WorldWideScience

Sample records for mario bros video

  1. Interactive Super Mario Bros Evolution

    DEFF Research Database (Denmark)

    Sørensen, Patrikk D.; Olsen, Jeppeh M.; Risi, Sebastian

    2016-01-01

    Creating controllers for NPCs in video games is traditionally a challenging and time consuming task. Automated learning methods such as neuroevolution (i.e. evolving artificial neural networks) have shown promise in this context but they often require carefully designed fitness functions to encou....... The results suggest that IEC is a viable alternative in designing complex controllers for video games that could be extended to other games in the future....

  2. Motivating Calculus-Based Kinematics Instruction with Super Mario Bros

    Science.gov (United States)

    Nordine, Jeffrey C.

    2011-09-01

    High-quality physics instruction is contextualized, motivates students to learn, and represents the discipline as a way of investigating the world rather than as a collection of facts and equations. Inquiry-oriented pedagogy, such as problem-based instruction, holds great promise for both teaching physics content and representing the process of doing real science.2 A challenge for physics teachers is to find instructional contexts that are meaningful, accessible, and motivating for students. Today's students are spending a growing fraction of their lives interacting with virtual environments, and these environments—physically realistic or not—can provide valuable contexts for physics explorations3-5 and lead to thoughtful discussions about decisions that programmers make when designing virtual environments. In this article, I describe a problem-based approach to calculus-based kinematics instruction that contextualizes students' learning within the Super Mario Bros. video game—a game that is more than 20 years old, but still remarkably popular with today's high school and college students.

  3. Imitating human playing styles in Super Mario Bros

    DEFF Research Database (Denmark)

    Ortega, Juan; Shaker, Noor; Togelius, Julian

    2012-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play...... trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or indirect (based on maximising a similarity measure). We find that a method based on neuroevolution performs best both...... in terms of the instrumental similarity measure and in phenomenological evaluation by human spectators. A version of the classic platform game “Super Mario Bros” is used as the testbed game in this study but the methods are applicable to other games that are based on character movement in space....

  4. Learning Constructive Primitives for Real-time Dynamic Difficulty Adjustment in Super Mario Bros

    OpenAIRE

    Shi, Peizhi; Chen, Ke

    2017-01-01

    Among the main challenges in procedural content generation (PCG), content quality assurance and dynamic difficulty adjustment (DDA) of game content in real time are two major issues concerned in adaptive content generation. Motivated by the recent learning-based PCG framework, we propose a novel approach to seamlessly address two issues in Super Mario Bros (SMB). To address the quality assurance issue, we exploit the synergy between rule-based and learning-based methods to produce quality gam...

  5. Imitating human playing styles in Super Mario Bros

    OpenAIRE

    Ortega, Juan; Shaker, Noor; Togelius, Julian; Yannakakis, Georgios N.

    2013-01-01

    We describe and compare several methods for generating game character controllers that mimic the playing style of a particular human player, or of a population of human players, across video game levels. Similarity in playing style is measured through an evaluation framework, that compares the play trace of one or several human players with the punctuated play trace of an AI player. The methods that are compared are either hand-coded, direct (based on supervised learning) or...

  6. Play the game in the opening scene A multidisciplinary lens for understanding (videoludic movies, including Super Mario Bros., Resident Evil and Scott Pilgrim vs. the World

    Directory of Open Access Journals (Sweden)

    Enrico Gandolfi

    2015-09-01

    Full Text Available The aim of this article is to create a multidisciplinary tool concerning the passage from the medium of videogames to cinema. According to concepts taken from Media Studies, Cultural Studies, Semiotics and Game Studies, we will explore the multiple dimensions and the related connections that occur in the film linearization of digital interaction: production issues, narrative and aesthetic elements, heuristics and mechanics in-game and on the big screen, and so on. The framework will be tested through three paradigmatic case studies: Super Mario, Resident Evil, and Scott Pilgrim vs. the World. The overall intent is to give scholars, and also practitioners, a holistic perspective on this peculiar type of crossmedia process, pointing out virtuous productive strategies as ruinous ones.

  7. A Comparative Evaluation of Procedural Level Generators in the Mario AI Framework

    DEFF Research Database (Denmark)

    Horn, Britton; Dahlskog, Steve; Shaker, Noor

    dierent from another in terms of its output. To remedy this, we have conducted a large-scale comparative evaluation of level generators for the Mario AI Benchmark, a research-friendly clone of the classic platform game Super Mario Bros. In all, we compare the output of seven dierent level generators from...

  8. Mario Becomes Cognitive.

    Science.gov (United States)

    Schrodt, Fabian; Kneissler, Jan; Ehrenfeld, Stephan; Butz, Martin V

    2017-04-01

    In line with Allen Newell's challenge to develop complete cognitive architectures, and motivated by a recent proposal for a unifying subsymbolic computational theory of cognition, we introduce the cognitive control architecture SEMLINCS. SEMLINCS models the development of an embodied cognitive agent that learns discrete production rule-like structures from its own, autonomously gathered, continuous sensorimotor experiences. Moreover, the agent uses the developing knowledge to plan and control environmental interactions in a versatile, goal-directed, and self-motivated manner. Thus, in contrast to several well-known symbolic cognitive architectures, SEMLINCS is not provided with production rules and the involved symbols, but it learns them. In this paper, the actual implementation of SEMLINCS causes learning and self-motivated, autonomous behavioral control of the game figure Mario in a clone of the computer game Super Mario Bros. Our evaluations highlight the successful development of behavioral versatility as well as the learning of suitable production rules and the involved symbols from sensorimotor experiences. Moreover, knowledge- and motivation-dependent individualizations of the agents' behavioral tendencies are shown. Finally, interaction sequences can be planned on the sensorimotor-grounded production rule level. Current limitations directly point toward the need for several further enhancements, which may be integrated into SEMLINCS in the near future. Overall, SEMLINCS may be viewed as an architecture that allows the functional and computational modeling of embodied cognitive development, whereby the current main focus lies on the development of production rules from sensorimotor experiences. Copyright © 2017 Cognitive Science Society, Inc.

  9. Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    -adapted content by employing an adaptation mechanism as a fitness function in grammatical evolution to optimize the player experience of three emotional states: engagement, frustration and challenge. The fitness functions used are models of player experience constructed in our previous work from crowd...

  10. Evolving Levels for Super Mario Bros Using Grammatical Evolution

    DEFF Research Database (Denmark)

    Shaker, Noor; Nicolau, Miguel; Yannakakis, Georgios N.

    2012-01-01

    This paper presents the use of design grammars to evolve playable 2D platform levels through grammatical evolution (GE). Representing levels using design grammars allows simple encoding of important level design constraints, and allows remarkably compact descriptions of large spaces of levels....... The expressive range of the GE-based level generator is analyzed and quantitatively compared to other feature-based and the original level generators by means of aesthetic and similarity based measures. The analysis reveals strengths and shortcomings of each generator and provides a general frame- work...... for comparing content generated by different generators. The approach presented can be used as an assistive tool by game designers to compare and analyze generators’ capabilities within the same game genre....

  11. Super Mario brothers and sisters: Associations between coplaying video games and sibling conflict and affection.

    Science.gov (United States)

    Coyne, Sarah M; Jensen, Alexander C; Smith, Nathan J; Erickson, Daniel H

    2016-02-01

    Video games can be played in many different contexts. This study examined associations between coplaying video games between siblings and levels of affection and conflict in the relationship. Participants were 508 adolescents (M age = 16.31 years of age, SD = 1.08) who completed questionnaires on video game use and sibling relationships. Participants were recruited from a large Northwestern city and a moderate city in the Mountain West of the United States. Video games played between siblings were coded by an independent sample to assess levels of physical aggression and prosocial behavior in each game. Playing video games with a sibling was associated with higher levels of sibling affection for both boys and girls, but higher levels of conflict for boys only. Playing a violent video game with a brother was associated with lower levels of conflict in the sibling relationship, whereas playing a prosocial video game was not related to any sibling outcome. The value of video games in sibling relationships will be discussed, with a focus on the type of game and the sex of the adolescent. Copyright © 2015 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  12. Breeding a Diversity of Super Mario Behaviors Through Interactive Evolution

    DEFF Research Database (Denmark)

    Sørensen, Patrikk D.; Olsen, Jeppeh M.; Risi, Sebastian

    2016-01-01

    . In this paper, we show how casual users can create controllers for Super Mario Bros. through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set of candidates, users are able to guide evolution towards...... behaviors they prefer. The result of a user test show that the participants are able to evolve controllers with very diverse behaviors, which would be difficult through automated approaches. Additionally, the user-evolved controllers perform as well as controllers evolved with a traditional fitness...

  13. Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

    Science.gov (United States)

    Kühn, S; Gleich, T; Lorenz, R C; Lindenberger, U; Gallinat, J

    2014-02-01

    Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.

  14. Mario Bunge's Scientific Realism

    Science.gov (United States)

    Cordero, Alberto

    2012-01-01

    This paper presents and comments on Mario Bunge's scientific realism. After a brief introduction in Sects. 1 and 2 outlines Bunge's conception of realism. Focusing on the case of quantum mechanics, Sect. 3 explores how his approach plays out for problematic theories. Section 4 comments on Bunge's project against the background of the current…

  15. Rigorous Quantum Field Theory A Festschrift for Jacques Bros

    CERN Document Server

    Monvel, Anne Boutet; Iagolnitzer, Daniel; Moschella, Ugo

    2007-01-01

    Jacques Bros has greatly advanced our present understanding of rigorous quantum field theory through numerous fundamental contributions. This book arose from an international symposium held in honour of Jacques Bros on the occasion of his 70th birthday, at the Department of Theoretical Physics of the CEA in Saclay, France. The impact of the work of Jacques Bros is evident in several articles in this book. Quantum fields are regarded as genuine mathematical objects, whose various properties and relevant physical interpretations must be studied in a well-defined mathematical framework. The key topics in this volume include analytic structures of Quantum Field Theory (QFT), renormalization group methods, gauge QFT, stability properties and extension of the axiomatic framework, QFT on models of curved spacetimes, QFT on noncommutative Minkowski spacetime. Contributors: D. Bahns, M. Bertola, R. Brunetti, D. Buchholz, A. Connes, F. Corbetta, S. Doplicher, M. Dubois-Violette, M. Dütsch, H. Epstein, C.J. Fewster, K....

  16. Mario Costa tarantino napoletano

    DEFF Research Database (Denmark)

    Chemi, Tatiana

    and the aristocratic tradition. Romanza, opera, operetta, popular folk songs. He became famous thankfully to this last one, when the easy listening music industry was starting its productions. This is the first published biography on the artist and is based on original documents and sources.......Mario Costa was born in Taranto, a town in the sunny south of Italy, but early in his childhood moved to Naples, the cultural capital of southern Italy between the last two centuries. He became a musician, composer and poet and he tried many different genres of music: the popular...

  17. Mario Fresa (Salerno, 1973

    Directory of Open Access Journals (Sweden)

    Paolino Nappi

    2017-01-01

    Full Text Available Mario Fresa cursa estudios clásicos y musicales y se licencia en Literatura Italiana. Es traductor de Catulo, Marcial, Bernardo de Claraval, Baudelaire, Musset, Desnos, Apollinaire, Frénaud, Cendrars, Char, Duprey y Queneau, además de autor de libros de ensayo, poesía y crítica literaria. Comienza su carrera como poeta en 1999 presentado por Maurizio Cucchi en Specchio, el suplemento semanal del periódico La Stampa. Algunos de sus textos han formado parte de la antología Nuovissima poesia italiana (Mondadori, 2004 y han aparecido en las principales revistas culturales italianas como Caffè Michelangiolo, Paragone y Nuovi Argomenti. De 2002 es la colección de poemas Liaison (Premio Giusti Opera Prima, con prefacio de Maurizio Cucchi, a la que han seguido, entre otros títulos, Costellazione urbana (Mondadori, col. Almanacco dello Specchio, 2008, el poema Alluminio (con prefacio de Mario Santagostini, Lietocolle, 2008, Uno stupore quieto (edizioni Stampa, a cargo de M. Cucchi, 2012, mención especial del Premio Internacional de Literatura Ciudad de Como o La tortura per mezzo delle rose (aparecido en el volumen 14 de la revista Smerilliana y con un ensayo de Valeria Di Felice. Firma la columna Sguardi en la revista de poesía Gradiva. International Journal of Italian Poetry, en la que además es redactor.

  18. Nintendo Super Smash Bros. Melee: An "Untouchable" Agent

    OpenAIRE

    Parr, Ben; Dilipkumar, Deepak; Liu, Yuan

    2017-01-01

    Nintendo's Super Smash Bros. Melee fighting game can be emulated on modern hardware allowing us to inspect internal memory states, such as character positions. We created an AI that avoids being hit by training using these internal memory states and outputting controller button presses. After training on a month's worth of Melee matches, our best agent learned to avoid the toughest AI built into the game for a full minute 74.6% of the time.

  19. Mario Weiss (1927 – 2008)

    CERN Multimedia

    2008-01-01

    It was with great sadness that we learned that our colleague and friend Mario Weiss passed away on February 11th. A feeling of emptiness overtook us all. Mario was a reassuring reference in the small community of linear accelerator experts, as he continued to come to CERN regularly and discuss accelerator problems with passion for many years after his official retirement. Mario came to CERN in 1960 and in the PS Division worked on beam dynamics of low-energy high-intensity proton beams, soon becoming a world-level expert in the field. He took an active part in the construction of Linac2, where he was responsible for the low-energy beam transport system. In the early 80’s he turned his interest to the Radio Frequency Quadrupole (RFQ), a novel concept for acceleration which allows the problems related with bunching and injecting low-energy beams to be overcomed. After starting a fruitful collaboration with the Los Alamos scientists, ...

  20. Mario Bunge's Philosophy of Mathematics: An Appraisal

    Science.gov (United States)

    Marquis, Jean-Pierre

    2012-01-01

    In this paper, I present and discuss critically the main elements of Mario Bunge's philosophy of mathematics. In particular, I explore how mathematical knowledge is accounted for in Bunge's systemic emergent materialism.

  1. Mario Bunge: Physicist and Philosopher

    Science.gov (United States)

    Matthews, Michael R.

    Mario Bunge was born in Argentina in the final year of the First World War.He learnt atomic physics and quantum mechanics from an Austrian refugee who had been a student of Heisenberg. Additionally he taught himself modern philosophy in an environment that was a philosophical backwater. He was the first South American philosopher of science to be trained in science. His publications in physics, philosophy, psychology, sociology and the foundations of biology, are staggering in number, and include a massive 8-volume Treatise on Philosophy. The unifying thread of his scholarship is the constant and vigorous advancement of the Enlightenment Project, and criticism of cultural and academic movements that deny or devalue the core planks of the project: namely its naturalism, the search for truth, the universality of science, rationality, and respect for individuals. At a time when specialisation is widely decried, and its deleterious effects on science, philosophy of science, educational research and science teaching are recognised - it is salutary to see the fruits of one person's pursuit of the Big'' scientific and philosophical picture.

  2. The Economy of Persistence: Mario the Tailor

    Directory of Open Access Journals (Sweden)

    Prudence Black

    2016-03-01

    Full Text Available Mario Conte has had a tailor shop in King Street, Newtown since the mid 1960s. Taking an interview with Mario as its point of departure, this article describes the persistence of a skilled worker whose practices and techniques remain the same in a world that has long changed. While inattentive to what rules might be used to decorate a shop window, Mario continues to make and sew in the way that he learnt in post-war Italy. Mario’s persistence could be described as all the skills and other elements that need to be in place to keep him working, in particular the tradition of tailoring techniques he has remained true to over the last fifty years. The hand stitching of his tailoring is like a metronome of that persistence.

  3. De oorsprong der woorden volgens Mario Alinei

    NARCIS (Netherlands)

    Boer, M.G. de

    2010-01-01

    SAMENVATTING Dit hoofdstuk geeft een uitvoerige Nederlandstalige presentatie van Mario Alinei’s L'origine delle Parole, met nadruk op de Nederlandse terminologie. Het tracht de achtergronden van de theorie te traceren en toe te lichten welk gebruik er van de theorie gemaakt kan worden. Hierbij

  4. Female Fighters: Perceptions of Femininity in the Super Smash Bros. Community

    Directory of Open Access Journals (Sweden)

    John L Adams

    2016-07-01

    Full Text Available This study takes on a qualitative analysis of the online forum, SmashBoards, to examine the way gender is perceived and acted upon in the community surrounding the Super Smash Bros. series. A total of 284 comments on the forum were analyzed using the concepts of gender performativity and symbolic interactionism to determine the perceptions of femininity, reactions to female players, and the understanding of masculinity within the community. Ultimately, although hypermasculine performances were present, a focus on the technical aspects of the game tended to take priority over any understanding of gender, resulting in a generally ambiguous approach to femininity.

  5. The 2010 Mario AI Championship: Level Generation Track

    DEFF Research Database (Denmark)

    Shaker, Noor; Togelius, Julian; Yannakakis, Georgios N.

    2011-01-01

    The Level Generation Competition, part of the IEEE CIS-sponsored 2010 Mario AI Championship, was to our knowledge the world’s first procedural content generation competition. Competitors participated by submitting level generators — software that generates new levels for a version of Super Mario...

  6. Warner Bros. and Its First Two Great Depression Musicals:Changing the Form and Reflecting the Times

    OpenAIRE

    Cohen, Harvey

    2013-01-01

    This working paper analyses the production, content, public reaction and significance of the first two Warner Bros. Great Depression Musicals (this term was created by later scholars). "42nd Street" and "Gold Diggers of 1933," both released in the first half of 1933 during some of the direst months of the Great Depression, artistically and financially rejuvenated the previously failing genre of the film musical. They both featured extravagant highly cinematic dance numbers created by Busby Be...

  7. 2016 AMS Mario J. Molina Symposium

    Energy Technology Data Exchange (ETDEWEB)

    Zhang, Renyi [Texas A & M Univ., College Station, TX (United States)

    2016-11-29

    A named symposium to honor Dr. Mario J. Molina was held 10–14 January 2016, as part of the 96th American Meteorological Society (AMS) Annual Meeting in New Orleans, Louisiana. Dr. Molina first demonstrated that industrially produced chlorofluorocarbons (CFCs) decompose in the stratosphere and release chlorine atoms, leading to catalytic ozone destruction. His research in stratospheric chemistry was instrumental to the establishment of the 1987 United Nations Montreal Protocol to ban ozone-depleting substances worldwide. Dr. Molina’s contributions to preserving the planet Earth not only save the atmospheric ozone layer, but also protect the climate by reducing the emissions of greenhouse gases. He was awarded the 1995 Nobel Prize in Chemistry for his pioneering research in understanding the stratospheric ozone loss mechanism. In 2013, President Barack Obama announced Dr. Molina as a recipient of the Presidential Medal of Freedom. The 2016 AMS Molina Symposium honored Dr. Molina’s distinguished contributions to research related to atmospheric chemistry. The symposium contained an integrated theme related to atmospheric chemistry, climate, and policy. Dr. Molina delivered a keynote speech at the Symposium. The conference included invited keynote speeches and invited and contributed oral and poster sessions, and a banquet was held on Tuesday January 12, 2016. The symposium covered all aspects of atmospheric chemistry, with topics including (1) Stratospheric chemistry, (2) Tropospheric chemistry, (3) Aerosol nucleation, growth, and transformation, (4) Aerosol properties, (5) Megacity air pollution, and (6) Atmospheric chemistry laboratory, field, and modeling studies. This DOE project supported 14 scientists, including graduate students, post docs, junior research scientists, and non-tenured assistant professors to attend this symposium.

  8. Playing Super Mario 64 increases hippocampal grey matter in older adults.

    Directory of Open Access Journals (Sweden)

    Greg L West

    Full Text Available Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64 on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8 engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano lessons (MUS; n = 12, while a no-contact control group did not engage in any intervention (CON; n = 13. After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.

  9. Playing Super Mario 64 increases hippocampal grey matter in older adults.

    Science.gov (United States)

    West, Greg L; Zendel, Benjamin Rich; Konishi, Kyoko; Benady-Chorney, Jessica; Bohbot, Veronique D; Peretz, Isabelle; Belleville, Sylvie

    2017-01-01

    Maintaining grey matter within the hippocampus is important for healthy cognition. Playing 3D-platform video games has previously been shown to promote grey matter in the hippocampus in younger adults. In the current study, we tested the impact of 3D-platform video game training (i.e., Super Mario 64) on grey matter in the hippocampus, cerebellum, and the dorsolateral prefrontal cortex (DLPFC) of older adults. Older adults who were 55 to 75 years of age were randomized into three groups. The video game experimental group (VID; n = 8) engaged in a 3D-platform video game training over a period of 6 months. Additionally, an active control group took a series of self-directed, computerized music (piano) lessons (MUS; n = 12), while a no-contact control group did not engage in any intervention (CON; n = 13). After training, a within-subject increase in grey matter within the hippocampus was significant only in the VID training group, replicating results observed in younger adults. Active control MUS training did, however, lead to a within-subject increase in the DLPFC, while both the VID and MUS training produced growth in the cerebellum. In contrast, the CON group displayed significant grey matter loss in the hippocampus, cerebellum and the DLPFC.

  10. On Mario Bunge's Definition of System and System Boundary

    Science.gov (United States)

    Cavallo, Andrew M.

    2012-01-01

    In this short paper we discuss Mario Bunge's definition of system boundary. It is quickly discovered that Bunge's definition of system and system boundary are both deficient. We thus propose new definitions, which (hopefully) improve the situation. Our definition of system boundary works off the same intuition behind Bunge's.

  11. Mario Vargas Llosa y el "Realismo Estructural"

    Institute of Scientific and Technical Information of China (English)

    Yang Meixia

    2015-01-01

    Este articulo se trata de un comentario del escritor Mario Vargas Llosa, quien tue el ganador del Premio Nobel de literatura en el afio 2010, y las relaciones entre el "Realismo Estructural" y el escritor. E1 articulo contiene un anālisis de algunas obras representativas y las técnicas utilizadas en ellas. En este trabajo, trato de analizar las tbr- mas narrativas utilizadas en sus obras, tanto la estructura como otras técnicas narrativas, mús la combinacin de lo real y lo ficticio, con el fin de disfrutar de las artes del lengueje de Mario Vargas Llosa para describir una historia real, en forma fictional.

  12. Transducers for the Brazilian gravitational wave detector 'Mario Schenberg'

    International Nuclear Information System (INIS)

    Frajuca, Carlos; Ribeiro, Kilder L; Andrade, Luiz A; Jr, Walter F Velloso; Melo, Jose L; Aguiar, Odylio D; Magalhaes, Nadja S

    2002-01-01

    'Mario Schenberg' is a spherical resonant-mass gravitational wave (GW) detector that will be part of a GW detection array of three detectors. The other two will be built in Italy and the Netherlands. Their resonant frequencies will be around 3.2 kHz with a bandwidth of about 200 Hz. This range of frequencies is new in a field where the typical frequencies lie below 1 kHz, making the transducer development much more complex. In this paper, the design of the mechanical part of the transducer will be shown, as well as the attachment method to the sphere and the expected sensitivity

  13. Cinema and Literature in Latin America: Mario Bellatin's interventions

    Directory of Open Access Journals (Sweden)

    Carlos Leonel Cherri

    2015-03-01

    Full Text Available In the last turn of the century, literature and cinema produced in Latin America have insisted on represent, in many ways, social violence. This phenomenon has been described as an aestheticized "boom" of violence and, at the same time, as a reflection on the marginality of certain subjects and the biopolitical relations that they expose. This work focuses on certain literary and audiovisual productions by Mario Bellatin such as Salón de Belleza, Bola negra – el musical de Ciudad Juárez and La escuela del dolor humano de Sechuán in order to address such matter.

  14. Mario Bunge, Systematic Philosophy and Science Education: An Introduction

    Science.gov (United States)

    Matthews, Michael R.

    2012-10-01

    Mario Bunge was born in Argentina in 1919 and is now in his mid-90s. He studied atomic physics and quantum mechanics with Guido Beck (1903-1988), an Austrian refugee and student of Heisenberg. Additionally he studied modern philosophy in an environment that was a philosophical backwater becoming the first South American philosopher of science to be trained in science. His publications in physics, philosophy, psychology, sociology and the foundations of biology, are staggering in number, and include a massive 8-volume Treatise on Philosophy. The unifying thread of his scholarship is the constant and vigorous advancement of the Enlightenment Project, and criticism of cultural and academic movements that deny or devalue the core planks of the project: namely its naturalism, the search for truth, the universality of science, the value of rationality, and respect for individuals. At a time when specialisation is widely decried, and its deleterious effects on science, philosophy of science, educational research and science teaching are recognised, and at a time when `grand narratives' are thought both undesirable and impossible—it is salutary to appraise the fruits of one person's pursuit of the `Big' scientific and philosophical picture or grand narrative. In doing so this special issue brings together philosophers, physicists, biologists, sociologists, logicians, cognitive scientists, economists and mathematicians to examine facets of Mario Bunge's systematic philosophy and to appraise its contribution to important issues in current philosophy and, by implication, education.

  15. Video games are exciting: a European study of video game-induced seizures and epilepsy.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P

    2002-06-01

    Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].

  16. Mario Soldati voyageur dans La messa dei villeggianti

    OpenAIRE

    Alexandre, Denise

    2015-01-01

    Sont examinés les textes appartenant au recueil La messa dei villeggianti, que Mario Soldati a publié à l’âge de cinquante-deux ans. Occasion tour à tour de références artistiques, de pèlerinages littéraires, de souvenirs de gastronome et même de réminiscences de séducteur déçu, ces récits de voyage laissent percer les états d’âme d’un écrivain s’estimant vieillissant qui s’interroge sur le sens de sa vie. Sono presi in esame i testi appartenenti alla raccolta La messa dei villeggianti, pu...

  17. Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education.

    Science.gov (United States)

    Baghaei, Nilufar; Nandigam, David; Casey, John; Direito, Artur; Maddison, Ralph

    2016-08-01

    Traditionally, diabetes education has relied on written materials, with limited resources available for children with diabetes. Mobile games can be effective and motivating tools for the promotion of children's health. In our earlier work, we proposed a novel approach for designing computer games aimed at educating children with diabetes. In this article, we apply our game design to a mobile Android game (Mario Brothers). We also introduce four heuristics that are specifically designed for evaluating the mobile game, by adapting traditional usability heuristics. Results of a pilot study (n = 12) to evaluate gameplay over 1-week showed that the children found the game engaging and improved their knowledge of healthy diet and lifestyle.

  18. Aspectos de la epistemología de Mario Bunge

    OpenAIRE

    Rojas O., Carlos

    2004-01-01

    La epistemología de Mario Bunge ha venido difundiéndose cada vez más en los países de habla hispánica e inglesa. Presentamos un esbozo general de su teoría de la ciencia, su vinculación con otras corrientes del pensamiento contemporáneo y algunos rasgos básicos de su meto­dología filosófica. En especial hacemos referencia a los postulados ontológicos de la ciencia, a su estructura hipotético-deductiva, a los crite­rios de validación y al problema d la sistematicidad. El artículo se li­mita a ...

  19. Distance education unit "Mario Rizzini": a Salesian proposal

    Directory of Open Access Journals (Sweden)

    Pablo Farfán

    2012-12-01

    Full Text Available The distance education unit Mario Rizzini is a Salesian educational program designed to help excluded sectors of society, mainly young people, whom due to their employment status, premature parenthood, exclusion from formal schools that do not consider special conditions, who failed to complete their education at a school age but feel now the need to graduate.This teaching style is based on social constructivism, wich allows the person to move forward from his/her own reality and knowledge, guided by the Salesian perspective with Don Bosco's charisma, using the preventive method as a means to achieve a fair society. The teaching strategies and instruments are developed from contemporary concepts of distance education, partucularly using information techonology, turned into virtual classrooms that guarantee continuous individual support for the learner. To summarize, we offer an educational alternative that according to our founder's charisma, attempts to include those in need but with high quality education.

  20. Algunas reflexiones desde la acuarela de Mario Conde

    Directory of Open Access Journals (Sweden)

    Pamela Romano

    2012-11-01

    Full Text Available This brief reflection on the work of Mario Conde starts paying attention to the special relationship the artist has with the watercolor technique, deploying from that relationship a copy-based ethics. From that materiality Conde builds his response to the postmodern moment in which art in general, and particularly Bolivian art, is been developed given its current social conditions. The ethics of the copy is explored especially in two of his works: "Exterminator Angel" where  copying addresses colonial issues that return to question and challenge the very notion of homeland, and "Drunk with power (Géricault in Los Andes" where the copy,  adapted to Andean latitudes, exudes a desire to restore the sacred and  auratic character of artwork as well as of the Andean imagery.Esta breve reflexión sobre la obra de Mario Conde se inicia poniendo atención en la relación particular que tiene el pintor con la técnica de la acuarela, desplegando desde esa relación una ética basada en la copia. Desde esa materialidad Conde concretiza su respuesta al momento posmoderno en que se desarrolla el arte en general, y el boliviano en particular dadas sus condiciones sociales actuales. La ética de la copia es explorada especialmente en dos de sus obras: “Ángel exterminador” donde la copia aborda temáticas coloniales que retornan para poner en cuestión y entredicho la noción de patria, y “Ebrios de poder (Géricault en Los Andes” donde la copia adaptada a latitudes andinas destila un deseo de restablecer el carácter sagrado y aurático de la obra de arte como del imaginario andino.

  1. Super Memory Bros.: going from mirror patterns to concordant patterns via similarity enhancements.

    Science.gov (United States)

    Ozubko, Jason D; Joordens, Steve

    2008-12-01

    When memory is contrasted for stimuli belonging to distinct stimulus classes, one of two patterns is observed: a mirror pattern, in which one stimulus gives rise to higher hits but lower false alarms (e.g., the frequency-based mirror effect) or a concordant pattern, in which one stimulus class gives rise both to higher hits and to higher false alarms (e.g., the pseudoword effect). On the basis of the dual-process account proposed by Joordens and Hockley (2000), we predict that mirror patterns occur when one stimulus class is more familiar and less distinctive than another, whereas concordant patterns occur when one stimulus class is more familiar than another. We tested these assumptions within a video game paradigm using novel stimuli that allow manipulations in terms of distinctiveness and familiarity (via similarity). When more distinctive, less familiar items are contrasted with less distinctive, more familiar items, a mirror pattern is observed. Systematically enhancing the familiarity of stimuli transforms the mirror pattern to a concordant pattern as predicted. Although our stimuli differ considerably from those used in examinations of the frequency-based mirror effect and the pseudoword effect, the implications of our findings with respect to those phenomena are also discussed.

  2. Causes of Behavioral Processes: An Interview with Mario A. Bunge

    Directory of Open Access Journals (Sweden)

    Camilo Hurtado-Parrado

    2011-09-01

    Full Text Available Mario A. Bunge es uno de los filósofos y humanistas más prominentes de nuestra época. Su amplio número de publicaciones ha cubierto muchos campos, entre otros, epistemología, ontología, ética, filosofía de la ciencia natural y social, filosofía de la tecnología, y filosofía de la mente. Un tópico que intercepta muchas de estas áreas y que es recurrente en el trabajo de Bunge es la causalidad. Su análisis de causación, causa principal, y la redefinición de determinismo ha sido aplicado a diferentes temas filosóficos que van desde el papel causal del funcionamiento neuronal hasta el fenómeno de las leyes sociales. Bunge ha criticado el funcionalismo, cognitivismo, computacionalismo, conductismo e idealismo en su intento por explicar el comportamiento tanto humano como no humano. Este artículo es el resultado de una extensa entrevista con el Dr. Bunge en la cual el discute una variedad de temas conceptuales vinculados a la noción de causalidad y explicación en psicología.

  3. Mario Bunge: Physicist, philosopher and defender of science

    Directory of Open Access Journals (Sweden)

    Michael R. Matthews

    2009-04-01

    Full Text Available Mario Bunge was born in Argentina in the final year of the First World War. He learnt atomic physics andquantum mechanics from an Austrian refugee who had been a student of Heisenberg. Additionally he taughthimself modern philosophy in an environment that was a philosophical backwater. He was the first SouthAmerican philosopher of science to be trained in science. His publications in physics, philosophy, psychology,sociology and the foundations of biology, are staggering in number, and include a massive 8-volume Treatise onPhilosophy. The unifying thread of his scholarship is the constant and vigorous advancement of theEnlightenment Project, and criticism of cultural and academic movements that deny or devalue the core planksof the project: namely its naturalism, the search for truth, the universality of science, rationality, and respect forindividuals. At a time when specialisation is widely decried, and its deleterious effects on science, philosophy ofscience, educational research and science teaching are recognised – it is salutary to see the fruits of one person’spursuit of the ‘Big’ scientific and philosophical picture.

  4. A Special Family Series. Mario and Clara Hernandez. Clara Finds a Friend = Lina Familia Especial. Mario y Clara Hernandez. Clara Eucuentra una Amiga.

    Science.gov (United States)

    Cazares, Maria

    These two comic books are part of the "Very Special Family" series, created by and for Hispanic parents of children with special needs. The materials are designed to help parents deal with the emotional difficulties of raising a child with disabilities. The booklets are printed in both English and Spanish. In Part 1, "Mario and Clara Hernandez," a…

  5. CERN Library | Mario Campanelli presents "Inside CERN's Large Hadron Collider" | 16 March

    CERN Multimedia

    CERN Library

    2016-01-01

    "Inside CERN's Large Hadron Collider" by Mario Campanelli. Presentation on Wednesday, 16 March at 4 p.m. in the Library (bldg 52-1-052) The book aims to explain the historical development of particle physics, with special emphasis on CERN and collider physics. It describes in detail the LHC accelerator and its detectors, describing the science involved as well as the sociology of big collaborations, culminating with the discovery of the Higgs boson.  Inside CERN's Large Hadron Collider  Mario Campanelli World Scientific Publishing, 2015  ISBN 9789814656641​

  6. EL IMAGINARIO PERRUNO EN LA CIUDAD Y LOS PERROS DE MARIO VARGAS LLOSA

    Directory of Open Access Journals (Sweden)

    Cristián Montes

    2011-11-01

    Full Text Available La intención de estas páginas es analizar de qué modo se despliega el imaginario perruno en La ciudad y los perros de Mario Vargas Llosa. Se estudiará cómo se vinculan y relacionan los significantes: animal - humano.This work intends to study the ways in which the conceptual image of the dog is represented in Mario Vargas Llosa's novel La ciudady los perros, particularly the significant connections and relationships between animals and humans.

  7. EL IMAGINARIO PERRUNO EN LA CIUDAD Y LOS PERROS DE MARIO VARGAS LLOSA

    OpenAIRE

    Cristián Montes

    2011-01-01

    La intención de estas páginas es analizar de qué modo se despliega el imaginario perruno en La ciudad y los perros de Mario Vargas Llosa. Se estudiará cómo se vinculan y relacionan los significantes: animal - humano.This work intends to study the ways in which the conceptual image of the dog is represented in Mario Vargas Llosa's novel La ciudady los perros, particularly the significant connections and relationships between animals and humans.

  8. Uurimuslik õpe - õpilane noore teadlase rollis / Mario Mäeots ; intervjueerinud Eeva Kumberg

    Index Scriptorium Estoniae

    Mäeots, Mario

    2014-01-01

    Intervjuu Mario Mäeotsaga, kes kaitses hiljuti TÜ haridusvaldkonna doktorikraadide andmise ühisnõukogus oma doktoritööd „Inquirybased learning in a webbased learning environment: a theoretical framework of in­qui­ry-based learning processes” („Uurimuslik õpe veebipõhises õpikeskkonnas: uurimusliku õppe protsesside teoreetiline raamistik”)

  9. Mario Quintana, um eclético sincrético na literatura brasileira

    DEFF Research Database (Denmark)

    Carvalho, Vinicius Mariano de

    2014-01-01

    Este artigo esboça um panorama da produção literária de Mario Quintana, situando seu percurso dentro do contexto do Modernismo Brasileiro mostrando como o poeta foi sistematicamente um eclético com relação ao submeter-se a uma estética literária e como operou um verdadeiro sincretismo literário em...

  10. Máscaras de la lectura: Jorge Luis Borges en la obra de Mario Luzi / The masks of reading: Jeorge Luis Borges in Mario Luzi’s work

    Directory of Open Access Journals (Sweden)

    Daniel Clemente Del Percio

    2014-12-01

    The roads that separate writers often end with a paradox, happy proximity. The nominations for the Nobel Prize for literature in 1979 came together, as in a real literary constellation, Italo Calvino, Alberto Moravia, Giorgio Bassani, Vittorio Sereni, Leonardo Sciascia and Mario Luzi, along with the argentine Jorge Luis Borges. The list reflects the richness and variety of Italian literature of the time. But beyond the storytellers, the coincidence of Luzi and Borges (and we might add, that of Odisseas Elytis, who was finally awarded the prize is a unique convergence of poets, with very different poetics, but with intense communicating vessels that unite them, often invisible and contradictory manner. While Borges never wrote about Luzi, the italian, however, did, and quite often, on the argentine, not only from the pages of literary criticism in «Il Corriere della Sera», space occupied until 1974 commenting Latin American literature (he has written about Roberto Arlt, Vargas Llosa and Juan Rulfo, among other writers, but in different interviews, where the frequent quotations that Luzi makes about Borges often installed a space for discussion and profound differences not only on the nature of poetry, but on the same link with the world and life. We propose to study these reflections that Mario Luzi made from (and on many occasions, against about the Argentine author, from the critical work of the Florentine poet, on the centenary of his birth.

  11. A Game-based Corpus for Analysing the Interplay between Game Context and Player Experience

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    present dierent types of information that have been extracted from game context, player preferences and perception of the game, as well as user features, automatically extracted from video recordings.We run a number of initial experiments to analyse players' behavior while playing video games as a case......Recognizing players' aective state while playing video games has been the focus of many recent research studies. In this paper we describe the process that has been followed to build a corpus based on game events and recorded video sessions from human players while playing Super Mario Bros. We...

  12. A epistemologia de Mario Bunge e sua contribuição para o ensino de ciências Mario Bunge's epistemology and its contribution to science education

    Directory of Open Access Journals (Sweden)

    Murilo Westphal

    2004-12-01

    Full Text Available Apresenta-se parte da epistemologia de Mario Bunge, sua preocupação com a crise que se instaurou sobre a ciência e com o avanço de visões relativistas como as de Kuhn e Feyerabend. Destacam-se as divergências de opiniões e as muitas críticas que desenvolve no anseio de retorno ao realismo ontológico - seu maior interesse - razão de um progresso científico coeso e de uma aproximação consistente com a verdade. Faz-se referência, ainda, ao uso de tal epistemologia no ensino de ciências, mostrando-se o seu benefício, em contraste àquelas anti-realistas, quando se pensa nos estudantes, em seus interesses e nas possíveis mudanças conceituais que são o objetivo de qualquer forma de ensino.This paper aims to show part of Mario Bunge's epistemology, his attention to the crisis of science and with the advancement of relativist views like those of Kuhn and Feyerabend. It emphasizes the disagreement with their opinions and critique that Bunge develops to return to his main interest that of ontologic realismThis paper also shows that the use of this kind of epistemology in the science education is better than relativistic ones because of the students interests and the possiblity of change of their conceptions which is the principal aim of any form of education.

  13. Historia de las retenciones agropecuarias: testimonio del historiador Mario Rapoport : El impuesto fue creado en 1862

    OpenAIRE

    Rapoport, Mario; López, Gerardo

    2008-01-01

    En el programa El Reloj del Campo, el periodista Gerardo López entrevista al historiador, investigador y docente Mario Rapoport. Se refiere al origen e historia de las retenciones impositivas sobre la producción agropecuaria en 1862, su aplicación y las resistencias que se generaron en cada período. También analiza la posible constitución de un partido político que responda a los intereses de los productores agropecuarios.

  14. Arquetipos femeninos en las obras de Francisco Umbral y Mario Vargas Llosa

    OpenAIRE

    Godoy Cossío, Ana

    2016-01-01

    Sin duda, investigar a dos escritores como Francisco Umbral y Mario Vargas Llosa ambos situados en el Olimpo de los grandes escritores del siglo XX, no ha sido tarea fácil, pero sí verdaderamente fascinante. Poseedores de talento, creatividad y de genio literario son portadores de una marca propia e indeleble en el periodismo, en el ensayo crítico y en la narrativa. Dos columnas equidistantes y equivalentes con voz propia que se han coronado por igual gracias a sus productivas vidas. En suma,...

  15. Cuicani : el virtuosismo instrumental en la música de Mario Lavista

    OpenAIRE

    Plana, Beatriz

    2006-01-01

    El presente trabajo procura establecer, a partir de la obra Cuicani del compositor mexicano Mario Lavista, los diferentes aspectos estilísticos que confluyen en la noción del virtuosismo instrumental, término acuñado por el compositor. La indagación en dicha obra permite descubrir las vinculaciones del músico creador con el músico intérprete, así como en las relaciones música-poesía, música-tiempo, la alusión, la sugerencia y la ambigüedad, entre otras, que conforman su imaginario c...

  16. Studi Kritis Terhadap Teori Identitas Pikiran-Otak Mario Bunge: Perspektif Neo-Sadrian

    Directory of Open Access Journals (Sweden)

    Cipta Bakti Gama

    2014-12-01

    Full Text Available Abstract : The aim of this research is to conduct a critical analysis of Mario Bunge’s view that mental reality is identical with the reality of brain function known as mind-brain identity theory. The analysis is performed using Neosadrian perspective, i.e. a new form of Mulla Sadra’s philosophy which is developed by Tabataba‘i and his disciples. The author tries to elucidate the main claims held by Bunge and to launch some critiques upon those claims. The main conclusions achieved through this research include the following. Firstly, mind-brain identity theory cannot be accepted. Secondly, current development of scientific studies corroborating certain relations between brain and mental states does not justify the validity of the identity theory, also does not falsify its opposition. Thirdly, a religious-sufistical philosophy, such the Neosadrian, can be consistent with current development of scientific research.Keywords : Mind-brain  identity  theory,  Mario  Bunge, Neo-Sadrian,  science,  religious-sufistical philosophy. Abstrak : Penelitian ini bertujuan untuk melakukan analisis kritis atas pandangan Mario Bunge bahwa realitas pikiran identik dengan realitas fungsi otak, yang dikenal dengan teori identitas pikiran- otak. Analisis tersebut dilakukan dengan menggunakan sudut pandang Neosadrian, yaitu bentuk baru filsafat Mulla Sadra yang dikembangkan oleh Tabataba‘i dan murid-muridnya. Penulis mencoba menguraikan sejumlah klaim utama yang dipegang oleh Bunge tentang teori identitas tersebut dan melancarkan kritik terhadapnya. Sejumlah kesimpulan utama yang bisa dicapai melalui penelitian ini mencakup hal-hal berikut. Pertama, teori identitas pikiran-otak tidak bisa diterima. Kedua, perkembangan studi saintifik yang menguatkan adanya relasi antara status otak dan status mental tidak menjustifikasi validitas teori identitas pikiran-otak, juga tidak memfalsifikasi dualitas esensi keduanya. Ketiga, filsafat yang bercorak religius

  17. Wearing a training version of the Extravehicular Mobility Unit (EMU) space suit, astronaut Mario

    Science.gov (United States)

    1995-01-01

    STS-77 TRAINING VIEW --- Wearing a training version of the Extravehicular Mobility Unit (EMU) space suit, astronaut Mario Runco, mission specialist, prepares to participate in an underwater rehearsal of a contingency Extravehicular Activity (EVA). This type of training routinely takes place in the 25-feet deep pool of the Johnson Space Centers (JSC) Weightless Environment Training Center (WET-F). The training prepares at least two crew members on each flight for procedures to follow outside the spacecraft in event of failure of remote methods to perform various chores.

  18. Some Components of Philosophical nature Constitutives of Prof. Mario Tourasse Teixeira’s Thought Alguns Elementos de Natureza Filosófica Constitutivos do Pensamento do Prof. Mario Tourasse Teixeira

    Directory of Open Access Journals (Sweden)

    Romélia Mara Alves Souto

    2008-02-01

    Full Text Available In this paper I endeavor to show the interest shown by Prof. Mario Tourasse Teixeira with respect to the production of mathematical knowledge and the ideas underlying the concepts of creativity in mathematics which he used and which permeate the work he supervised. My aim was to organize ideas dispersed throughout the work produced by his pupils, recorded in manuscripts or elaborated as texts and published by Prof. Tourasse in SAPO newsletters. In an attempt to capture his thoughts on Mathematics and Education, I tried to establish connections between documents which, explicitly or not, bear his mark. I believe that the merit of this effort lies in organizing, systematizing and presenting, for the first time, a draft of Prof. Mario Tourasse Teixeira’s mathematical-philosophical thought. Keywords: Mario Tourasse Teixeira. Mathematics History. Mathematics Education. History of Mathematics Education.Neste trabalho procuro mostrar o interesse que o Prof. Mario Tourasse Teixeira manifestava em relação ao dinamismo do conhecimento matemático e as idéias subjacentes ao conceito de criatividade em matemática por ele utilizado e que permeiam todos os trabalhos que orientou. Meu intuito foi organizar idéias dispersas em vários trabalhos realizados por seus alunos, registradas em alguns manuscritos ou elaboradas em textos publicados pelo Prof. Mario Tourasse, anonimamente, nos boletins do SAPO. Na tentativa de captar seu pensamento sobre Matemática e Educação, busquei estabelecer conexões entre os diversos documentos que, explicitamente ou não, guardam seu registro. Acredito que o mérito desse esforço reside em organizar, sistematizar e apresentar pela primeira vez, um esboço do pensamento matemático-filosófico do Prof. Mario Tourasse Teixeira. Palavras-chave: Mario Tourasse Teixeira. História da Matemática. Educação Matemática. História da Educação Matemática.

  19. Mario Math with Millennials: The Impact of Playing the Nintendo DS on Student Achievement

    Science.gov (United States)

    Gelman, Adam

    2010-01-01

    One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…

  20. ’n Ondersoek na die kunstenaarskap in Die swye van Mario Salviati binne die konteks van die magiese realisme

    Directory of Open Access Journals (Sweden)

    N. Botes

    2006-07-01

    Full Text Available An investigation into the nature of the artist in The long silence of Mario Salviati within the context of magic realism This article investigates the nature of the artist in “The long silence of Mario Salviati” (2000 within the context of magic realism. This novel by Etienne van Heerden is particularly interesting as the theme of art is directly intertwined with magic realism. The specific relationship between artistry and magic realism in “The long silence of Mario Salviati” has not been the focus of any particular study yet. Several artists in the novel will be analysed within the context of magic realism and according to magic realist characteristics to give an integrated perspective on style and theme. This investigation largely conjoins with the viewpoints of Faris (1995, although perspectives from other theorists are also taken as a point of departure. Some important characteristics of magic realist texts which are discussed within the context of artistry in “The long silence of Mario Salviati” are inter alia the co-existence of two worlds, doubts from the reader concerning the interpretation of events as realist or magical, the questioning of conventional ideas about time, space and identity, the anti-bureaucratic viewpoint and the focus on collective rather than individual memory.

  1. 78 FR 37792 - Mario Julian Martinez-Bernache, Inmate Number #95749-279, CI Big Spring, Corrections Institution...

    Science.gov (United States)

    2013-06-24

    ... DEPARTMENT OF COMMERCE Bureau of Industry and Security Mario Julian Martinez-Bernache, Inmate... Order with the Under Secretary of Commerce for Industry and Security. The appeal must be filed within 45... the Internal Security Act of 1950 (50 U.S.C. 783(b)), or section 38 of the Arms Export Control Act (22...

  2. Psycho-Neural Identity as the Basis for Empirical Research and Theorization in Psychology: An Interview with Mario A. Bunge

    Science.gov (United States)

    Virues-Ortega, Javier; Hurtado-Parrado, Camilo; Martin, Toby L.; Julio, Flavia

    2012-01-01

    Mario Bunge is one of the most prolific philosophers of our time. Over the past sixty years he has written extensively about semantics, ontology, epistemology, philosophy of science and ethics. Bunge has been interested in the philosophical and methodological implications of modern psychology and more specifically in the philosophies of the…

  3. Can the History of Science Contribute to Modelling in Physics Teaching? The Case of Galilean Studies and Mario Bunge's Epistemology

    Science.gov (United States)

    Machado, Juliana; Braga, Marco Antônio Barbosa

    2016-01-01

    A characterization of the modelling process in science is proposed for science education, based on Mario Bunge's ideas about the construction of models in science. Galileo's "Dialogues" are analysed as a potentially fruitful starting point to implement strategies aimed at modelling in the classroom in the light of that proposal. It is…

  4. Mario Muñoz, el médico del Moncada

    Directory of Open Access Journals (Sweden)

    Natalia I. Osorio Curbelo

    2015-11-01

    Full Text Available Nació en Colón, Matanzas, el 26 de julio de 1912, hijo de Marcelino Muñoz Zurra, natural de Roque, Colón, de profesión fotógrafo y de Catalina Monroy Artiles, natural de Colon. Estudió la primera enseñanza y la secundaria en el Instituto de Colón. Obtuvo el Título de Bachiller en Ciencias y Letras a los 21 años, en el Instituto de Segunda Enseñanza de La Habana, el 28 de agosto de 1934. Ingresó en la Universidad de La Habana, en el curso académico de 1934-1935, donde matriculó la carrera de Medicina. En ese momento existía una gran crisis política, económica y social en Cuba, pues el estudiantado se encontraba en franca rebeldía contra el tirano Machado, y Mario Muñoz Monroy ingresó en el directorio estudiantil universitario. Fue uno de los líderes de la histórica huelga de marzo de 1935. El 5 de febrero 1942 logró por fin habiendo regresado a las aulas, hacer su ejercicio de grado, obteniendo nota de sobresaliente, graduándose el 16 de marzo. Vestía bata blanca y trataba con humildad a sus semejantes. Algunos le criticaban, porque cuando el paciente le necesitaba no le preguntaba si tenía dinero para pagar, le atendía sin miramientos... En la década de los años 50 del siglo XX, Mario Muñoz Monroy, en la ciudad de Colón, provincia de Matanzas, estaba al tanto de las noticias, sabía que el futuro de la Patria no podría ser el de golpes de estado, represión, tiranía e inconstitucionalidad. Antes combatió a Gerardo Machado, porque amaba la justicia, era hombre cabal, por eso no dudó en enrolarse en el movimiento que pasó a la historia como la Generación del Centenario. De su casa de la calle Diago, hoy Museo Casa de los Mártires del Moncada, en Colón, partió en su auto hacia Santiago de Cuba para encontrarse con la historia. (1 Cumplía 41 años de edad, y es conocido su diálogo con Fidel Castro, líder del grupo de jóvenes martianos y revolucionarios que asaltaron la madrugada en aquel julio caluroso y

  5. A Ditadura Uruguaia na Ficção de Mario Benedetti

    Directory of Open Access Journals (Sweden)

    Irineu Pacheco Paes Barreto

    2014-06-01

    Full Text Available O objetivo deste artigo é refletir sobre as representações da ditadura uruguaia (1973-1985 presentes na ficção de Mario Benedetti (1920-2009. Para tanto, analisamos o livro de contos Con y sin nostalgia (1977 e a novela Primavera com uma esquina rota (1982. O trabalho está dividido em quatro seções.  Abordamos, inicialmente, o estilo realista de Benedetti. A seguir, apresentamos uma síntese histórica do período em que o autor viveu no exílio, que coincide, na primeira etapa, com o auge da repressão política no Uruguai, e, numa segunda fase, corresponde ao processo de abertura do regime militar. Dedicamos as duas últimas seções à apreciação das obras ficcionais citadas.

  6. A noise model for the Brazilian gravitational wave detector 'Mario Schenberg'

    International Nuclear Information System (INIS)

    Frajuca, Carlos; Ribeiro, Kilder L; Andrade, Luiz A; Aguiar, Odylio D; Magalhaes, Nadja S; Jr, Rubens de Melo Marinho

    2004-01-01

    'Mario Schenberg' is a spherical resonant-mass gravitational wave (GW) detector that will be part of a GW detection array of three detectors. The other two will be built in Italy and in The Netherlands. Their resonant frequencies will be around 3.2 kHz with a bandwidth of about 200 Hz. This range of frequencies is new in a field where the typical frequencies lay below 1 kHz, making the development of the mechanical system much more complex. In this work, a noise model of the detector is presented, where all main sources of noise were taken into account. The final goal is to calculate the expected sensitivity of the detector, analysing which parameters must be changed to improve this

  7. Dr Mario Raviglione, director of the Stop TB Department World Health Organization. Interview by Christo Hall.

    Science.gov (United States)

    Raviglione, Mario

    2012-03-01

    Tuberculosis (TB) is a very global disease; there are over 9 million new incidences of TB every year with the vast majority of cases emerging in the developing world. As one of three major diseases associated with poverty it affects the areas where poverty is most prevalent, notably Asia and Africa. While the incidence rate has been slowly declining in the developed world it continues to pose a major health threat to even the most developed nations. To demonstrate the global, and persistent, nature of TB we asked Dr Mario Raviglione, Director of the World Health Organization's Stop TB Department to provide an analysis on the current TB situation in the United Kingdom and comment on what measures should be taken to alleviate the issue of TB in one of the world's richest countries.

  8. Los santos inocentes de Miguel Delibes [1981] y de Mario Camus [1983

    Directory of Open Access Journals (Sweden)

    Virginia Isla García

    2008-02-01

    Full Text Available En este ensayo se pretende estudiar las relaciones entre la novela de Miguel Delibes, Los santos inocentes (1981 y su exitosa adaptación cinematográfica de Mario Camus en 1983. Se verá cómo la calidad de la novela (la combinación de realismo descarnado y lirismo emotivo se acomoda perfectamente al lenguaje fílmico, especialmente gracias a la labor actoral, aunque sin restar por ello originalidad a la película. La crítica del pasado español y su alcance universal en la novela justifican su adaptación en la joven Democracia, cuyos objetivos sociales y políticos explican también en parte el refuerzo de diferentes aspectos en la novela y en la película.   

  9. Gel state of the fictional body in Mario Bellatin’s 'Rosa Canina' and "Flores"

    Directory of Open Access Journals (Sweden)

    Isabel Jasinski

    2015-12-01

    Full Text Available Mario Bellatin creates a peculiar "space of sense" in fiction, related to the visual and per­formatic expressions of language. So, his literary project presents writing as body language, a terri­tory of significance constantly deterritorialized by sensations connected to the narrative game, with images and symbols in the literary actions. A sense of creative destruction constitutes the paradox expressed by fiction as body and by the body as fiction, in what we call Bellatin’s "nomadic writing", by means of the abnormality of the characters, their sexuality and religiosity, as one can note in Flo­res (2000, especially in "Rosa canina", published online by Cosac Naify in 2009. The position adopted by the protagonist in this work seems to indicate a specific "regime of signification”, as Josefina Ludmer puts it, according to which art and reality, fiction and biography blur their borders in a “gel state exchange”.

  10. Fourteen years of geomagnetic daily variation at Mario Zucchelli Station (Antarctica

    Directory of Open Access Journals (Sweden)

    A. Meloni

    2007-06-01

    Full Text Available During the 1986-87 austral summer a geomagnetic observatory was installed at the Italian Antarctic Base Mario Zucchelli Station. In the first three years continuous time variation monitoring and absolute measurements of the geomagnetic field were carried out only during summer expeditions. Starting 1991 an automatic acquisition system, operating through all the year, was put in operation. We present here some peculiarities of the daily variation as observed for fourteen years (1987-2000. The availability of a long series of data has allowed the definition of seasonal, as well as solar cycle effects, on short time variations as observed at a cusp-cap observatory. In particular, contrary to mid latitude behaviour, a clear dependence of the daily variation amplitude on the global geomagnetic K index was well defined.

  11. Mario Sironi nas chamadas Coleções Matarazzo do MAC USP

    Directory of Open Access Journals (Sweden)

    Andrea Ronqui

    Full Text Available O acervo de arte moderna italiana do MAC-USP pode ser considerado a maior coleção desse gênero fora da Itália e vem sendo objeto de estudo nos últimos anos. Das 71 obras italianas, seis são de autoria de Mario Sironi. Este artigo propõe uma apresentação do percurso do artista, com breve análise de sua evolução pictórica, a partir dos estudos já existentes, a fim de situar as obras sironianas do acervo do MAC no contexto de sua produção.

  12. ILLUSTRAZIONE MONUMENTALE. Il “canone letterario” di Mario Sironi su La Rivista 1924-1943

    Directory of Open Access Journals (Sweden)

    Marta Sironi

    2016-11-01

    Full Text Available Nell’agosto 1923 il sistema editoriale del Partito Fascista incentrato sul quotidiano Il Popolo d’Italia lancia un nuovo mensile illustrato, La Rivista illustrata del Popolo d’Italia, subito nota come La Rivista con il proposito d’inserirsi e imporsi tra i mensili illustrati – avendo quale concorrente maggiore La Lettura del Corriere della sera. Il presente contributo intende analizzare le illustrazioni di Mario Sironi per gli interventi letterari mostrando il progressivo definirsi di un canone visivo in linea con la contemporanea sperimentazione del pittore: un’illustrazione monumentale intesa come riscrittura della realtà in linea con la rivoluzione fascista e direttamente ispirata alla tradizione artistica nazionale che lo stesso Sironi presentava in alcuni articoli pubblicati sullo stesso mensile tra il 1934 e il 1936. Una selezione di pagine illustrate dal 1924 al 1943, sostiene una rilettura critica del contributo di Sironi all’illustrazione editoriale, finora valutato soprattutto sul versante della satira politica.

  13. Perniola, Mario: La estética contemporánea y El arte expandido.

    Directory of Open Access Journals (Sweden)

    Óscar Ortega Ruiz

    2016-01-01

    Full Text Available Recientemente, han llegado a las librerías dos nuevas publicaciones de una de las grandes personalidades del pensamiento filosófico italiano, el profesor Mario Perniola, catedrático de Estética de la Universidad Tor Vergata de Roma. Este veterano intelectual de origen piamontés, nacido en 1941, ha ddedicado la mayor parte de su carrera a la reflexión acerca de los problemas y retos surgidos en el seno de la disciplina estética de los últimos decenios, tales como la evolución de las vanguardias, el situacionismo –movimiento en el que estuvo directamente involucrado–, los estudios culturales, el postmodernismo, el posthumanismo, etc.

  14. Adolfo Bioy casares y Mario Bellatin: sobre cartas sin cuerpo y acantilados

    Directory of Open Access Journals (Sweden)

    Karla Fernandes Cipreste

    2016-10-01

    Full Text Available Se propone una lectura de dos escritores hispanoamericanos – Adolfo Bioy Casares y Mario Bellatin – con el propósito de reflexionar sobre discursos de poder, incluido el ámbito de la Crítica Latinoamericana. Se entienden las experiencias de los personajes de sus obras, y también el ethos de ambos los autores, como una existência ética y estética que resiste a los intentos de categorizaciones. La propuesta se hace a la luz del concepto de Comunidad, del filósofo italiano Roberto Esposito, y de la discusión de Hugo Achugar sobre lo local y lo global en América Latina. Dos imágenes inspiran ese análisis: la carta sin cuerpo en Dormir al sol, de Casares; y el acantilado de Bellatin en Los fantasmas del masajista.

  15. Standardized assessment system in Chile: share of Mario Leyton Soto and Erika Himmel König

    Directory of Open Access Journals (Sweden)

    Jaime CAICEO ESCUDERO

    2016-10-01

    Full Text Available Educational evaluation, as the science of education, began to be developed and applied in Chile only starting from the sixties of the last century. Indeed, several Chilean educators were to his PhD to United States of America in these areas; among them are Mario Leyton and Erika Himmel, who specialized in curriculum and evaluation, through the approaches of Tyler and Bloom. Therefore, both were actively involved in the introduction into the country of two measurement systems: (1 selection for admission to the University, creating a standardized test, the academic aptitude test –paa– which was established from 1967 and remained until 2002 and from 2003 to date was changed to the university selection test –psu–; initially the paa contained only verbal and mathematical aptitude tests; knowledge tests were subsequently added specific (in mathematics, biology, physics, chemistry and Sciences social. (2 the measurement of achievements educational system school, both in basic education and medium from the 1970s with the called initially program of evaluation of educational achievement –per– and, subsequently, with the system of measurement of the quality of the teaching –simce–, which applies from 1988 until today, at the national level and at various levels of the school system: 4.° Basic, 8.° Basic and 2.° Medium, especially with tests of language and communication and mathematics. Both initiatives were directly involved Mario Leyton and Erika Himmel; the first to key positions in the Ministry of Education and the second as academic of the University of Chile and the Catholic University of Chile. Therefore, both have been recognized by the State with the National Prize of Sciences of Education in 2009 and 2011, respectively.

  16. EL CAPÍTULO PCP-SL EN LA NARRATIVA DE MARIO VARGAS LLOSA

    Directory of Open Access Journals (Sweden)

    Lucero de Vivanco

    2011-11-01

    Full Text Available Este artículo aborda cuatro textos narrativos del escritor peruano Mario Vargas Llosa relacionados con la violencia que se vivió en Perú en el contexto de la guerra entre Sendero Luminoso y el Estado: las novelas Historia de Mayta y Lituma en los Andes y los documentos Informe de Uchuraccay e Historia de una matanza. La lectura que hago parte problematizando los supuestos teóricos planteados por el escritor en La verdad de las mentiras en relación con la "verdad" de la literatura y su independencia con respecto a la realidad. Desde este lugar crítico, propongo que sus teorías no solo son problemáticas en sí mismas cuando se trata de narrar la violencia, sino que no son coincidentes con las prácticas culturales de sus lectores, razón por la cual los debates se encienden en la escena ideológica y la cuestión de la referencialidad se vuelve lucha política.The present article focuses on four narrative texts by Peruvian writer Mario Vargas Llosa that deal with the war between Shining Path and the Peruvian state: the novels Historia de Mayta and Lituma en los Andes, and the documents Informe de Uchuraccay and Historia de una matanza. My reading begins by discussing the writer's theories about "truth" in literature and its independence from reality as shown in La verdad de las mentiras. From this critical position, I propose that these theories are not only problematic in themselves when narrating violence, but also that they do not match with his readers' cultural practices. This point has led to incensed discussions in ideological debates, turning the question of referentiality into a problem of political struggle.

  17. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  18. Distinciones. Homenaje al Académico Mario Sánchez Medina.

    Directory of Open Access Journals (Sweden)

    Efraim Otero Ruiz

    2002-04-01

    Full Text Available

    Recipiendario de la Medalla Internacional “Hagedorn” de la Asociación Latinoamericana de Diabetes, otorgada en Punta del Este (Uruguay en noviembre de 2001 (Palabras introductorias a su Conferencia Inaugural del 1er Congreso Colombiano de Diabetes, Bogotá, octubre de 2001

    Honrosa tarea la de presentar ante ustedes al orador de esta noche. Quienes hemos sido sus amigos y colegas de especialidad en los últimos 45 años, podemos decir con certeza que Mario Sánchez Medina resume, en su persona y en su obra, la historia de la diabetes en Colombia. Por eso, nada más apropiado que sea él quien pronuncie la conferencia inaugural de este 1er. Congreso Colombiano de Diabetes sobre un tema que ha sido muy cercano a su corazón desde hace mucho: los aportes de la biología molecular a la terapéutica.

    Si consideramos que la práctica científica de la diabetología en Colombia tiene 50 años, la misma edad que acaba de cumplir la Sociedad Colombiana de Endocrinología, casi ese mismo tiempo tiene la incorporación de Mario a esas actividades, primero desde la cátedra de nutrición y después desde la Asociación Colombiana de Diabetes. Pues, al terminar su carrera de médico en la Universidad Nacional a mediados de los años cuarentas, Mario viaja a Buenos Aires a entrenarse en los dos campos que serían después la esencia de su ejercicio profesional; la diabetes, por un lado, y la alergia e inmunología, por el otro. Buenos Aires en 1945 era uno de los centros mundiales de la actividad diabetológica, casi tan importante como Inglaterra o como Boston: el Instituto de Fisiología del profesor Bernardo Houssay -cuyo busto en bronce preside la Sala de Juntas de nuestra Academiallevaba más de una década en sus experimentos clásicos sobre la relación entre diabetes y adenohipófisis, estudios que le valdrían al sabio argentino el premio Nobel en Fisiología y Medicina de 1947.

    El grupo de endocrin

  19. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....

  20. Mario Bunge en la Universidad Nacional de La Plata : Breve testimonio de su visita en el año 2000

    OpenAIRE

    Bunge, Mario

    2000-01-01

    Radio Universidad Nacional de La Plata registra un breve testimonio del Dr. Mario Bunge en su visita a la UNLP en el año 2000. Resalta su paso por esta Universidad, así como las características de la misma. Mario Augusto Bunge: nació en Buenos Aires el 21 de septiembre de 1919. Físico y filósofo, se graduó en la UNLP en 1952. Reside en Montreal (Canadá).

  1. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.

  2. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  3. El capítulo PCP-SL en la narrativa de Mario Vargas Llosa

    Directory of Open Access Journals (Sweden)

    Lucero de Vivanco

    2011-01-01

    Full Text Available Este artículo aborda cuatro textos narrativos del escritor peruano Mario Vargas Llosa relacionados con la violencia que se vivió en Perú en el contexto de la guerra entre Sendero Luminoso y el Estado: las novelas Historia de Mayta y Lituma en los Andes y los documentos Informe de Uchuraccay e Historia de una matanza. La lectura que hago parte problematizando los supuestos teóricos planteados por el escritor en La verdad de las mentiras en relación con la "verdad" de la literatura y su independencia con respecto a la realidad. Desde este lugar crítico, propongo que sus teorías no solo son problemáticas en sí mismas cuando se trata de narrar la violencia, sino que no son coincidentes con las prácticas culturales de sus lectores, razón por la cual los debates se encienden en la escena ideológica y la cuestión de la referencialidad se vuelve lucha política.

  4. Cultura de imágenes, no de sentidos (Entrevista a Mario Kaplún

    Directory of Open Access Journals (Sweden)

    Guillermo Orozco Gómez

    2015-01-01

    Full Text Available En la entrevista a MARIO KAPLÚN, uruguayo, asesor de Unesco, educador y comunicador, cuya preocupación fundamental ha sido estimular el diálogo y el aprendizaje y vivir intensamente la comunicación. Anota que siempre sintió a la comunicación como un compromiso con la sociedad. Señala que el diseño de la metodología del "casete foro" después le permitió descubrir el papel que juega la comunicación en los procesos educativos. Su libro "A la educación por la comunicación" demuestra la gran preocupación por la pedagogía. Recomienda si se quiere incidir en la realidad no se puede quedar solo en el plano teórico sino pasar al metodológico buscando que ésta sea coherente con los objetivos y con la teoría que se sustenta. Afirma que la tecnología debe supeditarse al objetivo social, pedagógico humano de la experiencia.

  5. La huída en la obra de Mario Vargas Llosa

    Directory of Open Access Journals (Sweden)

    German Arce Ross

    Full Text Available Se trata de poner en perspectiva la mayor parte de novelas de Mario Vargas Llosa en función del tema de la huída, partiendo del hecho que é1 solicitó la nacionalidad Española inmediatamente después de haber perdido las elecciones para la Presidencia del Perú y de haber escrito El pez en el agua. Nuestro análisis intenta demostrar la importancia de la figura paterna – principalmente en el sentido de su ausencia y de sus bruscas reapariciones – en la cristalización sintomática del tema de la fuga. Es por eso que una analogía con la posición fóbica, en relación al padre o a sus substitutos, nos ha parecido pertinente. Teniendo como pivot el análisis de la forma, del contexto y del contenido de su libro de memorias, este trabajo definiría así las bases de una contribución literaria de la obra de Vargas Llosa a la clinica de la fobia.

  6. Resposta do detector de ondas gravitacionais Mario Schenberg ao "ringdown" de buraco negros

    Science.gov (United States)

    Costa, C. A.; Aguiar, O. D.; Magalhães, N. S.

    2003-08-01

    Acredita-se que quando duas estrelas de nêutrons coalescem, elas, eventualmente, formam um buraco negro com massa igual a soma das massas dos objetos originais. Durante a formação do buraco negro, o espaço-tempo em torno do sistema sofre perturbações que se propagam na forma de radiação gravitacional. A forma de onda associada a radiação gravitacional, durante este estágio, aproxima-se a uma senóide exponencialmente amortecida. Este tipo de sinal é conhecido como "ringdown", e seu comportamento e parametrização são muito bem conhecidos. Neste trabalho, simulamos computacionalmente sinais provenientes do "ringdown" de buracos negros, com a finalidade de testar o desempenho do detector de ondas gravitacionais Mario Schenberg em observá-los, quando entrar em funcionamento. Este primeiro teste teórico ajudou-nos a criar estratégias de detecção de sinais imersos no ruído instrumental. Calculamos a relação sinal-ruído como uma função da frequência, bem como sua integral dentro da faixa de sensibilidade do detector. Os resultados obtidos mostraram que o detector Schenberg terá sensibilidade suficiente para detectar este tipo de sinal, proveniente de fontes astrofísicas localizadas dentro de um raio de ~100kpc.

  7. Planning to improve the mechanical quality factor in the transducer impedance matchers for Mario Schenberg detector

    International Nuclear Information System (INIS)

    Frajuca, Carlos; Silva Bortoli, Fabio da

    2006-01-01

    Mario Schenberg is a spherical resonant-mass gravitational wave (GW) detector that will be part of a GW detection array of two detectors. Another one is been built in The Netherlands. Their resonant frequencies will be around 3.2 kHz with a bandwidth of about 200 Hz. This range of frequencies is new in a field where the typical frequencies lay below 1 kHz, making the transducer development much more complex. Some studies indicated that using low mass mechanical resonators (used for impedance matching to the parametric transducer, in a cold damping regime) allow the detector to reach the standard quantum limit. In this work we describe the procedures that are being developed to quickly test the mechanical quality factor of a very small resonator in the quest to find the best machining method and thermal annealing for the impedance matching resonator, one key part that makes a good coupling between the sphere and the transducer. The main goal is to optimize the mechanical quality factor in a reasonable time

  8. Low-latency data analysis for the spherical detector Mario Schenberg

    International Nuclear Information System (INIS)

    Costa, Carlos Filipe Da Silva; Costa, César Augusto; Aguiar, Odylio Denys

    2014-01-01

    The confrontation of gravitational waves (GWs) with their electromagnetic (EM) counterparts will be rich with information about astrophysical events. Initially, this confrontation will corroborate GW detections; afterwards, when GW detections become more recurrent, it will allow astrophysics to combine information from different channels (GW, EM and also neutrinos). A low-latency data analysis which provides the direction of an incoming GW candidate is required to confront it with fast follow-up EM observations. Until now, no low-latency data analysis has been developed for spherical detectors. One spherical detector alone is capable of determining both the GW direction and polarization. By using this capability, we have developed a low-latency data analysis pipeline for the Mario Schenberg detector. This pipeline is able to retrieve the direction of GW triggers with an average angular resolution from δs ∼ 8° at SNR ∼ 12 to δs ∼ 1° at SNR ∼ 80, in a timespan of a 4 s for 32 s of data being analyzed. We apply a veto which reduces fake events up to 90% when maintaining the GW efficiency above 90% for high SNRs. We provide here a description of the method and its efficiency: resolution on the direction, false alarm rate and computational time. (paper)

  9. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  10. Thirteen years of integrated precipitable water derived by GPS at Mario Zucchelli Station, Antarctica

    Directory of Open Access Journals (Sweden)

    Pierguido Sarti

    2013-06-01

    Full Text Available Since 1998, the Italian Antarctic Programme has been funding space geodetic activities based on the use of episodic and permanent global positioning system (GPS observations. As well as their exploitation in geodynamics, these data can be used to sense the atmosphere and to retrieve and monitor its water vapor content and variations. The surface pressure p and temperature Ts at the GPS tracking sites are necessary to compute the zenith hydrostatic delay (ZHD, and consequently, the precipitable water. At sites where no surface information is recorded, the p and Ts values can be retrieved from, e.g., global numerical weather prediction models. Alternatively, the site-specific ZHD values can be computed by interpolation of the ZHD values provided in a grid model (2.5° × 2.0°. We have processed the data series of the permanent GPS site TNB1 (Mario Zucchelli Station, Antarctica from 1998 to 2010, with the purpose of comparing the use of grid ZHD values as an alternative to the use of real surface records. With these approaches, we estimate almost 7 × 104 hourly values of precipitable water over 13 years, and we find discrepancies that vary between 1.8 (±0.2 mm in summer and 3.3 (±0.5 mm in winter. In addition, the discrepancies of the two solutions show a clear seasonal dependency. Radiosounding measurements were used to derive an independent series of precipitable water. These agree better with the GPS precipitable water derived from real surface data. However, the GPS precipitable water time series is dry biased, as it is ca. 77% of the total moisture measured by the radiosoundings. Both the GPS and radiosounding observations are processed through the most up-to-date strategies, to reduce known systematic errors.

  11. Caracterización del embarazo en adolescentes del policlínico Mario Pozo

    Directory of Open Access Journals (Sweden)

    Darly Estrella Tamayo Arnedo

    2014-08-01

    Full Text Available Se realizó un estudio descriptivo retrospectivo, con el objetivo de caracterizar el embarazo en la adolescencia en el área de salud del policlínico “Mario Pozo”, en el municipio de Jesús Menéndez, provincia de Las Tunas, Cuba; durante los años 2012 y 2013. La muestra quedó constituida por 130 embarazadas adolescentes. Los datos fueron recopilados en los registros de la consulta municipal de genética y estadísticas y las variables empleadas fueron: grupos de edad, las que aportaron morbilidad grave, fallecidos y bajo peso, así como las interrupciones de embarazos por malformaciones congénitas. Para el procesamiento de los datos se utilizó la estadística descriptiva. Las adolescentes representaron el 14,36% del total de embarazadas registradas en los dos años del estudio, con mayor incidencia en el 2013, constituyendo un problema de salud del territorio. El grupo de 15 a 18 años tuvo la mayor contribución, con un 90% de los casos, las que aportaron el 20,89% de los recién nacidos bajo peso, el 18,18% de los fallecidos, el 30,76% de los niños menores de un año graves y el 34% de las malformaciones congénitas que fueron interrumpidas. La incidencia del embarazo en la adolescencia fue alta, siendo más significativa en la adolescencia tardía, repercutiendo cada año en la morbilidad y mortalidad infantil

  12. Taxas de eventos para as fontes astrofísicas do detector Mario Schenberg

    Science.gov (United States)

    Castro, C. S.; Araujo, J. C. N.; Miranda, O. D.; Aguiar, O. D.

    2003-08-01

    O detector de ondas gravitacionais Mario Schenberg será sensível a sinais que cheguem à Terra com amplitude h~10-21 e dentro da faixa em frequências que varia de 3,0 a 3,4 kHz. As principais fontes astrofísicas em condições de gerar um sinal detectável pela antena Schenberg são: colapsos estelares que produzam eventos do tipo supernova; instabilidades hidrodinâmicas em estrelas de nêutrons; excitação dos modos fluído (modos f) de estrelas de nêutrons; excitação dos primeiros modos quadrupolares de buracos negros com massa ~ 3,8 M¤; coalescências de estrelas de nêutrons e buracos negros em sistemas binários e, ainda, espiralações de mini-buracos negros. Neste trabalho nós determinamos as taxas de eventos para o Schenberg associadas a dois tipos de fontes: através da de-excitação dos modos f de estrelas de nêutrons e através da coalescência de mini-buracos negros de 0,5 M¤ (que atualmente têm sido colocados como possíveis candidatos a objetos massivos do halo Galáctico). Nós mostramos que esses tipos de fontes poderão produzir sinais em ondas gravitacionais com uma taxa em torno de um evento por ano dentro da banda do Schenberg.

  13. Historia de una crisis: el diario de Mario Góngora

    Directory of Open Access Journals (Sweden)

    Leonidas Morales T.

    2012-11-01

    Full Text Available El artículo aborda como objeto el Diario del historiador chileno Mario Góngora (1915-1985, y, de manera específica, la modalidad de realización del género del diario íntimo que él ofrece. Según la hipótesis de lectura del artículo, esa modalidad de realización estaría definida por la presencia notoria en el Diario de Góngora de rasgos constitutivos de un género de la contabilidad mercantil propia de la tradición burguesa, el libro de cuentas, bajo cuya influencia justamente surge el diario como género moderno en la Europa del siglo XVII, pero que en Góngora parece ser un patrón actual y determinante. Las anotaciones del Diario aparecen así contaminadas con el sentido de una “cuenta” como contabilidad. Y lo que se cuenta día tras día en el Diario, es decir, el “capital” de Góngora, son lecturas interminables, infinitas, y, como precipitado de las lecturas, modelos de vida deseable (religiosa, política, matrimonial, pero que, asumidos biográficamente, acaban en fracaso. El Diario se cierra precisamente con una crisis general del sujeto. Siguiendo la línea de sentido del libro de cuenta, diría que el Diario termina con una “quiebra”.

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  15. The Mario Vargas Llosa’s «niña mala»: Literary Descendant from the Picaresque?

    Directory of Open Access Journals (Sweden)

    Giovanna Pollarolo

    2015-05-01

    Full Text Available The purpose of this study is to explore the relationship, from an intertextual  perspective, between Las travesuras de la niña mala by Mario Vargas Llosa (2006, and the picaresque genre developed in Spain during the 16th and 17th century. In order to achieve this aim, I will take into account the filiation discourse and the appearance of the picaresque canon, as well as the female picaresque works ignored by the critics. Vargas Llosa draws the character of the «niña mala» gathering charateristics which belong both to male and female picaro.

  16. Definições formais de mobilidade e acessibilidade apoiadas na teoria de sistemas de Mario Bunge

    Directory of Open Access Journals (Sweden)

    Marcos Thadeu Queiroz Magalhães

    2013-12-01

    ABSTRACT On the subject of mobility and accessibility, most researchers have been focused on practical applications, without giving proper attention to the development of the underlying theory, resulting in conceptual inflation caused by confusing and vague definitions.  Among the existing definitions for terms such as Mobility and Accessibility, confusion emerges. This paper aims to formalize such notions and try to remove the ambiguity that is inherited from the natural language. We use the theory of Mario Bunge and the discution on the Nature of Transport to propose general formal definitions for Accessibility and Mobility. Keywords: Systems Theory, Mobility, Accessibility, Concept, Definition, Formalization.

  17. La niña-mujer en el huerto narrativo de Francisco Umbral y Mario Vargas Llosa

    OpenAIRE

    Godoy Cossío, Ana

    2017-01-01

    El artículo aborda la preeminencia de la niña-mujer como uno de los arquetipos femeninos predominantes en las narrativas de Francisco Umbral y Mario Vargas Llosa. Desde la perspectiva espacio-temporal, el estudio proyecta el doble microcosmos ficcional/no ficcional de la infancia/niñez, en cuyas etapas imperan los episodios obsesivos como marcas indelebles de la memoria individual y colectiva, restauradas por el narrador/protagonista/testigo. En sus textos, las niñas son el núcleo del paraíso...

  18. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet ...

  19. The ghost of Afrikaner identity in Ancestral voices, Leap year and The long silence of Mario Salviati (Etienne van Heerden

    Directory of Open Access Journals (Sweden)

    Mariëtte van Graan

    2017-04-01

    Full Text Available Ghost characters are a characteristic of the novels of Etienne van Heerden, but little research has been done concerning the nature and function of these ghost characters. In this article I discuss Van Heerden’s use of ghost characters diachronically with reference to the novels Ancestral voices (1986, Leap year (1993 and The long silence of Mario Salviati (2000. In order to clarify the nature of these ghosts, I use the so-called science of the paranormal as a framework. The ghosts in the three novels will be classified accordingly, and then discussed within the context of the novels in which they appear. In this way, I shall show how the ghost characters in these novels can be read as a constantly changing embodiment of Afrikaner identity (a central theme in Van Heerden’s oeuvre. Van Heerden’s Afrikaner changes with the times: in Ancestral voices the ghost characters form a collective that represents a fragmented image of the stereotypical, archaic male Afrikaner identity; in Leap year a liminal character is written in a liminal time to embody a liminal Afrikaner identity; and in The long silence of Mario Salviati Van Heerden moves away from the exclusive Afrikaner identity to a broader South African identity by using ghost characters from very different backgrounds and origins. In conclusion I shall compare these identities and the historical contexts of these novels in order to show the function of Van Heerden’s ghost characters as constant rewritings of South African identities.

  20. Peculiarities of hydrobiont mutagenesis in complicated ecological areas of the Nemunas river and the Kurshiu marios lagoon

    International Nuclear Information System (INIS)

    Barshiene, J.

    1992-01-01

    Cytogenetic disturbances of Viviparus contectus, Dreisena polymorpha, various bivalves, fish and trematodes species collected from the Nemunas river above Smalininkai, Tilzhe, Rusne, Kurshiu marios lagoon at Nida, Preila, Juodkrante, estuaries of Smiltele (Klaipeda), Vente have been studied. The data show that the highest level of chromosome sets changes was presented at Smalininkai, Vente, Preila and in biotopes of Klaipeda environs. It was marked that 50 % of clams from Smalininkai site were polyploidy and possessed cancer cells in their tissues. The great instability of chromosome sets in snails and unchangeable karyotypes of their parasites were detected. In fish tissues there were 12-21 % of altered cells with aneuploid or polyploid sets. The existence of polyploid, mosaic and hermaphroditic specimens of clams as well as the presence of high amount of cancer cells and mitotic suppression in their tissues, enable to state about complicated ecological zones in the Nemunas river: below Kaunas, Smalininkai, Tilzhe, in the Kurshiu marios lagoon: Vente, environs of Klaipeda and estuaries of the Shventoji river additionally. The highest level of β activity was detected in soft tissues of bivalve specimens containing 24-58 % of hypoploid cells. (author). 5 tabs., 1 fig., 4 refs

  1. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  2. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  3. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating

    Science.gov (United States)

    Souders, Dustin J.; Boot, Walter R.; Charness, Neil; Moxley, Jerad H.

    2017-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided. PMID:29033698

  4. Older Adult Video Game Preferences in Practice: Investigating the Effects of Competing or Cooperating.

    Science.gov (United States)

    Souders, Dustin J; Boot, Walter R; Charness, Neil; Moxley, Jerad H

    2016-01-01

    Video game interventions with the aim to improve cognition have shown promise for both younger (e.g., Powers et al., 2013) and older adults (e.g., Toril, Reales, and Ballesteros, 2014). Most studies suggest that fast-paced action games produce the largest benefits, but a recent video game intervention with older adults found that an action game intervention can result in poor adherence (Boot et al., 2013). To increase intervention adherence, we investigated older adult video game preferences that might bolster adherence by having participants play a competitive game (Mario Kart DS) or a cooperative game (Lego Star Wars: The Complete Saga) alone or with a partner. Although hypotheses regarding cooperative and multi-player gameplay were not supported, converging evidence suggests multi-player game play may lead to greater enjoyment, which was related to intervention adherence in a previous study (Boot et al., 2013). Insights for gaming intervention studies in older populations are also provided.

  5. 78 FR 37790 - In the Matter of: Mario Salinas-Lucio, Inmate Number #61687-279, FCI La Tuna, Federal Corrections...

    Science.gov (United States)

    2013-06-24

    ... DEPARTMENT OF COMMERCE Bureau of Industry and Security In the Matter of: Mario Salinas-Lucio... Order with the Under Secretary of Commerce for Industry and Security. The appeal must be filed within 45....S.C. 793, 794 or 798; section 4(b) of the Internal Security Act of 1950 (50 U.S.C. 783(b)), or...

  6. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  7. Nuevos Derechos en La Educación Media Uruguaya Liceo: Mario Benedetti Universidad del Trabajo: Santa Catalina

    Directory of Open Access Journals (Sweden)

    Mónica Elizabeth Olaza

    2018-06-01

    Full Text Available Este trabajo aborda dos experiencias de un mismo proyecto, realizado entre 2016 y 2017 por la Facultad de Psicología de la Universidad de la República (UDELAR, el Ministerio de Desarrollo Social (MIDES, el “Liceo Mario Benedetti” y la Universidad del Trabajo del Uruguay (UTU “Santa Catalina”, pertenecientes a la Administración Nacional de Educación Pública (ANEP. Se presentan algunos resultados de la intervención en las instituciones educativas mencionadas, obtenidos a partir de la elaboración de dos memorias que incluyeron entrevistas, talleres, observación y reuniones con actores institucionales: estudiantes, docentes, direcciones, comunidad y otros funcionarios. Se aborda la implementación de algunos nuevos derechos siguiendo la escucha de los actores y en el mismo sentido la necesidad y significados de la pertenencia en la institución educativa.

  8. La fisura irremediable: indígenas, regiones y nación en tres novelas de Mario Vargas Llosa

    Directory of Open Access Journals (Sweden)

    María de las Mercedes Ortiz Rodríguez

    2012-12-01

    Full Text Available In his novels The Green House (1966, The Storyteller (1989 and Death in the Andes (1996, Mario Vargas Llosa reinforces the dominant visions in which the Peruvian Andes and jungle are portrayed as the realms of barbarism and savagery respectively—as opposed to the Coast, which is considered the civilized center of the nation. I discuss how he resuscitates topics like cannibalism and the extirpation of idolatries in colonial times, clearly employing the linear evolutionism of the nineteenth century. He uses these familiar tropes and images to characterize, as did his predecessors, indigenous people as savages, cannibals and pagans who constitute an obstacle for the development of Peru in a neoliberal and global world.

  9. MARIO VARGAS LLOSA: LA FICCIONALIZACIÓN DE LA HISTORIA EN LA GUERRA DEL FIN DEL MUNDO

    Directory of Open Access Journals (Sweden)

    Horst Nitschack

    2011-11-01

    Full Text Available En la novela La Guerra del fin del mundo Mario Vargas Llosa presenta una reescritura y ficcionalización del texto fundacional Os Sertdes de Euclides da Cunha. El presente artículo sitúa esta novela en el momento de un cambio radical de las convicciones ideológicas y políticas de Mario Vargas Llosa en la década de los 70 y se propone analizar de qué manera las nuevas posiciones neoliberales asumidas por el autor se reflejan en la poética de la novela. Como argumento central se sostiene que en el proceso de ficcionalización del texto referencial de Euclides da Cunha se dejan descubrir dos estrategias: la primera es la individualización de la Historia, es decir, la narración privilegia las experiencias subjetivas de los protagonistas para explicar sus disposiciones a la violencia; en la segunda, la ficcionalización asume una paradoja: finge representar lo irrepresentable advirtiendo al mismo tiempo al lector que se trata solamente de ficción, es decir, ella responsabiliza al propio lector en qué medida él está dispuesto a identificar la narración con la 'verdad' histórica. En los dos casos nos encontramos frente a una poética que valoriza la responsabilidad individual y lo subjetivo en vez de la dependencia individual de lo colectivo y del compromiso de la narración con la historia objetiva.In the novel The War of the End of the World (La guerra del fin del mundo Mario Vargas Llosa presents a rewriting and fictionalization of Euclides da Cunha's foundational text Os Sertdes. The article relates this novel to the radical change in Mario Vargas Llosa's ideological and political convictions in the 1970s and intends to analyze how the author's neo-liberal positions are reflected in the poetics of this novel. The central argument is that in this process of fictionalization of Euclides da Cunha's text, two strategies can be discovered: the first being the individualization of History, that is, the narrative privileges the subjective

  10. Psycho-neural Identity as the Basis for Empirical Research and Theorization in Psychology: An Interview with Mario A. Bunge

    Science.gov (United States)

    Virues-Ortega, Javier; Hurtado-Parrado, Camilo; Martin, Toby L.; Julio, Flávia

    2012-10-01

    Mario Bunge is one of the most prolific philosophers of our time. Over the past sixty years he has written extensively about semantics, ontology, epistemology, philosophy of science and ethics. Bunge has been interested in the philosophical and methodological implications of modern psychology and more specifically in the philosophies of the relation between the neural and psychological realms. According to Bunge, functionalism, the philosophical stand of current psychology, has limited explanatory power in that neural processes are not explicitly acknowledged as components or factors of psychological phenomena. In Matter and Mind (2010), Bunge has elaborated in great detail the philosophies of the mind-brain dilemma and the basis of the psychoneural identity hypothesis, which suggests that all psychological processes can be analysed in terms of neural and physical phenomena. This article is the result of a long interview with Dr. Bunge on psychoneural identity and brain-behaviour relations.

  11. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  12. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  13. Los sistemas estandarizados de evaluación en Chile: participación de Mario Leyton Soto y Erika Himmel König

    OpenAIRE

    Caiceo Escudero, Jaime

    2015-01-01

    Educational evaluation, as the science of education, began to be developed and applied in Chile only starting from the sixties of the last century. Indeed, several Chilean educators were to his PhD to United States of America in these areas; among them are Mario Leyton and Erika Himmel, who specialized in curriculum and evaluation, through the approaches of Tyler and Bloom. Therefore, both were actively involved in the introduction into the country of two measurement systems: (1) selection fo...

  14. Tres lecturas de las novelas de Mario Vargas Llosa : interpretación psicoanalítica de la producción novelesca de un autor

    OpenAIRE

    Jonsson, Petter

    2009-01-01

    This doctoral thesis is a psychoanalytic interpretation of the novels of the Peruvian author Mario Vargas Llosa, and it explores these novels from three different perspectives, here called readings. The first perspective focuses on the literary techniques and the importance these may have for the interpretation of the content of the novels. This first reading includes a summary of the reception of the works and reveals many aspects that have not been discovered in earlier studies. The second ...

  15. REALIDADE E IMAGINAÇÃO NA LITERATURA DO EXÍLIO EM VIENTO DEL EXILIO, DE MARIO BENEDETTI

    Directory of Open Access Journals (Sweden)

    Edwirgens Aparecida Ribeiro Lopes de Almeida (UNIMONTES

    2017-05-01

    Full Text Available

    O clima político dos países latino-americano nos últimos 50 anos do século XX teve impacto imediato no campo das letras. Esse cenário de ditaduras, censuras e perseguições levou inúmeros escritores a acreditar no poder transformador da literatura. Influenciados, sobretudo pela função de engajamento e crítica da literatura, surge, coeva àquele período dos anos 60 até a última década daquele século, a literatura considerada do exílio e, após as experiências de afastamento de seus países de origem, a literatura que representa um momento de retorno dos escritores, caracterizado pelo escritor uruguaio Mario Benedetti como literatura de “desexílio”. Essa literatura tanto de um, quanto de outro momento registra as experiências vividas, a realidade experimentada em seus países sendo revisitadas por meio da imaginação e da memória. Diante desses pressupostos, este texto tem o objetivo de examinar, por meio de reflexões em torno da memórias, de Maurice Halbwachs, de modo sucinto, alguns poemas da obra Viento del exilio, de Mario Benedetti, tendo em conta as estratégias utilizadas pelo autor para o leitor entrever, nas páginas literárias, o sonho, a esperança, a desilusão, as memórias, reminiscências da realidade de seu país, ao mesmo tempo em que divide ainda com esse seu interlocutor as inquietações e anseios pela incerteza do período em que vive, exilado de seu país.

    Palavras-chave: Literatura. História. Memória. Imaginação. Exílio.

  16. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    Science.gov (United States)

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  17. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory

    Science.gov (United States)

    Clemenson, Gregory D.

    2015-01-01

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many “enriching” aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. SIGNIFICANCE STATEMENT The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can

  18. Virtual Environmental Enrichment through Video Games Improves Hippocampal-Associated Memory.

    Science.gov (United States)

    Clemenson, Gregory D; Stark, Craig E L

    2015-12-09

    The positive effects of environmental enrichment and their neural bases have been studied extensively in the rodent (van Praag et al., 2000). For example, simply modifying an animal's living environment to promote sensory stimulation can lead to (but is not limited to) enhancements in hippocampal cognition and neuroplasticity and can alleviate hippocampal cognitive deficits associated with neurodegenerative diseases and aging. We are interested in whether these manipulations that successfully enhance cognition (or mitigate cognitive decline) have similar influences on humans. Although there are many "enriching" aspects to daily life, we are constantly adapting to new experiences and situations within our own environment on a daily basis. Here, we hypothesize that the exploration of the vast and visually stimulating virtual environments within video games is a human correlate of environmental enrichment. We show that video gamers who specifically favor complex 3D video games performed better on a demanding recognition memory task that assesses participants' ability to discriminate highly similar lure items from repeated items. In addition, after 2 weeks of training on the 3D video game Super Mario 3D World, naive video gamers showed improved mnemonic discrimination ability and improvements on a virtual water maze task. Two control conditions (passive and training in a 2D game, Angry Birds), showed no such improvements. Furthermore, individual performance in both hippocampal-associated behaviors correlated with performance in Super Mario but not Angry Birds, suggesting that how individuals explored the virtual environment may influence hippocampal behavior. The hippocampus has long been associated with episodic memory and is commonly thought to rely on neuroplasticity to adapt to the ever-changing environment. In animals, it is well understood that exposing animals to a more stimulating environment, known as environmental enrichment, can stimulate neuroplasticity and

  19. AISTHESIS EN EL REALISMO CRÍTICO DE LA CIUDAD Y LOS PERROS DE MARIO VARGAS LLOSA

    Directory of Open Access Journals (Sweden)

    José Morales Saravia

    2011-11-01

    Full Text Available Lo nuevo de la "nueva novela hispanoamericana", que La ciudad y los perros (1962 de Mario Vargas Llosa representa, se halla en el re-trabajo de las categorías suministradas por la tradición realista bajo premisas que buscan despertar en el lector vivencias directas de lo feo. Este artículo analiza ambas estéticas implicadas en ello: aquella que construye lo feo en toda su amplitud y aquella del efecto que hace vivenciar lo feo directamente por el lector.The new aspect of the "nueva novela hispanoamericana", represented by Vargas Llosa's 1962 The Time of Hero, lies in the rework of categories from the realistic tradition under premises that seek to awaken in readers direct experiences of ugliness. This article analyses the two aesthetics involved in this process: one that constructs a vast fiction world of ugliness (KarlRosenkranz's Asthetik des Hasslichen, and another that enables readers to experience ugliness directly (Wirkungsasthetik.

  20. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

    The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...

  1. Five-year analysis of background carbon dioxide and ozone variations during summer seasons at the Mario Zucchelli station (Antarctica)

    Energy Technology Data Exchange (ETDEWEB)

    Cristofanelli, P.; Calzolari, F.; Bonafe, U.; Lanconelli, C.; Lupi, A.; Busetto, M.; Vitale, V.; Bonasoni, P. (National Research Council, Inst. of Atmospheric Sciences and Climate, Bologna (Italy)), e-mail: p.bonasoni@isac.cnr.it; Colombo, T. (Centro Nazionale di Climatologia e Meteorologia, Italian Air Force, Pratica di Mare (RM) (Italy))

    2011-11-15

    The work focuses on the analysis of CO{sub 2} and O{sub 3} surface variations observed during five summer experimental campaigns carried out at the 'Icaro Camp' clean air facility (74.7 deg S, 164.1 deg E, 41 m a.s.l.) of the 'Mario Zucchelli' Italian coastal research station. This experimental activity allowed the definition of summer average background O{sub 3} values that ranged from 18.3 +- 4.7 ppbv (summer 2005-2006) to 21.3 +- 4.0 ppbv (summer 2003-2004). Background CO{sub 2} concentrations showed an average growth rate of 2.10 ppmv yr-1, with the highest CO{sub 2} increase between the summer campaigns 2002-2003 and 2001-2002 (+2.85 ppmv yr-1), probably reflecting the influence of the 2002/2003 ENSO event. A comparison with other Antarctic coastal sites suggested that the summer background CO{sub 2} and O{sub 3} at MZS-IC are well representative of the average conditions of the Ross Sea coastal regions. As shown by the analysis of local wind direction and by 3-D back-trajectory calculations, the highest CO{sub 2} and O{sub 3} values were recorded in correspondence to air masses flowing from the interior of the Antarctic continent. These results suggest that air mass transport from the interior of the continent exerts an important influence on air mass composition in Antarctic coastal areas

  2. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...

  4. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  5. The intimidated bodies: The somatic consequences of state terrorism in Mario Vargas Llosa’s novel The Feast of the Goat

    Directory of Open Access Journals (Sweden)

    Wojciech Sawala

    2015-01-01

    Full Text Available This paper argues that Mario Vargas Llosa’s novel The Feast of the Goat (2000 uses the images of the bodies of three of its characters (Urania Cabral, Trujillo and Agustín Cabral to represent the mechanisms of state terrorism at the time of Trujillo’s dictatorship in the Dominican Republic. It is a traumatizing system, which leaves somatic marks in all the actors involved. We analyze the manners in which the Peruvian author uses the images of protagonists’ organic processes to sketch the psychical, emotional and ideological processes and states, linked to or generated by the policies of intimidation.

  6. Revisão das espécies neotropicais de Empididae (Diptera descritas por Mario Bezzi: VII. As espécies descritas em Hilara Meigen

    Directory of Open Access Journals (Sweden)

    José Albertino Rafael

    2011-09-01

    Full Text Available As cinco espécies descritas em Hilara por Mario Bezzi estão sendo redescritas e ilustradas. Atualmente três espécies permanecem em Hilara: H. irritans, H. perplexa e H. perturbans e duas espécies em Hilarigona: H. aberrans e H. abnormis. Todos os tipos primários foram examinados e estão sendo designados lectótipos para as três espécies de Hilara.

  7. Intertextualidad, dialogismo y poética cognitiva en la novela contemporánea: Bernardo Carvalho, Eduardo Lago y Mario Bellatín

    OpenAIRE

    Arrieta Domínguez, Daniel

    2016-01-01

    En esta tesis estudiamos el uso de la intertextualidad en cuatro novelas escritas por tres autores contemporáneos: el brasileño Bernardo Carvalho, el español Eduardo Lago y el mexicano-peruano Mario Bellatín. En primer lugar, analizamos la construcción de sus historias a partir de transformaciones en sus respectivos hipotextos, del uso de figuras en préstamo, y del diálogo ideológico que dichas novelas mantienen con anteriores visiones del mundo. Los conceptos bajtinianos de dialogismo, polif...

  8. Un viaje por los pliegues del sujeto : Del consumo a la aprehensión del otro en O turista aprendiz de Mario Andrade

    OpenAIRE

    Mailhe, Alejandra

    2004-01-01

    Este artículo analiza el ensayo de vanguardia O turista aprendiz del modernista Mario de Andrade. Especialmente atiende al modo en que el texto, al aprehender la cultura popular (a partir de dos viajes al norte y al nordeste brasileños), revisa críticamente una larga tradición de pensamiento nacional introyectada por el sujeto de enunciación (en tanto que intelectual) para pensar la alteridad social. Este viaje espacial se convierte así en un inquietante desplazamiento simbólico que recorre l...

  9. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  10. Sexist games=sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes.

    Science.gov (United States)

    Breuer, Johannes; Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2015-04-01

    From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.

  11. Projeto do sistema anti-ressonante da fiação dos transdutores para o detector Mario Schenberg

    Science.gov (United States)

    Vieira, S. J.., Jr.; Melo, J. L.

    2003-08-01

    O detector de ondas gravitacionais Mario Schenberg está sendo projetado e construído pelo grupo Gráviton. Sua construção está ocorrendo no Laboratório de Estado Sólido e Baixas Temperaturas (LESBT) da Universidade de São Paulo, na cidade de São Paulo. Esse detector possui uma massa ressonante esférica de cobre-alumínio, com 65 cm de diâmetro, pesando aproximadamente 1150 Kg, suspensa por um sistema de isolamento vibracional, que se encontra em fase de testes preliminares. A real eficácia desse sistema, entretanto, só poderá ser comprovada quando o detector estiver aparelhado com, pelo menos, um transdutor eletromecânico de altíssima sensibilidade acoplado à massa ressonante. Neste momento, não só este sistema de isolamento vibracional será posto em teste, como o do projeto da fiação que transporta os sinais de microondas até os transdutores e destes para a pré-amplificação. Apesar dessa fiação ter sido projetada para não apresentar nenhum contato com a superfície esférica da antena, de maneira a não haver nenhuma transmissão de ruído vibracional do laboratório para esta, deve-se minimizar o ruído microfônico produzido nessa fiação por oscilações mecânicas, uma vez que ela não utiliza nenhum sistema de isolamento vibracional. Com o intuito de resolver este problema, projetamos uma estrutura, formada por pequenos cilindros conectados por barras, a qual não terá nenhuma ressonância mecânica na faixa de freqüências de interesse para detecção (3000 - 3400 Hz). Desta forma, as vibrações nessa faixa não serão amplificadas. O projeto foi feito usando iterativamente, de maneira a otimizar os resultados obtidos, o programa de elementos finitos Msc/Nastran. Através de simulações feitas neste programa, determinamos os parâmetros geométricos ideais a serem utilizados, os quais proporcionam a maior região espectral de interesse livre de ressonâncias.

  12. Mario de Andrade y la Missão de Pesquisas Folclóricas (1938: una etnografía que no fue

    Directory of Open Access Journals (Sweden)

    Giobellina Brumana, Fernando

    2006-08-01

    Full Text Available This article studies the project by Brazilian Modernism in order to recover the Northeastern and Northem musical patrimony, destined mainly for religious uses. This enterprise took the form of an ethno-musical record which was financed and directed by the Secretariat for Culture of Sao Paulo City. During a couple of years the Secretariat for Culture was headed by the novelist Mario de Andrade (author of «Macunaíma». It was also the instutional framework within which Lévi- Strauss started his career as an ethnologist.

    Este trabajo estudia el proyecto que se desarrolló desde el modernismo brasileño para recuperar el patrimonio musical, fundamentalmente de uso religioso, del nordeste y norte del Brasil. En concreto, es la tentativa llevada a cabo a fines de 1930 de un registro etno-musicológico, que fue financiada y dirigida por la Secretaría de Cultura de la Ciudad de São Paulo. La Secretaría estuvo durante un par de años dirigida por el novelista Mario de Andrade (el autor de «Macunaíma » y fue el ámbito institucional en el que Lévi-Strauss dio sus primeros pasos como etnólogo.

  13. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  14. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  15. Video Design Games

    DEFF Research Database (Denmark)

    Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  16. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  17. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  18. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

    There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.

  19. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

    This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV

  20. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi

  1. De Los ríos profundos a Lituma en los andes: La respuesta de Mario Vargas Llosa a José María Arguedas

    Directory of Open Access Journals (Sweden)

    Marie-Madeleine Gladieu

    2011-05-01

    Full Text Available La novela de Mario Vargas Llosa Lituma en los Andes1 poco tiene que ver, aparentemente, con el mundo narrativo de José María Arguedas: las nuevas aventuras de un personaje ficticio bien conocido de los lectores, presente en varias obras anteriores de aquel autor, en nada se asemejan a las del niño Ernesto ni a las de otro protagonista arguediano. Los Andes sirven de decorado para los dos relatos, pero entre la naturaleza y los pueblos que se suceden en Los ríos profundos2en toda su diversidad, y los paisajes hoscos y siempre peligrosos por los que cruza Lituma, apenas reconoce el lector aquella parte del sur peruano. Algunos detalles, sin embargo, al examinar bien el texto y el contexto de Lituma en los Andes, llaman la atención.

  2. Mario Aguilera Peña, coordinador. El orden desarmado. La resistencia de la Asociación de Trabajadores Campesinos del Carare (ATCC

    Directory of Open Access Journals (Sweden)

    Leidy Carolina Navarro Antolínez

    2013-01-01

    Full Text Available Esta investigación representa el doceavo informe del Grupo de Memoria Histórica de la Comisión Nacional de Reparación y Reconciliación (CNRR, que hasta la fecha ha publicado diecinueve investigaciones. El proyecto surgió con la Ley de Justicia y Paz, del año 2005, con el propósito de "presentar informes sobre el origen y evolución de los grupos armados ilegales" (artículo 51. En este informe, el historiador y abogado Mario Aguilera Pena presenta una investigación que, como su titulo lo advierte, tiene por objeto reconstruir la historia de un orden social desarmado, como programa y proceso liderado por la Asociación de Trabajadores y Campesinos del Carare (ATCC, creada en 1987, en el corregimiento de La India, Santander.

  3. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  4. Digging deeper into platform game level design: session size and sequential features

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    A recent trend within computational intelligence and games research is to investigate how to affect video game players’ in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states...... constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience...... and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience...

  5. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

    Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  6. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...

  7. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

    Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.

  8. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  9. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

    Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)

  10. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

    Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.

  11. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

    This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were

  12. Videos - The National Guard

    Science.gov (United States)

    Legislative Liaison Small Business Programs Social Media State Websites Videos Featured Videos On Every Front 2:17 Always Ready, Always There National Guard Bureau Diversity and Inclusion Play Button 1:04 National Guard Bureau Diversity and Inclusion The ChalleNGe Ep.5 [Graduation] Play Button 3:51 The

  13. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...

  14. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ... *PDF files require the free Adobe® Reader® software for viewing. This website is maintained by the ...

  16. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... questions Clinical Studies Publications Catalog Photos and Images Spanish Language Information Grants and Funding Extramural Research Division ... Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video ...

  17. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

    This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...

  18. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  19. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

    "What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version.   var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...

  20. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.

  1. Hierarchical video summarization

    Science.gov (United States)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  2. Medical video server construction.

    Science.gov (United States)

    Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal

    2003-01-01

    The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.

  3. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  4. Video frame processor

    International Nuclear Information System (INIS)

    Joshi, V.M.; Agashe, Alok; Bairi, B.R.

    1993-01-01

    This report provides technical description regarding the Video Frame Processor (VFP) developed at Bhabha Atomic Research Centre. The instrument provides capture of video images available in CCIR format. Two memory planes each with a capacity of 512 x 512 x 8 bit data enable storage of two video image frames. The stored image can be processed on-line and on-line image subtraction can also be carried out for image comparisons. The VFP is a PC Add-on board and is I/O mapped within the host IBM PC/AT compatible computer. (author). 9 refs., 4 figs., 19 photographs

  5. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

    This book presents a complete pipeline forHDR image and video processing fromacquisition, through compression and quality evaluation, to display. At the HDR image and video acquisition stage specialized HDR sensors or multi-exposure techniques suitable for traditional cameras are discussed. Then, we present a practical solution for pixel values calibration in terms of photometric or radiometric quantities, which are required in some technically oriented applications. Also, we cover the problem of efficient image and video compression and encoding either for storage or transmission purposes, in

  6. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  7. Collaborative Video Sketching

    DEFF Research Database (Denmark)

    Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi

    2017-01-01

    This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... findings: 1) They are based on a collaborative approach. 2) The sketches act as a mean to externalizing hypotheses and assumptions among the participants. Based on our analysis we present an overview of factors involved in collaborative video sketching and shows how the factors relate to steps, where...... the participants: shape, record, review and edit their work, leading the participants to new insights about their work....

  8. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio.......This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...

  9. Escritores comprometidos, campo literario y novela total en los años sesenta. Mario Vargas Llosa, lector de Cien años de soledad

    Directory of Open Access Journals (Sweden)

    Jorge Valenzuela Garcés

    2011-07-01

    Full Text Available El proyecto de “novela total” que concibieron y llevaron a la práctica connotados integrantes del “boom” de la novela hispanoamericana tuvo extraordinarias muestras en textos como Cien años de soledad o La casa verde. En este estudio nos ocupamos de describir el campo literario delos años sesenta y el modo en que este influye, a través de la figura del compromiso, en las demandas al escritor-intelectual de izquierda sobre la necesidad de proyectar, en los textos literarios, una imagen integral del proceso histórico y social del continente. El análisis se centra en la forma en que Vargas Llosa construye, a partir del análisis de una novela como Cien años de soledad, el proyecto de la novela total y el modo en que la novela del escritor colombiano representó esta totalidad respondiendoa las demandas del campo literario en un contexto marcado porun discurso que entonces explicaba la situación de retraso de nuestro continente debido a la dependencia del imperialismo.Palabras claves: Mario Vargas Llosa, novela total, campo intelectual, campo literario.

  10. La fiesta del Chivo, de Mario Vargas Llosa: perspectivas de recepción de una novela de éxito

    Directory of Open Access Journals (Sweden)

    Frauke Gewecke

    2014-06-01

    Full Text Available Cuando a comienzos de marzo de 2000 la editorial Alfaguara lanzó al mercado español la nueva novela de Mario Vargas Llosa, anunciada desde hacía meses como evento editorial del año, la acogida por parte de la crítica fue unánimemente entusiasta, calificada la novela de “magistral” y “espléndida” o, para citar a Miguel García-Posada de El País (11-3-2000, de “narración poderosa”, escrita por Vargas Llosa “con su instinto de novelista nato”. Siguió una apretada campaña de promoción, con la presencia constante de Vargas Llosa en la prensa española y con una gira emprendida por el autor que lo llevó a Santo Domingo, Buenos Aires, Lima, México y hasta Miami.

  11. Cult of the Sexless Casement with Special Reference to the Novel The Dream of the Celt by Mario Vargas Llosa (Nobel Prize Winner for Literature 2010

    Directory of Open Access Journals (Sweden)

    Jeffrey Dudgeon

    2014-01-01

    Full Text Available The Irish revolutionary Roger Casement, executed in 1916, has spawned an army of books, articles, and news stories, more about his diaries and the authenticity controversy that still surrounds them than about his seminal work encouraging and arming Irish separatism or his humanitarian investigations in the Congo and the Peruvian Amazon. His aura and image in life, and more so in death, was Christ-like. A cult developed that required him to be sexless. The more he was said to be an active homosexual, as graphically revealed in his journals, ironically, the more he was revered as an icon by his Catholic nationalist supporters. The entry of Nobel prizewinning novelist Mario Vargas Llosa to the field and his adoption of a mixed, even contradictory, view of Casement’s sexuality in his Dream of the Celt (2010 has sparked a new round of disputation particularly from Angus Mitchell, the foremost proponent of the diary forgery theory. This emerges in his extensive Field Day Review articles, one of which provides a full history of the controversy. 

  12. Teoría política posfundacional en La guerra del fin del mundo de Mario Vargas Llosa: ¿Canudos postestructuralista?

    Directory of Open Access Journals (Sweden)

    Martín Retamozo

    2011-11-01

    Full Text Available It can be said that the relation between literature and political theory is not as prolific as that established by other disciplines such as philosophy, history and psychology. Although politics has held a central role in literature it is difficult to assert the prominence of political theory. A remarkable exception to this can be found in the novel La guerra del fin del mundo by Mario Vargas Llosa, not because the author dedicates himself to political theory but because of the complicity the plot shares with some contemporary theoretical perspectives. Within this horizon, the article proposes a reading of La guerra del fin del mundo in the light of its relation with key categories from post foundational political thought such as Heterogeneity, Antagonism, constitutive outside, empty signifier, discourse and hegemony. The article thus aims to contribute to the discussion of theoretical categories whose abstraction has often turned them difficult to assimilate. It also offers some reading clues to approach Vargas Llosa?s novel in the light of present political theory

  13. Super Mario's prison break —A proposal of object-intelligent-feedback-based classical Zeno and anti-Zeno effects

    Science.gov (United States)

    Gu, Shi-Jian

    2009-10-01

    Super Mario is imprisoned by a demon in a finite potential well on his way to save Princess Peach. He can escape from the well with the help of a flight of magic stairs floating in the space. However, the hateful demon may occasionally check his status. At that time, he has to make a judgement of either jumping to the inside ground immediately in order to avoid the discovery of his escape intention, or speeding up his escape process. Therefore, if the demon checks him too frequently such that there is no probability for him to reach the top of the barrier, he will be always inside the well, then a classical Zeno effect occurs. On the other hand, if the time interval between two subsequent checks is large enough such that he has a higher probability of being beyond the demon's controllable range already, then the demon's check actually speeds up his escape and a classical anti-Zeno effect takes place.

  14. Irrupción y metamorfosis: la imagen en la poesía de Mario Ortiz. Para una crítica poética

    Directory of Open Access Journals (Sweden)

    Ana Porrúa

    2014-11-01

    Full Text Available La poesía de Mario Ortiz podría pensarse como una escritura crítica dentro de la poesía argentina de los 90, o al menos de su gesto objetivista y su gesto realista. El modo de la crítica es la imagen en tanto irrupción, advenimiento de la imaginación (imago, en el sentido que le da Didi-Huberman que parte, en estos casos, de lo concreto, incluso de lo nimio. La fuerza de la imagen en tanto proceso en la poesía de Ortiz establece un movimiento que le devuelve a los objetos de uso su aura, a la vez que sostiene su definición materialista; un doblez en el que, además, se construye el relicario, la miniatura e incluso la colección. A la vez, puede leerse esta aparición de la imagen como migración y metamorfosis de los objetos tal como aparecen en los poemas más objetivistas y como revisión de sus colecciones

  15. Mario Alberto Cajas Sarria (2015. La historia de la Corte Suprema de Justicia de Colombia, 1886-1991. Bogotá: Universidad de los Andes & Universidad ICESI

    Directory of Open Access Journals (Sweden)

    Michael Cruz Rodríguez

    2017-06-01

    Full Text Available El libro del profesor Mario Alberto Cajas Sarria, que es resultado de su tesis doctoral en derecho en la Universidad de los Andes, realiza una narración de la historia de la Corte Suprema de Justicia de Colombia desde su creación en 1886 hasta su validación a la Asamblea Nacional Constituyente de 1991. Para ello toma como elemento central decisiones judiciales que efectuaron control constitucional en cuatro temas que sirven de hilos conductores: los estados de excepción, las leyes por vicios de trámite, los tratados internacionales y las reformas a la constitución. Así, el trabajo no sólo se detiene en las categorías jurídicas que orbitan alrededor de estos tópicos sino que, a partir de las decisiones judiciales, de la prensa y de fuentes secundarias, ilumina el contexto político y los ambientes institucionales en los que la Corte Suprema ejerció el control de constitucionalidad en algunas coyunturas en la trayectoria del régimen político colombiano.

  16. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Nonmotor Symptoms of Parkinson's Disease Expert Briefings: Gait, Balance and Falls in Parkinson's Disease Expert Briefings: Coping ... Library is an extensive collection of books, fact sheets, videos, podcasts, and more. To get started, use ...

  17. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Facts What is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing ... Surgery What is acoustic neuroma Diagnosing Symptoms Side effects Question To Ask Treatment Options Back Overview Observation ...

  18. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 8211 info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  19. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get ... For the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos ...

  20. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... patient kit Treatment Options Overview Observation Radiation Surgery What is acoustic neuroma Diagnosing ... Back Community Patient Stories Share Your Story Video Stories Caregivers Milestones Gallery Submit Your Milestone Team ANA Volunteer ...

  1. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo Gallery ... Support ANetwork Peer Support Program Community Connections Overview Find a Meeting Host a Meeting Volunteer Become a ...

  2. Photos and Videos

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Observers are required to take photos and/or videos of all incidentally caught sea turtles, marine mammals, seabirds and unusual or rare fish. On the first 3...

  3. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway Suite 108 ... About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English ...

  4. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Search Search What Is It Definition Pediatric Palliative Care Disease Types FAQ Handout for Patients and Families ... For Family Caregivers Glossary Resources Browse our palliative care resources below: Links Videos Podcasts Webinars For the ...

  5. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... About ANA Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway ... ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video ...

  6. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  7. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources ...

  8. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese ( ...

  9. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos Podcasts ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Resources Browse our palliative care resources below: ...

  10. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  11. Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES

    Directory of Open Access Journals (Sweden)

    Joseph eHilgard

    2013-09-01

    Full Text Available A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called game addiction. This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty. Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes towards the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players’ evaluations of different games and risk factors for pathological video game use.

  12. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES).

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use.

  13. Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

    Science.gov (United States)

    Hilgard, Joseph; Engelhardt, Christopher R.; Bartholow, Bruce D.

    2013-01-01

    A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called “game addiction”). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates. An exploratory factor analysis identified 9 factors: Story, Violent Catharsis, Violent Reward, Social Interaction, Escapism, Loss-Sensitivity, Customization, Grinding, and Autonomy. These factors demonstrated excellent fit in a subsequent confirmatory factor analysis, and, importantly, were found to reliably discriminate between inter-individual game preferences (e.g., Super Mario Brothers as compared to Call of Duty). Moreover, three factors were significantly related to pathological game use: the use of games to escape daily life, the use of games as a social outlet, and positive attitudes toward the steady accumulation of in-game rewards. The current research identifies individual preferences and motives relevant to understanding video game players' evaluations of different games and risk factors for pathological video game use. PMID:24058355

  14. Deception Detection in Videos

    OpenAIRE

    Wu, Zhe; Singh, Bharat; Davis, Larry S.; Subrahmanian, V. S.

    2017-01-01

    We present a system for covert automated deception detection in real-life courtroom trial videos. We study the importance of different modalities like vision, audio and text for this task. On the vision side, our system uses classifiers trained on low level video features which predict human micro-expressions. We show that predictions of high-level micro-expressions can be used as features for deception prediction. Surprisingly, IDT (Improved Dense Trajectory) features which have been widely ...

  15. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  16. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  17. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia NEI Home Contact Us A-Z Site Map NEI on Social Media Information in Spanish (Información en español) Website, ...

  18. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented

  19. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  20. Robust video object cosegmentation.

    Science.gov (United States)

    Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih

    2015-10-01

    With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).

  1. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models.......Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...

  2. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  3. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  4. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

    Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.

  5. EVALUACIÓN DE LAS COMPETENCIAS LABORALES Y SU INFLUENCIA EN LA CALIDAD DEL SERVICIO DEL HOSPITAL “DR. MARIO MUÑOZ MONROY”

    Directory of Open Access Journals (Sweden)

    Lázaro Quintana Tápanes

    2009-02-01

    Full Text Available

    En el artículo se identifican, evalúan las competencias laborales a nivel organizacional, de procesos clínicos – quirúrgicos y se determina su influencia en la calidad del servicio del Hospital “Dr. Mario Muñoz Monroy”. Se elaboran los perfiles de competencias correspondientes y se calcula el indicador desviación competencial, que permite conocer el comportamiento de las competencias en la comparación entre el estado deseado y actual, en los niveles jerárquicos antes mencionados. Se emplean diferentes métodos y técnicas como: análisis documental, entrevista, cuestionario, pruebas de conocimientos, observación, dinámica de grupo, método delphi, análisis-síntesis, inducción-deducción y el paquete estadístico SPSS versión 12.0. La muestra seleccionada está compuesta por clientes internos (médicos, enfermeros y por clientes externos (pacientes-familiares.

    Se identifican las competencias menos desarrolladas y se proponen estrategias a implementar por la entidad que permitan mejorar la calidad a través de las competencias laborales.

  6. Teoría política posfundacional en La guerra del fin del mundo de Mario Vargas Llosa: ¿Canudos postestructuralista?

    Directory of Open Access Journals (Sweden)

    Martín Retamozo

    2012-11-01

    Full Text Available La relación entre teoría política y literatura quizás no pueda contarse entre las más fecundas si se la compara con el vínculo que han establecido disciplinas como la filosofía, la historia y la psicología. Si bien la política ha ocupado un lugar central en la literatura es difícil sostener que la teoría política haya obtenido un sitio destacado. Una notable excepción encontramos en la novela La guerra del fin del mundo de Mario Vargas Llosa, no porque el autor se dedique a la teoría política, sino por la complicidad de la trama de la novela con ciertas perspectivas teóricas contemporáneas. En este horizonte, el artículo tiene como objetivo realizar una lectura de La guerra del fin del mundo y sugerir su relación con categorías centrales de la teoría política de inspiración posfundacional como Heterogeneidad, Antagonismo, exterior constitutivo, significante vacío, discurso y hegemonía. El trabajo que presentamos, de este modo, pretende aportar a la discusión de ciertas categorías teórico políticas que muchas veces por su grado de abstracción han suscitado dificultades pero también ofrecer claves de lectura de esta novela desde la teoría política actual

  7. Brains on video games.

    Science.gov (United States)

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  8. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  9. CERN Video News

    CERN Document Server

    2003-01-01

    From Monday you can see on the web the new edition of CERN's Video News. Thanks to a collaboration between the audiovisual teams at CERN and Fermilab, you can see a report made by the American laboratory. The clip concerns the LHC magnets that are being constructed at Fermilab. Also in the programme: the spectacular rotation of one of the ATLAS coils, the arrival at CERN of the first American magnet made at Brookhaven, the story of the discovery 20 years ago of the W and Z bosons at CERN. http://www.cern.ch/video or Bulletin web page.

  10. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

    Video context analysis is an active and vibrant research area, which provides means for extracting, analyzing and understanding behavior of a single target and multiple targets. Over the last few decades, computer vision researchers have been working to improve the accuracy and robustness of algorithms to analyse the context of a video automatically. In general, the research work in this area can be categorized into three major topics: 1) counting number of people in the scene 2) tracking individuals in a crowd and 3) understanding behavior of a single target or multiple targets in the scene.

  11. CS Seminar Videos

    OpenAIRE

    Ong, Derek; Tona, Glen; Gibb, Kyle; Parbadia, Sivani

    2013-01-01

    Main site for our project can be found at this URL: http://vtechworks.lib.vt.edu/handle/10919/19036. From here you can find videos of all the CS seminars and distinguished lectures given this semester. Each video has its own abstract and description. The files attached in this section are a final report in both raw Word Document and archival PDF formats and a presentation in both raw Powerpoint and archival PDF formats. Computer Science seminars are a very educational and interesting as...

  12. Video library for video imaging detection at intersection stop lines.

    Science.gov (United States)

    2010-04-01

    The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...

  13. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  14. Multi-Task Video Captioning with Video and Entailment Generation

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

    Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...

  15. Apocalipsis y literatura en Cien años de soledad de Gabriel García Márquez, La guerra del fin del mundo de Mario Vargas Llosa y Estrella distante de Roberto Bolaño

    OpenAIRE

    Laura Luche

    2013-01-01

    The study examines three novels of apocalyptic character, Cien años de soledad by Gabriel García Márquez, La guerra del fin del mundo by Mario Vargas Llosa and Estrella distante by Roberto Bolaño. Both in Cien años de soledad and in La guerra del fin del mundo apocalypse is related to the sudden and forced graft of modernity in a backward society and to the inability of the ruling class to understand the disturbing and devastating aspects of such a graft and, more generally, to understand...

  16. Reiterables y prescindibles en: Efecto Invernadero/Y si la belleza corrompe la muerte de Mario Bellatin : Instancias de un abordaje crítico-genético

    OpenAIRE

    Torres Reca, Guillermina

    2012-01-01

    Este trabajo aborda dos textos de Mario Bellatin, Efecto Invernadero y su pre-texto Y si la belleza corrompe la muerte, a partir de dos declaraciones del autor, referidas al proceso creativo y de producción. El autor habla de su propia obra y su palabra no se esfuma, trabaja sobre sus textos todo el tiempo. De este modo, la propuesta es hacer funcionar sus declaraciones en conjunto; porque sirven, porque fueron dichas y están ahí y, al mismo tiempo, complejizar por qué, en qué medida y cómo s...

  17. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  18. Guerrilla Video: A New Protocol for Producing Classroom Video

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

    Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…

  19. Streaming Video--The Wave of the Video Future!

    Science.gov (United States)

    Brown, Laura

    2004-01-01

    Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…

  20. Video Vectorization via Tetrahedral Remeshing.

    Science.gov (United States)

    Wang, Chuan; Zhu, Jie; Guo, Yanwen; Wang, Wenping

    2017-02-09

    We present a video vectorization method that generates a video in vector representation from an input video in raster representation. A vector-based video representation offers the benefits of vector graphics, such as compactness and scalability. The vector video we generate is represented by a simplified tetrahedral control mesh over the spatial-temporal video volume, with color attributes defined at the mesh vertices. We present novel techniques for simplification and subdivision of a tetrahedral mesh to achieve high simplification ratio while preserving features and ensuring color fidelity. From an input raster video, our method is capable of generating a compact video in vector representation that allows a faithful reconstruction with low reconstruction errors.

  1. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

    Asserts that the education of students in the technology of video and audio production is a political act. Discusses the structure and style of production, and the ideologies and values contained therein. Offers alternative approaches to critical video pedagogy. (PRA)

  2. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for ...

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Eye Disease Dilated Eye Exam Dry Eye For Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  4. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 ... Patient to an Adult Rheumatologist Drug Information for Patients Arthritis Drug Information Sheets Benefits and Risks of ...

  5. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... observation and instruction (directives) relayed across different spaces; 2) the use of recorded video by participants to visualise, spatialise and localise talk and action that is distant in time and/or space; 3) the translating, stretching and cutting of social experience in and through the situated use...

  6. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Is Initiated After Diagnosis? CareMAP: When Is It Time to Get Help? Unconditional Love CareMAP: Rest and Sleep: ... CareMAP: Mealtime and Swallowing: Part 1 ... of books, fact sheets, videos, podcasts, and more. To get started, use the search feature or check ...

  7. Fermilab | Publications and Videos

    Science.gov (United States)

    collection of particle physics books and journals. The Library also offers a range of services including Benefits Milestones Photos and videos Latest news For the media Particle Physics Neutrinos Fermilab and the computing Quantum initiatives Research and development Key discoveries Benefits of particle physics Particle

  8. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

    Full Text Available Video processing source code for algorithms and tools used in software media pipelines (e.g. image scalers, colour converters, etc.) The currently available source code is written in C++ with their associated libraries and DirectShow- Filters....

  9. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary Sign Up for ... Us Provider Directory What Is Palliative Care Definition Disease Types ...

  10. Video Game Controversies.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  11. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 30041 770-205-8211 info@ANAUSA.org The world’s #1 acoustic neuroma resource Click to learn more... ... is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing a healthcare ...

  12. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

    Niamut, O.A.; Weerdt, C.A. van der; Havekes, A.

    2009-01-01

    Het project Penta Mobilé liep van juni tot november 2009 en had als doel de mogelijkheden van mobiele video voor bedrijfscommunicatie toepassingen in kaart te brengen. Dit onderzoek werd uitgevoerd samen met vijf (‘Penta’) partijen: Business Tales, Condor Digital, European Communication Projects

  13. Characteristics of Instructional Videos

    Science.gov (United States)

    Beheshti, Mobina; Taspolat, Ata; Kaya, Omer Sami; Sapanca, Hamza Fatih

    2018-01-01

    Nowadays, video plays a significant role in education in terms of its integration into traditional classes, the principal delivery system of information in classes particularly in online courses as well as serving as a foundation of many blended classes. Hence, education is adopting a modern approach of instruction with the target of moving away…

  14. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    , for one week in 2014, and collected and analyzed visual data to learn about scientists’ practices. The visual material that was collected represented the agreed on material artifacts that should aid the students' reflective process to make sense of science technology practices. It was up to the student...... video, nature of the interactional space, and material and spatial semiotics....

  15. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

    Full Text Available The highly efficient and robust stitching of aerial video captured by unmanned aerial vehicles (UAVs is a challenging problem in the field of robot vision. Existing commercial image stitching systems have seen success with offline stitching tasks, but they cannot guarantee high-speed performance when dealing with online aerial video sequences. In this paper, we present a novel system which has an unique ability to stitch high-frame rate aerial video at a speed of 150 frames per second (FPS. In addition, rather than using a high-speed vision platform such as FPGA or CUDA, our system is running on a normal personal computer. To achieve this, after the careful comparison of the existing invariant features, we choose the FAST corner and binary descriptor for efficient feature extraction and representation, and present a spatial and temporal coherent filter to fuse the UAV motion information into the feature matching. The proposed filter can remove the majority of feature correspondence outliers and significantly increase the speed of robust feature matching by up to 20 times. To achieve a balance between robustness and efficiency, a dynamic key frame-based stitching framework is used to reduce the accumulation errors. Extensive experiments on challenging UAV datasets demonstrate that our approach can break through the speed limitation and generate an accurate stitching image for aerial video stitching tasks.

  16. Video narrativer i sygeplejerskeuddannelsen

    DEFF Research Database (Denmark)

    Jensen, Inger

    2009-01-01

    I artiklen gives nogle bud på hvordan video narrativer kan bruges i sygeplejerskeuddannelsen som triggers, der åbner for diskussioner og udvikling af meningsfulde holdninger til medmennesker. Det belyses også hvordan undervisere i deres didaktiske overvejelser kan inddrage elementer fra teori om...

  17. Social Properties of Mobile Video

    Science.gov (United States)

    Mitchell, April Slayden; O'Hara, Kenton; Vorbau, Alex

    Mobile video is now an everyday possibility with a wide array of commercially available devices, services, and content. These new technologies have created dramatic shifts in the way video-based media can be produced, consumed, and delivered by people beyond the familiar behaviors associated with fixed TV and video technologies. Such technology revolutions change the way users behave and change their expectations in regards to their mobile video experiences. Building upon earlier studies of mobile video, this paper reports on a study using diary techniques and ethnographic interviews to better understand how people are using commercially available mobile video technologies in their everyday lives. Drawing on reported episodes of mobile video behavior, the study identifies the social motivations and values underpinning these behaviors that help characterize mobile video consumption beyond the simplistic notion of viewing video only to kill time. This paper also discusses the significance of user-generated content and the usage of video in social communities through the description of two mobile video technology services that allow users to create and share content. Implications for adoption and design of mobile video technologies and services are discussed as well.

  18. Putting Your Camp on Video.

    Science.gov (United States)

    Peterson, Michael

    1997-01-01

    Creating a video to use in marketing camp involves selecting a format, writing the script, determining the video's length, obtaining release forms from campers who appear in the video, determining strategies for filming, choosing a narrator, and renting a studio and a mixing engineer (videotape editor). Includes distribution tips. (LP)

  19. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  20. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

  1. CERN Video News on line

    CERN Multimedia

    2003-01-01

    The latest CERN video news is on line. In this issue : an interview with the Director General and reports on the new home for the DELPHI barrel and the CERN firemen's spectacular training programme. There's also a vintage video news clip from 1954. See: www.cern.ch/video or Bulletin web page

  2. Contextual Awareness for Robust Robot Autonomy

    Science.gov (United States)

    2013-12-30

    above. We have tested this approach extensively with a simple “ pizza delivery” domain (must make the delivery in a given amount of time), where there...need to be solved only once, for each risk value. In tests, the augmented MDP failed only 7% less than our switching strategy (in the pizza delivery...a simpler pizza delivery domain (described in section 5.4). 86 5.1 Mario Domain The Super Mario Bros domain uses the Infinite Mario simu- lator 1

  3. Reconfiguración del sicario en Felicidad quizás de Mario Salazar Montero y Los restos del vellocino de oro de Alfredo Vanín

    Directory of Open Access Journals (Sweden)

    Margarita Jácome

    2012-06-01

    Full Text Available Este artículo analiza la transformación de la figura del sicario como personaje de ficción en la novela colombiana reciente sobre la base de su representación en los textos Felicidad quizás de Mario Salazar Montero y Los restos del vellocino de oro de Alfredo Vanín. Además de estudiar dicha representación en cada novela en particular, se la compara y contrasta con el perfil del asesino a sueldo establecido por la novela sicaresca de los años noventa, para proponer algunas características de la evolución del género evidenciadas en textos enmarcados en diversos tipos de violencia.This article analyzes the transformation of the hit-man - sicario - as a fictional character in recent Colombian narratives, based upon its representation in Felicidad quizás by Mario Salazar Montero and Los restos del vellocino de oro by Alfredo Vanín. Besides studying the sicario figure in each novel, this article compares and contrasts the recent image of the hired assassin to the one established by the sicaresca novel of the 90´s. Additionally, this methodology helps pointing out some characteristics in the evolution of this literary genre within the context of diverse types of violence.

  4. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

    The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.

  5. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

    The Motion Picture Industry began a transition from film based distribution and projection to digital distribution and projection several years ago. Digital delivery and presentation offers the prospect to increase the quality of the theatrical experience for the audience, reduce distribution costs to the distributors, and create new business opportunities for the theater owners and the studios. Digital Cinema also presents an opportunity to provide increased flexibility and security of the movies for the content owners and the theater operators. Distribution of content via electronic means to theaters is unlike any of the traditional applications for video compression. The transition from film-based media to electronic media represents a paradigm shift in video compression techniques and applications that will be discussed in this paper.

  6. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

    Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere...... medieproduktioner. Med afsæt i Lanarca Declarationens perspektiver på læringsdesign og hovedsageligt Jerome Bruners principper for stilladsering, sammensættes en model for understøttelse af videoproduktion af studerende på videregående uddannelser. Ved at anvende denne model for undervisningssessioner og forløb får...... de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen....

  7. Video material and epilepsy.

    Science.gov (United States)

    Harding, G F; Jeavons, P M; Edson, A S

    1994-01-01

    Nine patients who had epileptic attacks while playing computer games were studied in the laboratory. Patients had an EEG recorded as well as their response to intermittent photic stimulation (IPS) at flash rates of 1-60 fps. In addition, pattern sensitivity was assessed in all patients by a gratings pattern. Only 2 patients had no previous history of convulsions, and only 2 had a normal basic EEG. All but 1 were sensitive to IPS, and all but 1 were pattern sensitive. Most patients were male, but although this appears to conflict with previously published literature results regarding the sex ratio in photosensitivity, it was due to the male predominance of video game usage. We compared our results with those reported in the literature. Diagnosing video game epilepsy requires performing an EEG with IPS and pattern stimulation. We propose a standard method of testing.

  8. Solid state video cameras

    CERN Document Server

    Cristol, Y

    2013-01-01

    Solid State Video Cameras reviews the state of the art in the field of solid-state television cameras as compiled from patent literature. Organized into 10 chapters, the book begins with the basic array types of solid-state imagers and appropriate read-out circuits and methods. Documents relating to improvement of picture quality, such as spurious signal suppression, uniformity correction, or resolution enhancement, are also cited. The last part considerssolid-state color cameras.

  9. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

    The ubiquity of social media in our daily life, the intense user participation, and the explo- sion of multimedia content have generated an extraordinary interest from computer and social scientists to investigate the traces left by users to understand human behavior online. From this perspective, YouTube can be seen as the largest collection of audiovisual human behavioral data, among which conversational video blogs (vlogs) are one of the basic formats. Conversational vlogs have evolved fro...

  10. Video Bandwidth Compression System.

    Science.gov (United States)

    1980-08-01

    scaling function, located between the inverse DPCM and inverse transform , on the decoder matrix multiplier chips. 1"V1 T.. ---- i.13 SECURITY...Bit Unpacker and Inverse DPCM Slave Sync Board 15 e. Inverse DPCM Loop Boards 15 f. Inverse Transform Board 16 g. Composite Video Output Board 16...36 a. Display Refresh Memory 36 (1) Memory Section 37 (2) Timing and Control 39 b. Bit Unpacker and Inverse DPCM 40 c. Inverse Transform Processor 43

  11. The Future of Video

    OpenAIRE

    Li, F.

    2016-01-01

    Executive Summary \\ud \\ud A range of technological innovations (e.g. smart phones and digital cameras), infrastructural advances (e.g. broadband and 3G/4G wireless networks) and platform developments (e.g. YouTube, Facebook, Snapchat, Instagram, Amazon, and Netflix) are collectively transforming the way video is produced, distributed, consumed, archived – and importantly, monetised. Changes have been observed well beyond the mainstream TV and film industries, and these changes are increasingl...

  12. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  13. Video segmentation using keywords

    Science.gov (United States)

    Ton-That, Vinh; Vong, Chi-Tai; Nguyen-Dao, Xuan-Truong; Tran, Minh-Triet

    2018-04-01

    At DAVIS-2016 Challenge, many state-of-art video segmentation methods achieve potential results, but they still much depend on annotated frames to distinguish between background and foreground. It takes a lot of time and efforts to create these frames exactly. In this paper, we introduce a method to segment objects from video based on keywords given by user. First, we use a real-time object detection system - YOLOv2 to identify regions containing objects that have labels match with the given keywords in the first frame. Then, for each region identified from the previous step, we use Pyramid Scene Parsing Network to assign each pixel as foreground or background. These frames can be used as input frames for Object Flow algorithm to perform segmentation on entire video. We conduct experiments on a subset of DAVIS-2016 dataset in half the size of its original size, which shows that our method can handle many popular classes in PASCAL VOC 2012 dataset with acceptable accuracy, about 75.03%. We suggest widely testing by combining other methods to improve this result in the future.

  14. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  15. High Definition Video Streaming Using H.264 Video Compression

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

    This thesis presents high definition video streaming using H.264 codec implementation. The experiment carried out in this study was done for an offline streaming video but a model for live high definition streaming is introduced, as well. Prior to the actual experiment, this study describes digital media streaming. Also, the different technologies involved in video streaming are covered. These include streaming architecture and a brief overview on H.264 codec as well as high definition t...

  16. "It's A-Me/Mario!"

    DEFF Research Database (Denmark)

    Vella, Daniel

    2013-01-01

    Discussions surrounding the avatar-figure have tended to focus on its status as a manifestation or embodiment of the player. This paper complicates this understanding by arguing that the avatar is also an embodiment as a distinct character. Philosophical models of embodied phenomenology and narra...

  17. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong

    2013-04-14

    In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.

  18. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong; Zhang, Xiangliang; Shihada, Basem

    2013-01-01

    In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.

  19. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

    Full Text Available In the past few years there has been an explosion in the use of digital video data. Many people have personal computers at home, and with the help of the Internet users can easily share video files on their computer. This makes possible the unauthorized use of digital media, and without adequate protection systems the authors and distributors have no means to prevent it.Digital watermarking techniques can help these systems to be more effective by embedding secret data right into the video stream. This makes minor changes in the frames of the video, but these changes are almost imperceptible to the human visual system. The embedded information can involve copyright data, access control etc. A robust watermark is resistant to various distortions of the video, so it cannot be removed without affecting the quality of the host medium. In this paper I propose a video watermarking scheme that fulfills the requirements of a robust watermark. 

  20. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-02-01

    Network video conferencing is advancing rapidly throughout the nation, and the Idaho National Engineering Laboratory (INEL), a Department of Energy (DOE) facility, is at the forefront of the development. Engineers at INEL/EG&G designed and installed a very unique DOE videoconferencing system, offering many outstanding features, that include true multipoint conferencing, user-friendly design and operation with no full-time operators required, and the potential for cost effective expansion of the system. One area where INEL/EG&G engineers made a significant contribution to video conferencing was in the development of effective, user-friendly, end station driven scheduling software. A PC at each user site is used to schedule conferences via a windows package. This software interface provides information to the users concerning conference availability, scheduling, initiation, and termination. The menus are 'mouse' controlled. Once a conference is scheduled, a workstation at the hubs monitors the network to initiate all scheduled conferences. No active operator participation is required once a user schedules a conference through the local PC; the workstation automatically initiates and terminates the conference as scheduled. As each conference is scheduled, hard copy notification is also printed at each participating site. Video conferencing is the wave of the future. The use of these user-friendly systems will save millions in lost productivity and travel cost throughout the nation. The ease of operation and conference scheduling will play a key role on the extent industry uses this new technology. The INEL/EG&G has developed a prototype scheduling system for both commercial and federal government use.

  1. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-01-01

    Network video conferencing is advancing rapidly throughout the nation, and the Idaho National Engineering Laboratory (INEL), a Department of Energy (DOE) facility, is at the forefront of the development. Engineers at INEL/EG&G designed and installed a very unique DOE videoconferencing system, offering many outstanding features, that include true multipoint conferencing, user-friendly design and operation with no full-time operators required, and the potential for cost effective expansion of the system. One area where INEL/EG&G engineers made a significant contribution to video conferencing was in the development of effective, user-friendly, end station driven scheduling software. A PC at each user site is used to schedule conferences via a windows package. This software interface provides information to the users concerning conference availability, scheduling, initiation, and termination. The menus are 'mouse' controlled. Once a conference is scheduled, a workstation at the hubs monitors the network to initiate all scheduled conferences. No active operator participation is required once a user schedules a conference through the local PC; the workstation automatically initiates and terminates the conference as scheduled. As each conference is scheduled, hard copy notification is also printed at each participating site. Video conferencing is the wave of the future. The use of these user-friendly systems will save millions in lost productivity and travel cost throughout the nation. The ease of operation and conference scheduling will play a key role on the extent industry uses this new technology. The INEL/EG&G has developed a prototype scheduling system for both commercial and federal government use.

  2. Women as Video Game Consumers

    OpenAIRE

    Kiviranta, Hanna

    2017-01-01

    The purpose of this Thesis is to study women as video game consumers through the games that they play. This was done by case studies on the content of five video games from genres that statistically are popular amongst women. To introduce the topic and to build the theoretical framework, the key terms and the video game industry are introduced. The reader is acquainted with theories on consumer behaviour, buying processes and factors that influence our consuming habits. These aspects are...

  3. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

    in favour of worthy causes. However, it is also very rewarding to draw on the creativity, enthusiasm and rapidly improving technical skills of young students, and to guide them to use video equipment themselves for documentary, for philosophical film essays and intellectual debate. In the digital era......Like everyone else university students of the humanities are quite used to watching Hollywood productions and professional TV. It requires some didactic effort to redirect their eyes and ears away from the conventional mainstream style and on to new and challenging ways of using the film media...

  4. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

    and beautiful visualisations. However, we also need to ask what the tools of big data can do both for the Humanities and for more interpretative approaches and methods. Thus, we prefer to explore how the power of computation, new sensor technologies and massive storage can also help with video-based qualitative......For the last few years, we have witnessed a hype about the potential results and insights that quantitative big data can bring to the social sciences. The wonder of big data has moved into education, traffic planning, and disease control with a promise of making things better with big numbers...

  5. Provocative Video Scenarios

    DEFF Research Database (Denmark)

    Caglio, Agnese

    This paper presents the use of ”provocative videos”, as a tool to support and deepen findings from ethnographic investigation on the theme of remote videocommunication. The videos acted as a resource to also investigate potential for novel technologies supporting continuous connection between...... households. They were deployed online as part of a 6 months research project in collaboration with the Danish electronics manifacturer Bang & Olufsen, involving participants from different continents. The intention is to propose the integration of tools that have been always seen as part of the design domain...

  6. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

    Full Text Available The article considers the aesthetical and practical possibilities for sounds (sound design in video games and interactive applications. Outlines the key features of the game sound, such as simulation, representativeness, interactivity, immersion, randomization, and audio-visuality. The author defines the basic terminology in study of game audio, as well as identifies significant aesthetic differences between film sounds and sounds in video game projects. It is an attempt to determine the techniques of art analysis for the approaches in study of video games including aesthetics of their sounds. The article offers a range of research methods, considering the video game scoring as a contemporary creative practice.

  7. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

    The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…

  8. Unattended video surveillance systems for international safeguards

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1979-01-01

    The use of unattended video surveillance systems places some unique requirements on the systems and their hardware. The systems have the traditional requirements of video imaging, video storage, and video playback but also have some special requirements such as tamper safing. The technology available to meet these requirements and how it is being applied to unattended video surveillance systems are discussed in this paper

  9. Personal Digital Video Stories

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Henningsen, Birgitte Sølbeck; Louw, Arnt Vestergaard

    2016-01-01

    The drop-out rate among students attending vocational training institutions is higher than for other forms of education at the same entry level (in Denmark, but also generally in Europe). A recent Danish reform has aided students, who enter the first part of the basic program directly from primar...... students are at school and in practical placements with companies. This may increase students’ social engagement and interest in the subject matter, together with greater awareness of professional identity, which could help decrease drop-out rates for vocational training.......The drop-out rate among students attending vocational training institutions is higher than for other forms of education at the same entry level (in Denmark, but also generally in Europe). A recent Danish reform has aided students, who enter the first part of the basic program directly from primary...... multimedia and video productions in Vocational Educational Training (VET). These video productions focused on the subjects of their future profession, and increased students’ motivation and experience of professional pride. Through a semistructured literature review, the paper then argues for a research...

  10. SnapVideo: Personalized Video Generation for a Sightseeing Trip.

    Science.gov (United States)

    Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling

    2017-11-01

    Leisure tourism is an indispensable activity in urban people's life. Due to the popularity of intelligent mobile devices, a large number of photos and videos are recorded during a trip. Therefore, the ability to vividly and interestingly display these media data is a useful technique. In this paper, we propose SnapVideo, a new method that intelligently converts a personal album describing of a trip into a comprehensive, aesthetically pleasing, and coherent video clip. The proposed framework contains three main components. The scenic spot identification model first personalizes the video clips based on multiple prespecified audience classes. We then search for some auxiliary related videos from YouTube 1 according to the selected photos. To comprehensively describe a scenery, the view generation module clusters the crawled video frames into a number of views. Finally, a probabilistic model is developed to fit the frames from multiple views into an aesthetically pleasing and coherent video clip, which optimally captures the semantics of a sightseeing trip. Extensive user studies demonstrated the competitiveness of our method from an aesthetic point of view. Moreover, quantitative analysis reflects that semantically important spots are well preserved in the final video clip. 1 https://www.youtube.com/.

  11. Mario Matus González (2012), Crecimiento sin desarrollo. Precios y salarios reales durante el Ciclo Salitrero en Chile, 1880-1930, Editorial Universitaria, Santiago de Chile, 342 pp [Ressenya de llibre

    OpenAIRE

    Yáñez, César

    2013-01-01

    El libro de Mario Matus González, Crecimiento sin desarrollo. Precios y salarios reales durante el Ciclo Salitrero en Chile, 1880-1930, marcará un hito en la historiografía chilena. Un antes y un después que tiene al menos dos pilares. Por una parte, se trata de un sólido análisis de la economía chilena en la época de la « primera globalización », que en el caso de Chile se caracterizó por un largo período de crecimiento apoyado en las exportaciones de salitre que se extraían de las provincia...

  12. Epistemic Authority, Lies, and Video

    DEFF Research Database (Denmark)

    Andersen, Rune Saugmann

    2013-01-01

    This article analyses how videos of violent protests become politically powerful arguments able to intervene in debates about security. It does so by looking at a series of videos taken by police authorities and protesters during street battles in Copenhagen in August 2009, when protesters opposed...

  13. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patients from Johns Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P.E. Study Patient Update Transitioning the JRA ...

  14. Video Measurements: Quantity or Quality

    Science.gov (United States)

    Zajkov, Oliver; Mitrevski, Boce

    2012-01-01

    Students have problems with understanding, using and interpreting graphs. In order to improve the students' skills for working with graphs, we propose Manual Video Measurement (MVM). In this paper, the MVM method is explained and its accuracy is tested. The comparison with the standardized video data software shows that its accuracy is comparable…

  15. Encrypted IP video communication system

    Science.gov (United States)

    Bogdan, Apetrechioaie; Luminiţa, Mateescu

    2010-11-01

    Digital video transmission is a permanent subject of development, research and improvement. This field of research has an exponentially growing market in civil, surveillance, security and military aplications. A lot of solutions: FPGA, ASIC, DSP have been used for this purpose. The paper presents the implementation of an encrypted, IP based, video communication system having a competitive performance/cost ratio .

  16. Automatic summarization of narrative video

    NARCIS (Netherlands)

    Barbieri, M.

    2007-01-01

    The amount of digital video content available to users is rapidly increasing. Developments in computer, digital network, and storage technologies all contribute to broaden the offer of digital video. Only users’ attention and time remain scarce resources. Users face the problem of choosing the right

  17. Video Games as Moral Educators?

    Science.gov (United States)

    Khoo, Angeline

    2012-01-01

    The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…

  18. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract Convergence ... is maintained by the NEI Office of Science Communications, Public Liaison, and Education. Technical questions about this ...

  19. Video Streaming in Online Learning

    Science.gov (United States)

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

    The use of video in teaching and learning is a common practice in education today. As learning online becomes more of a common practice in education, streaming video and audio will play a bigger role in delivering course materials to online learners. This form of technology brings courses alive by allowing online learners to use their visual and…

  20. Probabilistic Approaches to Video Retrieval

    NARCIS (Netherlands)

    Ianeva, Tzvetanka; Boldareva, L.; Westerveld, T.H.W.; Cornacchia, Roberto; Hiemstra, Djoerd; de Vries, A.P.

    Our experiments for TRECVID 2004 further investigate the applicability of the so-called “Generative Probabilistic Models to video retrieval��?. TRECVID 2003 results demonstrated that mixture models computed from video shot sequences improve the precision of “query by examples��? results when

  1. Commercially available video motion detectors

    International Nuclear Information System (INIS)

    1979-01-01

    A market survey of commercially available video motion detection systems was conducted by the Intrusion Detection Systems Technology Division of Sandia Laboratories. The information obtained from this survey is summarized in this report. The cutoff date for this information is May 1978. A list of commercially available video motion detection systems is appended

  2. Memory-cenric video processing

    NARCIS (Netherlands)

    Beric, A.; Meerbergen, van J.; Haan, de G.; Sethuraman, R.

    2008-01-01

    This work presents a domain-specific memory subsystem based on a two-level memory hierarchy. It targets the application domain of video post-processing applications including video enhancement and format conversion. These applications are based on motion compensation and/or broad class of content

  3. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

    This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.

  4. The Art of Video Games

    Science.gov (United States)

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  5. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Videos for Educators Search English Español Special Needs: Planning for Adulthood (Video) KidsHealth / For Parents / Special Needs: Planning for Adulthood (Video) Print Young adults with special ...

  6. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Staying Safe Videos for Educators Search English Español Special Needs: Planning for Adulthood (Video) KidsHealth / For Parents / Special Needs: Planning for Adulthood (Video) Print Young adults with ...

  7. Distributed source coding of video

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Van Luong, Huynh

    2015-01-01

    A foundation for distributed source coding was established in the classic papers of Slepian-Wolf (SW) [1] and Wyner-Ziv (WZ) [2]. This has provided a starting point for work on Distributed Video Coding (DVC), which exploits the source statistics at the decoder side offering shifting processing...... steps, conventionally performed at the video encoder side, to the decoder side. Emerging applications such as wireless visual sensor networks and wireless video surveillance all require lightweight video encoding with high coding efficiency and error-resilience. The video data of DVC schemes differ from...... the assumptions of SW and WZ distributed coding, e.g. by being correlated in time and nonstationary. Improving the efficiency of DVC coding is challenging. This paper presents some selected techniques to address the DVC challenges. Focus is put on pin-pointing how the decoder steps are modified to provide...

  8. Video game induced knuckle pad.

    Science.gov (United States)

    Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S

    2006-01-01

    Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.

  9. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  10. Toy Trucks in Video Analysis

    DEFF Research Database (Denmark)

    Buur, Jacob; Nakamura, Nanami; Larsen, Rainer Rye

    2015-01-01

    discovered that using scale-models like toy trucks has a strongly encouraging effect on developers/designers to collaboratively make sense of field videos. In our analysis of such scale-model sessions, we found some quite fundamental patterns of how participants utilise objects; the participants build shared......Video fieldstudies of people who could be potential users is widespread in design projects. How to analyse such video is, however, often challenging, as it is time consuming and requires a trained eye to unlock experiential knowledge in people’s practices. In our work with industrialists, we have...... narratives by moving the objects around, they name them to handle the complexity, they experience what happens in the video through their hands, and they use the video together with objects to create alternative narratives, and thus alternative solutions to the problems they observe. In this paper we claim...

  11. Smart Streaming for Online Video Services

    OpenAIRE

    Chen, Liang; Zhou, Yipeng; Chiu, Dah Ming

    2013-01-01

    Bandwidth consumption is a significant concern for online video service providers. Practical video streaming systems usually use some form of HTTP streaming (progressive download) to let users download the video at a faster rate than the video bitrate. Since users may quit before viewing the complete video, however, much of the downloaded video will be "wasted". To the extent that users' departure behavior can be predicted, we develop smart streaming that can be used to improve user QoE with ...

  12. Ranking Highlights in Personal Videos by Analyzing Edited Videos.

    Science.gov (United States)

    Sun, Min; Farhadi, Ali; Chen, Tseng-Hung; Seitz, Steve

    2016-11-01

    We present a fully automatic system for ranking domain-specific highlights in unconstrained personal videos by analyzing online edited videos. A novel latent linear ranking model is proposed to handle noisy training data harvested online. Specifically, given a targeted domain such as "surfing," our system mines the YouTube database to find pairs of raw and their corresponding edited videos. Leveraging the assumption that an edited video is more likely to contain highlights than the trimmed parts of the raw video, we obtain pair-wise ranking constraints to train our model. The learning task is challenging due to the amount of noise and variation in the mined data. Hence, a latent loss function is incorporated to mitigate the issues caused by the noise. We efficiently learn the latent model on a large number of videos (about 870 min in total) using a novel EM-like procedure. Our latent ranking model outperforms its classification counterpart and is fairly competitive compared with a fully supervised ranking system that requires labels from Amazon Mechanical Turk. We further show that a state-of-the-art audio feature mel-frequency cepstral coefficients is inferior to a state-of-the-art visual feature. By combining both audio-visual features, we obtain the best performance in dog activity, surfing, skating, and viral video domains. Finally, we show that impressive highlights can be detected without additional human supervision for seven domains (i.e., skating, surfing, skiing, gymnastics, parkour, dog activity, and viral video) in unconstrained personal videos.

  13. Video Quality Prediction Models Based on Video Content Dynamics for H.264 Video over UMTS Networks

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

    Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.

  14. Interactive Video, The Next Step

    Science.gov (United States)

    Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.

    2012-12-01

    Video has the ingredients to reach us emotionally - with amazing images, enthusiastic interviews, music, and video game-like animations-- and it's emotion that motivates us to learn more about our new interest. However, watching video is usually passive. New web-based technology is expanding and enhancing the video experience, creating opportunities to use video with more direct interaction. This talk will look at an Educaton and Outreach team's experience producing video-centric curriculum using innovative interactive media tools from TED-Ed and FlixMaster. The Consortium for Ocean Leadership's Deep Earth Academy has partnered with the Center for Dark Energy Biosphere Investigations (C-DEBI) to send educators and a video producer aboard three deep sea research expeditions to the Juan de Fuca plate to install and service sub-seafloor observatories. This collaboration between teachers, students, scientists and media producers has proved a productive confluence, providing new ways of understanding both ground-breaking science and the process of science itself - by experimenting with new ways to use multimedia during ocean-going expeditions and developing curriculum and other projects post-cruise.

  15. Video personalization for usage environment

    Science.gov (United States)

    Tseng, Belle L.; Lin, Ching-Yung; Smith, John R.

    2002-07-01

    A video personalization and summarization system is designed and implemented incorporating usage environment to dynamically generate a personalized video summary. The personalization system adopts the three-tier server-middleware-client architecture in order to select, adapt, and deliver rich media content to the user. The server stores the content sources along with their corresponding MPEG-7 metadata descriptions. Our semantic metadata is provided through the use of the VideoAnnEx MPEG-7 Video Annotation Tool. When the user initiates a request for content, the client communicates the MPEG-21 usage environment description along with the user query to the middleware. The middleware is powered by the personalization engine and the content adaptation engine. Our personalization engine includes the VideoSue Summarization on Usage Environment engine that selects the optimal set of desired contents according to user preferences. Afterwards, the adaptation engine performs the required transformations and compositions of the selected contents for the specific usage environment using our VideoEd Editing and Composition Tool. Finally, two personalization and summarization systems are demonstrated for the IBM Websphere Portal Server and for the pervasive PDA devices.

  16. Video and non-video feedback interventions for teen drivers.

    Science.gov (United States)

    2016-07-01

    In-vehicle feedback technologies, including some that use video, help parents monitor and mentor their young drivers. While different feedback technologies have been shown to reduce some risky driving behaviors, teens and parents cite privacy concern...

  17. Video systems for alarm assessment

    International Nuclear Information System (INIS)

    Greenwoll, D.A.; Matter, J.C.; Ebel, P.E.

    1991-09-01

    The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs

  18. Video systems for alarm assessment

    Energy Technology Data Exchange (ETDEWEB)

    Greenwoll, D.A.; Matter, J.C. (Sandia National Labs., Albuquerque, NM (United States)); Ebel, P.E. (BE, Inc., Barnwell, SC (United States))

    1991-09-01

    The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs.

  19. Robust efficient video fingerprinting

    Science.gov (United States)

    Puri, Manika; Lubin, Jeffrey

    2009-02-01

    We have developed a video fingerprinting system with robustness and efficiency as the primary and secondary design criteria. In extensive testing, the system has shown robustness to cropping, letter-boxing, sub-titling, blur, drastic compression, frame rate changes, size changes and color changes, as well as to the geometric distortions often associated with camcorder capture in cinema settings. Efficiency is afforded by a novel two-stage detection process in which a fast matching process first computes a number of likely candidates, which are then passed to a second slower process that computes the overall best match with minimal false alarm probability. One key component of the algorithm is a maximally stable volume computation - a three-dimensional generalization of maximally stable extremal regions - that provides a content-centric coordinate system for subsequent hash function computation, independent of any affine transformation or extensive cropping. Other key features include an efficient bin-based polling strategy for initial candidate selection, and a final SIFT feature-based computation for final verification. We describe the algorithm and its performance, and then discuss additional modifications that can provide further improvement to efficiency and accuracy.

  20. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... the special health problems and requirements of the blind.” News & Events Events Calendar NEI Press Releases News ... Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract Convergence Insufficiency Diabetic Eye Disease Dilated Eye ...

  2. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... and what other conditions are associated with RA. Learning more about your condition will allow you to ... Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P.E. Study Patient Update Transitioning ...

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Diabetic Eye Disease Education Program Glaucoma Education Program Low Vision Education Program Hispanic/Latino Program Vision and Aging ... Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos ...

  4. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... and Aging Program African American Program Training and Jobs Fellowships NEI Summer Intern Program Diversity In Vision ... DIVRO) Student Training Programs To search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> ...

  5. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... to take a more active role in your care. The information in these videos should not take ... She is a critical member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing ...

  6. ENERGY STAR Certified Audio Video

    Data.gov (United States)

    U.S. Environmental Protection Agency — Certified models meet all ENERGY STAR requirements as listed in the Version 3.0 ENERGY STAR Program Requirements for Audio Video Equipment that are effective as of...

  7. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... a more active role in your care. The information in these videos should not take the place of any advice you ... Management for Rheumatoid Arthritis Patients Rehabilitation of Older Adult ...

  8. Video over IP design guidebook.

    Science.gov (United States)

    2009-12-01

    Texas Department of Transportation (TxDOT) engineers are responsible for the design, evaluation, and : implementation of video solutions across the entire state. These installations occur with vast differences in : requirements, expectations, and con...

  9. HEP visualization and video technology

    International Nuclear Information System (INIS)

    Lebrun, P.; Swoboda, D.

    1994-01-01

    The use of scientific visualization for HEP analysis is briefly reviewed. The applications are highly interactive and very dynamical in nature. At Fermilab, E687, in collaboration with Visual Media Services, has produced a 1/2 hour video tape demonstrating the capability of SGI-EXPLORER applied to a Dalitz Analysis of Charm decay. This short contribution describes the authors experience with visualization and video technologies

  10. Video Inpainting of Complex Scenes

    OpenAIRE

    Newson, Alasdair; Almansa, Andrés; Fradet, Matthieu; Gousseau, Yann; Pérez, Patrick

    2015-01-01

    We propose an automatic video inpainting algorithm which relies on the optimisation of a global, patch-based functional. Our algorithm is able to deal with a variety of challenging situations which naturally arise in video inpainting, such as the correct reconstruction of dynamic textures, multiple moving objects and moving background. Furthermore, we achieve this in an order of magnitude less execution time with respect to the state-of-the-art. We are also able to achieve good quality result...

  11. Video Chat with Multiple Cameras

    OpenAIRE

    MacCormick, John

    2012-01-01

    The dominant paradigm for video chat employs a single camera at each end of the conversation, but some conversations can be greatly enhanced by using multiple cameras at one or both ends. This paper provides the first rigorous investigation of multi-camera video chat, concentrating especially on the ability of users to switch between views at either end of the conversation. A user study of 23 individuals analyzes the advantages and disadvantages of permitting a user to switch between views at...

  12. Intelligent control for scalable video processing

    NARCIS (Netherlands)

    Wüst, C.C.

    2006-01-01

    In this thesis we study a problem related to cost-effective video processing in software by consumer electronics devices, such as digital TVs. Video processing is the task of transforming an input video signal into an output video signal, for example to improve the quality of the signal. This

  13. Video enhancement : content classification and model selection

    NARCIS (Netherlands)

    Hu, H.

    2010-01-01

    The purpose of video enhancement is to improve the subjective picture quality. The field of video enhancement includes a broad category of research topics, such as removing noise in the video, highlighting some specified features and improving the appearance or visibility of the video content. The

  14. Video Tutorial of Continental Food

    Science.gov (United States)

    Nurani, A. S.; Juwaedah, A.; Mahmudatussa'adah, A.

    2018-02-01

    This research is motivated by the belief in the importance of media in a learning process. Media as an intermediary serves to focus on the attention of learners. Selection of appropriate learning media is very influential on the success of the delivery of information itself both in terms of cognitive, affective and skills. Continental food is a course that studies food that comes from Europe and is very complex. To reduce verbalism and provide more real learning, then the tutorial media is needed. Media tutorials that are audio visual can provide a more concrete learning experience. The purpose of this research is to develop tutorial media in the form of video. The method used is the development method with the stages of analyzing the learning objectives, creating a story board, validating the story board, revising the story board and making video tutorial media. The results show that the making of storyboards should be very thorough, and detailed in accordance with the learning objectives to reduce errors in video capture so as to save time, cost and effort. In video capturing, lighting, shooting angles, and soundproofing make an excellent contribution to the quality of tutorial video produced. In shooting should focus more on tools, materials, and processing. Video tutorials should be interactive and two-way.

  15. Learning from Narrated Instruction Videos.

    Science.gov (United States)

    Alayrac, Jean-Baptiste; Bojanowski, Piotr; Agrawal, Nishant; Sivic, Josef; Laptev, Ivan; Lacoste-Julien, Simon

    2017-09-05

    Automatic assistants could guide a person or a robot in performing new tasks, such as changing a car tire or repotting a plant. Creating such assistants, however, is non-trivial and requires understanding of visual and verbal content of a video. Towards this goal, we here address the problem of automatically learning the main steps of a task from a set of narrated instruction videos. We develop a new unsupervised learning approach that takes advantage of the complementary nature of the input video and the associated narration. The method sequentially clusters textual and visual representations of a task, where the two clustering problems are linked by joint constraints to obtain a single coherent sequence of steps in both modalities. To evaluate our method, we collect and annotate a new challenging dataset of real-world instruction videos from the Internet. The dataset contains videos for five different tasks with complex interactions between people and objects, captured in a variety of indoor and outdoor settings. We experimentally demonstrate that the proposed method can automatically discover, learn and localize the main steps of a task input videos.

  16. Video Encryption and Decryption on Quantum Computers

    Science.gov (United States)

    Yan, Fei; Iliyasu, Abdullah M.; Venegas-Andraca, Salvador E.; Yang, Huamin

    2015-08-01

    A method for video encryption and decryption on quantum computers is proposed based on color information transformations on each frame encoding the content of the encoding the content of the video. The proposed method provides a flexible operation to encrypt quantum video by means of the quantum measurement in order to enhance the security of the video. To validate the proposed approach, a tetris tile-matching puzzle game video is utilized in the experimental simulations. The results obtained suggest that the proposed method enhances the security and speed of quantum video encryption and decryption, both properties required for secure transmission and sharing of video content in quantum communication.

  17. Video games: good, bad, or other?

    Science.gov (United States)

    Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A

    2012-06-01

    Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games. Copyright © 2012 Elsevier Inc. All rights reserved.

  18. Digital video transcoding for transmission and storage

    CERN Document Server

    Sun, Huifang; Chen, Xuemin

    2004-01-01

    Professionals in the video and multimedia industries need a book that explains industry standards for video coding and how to convert the compressed information between standards. Digital Video Transcoding for Transmission and Storage answers this demand while also supplying the theories and principles of video compression and transcoding technologies. Emphasizing digital video transcoding techniques, this book summarizes its content via examples of practical methods for transcoder implementation. It relates almost all of its featured transcoding technologies to practical applications.This vol

  19. Diavideos: a diabetes health video portal.

    Science.gov (United States)

    Sánchez-Bocanegra, C L; Rivero-Rodriguez, A; Fernández-Luque, L; Sevillano, J L

    2013-01-01

    Diavideos is a web platform that collects trustworthy diabetes health videos from YouTube and offers them in a easy way. YouTube is a big repository of health videos, but good content is sometimes mixed with misleading and harmful videos such as promoting anorexia [1]. Diavideos is a web portal that provides easy access to a repository of trustworthy diabetes videos. This poster describes Diavideos and explains the crawling method used to retrieve these videos from trusted channels.

  20. Visual Analytics and Storytelling through Video

    Energy Technology Data Exchange (ETDEWEB)

    Wong, Pak C.; Perrine, Kenneth A.; Mackey, Patrick S.; Foote, Harlan P.; Thomas, Jim

    2005-10-31

    This paper supplements a video clip submitted to the Video Track of IEEE Symposium on Information Visualization 2005. The original video submission applies a two-way storytelling approach to demonstrate the visual analytics capabilities of a new visualization technique. The paper presents our video production philosophy, describes the plot of the video, explains the rationale behind the plot, and finally, shares our production experiences with our readers.

  1. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

    Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identities and ideologies. In making the case for positive female minority leads in children's video games, ...

  2. Video game addiction: The push to pathologize video games

    DEFF Research Database (Denmark)

    Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony

    2017-01-01

    With proposals to include “gaming disorder” in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been...... achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected...... and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding “gaming addiction” are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that “video game addiction...

  3. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

    Video recording has become a spontaneous everyday activity for many people, thanks to the video capabilities of modern mobile phones. Internet connectivity of mobile phones enables fluent sharing of captured material even real-time, which makes video an up-and-coming everyday interaction medium. In this article we discuss the effect of the video camera in the social environment, everyday life situations, mainly based on a study where four groups of people used digital video cameras in their normal settings. We also reflect on another study of ours, relating to real-time mobile video communication and discuss future views. The aim of our research is to understand the possibilities in the domain of mobile video. Live and delayed sharing seem to have their special characteristics, live video being used as a virtual window between places whereas delayed video usage has more scope for good-quality content. While this novel way of interacting via mobile video enables new social patterns, it also raises new concerns for privacy and trust between participating persons in all roles, largely due to the widely spreading possibilities of videos. Video in a social situation affects cameramen (who record), targets (who are recorded), passers-by (who are unintentionally in the situation), and the audience (who follow the videos or recording situations) but also the other way around, the participants affect the video by their varying and evolving personal and communicational motivations for recording.

  4. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

    Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...

  5. Distributed Video Coding: Iterative Improvements

    DEFF Research Database (Denmark)

    Luong, Huynh Van

    Nowadays, emerging applications such as wireless visual sensor networks and wireless video surveillance are requiring lightweight video encoding with high coding efficiency and error-resilience. Distributed Video Coding (DVC) is a new coding paradigm which exploits the source statistics...... and noise modeling and also learn from the previous decoded Wyner-Ziv (WZ) frames, side information and noise learning (SING) is proposed. The SING scheme introduces an optical flow technique to compensate the weaknesses of the block based SI generation and also utilizes clustering of DCT blocks to capture...... cross band correlation and increase local adaptivity in noise modeling. During decoding, the updated information is used to iteratively reestimate the motion and reconstruction in the proposed motion and reconstruction reestimation (MORE) scheme. The MORE scheme not only reestimates the motion vectors...

  6. Video game addiction: Impact on teenagers' lifestyle.

    Science.gov (United States)

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. Copyright 2015, NMJI.

  7. Two-terminal video coding.

    Science.gov (United States)

    Yang, Yang; Stanković, Vladimir; Xiong, Zixiang; Zhao, Wei

    2009-03-01

    Following recent works on the rate region of the quadratic Gaussian two-terminal source coding problem and limit-approaching code designs, this paper examines multiterminal source coding of two correlated, i.e., stereo, video sequences to save the sum rate over independent coding of both sequences. Two multiterminal video coding schemes are proposed. In the first scheme, the left sequence of the stereo pair is coded by H.264/AVC and used at the joint decoder to facilitate Wyner-Ziv coding of the right video sequence. The first I-frame of the right sequence is successively coded by H.264/AVC Intracoding and Wyner-Ziv coding. An efficient stereo matching algorithm based on loopy belief propagation is then adopted at the decoder to produce pixel-level disparity maps between the corresponding frames of the two decoded video sequences on the fly. Based on the disparity maps, side information for both motion vectors and motion-compensated residual frames of the right sequence are generated at the decoder before Wyner-Ziv encoding. In the second scheme, source splitting is employed on top of classic and Wyner-Ziv coding for compression of both I-frames to allow flexible rate allocation between the two sequences. Experiments with both schemes on stereo video sequences using H.264/AVC, LDPC codes for Slepian-Wolf coding of the motion vectors, and scalar quantization in conjunction with LDPC codes for Wyner-Ziv coding of the residual coefficients give a slightly lower sum rate than separate H.264/AVC coding of both sequences at the same video quality.

  8. Video Browsing on Handheld Devices

    Science.gov (United States)

    Hürst, Wolfgang

    Recent improvements in processing power, storage space, and video codec development enable users now to playback video on their handheld devices in a reasonable quality. However, given the form factor restrictions of such a mobile device, screen size still remains a natural limit and - as the term "handheld" implies - always will be a critical resource. This is not only true for video but any data that is processed on such devices. For this reason, developers have come up with new and innovative ways to deal with large documents in such limited scenarios. For example, if you look at the iPhone, innovative techniques such as flicking have been introduced to skim large lists of text (e.g. hundreds of entries in your music collection). Automatically adapting the zoom level to, for example, the width of table cells when double tapping on the screen enables reasonable browsing of web pages that have originally been designed for large, desktop PC sized screens. A multi touch interface allows you to easily zoom in and out of large text documents and images using two fingers. In the next section, we will illustrate that advanced techniques to browse large video files have been developed in the past years, as well. However, if you look at state-of-the-art video players on mobile devices, normally just simple, VCR like controls are supported (at least at the time of this writing) that only allow users to just start, stop, and pause video playback. If supported at all, browsing and navigation functionality is often restricted to simple skipping of chapters via two single buttons for backward and forward navigation and a small and thus not very sensitive timeline slider.

  9. Apocalipsis y literatura en Cien años de soledad de Gabriel García Márquez, La guerra del fin del mundo de Mario Vargas Llosa y Estrella distante de Roberto Bolaño

    Directory of Open Access Journals (Sweden)

    Laura Luche

    2013-07-01

    Full Text Available The study examines three novels of apocalyptic character, Cien años de soledad by Gabriel García Márquez, La guerra del fin del mundo by Mario Vargas Llosa and Estrella distante by Roberto Bolaño. Both in Cien años de soledad and in La guerra del fin del mundo apocalypse is related to the sudden and forced graft of modernity in a backward society and to the inability of the ruling class to understand the disturbing and devastating aspects of such a graft and, more generally, to understand themselves, their own development, their own history. Through the metaliterary component that characterizes them, Garcia Marquez’s and Vargas Llosa’ novels represent literature as an instrument that as memory, as a form of processing and understanding of history, can help to prevent the repetition of the apocalypse they narrate. In Bolaño’s novel, on the contrary, writers seem not to have any cognitive power anymore and their literature not only doesn’t play any salvific role, but rather becomes one of the elements that contributes to the historical catastrophe.

  10. Digital video for the desktop

    CERN Document Server

    Pender, Ken

    1999-01-01

    Practical introduction to creating and editing high quality video on the desktop. Using examples from a variety of video applications, benefit from a professional's experience, step-by-step, through a series of workshops demonstrating a wide variety of techniques. These include producing short films, multimedia and internet presentations, animated graphics and special effects.The opportunities for the independent videomaker have never been greater - make sure you bring your understanding fully up to date with this invaluable guide.No prior knowledge of the technology is assumed, with explanati

  11. The art of digital video

    CERN Document Server

    Watkinson, John

    2013-01-01

    The industry ""bible"" is back and it's better than ever. The Art of Digital Video has served as the ultimate reference guide for those working with digital video for generations. Now this classic has been revised and re-written by international consultant and industry leader John Watkinson to include important technical updates on this ever-evolving topic. The format has also been improved to include optional sections that provide additional information that you can choose to skip or investigate further, depending on your interests and comfort level with the s

  12. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... television audience measurement service, based on television viewership in the counties that make up each DMA... other distributor of video programming for residential reception that delivers such programming directly... the national audience share during prime time of nonbroadcast networks, as determined by Nielsen Media...

  13. Automated Indexing and Search of Video Data in Large Collections with inVideo

    Directory of Open Access Journals (Sweden)

    Shuangbao Paul Wang

    2017-08-01

    Full Text Available In this paper, we present a novel system, inVideo, for automatically indexing and searching videos based on the keywords spoken in the audio track and the visual content of the video frames. Using the highly efficient video indexing engine we developed, inVideo is able to analyze videos using machine learning and pattern recognition without the need for initial viewing by a human. The time-stamped commenting and tagging features refine the accuracy of search results. The cloud-based implementation makes it possible to conduct elastic search, augmented search, and data analytics. Our research shows that inVideo presents an efficient tool in processing and analyzing videos and increasing interactions in video-based online learning environment. Data from a cybersecurity program with more than 500 students show that applying inVideo to current video material, interactions between student-student and student-faculty increased significantly across 24 sections program-wide.

  14. Kai Kaljo video-workshopil Ljubljanas

    Index Scriptorium Estoniae

    2000-01-01

    Video-workshop "Crossing Over 4" 9.-23. XII 1999 Ljubljana meedialaboris. Korraldajad videokunsti professor Nina Czegledy Torontost ja bulgaaria kuraator Iliyana Nedkova. Eestit esindanud Kai Kaljo esitas videos "Pathetique" oma versiooni Beethoveni "Pateetilisest sonaadist"

  15. Intelligent Model for Video Survillance Security System

    Directory of Open Access Journals (Sweden)

    J. Vidhya

    2013-12-01

    Full Text Available Video surveillance system senses and trails out all the threatening issues in the real time environment. It prevents from security threats with the help of visual devices which gather the information related to videos like CCTV’S and IP (Internet Protocol cameras. Video surveillance system has become a key for addressing problems in the public security. They are mostly deployed on the IP based network. So, all the possible security threats exist in the IP based application might also be the threats available for the reliable application which is available for video surveillance. In result, it may increase cybercrime, illegal video access, mishandling videos and so on. Hence, in this paper an intelligent model is used to propose security for video surveillance system which ensures safety and it provides secured access on video.

  16. Music Videos: The Look of the Sound

    Science.gov (United States)

    Aufderheide, Pat

    1986-01-01

    Asserts that music videos, rooted in mass marketing culture, are reshaping the language of advertising, affecting the flow of information. Raises question about the society that creates and receives music videos. (MS)

  17. Multimodal Feature Learning for Video Captioning

    Directory of Open Access Journals (Sweden)

    Sujin Lee

    2018-01-01

    Full Text Available Video captioning refers to the task of generating a natural language sentence that explains the content of the input video clips. This study proposes a deep neural network model for effective video captioning. Apart from visual features, the proposed model learns additionally semantic features that describe the video content effectively. In our model, visual features of the input video are extracted using convolutional neural networks such as C3D and ResNet, while semantic features are obtained using recurrent neural networks such as LSTM. In addition, our model includes an attention-based caption generation network to generate the correct natural language captions based on the multimodal video feature sequences. Various experiments, conducted with the two large benchmark datasets, Microsoft Video Description (MSVD and Microsoft Research Video-to-Text (MSR-VTT, demonstrate the performance of the proposed model.

  18. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

    Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video-to-video...... information in a probe video, which simultaneously characterizes the kinematics and identity using a motion vector and an identity variable, respectively. The joint posterior distribution of the motion vector and the identity variable is estimated at each time instant and then propagated to the next time...

  19. Innovative Video Diagnostic Equipment for Material Science

    Science.gov (United States)

    Capuano, G.; Titomanlio, D.; Soellner, W.; Seidel, A.

    2012-01-01

    Materials science experiments under microgravity increasingly rely on advanced optical systems to determine the physical properties of the samples under investigation. This includes video systems with high spatial and temporal resolution. The acquisition, handling, storage and transmission to ground of the resulting video data are very challenging. Since the available downlink data rate is limited, the capability to compress the video data significantly without compromising the data quality is essential. We report on the development of a Digital Video System (DVS) for EML (Electro Magnetic Levitator) which provides real-time video acquisition, high compression using advanced Wavelet algorithms, storage and transmission of a continuous flow of video with different characteristics in terms of image dimensions and frame rates. The DVS is able to operate with the latest generation of high-performance cameras acquiring high resolution video images up to 4Mpixels@60 fps or high frame rate video images up to about 1000 fps@512x512pixels.

  20. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Videos Experiencing Celiac Disease What is Celiac Disease Diet Information At ... Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a ...

  1. Storytelling machines for video search

    NARCIS (Netherlands)

    Habibian, A.

    2016-01-01

    We study a fundamental question for developing storytelling machines: what vocabulary is suited for machines to tell the story of a video? We start by manually specifying the vocabulary concepts and their annotations. In order to effectively handcraft the vocabulary, we empirically study what are

  2. Sex, Lies and Video Games

    Science.gov (United States)

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  3. Geoblocking and global video culture.

    NARCIS (Netherlands)

    Lobato, Ramon; Meese, James; Rasch, Mirjam

    How do global audiences use streaming platforms like YouTube, Netflix and iPlayer? How does the experience of digital video change according to location? What strategies do people use to access out-of-region content? What are the commercial and governmental motivations behind geoblocking?

  4. Return of the Vision Video

    DEFF Research Database (Denmark)

    Vistisen, Peter; Poulsen, Søren Bolvig

    2017-01-01

    This paper examines the role of corporate vision videos as a possible setting for participation when exploring the future potentials (and pitfalls) of new technological concepts. We propose that through the recent decade’s rise web 2.0 platforms, and the viral effects of user sharing, the corpora...

  5. Video context-dependent recall.

    Science.gov (United States)

    Smith, Steven M; Manzano, Isabel

    2010-02-01

    In two experiments, we used an effective new method for experimentally manipulating local and global contexts to examine context-dependent recall. The method included video-recorded scenes of real environments, with target words superimposed over the scenes. In Experiment 1, we used a within-subjects manipulation of video contexts and compared the effects of reinstatement of a global context (15 words per context) with effects of less overloaded context cues (1 and 3 words per context) on recall. The size of the reinstatement effects in Experiment 1 show how potently video contexts can cue recall. A strong effect of cue overload was also found; reinstatement effects were smaller, but still quite robust, in the 15 words per context condition. The powerful reinstatement effect was replicated for local contexts in Experiment 2, which included a no-contexts-reinstated group, a control condition used to determine whether reinstatement of half of the cues caused biased output interference for uncued targets. The video context method is a potent way to investigate context-dependent memory.

  6. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... treatments are available, what is happening in the immune system and what other conditions are associated with RA. Learning more about your condition will allow you to take a more active role in your care. The information in these videos ...

  7. Video Histories, Memories, and Coincidences

    DEFF Research Database (Denmark)

    Kacunko, Slavko

    2012-01-01

    Looping images allows us to notice things that we have never noticed before. Looping a small but exquisite selection of the video tapes of Marcel Odenbach, Dieter Kiessling and Matthias Neuenhofer may allow the discovering of Histories, Coincidences, and Infinitesimal Aesthetics inscribed...

  8. Geoblocking and global video culture

    NARCIS (Netherlands)

    Lobato, Ramon; Meese, James; Rasch, Mirjam

    How do global audiences use streaming platforms like YouTube, Netflix and iPlayer? How does the experience of digital video change according to location? What strategies do people use to access out-of-region content? What are the commercial and governmental motivations behind geoblocking?

  9. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Program Vision and Aging Program African American Program Training and Jobs Fellowships NEI Summer Intern Program Diversity In Vision Research & Ophthalmology (DIVRO) Student Training Programs To search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> ...

  10. Teaching science through video games

    Science.gov (United States)

    Smaldone, Ronald A.; Thompson, Christina M.; Evans, Monica; Voit, Walter

    2017-02-01

    Imagine a class without lessons, tests and homework, but with missions, quests and teamwork. Video games offer an attractive educational platform because they are designed to be fun and engaging, as opposed to traditional approaches to teaching through lectures and assignments.

  11. Radiation effects on video imagers

    International Nuclear Information System (INIS)

    Yates, G.J.; Bujnosek, J.J.; Jaramillo, S.A.; Walton, R.B.; Martinez, T.M.; Black, J.P.

    1985-01-01

    Radiation sensitivity of several photoconductive, photoemissive, and solid state silicon-based video imagers was measured by analyzing stored photocharge induced by irradiation with continuous and pulsed sources of high energy photons and neutrons. Transient effects as functions of absorbed dose, dose rate, fluences, and ionizing particle energy are presented

  12. Deep-Sky Video Astronomy

    CERN Document Server

    Massey, Steve

    2009-01-01

    A guide to using modern integrating video cameras for deep-sky viewing and imaging with the kinds of modest telescopes available commercially to amateur astronomers. It includes an introduction and a brief history of the technology and camera types. It examines the pros and cons of this unrefrigerated yet highly efficient technology

  13. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... and Aging Program African American Program Training and Jobs Fellowships NEI Summer Intern Program Diversity In Vision ... DIVRO) Student Training Programs To search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » ...

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Macular Degeneration Amblyopia Animations Blindness Cataract Convergence Insufficiency Diabetic Eye Disease Dilated Eye Exam Dry Eye For Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube ...

  15. Digital Video: Get with It!

    Science.gov (United States)

    Van Horn, Royal

    2001-01-01

    Several years after the first audiovisual Macintosh computer appeared, most educators are still oblivious of this technology. Almost every other economic sector (including the porn industry) makes abundant use of digital and streaming video. Desktop movie production is so easy that primary grade students can do it. Tips are provided. (MLH)

  16. Video Recordings in Public Libraries.

    Science.gov (United States)

    Doyle, Stephen

    1984-01-01

    Reports on development and operation of public library collection of video recordings, describes results of user survey conducted over 6-month period, and offers brief guidelines. Potential users, censorship and copyright, organization of collection, fees, damage and loss, funding, purchasing and promotion, formats, processing and cataloging,…

  17. Video nueva herramienta del campo

    Directory of Open Access Journals (Sweden)

    Manuel Calvelo Ríos

    2015-01-01

    Full Text Available El Video resulta ser una herramienta sumamente útil para el desarrollo rural. Entendemos por desarrollo rural el intento de regular las relaciones campo-ciudad en términos más equitativos para el hombre del campo. Es por tanto una decisión política.

  18. Destination: Marshall Islands. Video Guide.

    Science.gov (United States)

    Legowski, Margaret

    This video guide was developed by the Peace Corps' Office of World Wise Schools. Activities that the guide describes are for use in a 3- to 5-day unit on one of the nations of Oceania, the Republic of the Marshall Islands. The activities are designed to provide students with opportunities to: (1) compare and contrast Marshallese and U.S. culture;…

  19. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Program Vision and Aging Program African American Program Training and Jobs Fellowships NEI Summer Intern Program Diversity In Vision Research & Ophthalmology (DIVRO) Student Training Programs To search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » ...

  20. Virtual Pinball / Video Arcade games

    NARCIS (Netherlands)

    1997-01-01

    For use in multimedia or other environments, a virtual pinball/video arcade game displays one or more computer-generated runner elements, runner inject elements, and runner interactivity elements. It has a programmed computer for simulating movement of the runner elements. This is interfered with by

  1. [Serious video games in pediatrics].

    Science.gov (United States)

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  2. Can Video Games Be Educational?

    Science.gov (United States)

    Criswell, Chad

    2009-01-01

    One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…

  3. Video Games as Psychological Tests.

    Science.gov (United States)

    Jones, Marshall B.

    1984-01-01

    Briefly describes the characteristics of video games and discusses some advantages and disadvantages of their use to measure individual abilities. Relevant research is cited in the areas of stabilization with practice, predictive testing, performance testing, testing under extreme conditions, testing brain-injured persons, and differential…

  4. Video game training and the reward system

    OpenAIRE

    Lorenz, R.; Gleich, T.; Gallinat, J.; Kühn, S.

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors ...

  5. Video Games and Children. ERIC Digest.

    Science.gov (United States)

    Cesarone, Bernard

    This digest examines data on video game use by children, explains ratings of video game violence, and reviews research on the effects of video games on children and adolescents. A recent study of seventh and eighth graders found that 65% of males and 57% of females played 1 to 6 hours of video games at home per week, and 38% of males and 16% of…

  6. Automatic Performance Evaluation for Video Summarization

    Science.gov (United States)

    2004-07-01

    Multimedia 2002, pp.189–198. [14] S. Uchihashi, J. Foote, A. Girgensohn and J. Boreczky, “Video Manga : Generating Seman- tically Meaningful Video...DeMenthon, V. Kobla and D. Doermann, “Video Summarization by Curve Simplification”, ACM Multimedia 98, Bristol, England, pp. 211-218, September 1998. 26 [2...J. Au, “Video Keyframe Production by Efficient Clustering of Compressed Chromaticity Signatures”, ACM Multimedia 2000, Juan-Les-Pins, France, pp. 365

  7. No Reference Video-Quality-Assessment Model for Monitoring Video Quality of IPTV Services

    Science.gov (United States)

    Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira

    Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.

  8. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available ... videos from Veterans Health Administration Veterans Crisis Line -- After the Call see more videos from Veterans Health ... videos from Veterans Health Administration Talking About It Matters see more videos from Veterans Health Administration Stand ...

  9. Videotrees: Improving video surrogate presentation using hierarchy

    NARCIS (Netherlands)

    Jansen, Michel; Heeren, W.F.L.; van Dijk, Elisabeth M.A.G.

    As the amount of available video content increases, so does the need for better ways of browsing all this material. Because the nature of video makes it hard to process, the need arises for adequate surrogates for video that can readily be skimmed and browsed. In this paper, the effects of the use

  10. A Taxonomy of Asynchronous Instructional Video Styles

    Science.gov (United States)

    Chorianopoulos, Konstantinos

    2018-01-01

    Many educational organizations are employing instructional videos in their pedagogy, but there is a limited understanding of the possible video formats. In practice, the presentation format of instructional videos ranges from direct recording of classroom teaching with a stationary camera, or screencasts with voiceover, to highly elaborate video…

  11. Using Informal Education through Music Video Creation

    Science.gov (United States)

    Cayari, Christopher

    2014-01-01

    Music video creation provides students a new way to express themselves and become better performers and consumers of media. This article provides a new perspective on Lucy Green's informal music pedagogy by enabling students to create music videos in music classrooms; thus, students are able to create music videos that informally develop…

  12. Video Gameplay, Personality and Academic Performance

    Science.gov (United States)

    Ventura, Matthew; Shute, Valerie; Kim, Yoon Jeon

    2012-01-01

    The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering self-report measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time…

  13. College Student Video Gaming and Parental Influence

    Science.gov (United States)

    Chue, Maechi

    2011-01-01

    Video gaming is prevalent among college students, and researchers have documented negative consequences from some students' excessive video gaming, but the study of past and current parental influence on college student video gaming is limited. This study collected data from college students from several Midwestern U.S. universities using an…

  14. Efficient genre-specific semantic video indexing

    NARCIS (Netherlands)

    Wu, J.; Worring, M.

    2012-01-01

    Large video collections such as YouTube contain many different video genres, while in many applications the user might be interested in one or two specific video genres only. Thus, when users are querying the system with a specific semantic concept like AnchorPerson, and MovieStars, they are likely

  15. Maximizing Resource Utilization in Video Streaming Systems

    Science.gov (United States)

    Alsmirat, Mohammad Abdullah

    2013-01-01

    Video streaming has recently grown dramatically in popularity over the Internet, Cable TV, and wire-less networks. Because of the resource demanding nature of video streaming applications, maximizing resource utilization in any video streaming system is a key factor to increase the scalability and decrease the cost of the system. Resources to…

  16. Video Surveillance: Privacy Issues and Legal Compliance

    DEFF Research Database (Denmark)

    Mahmood Rajpoot, Qasim; Jensen, Christian D.

    2015-01-01

    Pervasive usage of video surveillance is rapidly increasing in developed countries. Continuous security threats to public safety demand use of such systems. Contemporary video surveillance systems offer advanced functionalities which threaten the privacy of those recorded in the video. There is a...

  17. Digital Video Revisited: Storytelling, Conferencing, Remixing

    Science.gov (United States)

    Godwin-Jones, Robert

    2012-01-01

    Five years ago in the February, 2007, issue of LLT, I wrote about developments in digital video of potential interest to language teachers. Since then, there have been major changes in options for video capture, editing, and delivery. One of the most significant has been the rise in popularity of video-based storytelling, enabled largely by…

  18. Feature Quantization and Pooling for Videos

    Science.gov (United States)

    2014-05-01

    less vertical motion. The exceptions are videos from the classes of biking (mainly due to the camera tracking fast bikers), jumping on a trampoline ...tracking the bikers; the jumping videos, featuring people on trampolines , the swing videos, which are usually recorded in profile view, and the walking

  19. Do Video Games Promote Positive Youth Development?

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    We argue that video game play may meet Larson's (2000) criteria for fostering initiative in youth, and thus, may be related to positive outcomes such as flow, cooperation, problem solving, and reduced in-group bias. However, developmental and social psychologists examining adolescent video game use have focused heavily on how video games are…

  20. Video Games - Did They Begin at Brookhaven

    Science.gov (United States)

    dropdown arrow Site Map A-Z Index Menu Synopsis Video Games – Did They Begin at Brookhaven? Additional Web program led to the pioneering development of video games. William Higinbotham William Higinbotham First Pong, now Space Invaders, next Star Castle – video games have mesmerized children of at all ages

  1. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  2. Computational Thinking in Constructionist Video Games

    Science.gov (United States)

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  3. Fra spil-filmatiseringen til spil-filmen

    DEFF Research Database (Denmark)

    Nielsen, Henrik Smed

    2010-01-01

    Filmatiseringer af computerspil har siden Super Mario Bros.i 1993 været en fast del af Hollywoods repertoire. Sjældent fører de dog andet med sig end lunkne anmeldelser og sure spil-fans. Elleve år tidligere, med TRON i 1982, ser spil-filmen dagens lys. Uden brands og licensaftaler i ryggen tegne...

  4. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  5. SIRSALE: integrated video database management tools

    Science.gov (United States)

    Brunie, Lionel; Favory, Loic; Gelas, J. P.; Lefevre, Laurent; Mostefaoui, Ahmed; Nait-Abdesselam, F.

    2002-07-01

    Video databases became an active field of research during the last decade. The main objective in such systems is to provide users with capabilities to friendly search, access and playback distributed stored video data in the same way as they do for traditional distributed databases. Hence, such systems need to deal with hard issues : (a) video documents generate huge volumes of data and are time sensitive (streams must be delivered at a specific bitrate), (b) contents of video data are very hard to be automatically extracted and need to be humanly annotated. To cope with these issues, many approaches have been proposed in the literature including data models, query languages, video indexing etc. In this paper, we present SIRSALE : a set of video databases management tools that allow users to manipulate video documents and streams stored in large distributed repositories. All the proposed tools are based on generic models that can be customized for specific applications using ad-hoc adaptation modules. More precisely, SIRSALE allows users to : (a) browse video documents by structures (sequences, scenes, shots) and (b) query the video database content by using a graphical tool, adapted to the nature of the target video documents. This paper also presents an annotating interface which allows archivists to describe the content of video documents. All these tools are coupled to a video player integrating remote VCR functionalities and are based on active network technology. So, we present how dedicated active services allow an optimized video transport for video streams (with Tamanoir active nodes). We then describe experiments of using SIRSALE on an archive of news video and soccer matches. The system has been demonstrated to professionals with a positive feedback. Finally, we discuss open issues and present some perspectives.

  6. Market Development of Video Games : Video game markets and marketing

    OpenAIRE

    Pu, Jun

    2010-01-01

    This diploma work focus on analysing the markets and marketing of video game industry. After the research of this study, I found out that console game markets are growing dramatically in the recent years. On the other hand, PC game markets (excluding online game markets) are growing slowly due to the problem of illegal copies. So my study will then focus on the development of console game markets and marketing. A new concept called Three Parties is introduced in chapter 5 to help ...

  7. Effect of video decoder errors on video interpretability

    Science.gov (United States)

    Young, Darrell L.

    2014-06-01

    The advancement in video compression technology can result in more sensitivity to bit errors. Bit errors can propagate causing sustained loss of interpretability. In the worst case, the decoder "freezes" until it can re-synchronize with the stream. Detection of artifacts enables downstream processes to avoid corrupted frames. A simple template approach to detect block stripes and a more advanced cascade approach to detect compression artifacts was shown to correlate to the presence of artifacts and decoder messages.

  8. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

    In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…

  9. A laboratory evaluation of color video monitors

    International Nuclear Information System (INIS)

    Terry, P.L.

    1993-07-01

    Sandia National Laboratories has considerable experience with monochrome video monitors used in alarm assessment video systems. Most of these systems, used for perimeter protection, were designed to classify rather than to identify intruders. There is a growing interest in the identification function of security video systems for both access control and insider protection. Because color video technology is rapidly changing and because color information is useful for identification purposes, Sandia National Laboratories established a program to evaluate the newest relevant color video equipment. This report documents the evaluation of an integral component, color monitors. It briefly discusses a critical parameter, dynamic range, details test procedures, and evaluates the results

  10. Video camera use at nuclear power plants

    International Nuclear Information System (INIS)

    Estabrook, M.L.; Langan, M.O.; Owen, D.E.

    1990-08-01

    A survey of US nuclear power plants was conducted to evaluate video camera use in plant operations, and determine equipment used and the benefits realized. Basic closed circuit television camera (CCTV) systems are described and video camera operation principles are reviewed. Plant approaches for implementing video camera use are discussed, as are equipment selection issues such as setting task objectives, radiation effects on cameras, and the use of disposal cameras. Specific plant applications are presented and the video equipment used is described. The benefits of video camera use --- mainly reduced radiation exposure and increased productivity --- are discussed and quantified. 15 refs., 6 figs

  11. Handbook of video databases design and applications

    CERN Document Server

    Furht, Borko

    2003-01-01

    INTRODUCTIONIntroduction to Video DatabasesOge Marques and Borko FurhtVIDEO MODELING AND REPRESENTATIONModeling Video Using Input/Output Markov Models with Application to Multi-Modal Event DetectionAshutosh Garg, Milind R. Naphade, and Thomas S. HuangStatistical Models of Video Structure and SemanticsNuno VasconcelosFlavor: A Language for Media RepresentationAlexandros Eleftheriadis and Danny HongIntegrating Domain Knowledge and Visual Evidence to Support Highlight Detection in Sports VideosJuergen Assfalg, Marco Bertini, Carlo Colombo, and Alberto Del BimboA Generic Event Model and Sports Vid

  12. Using Video in the English Language Clasroom

    Directory of Open Access Journals (Sweden)

    Amado Vicente

    2002-08-01

    Full Text Available Video is a popular and a motivating potential medium in schools. Using video in the language classroom helps the language teachers in many different ways. Video, for instance, brings the outside world into the language classroom, providing the class with many different topics and reasons to talk about. It can provide comprehensible input to the learners through contextualised models of language use. It also offers good opportunities to introduce native English speech into the language classroom. Through this article I will try to show what the benefits of using video are and, at the end, I present an instrument to select and classify video materials.

  13. A laboratory evaluation of color video monitors

    Energy Technology Data Exchange (ETDEWEB)

    Terry, P.L.

    1993-07-01

    Sandia National Laboratories has considerable experience with monochrome video monitors used in alarm assessment video systems. Most of these systems, used for perimeter protection, were designed to classify rather than to identify intruders. There is a growing interest in the identification function of security video systems for both access control and insider protection. Because color video technology is rapidly changing and because color information is useful for identification purposes, Sandia National Laboratories established a program to evaluate the newest relevant color video equipment. This report documents the evaluation of an integral component, color monitors. It briefly discusses a critical parameter, dynamic range, details test procedures, and evaluates the results.

  14. [Is video game addiction a reality ?

    Science.gov (United States)

    Thorens, Gabriel; Achab, Sophia; Rothen, Stephane; Khazaal, Yasser; Zullino, Daniele

    2016-09-21

    Video games are widely practiced. Questions about their potential health risks arise, including the risk of addiction. If there is at present no official diagnosis of video games addiction, the DSM-5 proposes temporary criteria based on pathological gambling. Video game addiction affects a minority of at risk individuals. The proposed treatments are essentially psychotherapeutic. Video games practices can be non problematic and they may also have potential beneficial effects on individuals. It is therefore recommended, when assessing video games practices, to take into account the positive and negative impacts of their use.

  15. Face Recognition and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Swapnil Vitthal Tathe

    2017-07-01

    Full Text Available Advancement in computer vision technology and availability of video capturing devices such as surveillance cameras has evoked new video processing applications. The research in video face recognition is mostly biased towards law enforcement applications. Applications involves human recognition based on face and iris, human computer interaction, behavior analysis, video surveillance etc. This paper presents face tracking framework that is capable of face detection using Haar features, recognition using Gabor feature extraction, matching using correlation score and tracking using Kalman filter. The method has good recognition rate for real-life videos and robust performance to changes due to illumination, environmental factors, scale, pose and orientations.

  16. Performance Analysis of Video Transmission Using Sequential Distortion Minimization Method for Digital Video Broadcasting Terrestrial

    Directory of Open Access Journals (Sweden)

    Novita Astin

    2016-12-01

    Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.

  17. Blind prediction of natural video quality.

    Science.gov (United States)

    Saad, Michele A; Bovik, Alan C; Charrier, Christophe

    2014-03-01

    We propose a blind (no reference or NR) video quality evaluation model that is nondistortion specific. The approach relies on a spatio-temporal model of video scenes in the discrete cosine transform domain, and on a model that characterizes the type of motion occurring in the scenes, to predict video quality. We use the models to define video statistics and perceptual features that are the basis of a video quality assessment (VQA) algorithm that does not require the presence of a pristine video to compare against in order to predict a perceptual quality score. The contributions of this paper are threefold. 1) We propose a spatio-temporal natural scene statistics (NSS) model for videos. 2) We propose a motion model that quantifies motion coherency in video scenes. 3) We show that the proposed NSS and motion coherency models are appropriate for quality assessment of videos, and we utilize them to design a blind VQA algorithm that correlates highly with human judgments of quality. The proposed algorithm, called video BLIINDS, is tested on the LIVE VQA database and on the EPFL-PoliMi video database and shown to perform close to the level of top performing reduced and full reference VQA algorithms.

  18. Video genre classification using multimodal features

    Science.gov (United States)

    Jin, Sung Ho; Bae, Tae Meon; Choo, Jin Ho; Ro, Yong Man

    2003-12-01

    We propose a video genre classification method using multimodal features. The proposed method is applied for the preprocessing of automatic video summarization or the retrieval and classification of broadcasting video contents. Through a statistical analysis of low-level and middle-level audio-visual features in video, the proposed method can achieve good performance in classifying several broadcasting genres such as cartoon, drama, music video, news, and sports. In this paper, we adopt MPEG-7 audio-visual descriptors as multimodal features of video contents and evaluate the performance of the classification by feeding the features into a decision tree-based classifier which is trained by CART. The experimental results show that the proposed method can recognize several broadcasting video genres with a high accuracy and the classification performance with multimodal features is superior to the one with unimodal features in the genre classification.

  19. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

    Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

  20. Telemetry and Communication IP Video Player

    Science.gov (United States)

    OFarrell, Zachary L.

    2011-01-01

    Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.

  1. Brownian motion using video capture

    International Nuclear Information System (INIS)

    Salmon, Reese; Robbins, Candace; Forinash, Kyle

    2002-01-01

    Although other researchers had previously observed the random motion of pollen grains suspended in water through a microscope, Robert Brown's name is associated with this behaviour based on observations he made in 1828. It was not until Einstein's work in the early 1900s however, that the origin of this irregular motion was established to be the result of collisions with molecules which were so small as to be invisible in a light microscope (Einstein A 1965 Investigations on the Theory of the Brownian Movement ed R Furth (New York: Dover) (transl. Cowper A D) (5 papers)). Jean Perrin in 1908 (Perrin J 1923 Atoms (New York: Van Nostrand-Reinhold) (transl. Hammick D)) was able, through a series of painstaking experiments, to establish the validity of Einstein's equation. We describe here the details of a junior level undergraduate physics laboratory experiment where students used a microscope, a video camera and video capture software to verify Einstein's famous calculation of 1905. (author)

  2. Scaffolding With and Through Videos

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen

    2012-01-01

    In New Zealand and internationally claims are being made about the potential for information and communication technologies (ICTs) to transform teaching and learning. However, the theoretical underpinnings explaining the complex interplay between the content, pedagogy and technology a teacher needs...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....... to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...

  3. Ethnographic Video as Design Specs

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan; Oinonen, Soila

    2010-01-01

    Ethnographic video is used extensively in some industrial corporations to document field studies and to convey an understanding of what is 'out there' to HCI designers and developers of new technologies. The basic assumption is that ethnography through questioning the prevailing conceptions...... of 'users' and their practices can encourage development engineers to solve the right problems with socially sustainable solutions. However, engineering is solution-driven, with the currency of negotiation being requirement specifications and solution principles. While providing ethnographic insight...

  4. Video assisted gastrostomy in children

    OpenAIRE

    Backman, Torbjörn

    2014-01-01

    Children with severe diseases can be provided nutritional support through a gastrostomy if needed. At the Department of Paediatric Surgery in Lund we have used the Video Assisted Gastrostomy (VAG) procedure since 1994 when establishing gastrostomies. In this thesis, children with different diseases, who all had undergone the VAG procedure, were studied in five different clinical studies. Postoperative complications were collected and validated. We have not seen any major complications associa...

  5. Multimedia image and video processing

    CERN Document Server

    Guan, Ling

    2012-01-01

    As multimedia applications have become part of contemporary daily life, numerous paradigm-shifting technologies in multimedia processing have emerged over the last decade. Substantially updated with 21 new chapters, Multimedia Image and Video Processing, Second Edition explores the most recent advances in multimedia research and applications. This edition presents a comprehensive treatment of multimedia information mining, security, systems, coding, search, hardware, and communications as well as multimodal information fusion and interaction. Clearly divided into seven parts, the book begins w

  6. Situational simulations in interactive video

    Energy Technology Data Exchange (ETDEWEB)

    Smith, L.J.

    1991-07-01

    The Westinghouse Hanford Company Advanced Training Technologies section is using situational simulations in several Interactive Video training courses. Two applications of situational simulations will be discussed. In the first, used in the Hanford General Employee Training course, the student evaluates employee's actions in simulations of possible workplace situations. In the second, used in the Criticality Safety course, students must follow well-defined procedures to complete tasks. Design and incorporation of situational simulations will be discussed. 3 refs.

  7. Video Encryption-A Survey

    OpenAIRE

    Jolly Shah; Vikas Saxena

    2011-01-01

    Multimedia data security is becoming important with the continuous increase of digital communications on internet. The encryption algorithms developed to secure text data are not suitable for multimedia application because of the large data size and real time constraint. In this paper, classification and description of various video encryption algorithms are presented. Analysis and Comparison of these algorithms with respect to various parameters like visual degradation, encryption ratio, spe...

  8. Tv & video engineer's reference book

    CERN Document Server

    Jackson, K G

    1991-01-01

    TV & Video Engineer's Reference Book presents an extensive examination of the basic television standards and broadcasting spectrum. It discusses the fundamental concepts in analogue and digital circuit theory. It addresses studies in the engineering mathematics, formulas, and calculations. Some of the topics covered in the book are the conductors and insulators, passive components, alternating current circuits; broadcast transmission; radio frequency propagation; electron optics in cathode ray tube; color encoding and decoding systems; television transmitters; and remote supervision of unatten

  9. Situational simulations in interactive video

    International Nuclear Information System (INIS)

    Smith, L.J.

    1991-07-01

    The Westinghouse Hanford Company Advanced Training Technologies section is using situational simulations in several Interactive Video training courses. Two applications of situational simulations will be discussed. In the first, used in the Hanford General Employee Training course, the student evaluates employee's actions in simulations of possible workplace situations. In the second, used in the Criticality Safety course, students must follow well-defined procedures to complete tasks. Design and incorporation of situational simulations will be discussed. 3 refs

  10. Contraindications for video capsule endoscopy

    OpenAIRE

    Bandorski, Dirk; Kurniawan, Niehls; Baltes, Peter; Hoeltgen, Reinhard; Hecker, Matthias; Stunder, Dominik; Keuchel, Martin

    2016-01-01

    Video capsule endoscopy (VCE) has been applied in the last 15 years in an increasing field of applications. Although many contraindications have been put into perspective, some precautions still have to be considered. Known stenosis of the gastrointestinal tract is a clear contraindication for VCE unless surgery is already scheduled or at least has been considered as an optional treatment modality. In patients with a higher incidence of stenosis, as in an established diagnosis of Crohn?s dise...

  11. Video surveillance using distance maps

    Science.gov (United States)

    Schouten, Theo E.; Kuppens, Harco C.; van den Broek, Egon L.

    2006-02-01

    Human vigilance is limited; hence, automatic motion and distance detection is one of the central issues in video surveillance. Hereby, many aspects are of importance, this paper specially addresses: efficiency, achieving real-time performance, accuracy, and robustness against various noise factors. To obtain fully controlled test environments, an artificial development center for robot navigation is introduced in which several parameters can be set (e.g., number of objects, trajectories and type and amount of noise). In the videos, for each following frame, movement of stationary objects is detected and pixels of moving objects are located from which moving objects are identified in a robust way. An Exact Euclidean Distance Map (E2DM) is utilized to determine accurately the distances between moving and stationary objects. Together with the determined distances between moving objects and the detected movement of stationary objects, this provides the input for detecting unwanted situations in the scene. Further, each intelligent object (e.g., a robot), is provided with its E2DM, allowing the object to plan its course of action. Timing results are specified for each program block of the processing chain for 20 different setups. So, the current paper presents extensive, experimentally controlled research on real-time, accurate, and robust motion detection for video surveillance, using E2DMs, which makes it a unique approach.

  12. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  13. Video game training and the reward system

    Science.gov (United States)

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  14. Video game training and the reward system.

    Science.gov (United States)

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  15. Video Game Training and the Reward System

    Directory of Open Access Journals (Sweden)

    Robert C. Lorenz

    2015-02-01

    Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  16. Incidencia del uso del celular como distractor en el proceso de inter-aprendizaje de los alumnos de octavo, noveno y décimo año de educación básica de la Unidad Educativa a Distancia Mario Rizzini de la ciudad de Cuenca, en el año lectivo 2006-2007

    OpenAIRE

    Rosales Ullauri, Silvia Lucia

    2007-01-01

    La presente investigación se llevó a cabo en la Unidad Educativa a Distancia "Mario Rizzini", inició en Septiembre del 2006 hasta Enero del 2007. El objeto de la misma era realizar un estudio sobre la incidencia del uso del teléfono celular en el Inter-aprendizaje de los estudiantes de octavo, noveno y décimo año de Educación Básica con los siguientes resultados. Al 1er Formulario que consta de 12 preguntas y que se realizó a 300 estudiantes, los resultados de mayor respuesta afirmativa...

  17. Intelligent keyframe extraction for video printing

    Science.gov (United States)

    Zhang, Tong

    2004-10-01

    Nowadays most digital cameras have the functionality of taking short video clips, with the length of video ranging from several seconds to a couple of minutes. The purpose of this research is to develop an algorithm which extracts an optimal set of keyframes from each short video clip so that the user could obtain proper video frames to print out. In current video printing systems, keyframes are normally obtained by evenly sampling the video clip over time. Such an approach, however, may not reflect highlights or regions of interest in the video. Keyframes derived in this way may also be improper for video printing in terms of either content or image quality. In this paper, we present an intelligent keyframe extraction approach to derive an improved keyframe set by performing semantic analysis of the video content. For a video clip, a number of video and audio features are analyzed to first generate a candidate keyframe set. These features include accumulative color histogram and color layout differences, camera motion estimation, moving object tracking, face detection and audio event detection. Then, the candidate keyframes are clustered and evaluated to obtain a final keyframe set. The objective is to automatically generate a limited number of keyframes to show different views of the scene; to show different people and their actions in the scene; and to tell the story in the video shot. Moreover, frame extraction for video printing, which is a rather subjective problem, is considered in this work for the first time, and a semi-automatic approach is proposed.

  18. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. PMID:27789532

  19. Video Liveness for Citizen Journalism: Attacks and Defenses

    OpenAIRE

    Rahman, Mahmudur; Azimpourkivi, Mozhgan; Topkara, Umut; Carbunar, Bogdan

    2017-01-01

    The impact of citizen journalism raises important video integrity and credibility issues. In this article, we introduce Vamos, the first user transparent video "liveness" verification solution based on video motion, that accommodates the full range of camera movements, and supports videos of arbitrary length. Vamos uses the agreement between video motion and camera movement to corroborate the video authenticity. Vamos can be integrated into any mobile video capture application without requiri...

  20. Video games and mobile learning: A Spanish developers approach

    OpenAIRE

    Fernández Gómez, Carlos; Martí Parreño, José

    2016-01-01

    This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...

  1. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

    In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.

  2. ONLINE LEARNING: CAN VIDEOS ENHANCE LEARNING?

    OpenAIRE

    HAJHASHEMI, Karim; ANDERSON, Neil; JACKSON, Cliff; CALTABIANO, Nerina

    2015-01-01

    Highereducation lecturers integrate different media into their courses. Internet-basededucational video clips have gained prominence, as this media is perceived topromote deeper thought processes, communication and interaction among users,and makeclassroom content more diverse.This paper provides a literature overview of the increasing importance ofonline videos across all modes of instruction. It discusses a quantitative andqualitative research design that was used to assess on-line video pe...

  3. Semantic web technologies for video surveillance metadata

    OpenAIRE

    Poppe, Chris; Martens, Gaëtan; De Potter, Pieterjan; Van de Walle, Rik

    2012-01-01

    Video surveillance systems are growing in size and complexity. Such systems typically consist of integrated modules of different vendors to cope with the increasing demands on network and storage capacity, intelligent video analytics, picture quality, and enhanced visual interfaces. Within a surveillance system, relevant information (like technical details on the video sequences, or analysis results of the monitored environment) is described using metadata standards. However, different module...

  4. The VGLC: The Video Game Level Corpus

    OpenAIRE

    Summerville, Adam James; Snodgrass, Sam; Mateas, Michael; Ontañón, Santiago

    2016-01-01

    Levels are a key component of many different video games, and a large body of work has been produced on how to procedurally generate game levels. Recently, Machine Learning techniques have been applied to video game level generation towards the purpose of automatically generating levels that have the properties of the training corpus. Towards that end we have made available a corpora of video game levels in an easy to parse format ideal for different machine learning and other game AI researc...

  5. Learning computer science by watching video games

    OpenAIRE

    Nagataki, Hiroyuki

    2014-01-01

    This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers. The results of a case study conducted indicate that the method enhances the motivation of students for...

  6. Selectively De-animating and Stabilizing Videos

    Science.gov (United States)

    2014-12-11

    motions intact. Video textures [97, 65, 7, 77] are a well-known approach for seamlessly looping stochastic motions. Like cinema - graphs, a video...domain of input videos to portraits. We all use portrait photographs to express our identities online. Portraits are often the first visuals seen by...quality of our result, we show some comparisons of our automated cinema - graphs against our user driven method described in Chapter 3 in Figure 4.7

  7. Learning from Multiple Sources for Video Summarisation

    OpenAIRE

    Zhu, Xiatian; Loy, Chen Change; Gong, Shaogang

    2015-01-01

    Many visual surveillance tasks, e.g.video summarisation, is conventionally accomplished through analysing imagerybased features. Relying solely on visual cues for public surveillance video understanding is unreliable, since visual observations obtained from public space CCTV video data are often not sufficiently trustworthy and events of interest can be subtle. On the other hand, non-visual data sources such as weather reports and traffic sensory signals are readily accessible but are not exp...

  8. Video game addiction: past, present and future

    OpenAIRE

    Griffiths, MD; Kuss, DJ; King, DL

    2012-01-01

    Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prev...

  9. Video Game Characters. Theory and Analysis

    OpenAIRE

    Felix Schröter; Jan-Noël Thon

    2014-01-01

    This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experien...

  10. Effective Educational Methods In Educational Video Games

    OpenAIRE

    Van Zyl, Abraham

    2014-01-01

    This thesis examines the teaching methods used in three successful educational video games with the goal to provide a concise, practical guide for the proper implementation of educational learning into video games. The main source for analysing the teaching methods of educational games in this thesis is James Paul Gee’s book What Video Games Have To Teach Us About Learning And Literacy (2004). Gee expresses 36 learning principles existing in good games (chapter 4.2). This ideology serves ...

  11. Smoking in Video Games: A Systematic Review

    OpenAIRE

    Forsyth, SR; Malone, RE

    2016-01-01

    INTRODUCTION: Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. METHODS: We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imager...

  12. Astronauts Exercising in Space Video

    Science.gov (United States)

    2001-01-01

    To minimize the effects of weightlessness and partial gravity, astronauts use several counter measures to maintain health and fitness. One counter measure is exercise to help reduce or eliminate muscle atrophy and bone loss, and to improve altered cardiovascular function. This video shows astronauts on the International Space Station (ISS) using the stationary Cycle/ Ergometer Vibration Isolation System (CVIS), the Treadmill Vibration Isolation System (TVIS), and the resistance exercise device. These technologies and activities will be crucial to keeping astronauts healthy and productive during the long missions to the Moon. Mars, and beyond.

  13. Takahiko iimura: Video and Semiology

    OpenAIRE

    Andersson, Fred

    2004-01-01

    At the invitation of professor Jan-Gunnar Sjölin, following an initial suggestion from doctoral candidate Fred Andersson, Takahiko iimura visited our department during December 1st to December 4th 2003. A selection of mr iimura's video- and media-works from ca 1970 to the present day were screened on the evenings of December 2nd and 3rd. The screenings were attended by a great number of students at all educational levels of the department. A list of the screened works, with mr iimura'...

  14. SHIP CLASSIFICATION FROM MULTISPECTRAL VIDEOS

    Directory of Open Access Journals (Sweden)

    Frederique Robert-Inacio

    2012-05-01

    Full Text Available Surveillance of a seaport can be achieved by different means: radar, sonar, cameras, radio communications and so on. Such a surveillance aims, on the one hand, to manage cargo and tanker traffic, and, on the other hand, to prevent terrorist attacks in sensitive areas. In this paper an application to video-surveillance of a seaport entrance is presented, and more particularly, the different steps enabling to classify mobile shapes. This classification is based on a parameter measuring the similarity degree between the shape under study and a set of reference shapes. The classification result describes the considered mobile in terms of shape and speed.

  15. A video event trigger for high frame rate, high resolution video technology

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  16. AI Researchers, Video Games Are Your Friends!

    OpenAIRE

    Togelius, Julian

    2016-01-01

    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It the...

  17. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Health Growth & Development Infections Diseases & Conditions Pregnancy & Baby Nutrition & Fitness Emotions & Behavior School & Family Life First Aid & Safety Doctors & Hospitals Videos ...

  18. Intelligent video surveillance systems and technology

    CERN Document Server

    Ma, Yunqian

    2009-01-01

    From the streets of London to subway stations in New York City, hundreds of thousands of surveillance cameras ubiquitously collect hundreds of thousands of videos, often running 24/7. How can such vast volumes of video data be stored, analyzed, indexed, and searched? How can advanced video analysis and systems autonomously recognize people and detect targeted activities real-time? Collating and presenting the latest information Intelligent Video Surveillance: Systems and Technology explores these issues, from fundamentals principle to algorithmic design and system implementation.An Integrated

  19. Roadside video data analysis deep learning

    CERN Document Server

    Verma, Brijesh; Stockwell, David

    2017-01-01

    This book highlights the methods and applications for roadside video data analysis, with a particular focus on the use of deep learning to solve roadside video data segmentation and classification problems. It describes system architectures and methodologies that are specifically built upon learning concepts for roadside video data processing, and offers a detailed analysis of the segmentation, feature extraction and classification processes. Lastly, it demonstrates the applications of roadside video data analysis including scene labelling, roadside vegetation classification and vegetation biomass estimation in fire risk assessment.

  20. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Parents site Sitio para padres General Health Growth & Development Infections Diseases ... Special Needs: Planning for Adulthood (Video) KidsHealth / For Parents / Special Needs: ...

  1. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Development Infections Diseases & Conditions Pregnancy & Baby Nutrition & Fitness Emotions & Behavior School & Family Life First Aid & Safety Doctors & Hospitals Videos Recipes ...

  2. Indexing Motion Detection Data for Surveillance Video

    DEFF Research Database (Denmark)

    Vind, Søren Juhl; Bille, Philip; Gørtz, Inge Li

    2014-01-01

    We show how to compactly index video data to support fast motion detection queries. A query specifies a time interval T, a area A in the video and two thresholds v and p. The answer to a query is a list of timestamps in T where ≥ p% of A has changed by ≥ v values. Our results show that by building...... a small index, we can support queries with a speedup of two to three orders of magnitude compared to motion detection without an index. For high resolution video, the index size is about 20% of the compressed video size....

  3. The definitive guide to HTML 5 video

    CERN Document Server

    Pfeiffer, Silvia

    2010-01-01

    Plugins will soon be a thing of the past. The Definitive Guide to HTML5 Video is the first authoritative book on HTML5 video, the new web standard that allows browsers to support audio and video elements natively. This makes it very easy for web developers to publish audio and video, integrating both within the general presentation of web pages. For example, media elements can be styled using CSS (style sheets), integrated into SVG (scalable vector graphics), and manipulated in a Canvas. The book offers techniques for providing accessibility to media elements, enabling consistent handling of a

  4. Attention modeling for video quality assessment

    DEFF Research Database (Denmark)

    You, Junyong; Korhonen, Jari; Perkis, Andrew

    2010-01-01

    averaged spatiotemporal pooling. The local quality is derived from visual attention modeling and quality variations over frames. Saliency, motion, and contrast information are taken into account in modeling visual attention, which is then integrated into IQMs to calculate the local quality of a video frame...... average between the global quality and the local quality. Experimental results demonstrate that the combination of the global quality and local quality outperforms both sole global quality and local quality, as well as other quality models, in video quality assessment. In addition, the proposed video...... quality modeling algorithm can improve the performance of image quality metrics on video quality assessment compared to the normal averaged spatiotemporal pooling scheme....

  5. The RUBA Watchdog Video Analysis Tool

    DEFF Research Database (Denmark)

    Bahnsen, Chris Holmberg; Madsen, Tanja Kidholm Osmann; Jensen, Morten Bornø

    We have developed a watchdog video analysis tool called RUBA (Road User Behaviour Analysis) to use for processing of traffic video. This report provides an overview of the functions of RUBA and gives a brief introduction into how analyses can be made in RUBA.......We have developed a watchdog video analysis tool called RUBA (Road User Behaviour Analysis) to use for processing of traffic video. This report provides an overview of the functions of RUBA and gives a brief introduction into how analyses can be made in RUBA....

  6. Gender and video games: How is female gender generally represented in various genres of video games?

    OpenAIRE

    Xeniya Kondrat

    2015-01-01

    Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008). Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in vi...

  7. Self-Recognition in Live Videos by Young Children: Does Video Training Help?

    Science.gov (United States)

    Demir, Defne; Skouteris, Helen

    2010-01-01

    The overall aim of the experiment reported here was to establish whether self-recognition in live video can be facilitated when live video training is provided to children aged 2-2.5 years. While the majority of children failed the test of live self-recognition prior to video training, more than half exhibited live self-recognition post video…

  8. 77 FR 48102 - Closed Captioning and Video Description of Video Programming

    Science.gov (United States)

    2012-08-13

    ... Captioning and Video Description of Video Programming AGENCY: Federal Communications Commission. [[Page 48103... show that providing captions on their programming would be economically burdensome. DATES: Effective...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...

  9. Informal Physics Learning from Video Games: A Case Study Using Gameplay Videos

    Science.gov (United States)

    Croxton, DeVaughn; Kortemeyer, Gerd

    2018-01-01

    Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…

  10. 76 FR 55585 - Video Description: Implementation of the Twenty-First Century Communications and Video...

    Science.gov (United States)

    2011-09-08

    ... of Video Programming Report and Order (15 F.C.C.R. 15,230 (2000)), recon. granted in part and denied... dialogue, makes video programming more accessible to individuals who are blind or visually impaired. The... networks, and multichannel video programming distributor systems (``MVPDs'') with more than 50,000...

  11. Video dosimetry: evaluation of X-radiation dose by video fluoroscopic image

    International Nuclear Information System (INIS)

    Nova, Joao Luiz Leocadio da; Lopes, Ricardo Tadeu

    1996-01-01

    A new methodology to evaluate the entrance surface dose on patients under radiodiagnosis is presented. A phantom is used in video fluoroscopic procedures in on line video signal system. The images are obtained from a Siemens Polymat 50 and are digitalized. The results show that the entrance surface dose can be obtained in real time from video imaging

  12. Learning to Swim Using Video Modelling and Video Feedback within a Self-Management Program

    Science.gov (United States)

    Lao, So-An; Furlonger, Brett E.; Moore, Dennis W.; Busacca, Margherita

    2016-01-01

    Although many adults who cannot swim are primarily interested in learning by direct coaching there are options that have a focus on self-directed learning. As an alternative a self-management program combined with video modelling, video feedback and high quality and affordable video technology was used to assess its effectiveness to assisting an…

  13. Low-complexity JPEG-based progressive video codec for wireless video transmission

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Forchhammer, Søren

    2010-01-01

    This paper discusses the question of video codec enhancement for wireless video transmission of high definition video data taking into account constraints on memory and complexity. Starting from parameter adjustment for JPEG2000 compression algorithm used for wireless transmission and achieving...

  14. What Counts as Educational Video?: Working toward Best Practice Alignment between Video Production Approaches and Outcomes

    Science.gov (United States)

    Winslett, Greg

    2014-01-01

    The twenty years since the first digital video camera was made commercially available has seen significant increases in the use of low-cost, amateur video productions for teaching and learning. In the same period, production and consumption of professionally produced video has also increased, as has the distribution platforms to access it.…

  15. Range-Measuring Video Sensors

    Science.gov (United States)

    Howard, Richard T.; Briscoe, Jeri M.; Corder, Eric L.; Broderick, David

    2006-01-01

    Optoelectronic sensors of a proposed type would perform the functions of both electronic cameras and triangulation- type laser range finders. That is to say, these sensors would both (1) generate ordinary video or snapshot digital images and (2) measure the distances to selected spots in the images. These sensors would be well suited to use on robots that are required to measure distances to targets in their work spaces. In addition, these sensors could be used for all the purposes for which electronic cameras have been used heretofore. The simplest sensor of this type, illustrated schematically in the upper part of the figure, would include a laser, an electronic camera (either video or snapshot), a frame-grabber/image-capturing circuit, an image-data-storage memory circuit, and an image-data processor. There would be no moving parts. The laser would be positioned at a lateral distance d to one side of the camera and would be aimed parallel to the optical axis of the camera. When the range of a target in the field of view of the camera was required, the laser would be turned on and an image of the target would be stored and preprocessed to locate the angle (a) between the optical axis and the line of sight to the centroid of the laser spot.

  16. Compact Visualisation of Video Summaries

    Directory of Open Access Journals (Sweden)

    Janko Ćalić

    2007-01-01

    Full Text Available This paper presents a system for compact and intuitive video summarisation aimed at both high-end professional production environments and small-screen portable devices. To represent large amounts of information in the form of a video key-frame summary, this paper studies the narrative grammar of comics, and using its universal and intuitive rules, lays out visual summaries in an efficient and user-centered way. In addition, the system exploits visual attention modelling and rapid serial visual presentation to generate highly compact summaries on mobile devices. A robust real-time algorithm for key-frame extraction is presented. The system ranks importance of key-frame sizes in the final layout by balancing the dominant visual representability and discovery of unanticipated content utilising a specific cost function and an unsupervised robust spectral clustering technique. A final layout is created using an optimisation algorithm based on dynamic programming. Algorithm efficiency and robustness are demonstrated by comparing the results with a manually labelled ground truth and with optimal panelling solutions.

  17. GPS-Aided Video Tracking

    Directory of Open Access Journals (Sweden)

    Udo Feuerhake

    2015-08-01

    Full Text Available Tracking moving objects is both challenging and important for a large variety of applications. Different technologies based on the global positioning system (GPS and video or radio data are used to obtain the trajectories of the observed objects. However, in some use cases, they fail to provide sufficiently accurate, complete and correct data at the same time. In this work we present an approach for fusing GPS- and video-based tracking in order to exploit their individual advantages. In this way we aim to combine the reliability of GPS tracking with the high geometric accuracy of camera detection. For the fusion of the movement data provided by the different devices we use a hidden Markov model (HMM formulation and the Viterbi algorithm to extract the most probable trajectories. In three experiments, we show that our approach is able to deal with challenging situations like occlusions or objects which are temporarily outside the monitored area. The results show the desired increase in terms of accuracy, completeness and correctness.

  18. Video interview with Michael Dell

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    Michael Dell, founder and presently Chairman of the Board of Directors and Chief Executive Office of the DELL computer company visited CERN on Tuesday 26th January 2010. The Bulletin and the Video productions team had the opportunity to meet him. The video interview is transcribed for your convenience.   Michael S. Dell with CERN Director-General Rolf Heuer. What motivated you to come and visit CERN? I obviously heard about the great science and research has going on here, and DELL is very pleased to be a partner and providing a lot of the computers to analyse the data and I really wanted to see for myself in person, some of the great science that is going on here. What is your view on fundamental research in IT, and in general? I think if you look at the field of science in the last hundred years, we have been able to solve a lot of problems, but there are still lots of unsolved problems and unsolved mysteries. And it is only through basic fundamental research that we will address these probl...

  19. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

    Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imagery in video games (n = 6), video game playing and smoking behavior (n = 11), video game addiction and tobacco addiction (n = 5) and genre-specific game playing and smoking behavior (n = 3). Tobacco content was present in a subset of video games. The literature is inconclusive as to whether exposure to video games as a single construct is associated with smoking behavior. Four of five studies found an association between video game addiction and smoking. For genre-specific game playing, studies suggest that the type of game played affected association with smoking behavior. Research on how playing video games influences adolescents' perceptions of smoking and smoking behaviors is still in its nascence. Further research is needed to understand how adolescents respond to viewing and manipulating tobacco imagery, and whether engaging in game smoking translates into changes in real-world attitudes or behavior. Smoking imagery in video games may contribute to normalizing adolescent smoking. A large body of research has shown that smoking imagery in a variety of media types contributes to adolescent smoking uptake and the normalization of smoking behavior, and almost 90% of adolescents play video games, yet there has never been a published systematic review of the literature on this important topic. This is the first systematic review to examine the research on tobacco and video games.We found that tobacco imagery is indeed present in video games, the relationship between video game playing and smoking

  20. A Method for Counting Moving People in Video Surveillance Videos

    Directory of Open Access Journals (Sweden)

    Mario Vento

    2010-01-01

    Full Text Available People counting is an important problem in video surveillance applications. This problem has been faced either by trying to detect people in the scene and then counting them or by establishing a mapping between some scene feature and the number of people (avoiding the complex detection problem. This paper presents a novel method, following this second approach, that is based on the use of SURF features and of an ϵ-SVR regressor provide an estimate of this count. The algorithm takes specifically into account problems due to partial occlusions and to perspective. In the experimental evaluation, the proposed method has been compared with the algorithm by Albiol et al., winner of the PETS 2009 contest on people counting, using the same PETS 2009 database. The provided results confirm that the proposed method yields an improved accuracy, while retaining the robustness of Albiol's algorithm.

  1. A Method for Counting Moving People in Video Surveillance Videos

    Directory of Open Access Journals (Sweden)

    Conte Donatello

    2010-01-01

    Full Text Available People counting is an important problem in video surveillance applications. This problem has been faced either by trying to detect people in the scene and then counting them or by establishing a mapping between some scene feature and the number of people (avoiding the complex detection problem. This paper presents a novel method, following this second approach, that is based on the use of SURF features and of an -SVR regressor provide an estimate of this count. The algorithm takes specifically into account problems due to partial occlusions and to perspective. In the experimental evaluation, the proposed method has been compared with the algorithm by Albiol et al., winner of the PETS 2009 contest on people counting, using the same PETS 2009 database. The provided results confirm that the proposed method yields an improved accuracy, while retaining the robustness of Albiol's algorithm.

  2. A Method for Counting Moving People in Video Surveillance Videos

    Science.gov (United States)

    Conte, Donatello; Foggia, Pasquale; Percannella, Gennaro; Tufano, Francesco; Vento, Mario

    2010-12-01

    People counting is an important problem in video surveillance applications. This problem has been faced either by trying to detect people in the scene and then counting them or by establishing a mapping between some scene feature and the number of people (avoiding the complex detection problem). This paper presents a novel method, following this second approach, that is based on the use of SURF features and of an [InlineEquation not available: see fulltext.]-SVR regressor provide an estimate of this count. The algorithm takes specifically into account problems due to partial occlusions and to perspective. In the experimental evaluation, the proposed method has been compared with the algorithm by Albiol et al., winner of the PETS 2009 contest on people counting, using the same PETS 2009 database. The provided results confirm that the proposed method yields an improved accuracy, while retaining the robustness of Albiol's algorithm.

  3. Multi-view video segmentation and tracking for video surveillance

    Science.gov (United States)

    Mohammadi, Gelareh; Dufaux, Frederic; Minh, Thien Ha; Ebrahimi, Touradj

    2009-05-01

    Tracking moving objects is a critical step for smart video surveillance systems. Despite the complexity increase, multiple camera systems exhibit the undoubted advantages of covering wide areas and handling the occurrence of occlusions by exploiting the different viewpoints. The technical problems in multiple camera systems are several: installation, calibration, objects matching, switching, data fusion, and occlusion handling. In this paper, we address the issue of tracking moving objects in an environment covered by multiple un-calibrated cameras with overlapping fields of view, typical of most surveillance setups. Our main objective is to create a framework that can be used to integrate objecttracking information from multiple video sources. Basically, the proposed technique consists of the following steps. We first perform a single-view tracking algorithm on each camera view, and then apply a consistent object labeling algorithm on all views. In the next step, we verify objects in each view separately for inconsistencies. Correspondent objects are extracted through a Homography transform from one view to the other and vice versa. Having found the correspondent objects of different views, we partition each object into homogeneous regions. In the last step, we apply the Homography transform to find the region map of first view in the second view and vice versa. For each region (in the main frame and mapped frame) a set of descriptors are extracted to find the best match between two views based on region descriptors similarity. This method is able to deal with multiple objects. Track management issues such as occlusion, appearance and disappearance of objects are resolved using information from all views. This method is capable of tracking rigid and deformable objects and this versatility lets it to be suitable for different application scenarios.

  4. Fast compressed domain motion detection in H.264 video streams for video surveillance applications

    DEFF Research Database (Denmark)

    Szczerba, Krzysztof; Forchhammer, Søren; Støttrup-Andersen, Jesper

    2009-01-01

    This paper presents a novel approach to fast motion detection in H.264/MPEG-4 advanced video coding (AVC) compressed video streams for IP video surveillance systems. The goal is to develop algorithms which may be useful in a real-life industrial perspective by facilitating the processing of large...... on motion vectors embedded in the video stream without requiring a full decoding and reconstruction of video frames. To improve the robustness to noise, a confidence measure based on temporal and spatial clues is introduced to increase the probability of correct detection. The algorithm was tested on indoor...

  5. Image processing of integrated video image obtained with a charged-particle imaging video monitor system

    International Nuclear Information System (INIS)

    Iida, Takao; Nakajima, Takehiro

    1988-01-01

    A new type of charged-particle imaging video monitor system was constructed for video imaging of the distributions of alpha-emitting and low-energy beta-emitting nuclides. The system can display not only the scintillation image due to radiation on the video monitor but also the integrated video image becoming gradually clearer on another video monitor. The distortion of the image is about 5% and the spatial resolution is about 2 line pairs (lp)mm -1 . The integrated image is transferred to a personal computer and image processing is performed qualitatively and quantitatively. (author)

  6. Development of P4140 video data wall projector; Video data wall projector

    Energy Technology Data Exchange (ETDEWEB)

    Watanabe, H.; Inoue, H. [Toshiba Corp., Tokyo (Japan)

    1998-12-01

    The P4140 is a 3 cathode-ray tube (CRT) video data wall projector for super video graphics array (SVGA) signals. It is used as an image display unit, providing a large screen when several sets are put together. A high-quality picture has been realized by higher resolution and improved color uniformity technology. A new convergence adjustment system has also been developed through the optimal combination of digital and analog technologies. This video data wall installation has been greatly enhanced by the automation of cubes and cube performance settings. The P4140 video data wall projector can be used for displaying not only data but video as well. (author)

  7. 4-H Science Inquiry Video Series

    Science.gov (United States)

    Green, Jeremy W.; Black, Lynette; Willis, Patrick

    2013-01-01

    Studies support science inquiry as a positive method and approach for 4-H professionals and volunteers to use for teaching science-based practices to youth. The development of a science inquiry video series has yielded positive results as it relates to youth development education and science. The video series highlights how to conduct science-rich…

  8. A Directory of English Language Teaching Videos.

    Science.gov (United States)

    Falsetti, Julie, Comp.

    This third edition of the video directory updates previous editions and alphabetically lists videos, by title. It is designed to assist in the teaching of English or the training of teachers of English. Information included are format, standard, variety, use, target, level, price, duration, quality, support materials included, distributor, year…

  9. Fairness in Paper and Video Resume Screening

    NARCIS (Netherlands)

    A.M.F. Hiemstra (Annemarie)

    2013-01-01

    markdownabstract__Abstract__ Recent technological developments have resulted in the introduction of a new type of resume, the video resume, which can be described as a video message in which applicants present themselves to potential employers. Research is struggling to keep pace with the speed

  10. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

    Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role.

  11. PERANCANGAN VIDEO PANDUAN FITNES SEBAGAI MEDIA PEMBELAJARAN

    Directory of Open Access Journals (Sweden)

    Rizkysari Meimaharani

    2013-06-01

    Full Text Available ABSTRACT Designing fitness exercise tutorial level beginner as learning and promotion media for life gym was designed to provide guidelines of good movement in the fitness training sessions for beginners, especially the gym because life member will be distributed free of charge for new members sign up. For the process of editing video tutorial software and hardware needed adequate for smooth production. The results also depend on the ability of either constituent knowledge of a general nature and especially directing, editing, creativity, and the ability of hardware, software and technology / computer. Excess video guide allows members to understand the movement is good and right to avoid unwanted injury. Not only guides the movement are presented in this video project but also the member is given petuntuk diet and proper diet for target practice can be easily achieved. Excess video guide allows members to understand the movement is good and right to avoid unwanted injury. Not only guides the movement are presented in this video project but also the member is given guide of diet and proper diet for target practice can be easily achieved. The presence of video editing technology offers convenience to an agency to educate the public through video learning and served as media promotion of a service or related agency theme of the video.

  12. User Intent in Online Video Search

    NARCIS (Netherlands)

    Kofler, C.

    2015-01-01

    Over the recent years, user expectations of the ability of video search engines have significantly risen. Users expect video search engines to be useful as an instrument that facilitates communication, education, entertainment and problem solving and, in relation to this, to satisfy diverse

  13. Assessing Higher Order Thinking in Video Games

    Science.gov (United States)

    Rice, John

    2007-01-01

    Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…

  14. Patterned Video Sensors For Low Vision

    Science.gov (United States)

    Juday, Richard D.

    1996-01-01

    Miniature video cameras containing photoreceptors arranged in prescribed non-Cartesian patterns to compensate partly for some visual defects proposed. Cameras, accompanied by (and possibly integrated with) miniature head-mounted video display units restore some visual function in humans whose visual fields reduced by defects like retinitis pigmentosa.

  15. Music Video: An Analysis at Three Levels.

    Science.gov (United States)

    Burns, Gary

    This paper is an analysis of the different aspects of the music video. Music video is defined as having three meanings: an individual clip, a format, or the "aesthetic" that describes what the clips and format look like. The paper examines interruptions, the dialectical tension and the organization of the work of art, shot-scene…

  16. Video Field Studies with your Cell Phone

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan

    2010-01-01

    Pod? Or with the GoPRO sports camera? Our approach has a strong focus on how to use video in design, rather than on the technical side. The goal is to engage design teams in meaningful discussions based on user empathy, rather than to produce beautiful videos. Basically it is a search for a minimalist way...

  17. Winter Video Series Coming in January | Poster

    Science.gov (United States)

    The Scientific Library’s annual Summer Video Series was so successful that it will be offering a new Winter Video Series beginning in January. For this inaugural event, the staff is showing the eight-part series from National Geographic titled “American Genius.” 

  18. Genre-Specific Semantic Video Indexing

    NARCIS (Netherlands)

    Wu, J.; Worring, M.

    2010-01-01

    In many applications, we find large video collections from different genres where the user is often only interested in one or two specific video genres. So, when users are querying the system with a specific semantic concept, they are likely aiming a genre specific instantiation of this concept.

  19. 78 FR 11988 - Open Video Systems

    Science.gov (United States)

    2013-02-21

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 76 [CS Docket No. 96-46, FCC 96-334] Open Video Systems AGENCY: Federal Communications Commission. ACTION: Final rule; announcement of effective date... 43160, August 21, 1996. The final rules modified rules and policies concerning Open Video Systems. DATES...

  20. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" [9]. This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.

  1. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Answers (Q&A) Staying Safe Videos for Educators Search English Español Special Needs: Planning for Adulthood (Video) ... Nondiscrimination Visit the Nemours Web site. Note: All information on KidsHealth® is for educational purposes only. For ...

  2. Skype resilience to high motion videos

    NARCIS (Netherlands)

    Exarchakos, G.; Druda, L.; Menkovski, V.; Bellavista, P.; Liotta, A.

    Skype is one of the most popular video call services in the current Internet world. One of its strengths is the use of an adaptive mechanism to match the constraints of the underlying network. This work is focused on how this mechanism can maximize the video quality as perceived by the viewers using

  3. Can Skype be used beyond video calling?

    NARCIS (Netherlands)

    Exarchakos, G.; Menkovski, V.; Liotta, A.

    2011-01-01

    Skype nodes generate a substantial part of real-time bi-directional video traffic nowadays. Employing a range of adaptive mechanisms, the application configures video streaming to meet the requirements of the communication and constraints of the underlying network. While other related works focus on

  4. Script Design for Information Film and Video.

    Science.gov (United States)

    Shelton, S. M. (Marty); And Others

    1993-01-01

    Shows how the empathy created in the audience by each of the five genres of film/video is a function of the five elements of film design: camera angle, close up, composition, continuity, and cutting. Discusses film/video script designing. Illustrates these concepts with a sample script and story board. (SR)

  5. Women, Video Gaming and Learning: Beyond Stereotypes

    Science.gov (United States)

    Hayes, Elisabeth

    2005-01-01

    While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the attention of both the gaming industry and educators, generating considerable discussion and…

  6. Video Recording and the Research Process

    Science.gov (United States)

    Leung, Constant; Hawkins, Margaret R.

    2011-01-01

    This is a two-part discussion. Part 1 is entitled "English Language Learning in Subject Lessons", and Part 2 is titled "Video as a Research Tool/Counterpoint". Working with different research concerns, the authors attempt to draw attention to a set of methodological and theoretical issues that have emerged in the research process using video data.…

  7. Video Conferencing for a Virtual Seminar Room

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Fosgerau, A.; Hansen, Peter Søren K.

    2002-01-01

    A PC-based video conferencing system for a virtual seminar room is presented. The platform is enhanced with DSPs for audio and video coding and processing. A microphone array is used to facilitate audio based speaker tracking, which is used for adaptive beam-forming and automatic camera...

  8. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-01-01

    as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0

  9. Chinese Language Video Clips. [CD-ROM].

    Science.gov (United States)

    Fleming, Stephen; Hipley, David; Ning, Cynthia

    This compact disc includes video clips covering six topics for the learner of Chinese: personal information, commercial transactions, travel and leisure, health and sports, food and school. Filmed on location in Beijing, these naturalistic video clips consist mainly of unrehearsed interviews of ordinary people. The learner is lead through a series…

  10. Animating Classroom Ethnography: Overcoming Video-Fear

    Science.gov (United States)

    MacLure, Maggie; Holmes, Rachel; MacRae, Christina; Jones, Liz

    2010-01-01

    This article addresses the use of video in classroom research. Influenced by the work of Deleuze on cinema, it challenges the mundane realism that continues to regulate video method, and its role in perpetuating what Deleuze calls the "everyday banality" that produces and conceals the "intolerable". In failing to interfere with the everyday…

  11. From Watching Newsreels to Making Videos

    Science.gov (United States)

    Hammond, Thomas C.; Lee, John

    2009-01-01

    From filmstrips to documentaries to Hollywood movies, social studies teachers have a long tradition of using video in the classroom. In fact, some of the earliest films made were purposefully adapted for social studies instruction as photoplays depicting pivotal events in U.S. history. A key difference between digital video and its predecessors is…

  12. Bullet-Block Science Video Puzzle

    Science.gov (United States)

    Shakur, Asif

    2015-01-01

    A science video blog, which has gone viral, shows a wooden block shot by a vertically aimed rifle. The video shows that the block hit dead center goes exactly as high as the one shot off-center. (Fig. 1). The puzzle is that the block shot off-center carries rotational kinetic energy in addition to the gravitational potential energy. This leads a…

  13. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-04-17

    State-of-the-art temporal action detectors inefficiently search the entire video for specific actions. Despite the encouraging progress these methods achieve, it is crucial to design automated approaches that only explore parts of the video which are the most relevant to the actions being searched. To address this need, we propose the new problem of action spotting in videos, which we define as finding a specific action in a video while observing a small portion of that video. Inspired by the observation that humans are extremely efficient and accurate in spotting and finding action instances in a video, we propose Action Search, a novel Recurrent Neural Network approach that mimics the way humans spot actions. Moreover, to address the absence of data recording the behavior of human annotators, we put forward the Human Searches dataset, which compiles the search sequences employed by human annotators spotting actions in the AVA and THUMOS14 datasets. We consider temporal action localization as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0.5 tIoU), outperforming state-of-the-art methods

  14. Video Games as Tillers of Soil

    Science.gov (United States)

    Arena, Dylan

    2015-01-01

    Video games are pervasive in today's culture, and the time kids spend playing them may seem, from a teacher's perspective, as time that is lost to education. Sometimes, sadly, this is true. But many good video games, although not explicitly educational in focus, provide powerful experiences that are rich fodder for subsequent instruction. Looking…

  15. Teaching Social Studies with Video Games

    Science.gov (United States)

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  16. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available ... v/K5u3sb-Dbkc Watch additional videos about getting help. Behind the Scenes see more videos from Veterans Health Administration Be There: Help Save a Life see more videos from Veterans ...

  17. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available ... for help. Bittersweet More Videos from Veterans Health Administration Embedded YouTube video: https://www.youtube.com/v/ ... the Scenes see more videos from Veterans Health Administration Be There: Help Save a Life see more ...

  18. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available ... more videos from Veterans Health Administration Lost: The Power of One Connection see more videos from Veterans Health Administration The Power of 1 PSA see more videos from Veterans ...

  19. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available ... out for help. Bittersweet More Videos from Veterans Health Administration Embedded YouTube video: https://www.youtube.com/ ... Behind the Scenes see more videos from Veterans Health Administration Be There: Help Save a Life see ...

  20. Automatic video segmentation employing object/camera modeling techniques

    NARCIS (Netherlands)

    Farin, D.S.

    2005-01-01

    Practically established video compression and storage techniques still process video sequences as rectangular images without further semantic structure. However, humans watching a video sequence immediately recognize acting objects as semantic units. This semantic object separation is currently not