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1.
Adaptive Video Transmission over Wireless Channels with Optimized Quality of Experiences
by Chen, Chao, Ph.D.  The University of Texas at Austin. 2013: 193 pages; 3690944.
2.
Cost-Efficient Video On Demand (VOD) Streaming Using Cloud Services
by Darwich, Mahmoud K., Ph.D.  University of Louisiana at Lafayette. 2017: 152 pages; 10682876.
3.
Press Play: Video Games and the Ludic Quality of Aesthetic Experiences across Media
by Hakimi, Jedd, Ph.D.  University of Pittsburgh. 2017: 255 pages; 10831836.
4.
The Effects of Viewing Violent Video Games on Willingness to Intervene in a Sexually Violent Bystander Scenario
by Mckenzie, Laken Cheyenne, M.S.  University of Louisiana at Lafayette. 2018: 66 pages; 10845892.
5.
Distributed rate allocation for video streaming over wireless networks
by Zhu, Xiaoqing, Ph.D.  Stanford University. 2009: 191 pages; 3364517.
6.
High Performance On-Demand Video Transcoding Using Cloud Services
by Li, Xiangbo, Ph.D.  University of Louisiana at Lafayette. 2016: 147 pages; 10245247.
7.
Factoring in Gamer Identity: The Application of Social Identity Theory and Flow to Understanding Video Game Violence Effects
by Hoffswell, Joseph, Ph.D.  University of Missouri - Columbia. 2017: 126 pages; 13869874.
8.
Individual Differences in Perceived Violence, Relative Enjoyment, and Recommended Age Ratings of Video Games
by Climer, Emily M., M.S.  University of Louisiana at Lafayette. 2015: 96 pages; 10002422.
9.
Navigating Video Using Structured Text
by Pavel, Amy, Ph.D.  University of California, Berkeley. 2019: 107 pages; 13886327.
10.
The Dynamics of Rewards and Punishments in Video Games: A Content Analysis
by Craighead, Britney Nicole, M.A.  University of California, Santa Barbara. 2016: 74 pages; 10159655.
11.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
12.
Advanced Wavelet Application for Video Compression and Video Object Tracking
by He, Chao, Ph.D.  The Ohio State University. 2005: 176 pages; 10834902.
13.
The effects of video self-evaluation on skill acquisition with Yoga postures
by Downs, Holly E., M.A.  University of South Florida. 2013: 41 pages; 1549291.
14.
Collaborative online video watching
by Weisz, Justin D., Ph.D.  Carnegie Mellon University. 2009: 315 pages; 3394004.
15.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
16.
High School Students Reading Informational Texts: A Comparison of Written and Video Response Modalities
by Bartlett, Melissa Ellis, Ph.D.  North Carolina State University. 2014: 236 pages; 3690206.
17.
Studies on Error Control of 3-D Zerotree Wavelet Video Streaming
by Zhao, Yi, Ph.D.  The Ohio State University. 2005: 136 pages; 10834938.
18.
Perceptions of Video Games in Education by PK-12 Public School Administrators in Connecticut
by Wlodarczyk, Matthew Steven, Ph.D.  University of Connecticut. 2012: 104 pages; 3510542.
19.
Perceived Credibility of Historical Information across Video Genres Among College Students
by Nielsen, Greg, Ph.D.  University of Nevada, Reno. 2015: 179 pages; 3707881.
21.
Video calling with nonverbal children with autism
by Shea, Kathleen, Ed.D.  University of Bridgeport. 2014: 119 pages; 3667421.
23.
Do demographic variables make a difference in level of violent game play?
by Rowland, Sulma M., Psy.D.  Alfred University. 2014: 120 pages; 3636505.
24.
Bio-Gaming: The Real Biopolitics of Virtual Bodies
by Weis, Martin, Ph.D.  University of California, Davis. 2015: 135 pages; 3723746.
25.
Beyond dynamic textures: A family of stochastic dynamical models for video with applications to computer vision
by Chan, Antoni Bert, Ph.D.  University of California, San Diego. 2008: 291 pages; 3331461.
27.
Live video streaming for virtual reality through peer-to-peer network
by Xu, Min, M.S.  California State University, Long Beach. 2016: 42 pages; 10142983.
28.
The effects of a humorous instructional video on motivation and learning
by Aagard, Hans Peter, Ph.D.  Purdue University. 2014: 220 pages; 3686812.
29.
Breaking Down the Enchantment: A Critical Autoethnography of Video Gaming
by Kout, Yacine, Ph.D.  The University of North Carolina at Greensboro. 2019: 312 pages; 13810356.
30.
Optimization of a Preconception E-intervention for Marijuana Use
by Graham, Amy E., M.A.  Wayne State University. 2018: 73 pages; 10931721.
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