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2.
Advanced Wavelet Application for Video Compression and Video Object Tracking
by He, Chao, Ph.D.  The Ohio State University. 2005: 176 pages; 10834902.
5.
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.
6.
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.
7.
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.
8.
The relationship between video game use, Internet use, addiction, and subjective well-being
by Molinos, Martin, M.S.W.  California State University, Long Beach. 2016: 62 pages; 10150586.
10.
Virtually Smoking: Exploring Player Perception of Tobacco Content in Video Games
by Forsyth, Susan Redman, Ph.D.  University of California, San Francisco. 2016: 347 pages; 10133422.
11.
Distributed rate allocation for video streaming over wireless networks
by Zhu, Xiaoqing, Ph.D.  Stanford University. 2009: 191 pages; 3364517.
12.
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.
13.
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.
14.
High Performance On-Demand Video Transcoding Using Cloud Services
by Li, Xiangbo, Ph.D.  University of Louisiana at Lafayette. 2016: 147 pages; 10245247.
16.
Video Therapy: Attitudes among the Psychodynamic Community
by Smaller, Kate R., Ph.D.  Institute for Clinical Social Work (Chicago). 2020: 197 pages; 28022882.
17.
Navigating Video Using Structured Text
by Pavel, Amy, Ph.D.  University of California, Berkeley. 2019: 107 pages; 13886327.
18.
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.
19.
Wake Dynamics of Surface-mounted Obstacles in Highly Pulsatile Flow
by Carr, Ian A., Ph.D.  The George Washington University. 2019: 157 pages; 22587237.
20.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
21.
Neurophysiological Mechanisms of Sensorimotor Recovery from Stroke
by Murphy, Maxwell DeWolf, Ph.D.  University of Kansas. 2020: 327 pages; 28262386.
22.
Collaborative online video watching
by Weisz, Justin D., Ph.D.  Carnegie Mellon University. 2009: 315 pages; 3394004.
23.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
24.
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.
27.
28.
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.
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