WorldWideScience

Sample records for media video windows

  1. Interactive floating windows: a new technique for stereoscopic video games

    Science.gov (United States)

    Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill

    2012-03-01

    The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.

  2. Video media-induced aggressiveness in children.

    Science.gov (United States)

    Cardwell, Michael Steven

    2013-09-01

    Transmission of aggressive behaviors to children through modeling by adults has long been a commonly held psychological concept; however, with the advent of technological innovations during the last 30 years, video media-television, movies, video games, and the Internet-has become the primary model for transmitting aggressiveness to children. This review explores the acquisition of aggressive behaviors by children through modeling behaviors in violent video media. The impact of aggressive behaviors on the child, the family, and society is addressed. Suggestive action plans to curb this societal ill are presented.

  3. 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.

  4. Pengaruh penggunaan media video dan gambar terhadap keterampilan menulis kelas V

    Directory of Open Access Journals (Sweden)

    Dian Mariya Ulfah

    2017-01-01

    Full Text Available Penelitian ini bertujuan untuk mengetahui (1 pengaruh media video terhadap keterampilan menulis kembali isi cerita siswa kelas V SD pada pembelajaran bahasa Indonesia; (2 pengaruh media gambar terhadap keterampilan menulis kembali isi cerita siswa kelas V SD pada pembelajaran bahasa Indonesia; dan (3 perbedaan pengaruh media video dan gambar terhadap keterampilan menulis kembali isi cerita kelas V SD pada pembelajaran bahasa Indonesia. Jenis penelitian yang digunakan yaitu quasi eksperimen, sedangkan desainnya randomized control-group pretestt-posttestt. Populasi penelitian seluruh siswa kelas V SDN Se-gugus V Kasihan-Bantul, pengambilan sampel dilakukan secara random sampling. Variabel penelitian terdiri dari variabel bebas dan variabel terikat. Teknik pengumpulan data berupa pelaksanan tes unjuk kerja. Instrumen penilaian menulis diukur dengan uji validitas isi dan uji reliabilitas inter-rater. Hasil penelitian menunjukkan bahwa (a media video berpengaruh positif dan signifikan terhadap keterampilan menulis dengan taraf signifikan 0,000 < 0,05; (b media gambar berpengaruh positif dan signifikan terhadap keterampilan menulis dengan taraf signifikan 0,022 < 0,05; dan (c terdapat perbedaan pengaruh media video dan gambar yang signifikan terhadap keterampilan menulis dengan taraf signifikan 0,043 < 0,05. Kata Kunci: media video, media gambar, keterampilan menulis kembali isi cerita   The effectiveness of implementing video and picture media ofwriting skills in fifth grade students of Elementary School Abstract The purpose of this study are to find out (1 the effect of video on writing skills in fifth grade students of Elementary School in Indonesian learning, (2 the of picture series on writing skills in fifth grade students of Elementary School in Indonesian learning, (3 the differences of  video and picture series on writing skills in fifth grade students of Elementary School in Indonesian learning. This study used quasi experimental

  5. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    Science.gov (United States)

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  6. Reading while Watching Video: The Effect of Video Content on Reading Comprehension and Media Multitasking Ability

    Science.gov (United States)

    Lin, Lin; Lee, Jennifer; Robertson, Tip

    2011-01-01

    Media multitasking, or engaging in multiple media and tasks simultaneously, is becoming an increasingly popular phenomenon with the development and engagement in social media. This study examines to what extent video content affects students' reading comprehension in media multitasking environments. One hundred and thirty university students were…

  7. Video diaries on social media: Creating online communities for geoscience research and education

    Science.gov (United States)

    Tong, V.

    2013-12-01

    Making video clips is an engaging way to learn and teach geoscience. As smartphones become increasingly common, it is relatively straightforward for students to produce ';video diaries' by recording their research and learning experience over the course of a science module. Instead of keeping the video diaries for themselves, students may use the social media such as Facebook for sharing their experience and thoughts. There are some potential benefits to link video diaries and social media in pedagogical contexts. For example, online comments on video clips offer useful feedback and learning materials to the students. Students also have the opportunity to engage in geoscience outreach by producing authentic scientific contents at the same time. A video diary project was conducted to test the pedagogical potential of using video diaries on social media in the context of geoscience outreach, undergraduate research and teaching. This project formed part of a problem-based learning module in field geophysics at an archaeological site in the UK. The project involved i) the students posting video clips about their research and problem-based learning in the field on a daily basis; and ii) the lecturer building an online outreach community with partner institutions. In this contribution, I will discuss the implementation of the project and critically evaluate the pedagogical potential of video diaries on social media. My discussion will focus on the following: 1) Effectiveness of video diaries on social media; 2) Student-centered approach of producing geoscience video diaries as part of their research and problem-based learning; 3) Learning, teaching and assessment based on video clips and related commentaries posted on Facebook; and 4) Challenges in creating and promoting online communities for geoscience outreach through the use of video diaries. I will compare the outcomes from this study with those from other pedagogical projects with video clips on geoscience, and

  8. The MediaMill TRECVID 2012 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; Habibian, A.; Kordumova, S.; Li, Z.; Mazloom, M.; Pintea, S.L.; Tao, R.; Koelma, D.C.; Smeulders, A.W.M.

    2012-01-01

    In this paper we describe our TRECVID 2012 video retrieval experiments. The MediaMill team participated in four tasks: semantic indexing, multimedia event detection, multimedia event recounting and instance search. The starting point for the MediaMill detection approach is our top-performing

  9. The MediaMill TRECVID 2010 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; de Rooij, O.; Huurnink, B.; Gavves, E.; Odijk, D.; de Rijke, M.; Gevers, T.; Worring, M.; Koelma, D.C.; Smeulders, A.W.M.

    2010-01-01

    In this paper we describe our TRECVID 2010 video retrieval experiments. The MediaMill team participated in three tasks: semantic indexing, known-item search, and instance search. The starting point for the MediaMill concept detection approach is our top-performing bag-of-words system of TRECVID

  10. The MediaMill TRECVID 2011 semantic video search engine

    NARCIS (Netherlands)

    Snoek, C.G.M.; van de Sande, K.E.A.; Li, X.; Mazloom, M.; Jiang, Y.; Koelma, D.C.; Smeulders, A.W.M.

    2011-01-01

    In this paper we describe our TRECVID 2011 video retrieval experiments. The MediaMill team participated in two tasks: semantic indexing and multimedia event detection. The starting point for the MediaMill detection approach is our top-performing bag-of-words system of TRECVID 2010, which uses

  11. Best Practices for Learning Video Concept Detectors from Social Media Examples

    NARCIS (Netherlands)

    Kordumova, S.; Li, X.; Snoek, C.G.M.

    2015-01-01

    Learning video concept detectors from social media sources, such as Flickr images and YouTube videos, has the potential to address a wide variety of concept queries for video search. While the potential has been recognized by many, and progress on the topic has been impressive, we argue that key

  12. Medical student attitudes toward video games and related new media technologies in medical education

    Science.gov (United States)

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  13. Medical student attitudes toward video games and related new media technologies in medical education.

    Science.gov (United States)

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  14. Educational Contribution of RPG Video Games: Modern Media in Modern Education

    OpenAIRE

    Kratochvíl, Martin

    2014-01-01

    TITLE OF WORK: The Educational Contribution of RPG Video Games: Modern Media in Modern Education AUTHOR: Martin Kratochvíl KEY WORDS: video games, RPG genre, modern education, critical thinking, language learning, student's motivation DEPARTMENT: Department of English Language and Literature Charles University in Prague, Faculty of Education SUPERVISOR: Mark Robert Farrell ABSTRACT: The subject of this topic is to research the potential contribution of RPG video games in the field of modern e...

  15. Online Media Business Models: Lessons from the Video Game Sector

    OpenAIRE

    Komorowski, Marlen; Delaere, Simon

    2016-01-01

    Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, thi...

  16. Using Videos To Teach Mass Media and Society from a Critical Perspective.

    Science.gov (United States)

    King, Donna Lee

    2000-01-01

    Explores using videos to teach mass media and society from a critical sociological perspective. Discusses the content of the course from focusing on analysis of corporate capitalism and media producers to analyzing popular media texts on gender, race, the working class, and sexuality. Addresses the evaluation of the course. (CMK)

  17. Improving Tactical Psyop Video Dissemination in Media-Austere Operating Environments

    National Research Council Canada - National Science Library

    Tulak, Arthur

    2004-01-01

    .... Recent operations demonstrate the requirement for video PSYOP in media-austere environments where the target audience lacks access to television, due to poverty, or lack of supporting infrastructure...

  18. Wide-Range Motion Estimation Architecture with Dual Search Windows for High Resolution Video Coding

    Science.gov (United States)

    Dung, Lan-Rong; Lin, Meng-Chun

    This paper presents a memory-efficient motion estimation (ME) technique for high-resolution video compression. The main objective is to reduce the external memory access, especially for limited local memory resource. The reduction of memory access can successfully save the notorious power consumption. The key to reduce the memory accesses is based on center-biased algorithm in that the center-biased algorithm performs the motion vector (MV) searching with the minimum search data. While considering the data reusability, the proposed dual-search-windowing (DSW) approaches use the secondary windowing as an option per searching necessity. By doing so, the loading of search windows can be alleviated and hence reduce the required external memory bandwidth. The proposed techniques can save up to 81% of external memory bandwidth and require only 135 MBytes/sec, while the quality degradation is less than 0.2dB for 720p HDTV clips coded at 8Mbits/sec.

  19. A System for Multimodal Interaction with Kinect-Enabled Virtual Windows

    Directory of Open Access Journals (Sweden)

    Ana M. Bernardos

    2015-11-01

    Full Text Available Commercial off-the-shelf gaming devices (e.g. such as Kinect are demonstrating to have a great potential beyond their initial service purpose. In particular, when integrated within the environment or as part of smart objects, peripheral COTS for gaming may facilitate the definition of novel interaction methods, particularly applicable to smart spaces service concepts. In this direction, this paper describes a system prototype that makes possible to deliver multimodal interaction with the media contents in a Virtual Window. Using a Kinect device, the Interactive Window itself adjusts the video clipping to the real time perspective of the user – who can freely move within the sensor coverage are. On the clipped video, the user is able to select objects by pointing at meaningful image sections and to initiate actions related to them. Voice orders may also complete the interaction when necessary. Although implemented for smart spaces, the service concept can also be applied to learning, remote control processes or teleconference.

  20. Consumer Response to Social Media and Online Video Advertising

    NARCIS (Netherlands)

    G. Liberali (Gui); G.L. Urban (Glen); C. Tucker (Catherine); Y. Bart (Yakov)

    2016-01-01

    textabstractThis paper investigates the effectiveness of social media advertising and online video advertising using three large-scale controlled field experiments in the U.S., China and the Netherlands. The study was implemented using a technological approach that allows researchers to combine

  1. Medical student attitudes toward video games and related new media technologies in medical education

    Directory of Open Access Journals (Sweden)

    Kron Frederick W

    2010-06-01

    Full Text Available Abstract Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1 demographic characteristics; 2 differences between the two universities; 3 how video game play differs across gender, age, degree program and familiarity with computers; and 4 characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%. Respondents liked the idea of using technology to enhance healthcare education (98%, felt that education should make better use of new media technologies (96%, and believed that video games can have educational value (80%. A majority (77% would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%, and if they helped to develop skill in patient interactions (90%. However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly

  2. VIDEO GAME SEBAGAI MEDIA PEMBELAJARAN SEJARAH (Suatu Alternatif dalam Menyelenggarakan Pembelajaran Sejarah

    Directory of Open Access Journals (Sweden)

    Johan Wahyudhi

    2014-12-01

    Full Text Available This article describes an alternative teaching history, namely through the application of learning media in the history of video games. Education history is a lesson that can be used as a vehicle for the formation of character among the younger generation, among others by promoting the values of patriotism, nationalism civic, virtues, and human values. However, today the teaching of history has not gone well as expected. Learning history is often monotonous and boring for students. In this case, the video game is an alternative to get out of problems in learning the history. Video games are popular entertainment media in the lives of children that can be used as a medium of teaching history in a creative, fun, and effective way.

  3. Television, video game and social media use among children with ASD and typically developing siblings.

    Science.gov (United States)

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  4. Social Media Usage Combined with TV/Video Watching: Opportunities and Associated Challenges

    NARCIS (Netherlands)

    M.A. Montagud Climent (Mario); P.S. Cesar Garcia (Pablo Santiago); F. Boronat (Fernando); D. Marfil (Dani)

    2015-01-01

    htmlabstractThis paper provides an overview of the impact and opportunities provided by Social Media and other social interaction tools when watching TV/video content. The analysis has been conducted from the viewpoints of both individual and shared media experiences between remote users. On the one

  5. Identifying Unsafe Videos on Online Public Media using Real-time Crowdsourcing

    OpenAIRE

    Mridha, Sankar Kumar; Sarkar, Braznev; Chatterjee, Sujoy; Bhattacharyya, Malay

    2017-01-01

    Due to the significant growth of social networking and human activities through the web in recent years, attention to analyzing big data using real-time crowdsourcing has increased. This data may appear in the form of streaming images, audio or videos. In this paper, we address the problem of deciding the appropriateness of streaming videos in public media with the help of crowdsourcing in real-time.

  6. The Ethics of Sharing Plastic Surgery Videos on Social Media: Systematic Literature Review, Ethical Analysis, and Proposed Guidelines.

    Science.gov (United States)

    Dorfman, Robert G; Vaca, Elbert E; Fine, Neil A; Schierle, Clark F

    2017-10-01

    Recent videos shared by plastic surgeons on social media applications such as Snapchat, Instagram, and YouTube, among others, have blurred the line between entertainment and patient care. This has left many in the plastic surgery community calling for the development of more structured oversight and guidance regarding video sharing on social media. To date, no official guidelines exist for plastic surgeons to follow. Little is known about the ethical implications of social media use by plastic surgeons, especially with regard to video sharing. A systematic review of the literature on social media use in plastic surgery was performed on October 31, 2016, with an emphasis on ethics and professionalism. An ethical analysis was conducted using the four principles of medical ethics. The initial search yielded 87 articles. Thirty-four articles were included for analyses that were found to be relevant to the use of social media in plastic surgery. No peer-reviewed articles were found that mentioned Snapchat or addressed the ethical implications of sharing live videos of plastic surgery on social media. Using the four principles of medical ethics, it was determined that significant ethical concerns exist with broadcasting these videos. This analysis fills an important gap in the plastic surgery literature by addressing the ethical issues concerning live surgery broadcasts on social media. Plastic surgeons may use the guidelines proposed here to avoid potential pitfalls.

  7. Youth access, creation, and content of smokeless tobacco ("dip") videos in social media.

    Science.gov (United States)

    Seidenberg, Andrew B; Rodgers, Elizabeth J; Rees, Vaughan W; Connolly, Gregory N

    2012-04-01

    Smokeless tobacco (SLT) use among white adolescent males has increased in recent years, and prevalence of SLT use among adolescent males exceeds that for smoking in several U.S. states. Recent reports have described the presence of cigarette-related content on social media Web sites popular among youth; however, little has been reported on SLT content. The YouTube video search engine was searched for the popular SLT brand Skoal, and the first 50 search results were downloaded. Video statistics data were collected for and content analysis was performed on all videos featuring smokeless use (82%). Access to SLT YouTube videos by youth was also determined by assessing whether YouTube permits youth viewing and creation of SLT videos. Mean number of views for videos analyzed was 15,422, and the most watched video had 124,276 views. Descriptions of SLT flavor/smell and social references/interactions were found in 48.8% and 63.4% of videos, respectively. By contrast, references to drug (nicotine) effects (12.2%) and public health messaging (9.8%) were less common. None of the SLT videos in the sample had restrictions that would block youth viewing. In addition, evidence of self-identified youth creating SLT videos was found for 13% of unique users in the sample. YouTube does not restrict youth from creating or viewing "dip videos." Proactive efforts are needed to ensure that YouTube and other online media do not become influential vehicles for tobacco promotion to youth. Copyright © 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  8. How Blogs, Social Media, and Video Games Improve Education

    Science.gov (United States)

    West, Darrell M.

    2012-01-01

    The appearance of collaboration tools such as blogs, wikis, social media, and video games has altered the way individuals and organizations relate to one another. There is no longer any need to wait on professionals to share material and report on new developments. Today, people communicate directly in an unmediated and unfiltered manner. These…

  9. Using Video in Urban Elementary Professional Development to Support Digital Media Arts Integration

    Science.gov (United States)

    Woodard, Rebecca; Machado, Emily

    2017-01-01

    Using ethnographic methods, this article looks closely at how a team of first-grade teachers and digital media artists in an urban elementary school used video in innovative ways during professional development over the course of one year. Extending a body of literature that primarily documents how video can be used as a tool in professional…

  10. Publicación de materiales audiovisuales a través de un servidor de video-streaming Publication of audio-visual materials through a streaming video server

    Directory of Open Access Journals (Sweden)

    Acevedo Clavijo Edwin Jovanny

    2010-07-01

    Full Text Available Esta propuesta tiene como objetivo estudiar varias alternativas de servidores Streaming para determinar la mejor herramienta para el desarrollo de la publicación de material audiovisual educativo. Se evaluaron las plataformas más utilizadas teniendo en cuenta sus características y beneficios que tiene cada servidor entre las los cuales están: Hélix Universal Server, Windows Media Server de Microsoft, Peer Cast y Darwin Server. implementando un servidor con mayores capacidades y beneficios para la publicación de videos con fines académicos a través de la intranet de la Universidad Cooperativa de Colombia seccional Barrancabermeja This proposal has as an principal objective to study different alternatives for streaming servers to determine the best tool in the project’s development. Platforms most used were evaluated features and benefits in each served such as: Helix Universal Server, Microsoft Windows Media Server, Peer Cast and Darwin Server. Implementing a server with more capabilities and benefits for the publication of videos for academic purposes through the intranet of the Cooperative University of Colombia Barrancabermeja’s sectional

  11. Sexually Explicit Media on the Internet: A Content Analysis of Sexual Behaviors, Risk, and Media Characteristics in Gay Male Adult Videos

    OpenAIRE

    Downing, Martin J.; Schrimshaw, Eric W.; Antebi, Nadav; Siegel, Karolynn

    2013-01-01

    Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men (MSM). Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex perfor...

  12. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    Directory of Open Access Journals (Sweden)

    Saskia Y. M. Mérelle

    2017-02-01

    Full Text Available Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the health-related problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. Method: A cross-sectional analysis was performed on data collected by two Municipal Health Services in the Netherlands in 2013-2014. In this survey among youth, 21,053 students from secondary schools (mean age 14.4 years completed a web-based questionnaire. Multivariate analyses were carried out to assess the strength of the associations between mental health problems, life-events, lifestyle and substance use as independent variables, and problematic video-gaming and problematic social media use as dependent variables. Results: Of the participating students, 5.7% reported problematic video-gaming and 9.1% problematic social media use. Problematic video-gaming was most strongly associated with conduct problems, suicidal thoughts (all medium effect sizes, OR ≥2, p<0.01, sedentary behavior (large effect size, OR ≥3, p<0.01, and male gender (large effect size. Problematic social media use was highly associated with conduct problems, hyperactivity and sedentary behavior (all medium effect sizes. Additionally, female gender and non-Western ethnicity were relevant demographics (large and medium effect size. Conclusions: Most mental health problems were consistently associated with both problematic video-gaming and problematic social media use, though associations were only practically relevant for conduct problems (both groups, suicidal thoughts (problematic video-gaming and hyperactivity (problematic social media use. This study also highlights sedentary behavior as health risk as it

  13. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media.

    Science.gov (United States)

    Copenhaver, Allen; Ferguson, Christopher J

    For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.

  14. Scalable and Media Aware Adaptive Video Streaming over Wireless Networks

    Directory of Open Access Journals (Sweden)

    Béatrice Pesquet-Popescu

    2008-07-01

    Full Text Available This paper proposes an advanced video streaming system based on scalable video coding in order to optimize resource utilization in wireless networks with retransmission mechanisms at radio protocol level. The key component of this system is a packet scheduling algorithm which operates on the different substreams of a main scalable video stream and which is implemented in a so-called media aware network element. The concerned type of transport channel is a dedicated channel subject to parameters (bitrate, loss rate variations on the long run. Moreover, we propose a combined scalability approach in which common temporal and SNR scalability features can be used jointly with a partitioning of the image into regions of interest. Simulation results show that our approach provides substantial quality gain compared to classical packet transmission methods and they demonstrate how ROI coding combined with SNR scalability allows to improve again the visual quality.

  15. Media/Visual Literacy Art Education: Sexism in Hip-Hop Music Videos

    Science.gov (United States)

    Chung, Sheng Kuan

    2007-01-01

    Media programs like hip-hop music videos are powerful aesthetic agents that inspire teenagers. Thus, they have tremendous influence on young people's identity formation, lifestyle choices, and knowledge construction which are manifested in the ways teens dress, express themselves, behave, and interact with each other. However, because of the…

  16. Testing Video and Social Media for Engaging Users of the U.S. Climate Resilience Toolkit

    Science.gov (United States)

    Green, C. J.; Gardiner, N.; Niepold, F., III; Esposito, C.

    2015-12-01

    We developed a custom video production stye and a method for analyzing social media behavior so that we may deliberately build and track audience growth for decision-support tools and case studies within the U.S. Climate Resilience Toolkit. The new style of video focuses quickly on decision processes; its 30s format is well-suited for deployment through social media. We measured both traffic and engagement with video using Google Analytics. Each video included an embedded tag, allowing us to measure viewers' behavior: whether or not they entered the toolkit website; the duration of their session on the website; and the number pages they visited in that session. Results showed that video promotion was more effective on Facebook than Twitter. Facebook links generated twice the number of visits to the toolkit. Videos also increased Facebook interaction overall. Because most Facebook users are return visitors, this campaign did not substantially draw new site visitors. We continue to research and apply these methods in a targeted engagement and outreach campaign that utilizes the theory of social diffusion and social influence strategies to grow our audience of "influential" decision-makers and people within their social networks. Our goal is to increase access and use of the U.S. Climate Resilience Toolkit.

  17. Video Inspired the Radio Star: Interdisciplinary Projects for Media Arts and Music

    Science.gov (United States)

    Giebelhausen, Robin

    2017-01-01

    Interdisciplinary arts education in music has often included connective lines toward drama, dance, and visual arts. This article will suggest five different projects that could be used to link music to video in order to develop media arts and music interdisciplinary connections.

  18. Windows registry forensics advanced digital forensic analysis of the Windows registry

    CERN Document Server

    Carvey, Harlan

    2011-01-01

    Harlan Carvey brings readers an advanced book on Windows Registry - the most difficult part of Windows to analyze in forensics! Windows Registry Forensics provides the background of the Registry to help develop an understanding of the binary structure of Registry hive files. Approaches to live response and analysis are included, and tools and techniques for postmortem analysis are discussed at length. Tools and techniques will be presented that take the analyst beyond the current use of viewers and into real analysis of data contained in the Registry. This book also has a DVD containing tools, instructions and videos.

  19. Nursing students' attitudes toward video games and related new media technologies.

    Science.gov (United States)

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  20. SWCD: a sliding window and self-regulated learning-based background updating method for change detection in videos

    Science.gov (United States)

    Işık, Şahin; Özkan, Kemal; Günal, Serkan; Gerek, Ömer Nezih

    2018-03-01

    Change detection with background subtraction process remains to be an unresolved issue and attracts research interest due to challenges encountered on static and dynamic scenes. The key challenge is about how to update dynamically changing backgrounds from frames with an adaptive and self-regulated feedback mechanism. In order to achieve this, we present an effective change detection algorithm for pixelwise changes. A sliding window approach combined with dynamic control of update parameters is introduced for updating background frames, which we called sliding window-based change detection. Comprehensive experiments on related test videos show that the integrated algorithm yields good objective and subjective performance by overcoming illumination variations, camera jitters, and intermittent object motions. It is argued that the obtained method makes a fair alternative in most types of foreground extraction scenarios; unlike case-specific methods, which normally fail for their nonconsidered scenarios.

  1. Therapists? Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    OpenAIRE

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, HF Machiel

    2015-01-01

    Background The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians? perspectives regarding technology adoption by their clients. Objective The objective of our study was to explore therapists? perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these...

  2. MediaMill: Video Search using a Thesaurus of 500 Machine Learned Concepts

    NARCIS (Netherlands)

    Snoek, C.G.M.; Worring, M.; Huurnink, B.; van Gemert, J.C.; van de Sande, K.E.A.; Koelma, D.C.; de Rooij, O.

    2006-01-01

    In this technical demonstration we showcase the current version of the MediaMill system, a search engine that facilitates access to news video archives at a semantic level. The core of the system is a thesaurus of 500 automatically detected semantic concepts. To handle such a large thesaurus in

  3. The music video in an environment of media convergence: regimes of meaning and interaction

    Directory of Open Access Journals (Sweden)

    Ana Sílvia Lopes Davi Médola

    2014-01-01

    Full Text Available The article discusses the changes in the relations between communicationand forms of consumption of the video formats guided by new interactivecontent and enabled by the digital technologies of contemporary medias. In light of sociosemiotics by Eric Landowski, regimes of meaning and interaction in the fruition process present in the music video The Time/Dirty Bit, of Black Eyed Peas, and the respective application for mobile devices BEP 360 are discussed.

  4. Windows 8 tweaks

    CERN Document Server

    Sinchak, Steve

    2013-01-01

    Acres of Windows 8 tweaks from a Microsoft MVP and creator of Tweaks.com! From a Microsoft MVP, who is also the savvy creator of Tweaks.com, comes this ultimate collection of Windows 8 workarounds. Steve Sinchak takes you way beyond default system settings, deep under the hood of Windows 8, down to the hidden gems that let you customize your Windows 8 system like you wouldn't believe. From helping you customize the appearance to setting up home networking, sharing media, and squeezing every ounce of performance out of the OS, this book delivers. Get ready to rock and roll with Wind

  5. Backup in Windows 8

    CERN Document Server

    Steps, Studio Visual

    2014-01-01

    Creating backups (or safety copies) of files has become increasingly important for many computer users. A growing number of people save important and vital information on their computer. Often this will be business, tax or financial information, but it also can include photos and videos. Nowadays, lots of fond memories and unforgettable moments are recorded onto digital media with photo and video cameras. A few years ago backups were usually created on storage media such as floppy disks, CDs, or DVDs. These types of storage media had one major disadvantage, in that you could only store a s

  6. Backup in Windows 7

    CERN Document Server

    2014-01-01

    Creating backups (or safety copies) of files has become increasingly important for many computer users. A growing number of people save important and vital information on their computer. Often this will be business, tax or financial information, but it also can include photos and videos. Nowadays, lots of fond memories and unforgettable moments are recorded onto digital media with photo and video cameras. A few years ago backups were usually created on storage media such as floppy disks, CDs, or DVDs. These types of storage media had one major disadvantage, in that you could only store a s

  7. Big Data Analytics: Challenges And Applications For Text, Audio, Video, And Social Media Data

    OpenAIRE

    Jai Prakash Verma; Smita Agrawal; Bankim Patel; Atul Patel

    2016-01-01

    All types of machine automated systems are generating large amount of data in different forms like statistical, text, audio, video, sensor, and bio-metric data that emerges the term Big Data. In this paper we are discussing issues, challenges, and application of these types of Big Data with the consideration of big data dimensions. Here we are discussing social media data analytics, content based analytics, text data analytics, audio, and video data analytics their issues and expected applica...

  8. Consumer Education Resources Catalog. 16mm Films, Multi Media Kits, Video Cassettes, Simulations & Games, Printed Material.

    Science.gov (United States)

    Jones, Sandra; Bannister, Rosella

    This catalog lists teaching-learning resources available for preview at the Michigan Consumer Education Center. A subject index to multi-media identifies titles of films, video casettes, multi-media kits, and games under seven specific subjects. These are (1) Factors Affecting Consumer Behavior, (2) Money Management and Credit, (3) Buying and…

  9. Alzheimer's Disease in Social Media: Content Analysis of YouTube Videos.

    Science.gov (United States)

    Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B

    2017-10-19

    and viewers' interests. YouTube videos on AD could be beneficial if the messages delivered meet users' needs and provide mobilizing information for further resources. Study findings will be useful to government agencies, researchers, nonprofit organizations that promote information about AD, and those responsible for social media to provide useful and accurate health information for the public. ©Weizhou Tang, Kate Olscamp, Seul Ki Choi, Daniela B Friedman. Originally published in the Interactive Journal of Medical Research (http://www.i-jmr.org/), 19.10.2017.

  10. Mediated Windows: The Use of Framing and Transparency in Designing for Presence

    Directory of Open Access Journals (Sweden)

    Charlie Gullström

    2014-07-01

    Full Text Available This paper explores the fusion of architecture and media technology that facilitates collaborative practices across spatial extensions: video-mediated spaces. The example presented is a mediated extension of the Museum of National Antiquities in Stockholm to a neighbouring park area and archaeological excavation site in 2008, referred to as a mediated window, or a glass-door. The concepts framing and transparency are used to outline the significance of windows and glazing in architecture and art. The author then considers the potential contribution of architecture in representing the passage from indoors to outdoors and designing for presence. Presence design assumes a contribution from architects to presence research, a currently diversified field, spanning media-space research, cognitive science, interaction design, ubiquitous computing, second-order cybernetics, and computer-supported collaborative work, but in which architecture and artistic practices are less represented.The paper thereby addresses the potential of an extended architectural practice, which incorporates the design of mediated spaces, and outlines presence design as a transdisciplinary practice in which presence research meets architectural design, and spatial and aesthetic conceptual tools, derived from related visual practices, may be productively applied.

  11. The Effect of the Instructional Media Based on Lecture Video and Slide Synchronization System on Statistics Learning Achievement

    Directory of Open Access Journals (Sweden)

    Partha Sindu I Gede

    2018-01-01

    Full Text Available The purpose of this study was to determine the effect of the use of the instructional media based on lecture video and slide synchronization system on Statistics learning achievement of the students of PTI department . The benefit of this research is to help lecturers in the instructional process i to improve student's learning achievements that lead to better students’ learning outcomes. Students can use instructional media which is created from the lecture video and slide synchronization system to support more interactive self-learning activities. Students can conduct learning activities more efficiently and conductively because synchronized lecture video and slide can assist students in the learning process. The population of this research was all students of semester VI (six majoring in Informatics Engineering Education. The sample of the research was the students of class VI B and VI D of the academic year 2016/2017. The type of research used in this study was quasi-experiment. The research design used was post test only with non equivalent control group design. The result of this research concluded that there was a significant influence in the application of learning media based on lectures video and slide synchronization system on statistics learning result on PTI department.

  12. 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.

  13. Video Lectures in E-Learning: Effects of Viewership and Media Diversity on Learning, Satisfaction, Engagement, Interest, and Future Behavioral Intention

    Science.gov (United States)

    Costley, Jamie; Lange, Christopher Henry

    2017-01-01

    Purpose: Because student viewership of video lectures serves as an important aspect of e-learning environments, video lectures should be delivered in a way that enhances the learning experience. The delivery of video lectures through diverse forms of media is a useful approach, which may have an effect on student learning, satisfaction, engagement…

  14. Windows 7 is supported at CERN

    CERN Multimedia

    IT Department

    2010-01-01

    The new version of the Windows operating system - Windows 7 - is now officially supported at CERN. Windows 7 32-bit is now the default operating system for the new computers at CERN. What’s new in Windows 7 Users of Windows XP will find many new features and options. Users of Windows Vista will feel very familiar with one major difference: higher performance and better responsiveness of the operating system. Other enhancements include: refined Aero desktop that makes it easier to navigate between your different application windows; new snapping windows that allows user to resize a window simply by dragging it to the edge of the screen and “pin” that allows grouping and arranging often accessed applications on the taskbar. Windows 7 introduces the new concept of libraries – containers for user files that have links to different local or network folders. By default, users can see four libraries: Documents, Music, Pictures and Videos. These libraries point to the cor...

  15. Digital media in the home: technical and research challenges

    Science.gov (United States)

    Ribas-Corbera, Jordi

    2005-03-01

    This article attempts to identify some of the technology and research challenges facing the digital media industry in the future. We first discuss several trends in the industry, such as the rapid growth of broadband Internet networks and the emergence of networking and media-capable devices in the home. Next, we present technical challenges that result from these trends, such as effective media interoperability in devices, and provide a brief overview of Windows Media, which is one of the technologies in the market attempting to address these challenges. Finally, given these trends and the state of the art, we argue that further research on data compression, encoder optimization, and multi-format transcoding can potentially make a significant technical and business impact in digital media. We also explore the reasons that research on related techniques such as wavelets or scalable video coding is having a relatively minor impact in today"s practical digital media systems.

  16. Alzheimer’s Disease in Social Media: Content Analysis of YouTube Videos

    Science.gov (United States)

    Tang, Weizhou; Olscamp, Kate; Friedman, Daniela B

    2017-01-01

    study highlight a potential gap between available information and viewers’ interests. YouTube videos on AD could be beneficial if the messages delivered meet users’ needs and provide mobilizing information for further resources. Study findings will be useful to government agencies, researchers, nonprofit organizations that promote information about AD, and those responsible for social media to provide useful and accurate health information for the public. PMID:29051137

  17. Windows Home Server users guide

    CERN Document Server

    Edney, Andrew

    2008-01-01

    Windows Home Server brings the idea of centralized storage, backup and computer management out of the enterprise and into the home. Windows Home Server is built for people with multiple computers at home and helps to synchronize them, keep them updated, stream media between them, and back them up centrally. Built on a similar foundation as the Microsoft server operating products, it's essentially Small Business Server for the home.This book details how to install, configure, and use Windows Home Server and explains how to connect to and manage different clients such as Windows XP, Windows Vist

  18. Teach yourself visually Windows 10

    CERN Document Server

    McFedries, Paul

    2015-01-01

    Learn Windows 10 visually with step-by-step instructions Teach Yourself VISUALLY Windows 10 is the visual learner's guide to the latest Windows upgrade. Completely updated to cover all the latest features, this book walks you step-by-step through over 150 essential Windows tasks. Using full color screen shots and clear instruction, you'll learn your way around the interface, set up user accounts, play media files, download photos from your camera, go online, set up email, and much more. You'll even learn how to customize Windows 10 to suit the way you work best, troubleshoot and repair common

  19. Teaching Youth Media: A Critical Guide to Literacy, Video Production, & Social Change. The Series on School Reform.

    Science.gov (United States)

    Goodman, Steven

    This book explores the power of using media education to help urban teenagers develop their critical thinking and literacy skills. Drawing on 20 years of experience working with inner-city youth at the Educational Video Center (EVC) in New York City, the author looks at both the problems and possibilities of this model of media education.…

  20. Microsoft Windows 8 digital classroom a complete training package

    CERN Document Server

    Marmel, Elaine

    2013-01-01

    The next best thing to having your own private instructor guiding you through Windows 8 is this terrific book-and-online video training tool from Elaine Marmel. Fifteen self-paced lessons show you how to customize settings, work with Internet Explorer, connect peripherals, and handle maintenance and troubleshooting. The step-by-step print book makes detailed tasks less intimidating, while video tutorials available for download at the companion website really drive home concepts and reinforce the instruction as you learn. You'll also get thoroughly up to speed on what's new in Windows

  1. WHICH HEALTH-RELATED PROBLEMS ARE ASSOCIATED WITH PROBLEMATIC VIDEO-GAMING OR SOCIAL MEDIA USE IN ADOLESCENTS? A LARGE-SCALE CROSS-SECTIONAL STUDY

    OpenAIRE

    Saskia Y. M. Mérelle; Annet M. Kleiboer; Miriam Schotanus; Theresia L. M. Cluitmans; Cornelia M. Waardenburg; Danielle Kramer; Dike van de Mheen; Antonius J. van Rooij

    2017-01-01

    markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies, this study aims to gain a better understanding of the healthrelated problems and demographical factors associated with problematic video-gaming or social media use in early adolescence. _Method:_ A...

  2. 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…

  3. Sexually explicit media on the internet: a content analysis of sexual behaviors, risk, and media characteristics in gay male adult videos.

    Science.gov (United States)

    Downing, Martin J; Schrimshaw, Eric W; Antebi, Nadav; Siegel, Karolynn

    2014-05-01

    Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men. Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex performers that were posted to five highly trafficked adult-oriented websites. Findings revealed that gay male SEM on the Internet features a variety of conventional and nonconventional sexual behaviors. There was a substantial prevalence of unprotected anal intercourse (UAI) (34 %) and was virtually the same as the prevalence of anal sex with a condom (36 %). The presence of UAI was not associated with video length, amateur production, number of video views, favorability, or website source. However, the presence of other potentially high-risk behaviors (e.g., ejaculation in the mouth, and ejaculation on/in/rubbed into the anus) was associated with longer videos, more views, and group sex videos (three or more performers). The findings of high levels of sexual risk behavior and the fact that there was virtually no difference in the prevalence of anal sex with and without a condom in gay male SEM have important implications for HIV prevention efforts, future research on the role of SEM on sexual risk taking, and public health policy.

  4. Media education.

    Science.gov (United States)

    Strasburger, Victor C

    2010-11-01

    The American Academy of Pediatrics recognizes that exposure to mass media (eg, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising) presents health risks for children and adolescents but can provide benefits as well. Media education has the potential to reduce the harmful effects of media and accentuate the positive effects. By understanding and supporting media education, pediatricians can play an important role in reducing harmful effects of media on children and adolescents.

  5. The Numa Numa dance e Gangnam Style: videos musicais no Youtube em múltiplas mediações

    Directory of Open Access Journals (Sweden)

    Simone Pereira de Sá

    2014-12-01

    Full Text Available The Numa Numa Dance and Gangnam Style: musical videos on youtube in multiple mediation – This paper examines the videos The Numa Numa Dance – a 2004 amateur video uploaded by Gary Brolsma and taken as a precursor of viral musical videoclips, and Gangnam Style, by Dj Psy – the official music video of a k-pop song and the most frequently watched videoclip in the history of YouTube, and discusses the mediation process whereby these videos circulate on YouTube from a comparative perspective. The core premise is that The Numa Numa Dance is the precursor of a category of music videos that later help us understand the success of Gangnam Style, and that they both fall within the same socio- technical network that links amateur and professional people, cultural industry and common users. Once they are mapped, these networks reveal important aspects of contemporary musical culture circulating through digital media.

  6. Using Social Media for Research Dissemination: The Digital Research Video Project

    Directory of Open Access Journals (Sweden)

    Suzanne Pilaar Birch

    2013-09-01

    Full Text Available This article discusses the outcomes of the Digital Research Video Project, which was part of the larger Social Media Knowledge Exchange program at the Centre for Research in the Arts, Social Sciences, and Humanities (CRASSH at the University of Cambridge and funded by the Arts & Humanities Research Council (UK. The project was founded on the premise that open access publication of research, while important, does not necessarily make research accessible. Often, PhD students and post-doctoral scholars lack the skills needed to communicate their research to a broader audience. The goal of the project was, first, to provide communication training to early career researchers (achieved through a workshop held in autumn 2012 and second, to create illustrated videos highlighting projects by early career researchers that would help them engage with their work using multimedia and share their results with a larger audience. This article considers the methods of dissemination and impact of the project.

  7. Windows Program For Driving The TDU-850 Printer

    Science.gov (United States)

    Parrish, Brett T.

    1995-01-01

    Program provides WYSIWYG compatibility between video display and printout. PDW is Microsoft Windows printer-driver computer program for use with Raytheon TDU-850 printer. Provides previously unavailable linkage between printer and IBM PC-compatible computers running Microsoft Windows. Enhances capabilities of Raytheon TDU-850 hardcopier by emulating all textual and graphical features normally supported by laser/ink-jet printers and makes printer compatible with any Microsoft Windows application. Also provides capabilities not found in laser/ink-jet printer drivers by providing certain Windows applications with ability to render high quality, true gray-scale photographic hardcopy on TDU-850. Written in C language.

  8. Windows 8.1 for dummies

    CERN Document Server

    Rathbone, Andy

    2013-01-01

    The bestselling book on Windows, now updated for the new 8.1 features Microsoft has fine-tuned Windows 8 with some important new features, and veteran author Andy Rathbone explains every one in this all-new edition of a long-time bestseller. Whether you're using Windows for the first time, upgrading from an older version, or just moving from Windows 8 to 8.1, here's what you need to know. Learn about the dual interfaces, the new Start button, how to customize the interface and boot operations, and how to work with programs and files, use the web and social media, manage music and photos, and

  9. Media Effects on the New York Times' “the Women's March in Washington” Video News Coverage on Facebook

    OpenAIRE

    AGRIPHINA, ALMIRA

    2017-01-01

    The reliance towards Facebook in regard to obtaining information becomes a news habit among the society. Considerable number of news coverage from media is accessible to Facebook which creates effects on the audience on account of the media exposure. The study is conducted for the purposes of analyzing news elements which are embedded in The New York Times' “The Women's March in Wahsington”video news coverage on Facebook and discovering the effects of the coverage towards media audience. This...

  10. Teach yourself visually Windows 8 tablets

    CERN Document Server

    McFedries, Paul

    2012-01-01

    A visual guide to all the features of the new Windows 8 Tablet This must-have resource features visually rich, step-by-step instructions that show you how to get the most enjoyment from your Windows 8 tablet. Learn about the exciting new Metro UI, optimized specifically for touch devices. The most popular and commonly used apps and functions are covered too, along with the basics of syncing with a network, setting up e-mail, watching videos, listening to music, and common productivity tasks. This book provides all the guidance needed to enjoy all the best the new Windows 8 tablets have to offe

  11. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    Science.gov (United States)

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…

  12. You can't take it with you? Effects of handheld portable media consoles on physiological and psychological responses to video game and movie content.

    Science.gov (United States)

    Ivory, James D; Magee, Robert G

    2009-06-01

    Portable media consoles are becoming extremely popular devices for viewing a number of different types of media content, both for entertainment and for educational purposes. Given the increasingly heavy use of portable consoles as an alternative to traditional television-style monitors, it is important to investigate how physiological and psychological effects of portable consoles may differ from those of television-based consoles, because such differences in physiological and psychological responses may precipitate differences in the delivered content's effectiveness. Because portable consoles are popular as a delivery system for multiple types of media content, such as movies and video games, it is also important to investigate whether differences between the effects of portable and television-based consoles are consistent across multiple types of media. This article reports a 2 x 2 (console: portable or television-based x medium: video game or movie) mixed factorial design experiment with physiological arousal and self-reported flow experience as dependent variables, designed to explore whether console type affects media experiences and whether these effects are consistent across different media. Results indicate that portable media consoles evoke lower levels of physiological arousal and flow experience and that this effect is consistent for both video games and movies. These findings suggest that even though portable media consoles are often convenient compared to television-based consoles, the convenience may come at a cost in terms of the user experience.

  13. DEVELOPING OF INSTRUCTIONAL MEDIA-BASED ANIMATION VIDEO ON ENZYME AND METABOLISM MATERIAL IN SENIOR HIGH SCHOOL

    Directory of Open Access Journals (Sweden)

    Muhammad Mustofa Yusuf

    2017-11-01

    Full Text Available The research aimed to product a learning material related to animation video on enzyme and metabolism material for high school student which is validated by media and material experts, educational practition and student legibility. Research and development model is ADDIE with quantitative-qualitative data analyzing methode. Data collection was obtained from validation results by media and material experts, educational partition and student legibility. The validation results were scores and suggestion. The percentage of product from expert media validation (100%, expert material validation (89,58%, educational practition (84,61%, and student legibility (81,91% showed valid of the criteria and feasible to use after revision.

  14. 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...

  15. OAS :: Videos

    Science.gov (United States)

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

  16. 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...

  17. SOCIAL MEDIA

    Science.gov (United States)

    RESPONSIBILITY CENTCOM COALITION MEDIA SOCIAL MEDIA NEWS ARTICLES PRESS RELEASES IMAGERY VIDEOS TRANSCRIPTS VISITORS AND PERSONNEL FAMILY CENTER FAMILY READINESS CENTCOM WEBMAIL SOCIAL MEDIA SECURITY ACCOUNTABILITY HomeMEDIASOCIAL MEDIA Social Media CENTCOM'S ENGLISH SOCIAL MEDIA ACCOUNTS There are many U.S. military commands

  18. Students' Perceptions, Attitudes, and Incorporation of Demonstrations, Popular Media Videos, and Animations Concerning Chemical Reactions

    Science.gov (United States)

    Schlosser, Sarah Elizabeth

    2012-01-01

    Students often struggle with learning complex chemistry concepts. In today's society with the advances in multimedia technology, educators have a variety of tools available to help students learn these concepts. These tools include demonstrations, videos in the popular media, and animations; referred to collectively as multimethods. With the…

  19. 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, ...

  20. IMPLEMENTASI AUGMENTED REALITY UNTUK IDENTIFIKASI LOGO DAN VIDEO SEBAGAI MEDIA INFORMASI MENGGUNAKAN METODE KLASIFIKASI NAIVE BAYESIAN

    Directory of Open Access Journals (Sweden)

    Astrid Novita Putri

    2018-04-01

    Full Text Available Pada  Universitas Semarang Fakultas Teknologi Informasi dan  Komunikasi setiap  tahun  selalu mempunyai banyak kegiatan seperti kegiatan Seminar, Workshop, Pelatihan, Festifal, dsb. Kegiatan- kegiatan  tersebut  biasanya   didokumentasikan  dalam  bentuk  foto   dan   video.   Sedangkan  untuk dokumentasi publikasi kegiatan dalam bentuk media promosi maupun media informasi belum dilakukan, sehingga masyarakat umum yang kurang familiar tidak dapat mengetahui informasi dengan kegiatan yang ada. Memanfaatkan aplikasi smartphone yang berbasis android, blackberry, dan iphone dapat menggunakan  salah  satu  teknologi  augmented  reality  3D  yang  berfungsi  untuk  mengidentifikasi informasi melalui logo Fakultas TIK dan menerapkannya pada berbagai media cetak atau elektronik. Sehingga dengan adanya perubahan cara promosi tersebut diharapkan dapat menarik minat perhatian masyarakat umum dan masyarakat umum untuk mengetahui informasi mengenai kegiatan di Universitas Semarang khususnya Fakultas Teknologi Informasi dan Komunikasi. Pada penelitian ini, akan membahas bagaimana mengklasifikasikan kegiatan-kegiatan tersebut menggunakan metode naive bayes   menjadi dua  kategori yaitu favorit atau tidak favorit. Berdasarkan data foto dan video kegiatan FTIK tahun 2017 yang telah diimplementasikan menggunakan tools Unity 3D menunjukkan bahwa penerapan Augmented Reality untuk identifikasi logo sebagai media informasi menggunakan metode klasifikasi naive bayes dapat diimplementasikan dengan baik. Diharapkan dengan adanya klasifikasi kegiatan dengan memanfaatkan teknologi  augmented  reality  yang  diimplementasikan menggunakan  tools  Unity  3D, informasi yang dihasilkan akan lebih informatif dan menarik perhatian masyarakat umum.   Kata kunci: augmented, reality, naive, bayesian, kegiatan.

  1. Teach yourself visually Windows 8

    CERN Document Server

    McFedries, Paul

    2012-01-01

    A practical guide for visual learners eager to get started with Windows 8 If you learn more quickly when you can see how things are done, this Visual guide is the easiest way to get up and running on Windows 8. It covers more than 150 essential Windows tasks, using full-color screen shots and step-by-step instructions to show you just what to do. Learn your way around the interface and how to install programs, set up user accounts, play music and other media files, download photos from your digital camera, go online, set up and secure an e-mail account, and much more. The tried-and-true format

  2. Interactive real-time media streaming with reliable communication

    Science.gov (United States)

    Pan, Xunyu; Free, Kevin M.

    2014-02-01

    Streaming media is a recent technique for delivering multimedia information from a source provider to an end- user over the Internet. The major advantage of this technique is that the media player can start playing a multimedia file even before the entire file is transmitted. Most streaming media applications are currently implemented based on the client-server architecture, where a server system hosts the media file and a client system connects to this server system to download the file. Although the client-server architecture is successful in many situations, it may not be ideal to rely on such a system to provide the streaming service as users may be required to register an account using personal information in order to use the service. This is troublesome if a user wishes to watch a movie simultaneously while interacting with a friend in another part of the world over the Internet. In this paper, we describe a new real-time media streaming application implemented on a peer-to-peer (P2P) architecture in order to overcome these challenges within a mobile environment. When using the peer-to-peer architecture, streaming media is shared directly between end-users, called peers, with minimal or no reliance on a dedicated server. Based on the proposed software pɛvμa (pronounced [revma]), named for the Greek word meaning stream, we can host a media file on any computer and directly stream it to a connected partner. To accomplish this, pɛvμa utilizes the Microsoft .NET Framework and Windows Presentation Framework, which are widely available on various types of windows-compatible personal computers and mobile devices. With specially designed multi-threaded algorithms, the application can stream HD video at speeds upwards of 20 Mbps using the User Datagram Protocol (UDP). Streaming and playback are handled using synchronized threads that communicate with one another once a connection is established. Alteration of playback, such as pausing playback or tracking to a

  3. Aplikasi Media Inspirasi Berbasis Web dan Android

    OpenAIRE

    Ferryanto, Sulistya; Yulia, Yulia; Handojo, Andreas

    2016-01-01

    Nowadays application for storing images and videos have been very easy to find. Videos and images can be found on social media appplications. However, images and videos are not too restricted to be submitted by member in social media applications. It makes the user rather difficult to find videos or images that are inspiring. In general, inspiration media application only for showing videos or images. Besides that, there are applications that can only be accessed on the website or Android. In...

  4. 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...

  5. REPRESENTASI HOMOSEKSUALITAS DI YOUTUBE: (Studi Semiotika pada Video Pernikahan Sam Tsui

    Directory of Open Access Journals (Sweden)

    Lilis Rucirisyanti

    2017-12-01

    Full Text Available Abstract. Social media is instrumental in giving effect to nitizens, good effects or bad effect, then social media can be also represent a person. Diserve social media make it interesting for nitizens. One of social media is Youtube. Many a lot of video at there, strat from tips and trick videos, journey or vacation video, wedding video, and ect. Everyone can publish their video on Youtube. No exception of same sex enthusiast, in this study are homosexual or gay. One of is a wedding video Sam Tsui and Casey Braves. This research is a qualitative research and this research uses semiotcs analysus of Roland Barthes. By doing an analysis of video that have been published by Sam on Youtube, also do document search and literature. The author sees the existence of verbal and non vebal forms of representation from same sex merriage video of men and men.

  6. 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...

  7. 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-...

  8. PTSD: National Center for PTSD

    Medline Plus

    Full Text Available ... Veterans Service Organizations Office of Accountability & Whistleblower Protection Transparency Media Room Inside the Media Room Public Affairs ... up windows? See our alternate video page. For information on video formats, and to download an appropriate ...

  9. Pengembangan Media Pembelajaran Interaktif Berbasis Multimedia Mata Kuliah Dasar Listrik

    Directory of Open Access Journals (Sweden)

    Imam Mustholiq

    2016-05-01

    Full Text Available Tujuan penelitian ini antara lain (1 Mengembangkan media pembelajaran interaktif berbasis multimedia mata kuliah Dasar Listrik yang dalam kegiatannya mencakup analisis kebutuhan, desain, penerjemahan modul hasil desain ke dalam bentuk aplikasi, pengujian terhadap perangkat lunak yang dihasilkan, pengaplikasian produk kepada pengguna dan  perbaikan serta (2 Mendapatkan unjuk kerja hasil pengembangan media pembelajaran interaktif berbasis multimedia pada mata kuliah Dasar Listrik. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian pengembanagn untuk mengembangkan media pembelajaran interaktif berbasis multimedia pada mata kuliah Dasar Listrik. Prosedur penelitian yang digunakan meliputi analisis kebutuhan, desain, penerjemahan modul hasil desain ke dalam bentuk aplikasi, pengujian terhadap perangkat lunak yang dihasilkan, pengaplikasian produk kepada pengguna dan  perbaikan. Pengujian terhadap unjuk kerja hasil pengembangan media pembelajaran interaktif berbasis multimedia mata kuliah Dasar Listrik dilakukan dengan memintakan penilaian unjuk kerja media pembelajaran tersebut kepada ahli materi, ahli media dan mahasiswa. Instrumen penelitian yang digunakan dalam penelitian ini antara lain komputer multimedia dengan perangkat pendukung antara lain kamera video, kamera digital, scanner, printer dan CD writer, perangklat lunak yang digunakan antara lain system operasi Microsoft Windows XP, pengolah gambar Adobe Photoshop 6.0, pengolah animasi Macromedia Flash 5.0, Freehand, pengolah suarat Cool Edit 2000, pengolah video Ulead Vidio Studio 7.0 daN pembuat program intearaktif Authoware. Disamping itu untuk memberikan penilaian terhadapunjuk kerja hasil media pembelajaran digunakan angket. Analisi data dilakukan secara deskriptif.Hasil penelitian menunjukan:  (a telah diperoleh hasil pengembanagn media pembelajaran interaktif berbasis multimedia pada mata kuliah dasar listrik , dengan prosedur pengembangan mencakup analisis

  10. 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.

  11. 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.

  12. The Overview and Appliance of some Streaming Video software solutions

    OpenAIRE

    Qin , Yan

    2010-01-01

    This paper introduces the basic streaming media technology, the streaming media system structure, principles of streaming media technology; streaming media file formats and so on. After that, it discusses the use streaming media in distance education, broadband video on demand, Internet broadcasting, video conferences and a more detailed exposition in streaming media. As the existing technology has been unable to satisfy the increasing needs of the Internet users, the streaming media technol...

  13. SOCIAL MEDIA SECURITY

    Science.gov (United States)

    RESPONSIBILITY CENTCOM COALITION MEDIA SOCIAL MEDIA NEWS ARTICLES PRESS RELEASES IMAGERY VIDEOS TRANSCRIPTS VISITORS AND PERSONNEL FAMILY CENTER FAMILY READINESS CENTCOM WEBMAIL SOCIAL MEDIA SECURITY ACCOUNTABILITY HomeVISITORS AND PERSONNELSOCIAL MEDIA SECURITY FAQ on Security for Social Media Due to the widespread use of

  14. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    Science.gov (United States)

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel

    2015-03-10

    The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.

  15. VIDEO SEBAGAI MEDIA PEMBELAJARAN UNTUK MENINGKATKAN MOTIVASI BELAJAR BAHASA INGGRIS PARA SISWA KELAS XI IPS 2 MA NEGERI RENGEL TUBAN

    Directory of Open Access Journals (Sweden)

    . Muktamir

    2017-07-01

    Abstrak: Video sebagai Media Pembelajaran untuk Meningkatkan Motivasi Belajar Bahasa Inggris para Siswa Kelas XI IPS 2 MA Negeri Rengel Tuban. Keberhasilan beelajar indivisu sangat dipengaruhi oleh banyak factor. Motivasi sebagai bagian dari factor-faktor yang memberikan penaruh yang kuat bagi para siswa padaaktivitas pembelajaran Bahasa inggris. penelitian ini di desain untuk meningkatkan motivasi beljaran para siswa dengan menggunakan video. Pada penelitian ini kita menggunakan film pendek sebagai medi pembelajaran dengan menerapkan tiga langkah dalam proses pengajaran. Penelitian ini adalah Penelitian Tindakan Kelas. Subyek penelitian ini adalah parasiswa kelas sebelas IPS 2 MA Negeri rengel Tuban pada tahun pelejaran 2016/2017 yang terdiri atas 32 siswa. Instrumen yang digunakan dalam penelitian ini adalah tes, catatan lapangan, lembar observasi dan kuisioner. Hahil penelitian ini menunjukkan bahwa penggunaan video dapat meningkatkan motivasi para siswa. Hal ini dapat dilihat dari hasil pengisian kuesioner; hasil penelitian mengindikasikan bahwa motivasi instrinsik dan ekstrinsik para siswa mengalami peningkatan. Hal ini bisa bilihat dari hasil pembelajaran pada siklus 1 dan 2. Motivasi instrinsik siswa adalah pada saat studi pendahuluan adalah 53.4%, dan meningkt pada siklus 1 menjadi 68.8% dan di siklus 2 meningkat menjadi 85.4%. Motivasi ekstrinsik para siswa pada pre-studi adalah 51.5% dan pada siklus 1 adalah 78.6% dan hasil setelah siklus 2 adalah 89.6%. Kata kunci: Video, media pengajaran, motivasi.

  16. VIDEO TO AMPLIFY BANKING STUDENT’S WRITING PERFORMANCE

    Directory of Open Access Journals (Sweden)

    Fenny Thresia -

    2017-02-01

    Full Text Available Abstract: Writing is activity to mix between the idea, vocabulary and also grammar. By looking at the problems, the teacher should make the proper method in teaching writing in order to increase the students writing skill and also make the writing be an interesting activity to them. One of the good methods is using video as a media of learning. Video can stimulates the student’s to makes them easier to find the ideas in writing process, because video included 3D and also the complex media. This research was aimed at detecting the influence of using video as a media toward student's writing performance.This research was quantitative research form and the sampling technique was random sampling. The data collection method in this research used the documentation and test that consist of pre-test and pos-test. The data analysis technique of this research used T-test as the hypothetical statistic calculation. Based on the research analysis, there is any positive and significant influence of using video as a media toward students’ writing performance of banking students.

  17. The definitive guide to HTML 5 video

    CERN Document Server

    Pfeiffer, Silvia

    2010-01-01

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

  18. Videos, Podcasts and Livechats

    Medline Plus

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

  19. Automatic processing of CERN video, audio and photo archives

    International Nuclear Information System (INIS)

    Kwiatek, M

    2008-01-01

    The digitalization of CERN audio-visual archives, a major task currently in progress, will generate over 40 TB of video, audio and photo files. Storing these files is one issue, but a far more important challenge is to provide long-time coherence of the archive and to make these files available on-line with minimum manpower investment. An infrastructure, based on standard CERN services, has been implemented, whereby master files, stored in the CERN Distributed File System (DFS), are discovered and scheduled for encoding into lightweight web formats based on predefined profiles. Changes in master files, conversion profiles or in the metadata database (read from CDS, the CERN Document Server) are automatically detected and the media re-encoded whenever necessary. The encoding processes are run on virtual servers provided on-demand by the CERN Server Self Service Centre, so that new servers can be easily configured to adapt to higher load. Finally, the generated files are made available from the CERN standard web servers with streaming implemented using Windows Media Services

  20. Automatic processing of CERN video, audio and photo archives

    Energy Technology Data Exchange (ETDEWEB)

    Kwiatek, M [CERN, Geneva (Switzerland)], E-mail: Michal.Kwiatek@cem.ch

    2008-07-15

    The digitalization of CERN audio-visual archives, a major task currently in progress, will generate over 40 TB of video, audio and photo files. Storing these files is one issue, but a far more important challenge is to provide long-time coherence of the archive and to make these files available on-line with minimum manpower investment. An infrastructure, based on standard CERN services, has been implemented, whereby master files, stored in the CERN Distributed File System (DFS), are discovered and scheduled for encoding into lightweight web formats based on predefined profiles. Changes in master files, conversion profiles or in the metadata database (read from CDS, the CERN Document Server) are automatically detected and the media re-encoded whenever necessary. The encoding processes are run on virtual servers provided on-demand by the CERN Server Self Service Centre, so that new servers can be easily configured to adapt to higher load. Finally, the generated files are made available from the CERN standard web servers with streaming implemented using Windows Media Services.

  1. Digital Media Platforms and the Use of TV Content: Binge Watching and Video-on-Demand in Germany

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

    Full Text Available The advancing digitalization and media convergence demands TV broadcasting companies to adjust their content to various platforms and distribution channels. The internet, as convergent carrier medium, is increasingly taking on a central role for additional media. Classical linear TV is still important, but for some audiences it has been developing from a primary medium to a secondary medium. Owing to the growing melding of classical-linear TV contents with online offerings (e.g. video-on-demand platforms or Web–TV, a great dynamic can be seen which has triggered numerous discussions about the future of TV for some time now. This article will summarize the results of two different audience studies. Film and television shows are meanwhile distributed online via Video-on-Demand platforms such as Netflix or Amazon Prime Video. The first audience study has dealt with the use of VoD-platforms in Germany investigating user rituals, user motivation to watch films and TV shows on these platforms, and the meaning of VoD in everyday life. Most of the participants in this study reported that they mainly watch TV drama series at Netflix or Amazon Prime. Therefore, the second audience study focused the online use of television drama series of individuals and couples elaborating the phenomenon of binge watching. In relating the audience practice to the new structures of the television market the article will shed light on the future of television.

  2. Mass-storage management for distributed image/video archives

    Science.gov (United States)

    Franchi, Santina; Guarda, Roberto; Prampolini, Franco

    1993-04-01

    The realization of image/video database requires a specific design for both database structures and mass storage management. This issue has addressed the project of the digital image/video database system that has been designed at IBM SEMEA Scientific & Technical Solution Center. Proper database structures have been defined to catalog image/video coding technique with the related parameters, and the description of image/video contents. User workstations and servers are distributed along a local area network. Image/video files are not managed directly by the DBMS server. Because of their wide size, they are stored outside the database on network devices. The database contains the pointers to the image/video files and the description of the storage devices. The system can use different kinds of storage media, organized in a hierarchical structure. Three levels of functions are available to manage the storage resources. The functions of the lower level provide media management. They allow it to catalog devices and to modify device status and device network location. The medium level manages image/video files on a physical basis. It manages file migration between high capacity media and low access time media. The functions of the upper level work on image/video file on a logical basis, as they archive, move and copy image/video data selected by user defined queries. These functions are used to support the implementation of a storage management strategy. The database information about characteristics of both storage devices and coding techniques are used by the third level functions to fit delivery/visualization requirements and to reduce archiving costs.

  3. Defining and Evaluating Video Hyperlinking for Navigating Multimedia Archives

    OpenAIRE

    Ordelman, Roeland J.F.; Eskevich, Maria; Aly, Robin; Huet, Benoit; Jones, Gareth J.F.

    2015-01-01

    Multimedia hyperlinking is an emerging research topic in the context of digital libraries and (cultural heritage) archives. We have been studying the concept of video-to-video hyperlinking from a video search perspective in the context of the MediaEval evaluation benchmark for several years. Our task considers a use case of exploring large quantities of video content via an automatically created hyperlink structure at the media fragment level. In this paper we report on our findings, examine ...

  4. Video: useful tool for delivering family planning messages.

    Science.gov (United States)

    Sumarsono, S K

    1985-10-01

    In 1969, the Government of Indonesia declared that the population explosion was a national problem. The National Family Planning Program was consequently launched to encourage adoption of the ideal of a small, happy and prosperous family norm. Micro-approach messages are composed of the following: physiology of menstruation; reproductive process; healthy pregnancy; rational family planning; rational application of contraceptives; infant and child care; nutrition improvement; increase in breastfeeding; increase in family income; education in family life; family health; and deferred marriage age. Macro-approach messages include: the population problem and its impact on socioeconomic aspects; efforts to cope with the population problem; and improvement of women's lot. In utilizing the media and communication channels, the program encourages the implementation of units and working units of IEC to produce IEC materials; utilizes all possible existing media and IEC channels; maintains the consistent linkage between the activity of mass media and the IEC activities in the field; and encourages the private sector to participate in the production of IEC media and materials. A media production center was set up and carries out the following activities: producing video cassettes for tv broadcasts of family planning drama, family planning news, and tv spots; producing duplicates of the video cassettes for distribution to provinces in support of the video network; producing teaching materials for family planning workers; and transfering family planning films into video cassettes. A video network was developed and includes video monitors in family planning service points such as hospitals, family planning clinics and public places like bus stations. In 1985, the program will be expanded by 50 mobile information units equipped with video monitors. Video has potentials to increase the productivity and effectiveness of the family planning program. The video production process is

  5. Design Effectiveness Analysis of a Media Literacy Intervention to Reduce Violent Video Games Consumption Among Adolescents: The Relevance of Lifestyles Segmentation.

    Science.gov (United States)

    Rivera, Reynaldo; Santos, David; Brändle, Gaspar; Cárdaba, Miguel Ángel M

    2016-04-01

    Exposure to media violence might have detrimental effects on psychological adjustment and is associated with aggression-related attitudes and behaviors. As a result, many media literacy programs were implemented to tackle that major public health issue. However, there is little evidence about their effectiveness. Evaluating design effectiveness, particularly regarding targeting process, would prevent adverse effects and improve the evaluation of evidence-based media literacy programs. The present research examined whether or not different relational lifestyles may explain the different effects of an antiviolence intervention program. Based on relational and lifestyles theory, the authors designed a randomized controlled trial and applied an analysis of variance 2 (treatment: experimental vs. control) × 4 (lifestyle classes emerged from data using latent class analysis: communicative vs. autonomous vs. meta-reflexive vs. fractured). Seven hundred and thirty-five Italian students distributed in 47 classes participated anonymously in the research (51.3% females). Participants completed a lifestyle questionnaire as well as their attitudes and behavioral intentions as the dependent measures. The results indicated that the program was effective in changing adolescents' attitudes toward violence. However, behavioral intentions toward consumption of violent video games were moderated by lifestyles. Those with communicative relational lifestyles showed fewer intentions to consume violent video games, while a boomerang effect was found among participants with problematic lifestyles. Adolescents' lifestyles played an important role in influencing the effectiveness of an intervention aimed at changing behavioral intentions toward the consumption of violent video games. For that reason, audience lifestyle segmentation analysis should be considered an essential technique for designing, evaluating, and improving media literacy programs. © The Author(s) 2016.

  6. 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, ...

  7. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    Science.gov (United States)

    Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, HF Machiel

    2015-01-01

    Background The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. Objective The objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. Methods We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Results Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. Conclusions This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that

  8. Teach yourself visually Windows 8.1

    CERN Document Server

    McFedries, Paul

    2013-01-01

    A practical guide for visual learners eager to get started with Windows 8.1 If you learn more quickly when you can see how things are done, this Visual guide is the easiest way to get up and running on Windows 8.1. It covers more than 150 essential Windows tasks, using full-color screen shots and step-by-step instructions to show you just what to do. Learn your way around the interface and how to install programs, set up user accounts, play music and other media files, download photos from your digital camera, go online, set up and secure an e-mail account, and much more.The tried-and-true f

  9. 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

  10. 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.

  11. LHC@home online tutorial for Windows users - recording

    CERN Multimedia

    CERN. Geneva

    2016-01-01

    A step-by-step online tutorial about LHC@home for Windows users by Karolina Bozek. It contains detailed instructions on how-to-join this volunteer computing project.  This 5' video is linked from http://lhcathome.web.cern.ch/join-us Also from the CDS e-learning category.

  12. Improving Learning Outcomes in Office Automation Subjects Through Development of Video-Based Media Learning Operating Microsoft Publisher 2010

    Directory of Open Access Journals (Sweden)

    Irma Mastumasari

    2017-07-01

    Full Text Available The purpose of this research is to produce instructional media video-based operate Microsoft Publisher 2010 which is validated by experts for student at class X of Office Administration in SMKN 1 Malang through experimental class and control class. This study uses Research and Development research design (R & D through 8 steps, namely: (1 research and information gathering early, (2 planning, (3 product development, (4 validation expert, (5 product revision, (6 the trial court (small groups, (7 the revision of the product, and (8 field trials (large group. Results of validation by material experts, media experts and 12 students, the media is expressed very valid and can be used. Based on t test, it is known that a significant difference between the average student learning outcomes experimental class and control class, so that learning media can be said to be effective for use in the learning process.

  13. Online videos to promote sun safety: results of a contest

    Directory of Open Access Journals (Sweden)

    Annelise Lorelei Dawson

    2011-06-01

    Full Text Available Seventy-percent of Americans search health information online, half of whom access medical content on social media websites.  In spite of this broad usage, the medical community underutilizes social media to distribute preventive health information.  This project aimed to highlight the promise of social media for delivering skin cancer prevention messaging by hosting and quantifying the impact of an online video contest. In 2010 and 2011, we solicited video submissions and searched existing YouTube videos.  Three finalists were selected and ranked. Winners were announced at national dermatology meetings and publicized via a contest website. Afterwards, YouTube view counts were monitored.  No increase in video viewing frequency was observed following the 2010 or 2011 contest.  This contest successfully identified exemplary online sun safety videos; however, increased viewership remains to be seen.  Social media offers a promising outlet for preventive health messaging. Future efforts must explore strategies for enhancing viewership of online content.

  14. Media Literacy Bibliography.

    Science.gov (United States)

    Duncan, Barry

    1989-01-01

    Provides an up-to-date bibliography of resources available for teaching media literacy. Groups resources into the areas of media education methodology, mass media texts, general background, television, film, the news and medium of print, advertising, gender and the media, popular culture, popular music and rock video, periodicals, and…

  15. 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...

  16. Public online information about tinnitus: A cross-sectional study of YouTube videos.

    Science.gov (United States)

    Basch, Corey H; Yin, Jingjing; Kollia, Betty; Adedokun, Adeyemi; Trusty, Stephanie; Yeboah, Felicia; Fung, Isaac Chun-Hai

    2018-01-01

    To examine the information about tinnitus contained in different video sources on YouTube. The 100 most widely viewed tinnitus videos were manually coded. Firstly, we identified the sources of upload: consumer, professional, television-based clip, and internet-based clip. Secondly, the videos were analyzed to ascertain what pertinent information they contained from a current National Institute on Deafness and Other Communication Disorders fact sheet. Of the videos, 42 were consumer-generated, 33 from media, and 25 from professionals. Collectively, the 100 videos were viewed almost 9 million times. The odds of mentioning "objective tinnitus" in professional videos were 9.58 times those from media sources [odds ratio (OR) = 9.58; 95% confidence interval (CI): 1.94, 47.42; P = 0.01], whereas these odds in consumer videos were 51% of media-generated videos (OR = 0.51; 95% CI: 0.20, 1.29; P = 0.16). The odds that the purpose of a video was to sell a product or service were nearly the same for both consumer and professional videos. Consumer videos were found to be 4.33 times as likely to carry a theme about an individual's own experience with tinnitus (OR = 4.33; 95% CI: 1.62, 11.63; P = 0.004) as media videos. Of the top 100 viewed videos on tinnitus, most were uploaded by consumers, sharing individuals' experiences. Actions are needed to make scientific medical information more prominently available and accessible on YouTube and other social media.

  17. Body dissatisfaction: can a short media literacy message reduce negative media exposure effects amongst adolescent girls?

    Science.gov (United States)

    Halliwell, Emma; Easun, Alice; Harcourt, Diana

    2011-05-01

    This experimental study examined whether a brief video intervention identifying the artificial nature of media images could protect adolescent girls from negative media exposure effects and body dissatisfaction. A 2 (intervention condition)×2 (exposure condition) between-groups design was used. Participants were 127 British girls aged between 10 and 13 recruited from two secondary schools. Girls were assigned to one of four experimental conditions. An intervention video was shown to half of the girls immediately before they viewed ultra-thin models or control images. The video was developed by Dove's Self-Esteem Fund and has the benefits of being professionally produced and freely available through the Internet. In the absence of the intervention video, viewing thin idealized models was associated with lower state body satisfaction and lower state body esteem than exposure to control images. However, viewing the video intervention immediately before exposure prevented this negative exposure effect. The results suggest that, in the short term, this widely available video prevents girls from making damaging social comparisons with media models. Although this study only examined short-term effects, the findings add to the growing evidence that media literacy interventions may be useful tools in protecting young girls from body dissatisfaction. ©2010 The British Psychological Society.

  18. 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...

  19. Design of Rose Bengal/FTO optical thin film system as a novel nonlinear media for infrared blocking windows

    Directory of Open Access Journals (Sweden)

    S.M. El-Bashir

    Full Text Available Rose Bengal (RB is a new organic semiconductor with the highly stable layer, was deposited on highly cleaned conductive glass substrate known as (FTO glass with different thickness in the range from 80 to 292 nm. XRD showed an entirely amorphous structure of the studied film thicknesses. The observed peaks are the indexed peaks for FTO layer. Spectrophotometric data as transmittance, reflectance, and absorbance were used for the analysis the optical constant of RB/FTO optical thin film system. Refractive index was calculated using Fresnel’s equation with the aid of reflectance and absorption index. The dielectric constant, dielectric loss and dissipation factor were discussed and analyzed according to the applied optical theories. Nonlinear parameters such as third order nonlinear optical susceptibility and the nonlinear refractive index were calculated based on the linear refractive index of the applications of this material in nonlinear media. The results showed that Rose Bengal is a proving material for wide scale optoelectronic applications such as infrared blocking windows. Keywords: Rose Bengal, Dielectric parameters, Linear/nonlinear optics, Dye/FTO, IR blocking windows

  20. 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/.

  1. Command and Control Research and Technology Symposium (2004):The Power Age Concepts and Technologies. Improving Tactical PSYOP Video Dissemination in Media-Austere Operating Environments

    National Research Council Canada - National Science Library

    Tulak, Arthur

    2004-01-01

    .... Recent operations demonstrate the requirement for video PSYOP in media-austere environments where the target audience lacks access to television, due to poverty, or lack of supporting infrastructure...

  2. What's new in Windows 8.1 for dummies

    CERN Document Server

    Underdahl, Brian

    2013-01-01

    What's New in Windows 8.1 For Dummies Pocket Edition provides a brief, inexpensive, and focused guide for Windows 8 users upgrading to 8.1. Chapters include:It's all about you: An exploration of the customization features, from flexible sizing on icons to shared wallpaper to boot options.We can build it better: Review of the updates to applications with special emphaisis on communications and media appsShiny new toys: Walkthroughs of the new features added to Windows 8.1, including the start button and search functionTen reasons you were smart to upgrade: In the spirit of the For Dummies Part

  3. Media use, face-to-face communication, media multitasking, and social well-being among 8- to 12-year-old girls.

    Science.gov (United States)

    Pea, Roy; Nass, Clifford; Meheula, Lyn; Rance, Marcus; Kumar, Aman; Bamford, Holden; Nass, Matthew; Simha, Aneesh; Stillerman, Benjamin; Yang, Steven; Zhou, Michael

    2012-03-01

    An online survey of 3,461 North American girls ages 8-12 conducted in the summer of 2010 through Discovery Girls magazine examined the relationships between social well-being and young girls' media use--including video, video games, music listening, reading/homework, e-mailing/posting on social media sites, texting/instant messaging, and talking on phones/video chatting--and face-to-face communication. This study introduced both a more granular measure of media multitasking and a new comparative measure of media use versus time spent in face-to-face communication. Regression analyses indicated that negative social well-being was positively associated with levels of uses of media that are centrally about interpersonal interaction (e.g., phone, online communication) as well as uses of media that are not (e.g., video, music, and reading). Video use was particularly strongly associated with negative social well-being indicators. Media multitasking was also associated with negative social indicators. Conversely, face-to-face communication was strongly associated with positive social well-being. Cell phone ownership and having a television or computer in one's room had little direct association with children's socioemotional well-being. We hypothesize possible causes for these relationships, call for research designs to address causality, and outline possible implications of such findings for the social well-being of younger adolescents. PsycINFO Database Record (c) 2012 APA, all rights reserved.

  4. Individualising Media Practice Education Using a Feedback Loop and Instructional Videos Within an eLearning Environment.

    Directory of Open Access Journals (Sweden)

    Trevor Harris

    2012-06-01

    Full Text Available This paper explores the development and impact of the author’s TELE (Technology Enhanced Learning Environment action research project for individualising media practice education. The latest iteration of different classroom methodologies being employed to develop high-level skills in media production, the author has combined an interactive eLearning approach with instructional videos and, crucially, an individual feedback loop in order to widen access to the curriculum and create a more efficient teaching and learning environment. The focus therefore is on student engagement and organisational efficiencies as a result of the research. It should be noted that there has been no funding attached to this work, nor are there any institutional imperatives or other stakeholder involvement in this research. This project has been undertaken by the author as an evolutionary development of the various methodologies developed, cognisant of the increased technology literacy of the student cohort. The educational benefit of bringing video instruction into the curriculum as part of the project is examined as a creative pedagogy of direct benefit to students rather than as a subliminal marketing tool that other systems are often used for. Over 16K words of written data was collected during the project, and this is analysed both quantitatively and qualitatively with reference to the initial objectives of the research

  5. 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.

  6. Juggling with media : The consequences of media multitasking for adolescent development

    NARCIS (Netherlands)

    van der Schuur, W.A.

    2018-01-01

    More than ever, adolescents juggle with media. They use multiple media simultaneously, for example, they send text messages to their friends while watching a movie. In addition, they use media during academic and social activities, such as watching YouTube videos while doing homework. Although this

  7. Active Galactic Videos: A YouTube Channel for Astronomy Education and Outreach

    Science.gov (United States)

    Calahan, Jenny; Gibbs, Aidan; Hardegree-Ullman, Melody; Hardegree-Ullman, Michael; Impey, Chris David; Kevis, Charlotte; Lewter, Austin; Mauldin, Emmalee; McKee, Carolyn; Olmedo, Alejandro; Pereira, Victoria; Thomas, Melissa; Wenger, Matthew

    2018-01-01

    Active Galactic Videos is an astronomy-focused YouTube channel run by a team at the University of Arizona. The channel both produces astronomy-focused educational content for public audiences and opens a window into the world of professional astronomy by showcasing the work done at Steward Observatory and in Southern Arizona. The channel is mainly run by undergraduate students from a variety of backgrounds including: astronomy, education, film, music, english, and writing. In addition to providing educational content for public audiences, this project provides opportunities for undergraduate students to learn about astronomy content, general astronomy pedagogy, as well as science communication. This is done through developing the practical skills needed to take on the challenge of creating effective and engaging videos. Students write, film, score, direct, and edit each video while conscious of how each piece can affect the teaching/storytelling of the concept at hand. The team has produced various styles of video: presentational, interviews, musical/poetic, tours, and documentaries. In addition to YouTube, the Active Galactic Videos team maintains a social media presence on Facebook, Twitter, and Instagram. These help to widely distribute the content as well as to publicize the main Youtube channel. In addition to providing an overview of our educational work, we present 51 videos, or two year's, worth of online analytics that we are using to better understand our audience, to examine what videos have been popular and successful, and how people are accessing our content. We will present our experience in order to help others learn about improving astronomy education online, as well as astronomy communication and outreach in general.We acknowledge the Howard Hughes Medical Institute for grant support of this and related education initiatives

  8. User and Device Adaptation in Summarizing Sports Videos

    Science.gov (United States)

    Nitta, Naoko; Babaguchi, Noboru

    Video summarization is defined as creating a video summary which includes only important scenes in the original video streams. In order to realize automatic video summarization, the significance of each scene needs to be determined. When targeted especially on broadcast sports videos, a play scene, which corresponds to a play, can be considered as a scene unit. The significance of every play scene can generally be determined based on the importance of the play in the game. Furthermore, the following two issues should be considered: 1) what is important depends on each user's preferences, and 2) the summaries should be tailored for media devices that each user has. Considering the above issues, this paper proposes a unified framework for user and device adaptation in summarizing broadcast sports videos. The proposed framework summarizes sports videos by selecting play scenes based on not only the importance of each play itself but also the users' preferences by using the metadata, which describes the semantic content of videos with keywords, and user profiles, which describe users' preference degrees for the keywords. The selected scenes are then presented in a proper way using various types of media such as video, image, or text according to device profiles which describe the device type. We experimentally verified the effectiveness of user adaptation by examining how the generated summaries are changed by different preference degrees and by comparing our results with/without using user profiles. The validity of device adaptation is also evaluated by conducting questionnaires using PCs and mobile phones as the media devices.

  9. Adolescents and media literacy.

    Science.gov (United States)

    McCannon, Robert

    2005-06-01

    In the face of media industry consolidation, fewer people control media content which makes it harder for parents and citizens to know the research about media-related issues, such as video game violence, nutrition, and sexual risk-taking. Media literacy offers a popular and potentially successful way to counter the misinformation that is spread by Big Media public relations.

  10. Critical Assessment of Video Production in Teacher Education: Can Video Production Foster Community-Engaged Scholarship?

    Science.gov (United States)

    Yang, Kyung-Hwa

    2014-01-01

    In the theoretical framework of production pedagogy, I reflect on a video production project conducted in a teacher education program and discuss the potential of video production to foster community-engaged scholarship among pre-service teachers. While the importance of engaging learners in creating media has been emphasized, studies show little…

  11. Which health-related problems are associated with problematic video-gaming or social media use in adolescents? : A large-scale cross-sectional study

    NARCIS (Netherlands)

    S.Y.M. Mérelle (Saskia); A. Kleiboer (Annet); M. Schotanus (Miriam); T.L.M. Cluitmans (Theresia L. M.); C.M. Waardenburg (Cornelia M.); D. Kramer (Danielle); H. van de Mheen (Dike); A.J. van Rooij (Antonius)

    2017-01-01

    markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adolescents’ health status. However, it is not very well known which health-related problems are most strongly related to these issues. To inform the development of prevention and intervention strategies,

  12. [Violent video games and aggression: long-term impact and selection effects].

    Science.gov (United States)

    Staude-Müller, Frithjof

    2011-01-01

    This study applied social-cognitive models of aggression in order to examine relations between video game use and aggressive tendencies and biases in social information processing. To this end, 499 secondary school students (aged 12-16) completed a survey on two occasions one year apart. Hierarchical regression analysis probed media effects and selection effects and included relevant contextual variables (parental monitoring of media consumption, impulsivity, and victimization). Results revealed that it was not the consumption of violent video games but rather an uncontrolled pattern of video game use that was associated with increasing aggressive tendencies. This increase was partly mediated by a hostile attribution bias in social information processing. The influence of aggressive tendencies on later video game consumption was also examined (selection path). Adolescents with aggressive traits intensified their video game behavior only in terms of their uncontrolled video game use. This was found even after controlling for sensation seeking and parental media control.

  13. Hybrid Windows and Mosaic Video: Reducing Complexity of Space Habitable Modules

    Data.gov (United States)

    National Aeronautics and Space Administration — We want to look at the concept of combining small, passive windows with replaceable cameras to improve viewing capabilities for habitable modules of future...

  14. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    Science.gov (United States)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  15. 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…

  16. Scratch's Third Body: Video Talks Back to Television

    NARCIS (Netherlands)

    Goldsmith, Leo

    2015-01-01

    abstractEmerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video

  17. Energy-Reduction Offloading Technique for Streaming Media Servers

    Directory of Open Access Journals (Sweden)

    Yeongpil Cho

    2016-01-01

    Full Text Available Recent growth in popularity of mobile video services raises a demand for one of the most popular and convenient methods of delivering multimedia data, video streaming. However, heterogeneity of currently existing mobile devices involves an issue of separate video transcoding for each type of mobile devices such as smartphones, tablet PCs, and smart TVs. As a result additional burden comes to media servers, which pretranscode multimedia data for number of clients. Regarding even higher increase of video data in the Internet in the future, the problem of media servers overload is impending. To struggle against the problem an offloading method is introduced in this paper. By the use of SorTube offloading framework video transcoding process is shifted from the centralized media server to the local offloading server. Thus, clients can receive personally customized video stream; meanwhile the overload of centralized servers is reduced.

  18. Choking and Strangulation Prevention Tips

    Science.gov (United States)

    ... of your child's reach. Move all cribs, beds, furniture and toys away from windows and window cords. ... Partner with Us Donate Join Our Mailing List Global Road Safety Sponsors Recalls Media Center Blog Videos ...

  19. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

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

  20. MCSA Microsoft Windows 8.1 complete study guide exams 70-687, 70-688, and 70-689

    CERN Document Server

    Shapiro, Jeffrey R

    2015-01-01

    Comprehensive, hands-on study guide for the Microsoft Windows 8.1 exams The MCSA: Microsoft Windows 8.1 Complete Study Guide is a comprehensive package loaded with educational study tools, including a pre-assessment test, hands-on exercises, hundreds of review questions, exclusive practice exam questions, electronic flashcards, and over an hour of author-led videos. For IT students and professionals, getting certified on Microsoft Windows 8.1 can mean huge career opportunities. Over 90% of all personal computing devices run on Windows, and those certified on the newest version will be in high

  1. Parents of preschoolers: expert media recommendations and ratings knowledge, media-effects beliefs, and monitoring practices.

    Science.gov (United States)

    Funk, Jeanne B; Brouwer, Jason; Curtiss, Kathleen; McBroom, Evan

    2009-03-01

    Given the increase in screen media targeted at the very young, the purpose of this study was to examine preschooler parents' knowledge about expert recommendations for young children's screen media experience, their knowledge of specific screen media ratings, their beliefs about screen media effects, and actual monitoring practices. Parents of 94 children education, age and gender of child, and parents' perceptions of their child's favorite television show and favorite video or computer game. Eleven multiple-choice questions assessed the respondent's knowledge of expert recommendations for screen media for preschoolers and the meaning of television and video game content ratings. Fourteen questions addressed the typical amount of their preschooler's screen media exposure, parental rules regarding screen media use, and parents' beliefs about appropriate use of screen media for preschoolers. Preschoolers were exposed to an average of approximately 12 hours of screen media in a typical week. Parents believe that media do have either short- or long-term effects on preschoolers. Performance on factual questions was poor (mean score: 2.83 of 11). In particular, only 34% of the parents correctly identified the expert recommendation for children >2 years of age. Parents should continue to be educated about the need for preschoolers to participate in activities that promote language development, socialization, imagination, and physical activity. Although professionals should work to improve the ratings, and ultimately to implement a universal ratings system for all screen media, parents need to be encouraged to improve their understanding of current recommendations for screen media exposure and television and video game ratings.

  2. Understanding Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  3. News and social media: windows into community perspectives on disinvestment.

    Science.gov (United States)

    Street, Jackie M; Hennessy, Sophie E; Watt, Amber M; Hiller, Janet E; Elshaug, Adam G

    2011-10-01

    The aim of this study, in the context of disinvestment related health technology assessment, is to examine whether analysis of Web 2.0--commercial media output, blogs, and discussion forums--can provide an understanding of media framing, community perspectives, and the sociopolitical aspects of an entrenched technology. Thematic analysis of relevant data from fifty-nine media articles, thirty-nine discussion forums, thirteen blogs, and three Facebook pages relating to our case study: public funding for assisted reproductive technology services. Mainstream media and community-based social media responses were compared. Media responses were narrow, primarily describing emotive individual narratives or the political nexus of interests. Community (including patient) responses were broader including discussion of opportunity cost and vested interests but mostly reflected the polar ends of the debate, diverging strongly for or against disinvestment from public funding. Web2.0 and media analysis offers an inexpensive method to capture media portrayal, divergent community responses both to that portrayal and independent of it, and insight into the sociopolitical aspects of an entrenched technology undergoing disinvestment debate.

  4. 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

  5. A Hands-on Guide to Video Podcasting

    Science.gov (United States)

    Christensen, L. L.; Hurt, R.

    2008-02-01

    Video podcasting, or vodcasting, is the latest evolution of the podcast revolution. The market for on demand multimedia content spans the gamut, ranging from portable media players to computers, and increasingly to televisions through home media centres. This new mode of accessing content is rapidly growing in popularity, particularly among younger audiences. Vodcasting allows a direct link between consumer and content producer, bypassing traditional media networks, making it ideal for EPO efforts. Even modest budgets can yield compelling astronomy vodcasts that will appeal to a large audience. Gateways like the iTunes Store and video community websites such as Veoh and YouTube have created new content markets where none existed before. This paper highlights the key steps for producing a vodcast and shows some statistics from two leading astronomy vodcasts. The reader will see how to make (or improve) a science video podcast and learn about some of the latest developments in this rapidly-evolving field.

  6. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

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

  7. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  8. 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

  9. Make your own video with ActivePresenter

    CERN Document Server

    CERN. Geneva

    2016-01-01

    A step-by-step video tutorial on how to use ActivePresenter, a screen recording tool for Windows and Mac. The installation step is not needed for CERN users, as the product is already made available. This tutorial explains how to install ActivePresenter, how to do a screen recording and edit a video using ActivePresenter and finally how to exports the end product. Tell us what you think about this or any other video in this category via e-learning.support at cern.ch All info about the CERN rapid e-learning project is linked from http://twiki.cern.ch/ELearning  

  10. 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.

  11. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

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

  12. If a Picture Is Worth a Thousand Words Is Video Worth a Million? Differences in Affective and Cognitive Processing of Video and Text Cases

    Science.gov (United States)

    Yadav, Aman; Phillips, Michael M.; Lundeberg, Mary A.; Koehler, Matthew J.; Hilden, Katherine; Dirkin, Kathryn H.

    2011-01-01

    In this investigation we assessed whether different formats of media (video, text, and video + text) influenced participants' engagement, cognitive processing and recall of non-fiction cases of people diagnosed with HIV/AIDS. For each of the cases used in the study, we designed three informationally-equivalent versions: video, text, and video +…

  13. Nurses and social media.

    Science.gov (United States)

    Farrelly, Rory

    Nurses' use of social media and other electronic communications has increased significantly with growing numbers of social media opportunities, platforms and applications including blogs, social networking sites, video sites and online chat rooms and forums.

  14. Politik Media Dalam Membingkai Perempuan (Analisis Framing Pemberitaan Kasus Video Porno Yahya Zaini Dan Maria Eva Di Harian Umum Kompas Dan Suara Merdeka)

    OpenAIRE

    Setiansah, Mite

    2009-01-01

    This research is a qualitative descriptive research which is aims to get an explanation about process of reality reconstruction doing by mass media, various kind of framing devices that is used, and woman representation at Kompas and Suara Merdeka news reporting about circulation of Yahya Zaini-Maria Eva porn video. In its execution, this research is using framing analysis method to gain information about way of mass media’s telling story. The data are collected by using qualitative content...

  15. Politik Media dalam Membingkai Perempuan (Analisis Framing Pemberitaan Kasus Video Porno Yahya Zaini dan Maria Eva di Harian Umum Kompas dan Suara Merdeka)

    OpenAIRE

    Mite Setiansah

    2013-01-01

    Abstract: This research is a qualitative descriptive research which is aims to get an explanation about process of reality reconstruction doing by mass media, various kind of framing devices that is used, and woman representation at Kompas and Suara Merdeka news reporting about circulation of Yahya Zaini-Maria Eva porn video. In its execution, this research is using framing analysis method to gain information about way of mass media’s telling story. The data are collected by using qualitati...

  16. 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

  17. 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...

  18. Defining and Evaluating Video Hyperlinking for Navigating Multimedia Archives

    NARCIS (Netherlands)

    Ordelman, Roeland J.F.; Eskevich, Maria; Aly, Robin; Huet, Benoit; Jones, Gareth J.F.

    Multimedia hyperlinking is an emerging research topic in the context of digital libraries and (cultural heritage) archives. We have been studying the concept of video-to-video hyperlinking from a video search perspective in the context of the MediaEval evaluation benchmark for several years. Our

  19. Analisis Kinerja Trafik Video Chatting Pada Sistem Client- Client Dengan Aplikasi Wireshark

    OpenAIRE

    Yuvandra, Rayhan

    2014-01-01

    Teknologi Video chat adalah salah satu media komunikasi yang memberikan kemudahan pengguna untuk dapat melihat wajah lawan bicara dalam chatting dengan menggunakan kamera yang terdapat di notebook atau perangkat komputer. Video chat juga membutuhkan jaringan internet sebagai media transmisinya. Salah satu aplikasi untuk video chat adalah skype. Skype adalah software aplikasi komunikasi suara berbasis IP dengan teknologi P2P ( peer to peer ) melalui internet antara sesama pengguna skype. Pene...

  20. GIF Video Sentiment Detection Using Semantic Sequence

    Directory of Open Access Journals (Sweden)

    Dazhen Lin

    2017-01-01

    Full Text Available With the development of social media, an increasing number of people use short videos in social media applications to express their opinions and sentiments. However, sentiment detection of short videos is a very challenging task because of the semantic gap problem and sequence based sentiment understanding problem. In this context, we propose a SentiPair Sequence based GIF video sentiment detection approach with two contributions. First, we propose a Synset Forest method to extract sentiment related semantic concepts from WordNet to build a robust SentiPair label set. This approach considers the semantic gap between label words and selects a robust label subset which is related to sentiment. Secondly, we propose a SentiPair Sequence based GIF video sentiment detection approach that learns the semantic sequence to understand the sentiment from GIF videos. Our experiment results on GSO-2016 (GIF Sentiment Ontology data show that our approach not only outperforms four state-of-the-art classification methods but also shows better performance than the state-of-the-art middle level sentiment ontology features, Adjective Noun Pairs (ANPs.

  1. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

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

  2. The presentation of seizures and epilepsy in YouTube videos.

    Science.gov (United States)

    Wong, Victoria S S; Stevenson, Matthew; Selwa, Linda

    2013-04-01

    We evaluated videos on the social media website, YouTube, containing references to seizures and epilepsy. Of 100 videos, 28% contained an ictal event, and 25% featured a person with epilepsy recounting his or her personal experience. Videos most commonly fell into categories of Personal Experience/Anecdotal (44%) and Informative/Educational (38%). Fifty-one percent of videos were judged as accurate, and 9% were inaccurate; accuracy was not an applicable attribute in the remainder of the videos. Eighty-five percent of videos were sympathetic towards those with seizures or epilepsy, 9% were neutral, and only 6% were derogatory. Ninety-eight percent of videos were thought to be easily understood by a layperson. The user-generated content on YouTube appears to be more sympathetic and accurate compared to other forms of mass media. We are optimistic that with a shifting ratio towards sympathetic content about epilepsy, the amount of stigma towards epilepsy and seizures will continue to lessen. Copyright © 2013 Elsevier Inc. All rights reserved.

  3. Social media use by community-based organizations conducting health promotion: a content analysis.

    Science.gov (United States)

    Ramanadhan, Shoba; Mendez, Samuel R; Rao, Megan; Viswanath, Kasisomayajula

    2013-12-05

    Community-based organizations (CBOs) are critical channels for the delivery of health promotion programs. Much of their influence comes from the relationships they have with community members and other key stakeholders and they may be able to harness the power of social media tools to develop and maintain these relationships. There are limited data describing if and how CBOs are using social media. This study assesses the extent to which CBOs engaged in health promotion use popular social media channels, the types of content typically shared, and the extent to which the interactive aspects of social media tools are utilized. We assessed the social media presence and patterns of usage of CBOs engaged in health promotion in Boston, Lawrence, and Worcester, Massachusetts. We coded content on three popular channels: Facebook, Twitter, and YouTube. We used content analysis techniques to quantitatively summarize posts, tweets, and videos on these channels, respectively. For each organization, we coded all content put forth by the CBO on the three channels in a 30-day window. Two coders were trained and conducted the coding. Data were collected between November 2011 and January 2012. A total of 166 organizations were included in our census. We found that 42% of organizations used at least one of the channels of interest. Across the three channels, organization promotion was the most common theme for content (66% of posts, 63% of tweets, and 93% of videos included this content). Most organizations updated Facebook and Twitter content at rates close to recommended frequencies. We found limited interaction/engagement with audience members. Much of the use of social media tools appeared to be uni-directional, a flow of information from the organization to the audience. By better leveraging opportunities for interaction and user engagement, these organizations can reap greater benefits from the non-trivial investment required to use social media well. Future research should

  4. Streaming Audio and Video: New Challenges and Opportunities for Museums.

    Science.gov (United States)

    Spadaccini, Jim

    Streaming audio and video present new challenges and opportunities for museums. Streaming media is easier to author and deliver to Internet audiences than ever before; digital video editing is commonplace now that the tools--computers, digital video cameras, and hard drives--are so affordable; the cost of serving video files across the Internet…

  5. Review of the Effectiveness of Video Media in Instruction

    Science.gov (United States)

    1993-04-01

    did beginners . This is consistent with the finding that directing attention to the relevant aspect of the video is more effective, because more...abstract or theoretical concepts with animated flowcharts or diagrams (Riches, 1990). Enhancing Practice. Animation can be used within interactive video and

  6. 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.

  7. Students’ Media Preferences in Online Learning

    Directory of Open Access Journals (Sweden)

    Michiko KOBAYASHI

    2017-07-01

    Full Text Available This study examined students’ preferred media in online learning and its relationship with learner characteristics and online technology self-efficacy. One hundred six college students in a mid-size U.S. university responded to a survey. The frequency analysis showed that students did not necessarily favor rich media over lean media in online learning. They preferred recorded online slide presentations with audio to Internet-based live video lectures in two-way video and audio interactions. Online discussion boards and chat groups were less favored than other types of media. As expected, online technology self-efficacy was correlated with a type of media requiring a relatively higher level of technology skills. The paper presents the results and discusses their implications of the study.

  8. Media Literacy Is the Message.

    Science.gov (United States)

    Trampiets, Frances

    1995-01-01

    Highlights the importance of using music, multimedia, video, and computers to enrich and enhance religious education, and of integrating media education into faith formation. Suggests that media literacy plays an important role in increasing awareness of the influence of mass media on society. (DJM)

  9. Television and music video exposure and risk of adolescent alcohol use.

    Science.gov (United States)

    Robinson, T N; Chen, H L; Killen, J D

    1998-11-01

    Alcohol use is frequently portrayed in television programming and advertising. Exposure to media portrayals of alcohol use may lead to increased drinking. To address this issue, we examined prospectively the associations between media exposure and alcohol use in adolescents. Prospective cohort study. Setting. Six public high schools in San Jose, California. Participants. Ninth-grade students (N = 1533; mean age = 14.6 years). Students reported hours of television, music video, and videotape viewing; computer and video game use; and lifetime and past 30 days' alcohol use at baseline and 18 months later. Associations between baseline media exposure and subsequent alcohol use were examined with multiple logistic regression. During the 18-month follow-up, 36.2% of baseline nondrinkers began drinking and 50.7% of baseline drinkers continued to drink. Onset of drinking was significantly associated with baseline hours of television viewing (odds ratio [OR] = 1.09; 95% confidence interval [95% CI] = 1.01-1.18), music video viewing (OR = 1.31; 95% CI = 1. 17-1.47), and videotape viewing (OR = 0.89; 95% CI = 0.79-0.99), controlling for age, sex, ethnicity, and other media use. Computer and video game use was not significantly associated with the subsequent onset of drinking. Among baseline drinkers, there were no significant associations between baseline media use and maintenance of drinking. Increased television and music video viewing are risk factors for the onset of alcohol use in adolescents. Attempts to prevent adolescent alcohol use should address the adverse influences of alcohol use in the media.

  10. Window Glazing Types | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  11. Window Frame Types | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  12. Window Operator Types | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  13. HEP visualization and video technology

    International Nuclear Information System (INIS)

    Lebrun, P.; Swoboda, D.

    1994-01-01

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

  14. Measuring Physical Activity Intensity

    Medline Plus

    Full Text Available ... aerobic activity, watch this video: Windows Media Player, 4:48 More videos Here are some ways to ... ePub file RIS file Page last reviewed: June 4, 2015 Page last updated: June 4, 2015 Content ...

  15. Media education. American Academy of Pediatrics. Committee on Public Education.

    Science.gov (United States)

    1999-08-01

    The American Academy of Pediatrics recognizes that exposure to mass media (ie, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising, etc) presents both health risks and benefits for children and adolescents. Media education has the potential to reduce the harmful effects of media. By understanding and supporting media education, pediatricians can play an important role in reducing the risk of exposure to mass media for children and adolescents.

  16. Video-assisted thoracoscopic pericardial window placement for radiation pericarditis induced by definitive chemoradiotherapy in a patient with thoracic esophageal carcinoma

    International Nuclear Information System (INIS)

    Hisakura, Katsuji; Terashima, Hideo; Nagai, Kentaro; Nozaki, Reiji; Akashi, Yoshimasa; Tadano, Sosuke; Ohkohchi, Nobuhiro

    2007-01-01

    We report surgical management of radiation-induced massive pericardial effusion. A 55-year-old man undergoing definitive chemoradiotherapy (CRT) for esophageal squamous cell carcinoma in the middle thorax was treated with megavoltage equipment using anterior-posterior opposed fields up to 45 Gy, including the primary tumor and regional lymphnodes. A booster dose of 25 Gy was given to the primary tumor for a total dose of 70 Gy, using bilateral oblique fields. Three years and 6 months later, he was treated with an additional 30 Gy for mediastinal lymphnode metastasis, followed by percutaneous pericardiocentesis for cardiac tamponade with massive pericardial effusion 4 times in 5 months. Because medical intervention was inadequate, he underwent pericardial effusion via video-assisted thoracoscopic pericardial window placement 4 years and 6 months after definitive CRT. Histopathological examination of the pericardial tissue specimen showed marked fibrosis but no cancer recurrence, compatible with radiation pericarditis. The postoperative course was uneventful, and pericardial effusion completely disappeared. (author)

  17. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

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

  18. Social Media Misuse in the United States Army

    Science.gov (United States)

    2016-06-10

    phenomenon for the Army and it will increase as more Soldiers in the millennial generation communicate through social media as well as use numerous...social media . Soldiers and leaders must also understand the punitive actions that could result from not upholding the Army values and ethics resulting...browsing a social media network’s community page in 2014 when she came upon a video that she found offensive and sexist. In one scene of the video

  19. Talking Video in 'Everyday Life':Interactional Practices of Localising, Translating and Stretching Conduct in Reality TV Parenting Programmes

    OpenAIRE

    McIlvenny, Paul

    2010-01-01

    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. Real...

  20. Videos, Podcasts and Livechats

    Medline Plus

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

  1. PENGEMBANGAN MULTIMEDIA PEMBELAJARAN FISIKA BERBASIS AUDIO-VIDEO EKSPERIMEN LISTRIK DINAMIS DI SMP

    Directory of Open Access Journals (Sweden)

    P. Rante

    2013-10-01

    Full Text Available Penelitian pengembangan ini dilakukan dengan tujuan untuk melihat profil pengembangan multimedia pembelajaran fisika berbasis audio-video eksperimen listrik dinamis yang dapat menjadi solusi ketidakterlaksanaan praktikum di sekolah. Hasil penelitian menunjukkan bahwa propil multimedia berbasis audio-video eksperimen dari segi tampilan menarik, fasilitas runtut, sistematis dan praktis digunakan serta menjadi solusi ketidakterlaksanaan praktikum di sekolah. Produk akhir adalah sebuah paket CD autorun multimedia pembelajaran interaktif sebagai media pembelajaran mandiri dan sebagai media presentase yang dilengkapi perangkat pembelajaran untuk guru. This research aims to see the profile of multimedia learning development on physics based audio-video on the topic dynamic electricity experiment that may become a solution of practicum that not mastered well in the school. The result shows that the profile of develop multimedia based audio-video experiment has interesting display, harmonious facilities, systematic and practical in used as well as become a solution of the practicum that not mastered yet. The final product produced an auto run CD package of interactive learning multimedia as a self learning media and as a representation of media that equipped with teaching and learning media for teacher.

  2. Media violence exposure and physical aggression in fifth-grade children.

    Science.gov (United States)

    Coker, Tumaini R; Elliott, Marc N; Schwebel, David C; Windle, Michael; Toomey, Sara L; Tortolero, Susan R; Hertz, Marci F; Peskin, Melissa F; Schuster, Mark A

    2015-01-01

    To examine the association of media violence exposure and physical aggression in fifth graders across 3 media types. We analyzed data from a population-based, cross-sectional survey of 5,147 fifth graders and their parents in 3 US metropolitan areas. We used multivariable linear regression and report partial correlation coefficients to examine associations between children's exposure to violence in television/film, video games, and music (reported time spent consuming media and reported frequency of violent content: physical fighting, hurting, shooting, or killing) and the Problem Behavior Frequency Scale. Child-reported media violence exposure was associated with physical aggression after multivariable adjustment for sociodemographics, family and community violence, and child mental health symptoms (partial correlation coefficients: TV, 0.17; video games, 0.15; music, 0.14). This association was significant and independent for television, video games, and music violence exposure in a model including all 3 media types (partial correlation coefficients: TV, 0.11; video games, 0.09; music, 0.09). There was a significant positive interaction between media time and media violence for video games and music but not for television. Effect sizes for the association of media violence exposure and physical aggression were greater in magnitude than for most of the other examined variables. The association between physical aggression and media violence exposure is robust and persistent; the strength of this association of media violence may be at least as important as that of other factors with physical aggression in children, such as neighborhood violence, home violence, child mental health, and male gender. Copyright © 2015 Academic Pediatric Association. All rights reserved.

  3. 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

  4. HTML5 Media

    CERN Document Server

    Powers, Shelley

    2011-01-01

    If you're a web developer or designer familiar with CSS and JavaScript, this tightly focused introduction shows you how to add HTML5 media elements to your web pages, and how to provide custom controls for letting web visitors interact with the content. You'll also learn how to provide subtitles and captions, using file formats that work in browsers now. This book includes code samples and downloadable examples to help you take full advantage of audio and video in your web pages. Ensure your audio or video works in all browsers that support HTML5 media elementsLearn about widely supported me

  5. Is basic personality related to violent and non-violent video game play and preferences?

    Science.gov (United States)

    Chory, Rebecca M; Goodboy, Alan K

    2011-04-01

    Based on the uses and gratifications perspective, personality was expected to relate to violent video game play frequency and game preferences. Participants completed measures of personality and frequency of violent video game play, and identified their most frequently played video games. Results indicate that individuals higher in openness but lower in agreeableness played violent video games more frequently. In addition, more open and extroverted but less agreeable and neurotic individuals generally preferred to play video games that are more violent. Results suggest personality may be more predictive of violent video game use than traditional media use, though the predictive personality dimensions may be consistent across media types.

  6. Television in a New Media Environment

    Directory of Open Access Journals (Sweden)

    Viktorija Car

    2010-12-01

    Full Text Available The first decade of the 21st century has brought about comprehensive changes for media and communications in general. The new multimedia landscape has broken traditional boarders between telecommunications, the audiovisual industry, and information technology. Still, the border between traditional and new media is quite defined, yet there exists a tendency to mitigate it. Changes in media content production will play the dominant role in that process, as well the fact that the three-step flows of communication encompass new configurations of one-to-one, one-to-many, and many-to-many communication across the online/offline divide. In such processes of development and transformation, video content, once reserved exclusively for film and television using the one-way channel of communication (from content provider to viewers, now plays an increasingly important role. New media provides opportunities for video content to use three-step flows of communication, which subsequently enables space for new video genres and formats. This article presents the results of the study entitled, ”Media Accountability”, and compares them with the author’s own research on television news and with Forrester’s research on youth as a media audience. Finally, this article provides insights on the future of television as a medium and its existence as a traditional medium.

  7. Cultural values and cross-cultural video consumption on YouTube

    Science.gov (United States)

    Macy, Michael

    2017-01-01

    Video-sharing social media like YouTube provide access to diverse cultural products from all over the world, making it possible to test theories that the Web facilitates global cultural convergence. Drawing on a daily listing of YouTube’s most popular videos across 58 countries, we investigate the consumption of popular videos in countries that differ in cultural values, language, gross domestic product, and Internet penetration rate. Although online social media facilitate global access to cultural products, we find this technological capability does not result in universal cultural convergence. Instead, consumption of popular videos in culturally different countries appears to be constrained by cultural values. Cross-cultural convergence is more advanced in cosmopolitan countries with cultural values that favor individualism and power inequality. PMID:28531228

  8. Cultural values and cross-cultural video consumption on YouTube.

    Science.gov (United States)

    Park, Minsu; Park, Jaram; Baek, Young Min; Macy, Michael

    2017-01-01

    Video-sharing social media like YouTube provide access to diverse cultural products from all over the world, making it possible to test theories that the Web facilitates global cultural convergence. Drawing on a daily listing of YouTube's most popular videos across 58 countries, we investigate the consumption of popular videos in countries that differ in cultural values, language, gross domestic product, and Internet penetration rate. Although online social media facilitate global access to cultural products, we find this technological capability does not result in universal cultural convergence. Instead, consumption of popular videos in culturally different countries appears to be constrained by cultural values. Cross-cultural convergence is more advanced in cosmopolitan countries with cultural values that favor individualism and power inequality.

  9. Cultural values and cross-cultural video consumption on YouTube.

    Directory of Open Access Journals (Sweden)

    Minsu Park

    Full Text Available Video-sharing social media like YouTube provide access to diverse cultural products from all over the world, making it possible to test theories that the Web facilitates global cultural convergence. Drawing on a daily listing of YouTube's most popular videos across 58 countries, we investigate the consumption of popular videos in countries that differ in cultural values, language, gross domestic product, and Internet penetration rate. Although online social media facilitate global access to cultural products, we find this technological capability does not result in universal cultural convergence. Instead, consumption of popular videos in culturally different countries appears to be constrained by cultural values. Cross-cultural convergence is more advanced in cosmopolitan countries with cultural values that favor individualism and power inequality.

  10. Proper Installation of Replacement Windows | Efficient Windows

    Science.gov (United States)

    Collaborative Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring

  11. Automatic annotation of lecture videos for multimedia driven pedagogical platforms

    Directory of Open Access Journals (Sweden)

    Ali Shariq Imran

    2016-12-01

    Full Text Available Today’s eLearning websites are heavily loaded with multimedia contents, which are often unstructured, unedited, unsynchronized, and lack inter-links among different multimedia components. Hyperlinking different media modality may provide a solution for quick navigation and easy retrieval of pedagogical content in media driven eLearning websites. In addition, finding meta-data information to describe and annotate media content in eLearning platforms is challenging, laborious, prone to errors, and time-consuming task. Thus annotations for multimedia especially of lecture videos became an important part of video learning objects. To address this issue, this paper proposes three major contributions namely, automated video annotation, the 3-Dimensional (3D tag clouds, and the hyper interactive presenter (HIP eLearning platform. Combining existing state-of-the-art SIFT together with tag cloud, a novel approach for automatic lecture video annotation for the HIP is proposed. New video annotations are implemented automatically providing the needed random access in lecture videos within the platform, and a 3D tag cloud is proposed as a new way of user interaction mechanism. A preliminary study of the usefulness of the system has been carried out, and the initial results suggest that 70% of the students opted for using HIP as their preferred eLearning platform at Gjøvik University College (GUC.

  12. Video Games, Internet and Social Networks: A Study among French School students

    Science.gov (United States)

    Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo

    2016-11-25

    Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.

  13. Video game players show more precise multisensory temporal processing abilities.

    Science.gov (United States)

    Donohue, Sarah E; Woldorff, Marty G; Mitroff, Stephen R

    2010-05-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. In the present study, we examined whether video game players' benefits generalize beyond vision to multisensory processing by presenting auditory and visual stimuli within a short temporal window to video game players and non-video game players. Participants performed two discrimination tasks, both of which revealed benefits for video game players: In a simultaneity judgment task, video game players were better able to distinguish whether simple visual and auditory stimuli occurred at the same moment or slightly offset in time, and in a temporal-order judgment task, they revealed an enhanced ability to determine the temporal sequence of multisensory stimuli. These results suggest that people with extensive experience playing video games display benefits that extend beyond the visual modality to also impact multisensory processing.

  14. Performance Standards for Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  15. Benefits of Efficient Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  16. Assessing Window Replacement Options | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  17. Windows for New Construction | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  18. 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. 

  19. The efficacy of print and video in correcting cognitive misconceptions in science

    Science.gov (United States)

    Finney, Mary Jo

    One hundred fifty-three fifth grade students found to have misconceptions about seasonal change were randomly assigned to either a video-print or print-video group. In Study One, each group read or viewed content about seasonal change and a free recall, multiple choice and application task were administered during the following week. Two weeks later, Study Two replicated the procedures with the groups receiving content in the alternate media. Hypotheses predicting video would be more effective than print in correcting misconceptions were rejected since there was either no significance on the measures or performance was higher after reading. Exposure to both media favored the video-print order. Low and high ability readers performed better after print treatment with no significant difference between media among average ability readers. More concepts than content vocabulary were present in written responses by both video and print groups. Post-hoc analysis revealed no gender differences, no significant difference in length of free recall between Study One and Study Two and significant differences between reading abilities on all measures.

  20. User interface using a 3D model for video surveillance

    Science.gov (United States)

    Hata, Toshihiko; Boh, Satoru; Tsukada, Akihiro; Ozaki, Minoru

    1998-02-01

    These days fewer people, who must carry out their tasks quickly and precisely, are required in industrial surveillance and monitoring applications such as plant control or building security. Utilizing multimedia technology is a good approach to meet this need, and we previously developed Media Controller, which is designed for the applications and provides realtime recording and retrieval of digital video data in a distributed environment. In this paper, we propose a user interface for such a distributed video surveillance system in which 3D models of buildings and facilities are connected to the surveillance video. A novel method of synchronizing camera field data with each frame of a video stream is considered. This method records and reads the camera field data similarity to the video data and transmits it synchronously with the video stream. This enables the user interface to have such useful functions as comprehending the camera field immediately and providing clues when visibility is poor, for not only live video but also playback video. We have also implemented and evaluated the display function which makes surveillance video and 3D model work together using Media Controller with Java and Virtual Reality Modeling Language employed for multi-purpose and intranet use of 3D model.

  1. The Roles of Popular Music in Video Games

    OpenAIRE

    Frydenlund, Jørgen

    2015-01-01

    This thesis explores the roles of popular music in video games. It draws on the analytical tools used in ludomusicology, film music studies and studies of music videos. Unlike other audiovisual media, video games are based on interactivity and a range of narrativity based on genre. Some games focus on gameplay and others are more inclined with telling a good story. Implementation of popular music in video games has history stretching all the way back to the 80's, and is currently becoming an ...

  2. Videos, Podcasts and Livechats

    Medline Plus

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

  3. Impact of floating windows on the accuracy of depth perception in games

    Science.gov (United States)

    Stanfield, Brodie; Zerebecki, Christopher; Hogue, Andrew; Kapralos, Bill; Collins, Karen

    2013-03-01

    The floating window technique is commonly employed by stereoscopic 3D filmmakers to reduce the effects of window violations by masking out portions of the screen that contain visual information that doesn't exist in one of the views. Although widely adopted in the film industry, and despite its potential benefits, the technique has not been adopted by video game developers to the same extent possibly because of the lack of understanding of how the floating window can be utilized in such an interactive medium. Here, we describe a quantitative study that investigates how the floating window technique affects users' depth perception in a simple game-like environment. Our goal is to determine how various stereoscopic 3D parameters such as the existence, shape, and size of the floating window affect the user experience and to devise a set of guidelines for game developers wishing to develop stereoscopic 3D content. Providing game designers with quantitative knowledge of how these parameters can affect user experience is invaluable when choosing to design interactive stereoscopic 3D content.

  4. Boomers versus Millennials: Online Media Influence on Media Performance and Candidate Evaluations

    OpenAIRE

    Terri Towner; Caroline Lego Munoz

    2016-01-01

    Facebook posts, YouTube videos, tweets and wooing political bloggers have become standard practice in marketing political campaigns. Research has demonstrated the effect of new media on a host of politically-related behavior, including political participation, knowledge acquisition, group formation and self-efficacy. Yet, issues related to media trust, media performance and candidate evaluations have not been fully explored. In addition, much of the political marketing research looks exclusiv...

  5. Viewers Motivations for Watching Beauty Videos on You Tube

    OpenAIRE

    Jiroušková, Dominika

    2016-01-01

    The diploma thesis focuses on motivations for watching beauty videos on YouTube. The aim is to clarify why viewers watch amateur videos that communicate topics related to physical appearance. Assuming the audience as an active actor of media communication the thesis is based on uses and gratification theory. Viewers watch beauty videos consciously to meet their individual needs. Based on an analysis of eleven interviews with regular viewers of beauty videos this thesis reveals five categories...

  6. Fermilab | Publications and Videos

    Science.gov (United States)

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

  7. Frontier Scientists use Modern Media

    Science.gov (United States)

    O'connell, E. A.

    2013-12-01

    Engaging Americans and the international community in the excitement and value of Alaskan Arctic discovery is the goal of Frontier Scientists. With a changing climate, resources of polar regions are being eyed by many nations. Frontier Scientists brings the stories of field scientists in the Far North to the public. With a website, an app, short videos, and social media channels; FS is a model for making connections between the public and field scientists. FS will demonstrate how academia, web content, online communities, evaluation and marketing are brought together in a 21st century multi-media platform, how scientists can maintain their integrity while engaging in outreach, and how new forms of media such as short videos can entertain as well as inspire.

  8. Children in the New Media Landscape: Games, Pornography, Perceptions. Children and Media Violence Yearbook, 2000.

    Science.gov (United States)

    von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed.

    This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…

  9. Scheduling Heuristics for Live Video Transcoding on Cloud Edges

    Institute of Scientific and Technical Information of China (English)

    Panagiotis Oikonomou; Maria G. Koziri; Nikos Tziritas; Thanasis Loukopoulos; XU Cheng-Zhong

    2017-01-01

    Efficient video delivery involves the transcoding of the original sequence into various resolutions, bitrates and standards, in order to match viewers 'capabilities. Since video coding and transcoding are computationally demanding, performing a portion of these tasks at the network edges promises to decrease both the workload and network traffic towards the data centers of media provid-ers. Motivated by the increasing popularity of live casting on social media platforms, in this paper we focus on the case of live vid-eo transcoding. Specifically, we investigate scheduling heuristics that decide on which jobs should be assigned to an edge mini-datacenter and which to a backend datacenter. Through simulation experiments with different QoS requirements we conclude on the best alternative.

  10. Mediating Tourist Experiences. Access to Places via Shared Videos

    DEFF Research Database (Denmark)

    Tussyadiah, Iis; Fesenmaier, D.R.

    2009-01-01

    The emergence of new media using multimedia features has generated a new set of mediators for tourists' experiences. This study examines two hypotheses regarding the roles that online travel videos play as mediators of tourist experiences. The results confirm that online shared videos can provide...

  11. A DISCOURSE ON CHILD MEDIA LITERACY

    African Journals Online (AJOL)

    USER

    literacy skills they learn, to overall national development. ... The media literacy movement according to Baran and Davis (2012:414), .... media such as radio, television, newspapers, magazines, computers and video games, pop music, and the ...

  12. Handbook of Children and the Media.

    Science.gov (United States)

    Singer, Dorothy G., Ed.; Singer, Jerome L., Ed.

    This handbook analyzes effects on children of traditional media, such as television, film, and advertising; and new media, such as the Internet and video games. The chapters are: (1) "The History of Children's Use of Electronic Media" (Paik); (2) "Free Reading: Implications for Child Development" (Desmond); (3) "The Use of…

  13. The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.

    Science.gov (United States)

    Schou Andreassen, Cecilie; Billieux, Joël; Griffiths, Mark D; Kuss, Daria J; Demetrovics, Zsolt; Mazzoni, Elvis; Pallesen, Ståle

    2016-03-01

    Over the last decade, research into "addictive technological behaviors" has substantially increased. Research has also demonstrated strong associations between addictive use of technology and comorbid psychiatric disorders. In the present study, 23,533 adults (mean age 35.8 years, ranging from 16 to 88 years) participated in an online cross-sectional survey examining whether demographic variables, symptoms of attention-deficit/hyperactivity disorder (ADHD), obsessive-compulsive disorder (OCD), anxiety, and depression could explain variance in addictive use (i.e., compulsive and excessive use associated with negative outcomes) of two types of modern online technologies: social media and video games. Correlations between symptoms of addictive technology use and mental disorder symptoms were all positive and significant, including the weak interrelationship between the two addictive technological behaviors. Age appeared to be inversely related to the addictive use of these technologies. Being male was significantly associated with addictive use of video games, whereas being female was significantly associated with addictive use of social media. Being single was positively related to both addictive social networking and video gaming. Hierarchical regression analyses showed that demographic factors explained between 11 and 12% of the variance in addictive technology use. The mental health variables explained between 7 and 15% of the variance. The study significantly adds to our understanding of mental health symptoms and their role in addictive use of modern technology, and suggests that the concept of Internet use disorder (i.e., "Internet addiction") as a unified construct is not warranted. (c) 2016 APA, all rights reserved).

  14. Media Pedagogy in Action: The Making of "The Virgin Appears in La Maldita Vecindad"

    Science.gov (United States)

    Cravey, Altha J.; Petit, Michael

    2014-01-01

    This article focuses on the video documentary "The Virgin Appears in La Maldita Vecindad" as an example of critical, creative geographic media literacy and pedagogy. Conducting research through media production in the video documentary form can constitute a powerful pedagogical tool across three registers: making a video documentary…

  15. "Get Lucky!" Sexual Content in Music Lyrics, Videos and Social Media and Sexual Cognitions and Risk among Emerging Adults in the USA and Australia

    Science.gov (United States)

    Wright, Chrysalis L.; Rubin, Mark

    2017-01-01

    This study examined the relationship between sexual content in music and sexual cognitions and risk among emerging adults in the USA and Australia. Music content was examined via lyrics, videos and social media. It was hypothesised that there would be a positive association between sexual content in music and sexual cognitions and risk. Sexual…

  16. Replacement Windows for Existing Homes Homes | Efficient Windows

    Science.gov (United States)

    Collaborative Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring

  17. Video Game Discourses and Implications for Game-Based Education

    Science.gov (United States)

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  18. Design Guidance for New Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  19. Selection Process for New Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  20. Selection Process for Replacement Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  1. Design Guidance for Replacement Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  2. Proper Installation of New Windows | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  3. Television and video game exposure and the development of attention problems.

    Science.gov (United States)

    Swing, Edward L; Gentile, Douglas A; Anderson, Craig A; Walsh, David A

    2010-08-01

    Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-reported attention problems. Another sample of 210 late adolescent/early adult participants provided self-reports of television exposure, video game exposure, and attention problems. Exposure to television and video games was associated with greater attention problems. The association of television and video games to attention problems in the middle childhood sample remained significant when earlier attention problems and gender were statistically controlled. The associations of screen media and attention problems were similar across media type (television or video games) and age (middle childhood or late adolescent/early adult). Viewing television and playing video games each are associated with increased subsequent attention problems in childhood. It seems that a similar association among television, video games, and attention problems exists in late adolescence and early adulthood. Research on potential risk factors for attention problems should be expanded to include video games in addition to television.

  4. [Mass media consumption in adolescence].

    Science.gov (United States)

    Bercedo Sanz, A; Redondo Figuero, C; Pelayo Alonso, R; Gómez Del Río, Z; Hernández Herrero, M; Cadenas González, N

    2005-12-01

    To describe mass media use in teenagers (television, mobile phones, computers, Internet and video games) and to analyze its influence on teenagers' health and development. We performed a cross sectional study by means of a survey of 884 teenagers aged between 14 and 18 years old who were in the third and fourth years of high school in six towns in Cantabria (Spain) in June 2003. The statistical analysis consisted of uni- and bivariable descriptive statistics. All the teenagers had a television set at home and 24 % of families had four or more television sets. The presence of distinct mass media in teenagers' rooms was 52.5 % for televisions, 57.8 % for computers, 52 % for the Internet and 38.7 % for games consoles. The most frequently found media in teenagers' bedrooms were radio/cassette players and compact disks with 76.8 % and 67.4 %, respectively. Teenagers watched television for an average of 3 hours per day on weekdays and 3.2 hours per day at weekends. They played games consoles for an average of 0.69 hours per day on weekdays (41 min) and an average of 1.09 hours per day (65 min) at weekends and used the Internet on weekdays for an average of 0.83 hours per day (49 min) and an average of 1.15 hours per day (69 min) at weekends. A total of 87.2 % of the teenagers, especially girls, had a mobile phone (91.6 % of girls versus 82.4 % of boys; p chatting and sending e-mails. Sixty-two percent of teenagers had been to a cybercafé and 40.8 % has visited a pornographic web site, especially boys (33.1 % of boys versus 7.7 % of girls; p video console, especially boys (87 % of boys versus 57.2 % of girls; p video games with shooting, fights, sports and driving, while girls preferred adventure video games. Nearly a quarter (22.2 %) spent money on video games and cybercafés (an average of 27.06 3 a month in boys and 16.81 3 a month in girls) with no significant differences between sexes. Society as a whole and especially health professionals should increase health

  5. Long-term relations among prosocial-media use, empathy, and prosocial behavior.

    Science.gov (United States)

    Prot, Sara; Gentile, Douglas A; Anderson, Craig A; Suzuki, Kanae; Swing, Edward; Lim, Kam Ming; Horiuchi, Yukiko; Jelic, Margareta; Krahé, Barbara; Liuqing, Wei; Liau, Albert K; Khoo, Angeline; Petrescu, Poesis Diana; Sakamoto, Akira; Tajima, Sachi; Toma, Roxana Andreea; Warburton, Wayne; Zhang, Xuemin; Lam, Ben Chun Pan

    2014-02-01

    Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.

  6. Video-based noncooperative iris image segmentation.

    Science.gov (United States)

    Du, Yingzi; Arslanturk, Emrah; Zhou, Zhi; Belcher, Craig

    2011-02-01

    In this paper, we propose a video-based noncooperative iris image segmentation scheme that incorporates a quality filter to quickly eliminate images without an eye, employs a coarse-to-fine segmentation scheme to improve the overall efficiency, uses a direct least squares fitting of ellipses method to model the deformed pupil and limbic boundaries, and develops a window gradient-based method to remove noise in the iris region. A remote iris acquisition system is set up to collect noncooperative iris video images. An objective method is used to quantitatively evaluate the accuracy of the segmentation results. The experimental results demonstrate the effectiveness of this method. The proposed method would make noncooperative iris recognition or iris surveillance possible.

  7. MCSA Windows Server 2012 R2 configuring advanced services study guide exam 70-412

    CERN Document Server

    Panek, William

    2015-01-01

    The bestselling MCSA study guide, with expert instruction andhands-on practice MCSA Windows Server 2012 R2 Configuring Advanced ServicesStudy Guide provides focused preparation for exam 70-412 and isfully updated to align with the latest Windows Server 2012 R2objectives. This comprehensive guide covers 100 percent of all examobjective domains, and includes hundreds of practice questions andanswers. You get access to video demonstrations, electronicflashcards, and practice exams, and hands-on exercises based onreal-world scenarios allow you to apply your skills to everydaytasks. Organized by o

  8. 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.

  9. Media and human capital development: Can video game playing make you smarter?

    Science.gov (United States)

    Suziedelyte, Agne

    2015-04-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities.

  10. THE EFFECT OF PICURE STORY VIDEO MEDIA ON THE SPEAKING SKILLS IMPROVEMENT OF CHILDREN WITH INTELLECTUAL CHALLENGES AT GRADE IV SPECIAL EDUCATION SCHOOL CLASS C (SPLB-C OF CIPAGANTI SPECIAL EDUCATION FOUNDATION (YPLB CIPAGANTI

    Directory of Open Access Journals (Sweden)

    Nia Sutisna

    2015-06-01

    Masalah yang ditemukan pada anak tunagrahita yaitu berkaitan dengan hambatan berkomunikasi atau mengembangkan kemampuan bahasa lisan/berbicara sesuai dengan norma lingkungan dan dapat menangkap perasan dan gagasan lawan bicara serta berperan aktif dalam lingkungan. Untuk merealisasikan usaha tersebut perlu adanya latihan berbicara atau speech education yaitu melalui media video cerita yang memadai dan bentuk kegiatan yang menunjang. berdasarkan latar belakang masalah tersebut timbullah sebuah rumusan masalah dalam penelitian ini, yaitu: “Adakah pengaruh penggunaan media cerita bergambar terhadap peningkatan kemampuan berbicara Anak Tunagrahita Ringan?” Dalam menjawab permasalahan penelitian tersebut, peneliti menggunakan metode eksperimen dengan bentuk One Group Pre test Post test Design uji Wilcoxon. Adapun subjek dalam penelitian ini adalah empat orang siswa tunagrahita kelas IV SPLB-C YPLB Cipaganti Kata kunci: media video, tunagrahita, kemampuan berbicara

  11. Perceptions of video gaming careers and its implications on parental mediation

    OpenAIRE

    Jiow, Hee Jhee; Athwal, Rayvinder Jit Singh; Chew, Ling Ling; Elias, Muhammad Helmi; Lim, Nina; Lye, Qin Ting; Ng, Xin Yu; Woo, Kenneth

    2018-01-01

    Since its advent in the 1970s, the video game industry has superseded its film counterpart, sporting a growth rate quadrupling that of other media and entertainment sectors. In contemporary times, video gaming occupations — namely game designers, professional gamers and YouTubers — have gained prominence, bolstered by the support of the media industry and government agencies. Yet, little remains known about the perceptions of these careers from the standpoint of parents and young gamers. This...

  12. Lifetime Video Game Consumption, Interpersonal Aggression, Hostile Sexism, and Rape Myth Acceptance: A Cultivation Perspective.

    Science.gov (United States)

    Fox, Jesse; Potocki, Bridget

    2016-06-01

    Although previous research has investigated relationships between media consumption, sexism, and rape myth acceptance (RMA), limited research has investigated video games despite their emergence as one of the most popular forms of media entertainment globally. Given that video games typically feature even less diverse and more objectified representations of women than traditional mainstream media, we predicted that there would be relationships between video game consumption and negative beliefs and attitudes about women. In this study, we conducted a survey (N = 351) of male and female adults and used structural equation modeling to analyze relationships among video game consumption, trait interpersonal aggression, ambivalent sexism, and first-order (percentage of false rape accusations) and second-order cultivation effects (RMA). We found support for the hypothesized cultivation model, indicating a relationship between video game consumption and RMA via interpersonal aggression and hostile sexism. Although these findings cannot be interpreted causally, we discuss the implications of these associations and future directions for research. © The Author(s) 2015.

  13. Introduction to media and advertising creative relationship

    Institute of Scientific and Technical Information of China (English)

    李晴

    2013-01-01

    This article is based on the relationship of media and advertising creative for the report, Through the analysis of the nature and characteristics of various advertising media, from video, print, advertising, outdoor this four aspects explain the relationship between media and advertising creative. Fully understand the media for advertising creative, make the best combination of media and advertising, make advertising creative into real productivity.

  14. An Optimization Method of Time Window Based on Travel Time and Reliability

    Directory of Open Access Journals (Sweden)

    Fengjie Fu

    2015-01-01

    Full Text Available The dynamic change of urban road travel time was analyzed using video image detector data, and it showed cyclic variation, so the signal cycle length at the upstream intersection was conducted as the basic unit of time window; there was some evidence of bimodality in the actual travel time distributions; therefore, the fitting parameters of the travel time bimodal distribution were estimated using the EM algorithm. Then the weighted average value of the two means was indicated as the travel time estimation value, and the Modified Buffer Time Index (MBIT was expressed as travel time variability; based on the characteristics of travel time change and MBIT along with different time windows, the time window was optimized dynamically for minimum MBIT, requiring that the travel time change be lower than the threshold value and traffic incidents can be detected real time; finally, travel times on Shandong Road in Qingdao were estimated every 10 s, 120 s, optimal time windows, and 480 s and the comparisons demonstrated that travel time estimation in optimal time windows can exactly and steadily reflect the real-time traffic. It verifies the effectiveness of the optimization method.

  15. Media and youth: access, exposure, and privatization.

    Science.gov (United States)

    Roberts, D F

    2000-08-01

    To describe U.S. youth's access and exposure to the full array of media, as well as the social contexts in which media exposure occurs. A cross-sectional national random sample of 2065 adolescents aged 8 through 18 years, including oversamples of African-American and Hispanic youth, completed questionnaires about use of television, videotapes, movies, computers, video games, radio, compact discs, tape players, books, newspapers, and magazines. U.S. youngsters are immersed in media. Most households contain most media (computers and video game systems are the exception); the majority of youth have their own personal media. The average youth devotes 6 3/4 h to media; simultaneous use of multiple media increases exposure to 8 h of media messages daily. Overall, media exposure and exposure to individual media vary as a function of age, gender, race/ethnicity, and family socioeconomic level. Television remains the dominant medium. About one-half of the youth sampled uses a computer daily. A substantial proportion of children's and adolescents' media use occurs in the absence of parents. American youth devote more time to media than to any other waking activity, as much as one-third of each day. This demands increased parental attention and research into the effects of such extensive exposure.

  16. Young Children's Learning with Digital Media

    Science.gov (United States)

    Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon

    2009-01-01

    This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…

  17. Professional Windows Embedded Compact 7

    CERN Document Server

    Phung, Samuel; Joubert, Thierry; Hall, Mike

    2011-01-01

    Learn to program an array of customized devices and solutions As a compact, highly efficient, scalable operating system, Windows Embedded Compact 7 (WEC7) is one of the best options for developing a new generation of network-enabled, media-rich, and service-oriented devices. This in-depth resource takes you through the benefits and capabilities of WEC7 so that you can start using this performance development platform today. Divided into several major sections, the book begins with an introduction and then moves on to coverage of OS design, application development, advanced application developm

  18. Rural Media Literacy: Youth Documentary Videomaking as a Rural Literacy Practice

    Science.gov (United States)

    Pyles, Damiana Gibbons

    2016-01-01

    Through an analysis of a corpus of youth-produced documentary video data collected at a youth media arts organization in rural Appalachia, I explore how these rural youth engaged in media literacy practices through creating documentary videos about themselves and their community. Using a theoretical foundation in literacies research, especially…

  19. Locating the scala media in the fixed human temporal bone for therapeutic access: a preliminary study.

    Science.gov (United States)

    Pau, H; Fagan, P; Oleskevich, S

    2006-11-01

    To investigate the location of the scala media in relation to the round window niche in human temporal bones. Ten human temporal bones were investigated by radical mastoidectomy and promontory drill-out. Temporal bone laboratory. The distance from the scala media to the anterior edge of the round window niche, measured by Fisch's stapedectomy measuring cylinders. The scala media was identified at the transection point of a vertical line 1.6 to 2.2 mm (mean=1.8 mm; standard deviation=0.2) anterior to the anterior edge of the round window niche and a horizontal line 0.2 mm inferior to the lower border of the oval window. This report demonstrates the point of entry into the scala media via the promontory in fixed temporal bone models, which may provide a site of entry for stem cells and gene therapy insertion.

  20. Windows

    DEFF Research Database (Denmark)

    Heiselberg, Per; Svidt, Kjeld; Nielsen, Peter V.

    In natural ventilation systems fresh air is often provided through opening of windows. However, the knowledge of the performance of windows is rather limited. Computation of natural ventilation air flow through windows is most commonly made using discharge coefficients, that are regarded as being...... constant. The reported results show that the discharge coefficient for a window opening cannot be regarded as a constant and that it varies considerably with the size of the opening area, the window type and the temperature difference. Therefore, the use of a constant value can lead to serious errors...

  1. Social media marketing : Acquiring customer loyalty and relationship management using social media as a marketing channel

    OpenAIRE

    Saqib, Muhammad

    2016-01-01

    Abstract Social media is a marketing phenomenon that is growing very fast. Social media helps creating value for customers in broadcasting the advertising among social networks. Blog posts, videos, pictures, reviews and ratings all have a significant impact on marketing. The purpose of the thesis is to investigate how companies can achieve customer loyalty and customer relationship management using social media marketing and if companies can target new customers by social media. An inductive ...

  2. 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.

  3. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  4. Low-E Storm Windows Gain Acceptance as a Home Weatherization Measure

    Energy Technology Data Exchange (ETDEWEB)

    Gilbride, Theresa L.; Cort, Katherine A.

    2016-05-16

    This article for Home Energy Magazine describes work by the U.S. Department of Energy to develop low-emissivity storm windows as an energy efficiency-retrofit option for existing homes. The article describes the low-emissivity invisible silver metal coatings on the glass, which reflect heat back into the home in winter or back outside in summer and the benefits of low-e storm windows including insulation, air sealing, noise blocking, protection of antique windows, etc. The article also describes Pacific Northwest National Laboratory's efforts on behalf of DOE to overcome market barriers to adoption of the technology, including performance validation studies in the PNNL Lab Homes, cost effectiveness analysis, production of reports, brochures, how-to guides on low-e storm window installation for the Building America Solution Center, and a video posted on YouTube. PNNL's efforts were reviewed by the Pacific Northwest Regional Technical Forum (RTF), which serves as the advisory board to the Pacific Northwest Electric Power Planning Council and Bonneville Power Administration. In late July 2015, the RTF approved the low-e storm window measure’s savings and specifications, a critical step in integrating low-e storm windows into energy-efficiency planning and utility weatherization and incentive programs. PNNL estimates that more than 90 million homes in the United States with single-pane or low-performing double-pane windows would benefit from the technology. Low-e storm windows are suitable not only for private residences but also for small commercial buildings, historic properties, and facilities that house residents, such as nursing homes, dormitories, and in-patient facilities. To further assist in the market transformation of low-e storm windows and other high-efficiency window attachments, DOE helped found the window Attachment Energy Rating Council (AERC) in 2015. AERC is an independent, public interest, non-profit organization whose mission is to rate

  5. YouTubers as satirists: Humour and remix in online video

    Directory of Open Access Journals (Sweden)

    Patrícia Dias da Silva

    2012-10-01

    Full Text Available This article aims to discuss the role humour plays in politics, particularly in a media environment overflowing with user-generated video. We start with a genealogy of political satire, from classical to Internet times, followed by a general description of “the Hitler meme,” a series of videos on YouTube featuring footage from the film Der Untergang and nonsensical subtitles. Amid video-games, celebrities, and the Internet itself, politicians and politics are the target of twenty-first century caricatures. By analysing these videos we hope to elucidate how the manipulation of images is  embedded in everyday practices and may be of political consequence, namely by deflating politicians' constructed media image. The realm of image, at the centre of the Internet's technological culture, is connected with decisive aspects of today's social structure of knowledge and play. It is timely to understand which part of “playing” is in fact an expressive practice with political significance.

  6. YouTube as a source of COPD patient education: A social media content analysis

    Science.gov (United States)

    Stellefson, Michael; Chaney, Beth; Ochipa, Kathleen; Chaney, Don; Haider, Zeerak; Hanik, Bruce; Chavarria, Enmanuel; Bernhardt, Jay M.

    2014-01-01

    Objective Conduct a social media content analysis of COPD patient education videos on YouTube. Methods A systematic search protocol was used to locate 223 videos. Two independent coders evaluated each video to determine topics covered, media source(s) of posted videos, information quality as measured by HONcode guidelines for posting trustworthy health information on the Internet, and viewer exposure/engagement metrics. Results Over half the videos (n=113, 50.7%) included information on medication management, with far fewer videos on smoking cessation (n=40, 17.9%). Most videos were posted by a health agency or organization (n=128, 57.4%), and the majority of videos were rated as high quality (n=154, 69.1%). HONcode adherence differed by media source (Fisher’s Exact Test=20.52, p=.01), with user-generated content (UGC) receiving the lowest quality scores. Overall level of user engagement as measured by number of “likes,” “favorites,” “dislikes,” and user comments was low (mdn range = 0–3, interquartile (IQR) range = 0–16) across all sources of media. Conclusion Study findings suggest that COPD education via YouTube has the potential to reach and inform patients, however, existing video content and quality varies significantly. Future interventions should help direct individuals with COPD to increase their engagement with high-quality patient education videos on YouTube that are posted by reputable health organizations and qualified medical professionals. Patients should be educated to avoid and/or critically view low-quality videos posted by individual YouTube users who are not health professionals. PMID:24659212

  7. A model linking video gaming, sleep quality, sweet drinks consumption and obesity among children and youth.

    Science.gov (United States)

    Turel, O; Romashkin, A; Morrison, K M

    2017-08-01

    There is a growing need to curb paediatric obesity. The aim of this study is to untangle associations between video-game-use attributes and obesity as a first step towards identifying and examining possible interventions. Cross-sectional time-lagged cohort study was employed using parent-child surveys (t1) and objective physical activity and physiological measures (t2) from 125 children/adolescents (mean age = 13.06, 9-17-year-olds) who play video games, recruited from two clinics at a Canadian academic children's hospital. Structural equation modelling and analysis of covariance were employed for inference. The results of the study are as follows: (i) self-reported video-game play duration in the 4-h window before bedtime is related to greater abdominal adiposity (waist-to-height ratio) and this association may be mediated through reduced sleep quality (measured with the Pittsburgh Sleep Quality Index); and (ii) self-reported average video-game session duration is associated with greater abdominal adiposity and this association may be mediated through higher self-reported sweet drinks consumption while playing video games and reduced sleep quality. Video-game play duration in the 4-h window before bedtime, typical video-game session duration, sweet drinks consumption while playing video games and poor sleep quality have aversive associations with abdominal adiposity. Paediatricians and researchers should further explore how these factors can be altered through behavioural or pharmacological interventions as a means to reduce paediatric obesity. © 2017 World Obesity Federation.

  8. Misleading Health-Related Information Promoted Through Video-Based Social Media: Anorexia on YouTube

    Science.gov (United States)

    Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh

    2013-01-01

    Introduction The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). Objective The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. Methods We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. Results The interrater agreement of classification was moderate (Fleiss’ kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, P<.001). Conclusions Pro-anorexia information was identified in 29.3% of anorexia-related videos. Pro-anorexia videos are less common than informative videos; however, in proportional terms, pro-anorexia content is more highly favored and rated by its viewers. Efforts should focus on raising awareness, particularly among teenagers, about the trustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More

  9. Playing prosocial video games increases the accessibility of prosocial thoughts.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2011-01-01

    Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.

  10. Video games as American popular culture

    OpenAIRE

    Wolf, Mark J.P.

    2017-01-01

    Video games have moved, possibly surpassing even movies, into a central role in American popular culture in a relatively short time, and today there is increasing evidence that the video game console –to some extent, as much as the personal computer– has emerged as a central media device through which “convergence culture” is taking place. In the world of massively multiplayer online games, new (and very real) economies and cultures have evolved with striking rapidity, while on a very differe...

  11. Pro Android Media Developing Graphics, Music, Video, and Rich Media Apps for Smartphones and Tablets

    CERN Document Server

    Every, Shawn

    2010-01-01

    Mobile devices have evolved to focus on rich media production and consumption. Developers of mobile applications are able to create applications that allow people to play, capture, and share media in a variety of new ways on mobile devices. The popularity of Android has soared in part because the platform offers developers a rich set of capabilities including access to media capturing and playback functions. Pro Android Media provides concise and clear instruction on how to utilize the media APIs made available through Android to create dynamic apps. It takes you from a simple means to gain ac

  12. A new technique for presentation of scientific works: video in poster.

    Science.gov (United States)

    Bozdag, Ali Dogan

    2008-07-01

    Presentations at scientific congresses and symposiums can be in two different forms: poster or oral presentation. Each method has some advantages and disadvantages. To combine the advantages of oral and poster presentations, a new presentation type was conceived: "video in poster." The top of the portable digital video display (DVD) player is opened 180 degrees to keep the screen and the body of the DVD player in the same plane. The poster is attached to the DVD player and a window is made in the poster to expose the screen of the DVD player so the screen appears as a picture on the poster. Then this video in poster is fixed to the panel. When the DVD player is turned on, the video presentation of the surgical procedure starts. Several posters were presented at different medical congresses in 2007 using the "video in poster" technique, and they received poster awards. The video in poster combines the advantages of both oral and poster presentations.

  13. Design, Implementation and Evaluation of Congestion Control Mechanism for Video Streaming

    OpenAIRE

    Hiroshi Noborio; Hiroyuki Hisamatsu; Hiroki Oda

    2011-01-01

    In recent years, video streaming services over TCP, such as YouTube, have become more and more popular. TCP NewReno, the current TCP standard, performs greedy congestion control, which increases the congestion window size until packet loss occurs. Therefore, because TCP transmits data at a much higher rate than the video playback rate, the probability of packet loss in the network increases, which in turn takes bandwidth from other network traffic. In this paper, we propose a new transport-la...

  14. Detection of Upscale-Crop and Partial Manipulation in Surveillance Video Based on Sensor Pattern Noise

    Science.gov (United States)

    Hyun, Dai-Kyung; Ryu, Seung-Jin; Lee, Hae-Yeoun; Lee, Heung-Kyu

    2013-01-01

    In many court cases, surveillance videos are used as significant court evidence. As these surveillance videos can easily be forged, it may cause serious social issues, such as convicting an innocent person. Nevertheless, there is little research being done on forgery of surveillance videos. This paper proposes a forensic technique to detect forgeries of surveillance video based on sensor pattern noise (SPN). We exploit the scaling invariance of the minimum average correlation energy Mellin radial harmonic (MACE-MRH) correlation filter to reliably unveil traces of upscaling in videos. By excluding the high-frequency components of the investigated video and adaptively choosing the size of the local search window, the proposed method effectively localizes partially manipulated regions. Empirical evidence from a large database of test videos, including RGB (Red, Green, Blue)/infrared video, dynamic-/static-scene video and compressed video, indicates the superior performance of the proposed method. PMID:24051524

  15. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  16. Misleading health-related information promoted through video-based social media: anorexia on YouTube.

    Science.gov (United States)

    Syed-Abdul, Shabbir; Fernandez-Luque, Luis; Jian, Wen-Shan; Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh; Liou, Der-Ming

    2013-02-13

    The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. The interrater agreement of classification was moderate (Fleiss' kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, Ptrustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More research is needed to study the characteristics of pro-anorexia videos in order to develop algorithms that will automatically detect and filter those videos before they become popular.

  17. 3D future internet media

    CERN Document Server

    Dagiuklas, Tasos

    2014-01-01

    This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The main contributions are based on the results of the FP7 European Projects ROMEO, which focus on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the Future Internet (www.ict-romeo.eu). The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of constant video quality to both fixed and mobile users. ROMEO will design and develop hybrid-networking solutions that co...

  18. Novel 3D media technologies

    CERN Document Server

    Dagiuklas, Tasos

    2015-01-01

    This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcas...

  19. Overview video diagnostics for the W7-X stellarator

    Energy Technology Data Exchange (ETDEWEB)

    Kocsis, G., E-mail: kocsis.gabor@wigner.mta.hu [Wigner RCP, RMI, Konkoly Thege 29-33, H-1121 Budapest (Hungary); Baross, T. [Wigner RCP, RMI, Konkoly Thege 29-33, H-1121 Budapest (Hungary); Biedermann, C. [Max-Planck-Institute for Plasma Physics, 17491 Greifswald (Germany); Bodnár, G.; Cseh, G.; Ilkei, T. [Wigner RCP, RMI, Konkoly Thege 29-33, H-1121 Budapest (Hungary); König, R.; Otte, M. [Max-Planck-Institute for Plasma Physics, 17491 Greifswald (Germany); Szabolics, T.; Szepesi, T.; Zoletnik, S. [Wigner RCP, RMI, Konkoly Thege 29-33, H-1121 Budapest (Hungary)

    2015-10-15

    Considering the requirements of the newly built Wendelstein 7-X stellarator a ten-channel overview video diagnostic system was developed and is presently under installation. The system covering the whole torus interior can be used not only to observe the plasma but also to detect irregular operational events which are dangerous for the stellarator itself and to send automatic warning for the machine safety. The ten tangential AEQ ports used by the diagnostic remain under atmospheric pressure, the vacuum/air interface is at the front window located at the plasma side of the AEQ port. The optical vacuum window is protected by a cooled pinhole. The Sensor Module (SM) of the intelligent camera (EDICAM) – developed especially for this purpose – is located directly behind the vacuum window. EDICAM is designed to simultaneously record several regions of interest of its CMOS sensor with different frame rate and to detect various predefined events in real time. The air cooled SM is fixed by a docking mechanism which can preserve the pointing of the view. EDICAM can withstand the magnetic field (∼3 T), the neutron and gamma fluxes expected in the AEQ port. In order to adopt the new features of the video diagnostics system both control and data acquisition and visualization and data processing softwares are developed.

  20. Overview video diagnostics for the W7-X stellarator

    International Nuclear Information System (INIS)

    Kocsis, G.; Baross, T.; Biedermann, C.; Bodnár, G.; Cseh, G.; Ilkei, T.; König, R.; Otte, M.; Szabolics, T.; Szepesi, T.; Zoletnik, S.

    2015-01-01

    Considering the requirements of the newly built Wendelstein 7-X stellarator a ten-channel overview video diagnostic system was developed and is presently under installation. The system covering the whole torus interior can be used not only to observe the plasma but also to detect irregular operational events which are dangerous for the stellarator itself and to send automatic warning for the machine safety. The ten tangential AEQ ports used by the diagnostic remain under atmospheric pressure, the vacuum/air interface is at the front window located at the plasma side of the AEQ port. The optical vacuum window is protected by a cooled pinhole. The Sensor Module (SM) of the intelligent camera (EDICAM) – developed especially for this purpose – is located directly behind the vacuum window. EDICAM is designed to simultaneously record several regions of interest of its CMOS sensor with different frame rate and to detect various predefined events in real time. The air cooled SM is fixed by a docking mechanism which can preserve the pointing of the view. EDICAM can withstand the magnetic field (∼3 T), the neutron and gamma fluxes expected in the AEQ port. In order to adopt the new features of the video diagnostics system both control and data acquisition and visualization and data processing softwares are developed.

  1. A Window Toward the World: Older Adults' Experiences of Becoming in Health and Developing as Human Beings Through Interacting With Others Using Real Video Communication.

    Science.gov (United States)

    Hemberg, Jessica; Santamäki Fischer, Regina

    The population in the Nordic countries, as well as globally, is increasingly becoming older. Concurrently, with an increased aging population, there is an increase in poor health and loneliness among older adults. The aim of this study was to uncover, from a caring science perspective, community-living older adults' experiences of interacting with others via real video communication. The study uses a hermeneutical approach. The material consists of interviews with older adults regarding their experiences of using real video communication. The texts were interpreted through hermeneutical reading. Study participation and data storage and handling for research purposes were approved by the participants when they provided their informed consent. Ethical permission to conduct this study was granted by a research board. The findings uncovered that welfare technology offers a metaphor-a window toward the world-that comprises the overarching core theme "Being in a movement toward becoming a unity as a human being," and 3 main themes: "Alleviating suffering through beating involuntary solitude," "Being in the world as an equal and dignified human being," and "Dedicating new perspectives and meaning in life." Welfare technology seems to be an important means to improve the quality of life for older adults living at home. Welfare technology enables older people to be in contact with other people in an easy way. Further research is needed to uncover issues of welfare technology from different perspectives.

  2. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    OpenAIRE

    Engelhardt , Christopher R.; Bartholow , Bruce D.; Kerr , Geoffrey T.; Bushman , Brad J.

    2011-01-01

    International audience; Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game ...

  3. MCSA Windows Server 2012 R2 complete study guide exams 70-410, 70-411, 70-412, and 70-417

    CERN Document Server

    Panek, William

    2014-01-01

    Prepare for the MCSA Windows Server 2012 R2 Exams Microsoft's new version of the MCSA certification for WindowsServer 2012 R2 requires passing three exams (or one Upgrade exam ifyou have your MCSA or MCITP in Windows Server 2008). Thisvalue-priced study guide includes more than 1,000 pages of qualityexam-prep content, covering 100% of the objective domains of allthree exams (as well as the Upgrade exam, 70-417). In addition, you get access to an interactive practice testenvironment with more than 500 questions, electronic flashcards,and videos showing how to perform the more difficult tasks.

  4. De-framing video games from the light of cinema

    Directory of Open Access Journals (Sweden)

    Bernard Perron

    2015-09-01

    Full Text Available In this essay, we shall try to step back from a blinding cinema-centric approach in order to examine the impact such a framing has caused, to question its limitations, and to reflect on the interpretive communities that have relied on film (communities we are part of, due to our film studies background to position video games as an important cultural phenomenon as well as an object worthy of scholarly attention. Using Gaudreault and Marion’s notion of cultural series and wishing to spread a French theoretical approach we find very relevant to the discussion, we will question the bases on which we frame video games as cinema. This inquiry will focus on the audiovisual nature of both media and highlight their differing technical and aesthetic aspects, which will lead us to consider video games as being closer to other forms of audiovisual media.

  5. Enhancements to the Sentinel Fireball Network Video Software

    Science.gov (United States)

    Watson, Wayne

    2009-05-01

    The Sentinel Fireball Network that supports meteor imaging of bright meteors (fireballs) has been in existence for over ten years. Nearly five years ago it moved from gathering meteor data with a camera and VCR video tape to a fisheye lens attached to a hardware device, the Sentinel box, which allowed meteor data to be recorded on a PC operating under real-time Linux. In 2006, that software, sentuser, was made available on Apple, Linux, and Window operating systems using the Python computer language. It provides basic video and management functionality and a small amount of analytic software capability. This paper describes the new and attractive future features of the software, and, additionally, it reviews some of the research and networks from the past and present using video equipment to collect and analyze fireball data that have applicability to sentuser.

  6. Alzheimer’s Disease in Social Media: Content Analysis of YouTube Videos

    OpenAIRE

    Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B

    2017-01-01

    Background Approximately 5.5 million Americans are living with Alzheimer’s disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. Objective This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Methods Videos uploaded to YouTube from 2013 to 20...

  7. Video Synchronization With Bit-Rate Signals and Correntropy Function

    Directory of Open Access Journals (Sweden)

    Igor Pereira

    2017-09-01

    Full Text Available We propose an approach for the synchronization of video streams using correntropy. Essentially, the time offset is calculated on the basis of the instantaneous transfer rates of the video streams that are extracted in the form of a univariate signal known as variable bit-rate (VBR. The state-of-the-art approach uses a window segmentation strategy that is based on consensual zero-mean normalized cross-correlation (ZNCC. This strategy has an elevated computational complexity, making its application to synchronizing online data streaming difficult. Hence, our proposal uses a different window strategy that, together with the correntropy function, allows the synchronization to be performed for online applications. This provides equivalent synchronization scores with a rapid offset determination as the streams come into the system. The efficiency of our approach has been verified through experiments that demonstrate its viability with values that are as precise as those obtained by ZNCC. The proposed approach scored 81 % in time reference classification against the equivalent 81 % of the state-of-the-art approach, requiring much less computational power.

  8. Considerations for Producing Media for Science Museum Exhibits: A Volcano Video Case Study

    Science.gov (United States)

    Sable, MFA, J.

    2013-12-01

    While science museums continue to expand their use of videos in exhibits, they are also seeking to add engaging content to their websites in the hope of reaching broader audiences. As a cost-effective way to do both, a project is undertaken to develop a video for a museum website that can easily be adapted for use in an exhibit. To establish goals and constraints for the video, this project explores the needs of museums and their audiences. Past literature is compared with current exhibitions in several U.S. museums. Once identified, the needs of science museums are incorporated into the content, form, and style of the two-part video "Living in Pele's Paradise." Through the story of the spectacular 1959-60 eruption of Kilauea Volcano, Hawai'i, the video shows how research and monitoring contribute to helping communities prepare for volcanic hazards. A 20-minute version of the video is produced for the web, and a 4-minute version is developed for use in a hypothetical science museum exhibit. The two versions of the video provide a cross-platform experience with multiple levels of content depth.

  9. Gaze inspired subtitle position evaluation for MOOCs videos

    Science.gov (United States)

    Chen, Hongli; Yan, Mengzhen; Liu, Sijiang; Jiang, Bo

    2017-06-01

    Online educational resources, such as MOOCs, is becoming increasingly popular, especially in higher education field. One most important media type for MOOCs is course video. Besides traditional bottom-position subtitle accompany to the videos, in recent years, researchers try to develop more advanced algorithms to generate speaker-following style subtitles. However, the effectiveness of such subtitle is still unclear. In this paper, we investigate the relationship between subtitle position and the learning effect after watching the video on tablet devices. Inspired with image based human eye tracking technique, this work combines the objective gaze estimation statistics with subjective user study to achieve a convincing conclusion - speaker-following subtitles are more suitable for online educational videos.

  10. Media and human capital development: Can video game playing make you smarter?

    OpenAIRE

    Suziedelyte, A.

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using the data from the Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday...

  11. Fostering science communication and outreach through video production in Dartmouth's IGERT Polar Environmental Change graduate program

    Science.gov (United States)

    Hammond Wagner, C. R.; McDavid, L. A.; Virginia, R. A.

    2013-12-01

    Dartmouth's NSF-supported IGERT Polar Environmental Change graduate program has focused on using video media to foster interdisciplinary thinking and to improve student skills in science communication and public outreach. Researchers, educators, and funding organizations alike recognize the value of video media for making research results more accessible and relevant to diverse audiences and across cultures. We present an affordable equipment set and the basic video training needed as well as available Dartmouth institutional support systems for students to produce outreach videos on climate change and its associated impacts on people. We highlight and discuss the successes and challenges of producing three types of video products created by graduate and undergraduate students affiliated with the Dartmouth IGERT. The video projects created include 1) graduate student profile videos, 2) a series of short student-created educational videos for Greenlandic high school students, and 3) an outreach video about women in science based on the experiences of women students conducting research during the IGERT field seminar at Summit Station and Kangerlussuaq, Greenland. The 'Science in Greenland--It's a Girl Thing' video was featured on The New York Times Dot Earth blog and the Huffington Post Green blog among others and received international recognition. While producing these videos, students 1) identified an audience and created story lines, 2) worked in front of and behind the camera, 3) utilized low-cost digital editing applications, and 4) shared the videos on multiple platforms from social media to live presentations. The three video projects were designed to reach different audiences, and presented unique challenges for content presentation and dissemination. Based on student and faculty assessment, we conclude that the video projects improved student science communication skills and increased public knowledge of polar science and the effects of climate change.

  12. Media and human capital development: Can video game playing make you smarter?1

    Science.gov (United States)

    Suziedelyte, Agne

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064

  13. Windows Azure

    CERN Document Server

    Johnson, Bruce; Chambers, James; Garber, Danny; Malik, Jamal; Fazio, Adam

    2013-01-01

    A collection of five must-have Azure titles, from some of the biggest names in the field Available individually, but at a discounted rate for the collection, this bundle of five e-books covers key developer and IT topics of Windows Azure, including ASP.NET, mobile services, web sites, data storage, and the hybrid cloud. A host of Microsoft employees and MPVs come together to cover the biggest challenges that professionals face when working with Windows Azure. The e-books included are as follows: Windows Azure and ASP.NET MVC MigrationWindows Azure Mobile ServicesWindows Azure Web SitesWindows

  14. CAN OPEN MEAN TERBUKA? NEGOTIATING LICENSES FOR INDONESIAN VIDEO ACTIVISM

    Directory of Open Access Journals (Sweden)

    Alexandra Crosby

    2010-01-01

    Full Text Available Abstract: Since the fall of Suharto’s New Order regime in Indonesia, space has been opened up for the emergence and development of new practices of media production and distribution, such as the use of video for social change. As access to the technology for producing, distributing and watching video becomes increasingly democratised in Indonesia over this period, a spectrum of approaches to licensing are developing in response to ideology as well as economic impetus. These include the full adherence to the global norms of intellectual property rights, market-driven piracy, politically based rejection of any restrictions, and a burgeoning interest in Creative Commons.While Indonesia hosts one of the most enthusiastic cultures of digital sharing, this article argues that there is not yet a solution for the issues of copyright management that fits the Indonesian context. We examine the work of several groups who are currently active in producing social and environmental video in the archipelago. These include VideoBattle, Forum Lenteng, and the EngageMedia network.

  15. Learning Windows Azure Mobile Services for Windows 8 and Windows Phone 8

    CERN Document Server

    Webber-Cross, Geoff

    2014-01-01

    This book is based around a case study game which was written for the book. This means that the chapters progress in a logical way and build upon lessons learned as we go. Real-world examples are provided for each topic that are practical and not given out-of-context so they can be applied directly to other applications.If you are a developer who wishes to build Windows 8 and Phone 8 applications and integrate them with Windows Azure Mobile Services, this book is for you. Basic C# and JavaScript skills are advantageous, as well as some knowledge of building Windows 8 or Windows Phone 8 applica

  16. Otitis Media Diagnosis for Developing Countries Using Tympanic Membrane Image-Analysis.

    Science.gov (United States)

    Myburgh, Hermanus C; van Zijl, Willemien H; Swanepoel, DeWet; Hellström, Sten; Laurent, Claude

    2016-03-01

    Otitis media is one of the most common childhood diseases worldwide, but because of lack of doctors and health personnel in developing countries it is often misdiagnosed or not diagnosed at all. This may lead to serious, and life-threatening complications. There is, thus a need for an automated computer based image-analyzing system that could assist in making accurate otitis media diagnoses anywhere. A method for automated diagnosis of otitis media is proposed. The method uses image-processing techniques to classify otitis media. The system is trained using high quality pre-assessed images of tympanic membranes, captured by digital video-otoscopes, and classifies undiagnosed images into five otitis media categories based on predefined signs. Several verification tests analyzed the classification capability of the method. An accuracy of 80.6% was achieved for images taken with commercial video-otoscopes, while an accuracy of 78.7% was achieved for images captured on-site with a low cost custom-made video-otoscope. The high accuracy of the proposed otitis media classification system compares well with the classification accuracy of general practitioners and pediatricians (~64% to 80%) using traditional otoscopes, and therefore holds promise for the future in making automated diagnosis of otitis media in medically underserved populations.

  17. Bedtime Electronic Media Use and Sleep in Children with Autism Spectrum Disorder.

    Science.gov (United States)

    Mazurek, Micah O; Engelhardt, Christopher R; Hilgard, Joseph; Sohl, Kristin

    2016-09-01

    The purpose of this study was to better understand the use of screen-based media at bedtime among children with autism spectrum disorder (ASD). The study specifically examined whether the presence of media devices in the child's bedroom, the use of media as part of the bedtime routine, and exposure to media with violent content just before bedtime were associated with sleep difficulties. Parents of 101 children with ASD completed questionnaires assessing their children's sleep habits, bedroom media access (including television, video game devices, and computers), and patterns of nighttime media use (including timing of media exposure and violent media content). Children with ASD who used media as part of the bedtime routine showed significantly greater sleep onset latency than those who did not (39.8 vs 16.0 minutes). Similarly, children who were exposed to media with violent content within the 30-minute period before bedtime experienced significantly greater sleep onset delays and shorter overall sleep duration. In contrast, the mere presence of bedroom media was not associated with either sleep onset latency or sleep duration. Overall, these findings indicate that incorporating television and video games into the bedtime routine is associated with sleep onset difficulties among children with ASD. Exposure to violent media before bed is also associated with poor sleep. Families of children with ASD should be encouraged to regulate and monitor the timing and content of television and video game use, whether or not such devices are physically present in the child's bedroom.

  18. Interoperability through standardization: Electronic mail, and X Window systems

    Science.gov (United States)

    Amin, Ashok T.

    1993-01-01

    Since the introduction of computing machines, there has been continual advances in computer and communication technologies and approaching limits. The user interface has evolved from a row of switches, character based interface using teletype terminals and then video terminals, to present day graphical user interface. It is expected that next significant advances will come in the availability of services, such as electronic mail and directory services, as the standards for applications are developed and in the 'easy to use' interfaces, such as Graphical User Interface for example Window and X Window, which are being standardized. Various proprietary electronic mail (email) systems are in use within organizations at each center of NASA. Each system provides email services to users within an organization, however the support for email services across organizations and across centers exists at centers to a varying degree and is often easy to use. A recent NASA email initiative is intended 'to provide a simple way to send email across organizational boundaries without disruption of installed base.' The initiative calls for integration of existing organizational email systems through gateways connected by a message switch, supporting X.400 and SMTP protocols, to create a NASA wide email system and for implementation of NASA wide email directory services based on OSI standard X.500. A brief overview of MSFC efforts as a part of this initiative are described. Window based graphical user interfaces make computers easy to use. X window protocol has been developed at Massachusetts Institute of Technology in 1984/1985 to provide uniform window based interface in a distributed computing environment with heterogenous computers. It has since become a standard supported by a number of major manufacturers. Z Windows systems, terminals and workstations, and X Window applications are becoming available. However impact of its use in the Local Area Network environment on the network

  19. MEKANISME SEGMENTASI LAJU BIT PADA DYNAMIC ADAPTIVE STREAMING OVER HTTP (DASH UNTUK APLIKASI VIDEO STREAMING

    Directory of Open Access Journals (Sweden)

    Muhammad Audy Bazly

    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

  20. Pre-Exposure Prophylaxis YouTube Videos: Content Evaluation.

    Science.gov (United States)

    Kecojevic, Aleksandar; Basch, Corey; Basch, Charles; Kernan, William

    2018-02-16

    Antiretroviral (ARV) medicines reduce the risk of transmitting the HIV virus and are recommended as daily pre-exposure prophylaxis (PrEP) in combination with safer sex practices for HIV-negative individuals at a high risk for infection, but are underused in HIV prevention. Previous literature suggests that YouTube is extensively used to share health information. While pre-exposure prophylaxis (PrEP) is a novel and promising approach to HIV prevention, there is limited understanding of YouTube videos as a source of information on PrEP. The objective of this study was to describe the sources, characteristics, and content of the most widely viewed PrEP YouTube videos published up to October 1, 2016. The keywords "pre-exposure prophylaxis" and "Truvada" were used to find 217 videos with a view count >100. Videos were coded for source, view count, length, number of comments, and selected aspects of content. Videos were also assessed for the most likely target audience. The total cumulative number of views was >2.3 million, however, a single Centers for Disease Control and Prevention video accounted for >1.2 million of the total cumulative views. A great majority (181/217, 83.4%) of the videos promoted the use of PrEP, whereas 60.8% (132/217) identified the specific target audience. In contrast, only 35.9% (78/217) of the videos mentioned how to obtain PrEP, whereas less than one third addressed the costs, side effects, and safety aspects relating to PrEP. Medical and academic institutions were the sources of the largest number of videos (66/217, 30.4%), followed by consumers (63/217, 29.0%), community-based organizations (CBO; 48/217, 22.1%), and media (40/217, 18.4%). Videos uploaded by the media sources were more likely to discuss the cost of PrEP (PYouTube videos can be used to share reliable PrEP information with individuals. Further research is needed to identify the best practices for using this medium to promote and increase PrEP uptake. ©Aleksandar Kecojevic

  1. Aplikasi Media Sosial Untuk Para Penggemar Cullinary Berbasis Android

    OpenAIRE

    Tanuwijaya, Yoel; Handojo, Andreas; Purba, Kristo Radion

    2015-01-01

    Along with the very fast growth of social media, more users use it to share photos/videos about food. Many people use it to store food pictures and recommend the food they like therefore it will make other people want to try it. The high demand of culinary information brings an opportunity for culinary business owner to promote their business through social media. This application can help users and business owners to obtain complete culinary information through photos/videos, address, contac...

  2. The Functional Role of Music in Communicating Death through/in YouTube Videos

    Directory of Open Access Journals (Sweden)

    Panagiotis Pentaris

    2014-09-01

    Full Text Available Since the establishment of thanatology, the science of death, in the early 20th century, death has not only been considered a controversial subject, but it has also been regarded as a taboo topic. Various ways of communicating death have developed over the last few decades. With the advent of different mass and social media and their increasing impact on everyday life in the 21st century, death can now be communicated via a number of media platforms, such as television, radio, and online videos. This type of communication is underpinned by a series of dimensions, in particular music, that shape the conveyed message. Music has been extensively used in the dissemination of information in the wider media outlet. It is widely seen as a means of evoking emotions and of facilitating the process of assimilating information that is communicated via media. This paper seeks to discuss the functional role of music in communicating death in online video platforms. In particular, the example of the YouTube platform is used to identify the links between death, music and video platforms. This paper is part of a large-scale study on the functional role of music in communicating death through YouTube videos. It is suggested that music may serve as a link between media and death. The conclusions that are drawn in this paper are supported by the authors’ current and ongoing study and critical analysis of the deployment of music in the communication of death.

  3. Processing Decoded Video for LCD-LED Backlight Display

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan

    The quality of digital images and video signal on visual media such as TV screens and LCD displays is affected by two main factors; the display technology and compression standards. Accurate knowledge about the characteristics of display and the video signal can be utilized to develop advanced...... on local LED-LCD backlight. Second, removing the digital video codec artifacts such as blocking and ringing artifacts by post-processing algorithms. A novel algorithm based on image features with optimal balance between visual quality and power consumption was developed. In addition, to remove flickering...... algorithms for signal (image or video) enhancement. One particular application of such algorithms is the case of LCDs with dynamic local backlight. The thesis addressed two main problems; first, designing algorithms that improve the visual quality of perceived image and video and reduce power consumption...

  4. Identification, synchronisation and composition of user-generated videos

    OpenAIRE

    Bano, Sophia

    2016-01-01

    Cotutela Universitat Politècnica de Catalunya i Queen Mary University of London The increasing availability of smartphones is facilitating people to capture videos of their experience when attending events such as concerts, sports competitions and public rallies. Smartphones are equipped with inertial sensors which could be beneficial for event understanding. The captured User-Generated Videos (UGVs) are made available on media sharing websites. Searching and mining of UGVs of the same eve...

  5. Analytical and ethical complexities in video game research

    DEFF Research Database (Denmark)

    Andersen, Mads Lund; Chimiri, Niklas Alexander; Søndergaard, Dorte Marie

    Session: Sociomaterial complexities in digital-analog spaces Abstract: Analytical and ethical complexities in video game research A central issue that video game research seldom explicitly articulates is the ethical complexities involved in its empirical and analytical work. The presentation...... explores common research questions posed and analytical foci chosen by video game researchers subscribing to either the media effects tradition, represented by (ref.) or to interdisciplinary Game Studies. Both fields, which tend to depict themselves as polar-opposites, build on ethical assumptions...... of theoretical or analytical arrogance. The relevance of acknowledging and situating ethical complexity becomes pertinent when alternatively taking a sociomaterial perspective on doing empirical and analytical work on video gaming. From an agential realist point of view, for instance, a researcher...

  6. Improving Students� Ability in Writing Hortatory Exposition Texts by Using Process-Genre Based Approach with YouTube Videos as the Media

    Directory of Open Access Journals (Sweden)

    fifin naili rizkiyah

    2017-06-01

    Full Text Available Abstract: This research is aimed at finding out how Process-Genre Based Approach strategy with YouTube Videos as the media are employed to improve the students� ability in writing hortatory exposition texts. This study uses collaborative classroom action research design following the procedures namely planning, implementing, observing, and reflecting. The procedures of carrying out the strategy are: (1 relating several issues/ cases to the students� background knowledge and introducing the generic structures and linguistic features of hortatory exposition text as the BKoF stage, (2 analyzing the generic structure and the language features used in the text and getting model on how to write a hortatory exposition text by using the YouTube Video as the MoT stage, (3 writing a hortatory exposition text collaboratively in a small group and in pairs through process writing as the JCoT stage, and (4 writing a hortatory exposition text individually as the ICoT stage. The result shows that the use of Process-Genre Based Approach and YouTube Videos can improve the students� ability in writing hortatory exposition texts. The percentage of the students achieving the score above the minimum passing grade (70 had improved from only 15.8% (3 out of 19 students in the preliminary study to 100% (22 students in the Cycle 1. Besides, the score of each aspect; content, organization, vocabulary, grammar, and mechanics also improved. � Key Words: writing ability, hortatory exposition text, process-genre based approach, youtube video

  7. Media influence and violent crimes in the Niger Delta Region of ...

    African Journals Online (AJOL)

    Media violence is viewed by social psychologists, sociologists, social workers ... to the media via the various channels such as television, radio, video players, ... characters as heroes in the media, children and teens imitate the behaviours of ...

  8. [Media and children's well-being].

    Science.gov (United States)

    Paavonen, E Juulia; Roine, Mira; Korhonen, Piia; Valkonen, Satu; Pennonen, Marjo; Partanen, Jukka; Lahikainen, Anja Riitta

    2011-01-01

    Watching television, video and computer games, and internet constitute a significant part of children's leisure time. High media exposure, however, increases the risk of psychosocial symptoms in children, such as aggressions, difficulties of behavioral regulation and concentration. In particular, media violence is thought to be harmful for children's well-being. Although the risks associated with media exposure may at least partly reflect the accumulation of social risk factors, they also seem to have an independent role as a factor increasing the symptoms. It is likely that the adverse effects of media can be lessened by providing guidance for parents.

  9. Reducing Media Viewing: Implications for Behaviorists

    Science.gov (United States)

    Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna

    2005-01-01

    American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…

  10. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games.

    Science.gov (United States)

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change.

  11. High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278

  12. Visual media processing using Matlab beginner's guide

    CERN Document Server

    Siogkas, George

    2013-01-01

    Written in a friendly, Beginner's Guide format, showing the user how to use the digital media aspects of Matlab (image, video, sound) in a practical, tutorial-based style.This is great for novice programmers in any language who would like to use Matlab as a tool for their image and video processing needs, and also comes in handy for photographers or video editors with even less programming experience wanting to find an all-in-one tool for their tasks.

  13. Video Game Use and Problem Behaviors in Boys with Autism Spectrum Disorders

    Science.gov (United States)

    Mazurek, Micah O.; Engelhardt, Christopher R.

    2013-01-01

    Children with autism spectrum disorders (ASD) have strong preferences for screen-based media, particularly video games. Although problematic video game use has been associated with behavior problems among typically developing children, the relationship between these variables has not been previously examined among children with ASD. The current…

  14. Nuclear reactions video (knowledge base on low energy nuclear physics)

    International Nuclear Information System (INIS)

    Zagrebaev, V.; Kozhin, A.

    1999-01-01

    The NRV (nuclear reactions video) is an open and permanently extended global system of management and graphical representation of nuclear data and video-graphic computer simulation of low energy nuclear dynamics. It consists of a complete and renewed nuclear database and well known theoretical models of low energy nuclear reactions altogether forming the 'low energy nuclear knowledge base'. The NRV solves two main problems: 1) fast and visualized obtaining and processing experimental data on nuclear structure and nuclear reactions; 2) possibility for any inexperienced user to analyze experimental data within reliable commonly used models of nuclear dynamics. The system is based on the realization of the following principal things: the net and code compatibility with the main existing nuclear databases; maximal simplicity in handling: extended menu, friendly graphical interface, hypertext description of the models, and so on; maximal visualization of input data, dynamics of studied processes and final results by means of real three-dimensional images, plots, tables and formulas and a three-dimensional animation. All the codes are composed as the real Windows applications and work under Windows 95/NT

  15. Parents' Views of Video Games: Habitus Forms in the Context of Parental Mediation

    Science.gov (United States)

    Friedrichs, Henrike; von Gross, Friederike; Herde, Katharina; Sander, Uwe

    2015-01-01

    This research project was conducted to explore parental attitudes towards and their mediation of video games. Qualitative, semi-structured interviews with 28 parents (14 couples) assessed their media-related habitus, their media-educational habitus and the interaction between the habitus. The results show that the media-related habitus has a…

  16. YouTube as a source of chronic obstructive pulmonary disease patient education: a social media content analysis.

    Science.gov (United States)

    Stellefson, Michael; Chaney, Beth; Ochipa, Kathleen; Chaney, Don; Haider, Zeerak; Hanik, Bruce; Chavarria, Enmanuel; Bernhardt, Jay M

    2014-05-01

    The aim of the present study is to conduct a social media content analysis of chronic obstructive pulmonary disease (COPD) patient education videos on YouTube. A systematic search protocol was used to locate 223 videos. Two independent coders evaluated each video to determine topics covered, media source(s) of posted videos, information quality as measured by HONcode guidelines for posting trustworthy health information on the Internet, and viewer exposure/engagement metrics. Over half the videos (n = 113, 50.7%) included information on medication management, with far fewer videos on smoking cessation (n = 40, 17.9%). Most videos were posted by a health agency or organization (n = 128, 57.4%), and the majority of videos were rated as high quality (n = 154, 69.1%). HONcode adherence differed by media source (Fisher's exact test = 20.52, p = 0.01), however with user-generated content receiving the lowest quality scores. Overall level of user engagement as measured by number of "likes," "favorites," "dislikes," and user comments was low (median range = 0-3, interquartile range = 0-16) across all sources of media. Study findings suggest that COPD education via YouTube has the potential to reach and inform patients; however, existing video content and quality varies significantly. Future interventions should help direct individuals with COPD to engage with high-quality patient education videos on YouTube that are posted by reputable health organizations and qualified medical professionals. Patients should be educated to avoid and/or critically view low-quality videos posted by individual YouTube users who are not health professionals.

  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. Playing prosocial video games increases empathy and decreases schadenfreude.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia; Brauer, Markus

    2010-12-01

    Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.

  20. Social media networking in pediatric hydrocephalus: a point-prevalence analysis of utilization.

    Science.gov (United States)

    Elkarim, Ghassan Awad; Alotaibi, Naif M; Samuel, Nardin; Wang, Shelly; Ibrahim, George M; Fallah, Aria; Weil, Alexander G; Kulkarni, Abhaya V

    2017-08-01

    OBJECTIVE A recent survey has shown that caregivers of children with shunt-treated hydrocephalus frequently use social media networks for support and information gathering. The objective of this study is to describe and assess social media utilization among users interested in hydrocephalus. METHODS Publicly accessible accounts and videos dedicated to the topic of hydrocephalus were comprehensively searched across 3 social media platforms (Facebook, Twitter, and YouTube) throughout March 2016. Summary statistics were calculated on standard metrics of social media popularity. A categorization framework to describe the purpose of pages, groups, accounts, channels, and videos was developed following the screening of 100 titles. Categorized data were analyzed using nonparametric tests for statistical significance. RESULTS The authors' search identified 30 Facebook pages, 213 Facebook groups, 17 Twitter accounts, and 253 YouTube videos. These platforms were run by patients, caregivers, nonprofit foundations, and patient support groups. Most accounts were from the United States (n = 196), followed by the United Kingdom (n = 31), Canada (n = 17), India (n = 15), and Germany (n = 12). The earliest accounts were created in 2007, and a peak of 65 new accounts were created in 2011. The total number of users in Facebook pages exceeded those in Facebook groups (p social media use in the topic of hydrocephalus. Users interested in hydrocephalus seek privacy for support communications and are attracted to treatment procedure and surgical products videos. These findings provide insight into potential avenues of hydrocephalus outreach, support, or advocacy in social media.

  1. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    Science.gov (United States)

    Jedlovec, Gary; Srikishen, Jayanthi; Edwards, Rita; Cross, David; Welch, Jon; Smith, Matt

    2013-01-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of "big data" available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Shortterm Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video

  2. Scalable Adaptive Graphics Environment (SAGE) Software for the Visualization of Large Data Sets on a Video Wall

    Science.gov (United States)

    Jedlovec, G.; Srikishen, J.; Edwards, R.; Cross, D.; Welch, J. D.; Smith, M. R.

    2013-12-01

    The use of collaborative scientific visualization systems for the analysis, visualization, and sharing of 'big data' available from new high resolution remote sensing satellite sensors or four-dimensional numerical model simulations is propelling the wider adoption of ultra-resolution tiled display walls interconnected by high speed networks. These systems require a globally connected and well-integrated operating environment that provides persistent visualization and collaboration services. This abstract and subsequent presentation describes a new collaborative visualization system installed for NASA's Short-term Prediction Research and Transition (SPoRT) program at Marshall Space Flight Center and its use for Earth science applications. The system consists of a 3 x 4 array of 1920 x 1080 pixel thin bezel video monitors mounted on a wall in a scientific collaboration lab. The monitors are physically and virtually integrated into a 14' x 7' for video display. The display of scientific data on the video wall is controlled by a single Alienware Aurora PC with a 2nd Generation Intel Core 4.1 GHz processor, 32 GB memory, and an AMD Fire Pro W600 video card with 6 mini display port connections. Six mini display-to-dual DVI cables are used to connect the 12 individual video monitors. The open source Scalable Adaptive Graphics Environment (SAGE) windowing and media control framework, running on top of the Ubuntu 12 Linux operating system, allows several users to simultaneously control the display and storage of high resolution still and moving graphics in a variety of formats, on tiled display walls of any size. The Ubuntu operating system supports the open source Scalable Adaptive Graphics Environment (SAGE) software which provides a common environment, or framework, enabling its users to access, display and share a variety of data-intensive information. This information can be digital-cinema animations, high-resolution images, high-definition video

  3. Robust media processing on programmable power-constrained systems

    Science.gov (United States)

    McVeigh, Jeff

    2005-03-01

    To achieve consumer-level quality, media systems must process continuous streams of audio and video data while maintaining exacting tolerances on sampling rate, jitter, synchronization, and latency. While it is relatively straightforward to design fixed-function hardware implementations to satisfy worst-case conditions, there is a growing trend to utilize programmable multi-tasking solutions for media applications. The flexibility of these systems enables support for multiple current and future media formats, which can reduce design costs and time-to-market. This paper provides practical engineering solutions to achieve robust media processing on such systems, with specific attention given to power-constrained platforms. The techniques covered in this article utilize the fundamental concepts of algorithm and software optimization, software/hardware partitioning, stream buffering, hierarchical prioritization, and system resource and power management. A novel enhancement to dynamically adjust processor voltage and frequency based on buffer fullness to reduce system power consumption is examined in detail. The application of these techniques is provided in a case study of a portable video player implementation based on a general-purpose processor running a non real-time operating system that achieves robust playback of synchronized H.264 video and MP3 audio from local storage and streaming over 802.11.

  4. Windows server cookbook for Windows server 2003 and Windows 2000

    CERN Document Server

    Allen, Robbie

    2005-01-01

    This practical reference guide offers hundreds of useful tasks for managing Windows 2000 and Windows Server 2003, Microsoft's latest server. These concise, on-the-job solutions to common problems are certain to save you many hours of time searching through Microsoft documentation. Topics include files, event logs, security, DHCP, DNS, backup/restore, and more

  5. Scientists feature their work in Arctic-focused short videos by FrontierScientists

    Science.gov (United States)

    Nielsen, L.; O'Connell, E.

    2013-12-01

    Whether they're guiding an unmanned aerial vehicle into a volcanic plume to sample aerosols, or documenting core drilling at a frozen lake in Siberia formed 3.6 million years ago by a massive meteorite impact, Arctic scientists are using video to enhance and expand their science and science outreach. FrontierScientists (FS), a forum for showcasing scientific work, produces and promotes radically different video blogs featuring Arctic scientists. Three- to seven- minute multimedia vlogs help deconstruct researcher's efforts and disseminate stories, communicating scientific discoveries to our increasingly connected world. The videos cover a wide range of current field work being performed in the Arctic. All videos are freely available to view or download from the FrontierScientists.com website, accessible via any internet browser or via the FrontierScientists app. FS' filming process fosters a close collaboration between the scientist and the media maker. Film creation helps scientists reach out to the public, communicate the relevance of their scientific findings, and craft a discussion. Videos keep audience tuned in; combining field footage, pictures, audio, and graphics with a verbal explanation helps illustrate ideas, allowing one video to reach people with different learning strategies. The scientists' stories are highlighted through social media platforms online. Vlogs grant scientists a voice, letting them illustrate their own work while ensuring accuracy. Each scientific topic on FS has its own project page where easy-to-navigate videos are featured prominently. Video sets focus on different aspects of a researcher's work or follow one of their projects into the field. We help the scientist slip the answers to their five most-asked questions into the casual script in layman's terms in order to free the viewers' minds to focus on new concepts. Videos are accompanied by written blogs intended to systematically demystify related facts so the scientists can focus

  6. Opoku Buabeng

    African Journals Online (AJOL)

    PUBLICATIONS1

    In children with swallowed foreign bodies, the incidence in males and ... Currently the flexible endoscopic removal with video-imaging is ... the social scientists (SPSS) 16.0 for Windows. Product. .... lic awareness through the media, in schools.

  7. Organ donation on Web 2.0: content and audience analysis of organ donation videos on YouTube.

    Science.gov (United States)

    Tian, Yan

    2010-04-01

    This study examines the content of and audience response to organ donation videos on YouTube, a Web 2.0 platform, with framing theory. Positive frames were identified in both video content and audience comments. Analysis revealed a reciprocity relationship between media frames and audience frames. Videos covered content categories such as kidney, liver, organ donation registration process, and youth. Videos were favorably rated. No significant differences were found between videos produced by organizations and individuals in the United States and those produced in other countries. The findings provide insight into how new communication technologies are shaping health communication in ways that differ from traditional media. The implications of Web 2.0, characterized by user-generated content and interactivity, for health communication and health campaign practice are discussed.

  8. MS Windows domēna darbstaciju migrācija no MS Windows XP uz Windows Vista.

    OpenAIRE

    Tetere, Agate

    2009-01-01

    Kvalifikācijas darbā izpētīju darbstaciju migrācijas no Windows XP uz Windows Vista plusus un mīnusus. Darba gaitā tika veikti sekojoši uzdevumi: 1.Veikta Windows XP un Windows Vista darbstaciju instalācija, iestatījumu konfigurēšana un tika pārbaudīta sistēmas darbība 2.Veikta Windows Server 2003 un Windows Server 2008 instalācija, iestatījumu konfigurēšana un tika pārbaudīta sistēmas darbība 3.Izstrādāts migrācijas modelis 4.Veikta migrācijas optimizēšana 5.Veikta datu migrāc...

  9. Impact of media on children and adolescents: a 10-year review of the research.

    Science.gov (United States)

    Villani, S

    2001-04-01

    To review the research literature published within the past 10 years regarding the impact of media on children and adolescents. Media categories researched with computer technology included television and movies, rock music and music videos, advertising, video games, and computers and the Internet. Research prior to 1990 documented that children learn behaviors and have their value systems shaped by media. Media research since has focused on content and viewing patterns. The primary effects of media exposure are increased violent and aggressive behavior, increased high-risk behaviors, including alcohol and tobacco use, and accelerated onset of sexual activity. The newer forms of media have not been adequately studied, but concern is warranted through the logical extension of earlier research on other media forms and the amount of time the average child spends with increasingly sophisticated media.

  10. Community-made mobile videos as a mechanism for maternal ...

    African Journals Online (AJOL)

    Keywords: Community-made mobile videos, maternal, newborn, child health education, rural Uganda, a qualitative ... munications need to engage participants at a social level ... Health, Global Health Media project and a representative.

  11. An Analysis of Video Navigation Behavior for Web Leisure

    Directory of Open Access Journals (Sweden)

    Ying-Han Chang

    2012-12-01

    Full Text Available People nowadays put much emphasis on leisure activities, and web video has gradually become one of the main sources for popular leisure. This article introduces the related concepts of leisure and navigation behavior as well as some recent research topics. Moreover, using YouTube as an experimental setting, the authors invited some experienced web video users and conducted an empirical study on their navigating the web videos for leisure purpose. The study used questionnaires, navigation logs, diaries, and interviews to collect data. Major results show: the subjects watched a variety of video content on the web either from traditional media or user-generated video; these videos can meet their leisure needs of both the broad and personal interests; during the navigation process, each subject quite focuses on video leisure, and is willingly to explore unknown videos; however, within a limited amount of time for leisure, a balance between leisure and rest becomes an issue of achieving real relaxation, which is worth of further attention. [Article content in Chinese

  12. The role of empathy in making availability judgments from video and silhouette awareness information

    NARCIS (Netherlands)

    Ruyter, de B.E.R.; Baha, S.E.; Pijl, M.; Markopoulos, P.

    2011-01-01

    This paper reports research concerning video media spaces for the home and specifically the extent to which different approaches for video obfuscation can balance conflicting requirements for awareness between connected individuals and privacy. Different filtering techniques were compared regarding

  13. Independent Media, Youth Agency, and the Promise of Media Education

    Science.gov (United States)

    Poyntz, Stuart R.

    2006-01-01

    Through a discussion of two videos--The Take (Naomi Klein & Avi Lewis, 2004), and a student project--I argue that media education can further the role of youth as critically engaged, democratic citizens most effectively when educators develop students' capacity for reflection and self-expression through engagement with those power structures that…

  14. The effect of violent video game playing on gamer's views of victims of crime

    OpenAIRE

    McLean, L

    2015-01-01

    This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive b...

  15. The influence of television, video games, and the internet on children's creativity

    NARCIS (Netherlands)

    Calvert, S.L.; Valkenburg, P.M.; Taylor, M.

    2013-01-01

    For many children, substantial amounts of time are devoted almost every day to screen media, including television viewing, video game play, and online Internet activities. This chapter discusses exposure to these types of media activities and some of the ways they influence creativity. In

  16. Don’t look blank, happy, or sad: patterns of facial expressions of speakers in banks’ YouTube videos predict video’s popularity over time

    OpenAIRE

    Lewinski, P.

    2015-01-01

    There has been little focus on nonverbal communication in social media advertising campaigns. We propose that specific patterns of facial expressions predict the popularity of YouTube videos among users of social media. To test that proposition, we used a neuromarketing tool—FaceReader—to code facial videos of professional speakers who participated in the YouTube social media campaigns of 2 large commercial banks. We analyzed more than 25,000 video frames of 16 speakers’ 6 basic facial expres...

  17. The production of scientific videos: a theoretical approach

    Directory of Open Access Journals (Sweden)

    Carlos Ernesto Gavilondo Rodriguez

    2016-12-01

    Full Text Available The article presents the results of theoretical research on the production of scientific videos and its application to the teaching-learning process carried out in schools in the city of Guayaquil, Ecuador. It is located within the production line and Audiovisual Communication. Creation of scientific videos, from the Communication major with a concentration in audiovisual production and multimedia of the Salesian Polytechnic University. For the realization of the article it was necessary to use key terms that helped subsequently to data collection. used terms such as: audiovisual production, understood as the production of content for audiovisual media; the following term used audiovisual communication is recognized as the process in which there is an exchange of messages through an audible and / or visual system; and the last term we use is scientifically video, which is one that uses audiovisual resources to obtain relevant and reliable information.As part of the theoretical results a methodological proposal for the video production is presented for educational purposes. In conclusion set out, first, that from the communicative statement in recent times, current social relations, constitute a successful context of possibilities shown to education to generate meeting points between the world of the everyday and the knowledge. Another indicator validated as part of the investigation, is that teachers surveyed use the potential of the audiovisual media, and supported them, deploy alternatives for use. 

  18. Measuring Physical Activity Intensity

    Medline Plus

    Full Text Available ... Compartir For more help with what counts as aerobic activity, watch this video: Windows Media Player, 4: ... ways to understand and measure the intensity of aerobic activity: relative intensity and absolute intensity. Relative Intensity ...

  19. Measuring Physical Activity Intensity

    Medline Plus

    Full Text Available ... Share Compartir For more help with what counts as aerobic activity, watch this video: Windows Media Player, ... The table below lists examples of activities classified as moderate-intensity or vigorous-intensity based upon the ...

  20. 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.

  1. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  2. Grab Windows training opportunities; check CERN Windows roadmap!

    CERN Multimedia

    IT Department

    2011-01-01

    CERN Operating Systems and Information Services group (IT-OIS) actively monitors market trends to check how new software products correspond to CERN needs. In the Windows world, Windows 7 has been a big hit, with over 1500 Windows 7 PCs within less than a year since its support was introduced at CERN. No wonder: Windows XP is nearly 10 years old and is steadily approaching the end of its life-cycle. At CERN, support for Windows XP will stop at the end of December 2012. Compared to Vista, Windows 7 has the same basic hardware requirements, but offers higher performance, so the decision to upgrade is rather straightforward. CERN support for Vista will end in June 2011. In the world of Microsoft Office, version 2007 offers better integration with the central services than the older version 2003. Progressive upgrade from 2003 to 2007 is planned to finish in September 2011, but users are encouraged to pro-actively upgrade at their convenience. Please note that Office 2007 brings an important change in the area of ...

  3. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

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

  4. Utilizing social media and video games to control #DIY microscopes

    Directory of Open Access Journals (Sweden)

    Maxime Leblanc-Latour

    2017-12-01

    Full Text Available Open-source lab equipment is becoming more widespread with the popularization of fabrication tools such as 3D printers, laser cutters, CNC machines, open source microcontrollers and open source software. Although many pieces of common laboratory equipment have been developed, software control of these items is sometimes lacking. Specifically, control software that can be easily implemented and enable user-input and control over multiple platforms (PC, smartphone, web, etc.. The aim of this proof-of principle study was to develop and implement software for the control of a low-cost, 3D printed microscope. Here, we present two approaches which enable microscope control by exploiting the functionality of the social media platform Twitter or player actions inside of the videogame Minecraft. The microscope was constructed from a modified web-camera and implemented on a Raspberry Pi computer. Three aspects of microscope control were tested, including single image capture, focus control and time-lapse imaging. The Twitter embodiment enabled users to send ‘tweets’ directly to the microscope. Image data acquired by the microscope was then returned to the user through a Twitter reply and stored permanently on the photo-sharing platform Flickr, along with any relevant metadata. Local control of the microscope was also implemented by utilizing the video game Minecraft, in situations where Internet connectivity is not present or stable. A virtual laboratory was constructed inside the Minecraft world and player actions inside the laboratory were linked to specific microscope functions. Here, we present the methodology and results of these experiments and discuss possible limitations and future extensions of this work.

  5. The Dynamic Cross-Correlations between Mass Media News, New Media News, and Stock Returns

    Directory of Open Access Journals (Sweden)

    Zuochao Zhang

    2018-01-01

    Full Text Available We investigate the dynamic cross-correlations between mass media news, new media news, and stock returns for the SSE 50 Index in Chinese stock market by employing the MF-DCCA method. The empirical results show that (1 there exist power-law cross-correlations between two types of news as well as between news and its corresponding SSE 50 Index return; (2 the cross-correlations between mass media news and SSE 50 Index returns show larger multifractality and more complicated structures; (3 mass media news and new media news have both complementary and competitive relationships; (4 with the rolling window analysis, we further find that there is a general increasing trend for the cross-correlations between the two types of news as well as the cross-correlations between news and returns and this trend becomes more persistent over time.

  6. Narrative time in video games and films: from loop to travel in time

    Directory of Open Access Journals (Sweden)

    Lluís Anyó

    2015-09-01

    Full Text Available Within the broad framework of audiovisual theories, this paper deals with the analysis of narrative time in video games. Starting with the concept of participation time, which is taken from the interactive media, the now classic concepts of the narratology of film studies are applied to clarify the main mutual influences between the two media in relation to narrative time. Unlike the cinema, the narrative character of video games is not always clear. Generally, video games are always games and often also stories. Certainly, the playable character of these stories confers on them a few specific characteristics that need to be explored. Two aspects of narrative time are relevant here. Firstly, the loop as an elementary control structure of computer programming and as a characteristic narrative form of time structure in video games, and secondly, the paradox of travel in time in the discrepancy between the time order at the level of the story and at the level of the narrative.

  7. Multiple Generations on Video Tape Recorders.

    Science.gov (United States)

    Wiens, Jacob H.

    Helical scan video tape recorders were tested for their dubbing characteristics in order to make selection data available to media personnel. The equipment, two recorders of each type tested, was submitted by the manufacturers. The test was designed to produce quality evaluations for three generations of a single tape, thereby encompassing all…

  8. Engagement with Electronic Screen Media among Students with Autism Spectrum Disorders

    Science.gov (United States)

    Mineo, Beth A.; Ziegler, William; Gill, Susan; Salkin, Donna

    2009-01-01

    This study investigated the relative engagement potential of four types of electronic screen media (ESM): animated video, video of self, video of a familiar person engaged with an immersive virtual reality (VR) game, and immersion of self in the VR game. Forty-two students with autism, varying in age and expressive communication ability, were…

  9. Social Media Resources for Participative Design Research

    OpenAIRE

    Qaed, Fatema; Briggs, Jo; Cockton, Gilbert

    2016-01-01

    We present our experiences of novel value from online social media for Participative Design (PD) research. We describe how particular social media (e.g. Facebook, Pinterest, WhatsApp and Twitter) were used during a five-year project on learning space design by the researcher and interested teachers across all research phases (contextual review, user studies, PD action research). Social media were used to source and share comments, photographs and video documentation, supporting participation ...

  10. Representasi Budaya Popular dalam Video Parodi Jokowi-Ahok di Youtube Selama Pemilukada DKI Jakarta 2012

    OpenAIRE

    Wulansari, Amalia Ayu; Lukmantoro, Triyono; Hasfi, Nurul

    2013-01-01

    Representation of Popular Culture in Jokowi-Ahok's Video Parodyson Youtube During Pemilukada DKI Jakarta 2012AbstractPemilukada DKI Jakarta 2012 was marked by the rise of videos that related toGovernor and Vice Governor candidates of DKI Jakarta 2012 on internet mediaYoutube, such as videos which is purposely made for campaign, or videos withSARA (etnic, religion, race and inter-group) issue, that attack one of the pair'scabdidates. The interesting point is videos made by partisipants and vol...

  11. Gaming in the game of love: Effects of video games on conflict in couples

    NARCIS (Netherlands)

    Coyne, S.M.; Busby, D.; Bushman, B.J.; Gentile, D.A.; Ridge, R.; Stockdale, L.

    2012-01-01

    The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results

  12. Scratch's Third Body: Video Talks Back to Television

    Directory of Open Access Journals (Sweden)

    Leo Goldsmith

    2015-12-01

    Full Text Available Emerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video technologies, artists like George Barber, The Gorilla Tapes, and Sandra Goldbacher and Kim Flitcroft deployed a style characterized by the rapid sampling and manipulation of dissociated images drawn from broadcast television. Inspired by the cut-up methods of William Burroughs and the audio sampling practiced by contemporary black American musicians, these artists developed strategies for intervening in the audiovisual archive of television and disseminating its images in new contexts: in galleries and nightclubs, and on home video. Reconceptualizing video's “body,” Scratch's appropriation of televisual images of the human form imagined a new hybrid image of the post-industrial body, a “third body” representing a new convergence of human and machine.

  13. Connected media in the future Internet era

    CERN Document Server

    Dagiuklas, Tasos

    2017-01-01

    This book describes recent innovations in 3D media and technologies, with coverage of 3D media capturing, processing, encoding, and adaptation, networking aspects for 3D Media, and quality of user experience (QoE). The contributions are based on the results of the FP7 European Project ROMEO, which focuses on new methods for the compression and delivery of 3D multi-view video and spatial audio, as well as the optimization of networking and compression jointly across the future Internet. The delivery of 3D media to individual users remains a highly challenging problem due to the large amount of data involved, diverse network characteristics and user terminal requirements, as well as the user’s context such as their preferences and location. As the number of visual views increases, current systems will struggle to meet the demanding requirements in terms of delivery of consistent video quality to fixed and mobile users. ROMEO will present hybrid networking solutions that combine the DVB-T2 and DVB-NGH broadcas...

  14. ‘Accelerating Science’ - full throttle physics

    CERN Multimedia

    2009-01-01

    CERN’s new travelling exhibition has been inaugurated as part of the celebrations to mark the 450th anniversary of the University of Geneva. It will then take up temporary residence in the Globe of Science and Innovation before setting off on a tour of Europe. var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2009/CERN-MOVIE-2009-022/CERN-MOVIE-2009-022-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2009/CERN-MOVIE-2009-022/CERN-MOVIE-2009-022-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 533, 300, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2009/CERN-MOVIE-2009-022/CERN-MOVIE-2009-022-posterframe-640x360-at-10-percent.jpg', '1173807', true, 'Video/Public/Movies/2009/CERN-MOVIE-2009-022/CERN-MOVIE-2009-022-0600-kbps-maxH-360-25-fps-audio-128-kbps-48-kHz-stereo.mp4'); Windows Media   Flash ...

  15. Establishing a Media Standard for The University of Copenhagen

    DEFF Research Database (Denmark)

    Wollin, Uwe; Larsen, Steen Linke; Christensen, Rene Lindekrone

    administrative, technical, organisational and educational efforts within higher education. Various projects like common media standard, podcast portal and establishing the media backbone for this effort will be discussed. Key words: Podcast, Enhanced Podcast, Webcast, Streaming Video, Web 2.0, DVTS/N over IP...

  16. This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure

    NARCIS (Netherlands)

    Engelhardt, C.R.; Bartholow, B.D.; Kerr, G.T.; Bushman, B.J.

    2011-01-01

    Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and

  17. Exploring the use of entertainment-education YouTube videos focused on infection prevention and control.

    Science.gov (United States)

    Lim, Kathryn; Kilpatrick, Claire; Storr, Julie; Seale, Holly

    2018-06-05

    As a communications strategy, education entertainment has been used to inform, influence, and shift societal and individual behaviors. Recently, there has been an increasing number of entertainment-education YouTube videos focused on hand hygiene. However, there is currently no understanding about the quality of these videos; therefore, this study aimed to explore the social media content and user engagement with these videos. The search terms "hand hygiene" and "hand hygiene education" were used to query YouTube. Video content had to be directed at a health care professional audience. Using author designed checklists, each video was systematically evaluated and grouped according to educational usefulness and was subsequently evaluated against the categories of attractiveness, comprehension, and persuasiveness. A total of 400 videos were screened, with 70 videos retained for analysis. Of these, 55.7% (n = 39) were categorized as educationally useful. Overall, educationally useful videos scored higher than noneducationally useful videos across the categories of attractiveness, comprehension, and persuasiveness. Miscommunication of the concept of My 5 Moments for Hand Hygiene was observed in several of the YouTube videos. The availability of educationally useful videos in relation to hand hygiene is evident; however, it is clear that there are opportunities for contributors using this medium to strengthen their alignment with social media best practice principles to maximize the effectiveness, reach, and sustainability of their content. Copyright © 2018 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

  18. Motivational Videos and the Library Media Specialist: Teachers and Students on Film--Take 1

    Science.gov (United States)

    Bohot, Cameron Brooke; Pfortmiller, Michelle

    2009-01-01

    Today's students are bombarded with digital imagery and sound nearly 24 hours of the day. Video use in the classroom is engaging, and a teacher can instantly grab her students' attention. The content of the videos comes from many sources; the curriculum, the student handbook, and even the school rules. By creating the videos, teachers are not only…

  19. CERN in the MediaVideo Presentations

    CERN Multimedia

    Carolyn Lee

    2010-01-01

    You may have seen them around the CERN site – cameramen, reporters and presenters roaming around hallways and cafeterias, interviewing people and doing their best to tell the world about the Large Hadron Collider. In recent years CERN has dominated the media spotlight when it comes to particle physics. And particle physics has become cool and interesting among the general public. When CERN’s Press Office announces media events, such as the start-up of the LHC in September 2008, the premiere of "Angels and Demons" in February 2009, the twentieth anniversary of the World Wide Web in March 2009 and the LHC First Physics event in March 2010, hundreds of journalists throng to CERN to capture the atmosphere and interview people. These events have resulted in thousands of print articles and hundreds of TV programmes around the world. Starting on 28 May, the CERN Press Office will be organizing film/news/TV programme presentations during lunchtimes every other Friday. This i...

  20. BCTC for Windows: Abstract of Issue 9903W

    Science.gov (United States)

    Whisnant, David M.; McCormick, James A.

    1999-05-01

    BCTC for Windows was originally published by JCE Software in 1992 (1) in Series B for PC-compatible (MS-DOS) computers. JCE Software is now re-releasing BCTC for Windows as issue 9903W to make it more accessible to Windows users-especially those running Windows 95 and Windows 98-while we continue to phase out Series B (DOS) issues. Aside from a new Windows-compatible installation program, BCTC is unchanged. BCTC is an environmental simulation modeled after the dioxin controversy (2). In the simulation, students are involved in the investigation of a suspected carcinogen called BCTC, which has been found in a river below a chemical plant and above the water supply of a nearby city. The students have the options of taking water samples, analyzing the water (for BCTC, oxygen, metals, and pesticides), determining LD50s in an animal lab, visiting a library, making economic analyses, and conferring with colleagues, all using the computer. In the Classroom BCTC gives students experience with science in the context of a larger social and political problem. It can serve as the basis for a scientific report, class discussion, or a role-playing exercise (3). Because it requires no previous laboratory experience, this simulation can be used by students in middle and high school science classes, or in college courses for non-science majors. It also has been used in introductory chemistry courses for science majors. One of the intentions of BCTC is to involve students in an exercise (2) that closely approximates what scientists do. The realistic pictures, many of them captured with a video camera, create an atmosphere that furthers this goal. BCTC also reflects the comments of teachers who have used the program (4) and accounts of dioxin research (5). Screen from BCTC showing location of the entry of the effluent in the river, the city, and the city water supply. Acknowledgments Support for this project was provided by NSF Grant USE-9151873 and by a BellSouth Foundation Grant

  1. Window Stories

    DEFF Research Database (Denmark)

    Hauge, Bettina

    This research project has investigated 17 households in Germany (cities and rural areas). The main aim was to learn about the significance of the window to these people: What they think of their windows, how, when and why they use them in their everyday life, if they have a favorite window and wh...

  2. Windows 10 simplified

    CERN Document Server

    McFedries, Paul

    2015-01-01

    Learn Windows 10 quickly and painlessly with this beginner's guide Windows 10 Simplified is your absolute beginner's guide to the ins and outs of Windows. Fully updated to cover Windows 10, this highly visual guide covers all the new features in addition to the basics, giving you a one-stop resource for complete Windows 10 mastery. Every page features step-by-step screen shots and plain-English instructions that walk you through everything you need to know, no matter how new you are to Windows. You'll master the basics as you learn how to navigate the user interface, work with files, create

  3. Windows and doors

    Energy Technology Data Exchange (ETDEWEB)

    1988-01-01

    A complete manual is presented on windows and doors for the housing contractor. In order to understand the role of windows and doors in a house's energy performance, an introduction explains the house as a system of components that can have effects on each other. Further chapters explain in detail the parts of a window, window types and RSI values; window servicing and repair; window replacement; parts of a door, door types and RSI values; door service and repair, including weatherstripping; door replacement; and how to ensure quality, service, and customer satisfaction. A glossary of terms is included. 61 figs., 3 tabs.

  4. Children's exposure to violent video games and desensitization to violence.

    Science.gov (United States)

    Funk, Jeanne B

    2005-07-01

    Desensitization to violence is cited frequently as being an outcome of exposure to media violence and a condition that contributes to increased aggression. This article initiates the development of a conceptual model for describing possible relationships among violent video games, brain function, and desensitization by using empathy and attitudes toward violence as proxy measures of desensitization. More work is needed to understand how specific game content may affect brain activity, how brain development may be affected by heavy play at young ages, and how personality and lifestyle variables may moderate game influence. Given the current state of knowledge, recommendations are made for clinicians to help parents monitor and limit exposure to violent video games and encourage critical thinking about media violence.

  5. Coherent Water Window X Ray by Phase-Matched High-Order Harmonic Generation in Neutral Media

    International Nuclear Information System (INIS)

    Takahashi, Eiji J.; Kanai, Tsuneto; Ishikawa, Kenichi L.; Nabekawa, Yasuo; Midorikawa, Katsumi

    2008-01-01

    We demonstrate the generation of a coherent water window x ray by extending the plateau region of high-order harmonics under a neutral-medium condition. The maximum harmonic photon energies attained are 300 and 450 eV in Ne and He, respectively. Our proposed generation scheme, combining a 1.6 μm laser driver and a neutral Ne gas medium, is efficient and scalable in output yields of the water window x ray. Thus, the precept of the design parameter for a single-shot live-cell imaging by contact microscopy is presented

  6. Celebrity endorsed music videos: innovation to foster youth health promotion.

    Science.gov (United States)

    Macnab, A J; Mukisa, R

    2018-06-11

    There are calls for innovation in health promotion and for current issues to be presented in new and exciting ways; in addition to creating engaging messages, novel ways to deliver health messaging are needed, especially where youth are the key target audience. When pupils in WHO Health Promoting Schools were asked what health messages would resonate with them, they also identified celebrities as the 'messengers' they would be particularly likely to listen to. Expanding on these discussions, the pupils quoted celebrity-recorded music videos containing health and lifestyle messaging as an example of where they had learned from celebrities. Their ability to sing phrases from the songs and repeat key health messages they contained indicated the videos had commanded attention and provided knowledge and perspectives that had been retained. We located on YouTube the video titles the pupils identified and evaluated the content, messaging and production concepts these celebrity-recorded music videos incorporated. All are good examples of the health promotion genre known as education entertainment, where educational content is intentionally included in professionally produced entertainment media to impart knowledge, create favorable attitudes and impact future behaviors. The importance of this genre is growing in parallel with the burgeoning influence of social media. Music videos resonate with youth, and celebrity recordings combine young people's love of music with their fascination for the aura of celebrity. Hence, producing videos that combine an effective health message with celebrity endorsement offers potential as an innovative conduit for health promotion messaging among youth.

  7. Physics Girl: Where Education meets Cat Videos

    Science.gov (United States)

    Cowern, Dianna

    YouTube is usually considered an entertainment medium to watch cats, gaming, and music videos. But educational channels have been gaining momentum on the platform, some garnering millions of subscribers and billions of views. The Physics Girl YouTube channel is an educational series with PBS Digital Studios created by Dianna Cowern. Using Physics Girl as an example, this talk will examine what it takes to start a short-form educational video series, including logistics and resources. One benefit of video is that every failure is documented on camera and can, and will, be used in this talk as a learning tool. We will look at the channels demographical reach, discuss best practices for effective physics outreach, and survey how online media and technology can facilitate good and bad learning. The aim of this talk is to show how videos are a unique way to share science and enrich the learning experience, in and out of a classroom.

  8. HTML5 rich media foundation

    CERN Document Server

    David, Matthew

    2010-01-01

    Learn about the new ways in which video and audio can be easily embedded into your HTML5 Web pages. Discover how you can create new Web media content and how JavaScript, CSS, and SVG can be integrated to create a compelling, rich media foundation for your work. HTML 5, is the first major update to the core language of the Web in over a decade The focus of this book is on innovations that most directly effect Web site design and multimedia integration The companion Web site features working demonstrations and tutorial media for hands-on pract

  9. COMPOSITIONAL AND CONTENT-RELATED PARTICULARITIES OF POLITICAL MEDIA TEXTS (THROUGH THE EXAMPLE OF THE TEXTS OF POLITICAL VIDEO CLIPS ISSUED BY THE CANDIDATES FOR PRESIDENCY IN FRANCE IN 2017

    Directory of Open Access Journals (Sweden)

    Dmitrieva, A.V.

    2017-09-01

    Full Text Available The article examines the texts of political advertising video clips issued by the candidates for presidency in France during the campaign before the first round of elections in 2017. The mentioned examples of media texts are analysed from the compositional point of view as well as from that of the content particularities which are directly connected to the text structure. In general, the majority of the studied clips have a similar structure and consist of three parts: introduction, main part and conclusion. However, as a result of the research, a range of advantages marking well-structured videos was revealed. These include: addressing the voters and stating the speech topic clearly at the beginning of the clip, a relevant attention-grabbing opening phrase, consistency and clarity of the information presentation, appropriate use of additional video plots, conclusion at the end of the clip.

  10. Social Interaction Design for Online Video and Television

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); D. Geerts (David)

    2016-01-01

    textabstractIn recent years social networking and social interactions have challenged old conceptions in the media landscape. Web applications that offer video content, connected television sets and set-top boxes, tablets and smartphones as second screens, and online TV widgets have radically

  11. Researching media through practices: an ethnographic approach

    Directory of Open Access Journals (Sweden)

    Antoni Roig

    2009-05-01

    Full Text Available Anthropological and ethnographic research on media have been largely focused on analyzing reception of media products (television, radio, press and film and media consumption related to domestic appropriation of technologies (Rothenbuhler et al., 2005. There is also a wide body of research devoted to the study of the political dimension of alternative and indigenous media (Ginsburg, 2002. However, there has been a separation between media and internet studies, and between the analysis of media reception and practices of self-production, such as family photography or home video. Current digital media practices urge reexamination of self-produced content and media flows from a broader perspective that cuts across divisions between public and private, corporative media products and people's releases, home production and cultural industry, political activism and everyday life.

  12. An Optimization Method of Time Window Based on Travel Time and Reliability

    OpenAIRE

    Fu, Fengjie; Ma, Dongfang; Wang, Dianhai; Qian, Wei

    2015-01-01

    The dynamic change of urban road travel time was analyzed using video image detector data, and it showed cyclic variation, so the signal cycle length at the upstream intersection was conducted as the basic unit of time window; there was some evidence of bimodality in the actual travel time distributions; therefore, the fitting parameters of the travel time bimodal distribution were estimated using the EM algorithm. Then the weighted average value of the two means was indicated as the travel t...

  13. The Limited Informativeness of Meta-Analyses of Media Effects.

    Science.gov (United States)

    Valkenburg, Patti M

    2015-09-01

    In this issue of Perspectives on Psychological Science, Christopher Ferguson reports on a meta-analysis examining the relationship between children's video game use and several outcome variables, including aggression and attention deficit symptoms (Ferguson, 2015, this issue). In this commentary, I compare Ferguson's nonsignificant effects sizes with earlier meta-analyses on the same topics that yielded larger, significant effect sizes. I argue that Ferguson's choice for partial effects sizes is unjustified on both methodological and theoretical grounds. I then plead for a more constructive debate on the effects of violent video games on children and adolescents. Until now, this debate has been dominated by two camps with diametrically opposed views on the effects of violent media on children. However, even the earliest media effects studies tell us that children can react quite differently to the same media content. Thus, if researchers truly want to understand how media affect children, rather than fight for the presence or absence of effects, they need to adopt a perspective that takes differential susceptibility to media effects more seriously. © The Author(s) 2015.

  14. MS Windows domēna darbstacijas migrācijas iespējas no MS Windows XP uz MS Windows 7.

    OpenAIRE

    Zariņš, Valdis

    2009-01-01

    Kvalifikācijas darbā tiek aprakstītas MS Windows domēna darbstacijas migrācijas iespējas no MS Windows XP uz MS Windows 7, kā servera operētājsistēmas izmantojot tādus Microsoft produktus, kā Microsoft Windows Server 2003 un Microsoft Windows Server 2008. Kvalifikācijas darba teorētiskaja daļā tiek apskatīti Microsoft Windows 7 priekšrocības un uzlabojumus gan no darbstacijas lietotāja , gan no darbstacijas administratora puses. Ir aprakstītas Microsoft Windows Server 2008 jauninājumu ie...

  15. Does Digital Video Advertising Increase Population-Level Reach of Multimedia Campaigns? Evidence From the 2013 Tips From Former Smokers Campaign

    Science.gov (United States)

    Shafer, Paul R; Rodes, Robert; Kim, Annice; Hansen, Heather; Patel, Deesha; Coln, Caryn; Beistle, Diane

    2016-01-01

    Background Federal and state public health agencies in the United States are increasingly using digital advertising and social media to promote messages from broader multimedia campaigns. However, little evidence exists on population-level campaign awareness and relative cost efficiencies of digital advertising in the context of a comprehensive public health education campaign. Objective Our objective was to compare the impact of increased doses of digital video and television advertising from the 2013 Tips From Former Smokers (Tips) campaign on overall campaign awareness at the population level. We also compared the relative cost efficiencies across these media platforms. Methods We used data from a large national online survey of approximately 15,000 US smokers conducted in 2013 immediately after the conclusion of the 2013 Tips campaign. These data were used to compare the effects of variation in media dose of digital video and television advertising on population-level awareness of the Tips campaign. We implemented higher doses of digital video among selected media markets and randomly selected other markets to receive similar higher doses of television ads. Multivariate logistic regressions estimated the odds of overall campaign awareness via digital or television format as a function of higher-dose media in each market area. All statistical tests used the .05 threshold for statistical significance and the .10 level for marginal nonsignificance. We used adjusted advertising costs for the additional doses of digital and television advertising to compare the cost efficiencies of digital and television advertising on the basis of costs per percentage point of population awareness generated. Results Higher-dose digital video advertising was associated with 94% increased odds of awareness of any ad online relative to standard-dose markets (Pdigital advertising was associated with a marginally nonsignificant increase (46%) in overall campaign awareness regardless of

  16. Does Digital Video Advertising Increase Population-Level Reach of Multimedia Campaigns? Evidence From the 2013 Tips From Former Smokers Campaign.

    Science.gov (United States)

    Davis, Kevin C; Shafer, Paul R; Rodes, Robert; Kim, Annice; Hansen, Heather; Patel, Deesha; Coln, Caryn; Beistle, Diane

    2016-09-14

    Federal and state public health agencies in the United States are increasingly using digital advertising and social media to promote messages from broader multimedia campaigns. However, little evidence exists on population-level campaign awareness and relative cost efficiencies of digital advertising in the context of a comprehensive public health education campaign. Our objective was to compare the impact of increased doses of digital video and television advertising from the 2013 Tips From Former Smokers (Tips) campaign on overall campaign awareness at the population level. We also compared the relative cost efficiencies across these media platforms. We used data from a large national online survey of approximately 15,000 US smokers conducted in 2013 immediately after the conclusion of the 2013 Tips campaign. These data were used to compare the effects of variation in media dose of digital video and television advertising on population-level awareness of the Tips campaign. We implemented higher doses of digital video among selected media markets and randomly selected other markets to receive similar higher doses of television ads. Multivariate logistic regressions estimated the odds of overall campaign awareness via digital or television format as a function of higher-dose media in each market area. All statistical tests used the .05 threshold for statistical significance and the .10 level for marginal nonsignificance. We used adjusted advertising costs for the additional doses of digital and television advertising to compare the cost efficiencies of digital and television advertising on the basis of costs per percentage point of population awareness generated. Higher-dose digital video advertising was associated with 94% increased odds of awareness of any ad online relative to standard-dose markets (Pdigital advertising was associated with a marginally nonsignificant increase (46%) in overall campaign awareness regardless of media format (P=.09). Higher

  17. To arrange the window - the creation of an integrated local view on information diversity / Das Fenster zur Information gestalten - die Schaffung einer integrierten lokalen Sicht auf die Vielfalt von Informationsressourcen

    Directory of Open Access Journals (Sweden)

    Nunnenmacher, Lothar

    2006-01-01

    Full Text Available The way our patrons search and use information resources has already changed substantially, but the shift to new technologies is not yet completed. Currently new information is mostly coming via "the screen", at least in the STM disciplines (science, technology, medicine. The challenge for libraries nowadays is, to arrange the window towards the bulk of available information according to the needs of different users. Several measures of integration are needed to achieve this aim: * Instead of supplying the information physically, we now have to provide quick access to different information systems, as far as possible integrated, and to enhance these systems with local enrichments (e.g. availability, local views or filters. * Beyond journal articles and books we have to integrate other media like photos, videos, or even scientific data. Moreover, the scientific and scholarly information is going to change the media format from paper to electronics, which we should take into consideration in our efforts. * We have to appreciate that library services are just a small contribution to the whole environment of learning, teaching or research at university. People should be served according to their needs with all resources in an integrated way instead of splitting them up into small partitions based on organisational units. To arrange the window means to integrate the necessary resources in a way that as much information as possible is included, but guidance and filtering tools avoid information overload. Based on a model to group information hierarchically a draft for an integrated “Search Centre” is presented.

  18. Search and Hyperlinking Task at MediaEval 2012

    NARCIS (Netherlands)

    Eskevich, Maria; Jones, Gareth J.F.; Chen, Shu; Aly, Robin; Ordelman, Roeland J.F.; Larson, Martha

    2012-01-01

    The Search and Hyperlinking Task was one of the Brave New Tasks at MediaEval 2012. The Task consisted of two sub- tasks which focused on search and linking in retrieval from a collection of semi-professional video content. These tasks followed up on research carried out within the MediaEval 2011

  19. Delivering Instruction via Streaming Media: A Higher Education Perspective.

    Science.gov (United States)

    Mortensen, Mark; Schlieve, Paul; Young, Jon

    2000-01-01

    Describes streaming media, an audio/video presentation that is delivered across a network so that it is viewed while being downloaded onto the user's computer, including a continuous stream of video that can be pre-recorded or live. Discusses its use for nontraditional students in higher education and reports on implementation experiences. (LRW)

  20. Efficient Delivery of Scalable Video Using a Streaming Class Model

    Directory of Open Access Journals (Sweden)

    Jason J. Quinlan

    2018-03-01

    Full Text Available When we couple the rise in video streaming with the growing number of portable devices (smart phones, tablets, laptops, we see an ever-increasing demand for high-definition video online while on the move. Wireless networks are inherently characterised by restricted shared bandwidth and relatively high error loss rates, thus presenting a challenge for the efficient delivery of high quality video. Additionally, mobile devices can support/demand a range of video resolutions and qualities. This demand for mobile streaming highlights the need for adaptive video streaming schemes that can adjust to available bandwidth and heterogeneity, and can provide a graceful changes in video quality, all while respecting viewing satisfaction. In this context, the use of well-known scalable/layered media streaming techniques, commonly known as scalable video coding (SVC, is an attractive solution. SVC encodes a number of video quality levels within a single media stream. This has been shown to be an especially effective and efficient solution, but it fares badly in the presence of datagram losses. While multiple description coding (MDC can reduce the effects of packet loss on scalable video delivery, the increased delivery cost is counterproductive for constrained networks. This situation is accentuated in cases where only the lower quality level is required. In this paper, we assess these issues and propose a new approach called Streaming Classes (SC through which we can define a key set of quality levels, each of which can be delivered in a self-contained manner. This facilitates efficient delivery, yielding reduced transmission byte-cost for devices requiring lower quality, relative to MDC and Adaptive Layer Distribution (ALD (42% and 76% respective reduction for layer 2, while also maintaining high levels of consistent quality. We also illustrate how selective packetisation technique can further reduce the effects of packet loss on viewable quality by

  1. Possibilities for retracing of copyright violations on current video game consoles by optical disk analysis

    Science.gov (United States)

    Irmler, Frank; Creutzburg, Reiner

    2014-02-01

    This paper deals with the possibilities of retracing copyright violations on current video game consoles (e.g. Microsoft Xbox, Sony PlayStation, ...) by studying the corresponding optical storage media DVD and Blu-ray. The possibilities of forensic investigation of DVD and Blu-ray Discs are presented. It is shown which information can be read by using freeware and commercial software for forensic examination. A detailed analysis is given on the visualization of hidden content and the possibility to find out information about the burning hardware used for writing on the optical discs. In connection with a forensic analysis of the Windows registry of a suspects PC a detailed overview of the crime scene for forged DVD and Blu-ray Discs can be obtained. Optical discs are examined under forensic aspects and the obtained results are implemented into automatic analysis scripts for the commercial forensics program EnCase Forensic. It is shown that for the optical storage media a possibility of identification of the drive used for writing can be obtained. In particular Blu-ray Discs contain the serial number of the burner. These and other findings were incorporated into the creation of various EnCase scripts for the professional forensic investigation with EnCase Forensic. Furthermore, a detailed flowchart for a forensic investigation of copyright infringement was developed.

  2. Forensic analysis of video steganography tools

    Directory of Open Access Journals (Sweden)

    Thomas Sloan

    2015-05-01

    Full Text Available Steganography is the art and science of concealing information in such a way that only the sender and intended recipient of a message should be aware of its presence. Digital steganography has been used in the past on a variety of media including executable files, audio, text, games and, notably, images. Additionally, there is increasing research interest towards the use of video as a media for steganography, due to its pervasive nature and diverse embedding capabilities. In this work, we examine the embedding algorithms and other security characteristics of several video steganography tools. We show how all feature basic and severe security weaknesses. This is potentially a very serious threat to the security, privacy and anonymity of their users. It is important to highlight that most steganography users have perfectly legal and ethical reasons to employ it. Some common scenarios would include citizens in oppressive regimes whose freedom of speech is compromised, people trying to avoid massive surveillance or censorship, political activists, whistle blowers, journalists, etc. As a result of our findings, we strongly recommend ceasing any use of these tools, and to remove any contents that may have been hidden, and any carriers stored, exchanged and/or uploaded online. For many of these tools, carrier files will be trivial to detect, potentially compromising any hidden data and the parties involved in the communication. We finish this work by presenting our steganalytic results, that highlight a very poor current state of the art in practical video steganography tools. There is unfortunately a complete lack of secure and publicly available tools, and even commercial tools offer very poor security. We therefore encourage the steganography community to work towards the development of more secure and accessible video steganography tools, and make them available for the general public. The results presented in this work can also be seen as a useful

  3. Video spa : Krisna Murti's treatment of the senses

    Directory of Open Access Journals (Sweden)

    Edwin Jurriëns

    2010-04-01

    Full Text Available This article discusses Indonesian artist Krisna Murti, whose video art and other creative work can be seen as a form of televisual metadiscourse. Murti’s artistic type of televisual metadiscourse provides insight into the commercial and ideological mechanisms behind the mass media industry; the cultural-technological features of various media; the historical dimensions of different genres of representation; the position of the artist and audience in processes of mediation; and alternative forms of intermediality and interactivity. Beyond merely television critique, Murti’s work presents an alternative vision of mixed environments where media and people harmoniously coexist and interact with each other. The author argues that this attempt at promoting pleasant, effective and sustainable communication environments could be seen as the media equivalent of ecology.

  4. Video game access, parental rules, and problem behavior: a study of boys with autism spectrum disorder.

    Science.gov (United States)

    Engelhardt, Christopher R; Mazurek, Micah O

    2014-07-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to 18 years of age). Parents of these children reported on (1) whether they had specific rules regulating their child's video game use, (2) whether their child had in-room access to a variety of screen-based media devices (television, computer, and video game console), and (3) their child's oppositional behaviors. Multivariate regression models showed that in-room access to a video game console predicted oppositional behavior while controlling for in-room access to other media devices (computer and television) and relevant variables (e.g. average number of video game hours played per day). Additionally, the association between in-room access to a video game console and oppositional behavior was particularly large when parents reported no rules on their child's video game use. The current findings indicate that both access and parental rules regarding video games warrant future experimental and longitudinal research as they relate to problem behavior in boys with autism spectrum disorder. © The Author(s) 2013.

  5. Resources | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  6. Links | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  7. Efficient Windows Collaborative | Home

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  8. FAQ | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  9. Glossary | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  10. 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.

  11. Speed Biases With Real-Life Video Clips

    Directory of Open Access Journals (Sweden)

    Federica Rossi

    2018-03-01

    Full Text Available We live almost literally immersed in an artificial visual world, especially motion pictures. In this exploratory study, we asked whether the best speed for reproducing a video is its original, shooting speed. By using adjustment and double staircase methods, we examined speed biases in viewing real-life video clips in three experiments, and assessed their robustness by manipulating visual and auditory factors. With the tested stimuli (short clips of human motion, mixed human-physical motion, physical motion and ego-motion, speed underestimation was the rule rather than the exception, although it depended largely on clip content, ranging on average from 2% (ego-motion to 32% (physical motion. Manipulating display size or adding arbitrary soundtracks did not modify these speed biases. Estimated speed was not correlated with estimated duration of these same video clips. These results indicate that the sense of speed for real-life video clips can be systematically biased, independently of the impression of elapsed time. Measuring subjective visual tempo may integrate traditional methods that assess time perception: speed biases may be exploited to develop a simple, objective test of reality flow, to be used for example in clinical and developmental contexts. From the perspective of video media, measuring speed biases may help to optimize video reproduction speed and validate “natural” video compression techniques based on sub-threshold temporal squeezing.

  12. Windows® Internals

    CERN Document Server

    Russinovich, Mark E; Ionescu, Alex

    2009-01-01

    See how the core components of the Windows operating system work behind the scenes-guided by a team of internationally renowned internals experts. Fully updated for Windows Server 2008 and Windows Vista, this classic guide delivers key architectural insights on system design, debugging, performance, and support-along with hands-on experiments to experience Windows internal behavior firsthand.Delve inside Windows architecture and internals:Understand how the core system and management mechanisms work-from the object manager to services to the registryExplore internal system data structures usin

  13. Windows Vista for Starters The Missing Manual

    CERN Document Server

    Pogue, David

    2010-01-01

    Fast-paced and easy to use, this concise book teaches you the basics of Windows Vista so you can start using this operating system right away. Written by "New York Times" columnist, bestselling author, Emmy-winning CBS News correspondent and Missing Manuals creator David Pogue, the book will help you: Navigate the desktop, including the fast, powerful and fully integrated desktop search functionUse the Media Center to record TV and radio, present photos, play music, and record all of these to a DVDBreeze across the Web with the vastly improved Internet Explorer 7 tabbed browserBecome familiar

  14. Video Streaming Transfer in a Smart Satellite Mobile Environment

    OpenAIRE

    Celandroni, Nedo; Davoli, Franco; Ferro, Erina; Gotta, Alberto

    2009-01-01

    In the near future, transportation media are likely to become "smart spaces", where sophisticated services are offered to the passengers. Among such services, we concentrate on video streaming provided on buses that move in urban, suburban, or highway environments. A contents' source utilizes a satellite DVB-S2 link for transmitting video streams to a bus, which, in its turn, relays it to its passengers' devices. A bus works in a smart mode taking advantage of the knowledge of the exact point...

  15. Energy - 1986/87 photographic film and video tape directory

    International Nuclear Information System (INIS)

    1988-01-01

    The directory is addressed to power supply companies wishing to convey audiovisual information to the power consumer. With emphasis on electric power supplies the films and videos complied are also touching upon other topical subjects. The directory aims at informing about the films and videos available on different subjects as well as about the best sources of supply. The audiovisual media selected are classified by: General aspects, energy sources, energy conversion, electric power distribution, electric power uses, engineering, miscellaneous. (orig./HP) [de

  16. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

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

  17. Index/Directory of Women's Media. To Increase Communication Nationally and Internationally among Women.

    Science.gov (United States)

    Women's Inst. for Freedom of the Press, Washington, DC.

    This directory includes two sections: women's media groups, and individual media women and media-concerned women. In the first section, there are listings of periodicals, presses/publishers, news services, columns, radio-TV groups, regular programs-radio, regular programs-TV, video and cable, film, multi-media, music, arts, writers groups, public…

  18. Performance comparison of AV1, HEVC, and JVET video codecs on 360 (spherical) video

    Science.gov (United States)

    Topiwala, Pankaj; Dai, Wei; Krishnan, Madhu; Abbas, Adeel; Doshi, Sandeep; Newman, David

    2017-09-01

    This paper compares the coding efficiency performance on 360 videos, of three software codecs: (a) AV1 video codec from the Alliance for Open Media (AOM); (b) the HEVC Reference Software HM; and (c) the JVET JEM Reference SW. Note that 360 video is especially challenging content, in that one codes full res globally, but typically looks locally (in a viewport), which magnifies errors. These are tested in two different projection formats ERP and RSP, to check consistency. Performance is tabulated for 1-pass encoding on two fronts: (1) objective performance based on end-to-end (E2E) metrics such as SPSNR-NN, and WS-PSNR, currently developed in the JVET committee; and (2) informal subjective assessment of static viewports. Constant quality encoding is performed with all the three codecs for an unbiased comparison of the core coding tools. Our general conclusion is that under constant quality coding, AV1 underperforms HEVC, which underperforms JVET. We also test with rate control, where AV1 currently underperforms the open source X265 HEVC codec. Objective and visual evidence is provided.

  19. Remix Revisited: Critical Solidarity in Youth Media Arts

    Science.gov (United States)

    Jocson, Korina M.

    2013-01-01

    This article explores youth making media across genre practices. The author begins with a discussion of youth media arts, followed by a discussion of remix in the digital era. An exemplary video poem project from the San Francisco Bay Area is described to illustrate the importance of critical solidarity among youth. The multimodal design,…

  20. Exploring Message Meaning: A Qualitative Media Literacy Study of College Freshmen

    Science.gov (United States)

    Ashley, Seth; Lyden, Grace; Fasbinder, Devon

    2012-01-01

    Critical media literacy demands understanding of the deeper meanings of media messages. Using a grounded theory approach, this study analyzed responses by first-year college students with no formal media literacy education to three types of video messages: an advertisement, a public relations message and a news report. Students did not exhibit…

  1. Interactive Communication by Applying Contemporary Media in Higher Education

    Science.gov (United States)

    Tatkovic, Nevenka; Ruzic, Maja

    2005-01-01

    Today society has become a multimedia society, turned towards new forms of communication, ready for changes and the new communicational challenges. The students, surrounded by PCs, mobile phones and ever so sophisticated software, videos, wireless sets and TVs, DVDs, satellite transmissions and "the media above all other media"--the…

  2. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

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

  3. Low latency adaptive streaming of HD H.264 video over 802.11 wireless networks with cross-layer feedback

    Science.gov (United States)

    Patti, Andrew; Tan, Wai-tian; Shen, Bo

    2007-09-01

    Streaming video in consumer homes over wireless IEEE 802.11 networks is becoming commonplace. Wireless 802.11 networks pose unique difficulties for streaming high definition (HD), low latency video due to their error-prone physical layer and media access procedures which were not designed for real-time traffic. HD video streaming, even with sophisticated H.264 encoding, is particularly challenging due to the large number of packet fragments per slice. Cross-layer design strategies have been proposed to address the issues of video streaming over 802.11. These designs increase streaming robustness by imposing some degree of monitoring and control over 802.11 parameters from application level, or by making the 802.11 layer media-aware. Important contributions are made, but none of the existing approaches directly take the 802.11 queuing into account. In this paper we take a different approach and propose a cross-layer design allowing direct, expedient control over the wireless packet queue, while obtaining timely feedback on transmission status for each packet in a media flow. This method can be fully implemented on a media sender with no explicit support or changes required to the media client. We assume that due to congestion or deteriorating signal-to-noise levels, the available throughput may drop substantially for extended periods of time, and thus propose video source adaptation methods that allow matching the bit-rate to available throughput. A particular H.264 slice encoding is presented to enable seamless stream switching between streams at multiple bit-rates, and we explore using new computationally efficient transcoding methods when only a high bit-rate stream is available.

  4. Internet Use and Video Gaming Predict Problem Behavior in Early Adolescence

    Science.gov (United States)

    Holtz, Peter; Appel, Markus

    2011-01-01

    In early adolescence, the time spent using the Internet and video games is higher than in any other present-day age group. Due to age-inappropriate web and gaming content, the impact of new media use on teenagers is a matter of public and scientific concern. Based on current theories on inappropriate media use, a study was conducted that comprised…

  5. The role of taxonomies in social media and the semantic web for health education. A study of SNOMED CT terms in YouTube health video tags.

    Science.gov (United States)

    Konstantinidis, S; Fernandez-Luque, L; Bamidis, P; Karlsen, R

    2013-01-01

    An increasing amount of health education resources for patients and professionals are distributed via social media channels. For example, thousands of health education videos are disseminated via YouTube. Often, tags are assigned by the disseminator. However, the lack of use of standardized terminologies in those tags and the presence of misleading videos make it particularly hard to retrieve relevant videos. i) Identify the use of standardized medical thesauri (SNOMED CT) in YouTube Health videos tags from preselected YouTube Channels and demonstrate an information technology (IT) architecture for treating the tags of these health (video) resources. ii) Investigate the relative percentage of the tags used that relate to SNOMED CT terms. As such resources may play a key role in educating professionals and patients, the use of standardized vocabularies may facilitate the sharing of such resources. iii) Demonstrate how such resources may be properly exploited within the new generation of semantically enriched content or learning management systems that allow for knowledge expansion through the use of linked medical data and numerous literature resources also described through the same vocabularies. We implemented a video portal integrating videos from 500 US Hospital channels. The portal integrated 4,307 YouTube videos regarding surgery as described by 64,367 tags. BioPortal REST services were used within our portal to match SNOMED CT terms with YouTube tags by both exact match and non-exact match. The whole architecture was complemented with a mechanism to enrich the retrieved video resources with other educational material residing in other repositories by following contemporary semantic web advances, in the form of Linked Open Data (LOD) principles. The average percentage of YouTube tags that were expressed using SNOMED CT terms was about 22.5%, while one third of YouTube tags per video contained a SNOMED CT term in a loose search; this analogy became one tenth in

  6. On the Dynamics of Social Media Popularity: A YouTube Case Study

    OpenAIRE

    Figueiredo, Flavio; Almeida, Jussara M.; Gonçalves, Marcos André; Benevenuto, Fabrício

    2014-01-01

    Understanding the factors that impact the popularity dynamics of social media can drive the design of effective information services, besides providing valuable insights to content generators and online advertisers. Taking YouTube as case study, we analyze how video popularity evolves since upload, extracting popularity trends that characterize groups of videos. We also analyze the referrers that lead users to videos, correlating them, features of the video and early popularity measures with ...

  7. Konstruksi Identitas Kedaerahan oleh Media Massa Lokal

    Directory of Open Access Journals (Sweden)

    Putri Aiysiyah Rachma Dewi

    2011-01-01

    Full Text Available This article focuses on how the local print media view of regional identity artists involved in the video contained sexual scenes. The author raised the case of video sexual scenes involving Ariel, Luna Maya, and Cut Tari. All three are national artist when the video was circulated in the society. The three newspapers under study are the Bali Post, Serambi Indonesia, and Pikiran Rakyat. The results showed that the three newspapers was to discredit the three artists with the construction of such news. The newspaper did not give chance for artists to express their opinions.

  8. Adherent Raindrop Modeling, Detectionand Removal in Video.

    Science.gov (United States)

    You, Shaodi; Tan, Robby T; Kawakami, Rei; Mukaigawa, Yasuhiro; Ikeuchi, Katsushi

    2016-09-01

    Raindrops adhered to a windscreen or window glass can significantly degrade the visibility of a scene. Modeling, detecting and removing raindrops will, therefore, benefit many computer vision applications, particularly outdoor surveillance systems and intelligent vehicle systems. In this paper, a method that automatically detects and removes adherent raindrops is introduced. The core idea is to exploit the local spatio-temporal derivatives of raindrops. To accomplish the idea, we first model adherent raindrops using law of physics, and detect raindrops based on these models in combination with motion and intensity temporal derivatives of the input video. Having detected the raindrops, we remove them and restore the images based on an analysis that some areas of raindrops completely occludes the scene, and some other areas occlude only partially. For partially occluding areas, we restore them by retrieving as much as possible information of the scene, namely, by solving a blending function on the detected partially occluding areas using the temporal intensity derivative. For completely occluding areas, we recover them by using a video completion technique. Experimental results using various real videos show the effectiveness of our method.

  9. Child Sacrifice: Black America's Price of Paying the Media Piper.

    Science.gov (United States)

    Orange, Carolyn M.; George, Amiso M.

    2000-01-01

    Explores the sacrifice of African American children to the broadcast media and video games in terms of the players ("media pipers"), the messages ("piping"), and the consequences to children. Proposes some solutions for the problems associated with excessive television viewing and undesirable programming. (SLD)

  10. Empowering Students through Critical Media Literacy: This Means War

    Science.gov (United States)

    Rodesiler, Luke

    2010-01-01

    Media messages are increasingly packaged in ways that blur distinctions between genres. The U.S. Army National Guard's recent campaign incorporating rock stars and popular music to appeal to potential recruits exemplifies this trend, as commercials and music videos become one and the same. Given this increasing trend, critical media literacy…

  11. Keeping the Game Alive: Evaluating Strategies for the Preservation of Console Video Games

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

    Full Text Available Interactive fiction and video games are part of our cultural heritage. As original systems cease to work because of hardware and media failures, methods to preserve obsolete video games for future generations have to be developed. The public interest in early video games is high, as exhibitions, regular magazines on the topic and newspaper articles demonstrate. Moreover, games considered to be classic are rereleased for new generations of gaming hardware. However, with the rapid development of new computer systems, the way games look and are played changes constantly. When trying to preserve console video games one faces problems of classified development documentation, legal aspects and extracting the contents from original media like cartridges with special hardware. Furthermore, special controllers and non-digital items are used to extend the gaming experience making it difficult to preserve the look and feel of console video games.This paper discusses strategies for the digital preservation of console video games. After a short overview of console video game systems, there follows an introduction to digital preservation and related work in common strategies for digital preservation and preserving interactive art. Then different preservation strategies are described with a specific focus on emulation. Finally a case study on console video game preservation is shown which uses the Planets preservation planning approach for evaluating preservation strategies in a documented decision-making process. Experiments are carried out to compare different emulators as well as other approaches, first for a single console video game system, then for different console systems of the same era and finally for systems of all eras. Comparison and discussion of results show that, while emulation works very well in principle for early console video games, various problems exist for the general use as a digital preservation alternative. We show what future work

  12. Personalised Access to Social Media

    NARCIS (Netherlands)

    M. Clements (Maarten)

    2010-01-01

    htmlabstractOn many websites users can personally contribute information, ranging from short text messages to photos and videos. Users can see the information contributed by others and respond to it. These social media actively engage their community in the structuring of the collection by making

  13. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

    With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.

  14. Video Game Literacy - Exploring new paradigms and new educational activities

    OpenAIRE

    Damiano Felini

    2010-01-01

    Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game wi...

  15. Media and attention, cognition, and school achievement.

    Science.gov (United States)

    Schmidt, Marie Evans; Vandewater, Elizabeth A

    2008-01-01

    Marie Evans Schmidt and Elizabeth Vandewater review research on links between various types of electronic media and the cognitive skills of school-aged children and adolescents. One central finding of studies to date, they say, is that the content delivered by electronic media is far more influential than the media themselves. Most studies, they point out, find a small negative link between the total hours a child spends viewing TV and that child's academic achievement. But when researchers take into account characteristics of the child, such as IQ or socioeconomic status, this link typically disappears. Content appears to be crucial. Viewing educational TV is linked positively with academic achievement; viewing entertainment TV is linked negatively with achievement. When it comes to particular cognitive skills, say the authors, researchers have found that electronic media, particularly video games, can enhance visual spatial skills, such as visual tracking, mental rotation, and target localization. Gaming may also improve problem-solving skills. Researchers have yet to understand fully the issue of transfer of learning from electronic media. Studies suggest that, under some circumstances, young people are able to transfer what they learn from electronic media to other applications, but analysts are uncertain how such transfer occurs. In response to growing public concern about possible links between electronic media use and attention problems in children and adolescents, say the authors, researchers have found evidence for small positive links between heavy electronic media use and mild attention problems among young people but have found only inconsistent evidence so far for a link between attention deficit hyperactivity disorder and media use. The authors point out that although video games, interactive websites, and multimedia software programs appear to offer a variety of possible benefits for learning, there is as yet little empirical evidence to suggest that

  16. Windows 2012 Server network security securing your Windows network systems and infrastructure

    CERN Document Server

    Rountree, Derrick

    2013-01-01

    Windows 2012 Server Network Security provides the most in-depth guide to deploying and maintaining a secure Windows network. The book drills down into all the new features of Windows 2012 and provides practical, hands-on methods for securing your Windows systems networks, including: Secure remote access Network vulnerabilities and mitigations DHCP installations configuration MAC filtering DNS server security WINS installation configuration Securing wired and wireless connections Windows personal firewall

  17. Dynamic Contention Window Control Scheme in IEEE 802.11e EDCA-Based Wireless LANs

    Science.gov (United States)

    Abeysekera, B. A. Hirantha Sithira; Matsuda, Takahiro; Takine, Tetsuya

    In the IEEE 802.11 MAC protocol, access points (APs) are given the same priority as wireless terminals in terms of acquiring the wireless link, even though they aggregate several downlink flows. This feature leads to a serious throughput degradation of downlink flows, compared with uplink flows. In this paper, we propose a dynamic contention window control scheme for the IEEE 802.11e EDCA-based wireless LANs, in order to achieve fairness between uplink and downlink TCP flows while guaranteeing QoS requirements for real-time traffic. The proposed scheme first determines the minimum contention window size in the best-effort access category at APs, based on the number of TCP flows. It then determines the minimum and maximum contention window sizes in higher priority access categories, such as voice and video, so as to guarantee QoS requirements for these real-time traffic. Note that the proposed scheme does not require any modification to the MAC protocol at wireless terminals. Through simulation experiments, we show the effectiveness of the proposed scheme.

  18. Windows 8.1 bible

    CERN Document Server

    Boyce, Jim; Tidrow, Rob

    2014-01-01

    Windows 8.1 coverage that goes above and beyond all competitors? Serving as an evolutionary update to Windows 8, Windows 8.1 provides critical changes to parts of Windows 8, such as greater customization of the interface and boot operations, return of a 'start button' that reveals apps, greater integration between the two interfaces, and updates to apps. Weighing in at nearly 1000 pages, Windows 8.1 Bible provides deeper Windows insight than any other book on the market. It's valuable for both professionals needing a guide to the nooks and crannies of Windows and regular users wanting a wide

  19. Gaming in the Game of Love: Effects of Video Games on Conflict in Couples

    Science.gov (United States)

    Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura

    2012-01-01

    The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…

  20. Upaya Meningkatkan Hasil Belajar Melalui Media Interactive Video pada Mata Diklat Memahami Prinsip-Prinsip Penyelengaraan Administrasi Perkantoran (Studi Kasus pada Kelas X Administrasi Perkantoran SMK Negeri 1 Batang Tahun Ajaran 2011/2012

    Directory of Open Access Journals (Sweden)

    Dewi Ciptaningsih

    2012-06-01

    Full Text Available Media interactive video suatu sistem penyampaian pengajaran dimana materi video rekaman disajikan dengan pengendalian komputer kepada penonton (siswa yang tidak hanya mendengar dan melihat video dan suara tetapi juga memberikan respon yang aktif. Memahami prinsip-prinsip penyelenggaraan administrasi perkantoran merupakan Kompetensi awal yang dipelajari siswa karena merupakan urat nadi dalam kegiatan administrasi Perkantoran. Subjek penelitian ini adalah siswa kelas X AP 1 SMK Negeri 1 Batang tahun ajaran 2011/2012. Prosedur penelitian ini terdiri dari dua siklus, meliputi perencanaan, tindakan, pengamatan dan refleksi. Metode pengumpulan data� adalah dokumentasi, lembar observasi kinerja guru dan aktivitas siswa, serta tes. Hasil penelitian yang diperoleh adalah terjadi peningkatan hasil belajar siswa dari siklus I ke siklus II. Pada siklus I ketuntasan belajar secara klasikal sebesar 73% berarti ada 27% siswa atau 10 siswa yang nilainya masih dibawah KKM. Hasil belajar siswa pada siklus II ketuntasan belajar klasikal sebesar 92% atau sebanyak 32 siswa mengalami peningkatan hasil belajar. Selain itu Aktivitas belajar siswa mengalami peningkatan dari siklus I ke siklus II. Pada siklus I aktivitas belajar sebesar 48% sedangkan pada siklus II aktivitas belajar mencapai sebesar 82%. Terjadi peningkatan pada kinerja guru yaitu siklus I sebesar 66% sedangkan pada siklus II adalah sebesar 90%. Kesimpulannya adalah terjadi peningkatan hasil belajar melalui media interactive video pada mata diklat memahami prinsip-prinsip penyelenggaraan administrasi perkantoran kelas X AP SMK Negeri 1 Batang. Avideointeractivemediadeliverysystem ofvideorecordingsof teaching wherethe materialis presentedwitha computercontrolto the audience(students whonot onlyhearandsee thevideoandsoundbutalsoprovideanactiveresponse. Understandingthe principlesof the administrationofficesarebeginningcompetencystudents are learningas it is aveinin theOfficeadministrative activities

  1. MPEG-7 based video annotation and browsing

    Science.gov (United States)

    Hoeynck, Michael; Auweiler, Thorsten; Wellhausen, Jens

    2003-11-01

    The huge amount of multimedia data produced worldwide requires annotation in order to enable universal content access and to provide content-based search-and-retrieval functionalities. Since manual video annotation can be time consuming, automatic annotation systems are required. We review recent approaches to content-based indexing and annotation of videos for different kind of sports and describe our approach to automatic annotation of equestrian sports videos. We especially concentrate on MPEG-7 based feature extraction and content description, where we apply different visual descriptors for cut detection. Further, we extract the temporal positions of single obstacles on the course by analyzing MPEG-7 edge information. Having determined single shot positions as well as the visual highlights, the information is jointly stored with meta-textual information in an MPEG-7 description scheme. Based on this information, we generate content summaries which can be utilized in a user-interface in order to provide content-based access to the video stream, but further for media browsing on a streaming server.

  2. Effect of electronic media on children.

    Science.gov (United States)

    Ray, Munni; Jat, Kana Ram

    2010-07-01

    Radio, television (TV), movies, video games, cell phones, and computer networks have assumed central roles in our children's daily lives. The media has demonstrated potentially profound effects, both positive and negative, on children's cognitive, social, and behavioral development. Considering the increasing exposure of children to newer forms of media, we decided to review the current literature on the effects of media on child health both in the Western countries and India. It is widely accepted that media has profound influence on child health, including violence, obesity, tobacco and alcohol use, and risky sexual behaviors. Simultaneously, media may have some positive effects on child health. We need to find ways to optimize the role of media in our society, taking advantage of their positive attributes and minimizing their negative ones. We need to understand better how to reverse the negative impact of media and make it more positive.

  3. The Practice and Principles of Teaching Critical Literacy at the Educational Video Center

    Science.gov (United States)

    Goodman, Steven

    2005-01-01

    The Educational Video Center (EVC) is an independent nonprofit media organization that has worked to build students' skills in documentary production and media literacy while nurturing their intellectual development and civic engagement. As founding director of EVC, the author has spent more than 20 years working with students and teachers in New…

  4. Acoustic Reflex Screening of Conductive Hearing Loss for Third Window Disorders.

    Science.gov (United States)

    Hong, Robert S; Metz, Christopher M; Bojrab, Dennis I; Babu, Seilesh C; Zappia, John; Sargent, Eric W; Chan, Eleanor Y; Naumann, Ilka C; LaRouere, Michael J

    2016-02-01

    This study examines the effectiveness of acoustic reflexes in screening for third window disorders (eg, superior semicircular canal dehiscence) prior to middle ear exploration for conductive hearing loss. Case series with chart review. Outpatient tertiary otology center. A review was performed of 212 ears with acoustic reflexes, performed as part of the evaluation of conductive hearing loss in patients without evidence of chronic otitis media. The etiology of hearing loss was determined from intraoperative findings and computed tomography imaging. The relationship between acoustic reflexes and conductive hearing loss etiology was assessed. Eighty-eight percent of ears (166 of 189) demonstrating absence of all acoustic reflexes had an ossicular etiology of conductive hearing loss. Fifty-two percent of ears (12 of 23) with at least 1 detectable acoustic reflex had a nonossicular etiology. The positive and negative predictive values for an ossicular etiology were 89% and 57% when acoustic reflexes were used alone for screening, 89% and 39% when third window symptoms were used alone, and 94% and 71% when reflexes and symptoms were used together, respectively. Acoustic reflex testing is an effective means of screening for third window disorders in patients with a conductive hearing loss. Questioning for third window symptoms should complement screening. The detection of even 1 acoustic reflex or third window symptom (regardless of reflex status) should prompt further workup prior to middle ear exploration. © American Academy of Otolaryngology—Head and Neck Surgery Foundation 2015.

  5. Personalised Access to Social Media

    NARCIS (Netherlands)

    Clements, M.

    2010-01-01

    On many websites users can personally contribute information, ranging from short text messages to photos and videos. Users can see the information contributed by others and respond to it. These social media actively engage their community in the structuring of the collection by making use of

  6. Stimulating the senses with multi-media

    International Nuclear Information System (INIS)

    Rehn, H.; Majohr, N.; Staude, F.; Haferburg, M.; Foerster, K.

    1995-01-01

    Difficult subjects have always been better taught by example, demonstration and repetition than simply through book learning. Multi-media computer systems deliver these through learning programs which combine text, video, animation, graphics and sound to stimulate and motivate students. (author)

  7. Using web-based video to enhance physical examination skills in medical students.

    Science.gov (United States)

    Orientale, Eugene; Kosowicz, Lynn; Alerte, Anton; Pfeiffer, Carol; Harrington, Karen; Palley, Jane; Brown, Stacey; Sapieha-Yanchak, Teresa

    2008-01-01

    Physical examination (PE) skills among U.S. medical students have been shown to be deficient. This study examines the effect of a Web-based physical examination curriculum on first-year medical student PE skills. Web-based video clips, consisting of instruction in 77 elements of the physical examination, were created using Microsoft Windows Moviemaker software. Medical students' PE skills were evaluated by standardized patients before and after implementation of the Internet-based video. Following implementation of this curriculum, there was a higher level of competency (from 87% in 2002-2003 to 91% in 2004-2005), and poor performances on standardized patient PE exams substantially diminished (from a 14%-22%failure rate in 2002-2003, to 4% in 2004-2005. A significant improvement in first-year medical student performance on the adult PE occurred after implementing Web-based instructional video.

  8. Racial/ethnic differences in video game and Internet use among US adolescents with mental health and educational difficulties.

    Science.gov (United States)

    Carson, Nicholas; Lê Cook, Benjamin; Chen, Chih-Nan; Alegria, Margarita

    2012-01-01

    Video game and Internet use can be associated with poor mental health and educational outcomes among adolescents. Racial/ethnic minority youth use these media more than White youth. Video game and Internet use among adolescents with mental health and educational difficulties may therefore differ by race/ethnicity in clinically meaningful ways. We analyzed a representative sample of 8 th grade students in the United States from the Early Childhood Longitudinal Survey-Kindergarten (N=6,700). Stratifying by gender, we assessed racial/ethnic differences in the associations between video game and Internet use, mental health, and reading and math achievement. Significant minority-White differences were identified in associations between media use and mental health and educational achievement. Video game use was relatively high among black females with prior mental health diagnoses and Asian-American males with high internalizing symptoms. Understanding video game and Internet use among racial/ethnic minority youth with mental health and educational difficulties may improve clinical practice.

  9. Racial/ethnic differences in video game and Internet use among US adolescents with mental health and educational difficulties

    Science.gov (United States)

    Carson, Nicholas; Lê Cook, Benjamin; Chen, Chih-Nan; Alegria, Margarita

    2013-01-01

    Video game and Internet use can be associated with poor mental health and educational outcomes among adolescents. Racial/ethnic minority youth use these media more than White youth. Video game and Internet use among adolescents with mental health and educational difficulties may therefore differ by race/ethnicity in clinically meaningful ways. We analyzed a representative sample of 8th grade students in the United States from the Early Childhood Longitudinal Survey-Kindergarten (N=6,700). Stratifying by gender, we assessed racial/ethnic differences in the associations between video game and Internet use, mental health, and reading and math achievement. Significant minority-White differences were identified in associations between media use and mental health and educational achievement. Video game use was relatively high among black females with prior mental health diagnoses and Asian-American males with high internalizing symptoms. Understanding video game and Internet use among racial/ethnic minority youth with mental health and educational difficulties may improve clinical practice. PMID:29167696

  10. Current Technology Trends for School Library Media Specialists

    OpenAIRE

    Leticia Ekhaml; Joan Hubbard

    2003-01-01

    An overview of some of the current technology trends used in classroom instruction and school library media centers in provided in this article such as the use of handheld electronic organizers, CD recorders, digital video cameras, and interactive whiteboards. The article offers some suggestions or ideas on how to acquire new technologies to school library media centers that are low in budgetary funds.

  11. Parents, Children & Media: A Kaiser Family Foundation Survey

    Science.gov (United States)

    Rideout, Victoria

    2007-01-01

    Over the past few years, media use among children and teens has become more prevalent than ever. With the launch of the iPod, the explosion in instant messaging, the birth of mobile video and YouTube, and the advent of social networking sites like MySpace, young people are rarely out of contact, or out of reach of the media. Meanwhile,…

  12. Presence in Video-Mediated Interactions: Case Studies at CSIRO

    Science.gov (United States)

    Alem, Leila

    Although telepresence and a sense of connectedness with others are frequently mentioned in media space studies, as far as we know, none of these studies report attempts at assessing this critical aspect of user experience. While some attempts have been made to measure presence in virtual reality or augmented reality, (a comprehensive review of existing measures is available in Baren and Ijsselsteijn [2004]), very little work has been reported in measuring presence in video-mediated collaboration systems. Traditional studies of video-mediated collaboration have mostly focused their evaluation on measures of task performance and user satisfaction. Videoconferencing systems can be seen as a type of media space; they rely on technologies of audio, video, and computing put together to create an environment extending the embodied mind. This chapter reports on a set of video-mediated collaboration studies conducted at CSIRO in which different aspects of presence are being investigated. The first study reports the sense of physical presence a specialist doctor experiences when engaged in a remote consultation of a patient using the virtual critical care unit (Alem et al., 2006). The Viccu system is an “always-on” system connecting two hospitals (Li et al., 2006). The presence measure focuses on the extent to which users of videoconferencing systems feel physically present in the remote location. The second study reports the sense of social presence users experience when playing a game of charades with remote partners using a video conference link (Kougianous et al., 2006). In this study the presence measure focuses on the extent to which users feel connected with their remote partners. The third study reports the sense of copresence users experience when building collaboratively a piece of Lego toy (Melo and Alem, 2007). The sense of copresence is the extent to which users feel present with their remote partner. In this final study the sense of copresence is

  13. What "Dirty Dancing" Taught Me about Media Literacy Education

    Science.gov (United States)

    Fuxa, Robin

    2012-01-01

    The author reflects on her youthful viewing of "Dirty Dancing" on video against her parents' wishes as one example of the ineffectiveness of a protectionist approach to media. She offers ideas on how she and her students (pre-service and in-service educators) think through how to navigate selection of materials for effective media literacy…

  14. Simulation and video software development for soil consolidation testing

    NARCIS (Netherlands)

    Karim, Usama F.A.

    2003-01-01

    The development techniques and file structures of CTM, a novel multi-media (computer simulation and video) package on consolidation and laboratory consolidation testing, are presented in this paper. A courseware tool called Authorware proved to be versatile for building the package and the paper

  15. Emotional Impact of a Video-Based Suicide Prevention Program on Suicidal Viewers and Suicide Survivors

    Science.gov (United States)

    Bryan, Craig J.; Dhillon-Davis, Luther E.; Dhillon-Davis, Kieran K.

    2009-01-01

    In light of continuing concerns about iatrogenic effects associated with suicide prevention efforts utilizing video-based media, the impact of emotionally-charged videos on two vulnerable subgroups--suicidal viewers and suicide survivors--was explored. Following participation in routine suicide education as a part of the U.S. Air Force Suicide…

  16. Boys to Men: Entertainment Media. Messages about Masculinity: A National Poll of Children, Focus Groups, and Content Analysis of Entertainment Media.

    Science.gov (United States)

    Heintz-Knowles, Katharine; Li-Vollmer, Meredith; Chen, Perry; Harris, Tarana; Haufler, Adrienne; Lapp, Joan; Miller, Patti

    Boys are especially active users of media, and researchers have suggested that the cumulative impact of media, such as television, movies, and music videos, may make them some of the most influential forces in boys' lives. This report presents the findings of a national poll of 1,200 young people (ages 10 to 17) and focus groups in which boys…

  17. Fiction series and video games: Transmedia and gamification in Contemporary Audiovisual discourses

    Directory of Open Access Journals (Sweden)

    Francisco Julián Martínez Cano

    2016-05-01

    Full Text Available The connection between fiction series and video games is evident, and this relationship drives to new strategies to generate narratives within transmedia context. In this article we try to revise the connection between the two media through current productions, with the intention of identifying the contributions of the video game in the serial narrative universes. Within the context of the transmedia narrative discourses, strategies usually have emerged from the TV series to the video game. Currently this tendency is turning around, giving birth titles that have been fed from the video game as the primary source to draw up their storyline. Identifying the contributions of the video game to the transmedia ecosystem of contemporary audiovisual entertainment products, offers the chance to generate more attractive and innovative designs for the audience.

  18. Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health

    OpenAIRE

    Ferguson, C.J.; Colwell, J.

    2017-01-01

    Despite decades of research, no scholarly consensus has been achieved regarding the potential impact of video games on youth aggression or other public health concerns. In recent years, hypotheses have been raised that scholarly opinions on video games may resemble past moral panics, with attitudes reflective of generational conflicts. These hypotheses are tested in a sample of 175 criminologists, psychologists and media scholars, examining both overall negative attitudes about video games an...

  19. Examining the effects of media on learners' mental representations and cognitive processes in science

    Science.gov (United States)

    Carr, Adrienne L.

    This study examined the effects of television and video games as media on the science knowledge and understanding of middle school students in a Midwest, urban charter school. Twenty-five study participants were organized into eight focus groups. Each group, which comprised of three to four members, was introduced to one of two media types, a television show episode or video games, and then asked a series of questions prompting group dialogue. Results show that students were able to distinguish science ideas presented in the media and made science content connections from previous classroom learning. Implications suggest how teachers can utilize weapons of mass instruction, the tools of media technology, to fight against the challenges that plague our current system of education.

  20. Compressibility-aware media retargeting with structure preserving.

    Science.gov (United States)

    Wang, Shu-Fan; Lai, Shang-Hong

    2011-03-01

    A number of algorithms have been proposed for intelligent image/video retargeting with image content retained as much as possible. However, they usually suffer from some artifacts in the results, such as ridge or structure twist. In this paper, we present a structure-preserving media retargeting technique that preserves the content and image structure as best as possible. Different from the previous pixel or grid based methods, we estimate the image content saliency from the structure of the content. A block structure energy is introduced with a top-down strategy to constrain the image structure inside to deform uniformly in either x or y direction. However, the flexibilities for retargeting are quite different for different images. To cope with this problem, we propose a compressibility assessment scheme for media retargeting by combining the entropies of image gradient magnitude and orientation distributions. Thus, the resized media is produced to preserve the image content and structure as best as possible. Our experiments demonstrate that the proposed method provides resized images/videos with better preservation of content and structure than those by the previous methods.

  1. Testing music selection automation possibilities for video ads

    Directory of Open Access Journals (Sweden)

    Wiesener Oliver

    2017-09-01

    Full Text Available The importance of video ads on social media platforms can be measured by the number of views. For instance, Samsung’s commercial ad for one of its new smartphones reached more than 46 million viewers at Youtube. Video ads address users both visually and aurally. Often, the visual sense is engaged by users focusing on other screens, rather than on the screen with the video ad, which is referred to as the second screen syndrome. Therefore, the importance of the audio channel seems to gain more importance. 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 the content of the video. Thus, the overall success of a video ad could be improved by increasing the attention of the users. Humans typically decide which music is to be used in a video ad. If there is a correlation between music, products and target groups, a digitization of the music selection process appears to be possible. Since the digitization progress in the music sector is currently mainly focused on music composing this article strives for taking a first step towards the digitization of the music selection.

  2. Emerging role of media as the language art in children's literature in ...

    African Journals Online (AJOL)

    Emerging role of media as the language art in children's literature in Kenya. ... Inkanyiso: Journal of Humanities and Social Sciences ... literature calls for a rethinking, such that it is made 'integrative' and new media such as television, videos, ...

  3. Location-Based Top-k Term Querying over Sliding Window

    KAUST Repository

    Xu, Ying

    2017-10-03

    In part due to the proliferation of GPS-equipped mobile devices, massive svolumes of geo-tagged streaming text messages are becoming available on social media. It is of great interest to discover most frequent nearby terms from such tremendous stream data. In this paper, we present novel indexing, updating, and query processing techniques that are capable of discovering top-k locally popular nearby terms over a sliding window. Specifically, given a query location and a set of geo-tagged messages within a sliding window, we study the problem of searching for the top-k terms by considering both the term frequency and the proximities between the messages containing the term and the query location. We develop a novel and efficient mechanism to solve the problem, including a quad-tree based indexing structure, indexing update technique, and a best-first based searching algorithm. An empirical study is conducted to show that our proposed techniques are efficient and fit for users’ requirements through varying a number of parameters.

  4. Location-Based Top-k Term Querying over Sliding Window

    KAUST Repository

    Xu, Ying; Chen, Lisi; Yao, Bin; Shang, Shuo; Zhu, Shunzhi; Zheng, Kai; Li, Fang

    2017-01-01

    In part due to the proliferation of GPS-equipped mobile devices, massive svolumes of geo-tagged streaming text messages are becoming available on social media. It is of great interest to discover most frequent nearby terms from such tremendous stream data. In this paper, we present novel indexing, updating, and query processing techniques that are capable of discovering top-k locally popular nearby terms over a sliding window. Specifically, given a query location and a set of geo-tagged messages within a sliding window, we study the problem of searching for the top-k terms by considering both the term frequency and the proximities between the messages containing the term and the query location. We develop a novel and efficient mechanism to solve the problem, including a quad-tree based indexing structure, indexing update technique, and a best-first based searching algorithm. An empirical study is conducted to show that our proposed techniques are efficient and fit for users’ requirements through varying a number of parameters.

  5. What arguments on vaccinations run through YouTube videos in Italy? A content analysis.

    Science.gov (United States)

    Covolo, Loredana; Ceretti, Elisabetta; Passeri, Chiara; Boletti, Michela; Gelatti, Umberto

    2017-07-03

    The suspension of compulsory scheduling of some pediatric vaccines has been discussed for a long time by health authorities in Italy but the current decrease of vaccination rates is a matter of concern. YouTube is the most popular video-based social media website. Considering the demonstrated impact of internet on vaccination decision-making and the increasing use of social media to share and disseminate health information, the aim of this study was to explore the message available on YouTube videos about vaccination. An observational study was conducted searching for YouTube videos in September 2015 and updated in January 2016, by using the keyword "vaccinations." We included recently posted videos in Italian on child vaccination (2014-2015). Videos were classified according to the message tone. A total of 123 videos were selected. Pro-vaccination videos were 62 (50%), anti-vaccination 28 (23%), neutral or without a clear position in favor or against vaccination 33 (27%). Focusing on the first 2 groups, pro-vaccination videos had a higher number of views compared with those unfavorable (1602 ± 6544 vs 1482 ± 2735) (p < 0.001). However, anti-vaccination videos were liked more by viewers (17.8 ± 31.3) than positive ones (13.2 ± 44.7) (p < 0.001) in addition to being more shared (23 ± 22.6 vs 3.8 ± 5.5, p < 0.001). Most of the videos were positive in tone, but those that disapproved of immunization were the most liked and shared. Considering the growing number of viewers, it is important to monitor the web to understand audience characteristics and what influences public opinions to use communication strategies more effectively.

  6. Vox Populi : generating video documentaries from semantically annotated media repositories

    NARCIS (Netherlands)

    Bocconi, S.

    2006-01-01

    The context of this research is one or more online video repositories containing several hours of documentary footage and users possibly interested only in particular topics of that material. In such a setting it is not possible to craft a single version containing all possible topics the user might

  7. American Academy of Pediatrics. Media violence. Committee on Public Education.

    Science.gov (United States)

    2001-11-01

    The American Academy of Pediatrics recognizes exposure to violence in media, including television, movies, music, and video games, as a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings.

  8. From the American Academy of Pediatrics: Policy statement--Media violence.

    Science.gov (United States)

    2009-11-01

    Exposure to violence in media, including television, movies, music, and video games, represents a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings. Office counseling has been shown to be effective.

  9. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-02-01

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

  10. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-01-01

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

  11. A validity test of movie, television, and video-game ratings.

    Science.gov (United States)

    Walsh, D A; Gentile, D A

    2001-06-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. To test the validity of the current movie-, television-, and video game-rating systems. Panel study. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video games on 10 aspects, including the appropriateness of the media product for children based on age. When an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. As 1 part of a solution to the complex public health problems posed by violent and sexually explicit media products, ratings can have value if used with caution. Parents and caregivers relying on the ratings systems to guide their children's use of media products should continue to monitor content independently. Industry ratings systems should be revised with input

  12. 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

  13. Making Media Studies

    Directory of Open Access Journals (Sweden)

    David Gauntlett

    2015-12-01

    Full Text Available This podcast is a recording of a research seminar that took place on December 3, 2015, at the University of Westminster's Communication and Media Research Institute (CAMRI. In this contribution, David Gauntlett discusses his new book, Making Media Studies, and other new work. In Making Media Studies (Peter Lang, 2015, Gauntlett proposes a vision of media studies based around doing and making – not about the acquisition of skills, as such, but an experience of building knowledge and understanding through creative hands-on engagement with all kinds of media. Gauntlett suggests that media studies scholars have failed to recognise the significance of everyday creativity – the vital drive of people to make, exchange, and learn together, supported by online networks. He argues that we should think about media in terms of conversations, inspirations, and making things happen. Media studies can be about genuine social change, he suggests, if we recognise the significance of everyday creativity, work to transform our tools, and learn to use them wisely. David Gauntlett is a Professor in the School of Media, Arts and Design at the University of Westminster, where he is also the School's Co-Director of Research. He is the author of several books, including: Creative Explorations (2007, Media, Gender and Identity: An Introduction (2nd edition 2008, Making is Connecting (2011, and Making Media Studies (2015. He has made a number of popular online resources, videos and playthings, and has pioneered creative research and workshop methods. He is external examiner for Information Experience Design at the Royal College of Art, London.

  14. Portable Video Media Versus Standard Verbal Communication in Surgical Information Delivery to Nurses: A Prospective Multicenter, Randomized Controlled Crossover Trial.

    Science.gov (United States)

    Kam, Jonathan; Ainsworth, Hannah; Handmer, Marcus; Louie-Johnsun, Mark; Winter, Matthew

    2016-10-01

    Continuing education of health professionals is important for delivery of quality health care. Surgical nurses are often required to understand surgical procedures. Nurses need to be aware of the expected outcomes and recognize potential complications of such procedures during their daily work. Traditional educational methods, such as conferences and tutorials or informal education at the bedside, have many drawbacks for delivery of this information in a universal, standardized, and timely manner. The rapid uptake of portable media devices makes portable video media (PVM) a potential alternative to current educational methods. To compare PVM to standard verbal communication (SVC) for surgical information delivery and educational training for nurses and evaluate its impact on knowledge acquisition and participant satisfaction. Prospective, multicenter, randomized controlled crossover trial. Two hospitals: Gosford District Hospital and Wyong Hospital. Seventy-two nursing staff (36 at each site). Information delivery via PVM--7-minute video compared to information delivered via SVC. Knowledge acquisition was measured by a 32-point questionnaire, and satisfaction with the method of education delivery was measured using the validated Client Satisfaction Questionnaire (CSQ-8). Knowledge acquisition was higher via PVM compared to SVC 25.9 (95% confidence interval [CI] 25.2-26.6) versus 24.3 (95% CI 23.5-25.1), p = .004. Participant satisfaction was higher with PVM 29.5 (95% CI 28.3-30.7) versus 26.5 (95% CI 25.1-27.9), p = .003. Following information delivery via SVC, participants had a 6% increase in knowledge scores, 24.3 (95% CI 23.5-25.1) versus 25.7 (95% CI 24.9-26.5) p = .001, and a 13% increase in satisfaction scores, 26.5 (95% CI 25.1-27.9) versus 29.9 (95% CI 28.8-31.0) p < .001, when they crossed-over to information delivery via PVM. PVM provides a novel method for providing education to nurses that improves knowledge retention and satisfaction with the

  15. Efficient Windows Collaborative

    Energy Technology Data Exchange (ETDEWEB)

    Nils Petermann

    2010-02-28

    The project goals covered both the residential and commercial windows markets and involved a range of audiences such as window manufacturers, builders, homeowners, design professionals, utilities, and public agencies. Essential goals included: (1) Creation of 'Master Toolkits' of information that integrate diverse tools, rating systems, and incentive programs, customized for key audiences such as window manufacturers, design professionals, and utility programs. (2) Delivery of education and outreach programs to multiple audiences through conference presentations, publication of articles for builders and other industry professionals, and targeted dissemination of efficient window curricula to professionals and students. (3) Design and implementation of mechanisms to encourage and track sales of more efficient products through the existing Window Products Database as an incentive for manufacturers to improve products and participate in programs such as NFRC and ENERGY STAR. (4) Development of utility incentive programs to promote more efficient residential and commercial windows. Partnership with regional and local entities on the development of programs and customized information to move the market toward the highest performing products. An overarching project goal was to ensure that different audiences adopt and use the developed information, design and promotion tools and thus increase the market penetration of energy efficient fenestration products. In particular, a crucial success criterion was to move gas and electric utilities to increase the promotion of energy efficient windows through demand side management programs as an important step toward increasing the market share of energy efficient windows.

  16. Learning a Continuous-Time Streaming Video QoE Model.

    Science.gov (United States)

    Ghadiyaram, Deepti; Pan, Janice; Bovik, Alan C

    2018-05-01

    Over-the-top adaptive video streaming services are frequently impacted by fluctuating network conditions that can lead to rebuffering events (stalling events) and sudden bitrate changes. These events visually impact video consumers' quality of experience (QoE) and can lead to consumer churn. The development of models that can accurately predict viewers' instantaneous subjective QoE under such volatile network conditions could potentially enable the more efficient design of quality-control protocols for media-driven services, such as YouTube, Amazon, Netflix, and so on. However, most existing models only predict a single overall QoE score on a given video and are based on simple global video features, without accounting for relevant aspects of human perception and behavior. We have created a QoE evaluator, called the time-varying QoE Indexer, that accounts for interactions between stalling events, analyzes the spatial and temporal content of a video, predicts the perceptual video quality, models the state of the client-side data buffer, and consequently predicts continuous-time quality scores that agree quite well with human opinion scores. The new QoE predictor also embeds the impact of relevant human cognitive factors, such as memory and recency, and their complex interactions with the video content being viewed. We evaluated the proposed model on three different video databases and attained standout QoE prediction performance.

  17. Examination of YouTube videos related to synthetic cannabinoids.

    Science.gov (United States)

    Fullwood, M Dottington; Kecojevic, Aleksandar; Basch, Corey H

    2016-08-17

    The popularity of synthetic cannabinoids (SCBs) is increasing the chance for adverse health issues in the United States. Moreover, social media platforms such as YouTube that provided a platform for user-generated content can convey misinformation or glorify use of SCBs. The aim of this study was to fill this gap by describing the content of the most popular YouTube videos containing content related to the SCBs. Videos with at least 1000 or more views found under the search terms "K2" and "spice" included in the analysis. The collective number of views was over 7.5 million. Nearly half of videos were consumer produced (n=42). The most common content in the videos was description of K2 (n=69), followed by mentioning dangers of using K2 (n=47), mentioning side effects (n=38) and showing a person using K2 (n=37). One-third of videos (n=34) promoted use of K2, while 22 videos mentioned risk of dying as a consequence of using K2. YouTube could be used as a surveillance tool to combat this epidemic, but instead, the most widely videos related to SCBs are uploaded by consumers. The content of these consumer videos on YouTube often provide the viewer with access to view a wide array of uploaders describing, encouraging, participating and promoting use.

  18. Ebola virus disease and social media: A systematic review.

    Science.gov (United States)

    Fung, Isaac Chun-Hai; Duke, Carmen Hope; Finch, Kathryn Cameron; Snook, Kassandra Renee; Tseng, Pei-Ling; Hernandez, Ana Cristina; Gambhir, Manoj; Fu, King-Wa; Tse, Zion Tsz Ho

    2016-12-01

    We systematically reviewed existing research pertinent to Ebola virus disease and social media, especially to identify the research questions and the methods used to collect and analyze social media. We searched 6 databases for research articles pertinent to Ebola virus disease and social media. We extracted the data using a standardized form. We evaluated the quality of the included articles. Twelve articles were included in the main analysis: 7 from Twitter with 1 also including Weibo, 1 from Facebook, 3 from YouTube, and 1 from Instagram and Flickr. All the studies were cross-sectional. Eleven of the 12 articles studied ≥ 1of these 3 elements of social media and their relationships: themes or topics of social media contents, meta-data of social media posts (such as frequency of original posts and reposts, and impressions) and characteristics of the social media accounts that made these posts (such as whether they are individuals or institutions). One article studied how news videos influenced Twitter traffic. Twitter content analysis methods included text mining (n = 3) and manual coding (n = 1). Two studies involved mathematical modeling. All 3 YouTube studies and the Instagram/Flickr study used manual coding of videos and images, respectively. Published Ebola virus disease-related social media research focused on Twitter and YouTube. The utility of social media research to public health practitioners is warranted. Copyright © 2016 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

  19. On the definition of adapted audio/video profiles for high-quality video calling services over LTE/4G

    Science.gov (United States)

    Ndiaye, Maty; Quinquis, Catherine; Larabi, Mohamed Chaker; Le Lay, Gwenael; Saadane, Hakim; Perrine, Clency

    2014-01-01

    During the last decade, the important advances and widespread availability of mobile technology (operating systems, GPUs, terminal resolution and so on) have encouraged a fast development of voice and video services like video-calling. While multimedia services have largely grown on mobile devices, the generated increase of data consumption is leading to the saturation of mobile networks. In order to provide data with high bit-rates and maintain performance as close as possible to traditional networks, the 3GPP (The 3rd Generation Partnership Project) worked on a high performance standard for mobile called Long Term Evolution (LTE). In this paper, we aim at expressing recommendations related to audio and video media profiles (selection of audio and video codecs, bit-rates, frame-rates, audio and video formats) for a typical video-calling services held over LTE/4G mobile networks. These profiles are defined according to targeted devices (smartphones, tablets), so as to ensure the best possible quality of experience (QoE). Obtained results indicate that for a CIF format (352 x 288 pixels) which is usually used for smartphones, the VP8 codec provides a better image quality than the H.264 codec for low bitrates (from 128 to 384 kbps). However sequences with high motion, H.264 in slow mode is preferred. Regarding audio, better results are globally achieved using wideband codecs offering good quality except for opus codec (at 12.2 kbps).

  20. Avez-vous vu la meme chose que les Francais? Stereotypes et documents authentiques video. (Did You See the Same Thing as the French? Stereotypes and Authentic Video Documents).

    Science.gov (United States)

    Wilczynska, Weronika

    1990-01-01

    This discussion treats cultural stereotypes as a significant issue in second-language instruction, and examines the role of video documents from the mass media in helping students perceive and understand such stereotypes. (MSE)

  1. A conceptual framework for audio-visual museum media

    DEFF Research Database (Denmark)

    Kirkedahl Lysholm Nielsen, Mikkel

    2017-01-01

    In today's history museums, the past is communicated through many other means than original artefacts. This interdisciplinary and theoretical article suggests a new approach to studying the use of audio-visual media, such as film, video and related media types, in a museum context. The centre...... and museum studies, existing case studies, and real life observations, the suggested framework instead stress particular characteristics of contextual use of audio-visual media in history museums, such as authenticity, virtuality, interativity, social context and spatial attributes of the communication...

  2. YouTube and Video Quizzes

    Directory of Open Access Journals (Sweden)

    Kevin YEE

    2010-04-01

    Full Text Available The Internet sensation YouTube (http://www.youtube.com has become such a force online that it was estimated in 2006 to account for a full tenth of the bandwidth by the entire Internet in the United States (WebProNews, 2007, and to use as much bandwidth in 2007 as the entire Internet had done in 2000 (Carter, 2008. Like many technological tools created with entertainment or profit in mind, YouTube can now be easily and usefully adopted by instructors for educational purposes, and indeed many professors use YouTube in their classroom teaching already (Brooks, 2000. This is especially true for passive uses of YouTube; watching videos that are already online and using them in the classroom experience to support a concept and provide another mechanism for students to connect with the topics. It is fruitful to consider Bloom's Taxonomy of Educational Objectives (Bloom & Krathwohl, 1956 when employing video or any media in the classroom to maximize the intentionality of teaching and learning. The use of video for demonstration or modeling corresponds well to Blooms levels of Knowledge, Comprehension, and Application; while case studies offer a chance to demonstrate Analysis and Synthesis, and perhaps even Evaluation, when comparing a video to information from a text book or other content.

  3. Current Technology Trends for School Library Media Specialists

    Directory of Open Access Journals (Sweden)

    Leticia Ekhaml

    2003-03-01

    Full Text Available An overview of some of the current technology trends used in classroom instruction and school library media centers in provided in this article such as the use of handheld electronic organizers, CD recorders, digital video cameras, and interactive whiteboards. The article offers some suggestions or ideas on how to acquire new technologies to school library media centers that are low in budgetary funds.

  4. Anomalous optical behavior of biological media: modifying the optical window of myocardial tissues

    Science.gov (United States)

    Splinter, Robert; Raja, M. Yasin A.; Svenson, Robert H.

    1996-05-01

    In medical experimental and clinical treatment modalities of light, laser photocoagulation of ventricular tachycardia amongst others, the success of the application relies on whether or not the procedure operates in the optical window of the light-tissue interaction. The optical window of biological tissues can be determined by spectral scans of the optical properties. Optical anomalies may result from the irradiance, the wavelength, or from the tissue composition itself. The transmission of cw Nd:YAG laser light on myocardial tissue showed a nonlinearity in the transmission curve at approximately 3 kW/mm2 irradiance. The total attenuation coefficient dropped sharp from 1.03 plus or minus 0.04 mm-1 to 0.73 plus or minus 0.05 mm-1 at this point in the curve. On the other hand, aneurysm tissue has a highly organized fiber structure, which serves as light-guides, since the transmission of light along the length of the collagen fibers is approximately 50% higher than the transmission perpendicular to the fiber orientation. In addition, changes in optical properties due to tissue phase changes also influence the penetration depth. These phenomena can be utilized to manipulate the optical penetration to an advantage.

  5. Windows 10 for dummies

    CERN Document Server

    Rathbone, Andy

    2015-01-01

    The fast and easy way to get up and running with Windows 10 Windows 10 For Dummies covers the latest version of Windows and gets you up and running with the changes and new features you'll find in this updated operating system. Packed with time-saving tips to help you get the most out of the software, this helpful Windows 10 guide shows you how to manage Windows tasks like navigating the interface with a mouse or touchscreen, connecting to the web, and troubleshooting problems and making quick fixes. Assuming no prior knowledge of the software, Windows 10 For Dummies addresses the updates to

  6. Health effects of media on children and adolescents.

    Science.gov (United States)

    Strasburger, Victor C; Jordan, Amy B; Donnerstein, Ed

    2010-04-01

    Youth spend an average of >7 hours/day using media, and the vast majority of them have access to a bedroom television, computer, the Internet, a video-game console, and a cell phone. In this article we review the most recent research on the effects of media on the health and well-being of children and adolescents. Studies have shown that media can provide information about safe health practices and can foster social connectedness. However, recent evidence raises concerns about media's effects on aggression, sexual behavior, substance use, disordered eating, and academic difficulties. We provide recommendations for parents, practitioners, the media, and policy makers, among others, for ways to increase the benefits and reduce the harm that media can have for the developing child and for adolescents.

  7. Provide Views | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  8. Reduced Fading | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  9. EWC Members | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  10. Visible Transmittance | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  11. Gas Fills | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  12. EWC Membership | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  13. Reducing Condensation | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  14. Improved Comfort | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  15. Financing & Incentives | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  16. Tools & Resources | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  17. Books & Publications | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  18. Design Considerations | Efficient Windows Collaborative

    Science.gov (United States)

    Foundry Foundry New Construction Windows Window Selection Tool Selection Process Design Guidance Installation Replacement Windows Window Selection Tool Assessing Options Selection Process Design Guidance Installation Understanding Windows Benefits Design Considerations Measuring Performance Performance Standards

  19. Windows forensic analysis toolkit advanced analysis techniques for Windows 7

    CERN Document Server

    Carvey, Harlan

    2012-01-01

    Now in its third edition, Harlan Carvey has updated "Windows Forensic Analysis Toolkit" to cover Windows 7 systems. The primary focus of this edition is on analyzing Windows 7 systems and on processes using free and open-source tools. The book covers live response, file analysis, malware detection, timeline, and much more. The author presents real-life experiences from the trenches, making the material realistic and showing the why behind the how. New to this edition, the companion and toolkit materials are now hosted online. This material consists of electronic printable checklists, cheat sheets, free custom tools, and walk-through demos. This edition complements "Windows Forensic Analysis Toolkit, 2nd Edition", (ISBN: 9781597494229), which focuses primarily on XP. It includes complete coverage and examples on Windows 7 systems. It contains Lessons from the Field, Case Studies, and War Stories. It features companion online material, including electronic printable checklists, cheat sheets, free custom tools, ...

  20. Linear array of photodiodes to track a human speaker for video recording

    International Nuclear Information System (INIS)

    DeTone, D; Neal, H; Lougheed, R

    2012-01-01

    Communication and collaboration using stored digital media has garnered more interest by many areas of business, government and education in recent years. This is due primarily to improvements in the quality of cameras and speed of computers. An advantage of digital media is that it can serve as an effective alternative when physical interaction is not possible. Video recordings that allow for viewers to discern a presenter's facial features, lips and hand motions are more effective than videos that do not. To attain this, one must maintain a video capture in which the speaker occupies a significant portion of the captured pixels. However, camera operators are costly, and often do an imperfect job of tracking presenters in unrehearsed situations. This creates motivation for a robust, automated system that directs a video camera to follow a presenter as he or she walks anywhere in the front of a lecture hall or large conference room. Such a system is presented. The system consists of a commercial, off-the-shelf pan/tilt/zoom (PTZ) color video camera, a necklace of infrared LEDs and a linear photodiode array detector. Electronic output from the photodiode array is processed to generate the location of the LED necklace, which is worn by a human speaker. The computer controls the video camera movements to record video of the speaker. The speaker's vertical position and depth are assumed to remain relatively constant– the video camera is sent only panning (horizontal) movement commands. The LED necklace is flashed at 70Hz at a 50% duty cycle to provide noise-filtering capability. The benefit to using a photodiode array versus a standard video camera is its higher frame rate (4kHz vs. 60Hz). The higher frame rate allows for the filtering of infrared noise such as sunlight and indoor lighting–a capability absent from other tracking technologies. The system has been tested in a large lecture hall and is shown to be effective.

  1. Linear array of photodiodes to track a human speaker for video recording

    Science.gov (United States)

    DeTone, D.; Neal, H.; Lougheed, R.

    2012-12-01

    Communication and collaboration using stored digital media has garnered more interest by many areas of business, government and education in recent years. This is due primarily to improvements in the quality of cameras and speed of computers. An advantage of digital media is that it can serve as an effective alternative when physical interaction is not possible. Video recordings that allow for viewers to discern a presenter's facial features, lips and hand motions are more effective than videos that do not. To attain this, one must maintain a video capture in which the speaker occupies a significant portion of the captured pixels. However, camera operators are costly, and often do an imperfect job of tracking presenters in unrehearsed situations. This creates motivation for a robust, automated system that directs a video camera to follow a presenter as he or she walks anywhere in the front of a lecture hall or large conference room. Such a system is presented. The system consists of a commercial, off-the-shelf pan/tilt/zoom (PTZ) color video camera, a necklace of infrared LEDs and a linear photodiode array detector. Electronic output from the photodiode array is processed to generate the location of the LED necklace, which is worn by a human speaker. The computer controls the video camera movements to record video of the speaker. The speaker's vertical position and depth are assumed to remain relatively constant- the video camera is sent only panning (horizontal) movement commands. The LED necklace is flashed at 70Hz at a 50% duty cycle to provide noise-filtering capability. The benefit to using a photodiode array versus a standard video camera is its higher frame rate (4kHz vs. 60Hz). The higher frame rate allows for the filtering of infrared noise such as sunlight and indoor lighting-a capability absent from other tracking technologies. The system has been tested in a large lecture hall and is shown to be effective.

  2. Secure remote service execution for web media streaming

    OpenAIRE

    Mikityuk, Alexandra

    2017-01-01

    Through continuous advancements in streaming and Web technologies over the past decade, the Web has become a platform for media delivery. Web standards like HTML5 have been designed accordingly, allowing for the delivery of applications, high-quality streaming video, and hooks for interoperable content protection. Efficient video encoding algorithms such as AVC/HEVC and streaming protocols such as MPEG-DASH have served as additional triggers for this evolution. Users now employ...

  3. An evaluation of mental health stigma perpetuated by horror video gaming.

    Directory of Open Access Journals (Sweden)

    Dickens, E. G.

    2017-07-01

    Full Text Available Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text from the games themselves. The research within this paper suggests stigma can exist outside of conventional media platforms and highlights the availability of stigma-related horror video games inside the gaming market. This study also emphasizes how the depictions of those with mental health difficulties inside of video games have the capacity to harm mental health communities.

  4. The protective role of general self-determination against 'thin ideal' media exposure on women's body image and eating-related concerns.

    Science.gov (United States)

    Mask, Lisa; Blanchard, Céline M

    2011-04-01

    Women's responses to 'thin ideal' media pending their level of general self-determination (GSD) were examined. High and low GSD women (N = 99) viewed a 'thin physique salient' (TPS) video or a 'thin physique non-salient' (TPNS) video. Following exposure to the TPS video, perceptions of pressure from the media to be thin, body dissatisfaction, and concerns over quantity of food were greater for low but not high GSD women. However, high GSD women reported greater concerns over the quality of food they eat following exposure to the TPNS video. Prevention efforts aimed at enhancing GSD are discussed.

  5. Advanced energy efficient windows

    DEFF Research Database (Denmark)

    Thomsen, Kirsten Engelund

    2007-01-01

    Windows should be paid special attention as they contribute a significant part of the total heat-loss coefficient of the building. Contrary to other parts of the thermal envelope the windows are not only heat loosers, but may gain heat in the day-time. Therefore there are possibilities for large...... energy savings. In terms of energy, windows occupy a special position compared with other thermal envelope structures due to their many functions: 1) windows let daylight into the building and provide occupants with visual contact with their surroundings 2) windows protect against the outdoor climate 3......) windows transmit solar energy that may contribute to a reduction of energy consumption, but which may also lead to unpleasant overheating. In the following paragraphs the current use of windows is reviewed with an emphasis on energy, while special products like solar protection glazing and security...

  6. Hierarchical video summarization based on context clustering

    Science.gov (United States)

    Tseng, Belle L.; Smith, John R.

    2003-11-01

    A personalized video summary is dynamically generated in our video personalization and summarization system based on user preference and usage environment. The three-tier personalization system adopts the server-middleware-client architecture in order to maintain, select, adapt, and deliver rich media content to the user. The server stores the content sources along with their corresponding MPEG-7 metadata descriptions. In this paper, the metadata includes visual semantic annotations and automatic speech transcriptions. Our personalization and summarization engine in the middleware selects the optimal set of desired video segments by matching shot annotations and sentence transcripts with user preferences. Besides finding the desired contents, the objective is to present a coherent summary. There are diverse methods for creating summaries, and we focus on the challenges of generating a hierarchical video summary based on context information. In our summarization algorithm, three inputs are used to generate the hierarchical video summary output. These inputs are (1) MPEG-7 metadata descriptions of the contents in the server, (2) user preference and usage environment declarations from the user client, and (3) context information including MPEG-7 controlled term list and classification scheme. In a video sequence, descriptions and relevance scores are assigned to each shot. Based on these shot descriptions, context clustering is performed to collect consecutively similar shots to correspond to hierarchical scene representations. The context clustering is based on the available context information, and may be derived from domain knowledge or rules engines. Finally, the selection of structured video segments to generate the hierarchical summary efficiently balances between scene representation and shot selection.

  7. Distributed Media Synchronization for Shared Video Watching: Issues, Challenges, and Examples

    NARCIS (Netherlands)

    F. Boronat (Fernando); R.N. Mekuria (Rufael); M.A. Montagud Climent (Mario); P.S. Cesar Garcia (Pablo Santiago)

    2012-01-01

    htmlabstractCurrent societal changes are transforming the way people retrieve, annotate, and share media. While in the past users gathered together around media content, this has become an exception rather than the norm. As demonstrated by the popularity of social networking and personal

  8. Windows 8 secrets

    CERN Document Server

    Thurrott, Paul

    2012-01-01

    Tips, tricks, treats, and secrets revealed on Windows 8 Microsoft is introducing a major new release of its Windows operating system, Windows 8, and what better way to learn all its ins and outs than from two internationally recognized Windows experts and Microsoft insiders, authors Paul Thurrott and Rafael Rivera? They cut through the hype to get at useful information you'll not find anywhere else, including what role this new OS plays in a mobile and tablet world. Regardless of your level of knowledge, you'll discover little-known facts about how things work, what's new and different, and h

  9. Programming Windows Azure

    CERN Document Server

    Krishnan, Sriram

    2010-01-01

    Learn the nuts and bolts of cloud computing with Windows Azure, Microsoft's new Internet services platform. Written by a key member of the product development team, this book shows you how to build, deploy, host, and manage applications using Windows Azure's programming model and essential storage services. Chapters in Programming Windows Azure are organized to reflect the platform's buffet of services. The book's first half focuses on how to write and host application code on Windows Azure, while the second half explains all of the options you have for storing and accessing data on the plat

  10. Beginning Windows 8

    CERN Document Server

    Halsey, Mike

    2012-01-01

    Windows 8 has been described by Microsoft as its 'boldest' Windows release ever. Beginning Windows 8 takes you through the new features and helps you get more out of the familiar to reveal the possibilities for this amazing new operating system. You will learn, with non-technical language used throughout, how to get up and running in the new Windows interface, minimize downtime, maximize productivity, and harness the features you never knew existed to take control of your computer and enjoy the peace of mind and excitement that comes with it. From tips and tweaks to easy-to-follow guides and d

  11. The video Three Things About Islam: Islamophobia online or a religious dialogue?

    Directory of Open Access Journals (Sweden)

    Ruth Tsuria

    2013-01-01

    Full Text Available Some scholars view the internet as a place of democracy, where free speech leads to sincere dialogue. Others see it as a place which, instead of endorsing dialogue, actually promotes the offline social order and creates even more animosity between different groups. This paper explores the option of online dialogue in the media of YouTube. It is done so by addressing the rather heated issue of Islamophobia, through the case study of a YouTube video titled Three Things About Islam.The ideology behind the video seems to support the notion of Islam as a threat and its presentation of Islam is closed-minded and tends to generalize. In this case the participatory culture of the media in which the video was presented, YouTube, created a dialogue between anti-Islamists and supporters of Islam. This dialogue, like many dialogues, might not change the opinions of either side, but the mere fact that the online sphere embraces and promotes religious dialogue is an important phenomenon.

  12. Games Children Play: The Effects of Media Violence on Young Children.

    Science.gov (United States)

    Wellisch, Mimi

    2000-01-01

    Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…

  13. Visual narratives : free-hand sketch for visual search and navigation of video.

    OpenAIRE

    James, Stuart

    2016-01-01

    Humans have an innate ability to communicate visually; the earliest forms of communication were cave drawings, and children can communicate visual descriptions of scenes through drawings well before they can write. Drawings and sketches offer an intuitive and efficient means for communicating visual concepts. Today, society faces a deluge of digital visual content driven by a surge in the generation of video on social media and the online availability of video archives. Mobile devices are...

  14. Neuromodulation can reduce aggressive behavior elicited by violent video games.

    Science.gov (United States)

    Riva, Paolo; Gabbiadini, Alessandro; Romero Lauro, Leonor J; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2017-04-01

    Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants (N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297-310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression-the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses.

  15. Global Social Media Directory. A Resource Guide

    Energy Technology Data Exchange (ETDEWEB)

    Noonan, Christine F. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States); Piatt, Andrew W. [Pacific Northwest National Lab. (PNNL), Richland, WA (United States)

    2015-10-01

    Social media platforms are internet-based applications focused on broadcasting user-generated content. While primarily web-based, these services are increasingly available on mobile platforms. Communities and individuals share information, photos, music, videos, provide commentary and ratings/reviews, and more. In essence, social media is about sharing information, consuming information, and repurposing content. Social media technologies identified in this report are centered on social networking services, media sharing, blogging and microblogging. The purpose of this Resource Guide is to provide baseline information about use and application of social media platforms around the globe. It is not intended to be comprehensive as social media evolves on an almost daily basis. The long-term goal of this work is to identify social media information about all geographic regions and nations. The primary objective is that of understanding the evolution and spread of social networking and user-generated content technologies internationally.

  16. Komunikasi Antarpribadi melalui Media Sosial (Skype) pada Mahasiswa Universitas Riau

    OpenAIRE

    Lubis, Evawani Elsya; Manalu, Desi Maria

    2014-01-01

    Social media presence today makes communication more easily done anytime, anywhere, and anyone. Skype is a social media that has video call feature that can communicate while looking at the other person despite the long distances. The purpose of this research is to find out the process interpersonal communication through social media (Skype) on college students in Riau University.This research used qualitative methods descriptive which the data was obtained through interviews, documentation, ...

  17. THE IMPACT OF MASS MEDIA ON CHILDREN

    Directory of Open Access Journals (Sweden)

    Maria Katarzyna Grzegorzewska

    2008-01-01

    Full Text Available The 21th century from the standpoint of man is regarded as a time of domestication of new media technologies. During that era audiovisual media have displayed the traditional media. Written word has lost is place to television, video games, and in the Internet, whichare having a major impact on people of all ages including young children. The word “illusion” originates from the Latin word “illusio” which means to pretend, to elude. The media world has become independent in terms of the real word and started tolive according to its own rules. We have started to function in two separate realities: actual reality, and virtual media reality. For some people it is very hard to distinguish two types of realities, not to mention kids, which usually perceive media reality as entirely real, actual domain.

  18. Social Media and Social Networking Applications for Teaching and Learning

    Science.gov (United States)

    Yeo, Michelle Mei Ling

    2014-01-01

    This paper aims to better understand the experiences of the youth and the educators with the tapping of social media like YouTube videos and the social networking application of Facebook for teaching and learning. This paper is interested in appropriating the benefits of leveraging of social media and networking applications like YouTube and…

  19. Use of rich-media resources by engineering undergraduates

    Science.gov (United States)

    Gillie, Martin; Dahli, Ranim; Saunders, Fiona C.; Gibson, Andrew

    2017-11-01

    The ability to develop and distribute digital teaching resources in higher education has developed rapidly over the last decade but research into how students use such resources has received limited attention. This study uses questionnaire results, Internet analytic data and semi-structured interviews to examine the use of three types of rich-media teaching resources - lecture podcasts, key-concept videos and tutorial solution videos - by engineering undergraduates. It is found that students value all three types of resource, especially for revision and as a supplement to lectures. Students find short, focused resources more useful than longer ones. Non-native English speakers and those with disabilities derive particular benefits from the resources. The effect of rich-media resources on lecture attendance is found to be small, and two-way.

  20. Media advertising and consumerism: How children and adolescents understand and resist persuasive messages

    NARCIS (Netherlands)

    Buijzen, M.A.; Rozendaal, E.; Reijmersdal, E.A. van; Lemish, D.

    2013-01-01

    In the first decade of the new millennium, children and adolescents' commercial media environment has changed dramatically. Advertisers have rapidly adopted new advertising techniques including branded websites, brand placement in video games, and viral marketing in social media (Buijzen et al.,

  1. Penerimaan Penggemar K-pop Terhadap Sensualitas Dalam Video Klip Girls Day “Something”

    OpenAIRE

    Madayanti, Ratna Kartika Dewi

    2015-01-01

    Penerimaan penggemar terhadap media massa seperti video klip berbeda satu dengan lainnya. Seperti dalam video klip Girls Day “Something” terdapat sensualitas yang diterima secara berbeda-beda oleh penggemar K-pop baik penggemar Girls Day. Penelitian ini menggunakan teori resepsi dan konsep sensualitas, di mana dalam sensualitas itu sendiri terdapat tiga unsur yaitu tampilan tubuh, perilaku, dan aktivitas. Jenis penelitian ini adalah deskriptif dengan pendekatan kualitatif, dengan m...

  2. Impact of Violent Video Games on the Social Behaviors of Adolescents: The Mediating Role of Emotional Competence

    Science.gov (United States)

    You, Sukkyung; Kim, Euikyung; No, Unkyung

    2015-01-01

    Recently, research studies and media have reported on the detrimental effects violent video games have on the social behaviors of adolescents. For example, previous studies have found that playing video games is positively associated with aggressive behaviors and negatively associated with prosocial behaviors. However, very few studies have…

  3. Video games, terrorism, and ISIS’s Jihad 3.0

    NARCIS (Netherlands)

    A.K. Al-Rawi (Ahmed)

    2016-01-01

    textabstractThis study discusses different media strategies followed by the Islamic State in Iraq and Syria (ISIS). In particular, the study attempts to understand the way ISIS’s video game that is called “Salil al-Sawarem” (The Clanging of the Swords) has been received by the online Arab public.

  4. Video Game-Based Learning: An Emerging Paradigm for Instruction

    Science.gov (United States)

    Squire, Kurt D.

    2013-01-01

    Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…

  5. Violent video game players and non-players differ on facial emotion recognition.

    Science.gov (United States)

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.

  6. Window selection for dual photopeak window scatter correction in Tc-99m imaging

    International Nuclear Information System (INIS)

    Vries, D.J. de; King, M.A.

    1994-01-01

    The width and placement of the windows for the dual photopeak window (DPW) scatter subtraction method for Tc-99m imaging is investigated in order to obtain a method that is stable on a multihead detector system for single photon emission computed tomography (SPECT) and is capable of providing a good scatter estimate for extended objects. For various window pairs, stability and noise were examined with experiments using a SPECT system, while Monte Carlo simulations were used to predict the accuracy of scatter estimates for a variety of objects and to guide the development of regression relations for various window pairs. The DPW method that resulted from this study was implemented with a symmetric 20% photopeak window composed of a 15% asymmetric photopeak window and a 5% lower window abutted at 7 keV below the peak. A power function regression was used to relate the scatter-to-total ratio to the lower window-to-total ratio at each pixel, from which an estimated scatter image was calculated. DPW demonstrated good stability, achieved by abutting the two windows away from the peak. Performance was assessed and compared with Compton window subtraction (CWS). For simulated extended objects, DPW generally produced a less biased scatter estimate than the commonly used CWS method with k = 0.5. In acquisitions of a clinical SPECT phantom, contrast recovery was comparable for both DPW and CWS; however, DPW showed greater visual contrast in clinical SPECT bone studies

  7. An Evaluation of Media-Oriented Rate Selection Algorithm for Multimedia Transmission in MANETs

    Directory of Open Access Journals (Sweden)

    Guionnet Thomas

    2005-01-01

    Full Text Available We focus on the optimization of real-time multimedia transmission over 802.11-based ad hoc networks. In particular, we propose a simple and efficient cross-layer mechanism that considers both the channel conditions and characteristics of the media for dynamically selecting the transmission mode. This mechanism called media-oriented rate selection algorithm (MORSA targets loss-tolerant applications such as VoD that do not require full reliable transmission. We provide an evaluation of this mechanism for MANETs using simulations with NS and analyze the video quality obtained with a fine-grain scalable video encoder based on a motion-compensated spatiotemporal wavelet transform. Our results show that MORSA achieves up to 4 Mbps increase in throughput and that the routing overhead decreases significantly. Transmission of a sample video flow over an 802.11a wireless channel has been evaluated with MORSA. Important improvement is observed in throughput, latency, and jitter while keeping a good level of video quality.

  8. The Efficiency of Different Online Learning Media--An Empirical Study

    Science.gov (United States)

    Köbler, Franziska J.; Nitzschner, Marco M.

    2014-01-01

    In the current study, it was examined whether successful learning is related to using different types of media. We compared the comprehension of an economic concept in novices (N = 82) under three conditions: a Wikipedia article, a funny, and a serious YouTube video. The media were presented in English which is a foreign language to most of the…

  9. VIDEO DENOISING USING SWITCHING ADAPTIVE DECISION BASED ALGORITHM WITH ROBUST MOTION ESTIMATION TECHNIQUE

    Directory of Open Access Journals (Sweden)

    V. Jayaraj

    2010-08-01

    Full Text Available A Non-linear adaptive decision based algorithm with robust motion estimation technique is proposed for removal of impulse noise, Gaussian noise and mixed noise (impulse and Gaussian with edge and fine detail preservation in images and videos. The algorithm includes detection of corrupted pixels and the estimation of values for replacing the corrupted pixels. The main advantage of the proposed algorithm is that an appropriate filter is used for replacing the corrupted pixel based on the estimation of the noise variance present in the filtering window. This leads to reduced blurring and better fine detail preservation even at the high mixed noise density. It performs both spatial and temporal filtering for removal of the noises in the filter window of the videos. The Improved Cross Diamond Search Motion Estimation technique uses Least Median Square as a cost function, which shows improved performance than other motion estimation techniques with existing cost functions. The results show that the proposed algorithm outperforms the other algorithms in the visual point of view and in Peak Signal to Noise Ratio, Mean Square Error and Image Enhancement Factor.

  10. Portrayal of generalized anxiety disorder in YouTube™ videos.

    Science.gov (United States)

    MacLean, Sarah A; Basch, Corey H; Reeves, Rachel; Basch, Charles E

    2017-12-01

    Individuals often search the Internet for information about their medical conditions, such as generalized anxiety disorder (GAD), a common mental health disorder. To describe the content of the most popular videos on YouTube™ related to GAD. Videos with at least 50,000 views in October 2016 were coded for information regarding symptoms, treatments and causes for GAD. Associations of content with factors such as popularity and focus on a personal experience were examined. The search returned 95 videos, which had been collectively viewed 37,044,555 times. Most (65%) were uploaded by consumers and 56% were about a personal experience. The most common symptoms mentioned were worry or panic (72%) and social anxiety (46%). Many videos (63%) mentioned at least one treatment, but only 26% mentioned any cause of anxiety. Videos that focused on a personal experience were significantly less likely to mention other phobias ( p = .036), panic disorder ( p = .033) and sleep issues ( p = .016). The majority of the most popular videos on YouTube ™ related to GAD were produced by consumers. Improved understanding about what information is available and popular online can assist mental health professionals in aiding their patients and in producing media that is likely to be viewed.

  11. Analisis Kualitas Layanan Video Live Streaming pada Jaringan Lokal Universitas Telkom

    Directory of Open Access Journals (Sweden)

    Anggelina I Diwi

    2014-09-01

    Full Text Available Streaming adalah salah satu bentuk teknologi yang memperkenankan file digunakan secara langsung tanpa menunggu selesainya unggahan (download dan berlangsung secara kontinyu tanpa interupsi. Untuk mengaplikasikan video streaming kedalam jaringan, diperlukan pertama-tama untuk mengkalkulasi bandwidth yang tersedia, untuk mendukung transmisi data. Bandwidth merupakan parameter penting untuk streaming di dalam jaringan. Makin besar bandwidth yang tersedia, makin baik kualitas video yang ditampilkan. Penelitian ini bertujuan untuk mengetahui kebutuhan bandwidth untuk layanan video live streaming; metode yang digunakan di dalam penelitian ini adalah dengan mengadakan pengukuran unjuk kerja jaringan secara langsung di lapangan, yaitu LAN di lingkungan Universitas Telkom. Implementasi media streaming server-client di dalam penelitian ini menggunakan file video yang berbeda, berdasarkan jumlah frame yang dikirim (fps. Skenario video streaming ini dilakukan dengan menggunakan latar belakang  trafik  yang  bervariasi,  untuk  melihat  pengaruhnya terhadap parameter QoS jaringan. Pengujian performansi Quality of Service (QoS dalam implementasi video live streaming ini menggunakan software network analyzer Wireshark. Hasil penilitian menunjukkan, bahwa video dengan laju frame lebih besar dari 15 fps, memberikan jitter dan throughput yang besar pula.

  12. Historicizing video game series through fan art discourses

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2016-09-01

    Full Text Available In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past experiences of one's own media fandom. Instead they should be understood as complex narratives which combine various historical layers (personal, productional, fictional and influence the future reception of and anticipation for sequels. They also shed light on the personal histories of fans, which are often juxtaposed with extratextual and fictional histories of a video game series. The subjective nature of these historical discourses is not to be seen as a constraint but as a feature of everyday history which points to the prominence of historicizing in fan cultures of video game series. These topics are examined in the selected multimodal material from the site DeviantArt consisting of fan art pieces, authorial captions, and respective comments inspired by two single-player video game series: Tomb Raider and Mass Effect.

  13. Recording performances in perpendicular magnetic patterned media

    International Nuclear Information System (INIS)

    Asbahi, M; Moritz, J; Dieny, B; Gourgon, C; Perret, C; Van de Veerdonk, R J M

    2010-01-01

    We report on the recording performances and signal-to-noise ratio (SNR) analyses of perpendicular magnetic bit-patterned media. Two different types of magnetic samples are investigated. They differ by the way that they were patterned (nano-imprint versus e-beam lithography) as well as their magnetic properties (Co/Pt multilayers and CoCrPt alloy are the recording layers).Using a contact read/write quasi-static tester, we were able to characterize the write windows, the bit error rates and measure the SNR. The influence of magnetic properties and media microstructure on the writing processes is studied. We show also that the lithographical method used to replicate the media induces more or less noise due to structural distributions.

  14. Science on TeacherTube: A Mixed Methods Analysis of Teacher Produced Video

    Science.gov (United States)

    Chmiel, Margaret (Marjee)

    Increased bandwidth, inexpensive video cameras and easy-to-use video editing software have made social media sites featuring user generated video (UGV) an increasingly popular vehicle for online communication. As such, UGV have come to play a role in education, both formal and informal, but there has been little research on this topic in scholarly literature. In this mixed-methods study, a content and discourse analysis are used to describe the most successful UGV in the science channel of an education-focused site called TeacherTube. The analysis finds that state achievement tests, and their focus on vocabulary and recall-level knowledge, drive much of the content found on TeacherTube.

  15. Dvds, video games, and the cinema of interactions Dvds, video games, and the cinema of interactions

    Directory of Open Access Journals (Sweden)

    Richard Grusin

    2008-04-01

    Full Text Available The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium (and the concomitant abandonment of the technologically outmoded medium of celluloid film, but rather by the emergence of multiply networked, distributed forms of cinematic production and exhibition. Indeed I am convinced that in this sense we already find ourselves with a digital cinema—not as a distinctively new medium but as a hybrid network of media forms and practices. The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium

  16. An enhanced geometry-independent mesh weight window generator for MCNP

    International Nuclear Information System (INIS)

    Evans, T.M.; Hendricks, J.S.

    1997-01-01

    A new, enhanced, weight window generator suite has been developed for MCNP trademark. The new generator correctly estimates importances in either an user-specified, geometry-independent orthogonal grid or in MCNP geometric cells. The geometry-independent option alleviates the need to subdivide the MCNP cell geometry for variance reduction purposes. In addition, the new suite corrects several pathologies in the existing MCNP weight window generator. To verify the correctness of the new implementation, comparisons are performed with the analytical solution for the cell importance. Using the new generator, differences between Monte Carlo generated and analytical importances are less than 0.1%. Also, assumptions implicit in the original MCNP generator are shown to be poor in problems with high scattering media. The new generator is fully compatible with MCNP's AVATAR trademark automatic variance reduction method. The new generator applications, together with AVATAR, gives MCNP an enhanced suite of variance reduction methods. The flexibility and efficacy of this suite is demonstrated in a neutron porosity tool well-logging problem

  17. Pengaruh Media Sosial Line Webtoon Terhadap Minat Membaca Komik Pada Mahasiswa Universitas Riau

    OpenAIRE

    Putri, Destya Maya; Lubis, Evawani Elysa

    2017-01-01

    The development of social media today accommodate a variety of works. Ideas in the form of photos, videos and writings and even potrait and comics including the types of works that can be found on various social media. Social media both content and characteristics of social media is quite diverse, most social media is a place to socialize, share opinions and chatting through chat but social media a little different is LINE Webtoon. LINE Webtoon is a digital comic reading app that is part of L...

  18. Adaptive Media Streaming to Mobile Devices: Challenges, Enhancements, and Recommendations

    OpenAIRE

    Evensen, Kristian; Kupka, Tomas; Riiser, Haakon; Ni, Pengpeng; Eg, Ragnhild; Griwodz, Carsten; Halvorsen, Pål

    2014-01-01

    Video streaming is predicted to become the dominating traffic in mobile broadband networks. At the same time, adaptive HTTP streaming is developing into the preferred way of streaming media over the Internet. In this paper, we evaluate how different components of a streaming system can be optimized when serving content to mobile devices in particular. We first analyze the media traffic from a Norwegian network and media provider. Based on our findings, we outline benefits and chal...

  19. New media, old media: The technologies of international development

    Science.gov (United States)

    Ingle, Henry T.

    1986-09-01

    The research, theory and practice of educational technology over the past 75 years provide convincing evidence that this process offers a comprehensive and integrated approach to solving educational and social problems. The use of media and technology in development has shifted from an emphasis on mass media to personal media. A variety of electronic delivery systems are being used and are usually coordinated by centralized governmental agencies. There are no patterns of use since the problems vary and the medium used is responsive to the problem. Computers are used most frequently and satellite telecommunication networks follow. The effective use of these and other technologies requires a long-term commitment to financial support and training of personnel. The extension model of face-to-face contact still prevails in developing nations whether in agriculture, education or rural development. Low-cost technologies are being used in local projects while major regional and national companies use radio, film and related video technologies. The use of all available and cost-effective media and technologies make possible appropriate communications for specific goals with specific audiences. There appears to be no conflict among proponents of various media formats. Development in education and other sectors has much to gain from old and new communication technologies and has hardly been tapped. Several new educational technology developments are discussed as potential contributors to formal and nonformal education.

  20. Toddlers, Electronic Media, and Language Development: What Researchers Know So Far

    Science.gov (United States)

    Guernsey, Lisa

    2013-01-01

    Electronic media--whether child-oriented videos and games or background television--is increasingly embedded in young children's lives, raising questions of its impact on children's language skills. New research presents a multitextured picture of how different types of e-media--depending on content, context, and a child's age--can help and hurt.…