Search results for "Video"

showing 10 items of 1348 documents

Eye position tunes the contribution of allocentric and egocentric information to target localization in human goal-directed arm movements.

1997

Subjects were required to point to the distant vertex of the closed and the open configurations of the Muller-Lyer illusion using either their right hand (experiment 1) or their left hand (experiment 2). In both experiments the Muller-Lyer figures were horizontally presented either in the left or in the right hemispace and movements were executed using either foveal or peripheral vision of the target. According to the illusion effect, subjects undershot and overshot the vertex location of the closed and the open configuration, respectively. The illusion effect decreased when the target was fixated and when the stimulus was positioned in the right hemispace. These results confirm the hypothe…

Adultright cerebral hemisphereEye Movementsmedia_common.quotation_subjectArm; psychomotor performance; illusions; dominance cerebral; video recording; eye movements; adult; humansIllusionVideo RecordingPoison controlStimulus (physiology)dominanceSettore BIO/09FovealPerceptionHumansComputer visioneye positionDominance Cerebralpointing kinematicsmedia_commonCommunicationbusiness.industryGeneral NeuroscienceMüller-Lyer illusionBody movementIllusionsPeripheral visionArmcerebralegocentric and allocentric frame of referenceArtificial intelligenceMuller-Lyer illusionPsychologybusinessPsychomotor PerformanceNeuroscience letters
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The Role of Attitudes and Ethicality on Branded Video Games(Advergames) Acceptance

2014

Advergames are branded video games that blur the line between entertainment and advertising. Advergames are gaining momentum among advertisers and advertising agencies fueled by their capability to engage teenagers and young adults with branded communications. This study focuses on consumers’ intentions to use advergames analyzing three attitudinal factors – attitude toward advertising, attitude toward product placement in video games, and attitude toward advergames- and the ethical evaluations of the use of advergames as an advertising format (ethicality). The proposed model was empirically tested using a sample of 304 college students. Major findings suggest that attitudes toward advergam…

AdvertisingPublicidadGeneral Medicinelcsh:Regional economics. Space in economicslcsh:HT388Actividades recreativasEntertainmentVideojuegosOcioVídeojuegoEthical concernsProduct placementBusinessMarketingAthens Journal of Business & Economics
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Luonto ja eläimet Eija-Liisa Ahtilan teoksessa Tänään

2014

Sivuttukielmassa käsitellään taiteilija Eija-Liisa Ahtilan kolmikanavaista videoinstallaatiota Tänään (1996–1997). Erityisesti pohditaan teoksesta avautuvia käsityksiä luonnosta ja eläimistä. Taustaksi tutkimukselle esitellään videoinstallaatioiden kehitystä taidemuotona 1990-luvun lopulla sekä erityisesti Eija-Liisa Ahtilan tapoja käyttää monikuvainstaalaatiota taiteensa välineenä. Myös Ahtiloan tuotannossa olennaiset käsitteet aika, paikka ja subjekti tulevat myös kytketyiksi tutkimukseen.

Ahtila Eija-Liisavideotaiteilijateläimetvideotaideluonto
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Risk factors for internet gaming disorder in a sample of 5,979 italian online gamers.

2020

Introduction: Online gaming is potentially harmful to a group, but not for the entire population, of online gamers. The prevalence varies by geographical areas, however, there are few Italian studies about risk factors for Internet Gaming Disorder (IGD) and its presence among non-occasional gamers. Objectives: This study aimed to describe the presence of IGD in internet gamers who participate in online communities, and how well-established risk-factors can predict it. Methods: Participants were surveyed about their playing habits and other relevant characteristics. IGDS-SF9 diagnosed IGD. TAS-20 measured alexithymia scores, i.e. Difficult in Identifying (DIF) and Describing Feelings (DDF), …

Alexithymiaonline forumplaying time.videogame
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Multi-sensor Fusion through Adaptive Bayesian Networks

2011

Common sensory devices for measuring environmental data are typically heterogeneous, and present strict energy constraints; moreover, they are likely affected by noise, and their behavior may vary across time. Bayesian Networks constitute a suitable tool for pre-processing such data before performing more refined artificial reasoning; the approach proposed here aims at obtaining the best trade-off between performance and cost, by adapting the operating mode of the underlying sensory devices. Moreover, self-configuration of the nodes providing the evidence to the Bayesian network is carried out by means of an on-line multi-objective optimization.

Ambient intelligenceComputer sciencebusiness.industryMode (statistics)Ambient Intelligence Bayesian Networks Multi-objective optimization.Bayesian networkMachine learningcomputer.software_genreMulti-objective optimizationVariable-order Bayesian networkNoise (video)Artificial intelligenceData miningbusinesscomputerEnergy (signal processing)
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Informatīvā paneļa "InfoDesk" video logrīka izstrāde

2015

Šajā kvalifikācijas darbā ir aprakstīta moduļa “video logrīks” izstrāde priekš informatīvā paneļa InfoDesk. “Video logrīks” papildina sistēmu InfoDesk ar iespēju slaidiem pievienot video un ar to veikt dažādas manipulācijas. InfoDesk ir programma, kas ļauj izveidot informatīvu slaidrādi, tās saturu veidojot no dažādiem elementiem.

AndroidDatorzinātneagilevideoJavaInfoDesk
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Android lietotnes izstrāde

2016

AndroidcontrolAllDatorzinātnemūzikavideogalerija
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Characteristics of the early flight phase in the Olympic ski jumping competition.

2004

Early flight phase (approximately 40 m) of the athletes participating in the final round of the individual large hill ski jumping competition in Salt Lake City Olympics was filmed with two high-speed pan & tilt video cameras. The results showed that jumpers' steady flight position was almost completed within 0.5s. The most significant correlation with the length of the jump was found in the angle between the skis and body (r=.714, p.001 at 1.1s after the take-off). This particular phase seemed to be important because the ski angle of attack was also related to the jumping distance at the same phase. Although the more upright ski position relative to flight path resulted in longer jumping di…

Angle of attackAltitudeRehabilitationBiomedical EngineeringBiophysicsPhase (waves)Steady flightVideotape RecordingEffects of high altitude on humansSki jumpingmedicine.disease_causeModels BiologicalBiomechanical PhenomenaCompetition (economics)JumpingAeronauticsSkiingmedicineJumpHumansOrthopedics and Sports MedicineComputer SimulationMathematicsJournal of biomechanics
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Videospēļu anglismu gramatiskā adaptēšanās latviešu valodā

2021

Bakalaura darbā "Videospēļu anglismu gramatiskā adaptēšanās latviešu valodā" uzmanība pievērsta tam, kā adaptējas anglismi videospēļu spēlētāju sarunvalodā. Darba mērķis ir izpētīt videospēļu spēlētāju sarunvalodas anglismu spēju adaptēties un adaptēšanās tendences latviešu valodā. Lai īstenotu darba mērķi, veikti šādi darba uzdevumi: pētīta videospēļu valoda un aizguvumu adaptēšanās, noteiktas sarunvalodas galvenās pazīmes, vākti dati, ierakstot sarunas videospēļu spēlēšanas brīdī, ekcerpēti un klasificēti anglismi. Secināts, ka aizguvumi sistēmiski iekļauti nepieciešamajās gramatiskajās kategorijās, lai gan vērojami izņēmumi; aizgūti tie vārdi, kuri ir gari, kuri nav tulkojami vai kuri ir…

AnglismiAizguvumiVideospēlesGramatiskā adaptēšanāsSarunvalodaFiloloģija
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Piracy versus Netflix : Subscription Video on Demand Dissatisfaction as an Antecedent of Piracy

2018

Drawing from cognitive dissonance and neutralization theories, this study seeks to improve the understanding on consumer decision-making between the current legal and illegal video consumption alternatives. We develop and test a research model featuring Subscription Video on Demand (SVOD) satisfaction and various dimensions of SVOD quality as antecedents of video piracy neutralizations and attitudes. Based on results from an online survey among Finnish SVOD users, SVOD satisfaction is primarily determined by content quality, and has a small negative effect on attitude toward piracy through decreased piracy neutralization. However, it appears that current legal services are not seen as true …

Antecedent (logic)electronic marketing05 social sciencesVideo on demandvideosAdvertisingComputingMilieux_LEGALASPECTSOFCOMPUTINGasenteetpiratismivideotneutralization0502 economics and businessElectronic marketingkognitiivinen dissonanssi050211 marketingPsychologyvideo on demand050203 business & managementdigitaalinen markkinointidigital piracy
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