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9238 Uppsatser om Video analysis - Sida 2 av 616

Gränssnittsanalys av Video On Demand tjänster : En gränssnittsanalys av fyra stycken VOD-tjänster på fyra stycken plattformar

This paper works as an assignment from the Video On Demand Company Headweb, who wanted aninterface analysis of their own and their competitors VOD services. The purpose is to help Headwebwith their own interface by studying theirs and others interfaces and make an analysis on how theyfunction, how they look and how good the usability is with every service, with hope to findsomething that could make the VOD service of Headweb better.I have also studied how the interfaces of the VOD services look on different platforms, to see howthey are designed as a whole. This has been an expert analysis where I have studied the differentVOD-services by myself, without any external users.To find advantages and disadvantages with the services and their platforms, I have used differenttheories, models and design patterns to frame areas such as filmsearch, categorization, registrationand navigation. I have compared the VOD services with each other and drew conclusions for eacharea to see how the interfaces differ between the services, but also between platforms.My analysis has shown that all VOD services in this project have a very unique interface, eventhough they all have the same goal, to allow the user to control their viewing of film. They usevarious functions and structure and use their own page names and categorizations.

En studie av Karlstads universitets studenters användning av video-centric webbplatser

Undersökningens avsikt är att granska video-centric webbplatsers användning bland Karlstads universitets studenter, varför och hur studenter använder webbplatserna. Undersökningen är baserad på Uses and Gratifications modellen..

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.


En utvärdering av programmet Voddlers användbarhet

The purpose of this essey is through empirical methods investigate usability factors on Video On Demand applications for the Internet. More specificly we will focus on a application called Voddler. The purpose is to identify usability problems that exist in Voddler, and present the reader with suggestions on possible solutions. This could be used as guidelines to how to design for usability in this kind of system. We will use an online survey to investigate Voddler usability and use this data as a basis for our analysis.

??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.

Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers

The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.

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.

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.

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.

Digitaliserade möjligheter för skolan : En studie av två spels pedagogiska potential för historieundervisning i grundskolan

This essay examines computer and video games and their capacity of being useful in teaching sessions. Focus is being put at a possible pedagogical potential and how it is being expressed in games mechanics. To get answers on these subjects? studies by Professor James Paul Gee and Jesse Schell is used together in creating a model for analysis. With this model together with a narrative analysis this essay hopes to give clarifications on if a pedagogical potential is present and if so, how it is being expressed.Studies in this paper shows that a pedagogical potential is overall present in used material.

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