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559 Uppsatser om Video advertisement - Sida 2 av 38
Digital videoväxel
This thesis discusses the possibilities to distribute digital video in a military vehicle. Today, an analogue system is used, which has a maximum capacity of eighteen video sources and the same number of monitors. The purpose of this thesis is to increase the systems capabilities regarding secure distribution and additional functions. Both software and hardware tests are made to investigate the features of the digital video standard MPEG-2. Both the coding delay and the image quality are of great interest.
Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering
This work aims to improve our knowledge about Swedish video game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video game writer.
Digital videoregistrering
This Bachelor thesis examines the possibility of replacing an outdated, analog video recording system to a digital counterpart. It is key that the video and audio signals remain synchronized, generator locked and time stamped. It is up to nine different video sources and a number of audio sources to be recorded and treated in such a manner which enables synchronized playback. The different video sources do not always follow a universal standard, and differ from format as well as resolution. This thesis aims to compare a number of state of the art commercial of the shelf solutions with proprietary hardware.
KOMMUNIKATION I FÖRÄNDRING : en uppsats om den nya reklamen, reklamundvikandet och de trender som påverkar reklambranschen
Purpose/Aim: The aim of this paper is to find out how the new media landscape and new communication channels is altering how companies and organizations can reach out with their messages. The aim is also to shine light on the different trends within advertising today and also to discuss the Tivo-effect ie. that consumers are doing whatever possible to avoid advertisements.Material/ Method: I have used a qualitative research method where I have interviewed a number of people working in advertising in Sweden. The paper also includes material from books, article and various websites.Main results: In order for advertising agencies to create successful advertisement and to generate positive associations around a certain brand, it?s crucial that the advertisement is relevant for the target group.
Bildkvalitet på video för mobiltelefoner : hur påverkar färgdjup och bildfrekvens människors uppfattning av bildkvalitet
Sekretessbelagd.
??Integrerad video och digital grafik med fokus på postproduktion
I detta examensarbete beskrivs kombinationen av video och digital grafik vid filmproduktion. Jag kommer att förklara filmproduktionens olika stadier med fokus på postproduktionen. Jag behandlar frågor som förklarar vad postproduktion är, hur det går till samt olika tekniker inom den digitala postproduktionen för att kombinera video och digital teknik. Målet med arbetet är att undersöka och beskriva det digitala arbetssättet inom modern filmproduktion genom att förklara metoder och tekniska lösningar generellt samt i ljuset av ett mindre videoprojekt.Nyckelord: examensarbete, postproduktion, redigering, digital postproduktion, keying, keyframing, tracking, mask, matte, färgkorrigering, video..
"TV-spel är inga konstigheter!": En enkätundersökning om tv-spel på folkbiblioteken
The aim of this bachelor thesis is to investigate the lending of video games at the public libraries in Sweden. The thesis focused around a web survey, which was sent out to all public library directors, as its research material. The results were compared with those found in a master thesis by Olle Berg and Thomas Nyström from 2008. This was done to gain a better understanding of why the libraries provided video games. The other results of the survey were analyzed with a quantitative method.The results indicate that half of the responding libraries provide video games for borrowing.
?Interaktiv video ? ett bättre inlärningssätt!?
Uppsatsen handlar om interaktiv video och om det är ett bättre inlärningssätt än traditionell utbildning. Max Hamburgerrestauranger användes i arbetet som ett praktiskt exempel och dom anställda har fått agera som respondentgrupp för testning av sekvenser av interaktiv videoutbildning. Syftet var att undersöka om interaktiv videoutbildning är ett bättre inlärningssätt. Om så är fallet varför? Uppsatsen bygger på kvalitativ metod.
Reklam i din bästa vän? : en jämförelse av uppfattningar av reklam genom E-mail respektive SMS
The work with this paper began with a belief that the permission aspect plays acrucial part when it comes to consumers perceptions of marketing through E-mailand SMS - especially when it comes to advertising that is received through a devicethat the consumer has a strong personal relationship with. The questions to beinvestigated was: "How do users of computers and mobile phones feel aboutadvertisement received through E-mail and SMS?" and "In what way does the usersrelationship to the computer or mobile phone affect how they feel about theadvertisement?". The study was based on a questionnaire as well as an analysis of theresponses in combination with previous research on the subject.The results showed that the majority of the respondents from this papers surveywere found to have a negative attitude toward advertisement through both E-mail andSMS. However, the respondents turned out to have a slightly higher tolerance foradvertisement through E-mail than towards advertisement through SMS.
?Det här är inte hat ? det här är humor!" : En visuell textanalys av makt och performativitet i systrarna Kronlöfs video SÅ JÄVLA PK!
This essay examines how humor is used in the making of stereotypes in the Kronlöf sister?s video SÅ JÄVLA PK! In addition I give my analysis of how power and resistance is shown in the video. Through Michel Foucault?s conception power and resistance together with Judith Butler?s theories about performativity I?d like to show how the characters you can see in the video, in addition to the humor, also put themselves in a public context. I discuss my material in relation to a number of similar and current events that concern sexism and racism in Sweden.
Överföring av digital video via FireWire
Transmission of digital signals is today more frequently used than transmission of analog signals. One reason for this is that a digital signal is less sensitive to noise than an analog, another reason is that almost all signals today are handled in a digital format. This thesis describes the development of a system that receives digital video signals through FireWire. The standard for FireWire, which is a high performance serial bus, is under development. Today the standard of the bus supports transmission of data with a speed of up to 400 Mbit/s.
Kommunikationsstrategi
The value of a company's employees is considered to be higher and more important for a business success than ever. Losing employees is not only a loss of valuable knowledge, it also implies a significant cost related to the recruitment of new employees. To attract potential personnel, it is important for the companies to understand how to communicate with talents. Choosing a communication medium for a job advertisement is not easy when new options constantly arise. Despite the development of new communication mediums and channels, such as social mediums, the traditional communication medias still remain available.
Folkbibliotek och TV-spel: En kvalitativ studie av hur införandet av TV-spel på svenska folkbibliotek relaterar till införandet av andra nya medier.
The aim of this thesis is to study how the recent introduction of video games in Swedish public libraries compares to past introductions of other medias, namely music records, sequential art, manga (Japanese comics), and films on video. In what ways does the introduction of video games differ from the other examples of introductions and in what ways are they alike? In what manner have the medias been introduced? How does the librarians views on video games differ from their views on other medias? The purpose of doing this is that by investigating how new medias have been evaluated in the past, we might gain an understanding of how the introduction of video games links into that tradition. Theoretically, this thesis is grounded in Sanna Talja?s theory of the interpretative repertoires of the music library.
Grafisk profilering och identitetsskapande
This degree project has been done in parallel to the advertising agency Hera in Uppsala, and containsthe creating of a logotype and graphic profile for Aircall, a new big chain of shops dealing with telecommunication.Aircall was found 1 February 2004, when three smaller companies became one. Thisnew company were in need of a common brand and a uniform profile. The created graphic profile hasbeen applied to visiting cards, letterhead, envelopes, letter cards, bags, cars and advertisement. Thegraphic profile has also been used when designing the shop interior end exterior. Research has beendone on competitors graphic profiles and advertisement.
Skype : En studie av faktorer som påverkar privatanvändandet av Skypes videofunktion
Our time is characterized by the development of new technologies that facilitate communication between people. The need for Video Mediated Communication (VMC) is increasing because people move to other locations due to migration and global mobility. VMC provides the opportunity for millions of people around the world to ?hang out? and see each other despite the distance in between. The world is "shrinking" because of the Internet and our perception of distance is changing.VMC is becoming increasingly available, in the form of applications like Skype and MSN for mobile phones and computers, and in addition, it?s practically free.The purpose of this thesis is to render a picture of the way in which people use Skype in the private sphere.