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1.
Advanced Wavelet Application for Video Compression and Video Object Tracking
by He, Chao, Ph.D.  The Ohio State University. 2005: 176 pages; 10834902.
4.
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.
5.
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.
6.
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.
7.
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.
9.
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.
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.
11.
Distributed rate allocation for video streaming over wireless networks
by Zhu, Xiaoqing, Ph.D.  Stanford University. 2009: 191 pages; 3364517.
12.
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.
13.
High Performance On-Demand Video Transcoding Using Cloud Services
by Li, Xiangbo, Ph.D.  University of Louisiana at Lafayette. 2016: 147 pages; 10245247.
15.
Navigating Video Using Structured Text
by Pavel, Amy, Ph.D.  University of California, Berkeley. 2019: 107 pages; 13886327.
16.
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.
17.
Machinima and video-based soft skills training
by Conkey, Curtis A., Ph.D.  University of Central Florida. 2010: 193 pages; 3415061.
18.
Wake Dynamics of Surface-mounted Obstacles in Highly Pulsatile Flow
by Carr, Ian A., Ph.D.  The George Washington University. 2019: 157 pages; 22587237.
19.
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.
20.
Collaborative online video watching
by Weisz, Justin D., Ph.D.  Carnegie Mellon University. 2009: 315 pages; 3394004.
21.
Myth in translation: The ludic imagination in contemporary video games
by Guyker, Robert William, Jr., Ph.D.  Pacifica Graduate Institute. 2016: 467 pages; 10101054.
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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.
28.
Investigating a Model Using Video Stories for Professional Development for Algebra Teachers of Low SES Minority Students
by Leslie, Joyce, Ed.D.  Rutgers The State University of New Jersey, School of Graduate Studies. 2019: 419 pages; 27540677.
29.
Studies on Error Control of 3-D Zerotree Wavelet Video Streaming
by Zhao, Yi, Ph.D.  The Ohio State University. 2005: 136 pages; 10834938.
30.
Perceived Credibility of Historical Information across Video Genres Among College Students
by Nielsen, Greg, Ph.D.  University of Nevada, Reno. 2015: 179 pages; 3707881.
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