalité augmentée proposées est en outre exploré à travers l'installation interactive artistique “Gardien du Temple”. La révélation et l'effacement ont toujours été un terrain d'expérimentation commun aux artistes et aux scientifiques. Cette installation audiovisuelle utilise la réalité augmentée pour effacer la présence d'un poème écrit sur un tapis invitant le spectateur à le révéler. Dans de telles applications, la précision et la robustesse des méthodes utilisées sont cruciales. Cette installation artistique a donc permis de tester et d'évaluer les travaux de cette thèse dans un contexte collaboratif et exigeant
This thesis develops new approaches for human presence concealment and revelation using augmented reality techniques. It focuses on projector-camera systems (ProCams) and their application in “smart projections”, where the projected virtual content is adapted according to the environment. One previously-studied problem is the photometric compensation for projecting on a colored fixed surface that allows the viewer to observe the same image as it would appear on a white surface. Despite the various methods for color compensation that have been proposed the last decade, compensation on a real-world surface with saturated colors and sharp color boundaries is still an open issue. The main objective of this work is the color compensation on a moving 3D object using a ProCam, which is a dramatically more challenging scenario. A novel method for color compensation using a single input frame is proposed. It consists in estimating the spectral reflectance of the surface in order to compensate for it under the assumption that the projector responses are known or previously measured. This method was fully developed on GPU to enable real-time compensation. Previous methods on color compensation are discussed and compared in order to evaluate the performance of our technique. The accurate photometric and geometric calibration of a ProCam is essential for precise compensation. A new geometric calibration technique between a depth sensor and a ProCam is presented in order to make the projection on a moving object feasible. A photometric calibration is described for the transformation of the device-dependent camera and projector values to the device-independent CIE XYZ 1931 color space. The artistic potential of the proposed augmented reality techniques is further explored through the interactive art installation “Gardien du Temple”. Revelation and concealment has always been a common experimentation ground for both artists and scientists. This audio visual installation uses augmented reality to hide the presence of a written poem on a carpet inviting the spectator to reveal it. In such applications, the accuracy and robust performance of the methods employed is crucial and, thus, it offered a challenging ground for testing and evaluation
3

Setkov, Aleksandr. "IVORA (Image and Computer Vision for Augmented Reality) : Color invariance and correspondences for the definition of a camera/video-projector system." Thesis, Université Paris-Saclay (ComUE), 2015. http://www.theses.fr/2015SACLS168/document.

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La Réalité Augmentée Spatiale (SAR) vise à superposer spatialement l'information virtuelle sur des objets physiques. Au cours des dernières décennies ce domaine a connu une grande expansion et est utilisé dans divers domaines, tels que la médecine, le prototypage, le divertissement etc. Cependant, pour obtenir des projections de bonne qualité, on doit résoudre plusieurs problèmes, dont les plus importants sont la gamme de couleurs réduite du projecteur, la lumière ambiante, la couleur du fond, et la configuration arbitraire de la surface de projection dans la scène. Ces facteurs entraînent des distorsions dans les images qui requièrent des processus de compensation complémentaires.Les projections intelligentes (smart projections) sont au cœur des applications de SAR. Composées d'un dispositif de projection et d'un dispositif d'acquisition, elles contrôlent l'aspect de la projection et effectuent des corrections à la volée pour compenser les distorsions. Bien que les méthodes actives de Lumière Structurée aient été utilisées classiquement pour résoudre ces problèmes de compensation géométrique, cette thèse propose une nouvelle approche non intrusive pour la compensation géométrique de plusieurs surfaces planes et pour la reconnaissance des objets en SAR s'appuyant uniquement sur la capture du contenu projeté.Premièrement, cette thèse étude l'usage de l'invariance couleur pour améliorer la qualité de la mise en correspondance entre primitives dans une configuration d'acquisition des images vidéoprojetées. Nous comparons la performance de la plupart des méthodes de l'état de l'art avec celle du descripteur proposé basé sur l'égalisation d'histogramme. Deuxièmement, pour mieux traiter les conditions standard des systèmes projecteur-caméra, deux ensembles de données de captures de projections réelles, ont été spécialement préparés à des fins expérimentales. La performance de tous les algorithmes considérés est analysée de façon approfondie et des propositions de recommandations sont faites sur le choix des algorithmes les mieux adaptés en fonction des conditions expérimentales (paramètres image, disposition spatiale, couleur du fond...). Troisièmement, nous considérons le problème d'ajustement multi-surface pour compenser des distorsions d'homographie dans les images acquises. Une combinaison de mise en correspondance entre les primitives et de Flux Optique est proposée afin d'obtenir une compensation géométrique plus rapide. Quatrièmement, une nouvelle application en reconnaissance d'objet à partir de captures d'images vidéo-projetées est mise en œuvre. Finalement, une implémentation GPU temps réel des algorithmes considérés ouvre des pistes pour la compensation géométrique non intrusive en SAR basée sur la mise en correspondances entre primitives
Spatial Augmented Reality (SAR) aims at spatially superposing virtual information on real-world objects. Over the last decades, it has gained a lot of success and been used in manifold applications in various domains, such as medicine, prototyping, entertainment etc. However, to obtain projections of a good quality one has to deal with multiple problems, among them the most important are the limited projector output gamut, ambient illumination, color background, and arbitrary geometric surface configurations of the projection scene. These factors result in image distortions which require additional compensation steps.Smart-projections are at the core of PAR applications. Equipped with a projection and acquisitions devices, they control the projection appearance and introduce corrections on the fly to compensate distortions. Although active structured-light techniques have been so far the de-facto method to address such problems, this PhD thesis addresses a relatively new unintrusive content-based approach for geometric compensation of multiple planar surfaces and for object recognition in SAR.Firstly, this thesis investigates the use of color-invariance for feature matching quality enhancement in projection-acquisition scenarios. The performance of most state-of-the art methods are studied along with the proposed local histogram equalization-based descriptor. Secondly, to better address the typical conditions encountered when using a projector-camera system, two datasets of real-world projections were specially prepared for experimental purposes. Through a series of evaluation frameworks, the performance of all considered algorithms is thoroughly analyzed, providing several inferences on that which algorithms are more appropriate in each condition. Thirdly, this PhD work addresses the problem of multiple-surface fitting used to compensate different homography distortions in acquired images. A combination of feature matching and Optical Flow tracking is proposed in order to achieve a more low-weight geometric compensation. Fourthly, an example of new application to object recognition from acquired projections is showed. Finally, a real-time implementation of considered methods on GPU shows prospects for the unintrusive feature matching-based geometric compensation in SAR applications
4

Draréni, Jamil. "Exploitation de contraintes photométriques et géométriques en vision : application au suivi, au calibrage et à la reconstruction." Thèse, Grenoble, 2010. http://www.theses.fr/2010GRENM061.

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Cette thèse s'intéresse à trois problèmes fondamentaux de la vision par ordinateur qui sont le suivi vidéo, le calibrage et la reconstruction 3D. Les approches proposées sont strictement basées sur des contraintes photométriques et géométriques présentent dans des images 2D. Le suivi de mouvement se fait généralement dans un flux vidéo et consiste à suivre un objet d'intérêt identifié par l'usager. Nous reprenons une des méthodes les plus robustes à cet effet et l'améliorons de sorte à prendre en charge, en plus de ses translations, les rotations qu'effectue l'objet d'intérêt. Par la suite nous nous attelons au calibrage de caméras ; un autre problème fondamental en vision. Il s'agit là, d'estimer des paramètres intrinsèques qui décrivent la projection d'entités 3D dans une image plane. Plus précisément, nous proposons des algorithmes de calibrage plan pour les caméras linéaires (pushbroom) et les vidéo projecteurs lesquels étaient, jusque-là, calibrés de façon laborieuse. Le troisième volet de cette thèse sera consacré à la reconstruction 3D par ombres projetée. À moins de connaissance à priori sur le contenu de la scène, cette technique est intrinsèquement ambigüe. Nous proposons une méthode pour réduire cette ambiguïté en exploitant le fait que les spots de lumières sont souvent visibles dans la caméra
The topic of this thesis revolves around three fundamental problems in computer vision; namely, video tracking, camera calibration and shape recovery. The proposed methods are solely based on photometric and geometric constraints found in the images. Video tracking, usually performed on a video sequence, consists in tracking a region of interest, selected manually by an operator. We extend a successful tracking method by adding the ability to estimate the orientation of the tracked object. Furthermore, we consider another fundamental problem in computer vision: calibration. Here we tackle the problem of calibrating linear cameras (a. K. A: pushbroom)and video projectors. For the former one we propose a convenient plane-based calibration algorithm and for the latter, a calibration algorithm that does not require aphysical grid and a planar auto-calibration algorithm. Finally, we pointed our third research direction toward shape reconstruction using coplanar shadows. This technique is known to suffer from a bas-relief ambiguity if no extra information on the scene or light source is provided. We propose a simple method to reduce this ambiguity from four to a single parameter. We achieve this by taking into account the visibility of the light spots in the camera
5

Lee, Donggeol. "Culture shock : video interview project." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371470.

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This project is for Rinker Center for International Programs at Ball State University to provide useful information to international and American students. The project consists of ten video interviews with the director of Rinker Center for International Programs and nine international students presenting Ghana, France, Germany, Mexico, Brazil, Japan, China, Taiwan, and Turkey. Each interviewee provides cultural differences between American culture and their cultures. In addition, the interviewees tell their personal solutions for coping with cultural difficulties based on their experiences in the United States or different cultures. The director was given three questions and the nine international students were asked ten questions.Each video interview is categorized under country menus and question menus designed with Adobe Macromedia Flash 8 to be navigated by clicking each menu button on a computer.
Department of Telecommunications
6

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

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Ayant comme point de départ les premières expérimentations de Nam June Paik avec les téléviseurs au début des années 1960, cette étude suit l’évolution historique de l’installation vidéo en parcourant cinq décennies de création. La problématique de l’espace, fil conducteur de cette recherche, nous amène d’abord à la constitution d’une typologie. Fruit de l’étude de l’évolution des formes principales de l’installation vidéo, cette classification a pour objet l’œuvre sous sa forme aboutie, c’est-à-dire installée. Néanmoins, cet état n’est que le résultat final d’un long processus. Divisée en quatre étapes, l’étude de la mise en espace de l’œuvre soulève des questions cruciales liées à l’acquisition, l’exposition et la conservation de l’installation vidéo. Une fois que l’œuvre est installée, elle s’articule autour d’un espace-temps virtuel, celui de l’image vidéographique, et d’un espace-temps réel, celui du dispositif plastique, analysés dans la troisième et dernière partie. Cette étude met l’accent sur la dimension historique de l’installation vidéo tout en la contextualisant au sein de l’histoire de l’art du vingtième siècle
Having as a starting point Nam June Paik’s experimentations with televisions in the early 1960s, this essay traces the history of the video installation spanning five decades. The question of space is the basic thread of the analysis. It has led to the constitution of a typology that examines the evolution of the main forms of the video installation. This classification focuses on the artwork that is already installed. However, this state is the outcome of a complicated procedure. Divided into four steps and thoroughly examined, this process raises some crucial questions concerning the acquisition, the exposition and the conservation of the video installation. When installed, the artwork acquires two spatiotemporal dimensions, namely the virtual space and time of the video image and the real space and time of the installation, both analysed in the third chapter. This essay stresses the historical aspect of the video installation by situating it within the broader context of the 20th century history of art
7

Lin, Ching-Ping. "Streaming video for parental involvement education." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2473.

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The purpose of this project is to develop a way of communication between school and parents. It aims to help parents to be more involved in their children's education. One of the main aspects and focus of this project is the analysis of the use of streaming video.
8

Pommeray, Michel. "Etude d'un vidéoprojecteur laser stéréoscopique." Valenciennes, 1995. https://ged.uphf.fr/nuxeo/site/esupversions/9fd20f01-dce5-49a3-b087-e8faf2cfc241.

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After a review of the main three-dimensional display techniques, this report proposes a study of a laser videoprojector, which allows the two images of a stereo-pair to be seen simultaneously. The left and right images correspond to two orthogonal polarization directions of the laser beam. So, for each pixel, an intensity and a polarization angle are computed from the pixel intensities of the left and right images. At restitution, special polarizing glasses worn by the viewer decode the polarized images to provide the left and right eye views. As images are projected in waves of four lines to reduce the rotation speed of the polygonal mirror doing horizontal scanning, the laser beam is diffracted by a multifrequency acousto-optic modulator. The linearization of the diffraction efficiencies is realized by the introduction of an additional acoustic carrier. A suitable anisotropic interaction greatly reduces the multiple rediffraction effects. The polarization angle of the light beams stemming from the acousto-optic component can not be modulated independently by the electro-optic modulator. A study of the image degradation, in both spatial and frequency domains, is presented, in case the intensities are averaged over two successive lines of a screen for each image. Next a second method, indemnifing the absence of ghost images and minimizing the mean square error, is analysed, then compared to the previous one with the help of a set of numerical results and simulations
Près une analyse des principales techniques de restitution du relief, ce mémoire propose l'étude d'un vidéoprojecteur laser, autorisant la visualisation simultanée des deux images d'un couple stéréoscopique. Les images gauche et droite du couple correspondent à deux directions de polarisation orthogonales du faisceau laser. Ainsi, pour chaque pixel, une intensité et un angle de polarisation sont calcules a partir des intensités des pixels des images gauche et droite. A la restitution, les lunettes a verres polarises orthogonalement, portées par le spectateur, adressent a chaque il l'image qui lui est destinée. La projection des images s'effectuant par paquet de quatre lignes, de manière a réduire la vitesse de rotation du miroir polygonal assurant le balayage horizontal, le faisceau laser est diffracte et module en intensité par un composant acousto-optique multifréquence. La linéarisation des rendements de diffraction de ce dernier est réalisée par l'adjonction d'une voie supplémentaire, dite de compensation. Les phénomènes d'intermodulation sont réduits par le choix d'une coupe acoustique particulière dans la paratellurite. Le modulateur électro-optique ne permet pas la modulation indépendante de l'angle de polarisation des faisceaux lumineux issus du composant acousto-optique. Une étude, dans le domaine spatial et fréquentiel, de la dégradation des images, qui s'en suit, est présentée dans le cas ou les intensités sont moyennées sur deux lignes consécutives d'une trame, pour chaque image. Une seconde méthode, minimisant l'erreur quadratique moyenne, est ensuite analysée, puis comparée à la précédente à l'aide d'un ensemble de résultats numériques et de simulations
9

Lin, Ruisheng. "Projection of video images from phase-only holograms." Thesis, University of Cambridge, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.610252.

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10

Wang, Tianzi. "Use video to disseminate : How to produce a video for a research project?" Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265551.

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Nowadays, scholars are encouraged to use video for research dissemination. In most of the EU and national research projects, it is the hard requirement that the project results need to be disseminated to the public in multiple channels, e.g. video, webpage, etc. Thus the general aim of this master thesis research has arisen from this challenge faced by scholars, who normally have limited experience in the media production workflow and collaborating with video producers. To bridge the gap between researchers and media experts, better workflow guidance on production management is needed. In this study, the literature on three conventional video production management methods is reviewed and compared, aiming to identify the advantage and disadvantage of the methods for the research project video production. Emerging from the key findings, a novel management model is developed to meet the needs of researchers. Meanwhile, a logic workflow is proposed accordingly. The proposed approach is implemented and evaluated with a case study on a real video production project for a research centre at KTH. The limitation of the study is discussed in the end, with the suggestion given on further research.
Idag uppmanas forskare att använda video för forskningsförmedling. I de flesta EU-och nationella forskningsprojekt är det ett hårt krav att projektresultaten måste sprida sig till allmänheten via flera kanaler, t.ex. video, webbsida etc. Således har den generella målsättningen med detta examensarbete uppstått på grund av denna utmaning som forskare står inför, som normalt sett har begränsad erfarenhet av medieproduktionsarbete och av samarbete med videoproducenter. För att överbrygga klyftan mellan forskare och medieexperter behövs bättre arbetsflödesledning för produktionsledning. I denna studie granskas litteraturen för tre konventionella videoproduktionshanteringsmetoder och jämförs för att identifiera fördelar och nackdelar med metoderna för ett forskningsprojekts videoproduktion. En ny ledningsmodell har utvecklats för att möta forskarnas behov. Under tiden föreslås ett logiskt arbetsflöde. Det föreslagna tillvägagångssättet genomförs och utvärderas med en fallstudie gällande ett verkligt videoproduktionsprojekt för ett forskningscenter vid KTH. Begränsningen av studien diskuteras i slutet, med förslag på vidare forskning.
11

Jonas, Anthony Stephen. "Social studies video projects in the middle school." Online access for everyone Online access for everyone, 2006. http://www.dissertations.wsu.edu/Thesis/Summer2006/a_jonas_071906.pdf.

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12

Maraska, Amy Reneé, and Karen Drollinger. "Using instructional video to teach a complex motor skill." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1475.

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Research has shown that motor skill performance can be improved with the use of a dynamic visual model that helps to create a cognitive representation and serve as a standard for learning. The purpose of this project is to produce a demonstration videotape that thoroughly analyzes the basic actions involved with pitching a softball for strikes.
13

Kridler, Jamie Branam, and Terry M. Hickson. "Cocke County Lives and Heritages: Youth Video Project." Digital Commons @ East Tennessee State University, 2000. https://dc.etsu.edu/etsu-works/5853.

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14

Katz, Sharon. "Animated Video Projection on Objects – a Studio Art Practice." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31543.

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This thesis support paper is the trajectory of my search to uncover what constitutes an aesthetic for my current practice and to unpack what I think the work is about. In this paper I trace the development of my process, identify primary aesthetic preferences, elucidate inspirations, and finally present several interpretations of the work. I came into the MFA program with the intention of moving my practice in animation to an art form that was non-linear and free of a flat projection screen and story arc. Working with materials is important to me and I also wanted to find a way to integrate time-based media with material art forms. What I discovered early in the MFA program is that making this shift in my practice involved understanding how object art generates meaning differently than the animated film does. In the Thesis Exhibition I take ordinary household objects, disrupt them so they are unfamiliar then project animated video of other ordinary objects made strange onto them. The illogical objects and their juxtaposition generates a tension – a cognitive stretching – that gives rise to various readings of the work. Perceptually engaged, I am immersed in a cognitive puzzle trying to make sense of the paradoxes I am experiencing and bring them to a resolution. It continues to astound me to what degree the household objects that I make strange can generate sensation, feeling, and meaning through the amalgam of their motion, gesture, and form, through the way in which they are situated in space and the way in which they relate to one another.
15

Jones, Caleb Bradley. "Virtual Community Orientation Project." Thesis, Virginia Tech, 2008. http://hdl.handle.net/10919/43362.

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One of the major factors toward the persistence of college freshman with their education as discussed by Vincent Tonto is Social and Academic integration into the life of a university. Social integration is how well the student feels connected to other members of the university community. There has been a significant body of research done on the use of social networks to encourage social integration in a university setting. This project proposes the creation of a synchronous virtual community / social network to not only encourage social integration but also physical integration through use of the network.
Master of Science
16

Maury, Donna Lynne, and Mary Ann Burke. "Educational use of video tape and cable to communicate information." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1450.

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As educators, communicating timely, important information to parents and to the community is a challenge. By using video technology, the ability to convey such information is not only possible but rather simple. Taking it one step further, utilizing cable television allows for the transmission of a variety of information to every living room in our community.
17

Ma, Richard. "Video-based tutorial on web design for the technophobic teacher." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1975.

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The aims of this project hope to trace the factors affecting teachers' use of technology, with a concentration on Internet usage, and offer steps in helping teachers move toward integrating the Internet into their curriculum.
18

Huber, Bernhard. "Communicative aspects of participatory video projects : An exploratory study." Thesis, Department of Rural Development Studies, Swedish University of Agricultural Sciences, 1999. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-30488.

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This exploratory study analyses the functions and implications of participatory video projects inrural development settings. The term ‘participatory video’ refers to a bundle of innovativeusages of video technology which enjoy growing popularity in many corners of the world. Afterthe first trials in the late 1960s participatory video has developed into several differentdirections and there is no consensus of what the term actually stands for. In the currentliterature participatory video is closely associated to the burgeoning field of participatoryapproaches such as Participatory Rural Appraisal (PRA), even though its application goesbeyond the idea of participatory research and learning in many instances.There is by no means a consistent, established way of using the tool; experience and knowledgeabout what good practice is differ from person to person and in the literature. This studytherefore categorises the varying approaches into a typology based on a review of the relativelyscarce literature on the subject. Through a conceptual distinction of different project goals,three basic kinds of participatory video are identified, i. e. therapy-, activism- andempowerment-type video.The central part of the study consists of three case studies, from Mexico, Tanzania, andVietnam respectively. In each of these the functions and implications of participatory video useare identified. A particular focus is put on the second case study, the ‘Fisherfolks’ Project’, asthe relatively biggest amount of background information has been available. A number oftheories and concepts are tested on this case in order to deepen the understanding of thepotentials and limitations of participatory video. The concepts and theories applied to the caseinclude pluralism, the platform approach, soft systems thinking; Habermas’ theory ofcommunicative action and ultimately the principle of participation as applied in PRA. It isfound that participatory video is appropriate to facilitate processes such as mediation, conflictmanagement, capacity building and empowerment.Since the study is of exploratory nature, a considerable stress was put on the identification ofinteresting fields of further research. A list of easily available participatory video literature (inthe appendix) has been compiled to provide a starting point for such research.
19

Steshenko, D., and Д. Стешенко. "Marketing component of video projects on the YouTube platform." Thesis, National aviation university, 2021. https://er.nau.edu.ua/handle/NAU/50083.

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1. Allie Wolff. 5 Reasons Clickbait Is The Worst (And How It Will Negatively Impact Your Business) [Electronic resource] – Access mode: https://www.hatchbuck. com/blog/5-reasons-clickbaitnegatively-impacts-business/ 2. Anderson C. How web video powers global innovation [Electronic resource] – Access mode: https://www.ted.com/talks/chris_anderson_how_web_ video_powers_global 3. Burroughs B. 2017. YouTube Kids: The App Economy and Mobile Parenting [Electronic resource] – Access mode: https://uk.sagepub.com/en-gb/eur/ journals-permissions 4.Josh Lieb. Clickbait I’m on the Fence About [Electronic resource] – Access mode: https://www.newyorker.com/humor/daily-shouts/clickbait-im-on-the-fenceabout. 5.Power D. 3 YouTube Social Features That Help Businesses and Brands [Electronic resource] – Access mode: https://sproutsocial.com/insights/youtubesocial-features-businesses-brands/
Today, humanity has a unique opportunity to have instant access to a large amount of information from around the world. It is difficult to imagine the life of modern society without computer technology and the Internet. The advantage of the Internet is that it provides users with ample opportunities for self-realization. Everyone has the opportunity to start an author’s blog, in which he will be free to spread his own thoughts on a topic of interest to him.
Сьогодні людство має унікальну можливість отримати миттєвий доступ до великої кількості інформації з усього світу. Важко уявити життя сучасного суспільства без комп’ютерних технологій та Інтернету. Перевага Інтернету полягає в тому, що він надає користувачам широкі можливості для самореалізації. Кожен має можливість створити авторський блог, в якому він зможе вільно поширювати власні думки на цікаву для нього тему.
20

Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
21

Estrada, Rayna Allison. "Appropriate exercise videos for adolescents." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2165.

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The purpose of this project was to review literature for appropriate elements that should make up an adolescent exercise video. Methods consisted of gathering research from twenty-three publications in books and professional journal articles. A review of the literature was examined to create chapters of information and a checklist pertaining to what makes up an appropriate adolescent exercise video.
22

Dubois, Keven. "Recherche-création : éclairage-vidéo : le projecteur vidéo comme source d’éclairage au théâtre." Master's thesis, Université Laval, 2014. http://hdl.handle.net/20.500.11794/25569.

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Cette recherche-création s’intéresse à l’utilisation du projecteur vidéo, non comme d’un outil pour le cinéma, mais comme d’un outil d’éclairage pour le théâtre. Une partie de ce mémoire est consacrée à l’établissement des bases de l’éclairage théâtral d’après ses utilités, son langage et ses appareils actuels. L’établissement de ses bases, ou caractéristiques de l’éclairage, s’appuie sur les écrits du Professeur Stanley MacCandless ainsi que sur ceux des concepteurs François-Éric Valentin et Marx Keller. La seconde partie de cette recherche-création fait état des expérimentations menées avec des projecteurs vidéo, selon les caractéristiques de l’éclairage. Les laboratoires démontrent tout le potentiel et les avantages de l’éclairage-vidéo, c’est-à-dire l’utilisation du projecteur vidéo en tant que source de lumière. Un rapport entre les appareils d’éclairage traditionnels et le projecteur vidéo est également observé au fil des recherches.
23

Pitcher, Jeffrey Christian. "Use of a video based instruction program to enhance English literature and writing concepts." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2887.

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In this project an educational DVD about the life and writing styles of John Steinbeck was developed for use in high school freshman classrooms at Yucaipa High School. Additional activities to stimulate students' writing and composition in the style of Steinbeck were created to match educational theory and state standards.
24

Moraes, Wilson Leite de. "Video mapping: inquietações para uma poética." Universidade Federal de Goiás, 2014. http://repositorio.bc.ufg.br/tede/handle/tede/4681.

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Approved for entry into archive by Erika Demachki (erikademachki@gmail.com) on 2015-10-20T17:02:31Z (GMT) No. of bitstreams: 2 Dissertação - Wilson Leite de Moraes - 2014.pdf: 5300586 bytes, checksum: 895c4a520f7a6c7f2954af6c39e69aff (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)
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In this exploratory work, the main objective is to identify the poetic structuring of video mapping, in addition to its technical dimension, as a new form of contemporary expression. The focus is its capability to enchant. In the course of the research we tried to think the mapping from the study of texts on the subject, with special attention to the concepts encountered that define their main characteristics. Empirical studies included tests and the production of a narrative to develop reflections whose results were used for understanding the poetical potential of the video mapping projection. Were parallel, consulted some studies on immersion, agency, and transformation potential bases of structuring and enchantment that allows the perception of the mapping as a form of expression. During the work we present a proposal for a better definition of video projection mapping, from the existing concept and identified characteristics. In the end, from the reflections contained in the corpus of work, we present our perception of how it underlies the poetic structuring of video mapping
Neste trabalho de cunho exploratório, o principal objetivo é identificar a estruturação poética do video mapping, para além de sua dimensão técnica, como uma nova forma de expressão contemporânea. O foco é sua potencialidade para encantar. No percurso da pesquisa procuramos pensar o mapping a partir do estudo dos textos sobre o tema, com especial atenção para os conceitos encontrados que definem suas principais características. Estudos empíricos incluíram os testes e a produção de uma narrativa para desenvolver reflexões cujos resultados foram utilizados para a compreensão das potencialidades poéticas da projeção vídeo mapeada. Paralelamente foram consultados alguns estudos sobre imersão, agência, transformação como bases possíveis da estruturação e encantamento que possibilite a percepção do mapping como uma forma de expressão. No decorrer do trabalho, a partir de alguns conceitos de projeção vídeo mapeada foi elaborada uma proposta para sua definição, partindo das características identificadas. No final, a partir das reflexões contidas no corpus do trabalho, apresentamos nossa percepção de como se embasa a estruturação poética do video mapping.
25

Alain, Néomée. "A qualitative study of a video art project for migrant youth /." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=100736.

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As people continue to immigrate to Canada, it is becoming more important to consider the many social challenges that migrant youth face upon their arrival. The purpose of this MSW thesis was to evaluate the subjective experience of adolescents in a welcoming class who participated in a video art pilot project. Twelve adolescents were interviewed using a semi-structured qualitative format after the end of the project. They reported enjoying the group work process, discovering each other's talents and learning new skills such as how to use a video camera. All of these responses echo the goals of the Positive Youth Development model. It is hoped this study will contribute to the social work literature regarding programs for migrant youth.
26

Geurts, James, and james@jamesgeurts com. "BLUE-PRINT: Human/Hydrokinetic Drawing Projects." RMIT University. Art, 2010. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20100326.114926.

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Blue-Print: Human/Hydrokinetic Drawing Projects, is based on an expanded field of drawing practice, centering on a series of spatial and time-based projects at various bodies of water around the world. Blue-Print drawing projects set out to describe a language that articulates a human/hydrokinetic relationship. This expanded drawing practice emerges through diverse forms of installation, video, land-art, kinetic sculpture, light works, sensor-drawing, photography, living-monochromes, sound, durational events and research. This expanded drawing practice is based on an inquiry into the relationships between land/place and thought/movement. It addresses the processes through which landscape, and its forms, are internalised in conceptual space, and the ways in which conceptual frameworks are projected outwards onto the landscape. The work is informed by, and contributes to, the paradigms of eco-poetics and psychogeography. Both of these paradigms engage with the relationships between the physical world and the human experience of space and time. Combining the two through my practice creates a view of the environment and the human as two interdependent circulatory systems. Bodies of water/weather cycles/conceptual systems/the human as a water-body, these are subjects in my work as much as the sense of circulation comes through methodologically and aesthetically in the actual making and form of my expanded drawings. This approach to art practice uses process in a particular way, that is as a primary means of making an artwork, although it could be said that such an approach is also an anti-method in as much as the 'method' is variable - it is continually invented given the situation/circumstances. What is consistent is a dynamic of proliferation; the work spreads out in different directions and in unpredictable ways. Here process is not for 'outcome' but is the work itself. My overall practice has taken drawing as the base from which to work. My works are combinational and connective. They are based on a type of research that is deliberate, intense and composite, and which activates the spaces of transformation that exist in the movement between landscape and thought, the circulation between environment and human. This investigation uses human engagement with moving bodies of water to generate drawings in a variety of ways, according to the specifics of each hydrokinetic system. This interest in human/hydrokinetic relationships stems from my experiences as a surfer and surfing is one of the means with which I create drawing works within this investigation. I am interested in the unique and dynamic complexity of hydrokinetics in each of the chosen locations and how this complexity of movement influences the drawing/ recording process. I am interested in generating real-time drawing works from the particular intersection of: place; time; human/hydrokinetic activity; ecological forces at work and the specific ways in which these variables all affect the resultant form of abstraction. Further to this I am interested in exploring the capacity of abstraction to access, and refer to, psychological space more readily than naturalistic renderings of the landscape.
27

Karim, Rami. "Test case prioritization in the context of a video game development project." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-265653.

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Regression testing is an important part of software development and is integral for finding regression errors caused by code changes or issues with revision control. However, executing all test cases in the test suite is often infeasible. One solution to this problem is to use a prioritization technique. Test prioritization techniques are often utilized to rearrange the execution order of test cases, such that the number of software faults found are maximized as early as possible. A test prioritization heuristic is presented in this report, which uses data regarding a test case’s previous execution history to calculate which test case is most likely to find a failure for the current version of the software. The proposed prioritization strategy uses two different modules. The first module statically prioritizes test cases by calculating a score for each test case, based on previous failure rate and distance of last execution. The second module, which is referred to as the history correlator, compares the test histories of every possible pair of tests and check for similarities in test execution histories. When a test has been executed in the regression testing phase, all test cases with similar test execution histories are given highest priority. The proposed strategies are tested in an experiment, using a software project from EA DICE as the software under test. The experiment presented in this report compares the performance of the history score calculation compared to the performance of random prioritization. The performance of both modules together is also compared to only using the first module, to decide if the history correlator improves the performance of the history score module. The results shows that the history score prioritization displays some potential to prioritize test cases that results in failure, but needs future improvements to provide results in a consistent basis. The addition of the history correlator does not lead to significant improvements in detecting failures.
Regressionstestning är en viktig del utav mjukvaruutveckling och är väsentlig för att finna regressionsfel. I de flesta fall är det omöjligt att exekvera alla testfall. Därför används ofta testprioriteringstekniker för att arrangera om exekveringsordningen av testfall, på ett sätt så att antalet funna fel maximeras så tidigt som möjligt. I denna rapport redovisas en prioriteringsheuristik som använder data om föregående körningar från testfall för att avgöra vilka test som mest troligt kommer hitta fel i den aktuella versionen av mjukvaran. Prioriteringsstrategin består av två moduler. Den första modulen prioriterar tester genom att ge varje test prioriteringspoäng baserat på föregående misslyckade körningar och tiden sen senaste exekvering av testfallet. Den andra modulen jämför föregående exekveringar mellan varje möjliga par av testfall och letar efter likheter. När ett testfall har exekverats under regressionstestning, ge högsta prioritet till alla testfall som har liknande exekveringshistorik. Den presenterade strategin testas i ett experiment, där prioriteringsstrategin testas mot ett mjukvaruprojekt från EA DICE. Första delen av experimentet jämför poängkalkyleringsstrategin med slumpmässig prioritering. Andra delen av experimentet jämför prestandan mellan användning av båda modulerna jämfört med endast poängkalkylering, för att undersöka om den andra modulen förbättrar prestandan för poängkalkyleringen. Resultatet visar att poängkalkyleringen visar potential i att prioritera testfall som resulterar i att fler fel är funna. Dock krävs det flera förbättringar för första modulen för att kunna få ut bra resultat som är konsekventa. Det finns inte tillräckligt med bevis som indikerar att den andra modulen bidrar till ett bättre resultat.
28

Craw, Michael Jay. "A comparison of taped versus live biofeedback assisted relaxation training employing audio or audio and video instruction presentation." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/471.

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29

Chen, Howard. "AZIP, audio compression system: Research on audio compression, comparison of psychoacoustic principles and genetic algorithms." CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2617.

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The purpose of this project is to investigate the differences between psychoacoustic principles and genetic algorithms (GA0). These will be discussed separately. The review will also compare the compression ratio and the quality of the decompressed files decoded by these two methods.
30

Borges, Niura. "Imagem, corpo e lugar na constituição de uma poética em vídeo." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/14727.

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Esta pesquisa toma como objeto de estudo os conceitos de imagem, corpo e lugar a partir da análise de três experiências artísticas por mim desenvolvidas e de relações estabelecidas com obras referenciais. Essas experiências, ponto de partida para o estudo conceitual, envolvem uma autoria individual e duas participações em trabalhos coletivos. Os conceitos em análise – a imagem, o corpo e o lugar – reverberam de distintas maneiras nas produções Entremeios, Porões a-paralelos e Interfaces Digitais POA-VAL, Laboratório_1, por incorporarem de diferentes maneiras seus elementos constituintes: o lugar como espaço da experiência artística assim como espaço de apresentação da obra; a imagem projetada sobre esse lugar, e as ações do corpo nesse espaço de experiência artística e apresentação da obra. A investigação toma como referências artísticas para o estudo algumas obras inaugurais e outras mais contemporâneas que colocam em trabalho os conceitoschave da pesquisa, sempre balizados pela experiência artística pessoal. Nesse sentido, são estabelecidas aproximações e distanciamentos com as obras de Bruce Nauman, Dan Graham, Jeffrey Shaw, grupo SCIArts, entre outros e no campo teórico, são referências importantes para o estudo autores como Edmond Couchot, Philippe Dubois e Michel de Certeau.
The object of study of this research project considers the concepts of image, body and place based on the analysis of three artistic experiences developed for this project in visual poetics and on the relationships established with artistic references. Serving as a basis for conceptual study, one of these experiences involves individual authorship, while the other two involve my participation in collective/group works. The concepts in analysis – image, body and place – reverberate in the productions Entremeios, Porões a-paralelos and Interfaces Digitais POA-VAL, Laboratório_1 in different ways due to the diverse manners in which they incorporate their constitutive elements: the place as a space of artistic experience as well as the artwork’s presentation space; the image projected on this place, and the body’s actions in this space of artistic experience and presentation. The artistic references discussed in this study deal with a few milestones in art as well as more contemporary works that put into practice this research project’s key concepts, always considered within the bounds of my artistic experiences. In relation to works by Bruce Nauman, Dan Graham, Jeffrey Shaw and the SCIArts Group, among others, points of approximation and distance have been established. Fundamental theoretical references for this study are the authors: Edmond Couchot, Philippe Dubois and Michel de Certeau.
31

Aboussioud, Rachid. "Dynamique de la persistance identitaire : complémentarité graphique et numérique dans l'autoportrait du XXIe siècle." Thesis, Paris 1, 2014. http://www.theses.fr/2014PA010561.

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La Dynamique de la Persistance Identitaire se veut, à travers l'autoportrait plastique, une analyse des notions du moi et du surmoi. L'autoportrait soulève pour la majorité des artistes, des plus anciens aux plus novateurs, la question de l'identité à travers l'apparence, le caractère, mais aussi des origines sociales et culturelles et son exacerbation amène à un narcissisme qui fut le moteur de l'activité de nombreux maîtres parmi les plus illustres. Se remémorer certaines périodes de la vie, des souvenirs heureux ou malheureux de situations vécues, conduit à l'introspection, où le temps est une notion majeure artistique et nécessaire à la structuration psychologique d'un individu. De nombreux artistes se sont penchés sur leur image en employant de nombreuses techniques plastiques traditionnelles et, depuis peu, expérimentales (expériences tridimensionnelles). Ces représentations, à l'aide des nouveaux outils informatiques accessibles à tous, sont désormais modifiables à volonté, apportant un choix illimité d'altérations réversibles en mode uniquement virtuel. Dans un travail initial (Evolution Identitaire) ce dessein interroge l'autoportrait de l'auteur à l'aide de dessins unicolores éclairés de rehauts de blancs ou chaque visage apparaît trait par trait pour constituer l'individu. La Dynamique de la Persistance Identitaire remet en question ces trente et un visages représentés le plus objectivement possible pour dévier de l'image réelle à l'image rêvée, par la technique du Makeover, très utilisé sur internet et donnant ainsi une possibilité de reconquête de l'identité, à la recherche d'une esthétique optimisée, adaptée au choix de l'artiste: deux cent dix-sept dessins, toutes réalisations confondues, sont ainsi conçus. Cet ensemble est diffusé à travers une exposition et une vidéo et il est adaptable à plusieurs espaces sous trois formes complémentaires :une double frise chronologique en parallèle d'autoportraits format A4 sur un papier légèrement teinté où sont confrontées représentations objectives et subjectives des formes suivant les critères des lois de la Gestalt. une vidéo projection ou les visages se dévoilent progressivement, donnant ainsi naissance à une technique dite "dessin évolutif', proche de l'animation, et donnant vie à l'individu avec le morphing en étape ultime qui dévoile avec fluidité un nouveau visage rectifié selon les désirs de l'auteur, une longue frise chronologique format A2 blanc où l'image vécue est couplée et confronté à l'image idéalisée, sur une même représentation, par deux couleurs différentes pour signifier les corrections accomplies. Cette recherche devrait être complétée, dans l'avenir, toujours avec pour moteur la recherche de réalisations d'autoportraits tridimensionnels, à l'aide de technologies pointues, telles anamorphoses et imprimante 3D
Dynamics of identity Persistence wants, through the plastic self-portrait, an analysis of the concepts of ego and superego. Self Portrait raises for the majority of artists, from the oldest to the most innovative, the question of identity through the appearance, character, but also social and cultural origins and exacerbation leads to a narcissism that was the engine the activity of man y of Art masters. Remember certain periods of life, happy or unhappy memories of life situations, leads to introspection, where time is a necessary artistic and psychological structuring an individual major concept. Many artists have focused on their image using many traditional engineering plastics and, more recently, experimental (three-dimensional experiments). These representations using new tools accessible to all are now modified at will, bringing unlimited choice reversible alterations only virtual mode. In initial work (Identity Evolution) this design questions the portrait of the author with one colored drawings illuminated highlights of each face appears white or line by line to form the individual. Dynamics of identity Persistence puts into these thirty questions and faces presented as objectively as possible to deviate from the actual image to the perfect picture, the technique Makeover, widely used on the Internet and giving an opportunity to reconquer identity, the search for an aesthetic optimized, adapted to the choice of the artist: two hundred and seventeen drawings, ail outputs combined, are well designed. This package is distributed through an exhibition and a video that is adaptable to many spaces in three complementary ways:-A double timeline of self-portraits in parallel on A4 paper with a lightly tinted face objective and subjective representations of forms depending on the requirements of Gestalt's laws. -A video projection where faces are gradually revealed, giving rise to " evolutionary drawing " , close to the animation technique, and giving life to the individual with the morphing ultimate step reveals a new face smoothly corrected according to the wishes of the author. -A long white frieze chronological format A2 where the image is coupled lived and confronted with the idealized image, on the same representation by two different colors to signify the completed corrections. This research should be completed in the future, always with engine research achievements of three-dimensional self-portraits, with pointed and such anamorphic 30 printer technologies
32

Turpin, Hester Thompson. "Inservice videos in guided reading, writers' workshop and working with words." CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1407.

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This project was developed to meet the needs of teachers who have been trained in the components of balanced literacy: reading aloud, shared reading, guided writing, writers' workshop and working with words.
33

Schrader, Julie Ann. "The Morgan collection of Southwest pottery website : research and photography : a project /." Click here to view virtual exhibition, 2005. http://www.holmes.anthropology.museum/southwestpottery/index.html.

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34

Hudgins, Donald A. "Rhythm and Views: A Compilation of Eight Projects Including Scoring, Video Production and Motion Graphic Design." Ohio : Ohio University, 2008. http://www.ohiolink.edu/etd/view.cgi?ohiou1206070566.

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35

El, Mansouri Mériem. "Le jeu vidéo didactique ou serious game : processus de conception, ingénierie didactique et game design." Thesis, Université Côte d'Azur (ComUE), 2019. http://www.theses.fr/2019AZUR2028.

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Cette recherche s’inscrit dans une réflexion interdisciplinaire sur le game design de jeux vidéo didactiques souvent appelés serious games ou jeux sérieux. Nous sommes partis du constat que les jeux vidéo pour apprendre actuellement sur le marché présentaient de nombreuses faiblesses aussi bien ludiques que didactiques. L’analyse de ces jeux et de leurs conceptions a mis en lumière que même si la volonté des concepteurs était d’associer ludique (jeu) et didactique (sérieux) dans un même objet, la dichotomie entre les clichés véhiculés par le jeu et le travail (sérieux) persistait dans les esprits jusqu’à conditionner leur conception. Nous proposons donc une nouvelle approche du game design de ces jeux vidéo, avec une modélisation théorique qui couvre l’ensemble du processus de conception et dont la mise en pratique a pris la forme d’une gestion de projet mixte basée sur la recherche et les pratiques professionnelles dans le domaine du jeu vidéo et des sciences de l’information et de la communication d’une part, et sur la recherche et les pratiques professionnelles dans le domaine de l’enseignement et des sciences de l’éducation d’autre part. Nous développons une ingénierie de conception « inclusive » qui exige des compétences d’enseignant-didacticien et de game designer et dans laquelle l’expérience proposée par le jeu vidéo est issue de la fusion du ludique et du didactique dans un scénario unique de jeu. Enfin nous mettons à l’épreuve notre proposition d’ingénierie basée sur la fusion des expériences ludique et didactique, en réalisant et testant un prototype de jeu vidéo didactique sur le thème de l’alimentation intitulé A table , afin de vérifier si elle est capable de remédier aux faiblesses des jeux sérieux actuellement disponibles
This research is part of an interdisciplinary reflection on the game design of didactic video games often called serious games. Everything started with an observation : video games dedicated to the learning activity which are currently on the market suffer from many weaknesses regarding both their funny and didactic characteristics. The analysis of these games and their conception highlighted that even if the will of the designers was to combine those two aspects in the same object, the dichotomy between the “clichés” conveyed by the game and the work (serious) persisted in the minds subsequently conditioning their design. We therefore suggested a new approach to the game design of these video games, with theoretical modeling that covers the entire design process and whose implementation took the form of a mixed project management based on research and professional practices in the field of video games and information and communication sciences on the one hand, and in the field of education and the sciences of education on the other hand. We developed an "inclusive" design engineering that requires the skills of teacher-didactics specialist and game designer, in which the experience offered by the video game comes from the merging of funny and didactic aspects in a unique game scenario. Finally, we are testing such engineering proposal by making and testing a prototype video game focused on the nutrition field called "A table!", in order to figure out if it is able to remedy the weaknesses of serious games currently available
36

Adkins, Gary. """"Point of Death," HIV/AIDS and IV drug use: Youth awareness video project"." School of Native Human Services, 2000. http://142.51.24.159/dspace/handle/10219/445.

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Alcohol and other abuses have had a negative effect on Aboriginal Canadians as a whole. Across Canada, information, personnel, and the availability of services are at fairly close range for most of those wishing to utilize them. However, communities of the N.W.T are widely spread and sometimes do not have the tools necessary to cope with all issues facing them. Isolation, struggle for cultural identity, boredom, and a need to be heard, are some of the issues facing our Northern youth today.
37

Swift, Arren M. "Project-Based Learning: Implementation and Reflections of an Advanced Placement American Government Class." Scholar Commons, 2019. https://scholarcommons.usf.edu/etd/7963.

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The aim of this qualitative case study was to investigate the process of the enactment of a project-based learning method in an Advanced Placement American Government and Politics course and the effects of contextual factors, the beliefs of the teacher, and environmental factors had on the planning and implementation of PBL-aligned tasks. This study also investigates the experiences and perceptions of students in an Advanced Placement American Government and Politics course that enacted project-based learning. The study was conducted to add to the literature on project-based learning. Research on the steps a teacher takes to enact project-based learning can enhance understanding of the method and provide an increased understanding of implementation. This was a qualitative case study. The research was gathered using narrative inquiry, examination of documents, and observations to investigate teacher enactment of a project-based learning task. Semi-structured video-elicitation interviews, document analysis, and observations were conducted to investigate the experiences and perceptions of students who used project-based learning tasks in an Advanced Placement American Government and Politics class. The research of a teacher enacting project-based learning resulted in the identification of teacher’s beliefs as the foundational element for constructing pedagogy. Through the enactment of project-based learning, three themes emerged: the need for communication, alignment of tasks to key concepts, and flexibility. The perceptions of students in an Advanced Placement American Government and Politics course confirmed the importance of student choice, the value of collaborative and social learning experiences, and the desire to discuss controversial issues.
38

Pierson, Mickaël. "De la salle obscure à l'exposition et au-delà : appropriation et réinterprétation du cinéma par les artistes plasticiens 1986-2016." Thesis, Paris 1, 2017. http://www.theses.fr/2017PA01H313.

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Dans les années 1980-1990, le cinéma devient une stratégie majeure dans les pratiques artistiques autant pour des raisons de changements technologiques que des effets de génération. Des questions, dès lors, se posent, notamment celle de savoir ce que le cinéma fait à l'espace d'exposition. Le cinéma et l'exposition sont des espaces différents, régis par des règles de fonctionnement distinctes. À l'appui d'un corpus international couvrant la période 1986-2016 et en revenant sur l'historiographie de ces pratiques, la thèse se propose d'étudier les effets de ce déplacement du cinéma dans les pratiques artistiques. Des modifications portées à l'espace d'exposition par l'importation du dispositif cinématographique (écran, projecteur, salle de cinéma, séance) aux changements opérés dans le passage d'un spectateur de cinéma à celui du visiteur d'exposition, on remarque qu'il ne s'agit pas de reproduire le cinéma à l'exposition, mais au contraire de s'en servir pour reconsidérer le rapport à l'œuvre. S'observe enfin, chez ces mêmes artistes, après un déplacement du cinéma vers l'exposition, un mouvement vers l'espace public : le développement d'un travail hors de l'institution culturelle, vers un public différent, posant la question de la portée sociale de l'œuvre. L'enjeu est aussi de replacer ces travaux dans une histoire interdisciplinaire de l'art au croisement des pratiques performatives, des travaux des premiers vidéastes, mais aussi du cinéma expérimental
Due to technological changes and the rising generation of the 80s and 90s, cinema became a main strategy in visual arts, while impacting and transforming the exhibition space. Then some questions may be asked. Particularly, what cinema does to the exhibition space? Cinema and exhibition are two different spaces with distinct ways of functioning. This thesis, focusing on an international corpus from 1986 to 2016, goes back over the historiography of this subject and analyses the effects of the gradual bursting of cinema in the visual arts, such as modifications in the exhibition space (and the moving of the cinematic device - screen, projector, movie theatre, screening, etc.), changes of the viewer's outlook (from spectator to visitor), etc. These artists do not try to reproduce cinema in the exhibition, but on the contrary, intend to question its relationship to the artwork. In the end, the shift from cinema to exhibition reveals a desire to reach the public space, and, outside the cultural institutions, to enthrall a different audience. Such practices lead to consider the social impact of the artwork. This thesis also aspires to replace the works of these artists into an interdisciplinary history of art, at the junction of performing arts, the works of the first video artists and experimental cinema
39

Richmond, Susan Kay. "Evidence-Based Practice Project Proposal: Reducing CHFRR Through the Get Well Networks CHF Prevention Education Materials." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/2874.

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In the United States, congestive heart failure (CHF) impacts 6.5 million adults and costs about $39 billion year with a projected incidence increasing by 25% by 2030. CHF can be addressed by advancing patient self-care knowledge through interactive patient education. For this project, the Health Beliefs Model guided a strategy to stimulate behavior modification based on perceived benefits of self-care. The purpose of this quality improvement project was to implement an interactive patient education video system, called the Get Well Network, to encourage patient self-care to reduce CHF readmission rates at a veteran's administration hospital. Four evidence-based CHF video order sets were developed with interactive multidisciplinary patient-provider teach back strategies and questions. The topics included: medication adherence, dietary restrictions, smoking cessation, and exercise. During the period of project implementation, all veterans admitted with a diagnosis of CHF were given the opportunity to view the educational videos; the completed viewing rate increased from 3% to 30% during the initial 6 weeks. An attempt was made to retrieve quarterly data on congestive heart failure patient readmission rates from the Veteran's Administration's computerized system. However, recent changes in the ICD coding system have slowed the data gathering process and it continues to be ongoing. This project has the potential for positive social change by increasing veteran knowledge of self-care, thereby reducing the likelihood of CHF readmission.
40

Joy, Ronald Dean. "Kelli and the misfits." CSUSB ScholarWorks, 1988. https://scholarworks.lib.csusb.edu/etd-project/344.

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41

Kollnitz, Gunnar. "Implementation of Network Components for Game Projects." Thesis, Luleå tekniska universitet, Datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-70167.

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Online multiplayer is the focus of gameplay for a majority of games released in this day and age, and at the core of multiplayer lies the network code. This means that bad networking code can be ruinous for an entire game. A Sweet Studio is a small game studio that both works as a consultant in the industry as well as develop their own games. But with limited time and money to spend on their own projects, it can be difficult to develop new games. The purpose of this paper is to cover how a multiplayer base can be developed in Unity, iterated on, and how to build it for reusability in a way best, that implementing it in new projects is as simple as possible. The end result is a library with broad functionality and a simple layout.
I majoriteten av datorspel som släpps nuförtiden, är flerspelar gameplay ett av de största fokusen, och i kärnan av den funktionen finns nätverkskoden. Detta betyder att dålig nätverkskod kan förstöra upplevelsen helt och hållet. A Sweet Studio är en mindre spelstudio som både gör konsultarbete inom industrin, och utvecklar sina egna spel. Men med begränsad tid och begränsade pengar att spendera på sina egna projekt, kan det bli tufft att skapa nya spel. Mening med den här rapporten är att gå över hur en flerspelarbas kan utvecklas i Unity, itereras över och hur den bäst byggs för återanvändning, så att det lätt går att implementeras i nya projekt. Slutresultatet är ett bibliotek med bred funktionalitet och en simpel layout.
42

Keen, Virginia. "Transforming Instruction and Assessment Using Student-created Video." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-82622.

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43

Axelsson, Arvid. "Light Field Coding Using Panoramic Projection." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-6039.

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A new generation of 3d displays provides depth perception without the need for glasses and allows the viewer to see content from many different directions. Providing video for these displays requires capturing the scene by several cameras at different viewpoints, the data from which together forms light field video. To encode such video with existing video coding requires a large amount of data and it increases quickly with a higher number of views, which this application needs. One such coding is the multiview extension of High Efficiency Video Coding (mv-hevc), which encodes a number of similar video streams as different layers. A new coding scheme for light field video, called Panoramic Light Field (plf), is implemented and evaluated in this thesis. The main idea behind the coding is to project all points in a scene that are visible from any of the viewpoints to a single, global view, similar to how texture mapping maps a texture onto a 3d model in computer graphics. Whereas objects ordinarily shift position in the frame as the camera position changes, this is not the case when using this projection. A visible point in space is projected to the same image pixel regardless of viewpoint, resulting in large similarities between images from different viewpoints. The similarity between the layers in light field video helps to achieve more efficient compression when the projection is combined with existing multiview coding. In order to evaluate the scheme, 3d content was created and software was developed to encode it using plf. Video using this coding is compared to existing technology: a straightforward encoding of the views using mvhevc. The results show that the plf coding performs better on the sample content at lower quality levels, while it is worse at higher bitrate due to quality loss from the projection procedure. It is concluded that plf is a promising technology and suggestions are given for future research that may improve its performance further.
Nya tekniker är under utveckling för 3D-bildskärmar kan visa light field: bilder och video som spelas in med arrayer av kameror. Sådan video kräver stora datamängder. En ny kodning av light field, syftande till att uppnå ett bättre förhållande mellan bildkvalitet och bitrate, utvärderas i det här examensarbetet.
44

Genereux, William E. "Exploring the impact of media literacy instruction and video projects in a college technology course." Diss., Kansas State University, 2015. http://hdl.handle.net/2097/20481.

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Doctor of Philosophy
Curriculum and Instruction
Jacqueline D. Spears
This study explored the impact of requiring a video term-paper project and media literacy instruction to address the desired educational goals of increasing student ownership of learning, learning course-related concepts, providing evidence of communication skills, and increasing knowledge of key media literacy concepts. Study participants came from convenience samples drawn from a technology course taught by the researcher and from a writing course taught by a colleague. The sixty participants were male (41) and female (19) college students in different years of their courses of study. Participants comprised traditional-age (18-24) and non-traditional-age (25+) students possessing varying levels of familiarity with the skills examined. A quasi-experimental, two-group control/intervention design was used, augmented by additional data collected from the intervention group. The quasi-experiment consisted of pre-and post-test measurements of media literacy, with both groups receiving media literacy instruction an intervention in the form of a video term-paper research project completed by the intervention group. Additional data were gathered from student surveys and interviews conducted with the intervention group. The quasi-experiment did not provide evidence that either the media literacy instruction or the video term-paper project increased knowledge of media-literacy concepts. However, the data collected indicated that the video project was a relevant challenge that engaged students in active participation in their learning. Despite the inherent difficulties in the use of writing and communications skills in technology classes, science and technology educators should investigate the benefits of using media projects in their courses.
45

Achir, Nadjib. "Distribution de la vidéo multi-objets dans les réseaux hétérogènes." Paris 6, 2003. http://www.theses.fr/2003PA066499.

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46

Valentová, Aneta. "Vhled." Master's thesis, Vysoké učení technické v Brně. Fakulta výtvarných umění, 2012. http://www.nusl.cz/ntk/nusl-232331.

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This diploma thesis Insight brings philosophical reflection on photographic media in the form of installation with video-projection in space. Issues over problems of photographic media (locked doubles, stopped time, framed imprint of reality, real raw depiction) are opening by using story about creation of picture of a rabbit on the moon in the style of open metaphors in a white room. Through this myth photographic medium gets the concrete form - in the form of symbolic environment with objets and signs. The whole work is free personification of photograph in whose inside the audience may find themselves.
47

Lastrapes, Martin Larry. "Black and white and read all over: An analysis of narratives in the O.J. Simpson murder trial." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3093.

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The thesis examines the O.J. Simpson murder trial and analyzes the racial narratives that affected its outcome and the way it is perceived by the American public. By examining four books about the trial written by lawyers who served on the case, the analysis focuses on how race functions within each of the reconstructed narratives, as well as within the framework of the U.S. criminal justice system. The author argues that racial narratives affect how and why people can see the same event differently, a prime example of which is the O.J. Simpson murder trial. Representations of Mark Fuhrman, his role in the O.J. Simpson trial, and how these are affected by racial narratives are also discussed. The author concludes that the O.J. Simpson murder trial presented an opportunity in which issues concerning race, race relations, and ideologies about race could be openly discussed.
48

Totapally, Hara. "Virtual design office: A collaborative unified modeling language tool." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1994.

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Real-time conferencing and collaborative computing is a great way to make developers more effective. This project is a collaborative framework development comprising configurable client and server components.
49

Bandarupalli, Sowmya. "Vehicle detection and tracking using wireless sensors and video cameras." ScholarWorks@UNO, 2009. http://scholarworks.uno.edu/td/989.

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This thesis presents the development of a surveillance testbed using wireless sensors and video cameras for vehicle detection and tracking. The experimental study includes testbed design and discusses some of the implementation issues in using wireless sensors and video cameras for a practical application. A group of sensor devices equipped with light sensors are used to detect and localize the position of moving vehicle. Background subtraction method is used to detect the moving vehicle from the video sequences. Vehicle centroid is calculated in each frame. A non-linear minimization method is used to estimate the perspective transformation which project 3D points to 2D image points. Vehicle location estimates from three cameras are fused to form a single trajectory representing the vehicle motion. Experimental results using both sensors and cameras are presented. Average error between vehicle location estimates from the cameras and the wireless sensors is around 0.5ft.
50

Srsen, Kenney Kristen Laura. "CRITICAL VIDEO PROJECTS: UNDERSTANDING NINE STUDENTS’ EXPERIENCES WITH CRITICAL LITERACY AS THEY RE-IMAGINE CANONICAL TEXTS THROUGH FILMS." Kent State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=kent1572546051237628.

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