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4473 Uppsatser om Digital video production - Sida 5 av 299

Funktioner inom Video on Demand-tjänster : En användarstudie inom online streaming

Sedan 2013 har allt fler börjat använda sig av streamingtjänster för film och TV på internet (Findahl,2014). I takt med att användningen ökar är det viktigt att tjänsterna är välutvecklade och lättillgängliga för användaren. I denna uppsats undersöker vi funktioner på de tre största Video on Demand-tjänsterna (VoD) i Sverige ur ett användarperspektiv. Med hjälp av befintliga teorier och litteratur diskuterar vi användarbarhet och genomför en områdesanalys av de utvalda VoD-tjänsterna. Utifrån analysen har vi gått vidare med tio funktioner för att avgränsa studien.

Karakterisering av bioslam för modellering av biogasproduktion

The report aims to investigate how well a certain type of affordable embedded single board computer can hold up against today's more expensive computers in a computer system by doing various tests on a system with the specified requirements. The system has a Raspberry Pi as the single board computer which task is to control a camera based on coordinates obtained from a server as well as capture and stream a video signal on a network.The researches were conducted to check how much network traffic a single-chip computer sent in different video formats and how much CPU utilization was required. Studies were also made to ensure the accuracy of the camera control. The researches have been experimental, where several tests have been performed and analyzed.The results show that a sufficiently good accuracy can be obtained from the camera steering unit, in which two different servos have been investigated. When the video format MJPEG and H.264 are used, the single-chip computer is able to transmit a video signal up to 1280x720 at 15 fps.

Vad är en digital shaker?

Projektet i denna rapport har fokuserat på hur man kan förbättra den visuella och taktila upplevelsen av digitala slagverk. Målet var att utveckla en digital version av moderna percussionisters shakers, som tilltalar användarna inte bara med sina funktioner och digitala möjligheter utan även som ett musikinstrument.Processen och utveckling av instrumentimagen för digital percussion kan appliceras på alla digitala instrument, men resultatet av detta projekt illustreras genom ett koncept på en digital shaker..

Skärmfångad video som didaktiskt verktyg

Syftet är att få insikt i om skärmfångad video kan vara ett komplement till undervisningen? Vad kan det erbjuda eleverna i form av anpassning av undervisningen till varje elevs förutsättningar och behov? Hur kan det utformas för att komplettera undervisningen? Detta arbete beskriver vad forskning och undersökning på området kommit fram till och vad regelverken i skolan säger. Jag har med hjälp av sex utvalda elever genomfört kvalitativa intervjuer för att bringa svar på mina frågor. Sammanfattningsvis kom jag fram till att skärmfångad video är ett utmärkt komplement i datoriserade hantverksmässiga kurser som webbdesign, men det krävs att lärarrollen utvecklas. Eleven erbjuds en individuell studietakt och anpassning till dennes förutsättningar och behov. Skärmfångad video skall utformas efter elevernas krav på god bild och ljudkvalité.

Digitala kommunikationer mellan VIDA och deras leverantörer

The Swedish forest industry has put a lot of resources in the development of digital communications in hopes of improving collaboration with suppliers. The purpose of this study was to investigate whether VIDA would benefit from using digital communication with suppliers. The survey was conducted as a questionnaire study among the company?s staff and its suppliers. The result indicated needs and interests to use digital communications in both groups. Young suppliers and suppliers on a distance showed the most interest in using digital communication. In terms of using these digital communications, the staffs and suppliers were most interested in information regarding transaction and forestmanagement plans.

Från digitalt utanförskap till digital gemenskap : En hypotetisk väg till digital gemenskap

We are in an emerging digital society where we are increasingly dependent on the mastery of IT and digital technologies to better carry out our everyday tasks. They cover everything from keeping in touch with family and friends to pay bills and declare. At the same time there are those who have not learned how to use the new technology and live their lives outside of the digital society. What happens to these people, in a society that is becoming increasingly digitized? Do they take harm by being in digital exclusion? It looks like this are issues that will not become less important as digital technology constantly changes.

Utveckling av produktionslina

The company is currently in a stage of improvement and has therefore taken the help of students at School of Engineering, Jonkoping University. The current production is batch, production layout is fixed. A bottleneck is created after the first station which leads to large efficiency loss.  The meaning of this report was to provide a layout suggestion with balanced workstations to a new production line. The conditions were that the production line would be one-way, driven by customers order and meet a demand of 40 products per week.

Spelindustrins Paradox : En eventstudie om lansering av tv-spels påverkan på aktiekursen

Purpose: To examine how video-game releases affect the share price, and if video-game reviews have any impact on the share price of gaming corporations. Method: A quantitative deductive research approach is applied with event study methodology used as basis. The investigated companies were the five largest gaming companies listed on the U.S. NASDAQ exchange. A total of 29 video-game launches and 85 reviews where examined.  Theory: The study is based on The Efficient Market Hypothesis, Agent Theory, Public Relations Theory, Nextopia and previous research.Results: The result contains 114 observations in five companies.

"Ni måste se det här klippet" : En studie av gymnasieungdomars Youtube-vanor

The purpose of this study is to show and explain how and why Swedish young people use Youtube.We conducted a written survey, asking approximately 120 students between the ages 16 and 18. The survey was carried out in the classrooms in order to receive answers from as many students as possible. We then interviewed six of them to gain further knowledge of why they use Youtube the way they do.The survey showed that Youtube is used by all of the students and very frequently by most of them. Comedy and music videos are by far the most popular genres that are viewed. In most cases watching video clips on Youtube is a social activity, often combined with both talking about clips and sending and receiving video links to and from friends.

En fjärran framtid : införande av digital teknik i gruvor

Traditionally, mining has been performed mechanically with implementation ofyesterdays (and older) data. Several mining companies have started to useautonomous technology and robotics in the production areas although the harshmining environments make it unsuitable for today's electronic equipment. Despite allthe obstacles along the way of digitization, there seems to be no end in sight as thisdevelopment continues. This thesis focuses on what the mining industry is aiming forand why the mining companies are interested in these technologies. The actors of themining industry can be found to have a vision for the future mine, a production with ahigher degree of digitization and resemblances to a factory.

Våldsamma, sexistiska och rasistiska tv-spel på folkbiblioteket ? en undersökning om bibliotekariers syn på och hantering av kontroversiella tv-spel

The aim of this thesis is to study the views of public librarians on the subject of controversial video games and how they work with them at the library. The purpose of the study is to answer these questions: What content is controversial in video games according to the librarians? How do the librarians handle the controversial games at the library? Does it exist a conflict between the users and the librarians about the controversial video games? Is it possible to see any underlying reasons or tendencies in the librarians answers? Five qualitative interviews were performed to answer these questions and the collected data was analyzed using the terms, value rationality and instrumental rationality which were collected from a theory by Geir Vestheim. The results showed that the librarians see violence, sexism and racism as controversial content in video games. They handle the games at the library by limiting the access for children with age limits and by not buying the most controversial games in some cases.

Mitt Komponerande, Kreativitet Och Teknik : Självstudie av den egna kompositionsprocessen

This essay describes a single case self-study of a music composer in order to track the compositional process in real time. In the study the subject and the researcher are the same person. The study builds on previous empirical studies that have used methodological approaches such as analysis of computer-based digital data collection, verbal protocol and video observations. It deals with issues of the compositional process related to for example time consumption, number of artistic decisions, the different roles and skills of a music composer, and methods of research in the musical composition process. During three shifts the researcher worked as a music composer dealing with the issue of converting an audio sketch of a composition into a representative finished audio product.

Impressions of reality

Impression of reality deals with the subject of wearing a mask. It is an exploration of the idea that we are all playing different roles, on a stage in front of an audience. The aim was to work conceptually with text, photo and video as a way of exploring a subject. The goal was to create and edit the material so it would be interesting for the visitor at the graduation exhibition. The content was created through experiments based on questions such as the following examples; What is a mask? How can content control form? What is originality? The process resulted in a publication and a video installation with the ambition of highlighting the idea of the world as a theatrical construction.

Välj, kontrollera och dela: : en sekundär skärmupplevelse

Detta examensarbete har varit att ta fram ett koncept för ett second-screenlager till företaget Headwebs filmuthyrningstjänst. Denna rapport visar på hur tre second-screenfunktioner kan appliceras i en video on demand-tjänst. De tre funktionerna som applicerades var att som användare via sin second-screen välja på vilken enhet man vill se sin film, kontrollera filmens playbackkontroller och välja ut små filmklipp från filmen och dela dessa på sociala medier.Resultatet blev ett lo-fi-prototyp som visar hur de tre funktionerna kan appliceras på Headwebs iPadtjänst och listar för- och nackdelar med de olika konceptet..

Malmös digitala klyfta

Differences between groups or individuals in a society with regards to access to information and communication technologies (ICTs) are known as the digital divide. The digital divide pertains to differences in physical access to computers and the Internet as well as knowledgein using technology. Important factors affecting the digital divide are disabilities, age, gender, socioeconomical background, ethnicity and geography. The digital divide appears on several levels: internationally, nationally, regionally and locally. Individuals who, for some reason, have limited or no access to information and communication technologies risk, among other things, to experience social exclusion.

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