Sökning: "Video Production"

Visar resultat 6 - 10 av 188 uppsatser innehållade orden Video Production.

  1. 6. The Production and Evaluation of Production Pipelines for Video Games

    M1-uppsats, Luleå tekniska universitet/Institutionen för system- och rymdteknik

    Författare :Maja Hubendick Andersson; [2023]
    Nyckelord :Production pipelines; Project management;

    Sammanfattning : Every project uses some form of production pipeline, whether on purpose or not. It is a broad concept best defined as the management of the flow of data and the data itself. This study was made with the intention of finding out what makes a good iterative pipeline. LÄS MER

  2. 7. Behavioural comparison of test and field executions of video games

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Chloé Marie Porion; [2023]
    Nyckelord :Software Testing; Field Monitoring; Test Monitoring; Video Games; Video Game Modding; Mjukvarutestning; Fältövervakning; Testövervakning; Videospel; Videospel Modding;

    Sammanfattning : Software developers write tests to ensure that their application behaves as intended. However, the behaviour of an application in production may deviate from the behaviours that are tested. This difference between test and field executions is rarely assessed in practice. LÄS MER

  3. 8. 3D Object Manipulation in Volumetric Video Production

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Xinyi Wang; [2023]
    Nyckelord :Volumetric Video Production; Holographic Communication; Digital Human with 3D Object Manipulation; Human-Computer Interaction; Volumetrisk videoproduktion; holografisk kommunikation; digital människa med 3D-objektmanipulation; människadatorinteraktion;

    Sammanfattning : Remote communication methods have been changing these years and becoming even more important due to the global pandemic. Holographic communication, often represented by volumetric video, is one of the emerging communication methods. Unfortunately, there are few researches on combining 3D objects with volumetric videos. LÄS MER

  4. 9. From Support to Disruption : Highlighting the discrepancy between user needs, current AI offerings and research focus for professional video creators, a situated user study.

    Master-uppsats, KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Författare :Sietse van den Nieuwenhuijzen; [2023]
    Nyckelord :Artificial Intelligence; Video Production; User-Centered Design; AI Ethics; Generative AI; Artificiell Intelligens; Videoproduktion; Användarcentrerad Design; AI-etik; Generativ AI;

    Sammanfattning : Artificial intelligence (AI) has the potential to transform various industries, including the creative industry [1]. The potential disruption is facilitated by technology-driven products, with these products it is increasingly important to keep user goals, behaviour and needs at the centre during the development and designing phase. LÄS MER

  5. 10. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    Uppsats för yrkesexamina på avancerad nivå, Lunds universitet/Engelska

    Författare :Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Nyckelord :Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Sammanfattning : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. LÄS MER