Sökning: "Video Games"

Visar resultat 16 - 20 av 49 avhandlingar innehållade orden Video Games.

  1. 16. Stereoscopic 3D Video Quality of Experience : impact of coding, transmission and display technologies

    Författare :Kun Wang; Mårten Sjöström; Kjell Brunnström; Ulf Jennehag; Roger Olsson; Hans-Jürgen Zepernick; Mittuniversitetet; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY;

    Sammanfattning : Three-Dimensional (3D) videos are using their success from cinema to home entertainmentmarkets such as TV, DVD, Blu-ray, video games, etc. The video quality isa key factor which decides the success and acceptance of a new service. Visual qualitywill have more severe consequences for 3D than for 2D videos, e.g. LÄS MER

  2. 17. Coding of Three-dimensional Video Content : Diffusion-based Coding of Depth Images and Displacement Intra-Coding of Plenoptic Contents

    Författare :Yun Li; Mårten Sjöström; Ulf Jennehag; Roger Olsson; Touradj Ebrahimi; Mittuniversitetet; []
    Nyckelord :TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY;

    Sammanfattning : In recent years, the three-dimensional (3D) movie industry has reaped massive commercial success in the theaters. With the advancement of display technologies, more experienced capturing and generation of 3D contents, TV broadcasting, movies, and games in 3D have entered home entertainment, and it is likely that 3D applications will play an important role in many aspects of people's life in a not distant future. LÄS MER

  3. 18. Managing Digital Open Innovation with User Communities : A Study of Community Sensing and Product Openness Capabilities in the Video Game Industry

    Författare :Peter Ek; David Sörhammar; Peter Thilenius; Daniel Tolstoy; Uppsala universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; User communities; open innovation; dynamic capabilities; video game industry; Business Studies; Företagsekonomi;

    Sammanfattning : Digital and open innovation has changed how product innovation occur and how it is managed by firms. Digital technology as an enabler of increasingly distributed innovation processes has in particular impacted firms’ abilities to draw on, and leverage, large numbers of external users and user communities to develop their offerings. LÄS MER

  4. 19. World Builders : A Study on the Development of a Massively Multiplayer Online Role-Playing Game

    Författare :Peter Zackariasson; Anders Söderholm; Nils Wåhlin; Daniel Hjorth; Umeå universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; MMORGPG; development; video game; organizing; discourse; Business studies; Företagsekonomi;

    Sammanfattning : This dissertation is a study of the development of a video game called Anarchy Online. This game was developed by the Funcom company between 1995 and 2001, and is a so-called Massively Multiplayer Online Role-Playing Game (MMORPG). LÄS MER

  5. 20. Barns medierade värld : syskonsamspel, lek och konsumtion

    Författare :Ylva Ågren; Karin Aronsson; Karin Helander; Anna Sparrman; Stockholms universitet; []
    Nyckelord :SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; social interaction; meaning making; positionings; siblings; age; generation; mediatization; media; computer games; play practices; consumption; communities of practice; cultural capital; taste; negotiations; child-hood studies; barnkultur; aktörskap; social interaktion; meningsskapande; positioneringar; syskonskap; åldersordning; medialisering; medier; datorspel; lek; musik; TV; konsumtion; praktikgemenskap; kulturellt kapital; smak; förhandlingar; Child and Youth Science; barn- och ungdomsvetenskap;

    Sammanfattning : This thesis focuses on sibling interaction and children’s everyday media practices in their homes. Ten sibling pairs, aged four to nine years, have been followed in their homes during a six-month period with media ethnographic methods. The data mainly consist of video recorded sibling interactions. LÄS MER