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Sample records for mario bros video

  1. 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.

  2. 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...

  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. 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...

  5. 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...

  6. 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....

  7. 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.

  8. 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...

  9. 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...

  10. 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....

  11. 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].

  12. 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

  13. 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.

  14. 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, ...

  15. 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...

  16. 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.

  17. 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.

  18. 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.

  19. 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...

  20. 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.

  1. 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…

  2. 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....

  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. 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. 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.

  6. 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.

  7. 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.

  8. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

    Muñoz, Jorge; Yannakakis, Georgios N.; Mulvey, Fiona

    2011-01-01

    This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fast-paced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version of the popular Super Mario Bros platform game. The initial...... analysis shows that there is a rather limited grid around Mario where the efficient player focuses her attention the most while playing the game. The useful grid as we name it, projects the amount of meaningful visual information a designer should use towards creating successful player character...... controllers with the use of artificial intelligence for a platform game like Super Mario. Information about the eyes' position on the screen and the state of the game are utilized as inputs of an artificial neural network, which is trained to approximate which keyboard action is to be performed at each game...

  9. 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.

  10. 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...

  11. 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...

  12. 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

  13. 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...

  14. 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​

  15. 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.

  16. 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.

  17. 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.

  18. Assessing Believability

    DEFF Research Database (Denmark)

    Togelius, Julian; Yannakakis, Georgios N.; Karakovskiy, Sergey

    2012-01-01

    (or at least complementary) assessment might be made by an external observer that does not participate in the game, through comparing and ranking the performance of human and non-human agents playing a game. This assessment philosophy was embodied in the Turing Test Track of the recent Mario AI......We discuss what it means for a non-player character (NPC) to be believable or human-like, and how we can accurately assess believability. We argue that participatory observation, where the human assessing believability takes part in the game, is prone to distortion effects. For many games, a fairer...... Championship, where non-expert bystanders evaluated the human-likeness of several agents and humans playing a version of Super Mario Bros. We analyze the results of this competition. Finally, we discuss the possibilities for forming models of believability and of maximizing believability through adjusting game...

  19. 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.

  20. 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

  1. 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

  2. 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

  3. 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…

  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. ’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.

  6. 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”)

  7. 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).

  8. 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.

  9. 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...

  10. 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.

  11. 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

  12. 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.

  13. 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...

  14. 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.

  15. 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.

  16. 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.

  17. 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

  18. 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.

  19. 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.

  20. 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 ...

  1. 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

  2. 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...

  3. 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,...

  4. Adapt or Perish: Aeromedical Evacuation in the Contested Air Space of the Pacific Theater

    Science.gov (United States)

    2016-08-01

    British Citizenship .57 These examples aside, and in most cases, due to the realist nature of most states and the anarchistic way of the world, the...Center for Strategic and Budgetary Assessments, 2003. Kubrick, Stanley. Full Metal Jacket. Warner Bros. 118 min., 1987. Digital Video Disk. Lowe

  5. 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...

  6. 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.

  7. Active Learning for Player Modeling

    DEFF Research Database (Denmark)

    Shaker, Noor; Abou-Zleikha, Mohamed; Shaker, Mohammad

    2015-01-01

    Learning models of player behavior has been the focus of several studies. This work is motivated by better understanding of player behavior, a knowledge that can ultimately be employed to provide player-adapted or personalized content. In this paper, we propose the use of active learning for player...... experience modeling. We use a dataset from hundreds of players playing Infinite Mario Bros. as a case study and we employ the random forest method to learn mod- els of player experience through the active learning approach. The results obtained suggest that only part of the dataset (up to half the size...... that the method can be used online during the content generation process where the mod- els can improve and better content can be presented as the game is being played....

  8. 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

  9. 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.

  10. 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.

  11. 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.

  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. PMID:24058355

  13. 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.

  14. 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.

  15. 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.

  16. Crowd-Sourcing the Aesthetics of Platform Games

    DEFF Research Database (Denmark)

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

    2014-01-01

    What are the aesthetics of platform games and what makes a platform level engaging, challenging and/or frustrating? We attempt to answer such questions through mining a large-set of crowd-sourced gameplay data of a clone of the classic platform game Super Mario Bros. The data consists of 40 short...... game levels that differ along six key level design parameters. Collectively, these levels are played 1560 times over the Internet and the perceived experience is annotated by experiment participants via self-reported ranking (pairwise preferences). Given the wealth of this crowd-sourced data, as all...... details about players’ in-game behaviour are logged, the problem becomes one of extracting meaningful numerical features at the appropriate level of abstraction for the construction of generic computational models of player experience and, thereby, game aesthetics. We explore dissimilar types of features...

  17. Fusing Visual and Behavioral Cues for Modeling User Experience in Games

    DEFF Research Database (Denmark)

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

    2013-01-01

    Estimating affective and cognitive states in condi- tions of rich human-computer interaction, such as in games, is a field of growing academic and commercial interest. Entertain- ment and serious games can benefit from recent advances in the field as, having access to predictors of the current...... state of the player (or learner) can provide useful information for feeding adaptation mechanisms that aim to maximize engagement or learning effects. In this paper, we introduce a large data corpus derived from 58 participants that play the popular Super Mario Bros platform game and attempt to create...... accurate models of player experience for this game genre. Within the view of the current research, features extracted both from player gameplay behavior and game levels, and player visual characteristics have been utilized as potential indicators of reported affect expressed as pairwise preferences between...

  18. 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.

  19. 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…

  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. 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

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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...

  7. 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…

  8. 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.

  9. 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.

  10. 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...

  11. 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.   

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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)

  20. 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...

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

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    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.

  2. 78 FR 8587 - American Showa, Inc.; Blanchester Plant, Including On-Site Leased Workers From Adecco and Sims...

    Science.gov (United States)

    2013-02-06

    ....; Blanchester Plant, Including On-Site Leased Workers From Adecco and Sims Bros., Inc.; Blanchester, OH; Amended... workers from Sims Bros., Inc. were working on-site at the subject firm during the relevant period and that the services supplied by Sims Bros., Inc. were related to the production of gear boxes (and parts...

  3. 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.

  4. 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.

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

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    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”.

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

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    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.

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

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    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.

  8. 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.

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

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    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.

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

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    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.

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

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    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.

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

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    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”.

  13. 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 ...

  14. 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...

  15. 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…

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

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    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.

  17. 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...

  18. 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.

  19. 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.

  20. 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.

  1. Salomon: '97 E and P looking strongest in 9 years

    International Nuclear Information System (INIS)

    Anon.

    1997-01-01

    Based on companies' disclosed spending plans, 1997 is shaping up to be the strongest year-ahead outlook in 9 years, according to Salomon Bros. Inc. Salomon Bros.' conclusion stems from its 15th annual survey of worldwide oil and gas exploration and production spending. The survey, released last month, included 125 US independents, 97 Canadian companies, 103 companies outside the US and Canada, and 15 majors. Significantly, when the 15% growth experienced in 1996 is combined with the 1997 outlook, it represents the strongest indicator of 2-year activity in the past 15 years, said Salomon Bros. Double-digit spending growth is projected in all regions for 1997, the analyst said. Salomon Bros. said a higher percentage of companies' E and P budgets are being allocated to offshore projects, driven in part by attractive prospects, 3D seismic technology, and increased operational efficiencies

  2. 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 ...

  3. 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

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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...

  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. 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.

  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. 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....

  14. 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…

  15. 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.

  16. Enhancement system of nighttime infrared video image and visible video image

    Science.gov (United States)

    Wang, Yue; Piao, Yan

    2016-11-01

    Visibility of Nighttime video image has a great significance for military and medicine areas, but nighttime video image has so poor quality that we can't recognize the target and background. Thus we enhance the nighttime video image by fuse infrared video image and visible video image. According to the characteristics of infrared and visible images, we proposed improved sift algorithm andαβ weighted algorithm to fuse heterologous nighttime images. We would deduced a transfer matrix from improved sift algorithm. The transfer matrix would rapid register heterologous nighttime images. And theαβ weighted algorithm can be applied in any scene. In the video image fusion system, we used the transfer matrix to register every frame and then used αβ weighted method to fuse every frame, which reached the time requirement soft video. The fused video image not only retains the clear target information of infrared video image, but also retains the detail and color information of visible video image and the fused video image can fluency play.

  17. 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/.

  18. Toys in Space, 2

    Science.gov (United States)

    Herbert, Dexter (Editor)

    1993-01-01

    In this educational video from the 'Liftoff to Learning' series, astronauts from the STS-54 Mission (Mario Runco, John Casper, Don McMonagle, Susan Helms, and Greg Harbaugh) explain how microgravity and weightlessness in space affects motion by using both mechanical and nonmechanical toys (gravitrons, slinkys, dart boards, magnetic marbles, and others). The gravitational effects on rotation, force, acceleration, magnetism, magnetic fields, center of axis, and velocity are actively demonstrated using these toys through experiments onboard the STS-54 Mission flight as a part of their spaceborne experiment payload. [Resource Guide referenced in the video is not available.

  19. 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

  20. 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...

  1. 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...

  2. 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.

  3. 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…

  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. 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.

  6. 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.).

  7. 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.

  8. Video processing for human perceptual visual quality-oriented video coding.

    Science.gov (United States)

    Oh, Hyungsuk; Kim, Wonha

    2013-04-01

    We have developed a video processing method that achieves human perceptual visual quality-oriented video coding. The patterns of moving objects are modeled by considering the limited human capacity for spatial-temporal resolution and the visual sensory memory together, and an online moving pattern classifier is devised by using the Hedge algorithm. The moving pattern classifier is embedded in the existing visual saliency with the purpose of providing a human perceptual video quality saliency model. In order to apply the developed saliency model to video coding, the conventional foveation filtering method is extended. The proposed foveation filter can smooth and enhance the video signals locally, in conformance with the developed saliency model, without causing any artifacts. The performance evaluation results confirm that the proposed video processing method shows reliable improvements in the perceptual quality for various sequences and at various bandwidths, compared to existing saliency-based video coding methods.

  9. 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.

  10. 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.

  11. 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...

  12. 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...

  13. 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.

  14. Medical students' perceptions of video-linked lectures and video-streaming

    Directory of Open Access Journals (Sweden)

    Karen Mattick

    2010-12-01

    Full Text Available Video-linked lectures allow healthcare students across multiple sites, and between university and hospital bases, to come together for the purposes of shared teaching. Recording and streaming video-linked lectures allows students to view them at a later date and provides an additional resource to support student learning. As part of a UK Higher Education Academy-funded Pathfinder project, this study explored medical students' perceptions of video-linked lectures and video-streaming, and their impact on learning. The methodology involved semi-structured interviews with 20 undergraduate medical students across four sites and five year groups. Several key themes emerged from the analysis. Students generally preferred live lectures at the home site and saw interaction between sites as a major challenge. Students reported that their attendance at live lectures was not affected by the availability of streamed lectures and tended to be influenced more by the topic and speaker than the technical arrangements. These findings will inform other educators interested in employing similar video technologies in their teaching.Keywords: video-linked lecture; video-streaming; student perceptions; decisionmaking; cross-campus teaching.

  15. 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.

  16. 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: ...

  17. 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,…

  18. 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

  19. 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.

  20. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. 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. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  1. 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...

  2. 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....

  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. 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.

  5. Rate control scheme for consistent video quality in scalable video codec.

    Science.gov (United States)

    Seo, Chan-Won; Han, Jong-Ki; Nguyen, Truong Q

    2011-08-01

    Multimedia data delivered to mobile devices over wireless channels or the Internet are complicated by bandwidth fluctuation and the variety of mobile devices. Scalable video coding has been developed as an extension of H.264/AVC to solve this problem. Since scalable video codec provides various scalabilities to adapt the bitstream for the channel conditions and terminal types, scalable codec is one of the useful codecs for wired or wireless multimedia communication systems, such as IPTV and streaming services. In such scalable multimedia communication systems, video quality fluctuation degrades the visual perception significantly. It is important to efficiently use the target bits in order to maintain a consistent video quality or achieve a small distortion variation throughout the whole video sequence. The scheme proposed in this paper provides a useful function to control video quality in applications supporting scalability, whereas conventional schemes have been proposed to control video quality in the H.264 and MPEG-4 systems. The proposed algorithm decides the quantization parameter of the enhancement layer to maintain a consistent video quality throughout the entire sequence. The video quality of the enhancement layer is controlled based on a closed-form formula which utilizes the residual data and quantization error of the base layer. The simulation results show that the proposed algorithm controls the frame quality of the enhancement layer in a simple operation, where the parameter decision algorithm is applied to each frame.

  6. 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.

  7. 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...

  8. 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...

  9. 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.

  10. 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

  11. 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.

  12. 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...

  13. 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....

  14. 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.

  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. Video modeling by experts with video feedback to enhance gymnastics skills.

    Science.gov (United States)

    Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention.

  17. A Novel Quantum Video Steganography Protocol with Large Payload Based on MCQI Quantum Video

    Science.gov (United States)

    Qu, Zhiguo; Chen, Siyi; Ji, Sai

    2017-11-01

    As one of important multimedia forms in quantum network, quantum video attracts more and more attention of experts and scholars in the world. A secure quantum video steganography protocol with large payload based on the video strip encoding method called as MCQI (Multi-Channel Quantum Images) is proposed in this paper. The new protocol randomly embeds the secret information with the form of quantum video into quantum carrier video on the basis of unique features of video frames. It exploits to embed quantum video as secret information for covert communication. As a result, its capacity are greatly expanded compared with the previous quantum steganography achievements. Meanwhile, the new protocol also achieves good security and imperceptibility by virtue of the randomization of embedding positions and efficient use of redundant frames. Furthermore, the receiver enables to extract secret information from stego video without retaining the original carrier video, and restore the original quantum video as a follow. The simulation and experiment results prove that the algorithm not only has good imperceptibility, high security, but also has large payload.

  18. 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.

  19. PAKOM PELATIHAN PENDAURULANGAN SAMPAH MENJADI BARANG KERAJINAN TANGAN PADA IBU-IBU PENGURUS PKK

    Directory of Open Access Journals (Sweden)

    Ambarwati Ambarwati

    2017-10-01

    Full Text Available Sampah merupakan permasalahan yang sering muncul di masyarakat. Sampah yang menumpuk tidak hanya menimbulkan kesan kotor tetapi juga dapat menimbulkan bau yang tidak enak. Produksi sampah diperkirakan mencapai 0,8 sampai 1,0 Kg/orang/hari. Meskipun sampah berpotensi menimbulkan masalah, namun jika dikelola dengan baik, maka akan diperoleh dampak yang positif,  diantaranya diperolehnya lingkungan yang bersih dan bahkan dapat memberikan tambahan uang belanja bagi masyarakat. Salah satu cara yang dapat dilakukan untuk mengelola sampah adalah dengan pemanfaatan sampah menjadi berbagai barang kerajinan tangan. RT 03 Kemasan dan RT 04 Kauman, merupakan 2 RT yang berada di wilayah RW 09 Ngadirejo, Kartasura,  Sukoharjo. Pada tahun 2015 ini bapak Kepala Desa Ngadirejo mencanangkan kedua RT sebagai RT percontohan kegiatan Bank Sampah. Untuk mendukung program tersebut maka diajukan kegiatan yang meliputi: pemanfaatan sampah menjadi berbagai macam kerajinan tangan. Dari kegiatan ini didapatkan hasil sebagai berikut : (1. Sampah dapat didaur ulang menjadi barang kerajinan tangan yang lebih bermanfaat. (2. Sebanyak tiga barang kerajinan tangan dapat dibuat dari sampah pada pelatihan ini, yaitu : a. Potongan kain sisa yang dibuat bros, b. Dus bekas roti yang dilapisi kulit jagung kering, pelepah batang pisang kering dan kertas kardus bekas untuk dibuat tempat tisue, serta c. Botol plastik bekas untuk dibuat tempat pensil. (3. Semua (100% peserta berpendapat pelatihan ini bermanfaat. (4. Hasil di RT 03/09 Kemasan menunjukkan barang kerajinan yang paling mudah dibuat adalah tempat tisue (78,57%, yang paling menarik juga tempat tisue (50%, yang paling bermanfaat adalah tempat pensil (64,29%, semua  barang berpotensi untuk dijual  (50%, dan barang yang paling berpotensi untuk dijadikan souvenir adalah bros (85,71%. dan mereka bersedia untuk mengikuti pelatihan serupa jika suatu saat ada pelatihan lagi. (5. Hasil di RT 04/09 Kauman menunjukkan barang kerajinan

  20. 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...

  1. 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.

  2. Video steganography based on bit-plane decomposition of wavelet-transformed video

    Science.gov (United States)

    Noda, Hideki; Furuta, Tomofumi; Niimi, Michiharu; Kawaguchi, Eiji

    2004-06-01

    This paper presents a steganography method using lossy compressed video which provides a natural way to send a large amount of secret data. The proposed method is based on wavelet compression for video data and bit-plane complexity segmentation (BPCS) steganography. BPCS steganography makes use of bit-plane decomposition and the characteristics of the human vision system, where noise-like regions in bit-planes of a dummy image are replaced with secret data without deteriorating image quality. In wavelet-based video compression methods such as 3-D set partitioning in hierarchical trees (SPIHT) algorithm and Motion-JPEG2000, wavelet coefficients in discrete wavelet transformed video are quantized into a bit-plane structure and therefore BPCS steganography can be applied in the wavelet domain. 3-D SPIHT-BPCS steganography and Motion-JPEG2000-BPCS steganography are presented and tested, which are the integration of 3-D SPIHT video coding and BPCS steganography, and that of Motion-JPEG2000 and BPCS, respectively. Experimental results show that 3-D SPIHT-BPCS is superior to Motion-JPEG2000-BPCS with regard to embedding performance. In 3-D SPIHT-BPCS steganography, embedding rates of around 28% of the compressed video size are achieved for twelve bit representation of wavelet coefficients with no noticeable degradation in video quality.

  3. Statistical Analysis of Video Frame Size Distribution Originating from Scalable Video Codec (SVC

    Directory of Open Access Journals (Sweden)

    Sima Ahmadpour

    2017-01-01

    Full Text Available Designing an effective and high performance network requires an accurate characterization and modeling of network traffic. The modeling of video frame sizes is normally applied in simulation studies and mathematical analysis and generating streams for testing and compliance purposes. Besides, video traffic assumed as a major source of multimedia traffic in future heterogeneous network. Therefore, the statistical distribution of video data can be used as the inputs for performance modeling of networks. The finding of this paper comprises the theoretical definition of distribution which seems to be relevant to the video trace in terms of its statistical properties and finds the best distribution using both the graphical method and the hypothesis test. The data set used in this article consists of layered video traces generating from Scalable Video Codec (SVC video compression technique of three different movies.

  4. 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...

  5. 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

  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. 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

  8. 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

  9. 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.

  10. Low-latency video transmission over high-speed WPANs based on low-power video compression

    DEFF Research Database (Denmark)

    Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Ann

    2010-01-01

    This paper presents latency-constrained video transmission over high-speed wireless personal area networks (WPANs). Low-power video compression is proposed as an alternative to uncompressed video transmission. A video source rate control based on MINMAX quality criteria is introduced. Practical...

  11. 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,…

  12. 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

  13. 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 ...

  14. 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.

  15. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  16. 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...

  17. 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...

  18. 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.

  19. 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...

  20. 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 ...

  1. 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...

  2. Video Classification and Adaptive QoP/QoS Control for Multiresolution Video Applications on IPTV

    Directory of Open Access Journals (Sweden)

    Huang Shyh-Fang

    2012-01-01

    Full Text Available With the development of heterogeneous networks and video coding standards, multiresolution video applications over networks become important. It is critical to ensure the service quality of the network for time-sensitive video services. Worldwide Interoperability for Microwave Access (WIMAX is a good candidate for delivering video signals because through WIMAX the delivery quality based on the quality-of-service (QoS setting can be guaranteed. The selection of suitable QoS parameters is, however, not trivial for service users. Instead, what a video service user really concerns with is the video quality of presentation (QoP which includes the video resolution, the fidelity, and the frame rate. In this paper, we present a quality control mechanism in multiresolution video coding structures over WIMAX networks and also investigate the relationship between QoP and QoS in end-to-end connections. Consequently, the video presentation quality can be simply mapped to the network requirements by a mapping table, and then the end-to-end QoS is achieved. We performed experiments with multiresolution MPEG coding over WIMAX networks. In addition to the QoP parameters, the video characteristics, such as, the picture activity and the video mobility, also affect the QoS significantly.

  3. 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 ...

  4. 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...

  5. 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.

  6. 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…

  7. 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.

  8. 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-...

  9. 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…

  10. 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.

  11. 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

  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. 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.

  14. 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…

  15. FILMING OF 'CONTACT' AT LC39 PRESS SITE

    Science.gov (United States)

    1997-01-01

    Warner Bros.' cast and crew are filming scenes for the movie 'Contact' at Kennedy Space Center's Launch Complex 39 Press Site on January 30. The screenplay for 'Contact' is based on the best- selling novel by the late astronomer Carl Sagan. The cast includes Jodie Foster, Matthew McConaughey, John Hurt, James Woods, Tom Skerritt, David Morse, William Fichtner, Rob Lowe and Angela Bassett. Described by Warner Bros. as a science fiction drama, 'Contact' will depict humankind's first encounter with evidence of extraterrestrial life.

  16. Toward enhancing the distributed video coder under a multiview video codec framework

    Science.gov (United States)

    Lee, Shih-Chieh; Chen, Jiann-Jone; Tsai, Yao-Hong; Chen, Chin-Hua

    2016-11-01

    The advance of video coding technology enables multiview video (MVV) or three-dimensional television (3-D TV) display for users with or without glasses. For mobile devices or wireless applications, a distributed video coder (DVC) can be utilized to shift the encoder complexity to decoder under the MVV coding framework, denoted as multiview distributed video coding (MDVC). We proposed to exploit both inter- and intraview video correlations to enhance side information (SI) and improve the MDVC performance: (1) based on the multiview motion estimation (MVME) framework, a categorized block matching prediction with fidelity weights (COMPETE) was proposed to yield a high quality SI frame for better DVC reconstructed images. (2) The block transform coefficient properties, i.e., DCs and ACs, were exploited to design the priority rate control for the turbo code, such that the DVC decoding can be carried out with fewest parity bits. In comparison, the proposed COMPETE method demonstrated lower time complexity, while presenting better reconstructed video quality. Simulations show that the proposed COMPETE can reduce the time complexity of MVME to 1.29 to 2.56 times smaller, as compared to previous hybrid MVME methods, while the image peak signal to noise ratios (PSNRs) of a decoded video can be improved 0.2 to 3.5 dB, as compared to H.264/AVC intracoding.

  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. 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.

  19. The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching.

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.

  20. 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...

  1. 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

  2. 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.

  3. 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.

  4. 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.

  5. FILMING OF 'CONTACT' AT LC39 PRESS SITE WITH VAB IN BACKGROUND

    Science.gov (United States)

    1997-01-01

    With the Vehicle Assembly Building looming in the background, Warner Bros.' cast and crew are filming scenes for the movie 'Contact' at Kennedy Space Center's Launch Complex 39 Press Site on January 30. The screenplay for 'Contact' is based on the best- selling novel by the late astronomer Carl Sagan. The cast includes Jodie Foster, Matthew McConaughey, John Hurt, James Woods, Tom Skerritt, David Morse, William Fichtner, Rob Lowe and Angela Bassett. Described by Warner Bros. as a science fiction drama, 'Contact' will depict humankind's first encounter with evidence of extraterrestrial life.

  6. DIRECTOR/PRODUCER ROBERT ZEMECKIS DURING FILMING OF 'CONTACT' AT LC39 PRESS SITE

    Science.gov (United States)

    1997-01-01

    Robert Zemeckis, director/producer, and other Warner Bros. crew members oversee the filming of scenes for the movie 'Contact' at Kennedy Space Center's Launch Complex 39 Press Site on January 30. The screenplay for 'Contact' is based on the best-selling novel by the late astronomer Carl Sagan. The cast includes Jodie Foster, Matthew McConaughey, John Hurt, James Woods, Tom Skerritt, David Morse, William Fichtner, Rob Lowe and Angela Bassett. Described by Warner Bros. as a science fiction drama, 'Contact' will depict humankind's first encounter with evidence of extraterrestrial life.

  7. 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.

  8. 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)

  9. 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 ...

  10. 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

  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. Video outside versus video inside the web: do media setting and image size have an impact on the emotion-evoking potential of video?

    NARCIS (Netherlands)

    Verleur, R.; Verhagen, Pleunes Willem; Crawford, Margaret; Simonson, Michael; Lamboy, Carmen

    2001-01-01

    To explore the educational potential of video-evoked affective responses in a Web-based environment, the question was raised whether video in a Web-based environment is experienced differently from video in a traditional context. An experiment was conducted that studied the affect-evoking power of

  13. 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.

  14. 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.

  15. Hierarchical event selection for video storyboards with a case study on snooker video visualization.

    Science.gov (United States)

    Parry, Matthew L; Legg, Philip A; Chung, David H S; Griffiths, Iwan W; Chen, Min

    2011-12-01

    Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas. © 2010 IEEE

  16. 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.

  17. 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 ...

  18. 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 ...

  19. 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...

  20. 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.

  1. Video game use and cognitive performance: does it vary with the presence of problematic video game use?

    Science.gov (United States)

    Collins, Emily; Freeman, Jonathan

    2014-03-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.

  2. 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

  3. 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.

  4. 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 ...

  5. 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.

  6. Real-time video quality monitoring

    Science.gov (United States)

    Liu, Tao; Narvekar, Niranjan; Wang, Beibei; Ding, Ran; Zou, Dekun; Cash, Glenn; Bhagavathy, Sitaram; Bloom, Jeffrey

    2011-12-01

    The ITU-T Recommendation G.1070 is a standardized opinion model for video telephony applications that uses video bitrate, frame rate, and packet-loss rate to measure the video quality. However, this model was original designed as an offline quality planning tool. It cannot be directly used for quality monitoring since the above three input parameters are not readily available within a network or at the decoder. And there is a great room for the performance improvement of this quality metric. In this article, we present a real-time video quality monitoring solution based on this Recommendation. We first propose a scheme to efficiently estimate the three parameters from video bitstreams, so that it can be used as a real-time video quality monitoring tool. Furthermore, an enhanced algorithm based on the G.1070 model that provides more accurate quality prediction is proposed. Finally, to use this metric in real-world applications, we present an example emerging application of real-time quality measurement to the management of transmitted videos, especially those delivered to mobile devices.

  7. Collaborative Video Search Combining Video Retrieval with Human-Based Visual Inspection

    NARCIS (Netherlands)

    Hudelist, M.A.; Cobârzan, C.; Beecks, C.; van de Werken, Rob; Kletz, S.; Hürst, W.O.; Schoeffmann, K.

    2016-01-01

    We propose a novel video browsing approach that aims at optimally integrating traditional, machine-based retrieval methods with an interface design optimized for human browsing performance. Advanced video retrieval and filtering (e.g., via color and motion signatures, and visual concepts) on a

  8. 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...

  9. Perceptual video quality assessment in H.264 video coding standard using objective modeling.

    Science.gov (United States)

    Karthikeyan, Ramasamy; Sainarayanan, Gopalakrishnan; Deepa, Subramaniam Nachimuthu

    2014-01-01

    Since usage of digital video is wide spread nowadays, quality considerations have become essential, and industry demand for video quality measurement is rising. This proposal provides a method of perceptual quality assessment in H.264 standard encoder using objective modeling. For this purpose, quality impairments are calculated and a model is developed to compute the perceptual video quality metric based on no reference method. Because of the shuttle difference between the original video and the encoded video the quality of the encoded picture gets degraded, this quality difference is introduced by the encoding process like Intra and Inter prediction. The proposed model takes into account of the artifacts introduced by these spatial and temporal activities in the hybrid block based coding methods and an objective modeling of these artifacts into subjective quality estimation is proposed. The proposed model calculates the objective quality metric using subjective impairments; blockiness, blur and jerkiness compared to the existing bitrate only calculation defined in the ITU G 1070 model. The accuracy of the proposed perceptual video quality metrics is compared against popular full reference objective methods as defined by VQEG.

  10. Comparison of the Effects of Continuous Video Modeling, Video Prompting, and Video Modeling on Task Completion by Young Adults with Moderate Intellectual Disability

    Science.gov (United States)

    Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.

    2014-01-01

    This study compared the effects of three procedures (video prompting: VP, video modeling: VM, and continuous video modeling: CVM) on task completion by three high school students with moderate intellectual disability. The comparison was made across three sets of fundamentally different tasks (putting away household items in clusters of two items;…

  11. 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 ...

  12. 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...

  13. 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, ...

  14. Subjective Video Quality Assessment in H.264/AVC Video Coding Standard

    Directory of Open Access Journals (Sweden)

    Z. Miličević

    2012-11-01

    Full Text Available This paper seeks to provide an approach for subjective video quality assessment in the H.264/AVC standard. For this purpose a special software program for the subjective assessment of quality of all the tested video sequences is developed. It was developed in accordance with recommendation ITU-T P.910, since it is suitable for the testing of multimedia applications. The obtained results show that in the proposed selective intra prediction and optimized inter prediction algorithm there is a small difference in picture quality (signal-to-noise ratio between decoded original and modified video sequences.

  15. Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

    Science.gov (United States)

    King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H

    2012-09-01

    There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.

  16. 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…

  17. Industry adjusts 1992 E and P budgets

    International Nuclear Information System (INIS)

    Anon.

    1992-01-01

    This paper reports that a midyear update of Salomon Bros. survey of the petroleum industry's 1992 exploration and production budgets pinpoints the ways operators are adjusting outlays to match the times. The New York financial firm's latest tally shows: Operators have made deep cuts in their 1992 US and Canadian E and P budgets since yearend 1991. Moderate increases budgeted earlier for E and P outside North America are intact. Many companies substantially underspent their budgets in first half 1992. In Salomon Bros. Largest survey---247 companies responded---operators the they were budgeting a 3.2% year to year decline in their 1992 worldwide E and P spending, compared with a 1.3% increase planned for 1992 in December 1991. The decline in spending falls entirely in North America. Preliminary indications suggest that 1993 E and P spending will be relatively flat in the US and flat to moderately increased in Canada. Elsewhere, spending should continue to rise steadily in 1993, Salomon Bros. The. Budgets exclude producing property purchases and merger or acquisition of other companies when possible

  18. 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.

  19. 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).

  20. Mechanisms of video-game epilepsy.

    Science.gov (United States)

    Fylan, F; Harding, G F; Edson, A S; Webb, R M

    1999-01-01

    We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.

  1. 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.

  2. 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

  3. 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....

  4. 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…

  5. 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.

  6. 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.

  7. 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)

  8. 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

  9. 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.

  10. 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.

  11. The Energy Expenditure of an Activity-Promoting Video Game compared to Sedentary Video Games and TV Watching

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.

    2014-01-01

    Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, Pvideo games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458

  12. 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.

  13. Making Sense of Video Analytics: Lessons Learned from Clickstream Interactions, Attitudes, and Learning Outcome in a Video-Assisted Course

    Directory of Open Access Journals (Sweden)

    Michail N. Giannakos

    2015-02-01

    Full Text Available Online video lectures have been considered an instructional media for various pedagogic approaches, such as the flipped classroom and open online courses. In comparison to other instructional media, online video affords the opportunity for recording student clickstream patterns within a video lecture. Video analytics within lecture videos may provide insights into student learning performance and inform the improvement of video-assisted teaching tactics. Nevertheless, video analytics are not accessible to learning stakeholders, such as researchers and educators, mainly because online video platforms do not broadly share the interactions of the users with their systems. For this purpose, we have designed an open-access video analytics system for use in a video-assisted course. In this paper, we present a longitudinal study, which provides valuable insights through the lens of the collected video analytics. In particular, we found that there is a relationship between video navigation (repeated views and the level of cognition/thinking required for a specific video segment. Our results indicated that learning performance progress was slightly improved and stabilized after the third week of the video-assisted course. We also found that attitudes regarding easiness, usability, usefulness, and acceptance of this type of course remained at the same levels throughout the course. Finally, we triangulate analytics from diverse sources, discuss them, and provide the lessons learned for further development and refinement of video-assisted courses and practices.

  14. 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. 

  15. 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.

  16. 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.

  17. 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.

  18. An Energy-Efficient and High-Quality Video Transmission Architecture in Wireless Video-Based Sensor Networks

    Directory of Open Access Journals (Sweden)

    Yasaman Samei

    2008-08-01

    Full Text Available Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN. With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture. This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.

  19. An Energy-Efficient and High-Quality Video Transmission Architecture in Wireless Video-Based Sensor Networks.

    Science.gov (United States)

    Aghdasi, Hadi S; Abbaspour, Maghsoud; Moghadam, Mohsen Ebrahimi; Samei, Yasaman

    2008-08-04

    Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS) and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN). With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture). This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.

  20. Home Video Telemetry vs inpatient telemetry: A comparative study looking at video quality

    Directory of Open Access Journals (Sweden)

    Sutapa Biswas

    Full Text Available Objective: To compare the quality of home video recording with inpatient telemetry (IPT to evaluate our current Home Video Telemetry (HVT practice. Method: To assess our HVT practice, a retrospective comparison of the video quality against IPT was conducted with the latter as the gold standard. A pilot study had been conducted in 2008 on 5 patients.Patients (n = 28 were included in each group over a period of one year.The data was collected from referral spreadsheets, King’s EPR and telemetry archive.Scoring of the events captured was by consensus using two scorers.The variables compared included: visibility of the body part of interest, visibility of eyes, time of event, illumination, contrast, sound quality and picture clarity when amplified to 200%.Statistical evaluation was carried out using Shapiro–Wilk and Chi-square tests. The P-value of ⩽0.05 was considered statistically significant. Results: Significant differences were demonstrated in lighting and contrast between the two groups (HVT performed better in both.Amplified picture quality was slightly better in the HVT group. Conclusion: Video quality of HVT is comparable to IPT, even surpassing IPT in certain aspects such as the level of illumination and contrast. Results were reconfirmed in a larger sample of patients with more variables. Significance: Despite the user and environmental variability in HVT, it looks promising and can be seriously considered as a preferable alternative for patients who may require investigation at locations remote from an EEG laboratory. Keywords: Home Video Telemetry, EEG, Home video monitoring, Video quality

  1. 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)

  2. No-reference pixel based video quality assessment for HEVC decoded video

    DEFF Research Database (Denmark)

    Huang, Xin; Søgaard, Jacob; Forchhammer, Søren

    2017-01-01

    the quantization step used in the Intra coding is estimated. We map the obtained HEVC features using an Elastic Net to predict subjective video quality scores, Mean Opinion Scores (MOS). The performance is verified on a dataset consisting of HEVC coded 4 K UHD (resolution equal to 3840 x 2160) video sequences...

  3. MORIARTY, ZEMECKIS, BURGESS AND OTHERS DURING FILMING OF 'CONTACT' AT LC39 PRESS SITE

    Science.gov (United States)

    1997-01-01

    From left, Bruce Moriarty, first assistant director; Robert Zemeckis, director/producer; Don Burgess, director of photography; and other Warner Bros. crew members oversee the filming of scenes for the movie 'Contact' at Kennedy Space Center's Launch Complex 39 Press Site on January 29. The screenplay for 'Contact' is based on the best-selling novel by the late astronomer Carl Sagan. The cast includes Jodie Foster, Matthew McConaughey, John Hurt, James Woods, Tom Skerritt, David Morse, William Fichtner, Rob Lowe and Angela Bassett. Described by Warner Bros. as a science fiction drama, 'Contact' will depict humankind's first encounter with evidence of extraterrestrial life.

  4. FILMING OF 'CONTACT' AT LC39 PRESS SITE SEEN FROM VAB ROOF

    Science.gov (United States)

    1997-01-01

    The filming of scenes for the movie 'Contact' by Warner Bros.' cast and crew at Kennedy Space Center's Launch Complex 39 Press Site on January 29 is captured by cameras on the roof of the Vehicle Assembly Building. The screenplay for 'Contact' is based on the best-selling novel by the late astronomer Carl Sagan. The cast includes Jodie Foster, Matthew McConaughey, John Hurt, James Woods, Tom Skerritt, David Morse, William Fichtner, Rob Lowe and Angela Bassett. Described by Warner Bros. as a science fiction drama, 'Contact' will depict humankind's first encounter with evidence of extraterrestrial life.

  5. Semantic-based surveillance video retrieval.

    Science.gov (United States)

    Hu, Weiming; Xie, Dan; Fu, Zhouyu; Zeng, Wenrong; Maybank, Steve

    2007-04-01

    Visual surveillance produces large amounts of video data. Effective indexing and retrieval from surveillance video databases are very important. Although there are many ways to represent the content of video clips in current video retrieval algorithms, there still exists a semantic gap between users and retrieval systems. Visual surveillance systems supply a platform for investigating semantic-based video retrieval. In this paper, a semantic-based video retrieval framework for visual surveillance is proposed. A cluster-based tracking algorithm is developed to acquire motion trajectories. The trajectories are then clustered hierarchically using the spatial and temporal information, to learn activity models. A hierarchical structure of semantic indexing and retrieval of object activities, where each individual activity automatically inherits all the semantic descriptions of the activity model to which it belongs, is proposed for accessing video clips and individual objects at the semantic level. The proposed retrieval framework supports various queries including queries by keywords, multiple object queries, and queries by sketch. For multiple object queries, succession and simultaneity restrictions, together with depth and breadth first orders, are considered. For sketch-based queries, a method for matching trajectories drawn by users to spatial trajectories is proposed. The effectiveness and efficiency of our framework are tested in a crowded traffic scene.

  6. 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

  7. [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.

  8. 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…

  9. Video astronomy on the go using video cameras with small telescopes

    CERN Document Server

    Ashley, Joseph

    2017-01-01

    Author Joseph Ashley explains video astronomy's many benefits in this comprehensive reference guide for amateurs. Video astronomy offers a wonderful way to see objects in far greater detail than is possible through an eyepiece, and the ability to use the modern, entry-level video camera to image deep space objects is a wonderful development for urban astronomers in particular, as it helps sidestep the issue of light pollution. The author addresses both the positive attributes of these cameras for deep space imaging as well as the limitations, such as amp glow. The equipment needed for imaging as well as how it is configured is identified with hook-up diagrams and photographs. Imaging techniques are discussed together with image processing (stacking and image enhancement). Video astronomy has evolved to offer great results and great ease of use, and both novices and more experienced amateurs can use this book to find the set-up that works best for them. Flexible and portable, they open up a whole new way...

  10. 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...

  11. Video Game Vocabulary : The effect of video games on Swedish learners‟ word comprehension

    OpenAIRE

    Laveborn, Joel

    2009-01-01

    Video games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate...

  12. 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

  13. 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.

  14. 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 ...

  15. 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 ...

  16. 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 ...

  17. Pathological video-gaming among Singaporean youth.

    Science.gov (United States)

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  18. 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 ...

  19. 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…

  20. 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...

  1. 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...

  2. Online Video as a Marketing Tool : A quantitative survey on video marketing habits

    OpenAIRE

    Boman, Kalle; Raijonkari, Kalle

    2017-01-01

    The rapid development of high-speed mobile networks and mobile device technology have led to an immense growth of online video content. As consumers spend more and more time with online video, marketing of goods and services has naturally caught up with the medium. The aim of the research was to examine the online video marketing habits and attitudes of small and medium-sized enterprises in Jyväskylä for RecOn Productions Oy, a local audiovisual production company. The findings of the res...

  3. 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.

  4. 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.

  5. 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...

  6. 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...

  7. 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

  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. 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

  10. 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.

  11. 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.

  12. 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.

  13. Matthias Neuenhofer: Videos 1988-1995

    DEFF Research Database (Denmark)

    Kacunko, Slavko

    -reflexivity of the medium through the phenomenon of video feedback. Between 1988 and 1995 it built the basis of the video works by Matthias Neuenhofer. The presented essay on his Feedback-Videos completes the monograph-‘video-trilogy’ of Slavko Kacunko, which has begun with the book about Marcel Odenbach (1999...... of intention” (M. Baxandall): These are all characteristics of a named but not yet developed, Infinitesimal Aesthetics which ‘origin’ seems to be the repetition, which again, as much as its ‘goal’ must remain unnamed, at least if the distance to the otherwise impending visual dogmatism and image...... to allow the discovering of Histories, Coincidences, and Infinitesimal Aesthetics inscribed into the Video medium as its unsurpassed topicality. [1] Andreas Breitenstein has used this notion in his review of the book Die Winter im Süden of Norbert Gstrein (2008). In: Neue Zürcher Zeitung, 26. August 2008...

  14. 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.

  15. 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

  16. 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.

  17. Perceptual tools for quality-aware video networks

    Science.gov (United States)

    Bovik, A. C.

    2014-01-01

    Monitoring and controlling the quality of the viewing experience of videos transmitted over increasingly congested networks (especially wireless networks) is a pressing problem owing to rapid advances in video-centric mobile communication and display devices that are straining the capacity of the network infrastructure. New developments in automatic perceptual video quality models offer tools that have the potential to be used to perceptually optimize wireless video, leading to more efficient video data delivery and better received quality. In this talk I will review key perceptual principles that are, or could be used to create effective video quality prediction models, and leading quality prediction models that utilize these principles. The goal is to be able to monitor and perceptually optimize video networks by making them "quality-aware."

  18. 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.

  19. 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.

  20. 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.

  1. 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

  2. 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

  3. VAP/VAT: video analytics platform and test bed for testing and deploying video analytics

    Science.gov (United States)

    Gorodnichy, Dmitry O.; Dubrofsky, Elan

    2010-04-01

    Deploying Video Analytics in operational environments is extremely challenging. This paper presents a methodological approach developed by the Video Surveillance and Biometrics Section (VSB) of the Science and Engineering Directorate (S&E) of the Canada Border Services Agency (CBSA) to resolve these problems. A three-phase approach to enable VA deployment within an operational agency is presented and the Video Analytics Platform and Testbed (VAP/VAT) developed by the VSB section is introduced. In addition to allowing the integration of third party and in-house built VA codes into an existing video surveillance infrastructure, VAP/VAT also allows the agency to conduct an unbiased performance evaluation of the cameras and VA software available on the market. VAP/VAT consists of two components: EventCapture, which serves to Automatically detect a "Visual Event", and EventBrowser, which serves to Display & Peruse of "Visual Details" captured at the "Visual Event". To deal with Open architecture as well as with Closed architecture cameras, two video-feed capture mechanisms have been developed within the EventCapture component: IPCamCapture and ScreenCapture.

  4. 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.

  5. Reliability of video-based identification of footstrike pattern and video time frame at initial contact in recreational runners

    DEFF Research Database (Denmark)

    Damsted, Camma; Larsen, L H; Nielsen, R.O.

    2015-01-01

    and video time frame at initial contact during treadmill running using two-dimensional (2D) video recordings. METHODS: Thirty-one recreational runners were recorded twice, 1 week apart, with a high-speed video camera. Two blinded raters evaluated each video twice with an interval of at least 14 days....... RESULTS: Kappa values for within-day identification of footstrike pattern revealed intra-rater agreement of 0.83-0.88 and inter-rater agreement of 0.50-0.63. Corresponding figures for between-day identification of footstrike pattern were 0.63-0.69 and 0.41-0.53, respectively. Identification of video time...... in 36% of the identifications (kappa=0.41). The 95% limits of agreement for identification of video time frame at initial contact may, at times, allow for different identification of footstrike pattern. Clinicians should, therefore, be encouraged to continue using clinical 2D video setups for intra...

  6. Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?

    OpenAIRE

    Collins, Emily; Freeman, Jonathan

    2014-01-01

    Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other t...

  7. Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches

    OpenAIRE

    Ivory, James D.

    2013-01-01

    Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games' social function that are often difficult...

  8. Video Retrieval Berdasarkan Teks dan Gambar

    Directory of Open Access Journals (Sweden)

    Rahmi Hidayati

    2013-01-01

    Abstract Retrieval video has been used to search a video based on the query entered by user which were text and image. This system could increase the searching ability on video browsing and expected to reduce the video’s retrieval time. The research purposes were designing and creating a software application of retrieval video based on the text and image on the video. The index process for the text is tokenizing, filtering (stopword, stemming. The results of stemming to saved in the text index table. Index process for the image is to create an image color histogram and compute the mean and standard deviation at each primary color red, green and blue (RGB of each image. The results of feature extraction is stored in the image table The process of video retrieval using the query text, images or both. To text query system to process the text query by looking at the text index tables. If there is a text query on the index table system will display information of the video according to the text query. To image query system to process the image query by finding the value of the feature extraction means red, green means, means blue, red standard deviation, standard deviation and standard deviation of blue green. If the value of the six features extracted query image on the index table image will display the video information system according to the query image. To query text and query images, the system will display the video information if the query text and query images have a relationship that is query text and query image has the same film title.   Keywords—  video, index, retrieval, text, image

  9. 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.…

  10. Video content analysis of surgical procedures.

    Science.gov (United States)

    Loukas, Constantinos

    2018-02-01

    In addition to its therapeutic benefits, minimally invasive surgery offers the potential for video recording of the operation. The videos may be archived and used later for reasons such as cognitive training, skills assessment, and workflow analysis. Methods from the major field of video content analysis and representation are increasingly applied in the surgical domain. In this paper, we review recent developments and analyze future directions in the field of content-based video analysis of surgical operations. The review was obtained from PubMed and Google Scholar search on combinations of the following keywords: 'surgery', 'video', 'phase', 'task', 'skills', 'event', 'shot', 'analysis', 'retrieval', 'detection', 'classification', and 'recognition'. The collected articles were categorized and reviewed based on the technical goal sought, type of surgery performed, and structure of the operation. A total of 81 articles were included. The publication activity is constantly increasing; more than 50% of these articles were published in the last 3 years. Significant research has been performed for video task detection and retrieval in eye surgery. In endoscopic surgery, the research activity is more diverse: gesture/task classification, skills assessment, tool type recognition, shot/event detection and retrieval. Recent works employ deep neural networks for phase and tool recognition as well as shot detection. Content-based video analysis of surgical operations is a rapidly expanding field. Several future prospects for research exist including, inter alia, shot boundary detection, keyframe extraction, video summarization, pattern discovery, and video annotation. The development of publicly available benchmark datasets to evaluate and compare task-specific algorithms is essential.

  11. 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

  12. 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

  13. 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 insights into informal learning through gaming, as players do not only describe the gameplay mechanics, but also explore physics concepts in a think-aloud fashion while they ponder the experience and effects. We find that while this methodology has substantial limitations, it is complementary when it comes to assessing motivations and attitudes, as well as to gathering data on conceptual hurdles.

  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. 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. 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

  17. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

    Science.gov (United States)

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

    Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

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

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available 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 video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  19. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  20. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  1. 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

  2. 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

  3. Improving Video Generation for Multi-functional Applications

    OpenAIRE

    Kratzwald, Bernhard; Huang, Zhiwu; Paudel, Danda Pani; Dinesh, Acharya; Van Gool, Luc

    2017-01-01

    In this paper, we aim to improve the state-of-the-art video generative adversarial networks (GANs) with a view towards multi-functional applications. Our improved video GAN model does not separate foreground from background nor dynamic from static patterns, but learns to generate the entire video clip conjointly. Our model can thus be trained to generate - and learn from - a broad set of videos with no restriction. This is achieved by designing a robust one-stream video generation architectur...

  4. 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

  5. No-Reference Video Quality Assessment Model for Distortion Caused by Packet Loss in the Real-Time Mobile Video Services

    Directory of Open Access Journals (Sweden)

    Jiarun Song

    2014-01-01

    Full Text Available Packet loss will make severe errors due to the corruption of related video data. For most video streams, because the predictive coding structures are employed, the transmission errors in one frame will not only cause decoding failure of itself at the receiver side, but also propagate to its subsequent frames along the motion prediction path, which will bring a significant degradation of end-to-end video quality. To quantify the effects of packet loss on video quality, a no-reference objective quality assessment model is presented in this paper. Considering the fact that the degradation of video quality significantly relies on the video content, the temporal complexity is estimated to reflect the varying characteristic of video content, using the macroblocks with different motion activities in each frame. Then, the quality of the frame affected by the reference frame loss, by error propagation, or by both of them is evaluated, respectively. Utilizing a two-level temporal pooling scheme, the video quality is finally obtained. Extensive experimental results show that the video quality estimated by the proposed method matches well with the subjective quality.

  6. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

    Science.gov (United States)

    Brunborg, Geir Scott; Mentzoni, Rune Aune; Frøyland, Lars Roar

    2014-01-01

    Background and aims: While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Methods: Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors. Results: Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes. Discussion: The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects. Conclusions: Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life. PMID:25215212

  7. Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?

    Science.gov (United States)

    Brunborg, Geir Scott; Mentzoni, Rune Aune; Frøyland, Lars Roar

    2014-03-01

    While the relationships between video game use and negative consequences are debated, the relationships between video game addiction and negative consequences are fairly well established. However, previous studies suffer from methodological weaknesses that may have caused biased results. There is need for further investigation that benefits from the use of methods that avoid omitted variable bias. Two wave panel data was used from two surveys of 1,928 Norwegian adolescents aged 13 to 17 years. The surveys included measures of video game use, video game addiction, depression, heavy episodic drinking, academic achievement, and conduct problems. The data was analyzed using first-differencing, a regression method that is unbiased by time invariant individual factors. Video game addiction was related to depression, lower academic achievement, and conduct problems, but time spent on video games was not related to any of the studied negative outcomes. The findings were in line with a growing number of studies that have failed to find relationships between time spent on video games and negative outcomes. The current study is also consistent with previous studies in that video game addiction was related to other negative outcomes, but it made the added contribution that the relationships are unbiased by time invariant individual effects. However, future research should aim at establishing the temporal order of the supposed causal effects. Spending time playing video games does not involve negative consequences, but adolescents who experience problems related to video games are likely to also experience problems in other facets of life.

  8. Teaching Daily Living Skills to Seven Individuals with Severe Intellectual Disabilities: A Comparison of Video Prompting to Video Modeling

    Science.gov (United States)

    Cannella-Malone, Helen I.; Fleming, Courtney; Chung, Yi-Cheih; Wheeler, Geoffrey M.; Basbagill, Abby R.; Singh, Angella H.

    2011-01-01

    We conducted a systematic replication of Cannella-Malone et al. by comparing the effects of video prompting to video modeling for teaching seven students with severe disabilities to do laundry and wash dishes. The video prompting and video modeling procedures were counterbalanced across tasks and participants and compared in an alternating…

  9. 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…

  10. 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…

  11. 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.

  12. 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

  13. Characterizing popularity dynamics of online videos

    Science.gov (United States)

    Ren, Zhuo-Ming; Shi, Yu-Qiang; Liao, Hao

    2016-07-01

    Online popularity has a major impact on videos, music, news and other contexts in online systems. Characterizing online popularity dynamics is nature to explain the observed properties in terms of the already acquired popularity of each individual. In this paper, we provide a quantitative, large scale, temporal analysis of the popularity dynamics in two online video-provided websites, namely MovieLens and Netflix. The two collected data sets contain over 100 million records and even span a decade. We characterize that the popularity dynamics of online videos evolve over time, and find that the dynamics of the online video popularity can be characterized by the burst behaviors, typically occurring in the early life span of a video, and later restricting to the classic preferential popularity increase mechanism.

  14. 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...

  15. 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.

  16. 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

  17. Automatic Association of Chats and Video Tracks for Activity Learning and Recognition in Aerial Video Surveillance

    Directory of Open Access Journals (Sweden)

    Riad I. Hammoud

    2014-10-01

    Full Text Available We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA and multi-media indexing and explorer (MINER. VIVA utilizes analyst call-outs (ACOs in the form of chat messages (voice-to-text to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1 a fusion of graphical track and text data using probabilistic methods; (2 an activity pattern learning framework to support querying an index of activities of interest (AOIs and targets of interest (TOIs by movement type and geolocation; and (3 a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV. VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

  18. Automatic association of chats and video tracks for activity learning and recognition in aerial video surveillance.

    Science.gov (United States)

    Hammoud, Riad I; Sahin, Cem S; Blasch, Erik P; Rhodes, Bradley J; Wang, Tao

    2014-10-22

    We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA) and multi-media indexing and explorer (MINER). VIVA utilizes analyst call-outs (ACOs) in the form of chat messages (voice-to-text) to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1) a fusion of graphical track and text data using probabilistic methods; (2) an activity pattern learning framework to support querying an index of activities of interest (AOIs) and targets of interest (TOIs) by movement type and geolocation; and (3) a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV). VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

  19. 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

  20. 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. 

  1. Design of a highly integrated video acquisition module for smart video flight unit development

    Science.gov (United States)

    Lebre, V.; Gasti, W.

    2017-11-01

    CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.

  2. Hierarchical video surveillance architecture: a chassis for video big data analytics and exploration

    Science.gov (United States)

    Ajiboye, Sola O.; Birch, Philip; Chatwin, Christopher; Young, Rupert

    2015-03-01

    There is increasing reliance on video surveillance systems for systematic derivation, analysis and interpretation of the data needed for predicting, planning, evaluating and implementing public safety. This is evident from the massive number of surveillance cameras deployed across public locations. For example, in July 2013, the British Security Industry Association (BSIA) reported that over 4 million CCTV cameras had been installed in Britain alone. The BSIA also reveal that only 1.5% of these are state owned. In this paper, we propose a framework that allows access to data from privately owned cameras, with the aim of increasing the efficiency and accuracy of public safety planning, security activities, and decision support systems that are based on video integrated surveillance systems. The accuracy of results obtained from government-owned public safety infrastructure would improve greatly if privately owned surveillance systems `expose' relevant video-generated metadata events, such as triggered alerts and also permit query of a metadata repository. Subsequently, a police officer, for example, with an appropriate level of system permission can query unified video systems across a large geographical area such as a city or a country to predict the location of an interesting entity, such as a pedestrian or a vehicle. This becomes possible with our proposed novel hierarchical architecture, the Fused Video Surveillance Architecture (FVSA). At the high level, FVSA comprises of a hardware framework that is supported by a multi-layer abstraction software interface. It presents video surveillance systems as an adapted computational grid of intelligent services, which is integration-enabled to communicate with other compatible systems in the Internet of Things (IoT).

  3. 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....

  4. Can student-produced video transform university teaching?

    DEFF Research Database (Denmark)

    2011-01-01

    as preparation for the two week intensive field course. The overall objective of the redesign was to modernize and improve the quality of the students learning experience, by exploring the potentials of video and online tools to create flexible, student-centered and student-activating education. The student...... produced three types of videos during the course: Video 1 was independently produced by the students, guided by online tasks and instructions. These videos were student produced learning material, showing cases from all over Europe. The videos was collected and presented in a "visual database" in Google...

  5. Digital video recording and archiving in ophthalmic surgery

    Directory of Open Access Journals (Sweden)

    Raju Biju

    2006-01-01

    Full Text Available Currently most ophthalmic operating rooms are equipped with an analog video recording system [analog Charge Couple Device camera for video grabbing and a Video Cassette Recorder for recording]. We discuss the various advantages of a digital video capture device, its archiving capabilities and our experience during the transition from analog to digital video recording and archiving. The basic terminology and concepts related to analog and digital video, along with the choice of hardware, software and formats for archiving are discussed.

  6. Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment - Revised.

    Science.gov (United States)

    Buono, Frank D; Griffiths, Mark D; Sprong, Matthew E; Lloyd, Daniel P; Sullivan, Ryan M; Upton, Thomas D

    2017-12-01

    Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.

  7. Investigating Students' Use and Adoption of "With-Video Assignments": Lessons Learnt for Video-Based Open Educational Resources

    Science.gov (United States)

    Pappas, Ilias O.; Giannakos, Michail N.; Mikalef, Patrick

    2017-01-01

    The use of video-based open educational resources is widespread, and includes multiple approaches to implementation. In this paper, the term "with-video assignments" is introduced to portray video learning resources enhanced with assignments. The goal of this study is to examine the factors that influence students' intention to adopt…

  8. Photogrammetric Applications of Immersive Video Cameras

    Science.gov (United States)

    Kwiatek, K.; Tokarczyk, R.

    2014-05-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.

  9. Identifying hidden voice and video streams

    Science.gov (United States)

    Fan, Jieyan; Wu, Dapeng; Nucci, Antonio; Keralapura, Ram; Gao, Lixin

    2009-04-01

    Given the rising popularity of voice and video services over the Internet, accurately identifying voice and video traffic that traverse their networks has become a critical task for Internet service providers (ISPs). As the number of proprietary applications that deliver voice and video services to end users increases over time, the search for the one methodology that can accurately detect such services while being application independent still remains open. This problem becomes even more complicated when voice and video service providers like Skype, Microsoft, and Google bundle their voice and video services with other services like file transfer and chat. For example, a bundled Skype session can contain both voice stream and file transfer stream in the same layer-3/layer-4 flow. In this context, traditional techniques to identify voice and video streams do not work. In this paper, we propose a novel self-learning classifier, called VVS-I , that detects the presence of voice and video streams in flows with minimum manual intervention. Our classifier works in two phases: training phase and detection phase. In the training phase, VVS-I first extracts the relevant features, and subsequently constructs a fingerprint of a flow using the power spectral density (PSD) analysis. In the detection phase, it compares the fingerprint of a flow to the existing fingerprints learned during the training phase, and subsequently classifies the flow. Our classifier is not only capable of detecting voice and video streams that are hidden in different flows, but is also capable of detecting different applications (like Skype, MSN, etc.) that generate these voice/video streams. We show that our classifier can achieve close to 100% detection rate while keeping the false positive rate to less that 1%.

  10. Descriptive analysis of YouTube music therapy videos.

    Science.gov (United States)

    Gooding, Lori F; Gregory, Dianne

    2011-01-01

    The purpose of this study was to conduct a descriptive analysis of music therapy-related videos on YouTube. Preliminary searches using the keywords music therapy, music therapy session, and "music therapy session" resulted in listings of 5000, 767, and 59 videos respectively. The narrowed down listing of 59 videos was divided between two investigators and reviewed in order to determine their relationship to actual music therapy practice. A total of 32 videos were determined to be depictions of music therapy sessions. These videos were analyzed using a 16-item investigator-created rubric that examined both video specific information and therapy specific information. Results of the analysis indicated that audio and visual quality was adequate, while narrative descriptions and identification information were ineffective in the majority of the videos. The top 5 videos (based on the highest number of viewings in the sample) were selected for further analysis in order to investigate demonstration of the Professional Level of Practice Competencies set forth in the American Music Therapy Association (AMTA) Professional Competencies (AMTA, 2008). Four of the five videos met basic competency criteria, with the quality of the fifth video precluding evaluation of content. Of particular interest is the fact that none of the videos included credentialing information. Results of this study suggest the need to consider ways to ensure accurate dissemination of music therapy-related information in the YouTube environment, ethical standards when posting music therapy session videos, and the possibility of creating AMTA standards for posting music therapy related video.

  11. 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...

  12. 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"

  13. 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.

  14. 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…

  15. 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…

  16. Presentation of 3D Scenes Through Video Example.

    Science.gov (United States)

    Baldacci, Andrea; Ganovelli, Fabio; Corsini, Massimiliano; Scopigno, Roberto

    2017-09-01

    Using synthetic videos to present a 3D scene is a common requirement for architects, designers, engineers or Cultural Heritage professionals however it is usually time consuming and, in order to obtain high quality results, the support of a film maker/computer animation expert is necessary. We introduce an alternative approach that takes the 3D scene of interest and an example video as input, and automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to "replicate" an existing video, on a different 3D scene. We build on the intuition that a video sequence of a static environment is strongly characterized by its optical flow, or, in other words, that two videos are similar if their optical flows are similar. We therefore recast the problem as producing a video of the input scene whose optical flow is similar to the optical flow of the input video. Our intuition is supported by a user-study specifically designed to verify this statement. We have successfully tested our approach on several scenes and input videos, some of which are reported in the accompanying material of this paper.

  17. 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

  18. Staff acceptance of video monitoring for coordination: a video system to support perioperative situation awareness.

    Science.gov (United States)

    Kim, Young Ju; Xiao, Yan; Hu, Peter; Dutton, Richard

    2009-08-01

    To understand staff acceptance of a remote video monitoring system for operating room (OR) coordination. Improved real-time remote visual access to OR may enhance situational awareness but also raises privacy concerns for patients and staff. Survey. A system was implemented in a six-room surgical suite to display OR monitoring video at an access restricted control desk area. Image quality was manipulated to improve staff acceptance. Two months after installation, interviews and a survey were conducted on staff acceptance of video monitoring. About half of all OR personnel responded (n = 63). Overall levels of concerns were low, with 53% rated no concerns and 42% little concern. Top two reported uses of the video were to see if cases are finished and to see if a room is ready. Viewing the video monitoring system as useful did not reduce levels of concern. Staff in supervisory positions perceived less concern about the system's impact on privacy than did those supervised (p < 0.03). Concerns for patient privacy correlated with concerns for staff privacy and performance monitoring. Technical means such as manipulating image quality helped staff acceptance. Manipulation of image quality resulted overall acceptance of monitoring video, with residual levels of concerns. OR nurses may express staff privacy concern in the form of concerns over patient privacy. This study provided suggestions for technological and implementation strategies of video monitoring for coordination use in OR. Deployment of communication technology and integration of clinical information will likely raise concerns over staff privacy and performance monitoring. The potential gain of increased information access may be offset by negative impact of a sense of loss of autonomy.

  19. 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 ...

  20. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Lykke-Olesen, Andreas

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  1. Content-based TV sports video retrieval using multimodal analysis

    Science.gov (United States)

    Yu, Yiqing; Liu, Huayong; Wang, Hongbin; Zhou, Dongru

    2003-09-01

    In this paper, we propose content-based video retrieval, which is a kind of retrieval by its semantical contents. Because video data is composed of multimodal information streams such as video, auditory and textual streams, we describe a strategy of using multimodal analysis for automatic parsing sports video. The paper first defines the basic structure of sports video database system, and then introduces a new approach that integrates visual stream analysis, speech recognition, speech signal processing and text extraction to realize video retrieval. The experimental results for TV sports video of football games indicate that the multimodal analysis is effective for video retrieval by quickly browsing tree-like video clips or inputting keywords within predefined domain.

  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. 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 ...

  4. User-based key frame detection in social web video

    OpenAIRE

    Chorianopoulos, Konstantinos

    2012-01-01

    Video search results and suggested videos on web sites are represented with a video thumbnail, which is manually selected by the video up-loader among three randomly generated ones (e.g., YouTube). In contrast, we present a grounded user-based approach for automatically detecting interesting key-frames within a video through aggregated users' replay interactions with the video player. Previous research has focused on content-based systems that have the benefit of analyzing a video without use...

  5. 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...

  6. An unsupervised method for summarizing egocentric sport videos

    Science.gov (United States)

    Habibi Aghdam, Hamed; Jahani Heravi, Elnaz; Puig, Domenec

    2015-12-01

    People are getting more interested to record their sport activities using head-worn or hand-held cameras. This type of videos which is called egocentric sport videos has different motion and appearance patterns compared with life-logging videos. While a life-logging video can be defined in terms of well-defined human-object interactions, notwithstanding, it is not trivial to describe egocentric sport videos using well-defined activities. For this reason, summarizing egocentric sport videos based on human-object interaction might fail to produce meaningful results. In this paper, we propose an unsupervised method for summarizing egocentric videos by identifying the key-frames of the video. Our method utilizes both appearance and motion information and it automatically finds the number of the key-frames. Our blind user study on the new dataset collected from YouTube shows that in 93:5% cases, the users choose the proposed method as their first video summary choice. In addition, our method is within the top 2 choices of the users in 99% of studies.

  7. Generic Film Forms for Dynamic Virtual Video Synthesis

    NARCIS (Netherlands)

    C.A. Lindley

    1999-01-01

    textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) is developing an experimental environment for video content-based retrieval and dynamic virtual video synthesis from archives of video data. The FRAMES research prototype is a video synthesis

  8. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos.

    Science.gov (United States)

    Huang, Jidong; Kornfield, Rachel; Emery, Sherry L

    2016-03-18

    The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos' overall presence on the platform. To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform's impact on consumer attitudes and behaviors and inform regulations. Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. YouTube is a major information-sharing platform for electronic cigarettes

  9. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  10. Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

    Science.gov (United States)

    Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion

    2012-12-01

    Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.

  11. Portrayal of smokeless tobacco in YouTube videos.

    Science.gov (United States)

    Bromberg, Julie E; Augustson, Erik M; Backinger, Cathy L

    2012-04-01

    Videos of smokeless tobacco (ST) on YouTube are abundant and easily accessible, yet no studies have examined the content of ST videos. This study assesses the overall portrayal, genre, and messages of ST YouTube videos. In August 2010, researchers identified the top 20 search results on YouTube by "relevance" and "view count" for the following search terms: "ST," "chewing tobacco," "snus," and "Skoal." After eliminating videos that were not about ST (n = 26), non-English (n = 14), or duplicate (n = 42), a final sample of 78 unique videos was coded for overall portrayal, genre, and various content measures. Among the 78 unique videos, 15.4% were anti-ST, while 74.4% were pro-ST. Researchers were unable to determine the portrayal of ST in the remaining 10.3% of videos because they involved excessive or "sensationalized" use of the ST, which could be interpreted either positively or negatively, depending on the viewer. The most common ST genre was positive video diaries (or "vlogs"), which made up almost one third of the videos (29.5%), followed by promotional advertisements (20.5%) and anti-ST public service announcements (12.8%). While YouTube is intended for user-generated content, 23.1% of the videos were created by professional organizations. These results demonstrate that ST videos on YouTube are overwhelmingly pro-ST. More research is needed to determine who is viewing these ST YouTube videos and how they may affect people's knowledge, attitudes, and behaviors regarding ST use.

  12. Geographic Video 3d Data Model And Retrieval

    Science.gov (United States)

    Han, Z.; Cui, C.; Kong, Y.; Wu, H.

    2014-04-01

    Geographic video includes both spatial and temporal geographic features acquired through ground-based or non-ground-based cameras. With the popularity of video capture devices such as smartphones, the volume of user-generated geographic video clips has grown significantly and the trend of this growth is quickly accelerating. Such a massive and increasing volume poses a major challenge to efficient video management and query. Most of the today's video management and query techniques are based on signal level content extraction. They are not able to fully utilize the geographic information of the videos. This paper aimed to introduce a geographic video 3D data model based on spatial information. The main idea of the model is to utilize the location, trajectory and azimuth information acquired by sensors such as GPS receivers and 3D electronic compasses in conjunction with video contents. The raw spatial information is synthesized to point, line, polygon and solid according to the camcorder parameters such as focal length and angle of view. With the video segment and video frame, we defined the three categories geometry object using the geometry model of OGC Simple Features Specification for SQL. We can query video through computing the spatial relation between query objects and three categories geometry object such as VFLocation, VSTrajectory, VSFOView and VFFovCone etc. We designed the query methods using the structured query language (SQL) in detail. The experiment indicate that the model is a multiple objective, integration, loosely coupled, flexible and extensible data model for the management of geographic stereo video.

  13. 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.

  14. 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

  15. 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...

  16. An improvement analysis on video compression using file segmentation

    Science.gov (United States)

    Sharma, Shubhankar; Singh, K. John; Priya, M.

    2017-11-01

    From the past two decades the extreme evolution of the Internet has lead a massive rise in video technology and significantly video consumption over the Internet which inhabits the bulk of data traffic in general. Clearly, video consumes that so much data size on the World Wide Web, to reduce the burden on the Internet and deduction of bandwidth consume by video so that the user can easily access the video data.For this, many video codecs are developed such as HEVC/H.265 and V9. Although after seeing codec like this one gets a dilemma of which would be improved technology in the manner of rate distortion and the coding standard.This paper gives a solution about the difficulty for getting low delay in video compression and video application e.g. ad-hoc video conferencing/streaming or observation by surveillance. Also this paper describes the benchmark of HEVC and V9 technique of video compression on subjective oral estimations of High Definition video content, playback on web browsers. Moreover, this gives the experimental ideology of dividing the video file into several segments for compression and putting back together to improve the efficiency of video compression on the web as well as on the offline mode.

  17. 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 ...

  18. Compression evaluation of surgery video recordings retaining diagnostic credibility (compression evaluation of surgery video)

    Science.gov (United States)

    Duplaga, M.; Leszczuk, M. I.; Papir, Z.; Przelaskowski, A.

    2008-12-01

    Wider dissemination of medical digital video libraries is affected by two correlated factors, resource effective content compression that directly influences its diagnostic credibility. It has been proved that it is possible to meet these contradictory requirements halfway for long-lasting and low motion surgery recordings at compression ratios close to 100 (bronchoscopic procedures were a case study investigated). As the main supporting assumption, it has been accepted that the content can be compressed as far as clinicians are not able to sense a loss of video diagnostic fidelity (a visually lossless compression). Different market codecs were inspected by means of the combined subjective and objective tests toward their usability in medical video libraries. Subjective tests involved a panel of clinicians who had to classify compressed bronchoscopic video content according to its quality under the bubble sort algorithm. For objective tests, two metrics (hybrid vector measure and hosaka Plots) were calculated frame by frame and averaged over a whole sequence.

  19. 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.

  20. 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

  1. 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.

  2. 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.

  3. 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 ...

  4. Surgical gesture classification from video and kinematic data.

    Science.gov (United States)

    Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René

    2013-10-01

    Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.

  5. Tackling action-based video abstraction of animated movies for video browsing

    Science.gov (United States)

    Ionescu, Bogdan; Ott, Laurent; Lambert, Patrick; Coquin, Didier; Pacureanu, Alexandra; Buzuloiu, Vasile

    2010-07-01

    We address the issue of producing automatic video abstracts in the context of the video indexing of animated movies. For a quick browse of a movie's visual content, we propose a storyboard-like summary, which follows the movie's events by retaining one key frame for each specific scene. To capture the shot's visual activity, we use histograms of cumulative interframe distances, and the key frames are selected according to the distribution of the histogram's modes. For a preview of the movie's exciting action parts, we propose a trailer-like video highlight, whose aim is to show only the most interesting parts of the movie. Our method is based on a relatively standard approach, i.e., highlighting action through the analysis of the movie's rhythm and visual activity information. To suit every type of movie content, including predominantly static movies or movies without exciting parts, the concept of action depends on the movie's average rhythm. The efficiency of our approach is confirmed through several end-user studies.

  6. Video Simulations to Develop Preservice Mathematics Teachers' Discourse Practices

    Science.gov (United States)

    Amador, Julie M.

    2018-01-01

    The incorporation of video technology in teacher education programmes is increasingly prevalent, with teacher educators commonly using three traditional forms of videos: published video, preservice teachers' own videos and colleagues' videos. This study explored a fourth type of video, self-created scripted video simulations in which preservice…

  7. Segmentation of object-based video of gaze communication

    DEFF Research Database (Denmark)

    Aghito, Shankar Manuel; Stegmann, Mikkel Bille; Forchhammer, Søren

    2005-01-01

    Aspects of video communication based on gaze interaction are considered. The overall idea is to use gaze interaction to control video, e.g. for video conferencing. Towards this goal, animation of a facial mask is demonstrated. The animation is based on images using Active Appearance Models (AAM......). Good quality reproduction of (low-resolution) coded video of an animated facial mask as low as 10-20 kbit/s using MPEG-4 object based video is demonstated....

  8. 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)

  9. Problem with multi-video format M-learning applications

    CSIR Research Space (South Africa)

    Adeyeye, MO

    2014-01-01

    Full Text Available in conjunction with the technical aspects of video display in browsers, when varying media formats are used. The <video> tag used in this work renders videos from two sources with different MIME types. Feeds from the video sources, namely YouTube and UCT...

  10. Video Game Structural Characteristics: A New Psychological Taxonomy

    Science.gov (United States)

    King, Daniel; Delfabbro, Paul; Griffiths, Mark

    2010-01-01

    Excessive video game playing behaviour may be influenced by a variety of factors including the structural characteristics of video games. Structural characteristics refer to those features inherent within the video game itself that may facilitate initiation, development and maintenance of video game playing over time. Numerous structural…

  11. Informational value and bias of videos related to orthodontics screened on a video-sharing Web site.

    Science.gov (United States)

    Knösel, Michael; Jung, Klaus

    2011-05-01

    To assess the informational value, intention, source, and bias of videos related to orthodontics screened by the video-sharing Internet platform YouTube. YouTube (www.youtube.com) was scanned in July 2010 for orthodontics-related videos using an adequately defined search term. Each of the first 30 search results of the scan was categorized with the system-generated sorts "by relevance" and "most viewed" (total: 60). These were rated independently by three assessors, who completed a questionnaire for each video. The data were analyzed statistically using Friedman's test for dependent samples, Kendall's tau, and Fleiss's kappa. The YouTube scan produced 5140 results. There was a wide variety of information about orthodontics available on YouTube, and the highest proportion of videos was found to originate from orthodontic patients. These videos were also the most viewed ones. The informational content of most of the videos was generally judged to be low, with a rather poor to inadequate representation of the orthodontic profession, although a moderately pro-orthodontics stance prevailed. It was noticeable that the majority of contributions of orthodontists to YouTube constituted advertising. This tendency was not viewed positively by the majority of YouTube users, as was evident in the divergence in the proportions when sorting by "relevance" and "most viewed." In the light of the very large number of people using the Internet as their primary source of information, orthodontists should recognize the importance of YouTube and similar social media Web sites in the opinion-forming process, especially in the case of adolescents.

  12. High efficiency video coding coding tools and specification

    CERN Document Server

    Wien, Mathias

    2015-01-01

    The video coding standard High Efficiency Video Coding (HEVC) targets at improved compression performance for video resolutions of HD and beyond, providing Ultra HD video at similar compressed bit rates as for HD video encoded with the well-established video coding standard H.264 | AVC. Based on known concepts, new coding structures and improved coding tools have been developed and specified in HEVC. The standard is expected to be taken up easily by established industry as well as new endeavors, answering the needs of todays connected and ever-evolving online world. This book presents the High Efficiency Video Coding standard and explains it in a clear and coherent language. It provides a comprehensive and consistently written description, all of a piece. The book targets at both, newbies to video coding as well as experts in the field. While providing sections with introductory text for the beginner, it suits as a well-arranged reference book for the expert. The book provides a comprehensive reference for th...

  13. High efficiency video coding (HEVC) algorithms and architectures

    CERN Document Server

    Budagavi, Madhukar; Sullivan, Gary

    2014-01-01

    This book provides developers, engineers, researchers and students with detailed knowledge about the High Efficiency Video Coding (HEVC) standard. HEVC is the successor to the widely successful H.264/AVC video compression standard, and it provides around twice as much compression as H.264/AVC for the same level of quality. The applications for HEVC will not only cover the space of the well-known current uses and capabilities of digital video – they will also include the deployment of new services and the delivery of enhanced video quality, such as ultra-high-definition television (UHDTV) and video with higher dynamic range, wider range of representable color, and greater representation precision than what is typically found today. HEVC is the next major generation of video coding design – a flexible, reliable and robust solution that will support the next decade of video applications and ease the burden of video on world-wide network traffic. This book provides a detailed explanation of the various parts ...

  14. Standardized access, display, and retrieval of medical video

    Science.gov (United States)

    Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.

    1999-05-01

    The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video sequences into DICOM 3.0. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital video documents of diagnostic and therapeutic procedures should be examined regarding the clip length and size necessary for second opinion and manageable with today's hardware. Image sources relevant for this paper include 3D laparoscope, 3D surgical microscope, 3D open surgery camera, synthetic video, and monoscopic endoscopes, etc. The global DICOM video concept and three special workplaces of distinct applications are described. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video-cutting. Digital stereoscopic video sequences are especially in demand for surgery . Therefore DSVS are also integrated into the DICOM video concept. Results are presented describing the suitability of stereoscopic display techniques for the operating room.

  15. 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...

  16. The Important Elements of a Science Video

    Science.gov (United States)

    Harned, D. A.; Moorman, M.; McMahon, G.

    2012-12-01

    New technologies have revolutionized use of video as a means of communication. Films have become easier to create and to distribute. Video is omnipresent in our culture and supplements or even replaces writing in many applications. How can scientists and educators best use video to communicate scientific results? Video podcasts are being used in addition to journal, print, and online publications to communicate the relevance of scientific findings of the U.S. Geological Survey's (USGS) National Water-Quality Assessment (NAWQA) program to general audiences such as resource managers, educational groups, public officials, and the general public. In an effort to improve the production of science videos a survey was developed to provide insight into effective science communication with video. Viewers of USGS podcast videos were surveyed using Likert response- scaling to identify the important elements of science videos. The surveys were of 120 scientists and educators attending the 2010 and 2011 Fall Meetings of the American Geophysical Union and the 2012 meeting of the National Monitoring Council. The median age of the respondents was 44 years, with an education level of a Bachelor's Degree or higher. Respondents reported that their primary sources for watching science videos were YouTube and science websites. Video length was the single most important element associated with reaching the greatest number of viewers. The surveys indicated a median length of 5 minutes as appropriate for a web video, with 5-7 minutes the 25th-75th percentiles. An illustration of the effect of length: a 5-minute and a 20-minute version of a USGS film on the effect of urbanization on water-quality was made available on the same website. The short film has been downloaded 3 times more frequently than the longer film version. The survey showed that the most important elements to include in a science film are style elements including strong visuals, an engaging story, and a simple message, and

  17. Portrayal of Smokeless Tobacco in YouTube Videos

    Science.gov (United States)

    Augustson, Erik M.; Backinger, Cathy L.

    2012-01-01

    Objectives: Videos of smokeless tobacco (ST) on YouTube are abundant and easily accessible, yet no studies have examined the content of ST videos. This study assesses the overall portrayal, genre, and messages of ST YouTube videos. Methods: In August 2010, researchers identified the top 20 search results on YouTube by “relevance” and “view count” for the following search terms: “ST,” “chewing tobacco,” “snus,” and “Skoal.” After eliminating videos that were not about ST (n = 26), non-English (n = 14), or duplicate (n = 42), a final sample of 78 unique videos was coded for overall portrayal, genre, and various content measures. Results: Among the 78 unique videos, 15.4% were anti-ST, while 74.4% were pro-ST. Researchers were unable to determine the portrayal of ST in the remaining 10.3% of videos because they involved excessive or “sensationalized” use of the ST, which could be interpreted either positively or negatively, depending on the viewer. The most common ST genre was positive video diaries (or “vlogs”), which made up almost one third of the videos (29.5%), followed by promotional advertisements (20.5%) and anti-ST public service announcements (12.8%). While YouTube is intended for user-generated content, 23.1% of the videos were created by professional organizations. Conclusions: These results demonstrate that ST videos on YouTube are overwhelmingly pro-ST. More research is needed to determine who is viewing these ST YouTube videos and how they may affect people’s knowledge, attitudes, and behaviors regarding ST use. PMID:22080585

  18. You Tube Video Genres. Amateur how-to Videos Versus Professional Tutorials

    Directory of Open Access Journals (Sweden)

    Andreea Mogoș

    2015-12-01

    Full Text Available In spite of the fact that there is a vast literature on traditional textual and visual genre classifications, the categorization of web content is still a difficult task, because this medium is fluid, unstable and fast-paced on one hand and, on the other hand, the genre classifications are socially constructed through the tagging process and the interactions (commenting, rating, chatting. This paper focuses on YouTube tutorials and aims to compare video tutorials produced by professionals with amateur video tutorials.

  19. 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...

  20. An Emerging Learning Design for Student-Generated "iVideos"

    Science.gov (United States)

    Kearney, Matthew; Jones, Glynis; Roberts, Lynn

    2012-01-01

    This paper describes an emerging learning design for a popular genre of learner-generated video projects: "Ideas Videos" or "iVideos." These advocacy-style videos are short, two-minute, digital videos designed "to evoke powerful experiences about educative ideas" (Wong, Mishra, Koehler & Siebenthal, 2007, p1). We…

  1. A Super-resolution Reconstruction Algorithm for Surveillance Video

    Directory of Open Access Journals (Sweden)

    Jian Shao

    2017-01-01

    Full Text Available Recent technological developments have resulted in surveillance video becoming a primary method of preserving public security. Many city crimes are observed in surveillance video. The most abundant evidence collected by the police is also acquired through surveillance video sources. Surveillance video footage offers very strong support for solving criminal cases, therefore, creating an effective policy, and applying useful methods to the retrieval of additional evidence is becoming increasingly important. However, surveillance video has had its failings, namely, video footage being captured in low resolution (LR and bad visual quality. In this paper, we discuss the characteristics of surveillance video and describe the manual feature registration – maximum a posteriori – projection onto convex sets to develop a super-resolution reconstruction method, which improves the quality of surveillance video. From this method, we can make optimal use of information contained in the LR video image, but we can also control the image edge clearly as well as the convergence of the algorithm. Finally, we make a suggestion on how to adjust the algorithm adaptability by analyzing the prior information of target image.

  2. A Novel High Efficiency Fractal Multiview Video Codec

    Directory of Open Access Journals (Sweden)

    Shiping Zhu

    2015-01-01

    Full Text Available Multiview video which is one of the main types of three-dimensional (3D video signals, captured by a set of video cameras from various viewpoints, has attracted much interest recently. Data compression for multiview video has become a major issue. In this paper, a novel high efficiency fractal multiview video codec is proposed. Firstly, intraframe algorithm based on the H.264/AVC intraprediction modes and combining fractal and motion compensation (CFMC algorithm in which range blocks are predicted by domain blocks in the previously decoded frame using translational motion with gray value transformation is proposed for compressing the anchor viewpoint video. Then temporal-spatial prediction structure and fast disparity estimation algorithm exploiting parallax distribution constraints are designed to compress the multiview video data. The proposed fractal multiview video codec can exploit temporal and spatial correlations adequately. Experimental results show that it can obtain about 0.36 dB increase in the decoding quality and 36.21% decrease in encoding bitrate compared with JMVC8.5, and the encoding time is saved by 95.71%. The rate-distortion comparisons with other multiview video coding methods also demonstrate the superiority of the proposed scheme.

  3. Advanced real-time manipulation of video streams

    CERN Document Server

    Herling, Jan

    2014-01-01

    Diminished Reality is a new fascinating technology that removes real-world content from live video streams. This sensational live video manipulation actually removes real objects and generates a coherent video stream in real-time. Viewers cannot detect modified content. Existing approaches are restricted to moving objects and static or almost static cameras and do not allow real-time manipulation of video content. Jan Herling presents a new and innovative approach for real-time object removal with arbitrary camera movements.

  4. Objective assessment of IP video calls with Asterisk

    OpenAIRE

    Kapičák, Lukáš; Nevlud, Pavel; Mikulec, Martin; Zdrálek, Jaroslav

    2012-01-01

    The paper deals with an objective assessment of IP video calls transmission over GSM and UMTS networks. Video transmission is affected by many factors in mobile network. Among these factors belong packet loss, latency and transmission rate of the mobile network. Network properties were simulated by Simena network simulator. Our team have developed a unique technique for finding defects in video appearing in video calls. This technique is built on modified Asterisk SW PBX with enabled video re...

  5. A video for teaching english tenses

    Directory of Open Access Journals (Sweden)

    Frida Unsiah

    2017-04-01

    Students of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation. First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.

  6. Development of high-speed video cameras

    Science.gov (United States)

    Etoh, Takeharu G.; Takehara, Kohsei; Okinaka, Tomoo; Takano, Yasuhide; Ruckelshausen, Arno; Poggemann, Dirk

    2001-04-01

    Presented in this paper is an outline of the R and D activities on high-speed video cameras, which have been done in Kinki University since more than ten years ago, and are currently proceeded as an international cooperative project with University of Applied Sciences Osnabruck and other organizations. Extensive marketing researches have been done, (1) on user's requirements on high-speed multi-framing and video cameras by questionnaires and hearings, and (2) on current availability of the cameras of this sort by search of journals and websites. Both of them support necessity of development of a high-speed video camera of more than 1 million fps. A video camera of 4,500 fps with parallel readout was developed in 1991. A video camera with triple sensors was developed in 1996. The sensor is the same one as developed for the previous camera. The frame rate is 50 million fps for triple-framing and 4,500 fps for triple-light-wave framing, including color image capturing. Idea on a video camera of 1 million fps with an ISIS, In-situ Storage Image Sensor, was proposed in 1993 at first, and has been continuously improved. A test sensor was developed in early 2000, and successfully captured images at 62,500 fps. Currently, design of a prototype ISIS is going on, and, hopefully, will be fabricated in near future. Epoch-making cameras in history of development of high-speed video cameras by other persons are also briefly reviewed.

  7. Contagious Content: Viral Video Ads Identification of Content Characteristics that Help Online Video Advertisements Go Viral

    Directory of Open Access Journals (Sweden)

    Yentl Knossenburg

    2016-12-01

    Full Text Available Why do some online video advertisements go viral while others remain unnoticed? What kind of video content keeps the viewer interested and motivated to share? Many companies have realized the need to innovate their marketing strategies and have embraced the newest ways of using technology, as the Internet, to their advantage as in the example of virality. Yet few marketers actually understand how, and academic literature on this topic is still in development. This study investigated which content characteristics distinguish successful from non-successful online viral video advertisements by analyzing 641 cases using Structural Equation Modeling. Results show that Engagement and Surprise are two main content characteristics that significantly increase the chance of online video advertisements to go viral.  

  8. ADAPTIVE STREAMING OVER HTTP (DASH UNTUK APLIKASI VIDEO STREAMING

    Directory of Open Access Journals (Sweden)

    I Made Oka Widyantara

    2015-12-01

    Full Text Available This paper aims to analyze Internet-based streaming video service in the communication media with variable bit rates. The proposed scheme on Dynamic Adaptive Streaming over HTTP (DASH using the internet network that adapts to the protocol Hyper Text Transfer Protocol (HTTP. DASH technology allows a video in the video segmentation into several packages that will distreamingkan. DASH initial stage is to compress the video source to lower the bit rate video codec uses H.26. Video compressed further in the segmentation using MP4Box generates streaming packets with the specified duration. These packages are assembled into packets in a streaming media format Presentation Description (MPD or known as MPEG-DASH. Streaming video format MPEG-DASH run on a platform with the player bitdash teritegrasi bitcoin. With this scheme, the video will have several variants of the bit rates that gave rise to the concept of scalability of streaming video services on the client side. The main target of the mechanism is smooth the MPEG-DASH streaming video display on the client. The simulation results show that the scheme based scalable video streaming MPEG-DASH able to improve the quality of image display on the client side, where the procedure bufering videos can be made constant and fine for the duration of video views

  9. State of the art in video system performance

    Science.gov (United States)

    Lewis, Michael J.

    1990-01-01

    The closed circuit television (CCTV) system that is onboard the Space Shuttle has the following capabilities: camera, video signal switching and routing unit (VSU); and Space Shuttle video tape recorder. However, this system is inadequate for use with many experiments that require video imaging. In order to assess the state-of-the-art in video technology and data storage systems, a survey was conducted of the High Resolution, High Frame Rate Video Technology (HHVT) products. The performance of the state-of-the-art solid state cameras and image sensors, video recording systems, data transmission devices, and data storage systems versus users' requirements are shown graphically.

  10. Characteristics of "Music Education" Videos Posted on Youtube

    Science.gov (United States)

    Whitaker, Jennifer A.; Orman, Evelyn K.; Yarbrough, Cornelia

    2014-01-01

    This content analysis sought to determine information related to users uploading, general content, and specific characteristics of music education videos on YouTube. A total of 1,761 videos from a keyword search of "music education" were viewed and categorized. Results for relevant videos indicated users posted videos under 698 different…

  11. Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework

    Science.gov (United States)

    Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher

    2017-02-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.

  12. Computer-Aided Video Differential Planimetry

    Science.gov (United States)

    Tobin, Michael; Djoleto, Ben D.

    1984-08-01

    THE VIDEO DIFFERENTIAL PLANIMETER (VDP)1 is a re-mote sensing instrument that can measure minute changes in the area of any object seen by an optical scanning system. The composite video waveforms obtained by scanning the object against a contrasting back-ground are amplified and shaped to yield a sequence of constant amplitude pulses whose polarity distinguishes the studied area from its background and whose varying widths reflect the dynamics of the viewed object. These pulses are passed through a relatively long time-constant capacitor-resistor circuit and are then fed into an integrator. The net integration voltage resulting from the most recent sequence of object-background time pulses is recorded and the integrator is returned to zero at the end of each video frame. If the object's area remains constant throughout the following frame, the integrator's summation will also remain constant. However, if the object's area varies, the positive and negative time pulses entering the integrator will change, and the integrator's summation will vary proportionately. The addition of a computer interface and a video recorder enhances the versatility and the resolving power of the VDP by permitting the repeated study and analysis of selected portions of the recorded data, thereby uncovering the major sources of the object's dynamics. Among the medical and biological procedures for which COMPUTER-AIDED VIDEO DIFFERENTIAL PLANIMETRY is suitable are Ophthalmoscopy, Endoscopy, Microscopy, Plethysmography, etc. A recent research study in Ophthalmoscopy2 will be cited to suggest a useful application of Video Differential Planimetry.

  13. 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.

  14. 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.

  15. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos

    Science.gov (United States)

    2016-01-01

    Background The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos’ overall presence on the platform. Objective To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform’s impact on consumer attitudes and behaviors and inform regulations. Methods Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. Results As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. Conclusions YouTube is a major

  16. A new video studio for CERN

    CERN Multimedia

    Anaïs Vernede

    2011-01-01

    On Monday, 14 February 2011 CERN's new video studio was inaugurated with a recording of "Spotlight on CERN", featuring an interview with the DG, Rolf Heuer.   CERN's new video studio. Almost all international organisations have a studio for their audiovisual communications, and now it's CERN’s turn to acquire such a facility. “In the past, we've made videos using the Globe audiovisual facilities and sometimes using the small photographic studio, which is equipped with simple temporary sets that aren’t really suitable for video,” explains Jacques Fichet, head of CERN‘s audiovisual service. Once the decision had been taken to create the new 100 square-metre video studio, the work took only five months to complete. The studio, located in Building 510, is equipped with a cyclorama (a continuous smooth white wall used as a background) measuring 3 m in height and 16 m in length, as well as a teleprompter, a rail-mounted camera dolly fo...

  17. 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...

  18. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

    Marc Palaus; Elena M. Marron; Raquel Viejo-Sobera; Raquel Viejo-Sobera; Diego Redolar-Ripoll

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video ga...

  19. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. We aim ...

  20. The emerging High Efficiency Video Coding standard (HEVC)

    International Nuclear Information System (INIS)

    Raja, Gulistan; Khan, Awais

    2013-01-01

    High definition video (HDV) is becoming popular day by day. This paper describes the performance analysis of latest upcoming video standard known as High Efficiency Video Coding (HEVC). HEVC is designed to fulfil all the requirements for future high definition videos. In this paper, three configurations (intra only, low delay and random access) of HEVC are analyzed using various 480p, 720p and 1080p high definition test video sequences. Simulation results show the superior objective and subjective quality of HEVC

  1. Video quality pooling adaptive to perceptual distortion severity.

    Science.gov (United States)

    Park, Jincheol; Seshadrinathan, Kalpana; Lee, Sanghoon; Bovik, Alan Conrad

    2013-02-01

    It is generally recognized that severe video distortions that are transient in space and/or time have a large effect on overall perceived video quality. In order to understand this phenomena, we study the distribution of spatio-temporally local quality scores obtained from several video quality assessment (VQA) algorithms on videos suffering from compression and lossy transmission over communication channels. We propose a content adaptive spatial and temporal pooling strategy based on the observed distribution. Our method adaptively emphasizes "worst" scores along both the spatial and temporal dimensions of a video sequence and also considers the perceptual effect of large-area cohesive motion flow such as egomotion. We demonstrate the efficacy of the method by testing it using three different VQA algorithms on the LIVE Video Quality database and the EPFL-PoliMI video quality database.

  2. 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

  3. 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

  4. Impact of different cloud deployments on real-time video applications for mobile video cloud users

    Science.gov (United States)

    Khan, Kashif A.; Wang, Qi; Luo, Chunbo; Wang, Xinheng; Grecos, Christos

    2015-02-01

    The latest trend to access mobile cloud services through wireless network connectivity has amplified globally among both entrepreneurs and home end users. Although existing public cloud service vendors such as Google, Microsoft Azure etc. are providing on-demand cloud services with affordable cost for mobile users, there are still a number of challenges to achieve high-quality mobile cloud based video applications, especially due to the bandwidth-constrained and errorprone mobile network connectivity, which is the communication bottleneck for end-to-end video delivery. In addition, existing accessible clouds networking architectures are different in term of their implementation, services, resources, storage, pricing, support and so on, and these differences have varied impact on the performance of cloud-based real-time video applications. Nevertheless, these challenges and impacts have not been thoroughly investigated in the literature. In our previous work, we have implemented a mobile cloud network model that integrates localized and decentralized cloudlets (mini-clouds) and wireless mesh networks. In this paper, we deploy a real-time framework consisting of various existing Internet cloud networking architectures (Google Cloud, Microsoft Azure and Eucalyptus Cloud) and a cloudlet based on Ubuntu Enterprise Cloud over wireless mesh networking technology for mobile cloud end users. It is noted that the increasing trend to access real-time video streaming over HTTP/HTTPS is gaining popularity among both research and industrial communities to leverage the existing web services and HTTP infrastructure in the Internet. To study the performance under different deployments using different public and private cloud service providers, we employ real-time video streaming over the HTTP/HTTPS standard, and conduct experimental evaluation and in-depth comparative analysis of the impact of different deployments on the quality of service for mobile video cloud users. Empirical

  5. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study.

    Science.gov (United States)

    Hull, Damien C; Williams, Glenn A; Griffiths, Mark D

    2013-09-01

    Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction - perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players.

  6. Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study

    Science.gov (United States)

    Hull, Damien C.; Williams, Glenn A.; Griffiths, Mark D.

    2013-01-01

    Aims: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video game addiction. Method: A total of 110 video game players were surveyed about a game they had recently played by using a 24-item checklist of structural characteristics, an adapted Flow State Scale, the Oxford Happiness Questionnaire, and the Game Addiction Scale. Results: The study revealed decreases in general happiness had the strongest role in predicting increases in gaming addiction. One of the nine factors of the flow experience was a significant predictor of gaming addiction – perceptions of time being altered during play. The structural characteristic that significantly predicted addiction was its social element with increased sociability being associated with higher levels of addictive-like experiences. Overall, the structural characteristics of video games, elements of the flow experience, and general happiness accounted for 49.2% of the total variance in Game Addiction Scale levels. Conclusions: Implications for interventions are discussed, particularly with regard to making players more aware of time passing and in capitalising on benefits of social features of video game play to guard against addictive-like tendencies among video game players. PMID:25215196

  7. 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

  8. 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.

  9. 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.

  10. 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....

  11. Temporal Segmentation of MPEG Video Streams

    Directory of Open Access Journals (Sweden)

    Janko Calic

    2002-06-01

    Full Text Available Many algorithms for temporal video partitioning rely on the analysis of uncompressed video features. Since the information relevant to the partitioning process can be extracted directly from the MPEG compressed stream, higher efficiency can be achieved utilizing information from the MPEG compressed domain. This paper introduces a real-time algorithm for scene change detection that analyses the statistics of the macroblock features extracted directly from the MPEG stream. A method for extraction of the continuous frame difference that transforms the 3D video stream into a 1D curve is presented. This transform is then further employed to extract temporal units within the analysed video sequence. Results of computer simulations are reported.

  12. Cobra: A content-based video retrieval system

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, W.; Jensen, C.S.; Jeffery, K.G.; Pokorny, J.; Saltenis, S.; Bertino, E.; Böhm, K.; Jarke, M.

    2002-01-01

    An increasing number of large publicly available video libraries results in a demand for techniques that can manipulate the video data based on content. In this paper, we present a content-based video retrieval system called Cobra. The system supports automatic extraction and retrieval of high-level

  13. Neural Basis of Video Gaming: A Systematic Review

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464

  14. Neural Basis of Video Gaming: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Marc Palaus

    2017-05-01

    Full Text Available Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games.Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass.Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games.Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence.Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  15. Neural Basis of Video Gaming: A Systematic Review.

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  16. Satisfaction with Online Teaching Videos: A Quantitative Approach

    Science.gov (United States)

    Meseguer-Martinez, Angel; Ros-Galvez, Alejandro; Rosa-Garcia, Alfonso

    2017-01-01

    We analyse the factors that determine the number of clicks on the "Like" button in online teaching videos, with a sample of teaching videos in the area of Microeconomics across Spanish-speaking countries. The results show that users prefer short online teaching videos. Moreover, some features of the videos have a significant impact on…

  17. A Method for Estimating Surveillance Video Georeferences

    Directory of Open Access Journals (Sweden)

    Aleksandar Milosavljević

    2017-07-01

    Full Text Available The integration of a surveillance camera video with a three-dimensional (3D geographic information system (GIS requires the georeferencing of that video. Since a video consists of separate frames, each frame must be georeferenced. To georeference a video frame, we rely on the information about the camera view at the moment that the frame was captured. A camera view in 3D space is completely determined by the camera position, orientation, and field-of-view. Since the accurate measuring of these parameters can be extremely difficult, in this paper we propose a method for their estimation based on matching video frame coordinates of certain point features with their 3D geographic locations. To obtain these coordinates, we rely on high-resolution orthophotos and digital elevation models (DEM of the area of interest. Once an adequate number of points are matched, Levenberg–Marquardt iterative optimization is applied to find the most suitable video frame georeference, i.e., position and orientation of the camera.

  18. Automated music selection of video ads

    Directory of Open Access Journals (Sweden)

    Wiesener Oliver

    2017-07-01

    Full Text Available The importance of video ads on social media platforms can be measured by views. For instance, Samsung’s commercial ad for one of its new smartphones reached more than 46 million viewers at Youtube. A video ad addresses the visual as well as the auditive sense of users. Often the visual sense is busy in the sense that users focus other screens than the screen with the video ad. This is called the second screen syndrome. Therefore, the importance of the audio channel seems to grow. To get back the visual attention of users that are deflected from other visual impulses it appears reasonable to adapt the music to the target group. Additionally, it appears useful to adapt the music to content of the video. Thus, the overall success of a video ad could by increased by increasing the attention of the users. Humans typically make the decision about the music of a video ad. If there is a correlation between music, products and target groups, a digitization of the music selection process seems to be possible. Since the digitization progress in the music sector is mainly focused on music composing this article strives for making a first step towards the digitization of the music selection.

  19. Offset Trace-Based Video Quality Evaluation Network Transport

    DEFF Research Database (Denmark)

    Seeling, P.; Reisslein, M.; Fitzek, Frank

    2006-01-01

    Video traces contain information about encoded video frames, such as frame sizes and qualities, and provide a convenient method to conduct multimedia networking research. Although wiedely used in networking research, these traces do not allow to determine the video qaulityin an accurate manner...... after networking transport that includes losses and delays. In this work, we provide (i) an overview of frame dependencies that have to be taken into consideration when working with video traces, (ii) an algorithmic approach to combine traditional video traces and offset distortion traces to determine...... the video quality or distortion after lossy network transport, (iii) offset distortion and quality characteristics and (iv) the offset distortion trace format and tools to create offset distortion traces....

  20. Scalable video on demand adaptive Internet-based distribution

    CERN Document Server

    Zink, Michael

    2013-01-01

    In recent years, the proliferation of available video content and the popularity of the Internet have encouraged service providers to develop new ways of distributing content to clients. Increasing video scaling ratios and advanced digital signal processing techniques have led to Internet Video-on-Demand applications, but these currently lack efficiency and quality. Scalable Video on Demand: Adaptive Internet-based Distribution examines how current video compression and streaming can be used to deliver high-quality applications over the Internet. In addition to analysing the problems

  1. 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...

  2. 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 ...

  3. Video game characteristics, happiness and flow as predictors of addiction among video game players: a pilot study

    OpenAIRE

    Hull, DC; Williams, GA; Griffiths, MD

    2013-01-01

    Aims:\\ud Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements. However, research has shown that specific features of game play may be associated with problematic behaviour associated with addiction-like experiences. The study was aimed at analysing whether certain structural characteristics of video games, flow, and global happiness could be predictive of video g...

  4. Hierarchical structure for audio-video based semantic classification of sports video sequences

    Science.gov (United States)

    Kolekar, M. H.; Sengupta, S.

    2005-07-01

    A hierarchical structure for sports event classification based on audio and video content analysis is proposed in this paper. Compared to the event classifications in other games, those of cricket are very challenging and yet unexplored. We have successfully solved cricket video classification problem using a six level hierarchical structure. The first level performs event detection based on audio energy and Zero Crossing Rate (ZCR) of short-time audio signal. In the subsequent levels, we classify the events based on video features using a Hidden Markov Model implemented through Dynamic Programming (HMM-DP) using color or motion as a likelihood function. For some of the game-specific decisions, a rule-based classification is also performed. Our proposed hierarchical structure can easily be applied to any other sports. Our results are very promising and we have moved a step forward towards addressing semantic classification problems in general.

  5. Selecting salient frames for spatiotemporal video modeling and segmentation.

    Science.gov (United States)

    Song, Xiaomu; Fan, Guoliang

    2007-12-01

    We propose a new statistical generative model for spatiotemporal video segmentation. The objective is to partition a video sequence into homogeneous segments that can be used as "building blocks" for semantic video segmentation. The baseline framework is a Gaussian mixture model (GMM)-based video modeling approach that involves a six-dimensional spatiotemporal feature space. Specifically, we introduce the concept of frame saliency to quantify the relevancy of a video frame to the GMM-based spatiotemporal video modeling. This helps us use a small set of salient frames to facilitate the model training by reducing data redundancy and irrelevance. A modified expectation maximization algorithm is developed for simultaneous GMM training and frame saliency estimation, and the frames with the highest saliency values are extracted to refine the GMM estimation for video segmentation. Moreover, it is interesting to find that frame saliency can imply some object behaviors. This makes the proposed method also applicable to other frame-related video analysis tasks, such as key-frame extraction, video skimming, etc. Experiments on real videos demonstrate the effectiveness and efficiency of the proposed method.

  6. Secured web-based video repository for multicenter studies.

    Science.gov (United States)

    Yan, Ling; Hicks, Matt; Winslow, Korey; Comella, Cynthia; Ludlow, Christy; Jinnah, H A; Rosen, Ami R; Wright, Laura; Galpern, Wendy R; Perlmutter, Joel S

    2015-04-01

    We developed a novel secured web-based dystonia video repository for the Dystonia Coalition, part of the Rare Disease Clinical Research network funded by the Office of Rare Diseases Research and the National Institute of Neurological Disorders and Stroke. A critical component of phenotypic data collection for all projects of the Dystonia Coalition includes a standardized video of each participant. We now describe our method for collecting, serving and securing these videos that is widely applicable to other studies. Each recruiting site uploads standardized videos to a centralized secured server for processing to permit website posting. The streaming technology used to view the videos from the website does not allow downloading of video files. With appropriate institutional review board approval and agreement with the hosting institution, users can search and view selected videos on the website using customizable, permissions-based access that maintains security yet facilitates research and quality control. This approach provides a convenient platform for researchers across institutions to evaluate and analyze shared video data. We have applied this methodology for quality control, confirmation of diagnoses, validation of rating scales, and implementation of new research projects. We believe our system can be a model for similar projects that require access to common video resources. Copyright © 2015 Elsevier Ltd. All rights reserved.

  7. 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…

  8. [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.

  9. 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...

  10. 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

  11. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  12. Content-based retrieval in videos from laparoscopic surgery

    Science.gov (United States)

    Schoeffmann, Klaus; Beecks, Christian; Lux, Mathias; Uysal, Merih Seran; Seidl, Thomas

    2016-03-01

    In the field of medical endoscopy more and more surgeons are changing over to record and store videos of their endoscopic procedures for long-term archival. These endoscopic videos are a good source of information for explanations to patients and follow-up operations. As the endoscope is the "eye of the surgeon", the video shows the same information the surgeon has seen during the operation, and can describe the situation inside the patient much more precisely than an operation report would do. Recorded endoscopic videos can also be used for training young surgeons and in some countries the long-term archival of video recordings from endoscopic procedures is even enforced by law. A major challenge, however, is to efficiently access these very large video archives for later purposes. One problem, for example, is to locate specific images in the videos that show important situations, which are additionally captured as static images during the procedure. This work addresses this problem and focuses on contentbased video retrieval in data from laparoscopic surgery. We propose to use feature signatures, which can appropriately and concisely describe the content of laparoscopic images, and show that by using this content descriptor with an appropriate metric, we are able to efficiently perform content-based retrieval in laparoscopic videos. In a dataset with 600 captured static images from 33 hours recordings, we are able to find the correct video segment for more than 88% of these images.

  13. Violence in teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  14. 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…

  15. Dual-Layer Video Encryption using RSA Algorithm

    Science.gov (United States)

    Chadha, Aman; Mallik, Sushmit; Chadha, Ankit; Johar, Ravdeep; Mani Roja, M.

    2015-04-01

    This paper proposes a video encryption algorithm using RSA and Pseudo Noise (PN) sequence, aimed at applications requiring sensitive video information transfers. The system is primarily designed to work with files encoded using the Audio Video Interleaved (AVI) codec, although it can be easily ported for use with Moving Picture Experts Group (MPEG) encoded files. The audio and video components of the source separately undergo two layers of encryption to ensure a reasonable level of security. Encryption of the video component involves applying the RSA algorithm followed by the PN-based encryption. Similarly, the audio component is first encrypted using PN and further subjected to encryption using the Discrete Cosine Transform. Combining these techniques, an efficient system, invulnerable to security breaches and attacks with favorable values of parameters such as encryption/decryption speed, encryption/decryption ratio and visual degradation; has been put forth. For applications requiring encryption of sensitive data wherein stringent security requirements are of prime concern, the system is found to yield negligible similarities in visual perception between the original and the encrypted video sequence. For applications wherein visual similarity is not of major concern, we limit the encryption task to a single level of encryption which is accomplished by using RSA, thereby quickening the encryption process. Although some similarity between the original and encrypted video is observed in this case, it is not enough to comprehend the happenings in the video.

  16. 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.

  17. 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 ...

  18. The influence of sexual music videos on adolescents' misogynistic beliefs: the role of video content, gender, and affective engagement

    NARCIS (Netherlands)

    van Oosten, J.M.F.; Peter, J.; Valkenburg, P.M.

    2015-01-01

    Research on how sexual music videos affect beliefs related to sexual aggression is rare and has not differentiated between the effects of music videos by male and female artists. Moreover, little is known about the affective processes that underlie the effects of sexual music videos. Using data from

  19. Wavelet-based audio embedding and audio/video compression

    Science.gov (United States)

    Mendenhall, Michael J.; Claypoole, Roger L., Jr.

    2001-12-01

    Watermarking, traditionally used for copyright protection, is used in a new and exciting way. An efficient wavelet-based watermarking technique embeds audio information into a video signal. Several effective compression techniques are applied to compress the resulting audio/video signal in an embedded fashion. This wavelet-based compression algorithm incorporates bit-plane coding, index coding, and Huffman coding. To demonstrate the potential of this audio embedding and audio/video compression algorithm, we embed an audio signal into a video signal and then compress. Results show that overall compression rates of 15:1 can be achieved. The video signal is reconstructed with a median PSNR of nearly 33 dB. Finally, the audio signal is extracted from the compressed audio/video signal without error.

  20. 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.

  1. Quality of Experience Assessment of Video Quality in Social Clouds

    Directory of Open Access Journals (Sweden)

    Asif Ali Laghari

    2017-01-01

    Full Text Available Video sharing on social clouds is popular among the users around the world. High-Definition (HD videos have big file size so the storing in cloud storage and streaming of videos with high quality from cloud to the client are a big problem for service providers. Social clouds compress the videos to save storage and stream over slow networks to provide quality of service (QoS. Compression of video decreases the quality compared to original video and parameters are changed during the online play as well as after download. Degradation of video quality due to compression decreases the quality of experience (QoE level of end users. To assess the QoE of video compression, we conducted subjective (QoE experiments by uploading, sharing, and playing videos from social clouds. Three popular social clouds, Facebook, Tumblr, and Twitter, were selected to upload and play videos online for users. The QoE was recorded by using questionnaire given to users to provide their experience about the video quality they perceive. Results show that Facebook and Twitter compressed HD videos more as compared to other clouds. However, Facebook gives a better quality of compressed videos compared to Twitter. Therefore, users assigned low ratings for Twitter for online video quality compared to Tumblr that provided high-quality online play of videos with less compression.

  2. 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

  3. 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…

  4. 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…

  5. 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

  6. Student’s Video Production as Formative Assessment

    Directory of Open Access Journals (Sweden)

    Eduardo Gama

    2017-04-01

    Full Text Available Learning assessments are subject of discussion both in their theoretical and practical approaches. The process of measuring learning in physics by high school students, either qualitatively or quantitatively, is one in which it should be possible to identify not only the concepts and contents students failed to achieve but also the reasons for the failure. We propose that students’ video production offers a very effective formative assessment tool to teachers: as a formative assessment, it produces information that allows the understanding of where and when the learning process succeeded or failed, of identifying, as a subject or as a group, the deficiencies or misunderstandings related to the theme under analysis and their interpretation by students, and it provides also a different kind of assessment, related to some other life skills, such as ability to carry on a project till its conclusion and to work cooperatively. In this paper, we describe the use of videos produced by high school students as an assessment resource. The students were asked to prepare a short video, which was then presented to the whole group and discussed. The videos reveal aspects of students’ difficulties that usually do not appear in formal assessments such as tests and questionnaires. After the use of the videos as a component of classroom assessments and the use of the discussions to rethink learning activities in the group, the videos were analysed and classified in various categories. This analysis showed a strong correlation between the technical quality of the video and the content quality of the students’ argumentation. Also, it was shown that the students do not prepare their video based on quick and easy production; they usually choose forms of video production that require careful planning and implementation, and this reflects directly on the overall quality of the video and of the learning process.

  7. Statistical conditional sampling for variable-resolution video compression.

    Directory of Open Access Journals (Sweden)

    Alexander Wong

    Full Text Available In this study, we investigate a variable-resolution approach to video compression based on Conditional Random Field and statistical conditional sampling in order to further improve compression rate while maintaining high-quality video. In the proposed approach, representative key-frames within a video shot are identified and stored at full resolution. The remaining frames within the video shot are stored and compressed at a reduced resolution. At the decompression stage, a region-based dictionary is constructed from the key-frames and used to restore the reduced resolution frames to the original resolution via statistical conditional sampling. The sampling approach is based on the conditional probability of the CRF modeling by use of the constructed dictionary. Experimental results show that the proposed variable-resolution approach via statistical conditional sampling has potential for improving compression rates when compared to compressing the video at full resolution, while achieving higher video quality when compared to compressing the video at reduced resolution.

  8. Video as a Medium for Learning and Teaching

    CERN Document Server

    CERN. Geneva

    2017-01-01

    Videos play an important role in today's digital era. According to Cisco®, video (business and consumer combined) was  59% of the total Internet traffic in 2014. Video is permeating our educational institutions, transforming the way we teach, learn, study, communicate and work (Kaltura Report 2015). But are videos always the best choice? In this lecture we examine the benefits of the use of video in learning as well as its limits.Tips on how to minimize those limits will be explained.Example short videos that demonstrate success (or not) stories will be shown.Finally, guidelines for making good videos for education will be given. NB! All Academic Training lectures are recorded but not webcasted. The recording will be linked from this event and the CDS Academic Training collection. Participation is free. No registration needed. Bio: Pedro de Freitas has realized a MSc in learning & teaching technologies and MSc in Psychology in the University of Geneva. His thesis subject ...

  9. 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 ...

  10. Motion video analysis using planar parallax

    Science.gov (United States)

    Sawhney, Harpreet S.

    1994-04-01

    Motion and structure analysis in video sequences can lead to efficient descriptions of objects and their motions. Interesting events in videos can be detected using such an analysis--for instance independent object motion when the camera itself is moving, figure-ground segregation based on the saliency of a structure compared to its surroundings. In this paper we present a method for 3D motion and structure analysis that uses a planar surface in the environment as a reference coordinate system to describe a video sequence. The motion in the video sequence is described as the motion of the reference plane, and the parallax motion of all the non-planar components of the scene. It is shown how this method simplifies the otherwise hard general 3D motion analysis problem. In addition, a natural coordinate system in the environment is used to describe the scene which can simplify motion based segmentation. This work is a part of an ongoing effort in our group towards video annotation and analysis for indexing and retrieval. Results from a demonstration system being developed are presented.

  11. Helping Video Games Rewire "Our Minds"

    Science.gov (United States)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  12. Film grain noise modeling in advanced video coding

    Science.gov (United States)

    Oh, Byung Tae; Kuo, C.-C. Jay; Sun, Shijun; Lei, Shawmin

    2007-01-01

    A new technique for film grain noise extraction, modeling and synthesis is proposed and applied to the coding of high definition video in this work. The film grain noise is viewed as a part of artistic presentation by people in the movie industry. On one hand, since the film grain noise can boost the natural appearance of pictures in high definition video, it should be preserved in high-fidelity video processing systems. On the other hand, video coding with film grain noise is expensive. It is desirable to extract film grain noise from the input video as a pre-processing step at the encoder and re-synthesize the film grain noise and add it back to the decoded video as a post-processing step at the decoder. Under this framework, the coding gain of the denoised video is higher while the quality of the final reconstructed video can still be well preserved. Following this idea, we present a method to remove film grain noise from image/video without distorting its original content. Besides, we describe a parametric model containing a small set of parameters to represent the extracted film grain noise. The proposed model generates the film grain noise that is close to the real one in terms of power spectral density and cross-channel spectral correlation. Experimental results are shown to demonstrate the efficiency of the proposed scheme.

  13. 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…

  14. Video performance for high security applications

    International Nuclear Information System (INIS)

    Connell, Jack C.; Norman, Bradley C.

    2010-01-01

    The complexity of physical protection systems has increased to address modern threats to national security and emerging commercial technologies. A key element of modern physical protection systems is the data presented to the human operator used for rapid determination of the cause of an alarm, whether false (e.g., caused by an animal, debris, etc.) or real (e.g., a human adversary). Alarm assessment, the human validation of a sensor alarm, primarily relies on imaging technologies and video systems. Developing measures of effectiveness (MOE) that drive the design or evaluation of a video system or technology becomes a challenge, given the subjectivity of the application (e.g., alarm assessment). Sandia National Laboratories has conducted empirical analysis using field test data and mathematical models such as binomial distribution and Johnson target transfer functions to develop MOEs for video system technologies. Depending on the technology, the task of the security operator and the distance to the target, the Probability of Assessment (PAs) can be determined as a function of a variety of conditions or assumptions. PAs used as an MOE allows the systems engineer to conduct trade studies, make informed design decisions, or evaluate new higher-risk technologies. This paper outlines general video system design trade-offs, discusses ways video can be used to increase system performance and lists MOEs for video systems used in subjective applications such as alarm assessment.

  15. Playing Action Video Games Improves Visuomotor Control.

    Science.gov (United States)

    Li, Li; Chen, Rongrong; Chen, Jing

    2016-08-01

    Can playing action video games improve visuomotor control? If so, can these games be used in training people to perform daily visuomotor-control tasks, such as driving? We found that action gamers have better lane-keeping and visuomotor-control skills than do non-action gamers. We then trained non-action gamers with action or nonaction video games. After they played a driving or first-person-shooter video game for 5 or 10 hr, their visuomotor control improved significantly. In contrast, non-action gamers showed no such improvement after they played a nonaction video game. Our model-driven analysis revealed that although different action video games have different effects on the sensorimotor system underlying visuomotor control, action gaming in general improves the responsiveness of the sensorimotor system to input error signals. The findings support a causal link between action gaming (for as little as 5 hr) and enhancement in visuomotor control, and suggest that action video games can be beneficial training tools for driving. © The Author(s) 2016.

  16. MovieRemix: Having Fun Playing with Videos

    Directory of Open Access Journals (Sweden)

    Nicola Dusi

    2011-01-01

    scenario. Known as remix or video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.

  17. Knowledge-based approach to video content classification

    Science.gov (United States)

    Chen, Yu; Wong, Edward K.

    2001-01-01

    A framework for video content classification using a knowledge-based approach is herein proposed. This approach is motivated by the fact that videos are rich in semantic contents, which can best be interpreted and analyzed by human experts. We demonstrate the concept by implementing a prototype video classification system using the rule-based programming language CLIPS 6.05. Knowledge for video classification is encoded as a set of rules in the rule base. The left-hand-sides of rules contain high level and low level features, while the right-hand-sides of rules contain intermediate results or conclusions. Our current implementation includes features computed from motion, color, and text extracted from video frames. Our current rule set allows us to classify input video into one of five classes: news, weather, reporting, commercial, basketball and football. We use MYCIN's inexact reasoning method for combining evidences, and to handle the uncertainties in the features and in the classification results. We obtained good results in a preliminary experiment, and it demonstrated the validity of the proposed approach.

  18. No-Reference Video Quality Assessment using MPEG Analysis

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari

    2013-01-01

    We present a method for No-Reference (NR) Video Quality Assessment (VQA) for decoded video without access to the bitstream. This is achieved by extracting and pooling features from a NR image quality assessment method used frame by frame. We also present methods to identify the video coding...... and estimate the video coding parameters for MPEG-2 and H.264/AVC which can be used to improve the VQA. The analysis differs from most other video coding analysis methods since it is without access to the bitstream. The results show that our proposed method is competitive with other recent NR VQA methods...

  19. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    OpenAIRE

    Héctor Alejandro Galvis Guerrero

    2011-01-01

    This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the poss...

  20. 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…