Search results for "Video"

showing 10 items of 1348 documents

The foundations of Let’s Play : Live action representation of video games in television and online 1975-2018

2019

In this article, I look at television shows based on video games in comparison to modern Let’s Play –videos. The paper draws a timeline from the earliest shows to modern days and discusses the evolution of video games representation throughout the years. For the study, I gathered a global dataset of old television programs about the subject and categorized the findings. When comparing the narrative and representation of the television shows with Let’s Plays, the study suggests that even though there are some similar elements between the two, they are still cultural products of their own. As Let’s Plays are more narrative products than the television shows, they are a phenomenon of their own…

representaationarratiivisuusLet’s PlayvideopelitComputingMilieux_PERSONALCOMPUTINGtelevisio-ohjelmattelevisionComputingMilieux_MISCELLANEOUSpelitutkimus
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Automatizēta video kvalitātes noteikšana reāllaika komunikācijas programmatūras testēšanā

2022

Maģistra darba ietvaros izstrādāts testēšanas risinājums pilnas atsauces video kvalitātes novērtēšanai reāllaika komunikācijas programmatūrā. Darba teorētiskajā daļā veikts literatūras apskats par video kvalitātes novērtēšanas metodēm, to iedalījumu subjektīvā un objektīvā novērtēšanā, sīkāk aplūkojot automatizētās objektīvas video kvalitātes novērtēšanas metodes. Darbā aprakstīti biežāk izmantotie video kodeki un reāllaika datu pārraides protokola (RTP) darbība, kā arī apkopota informācija par populārākajiem video sanāksmju nodrošināšanas risinājumiem. Praktiskajā daļā izstrādātais testēšanas risinājums izmantots video kvalitātes novērtēšanai trīs populārākajās reāllaika komunikācijas liet…

reāllaika komunikācijas programmatūraDatorzinātneprogrammatūras testēšanavideo kvalitātes novērtēšanaVMAF
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Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

2021

The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of clarity concerning the differences between gaming disorder and intensive play, the latter of which often involves several gaming hours per day without related health problems. In this study, we approached the above question by interpretive phenomenological analysis with interviews in two groups of highly involved videogame players: those who seek or have sought clinical help for their problems with gaming (n=6), and those who play esports more than 4 hours per day without self-repor…

riippuvuusvideopelitfenomenologiaongelmapelaaminenterveysaddiktiivisuuspsykopatologia
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Grūtas videolaringoskopiskās trahejas intubācijas paredzēšana, izmantojot El-Ganzouri riska indeksu

2018

Grūta trahejas intubācija ir aktuāla problēma. Grūtas intubācijas riska indeksi ļauj prognozēt grūtu balsenes vizualizāciju un grūtu trahejas intubāciju. Šo indeksu lietderība, lai paredzētu grūtu videolaringoskopisku vizualizāciju vai intubāciju, ir maz pētīta. Darba mērķis ir izpētīt El-Ganzouri riska indeksa spēju prognozēt balsenes vizualizācijas pakāpi videolaringoskopijas laikā un neveiksmīgu pirmā mēģinājuma videolaringoskopisku intubāciju. Ar El-Ganzouri riska indeksu pirms operācijas izmeklēti 73 pacienti, pēc ievadanestēzijas veikta videolaringoskopija, aprakstīta balsenes vizualizācija un intubācijas mēģinājumu skaits. El-Ganzouri riska indeksam ir augsta sensitivitāte un vidējai…

riska indekssgrūti elpceļiintubācijavideolaringoskopijaMedicīna
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Simundervisning för vuxna

1997

rädslabröstsimvuxnavideofilmsimfärdighet
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Is a seminar based on student-created screen capture videos a meaningful way of learning?

2008

We ran a problem-based seminar with screen capture videos. The students worked in small groups of two or three students or they completed the coursework individually. In this seminar the students had a workspace in the Optima environment for publishing their coursework videos. At the final phase of the course the students were expected to familiarize themselves with the presentations of other groups. In this paper we analyze the benefit of our problem-based coursework on the web by comparing the different phases of it. After each phase the students were expected to analyze the benefit of it for their learning. peerReviewed

screen capture videosweb-based learning environment constructivist learningongelmalähtöinen oppiminenComputingMilieux_COMPUTERSANDEDUCATIONLearning of information systems
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Student Teachers’ Video-Assisted Collaborative Reflections of Socio-Emotional Experiences During Teaching Practicum

2022

This study explores video as a tool for student teachers in reflecting upon their own teaching practice. The particular interest is in exploring, what kind of socio-emotional experiences did the student teachers describe during the video-assisted collaborative reflection and what benefits student teachers experienced through the video-assisted collaborative reflections? The study implements a video-observation model (Participatory and Empowering Video Analysis- model, PEVA™) developed for a professional teacher education programme and investigates the model from student teachers’ perspective. The participants are student teachers in an international professional teacher education programme …

self-reflectioncollaborative reflectionopetustilannesocio-emotional competencevertaisarviointi (arviointimenetelmät)tunteetsocio-emotional experiencesteaching practicumyhteisöllinen oppiminenitsereflektioopettajankoulutussosiaalinen vuorovaikutusvideo-assisted reflection
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Image inpainting using directional wavelet packets originating from polynomial splines

2020

The paper presents a new algorithm for the image inpainting problem. The algorithm is using a recently designed versatile library of quasi-analytic complex-valued wavelet packets (qWPs) which originate from polynomial splines of arbitrary orders. Tensor products of 1D qWPs provide a diversity of 2D qWPs oriented in multiple directions. For example, a set of the fourth-level qWPs comprises 62 different directions. The properties of the presented qWPs such as refined frequency resolution, directionality of waveforms with unlimited number of orientations, (anti-)symmetry of waveforms and windowed oscillating structure of waveforms with a variety of frequencies, make them efficient in image pro…

signaalinkäsittelyComputer scienceImage and Video Processing (eess.IV)Inpainting020206 networking & telecommunicationsImage processing02 engineering and technologykuvankäsittelyElectrical Engineering and Systems Science - Image and Video ProcessingWavelet packet decompositionImage (mathematics)Set (abstract data type)Tensor productalgoritmitSignal Processing0202 electrical engineering electronic engineering information engineeringFOS: Electrical engineering electronic engineering information engineeringWaveform020201 artificial intelligence & image processingComputer Vision and Pattern RecognitionElectrical and Electronic EngineeringAlgorithmSoftwareVariable (mathematics)
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Constructing co-presence through shared VR gameplay

2021

This study analyzes how participants playing VR games construct co-presence and shared gameplay. The analysis focuses on in­stances of play where one person is wearing the VR equipment, and other participants are located nearby without the ability to directly interact with the game. We first show how the active player using the VR equipment draws on talk and embodied activity to signal their presence in the shared physical environment, while simul­taneously conducting actions in the virtual space, and thus creates spaces for the other participants to take part in gameplay. Second, we describe how other participants draw on the contextual config­urations of the moment in displaying co-presen…

single player gamesVR-gamesconversation analysispelaaminenComputer sciencekeskustelunanalyysivideopelitSIGNAL (programming language)ComputingMilieux_PERSONALCOMPUTINGVirtual spacevirtuaalitodellisuusMoment (mathematics)keskusteluEmbodied cognitionHuman–computer interactionPosition (vector)yksinpelitshared gameplayddc:793Co presenceDifferential (infinitesimal)läsnäoloConstruct (philosophy)conversationco-presence
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Ten facts about content marketing

2018

Content marketing is facing what most trendy topics face: it is more publicly discussed than it is truly understood. Thus far content production has relied on case-specific, individual reports, and the final outcomes of content have provided surprises, both positive or negative. In hindsight it is easy to explain content success and failure, but academic studies on the logic of content creation and content life cycle have been missing. The ambitious goal of this research, Opening the Black Box of Content Marketing, funded by Business Finland, has been to systematically open up the logic of content marketing. In our project, we asked what constitutes content related expectations, how are con…

sisältötuotantokäytettävyysmetriikkakaupallisuusihmisyyskuluttajatvideotbranditpersonointi
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