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
Baldacci, Andrea; Ganovelli, Fabio; Corsini, Massimiliano; Scopigno, Roberto
Using synthetic videos to present a 3D scene is a common requirement for architects, designers, engineers or Cultural Heritage professionals however it is usually time consuming and, in order to obtain high quality results, the support of a film maker/computer animation expert is necessary. We introduce an alternative approach that takes the 3D scene of interest and an example video as input, and automatically produces a video of the input scene that resembles the given video example. In other words, our algorithm allows the user to "replicate" an existing video, on a different 3D scene. We build on the intuition that a video sequence of a static environment is strongly characterized by its optical flow, or, in other words, that two videos are similar if their optical flows are similar. We therefore recast the problem as producing a video of the input scene whose optical flow is similar to the optical flow of the input video. Our intuition is supported by a user-study specifically designed to verify this statement. We have successfully tested our approach on several scenes and input videos, some of which are reported in the accompanying material of this paper.
Bozdag, Ali Dogan
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.
Full Text Available The aim of the present study was to investigate the effects of video presentations of natural landscapes on European starlings' (Sturnus vulgaris stereotypic behaviours (SBs and other abnormal repetitive behaviours (ARBs and to evaluate the impact of past experience by comparing wild-caught and hand-reared starlings' reactions. Ten wild-caught and five hand-reared starlings were presented 1-hour videos of landscapes twice a day for five successive days, while a control group of eight wild-caught and four hand-reared starlings was presented a grey screen for the same amount of time. The analysis of the starlings' behaviour revealed that the video presentations of landscapes appeared to have a positive but limited and experience-dependent effect on starlings' SBs and other ARBs compared to the controls. Indeed, whereas video presentations seemed to modulate high rates of SBs and ARBs, they did not appear to be enriching enough to prevent the emergence or the development of SBs and ARBs in an impoverished environment. They even appeared to promote a particular type of SB (somersaulting that is thought to be linked to escape motivation. The fact that this effect was observed in hand-reared starlings suggests that videos of landscapes could elicit motivation to escape even in birds that never experienced outdoor life. These results highlight the importance of investigating stereotypic behaviour both quantitatively and qualitatively in order to provide crucial clues on animal welfare.
Andrawis, Alfred S.
This report covers a visibility study of utilizing present KSC broadband communications data system (BCDS) for digital video services. Digital video services include compressed digital TV delivery and video-on-demand. Furthermore, the study examines the possibility of providing interactive video on demand to desktop personal computers via KSC computer network.
Jansen, Michel; Heeren, W.F.L.; van Dijk, Elisabeth M.A.G.
As the amount of available video content increases, so does the need for better ways of browsing all this material. Because the nature of video makes it hard to process, the need arises for adequate surrogates for video that can readily be skimmed and browsed. In this paper, the effects of the use
Griffiths, MD; Kuss, DJ; King, DL
Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporary research literature by analyzing the (i) prev...
Wong, Victoria S S; Stevenson, Matthew; Selwa, Linda
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.
Merkle, Philipp; Müller, Karsten; Wiegand, Thomas
An overview of existing and upcoming 3D video coding standards is given. Various different 3D video formats are available, each with individual pros and cons. The 3D video formats can be separated into two classes: video-only formats (such as stereo and multiview video) and depth-enhanced formats (such as video plus depth and multiview video plus depth). Since all these formats exist of at least two video sequences and possibly additional depth data, efficient compression is essential for the success of 3D video applications and technologies. For the video-only formats the H.264 family of coding standards already provides efficient and widely established compression algorithms: H.264/AVC simulcast, H.264/AVC stereo SEI message, and H.264/MVC. For the depth-enhanced formats standardized coding algorithms are currently being developed. New and specially adapted coding approaches are necessary, as the depth or disparity information included in these formats has significantly different characteristics than video and is not displayed directly, but used for rendering. Motivated by evolving market needs, MPEG has started an activity to develop a generic 3D video standard within the 3DVC ad-hoc group. Key features of the standard are efficient and flexible compression of depth-enhanced 3D video representations and decoupling of content creation and display requirements.
Mac Sithigh, Daithi
The Digital Economy Act 2010, better known for its much-debated copyright provisions, also facilitates major changes to the statutory regulation of computer and video games in the United Kingdom. This article sets out the history of the regulation of game content by the BBFC and the video game industry, reviews the various reports and interventions that led to the 2010 provisions, and considers the implications of various new definitions. The possible separation of film and games is considere...
In an effort to help calm the turbulence left in the wake of the Three Mile Island (TMI) nuclear accident, the Georgia Society of Professional Engineers sponsored the production of a video tape on the inner workings of a nuclear power plant. A 30-minute segment was shown on public television and a longer version is being prepared for use on a commercial network. The tape is neither pro nor con in the multitude of issues surrounding the future of nuclear energy. It simply gives a layman's tour of a nuclear power plant and hopes to provide the public with objective information on how nuclear power is generated. The article discusses the background of the taping program project, and how it was put together
Full Text Available Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655, the effect of several variables on comment and reply sentiment (n = 774,939, and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.
Kimmons, Royce; Larsen, Ross; Dousay, Tonia A.; Lowenthal, Patrick R.
Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655), the effect of several variables on comment and reply sentiment (n = 774,939), and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online. PMID:29856749
Veletsianos, George; Kimmons, Royce; Larsen, Ross; Dousay, Tonia A; Lowenthal, Patrick R
Scholars, educators, and students are increasingly encouraged to participate in online spaces. While the current literature highlights the potential positive outcomes of such participation, little research exists on the sentiment that these individuals may face online and on the factors that may lead some people to face different types of sentiment than others. To investigate these issues, we examined the strength of positive and negative sentiment expressed in response to TEDx and TED-Ed talks posted on YouTube (n = 655), the effect of several variables on comment and reply sentiment (n = 774,939), and the projected effects that sentiment-based moderation would have had on posted content. We found that most comments and replies were neutral in nature and some topics were more likely than others to elicit positive or negative sentiment. Videos of male presenters showed greater neutrality, while videos of female presenters saw significantly greater positive and negative polarity in replies. Animations neutralized both the negativity and positivity of replies at a very high rate. Gender and video format influenced the sentiment of replies and not just the initial comments that were directed toward the video. Finally, we found that using sentiment as a way to moderate offensive content would have a significant effect on non-offensive content. These findings have far-reaching implications for social media platforms and for those who encourage or prepare students and scholars to participate online.
Yeung, Serena; Fathi, Alireza; Fei-Fei, Li
In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...
Holly Maxwell Pringle
Self-presentation in online spaces has recently attracted a significant amount of attention in psychological literature. Video games allow players to create a detailed, unique character to represent themselves in the online social world. Research has found that there is a relationship between self-esteem and online self-presentation. However, little research has examined gender differences within this topic. The study aimed to address this gap in the literature by specifically examining gende...
Somayeh Karbalaie Safarali
Full Text Available The current research sought to explore the effectiveness of using videos presenting speakers’ gestures and facial clues on Iranian EFL learners’ listening comprehension proficiency. It was carried out at Ayandeh English Institute among 60 advanced female learners with the age range of 17-30 through a quasi-experimental research design. The researcher administered a TOEFL test to determine the homogeneity of the participants regarding both their general English language proficiency level and listening comprehension ability. Participants were randomly assigned into two groups. After coming up with the conclusion that the two groups were homogeneous, during 10 sessions of treatment, they received two different listening comprehension techniques, i.e. audio-visual group watching the video was equipped with the speaker’s gestures and facial clues, while the audio-only group could just listen to speaker’s voice and no additional clue was presented. Meanwhile, the participants were supposed to answer the questions related to each video. At the end of the treatment, both groups participated in the listening comprehension test of the Longman TOEFL test as the post-test. A t-test was used to compare the mean scores of the two groups, the result of which showed that the learners’ mean score in the audio-visual group was significantly higher than the learners’ mean score in the audio-only group. In conclusion, the result of this study suggests that foreign language pedagogy, especially for adult English learners, would benefit from applying videos presenting speakers’ gestures and facial clues.
Méndez, Laura; del Moral, M. Esther
Video games are starting to be considered for uses other than mere entertainment or recreation--as vehicles that promote implicit learning, given their attractive formula for training different types of cognitive skills (observation, memory, problem solving, etc.); as catalysts for learning processes; and even as learning contexts in themselves.…
Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed
This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.
Cook, Christian J; Crewther, Blair T
Previous studies have shown that visual images can produce rapid changes in testosterone concentrations. We explored the acute effects of video clips on salivary testosterone and cortisol concentrations and subsequent voluntary squat performance in highly trained male athletes (n=12). Saliva samples were collected on 6 occasions immediately before and 15 min after watching a brief video clip (approximately 4 min in duration) on a computer screen. The watching of a sad, erotic, aggressive, training motivational, humorous or a neutral control clip was randomised. Subjects then performed a squat workout aimed at producing a 3 repetition maximum (3RM) lift. Significant (Psquats across all video sessions (Pfree hormone concentrations and the relative changes in testosterone closely mapped 3RM squat performance in a group of highly trained males. Thus, speculatively, using short video presentations in the pre-workout environment offers an opportunity for understanding the outcomes of hormonal change, athlete behaviour and subsequent voluntary performance. Copyright © 2011 Elsevier Inc. All rights reserved.
Hansen, Eric G; Loew, Ruth C; Laitusis, Cara C; Kushalnagar, Poorna; Pagliaro, Claudia M; Kurz, Christopher
There is considerable interest in determining whether high-quality American Sign Language videos can be used as an accommodation in tests of mathematics at both K-12 and postsecondary levels; and in learning more about the usability (e.g., comprehensibility) of ASL videos with two different types of signers - avatar (animated figure) and human. The researchers describe the results of administering each of nine pre-college mathematics items in both avatar and human versions to each of 31 Deaf participants with high school and post-high school backgrounds. This study differed from earlier studies by obliging the participants to rely on the ASL videos to answer the items. While participants preferred the human version over the avatar version (apparently due largely to the better expressiveness and fluency of the human), there was no discernible relationship between mathematics performance and signed version.
Full Text Available The concentration of practical knowledge and experiential knowledge in the form of collective intelligence (the wisdom of the crowd is of interest in the area of skill transfer. Previous studies have confirmed that collective intelligence can be formed through the utilization of video annotation systems where knowledge that is recalled while watching videos of work tasks can be assigned in the form of a comment. The knowledge that can be collected is limited, however, to the content that can be depicted in videos, meaning that it is necessary to prepare many videos when collecting knowledge. This paper proposes a method for expanding the scope of recall from the same video through the automatic generation and simultaneous display of related words and video scenes. Further, the validity of the proposed method is empirically illustrated through the example of a field experiment related to mountaineering skills.
Shuangbao Paul Wang
Full Text Available In this paper, we present a novel system, inVideo, for automatically indexing and searching videos based on the keywords spoken in the audio track and the visual content of the video frames. Using the highly efficient video indexing engine we developed, inVideo is able to analyze videos using machine learning and pattern recognition without the need for initial viewing by a human. The time-stamped commenting and tagging features refine the accuracy of search results. The cloud-based implementation makes it possible to conduct elastic search, augmented search, and data analytics. Our research shows that inVideo presents an efficient tool in processing and analyzing videos and increasing interactions in video-based online learning environment. Data from a cybersecurity program with more than 500 students show that applying inVideo to current video material, interactions between student-student and student-faculty increased significantly across 24 sections program-wide.
This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV
Petkovic, M.; Jonker, Willem
In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented
Wang, Chuan; Zhu, Jie; Guo, Yanwen; Wang, Wenping
We present a video vectorization method that generates a video in vector representation from an input video in raster representation. A vector-based video representation offers the benefits of vector graphics, such as compactness and scalability. The vector video we generate is represented by a simplified tetrahedral control mesh over the spatial-temporal video volume, with color attributes defined at the mesh vertices. We present novel techniques for simplification and subdivision of a tetrahedral mesh to achieve high simplification ratio while preserving features and ensuring color fidelity. From an input raster video, our method is capable of generating a compact video in vector representation that allows a faithful reconstruction with low reconstruction errors.
Hillman, Dustin S.
The primary goal of this study is to evaluate the effects of different media-based learning environments (MLEs) that present identical chemistry content material. This is done with four different MLEs that utilize some or all components of a chemistry-based media-based prototype video game. Examination of general chemistry student volunteers purposefully randomized to one of four different MLEs did not provide evidence that the higher the level of interactivity resulted in a more effective MLE for the chemistry content. Data suggested that the cognitive load to play the chemistry-based video game may impaired the chemistry content being presented and recalled by the students while the students watching the movie of the chemistry-based video game were able to recall the chemistry content more efficiently. Further studies in this area need to address the overall cognitive load of the different MLEs to potentially better determine what the most effective MLE may be for this chemistry content.
Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Ann
This paper presents latency-constrained video transmission over high-speed wireless personal area networks (WPANs). Low-power video compression is proposed as an alternative to uncompressed video transmission. A video source rate control based on MINMAX quality criteria is introduced. Practical...
Full Text Available With the development of heterogeneous networks and video coding standards, multiresolution video applications over networks become important. It is critical to ensure the service quality of the network for time-sensitive video services. Worldwide Interoperability for Microwave Access (WIMAX is a good candidate for delivering video signals because through WIMAX the delivery quality based on the quality-of-service (QoS setting can be guaranteed. The selection of suitable QoS parameters is, however, not trivial for service users. Instead, what a video service user really concerns with is the video quality of presentation (QoP which includes the video resolution, the fidelity, and the frame rate. In this paper, we present a quality control mechanism in multiresolution video coding structures over WIMAX networks and also investigate the relationship between QoP and QoS in end-to-end connections. Consequently, the video presentation quality can be simply mapped to the network requirements by a mapping table, and then the end-to-end QoS is achieved. We performed experiments with multiresolution MPEG coding over WIMAX networks. In addition to the QoP parameters, the video characteristics, such as, the picture activity and the video mobility, also affect the QoS significantly.
We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.
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...
Nova, Joao Luiz Leocadio da; Lopes, Ricardo Tadeu
A new methodology to evaluate the entrance surface dose on patients under radiodiagnosis is presented. A phantom is used in video fluoroscopic procedures in on line video signal system. The images are obtained from a Siemens Polymat 50 and are digitalized. The results show that the entrance surface dose can be obtained in real time from video imaging
Noda, Hideki; Furuta, Tomofumi; Niimi, Michiharu; Kawaguchi, Eiji
This paper presents a steganography method using lossy compressed video which provides a natural way to send a large amount of secret data. The proposed method is based on wavelet compression for video data and bit-plane complexity segmentation (BPCS) steganography. BPCS steganography makes use of bit-plane decomposition and the characteristics of the human vision system, where noise-like regions in bit-planes of a dummy image are replaced with secret data without deteriorating image quality. In wavelet-based video compression methods such as 3-D set partitioning in hierarchical trees (SPIHT) algorithm and Motion-JPEG2000, wavelet coefficients in discrete wavelet transformed video are quantized into a bit-plane structure and therefore BPCS steganography can be applied in the wavelet domain. 3-D SPIHT-BPCS steganography and Motion-JPEG2000-BPCS steganography are presented and tested, which are the integration of 3-D SPIHT video coding and BPCS steganography, and that of Motion-JPEG2000 and BPCS, respectively. Experimental results show that 3-D SPIHT-BPCS is superior to Motion-JPEG2000-BPCS with regard to embedding performance. In 3-D SPIHT-BPCS steganography, embedding rates of around 28% of the compressed video size are achieved for twelve bit representation of wavelet coefficients with no noticeable degradation in video quality.
Brunie, Lionel; Favory, Loic; Gelas, J. P.; Lefevre, Laurent; Mostefaoui, Ahmed; Nait-Abdesselam, F.
Video databases became an active field of research during the last decade. The main objective in such systems is to provide users with capabilities to friendly search, access and playback distributed stored video data in the same way as they do for traditional distributed databases. Hence, such systems need to deal with hard issues : (a) video documents generate huge volumes of data and are time sensitive (streams must be delivered at a specific bitrate), (b) contents of video data are very hard to be automatically extracted and need to be humanly annotated. To cope with these issues, many approaches have been proposed in the literature including data models, query languages, video indexing etc. In this paper, we present SIRSALE : a set of video databases management tools that allow users to manipulate video documents and streams stored in large distributed repositories. All the proposed tools are based on generic models that can be customized for specific applications using ad-hoc adaptation modules. More precisely, SIRSALE allows users to : (a) browse video documents by structures (sequences, scenes, shots) and (b) query the video database content by using a graphical tool, adapted to the nature of the target video documents. This paper also presents an annotating interface which allows archivists to describe the content of video documents. All these tools are coupled to a video player integrating remote VCR functionalities and are based on active network technology. So, we present how dedicated active services allow an optimized video transport for video streams (with Tamanoir active nodes). We then describe experiments of using SIRSALE on an archive of news video and soccer matches. The system has been demonstrated to professionals with a positive feedback. Finally, we discuss open issues and present some perspectives.
Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.
Melvin Ramírez Bogantes
Full Text Available En el siguiente trabajo se presentan los principales resultados de investigación obtenidos en la fase de diseño de un algoritmo que permite la detección y el seguimiento de un objeto presente en una grabación de video. El algoritmo se diseñó e implementó en el ambiente de programación MatLab y los videos utilizados fueron facilitados por el Centro de Investigación Apícola Tropical (CINAT y corresponden a la presencia del ácaro Varroa Destructor en las celdas de abejas melíferas africanizadas. El principal resultado que se tiene es la creación de un programa capaz de detectar y registrar el movimiento del ácaro, lo cual es algo innovador y útil para los estudios del comportamiento de esta especie en las celdas de las abejas melíferas que realiza el CINAT.
Ducey, Richard V.
This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…
have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....
Full Text Available Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN. With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture. This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.
Aghdasi, Hadi S; Abbaspour, Maghsoud; Moghadam, Mohsen Ebrahimi; Samei, Yasaman
Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS) and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN). With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture). This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.
This book presents a complete pipeline forHDR image and video processing fromacquisition, through compression and quality evaluation, to display. At the HDR image and video acquisition stage specialized HDR sensors or multi-exposure techniques suitable for traditional cameras are discussed. Then, we present a practical solution for pixel values calibration in terms of photometric or radiometric quantities, which are required in some technically oriented applications. Also, we cover the problem of efficient image and video compression and encoding either for storage or transmission purposes, in
McKinnon, M.A.; Creer, J.M.; Collantes, C.E.
This paper is documentation of a video presentation and provides a brief summary of the Virginia power/US Department of Energy Cooperative Cask Testing/Demonstration Program. The program consists of two phases. The first phase has been completed and involved the unlicensed performance testing (heat transfer and shielding) of three metal spent fuel storage casks at the federally owned Idaho National Engineering Laboratory. The second phase is ongoing and consists of licensed demonstrations of standard casks from two different vendors and of one or two enhanced capacity casks. 6 refs., 1 tab
Sun, Min; Farhadi, Ali; Chen, Tseng-Hung; Seitz, Steve
We present a fully automatic system for ranking domain-specific highlights in unconstrained personal videos by analyzing online edited videos. A novel latent linear ranking model is proposed to handle noisy training data harvested online. Specifically, given a targeted domain such as "surfing," our system mines the YouTube database to find pairs of raw and their corresponding edited videos. Leveraging the assumption that an edited video is more likely to contain highlights than the trimmed parts of the raw video, we obtain pair-wise ranking constraints to train our model. The learning task is challenging due to the amount of noise and variation in the mined data. Hence, a latent loss function is incorporated to mitigate the issues caused by the noise. We efficiently learn the latent model on a large number of videos (about 870 min in total) using a novel EM-like procedure. Our latent ranking model outperforms its classification counterpart and is fairly competitive compared with a fully supervised ranking system that requires labels from Amazon Mechanical Turk. We further show that a state-of-the-art audio feature mel-frequency cepstral coefficients is inferior to a state-of-the-art visual feature. By combining both audio-visual features, we obtain the best performance in dog activity, surfing, skating, and viral video domains. Finally, we show that impressive highlights can be detected without additional human supervision for seven domains (i.e., skating, surfing, skiing, gymnastics, parkour, dog activity, and viral video) in unconstrained personal videos.
Holly Maxwell Pringle
Full Text Available Self-presentation in online spaces has recently attracted a significant amount of attention in psychological literature. Video games allow players to create a detailed, unique character to represent themselves in the online social world. Research has found that there is a relationship between self-esteem and online self-presentation. However, little research has examined gender differences within this topic. The study aimed to address this gap in the literature by specifically examining gender differences in avatar creation, plus how this extends to gameplay choices, while confirming the previously noted effects of self-esteem on avatar creation. 40 participants created an avatar in The Elder Scrolls Online and completed questionnaires on General Self-Esteem, Body Self-Esteem plus an evaluation of their avatar. Results found that self-esteem predicted perceived avatar similarity, males and females engaged in the same amount of self-presentation, and gender affected class choice. Limitations and directions of future research are discussed.
Urven, Lance E.; Yin, L. Roger; Eshelman, Bruce D.; Bak, John D.
Describes a high school course entitled "Science Technology in Society". High school students use live video presentations and world wide web courseware. Concludes that distance learning students performed as well as traditionally instructed students. (SAH)
Hoeksema, J.T.; Scherrer, P.H.; Herant, M.; Title, A.M.
Color video movies of synoptic observations of the sun and corona can now be created. Individual analog frames on laser disks can be referenced digitally and played back at any speed. We have brought together photospheric magnetic field data from the Wilcox Solar Observatory at Stanford and the National Solar Observatory, model computations of the coronal magnetic field, and coronal data from the Sacramento Peak coronagraph and the Mauna Loa K-coronameter and made a series of movies presenting the data sets individually and in comparison with one another. This paper presents a description of each of the data sets and movies developed thus far and briefly outlines some of the more interesting and obvious features observed when viewing the movies
Liu, Tao; Narvekar, Niranjan; Wang, Beibei; Ding, Ran; Zou, Dekun; Cash, Glenn; Bhagavathy, Sitaram; Bloom, Jeffrey
The ITU-T Recommendation G.1070 is a standardized opinion model for video telephony applications that uses video bitrate, frame rate, and packet-loss rate to measure the video quality. However, this model was original designed as an offline quality planning tool. It cannot be directly used for quality monitoring since the above three input parameters are not readily available within a network or at the decoder. And there is a great room for the performance improvement of this quality metric. In this article, we present a real-time video quality monitoring solution based on this Recommendation. We first propose a scheme to efficiently estimate the three parameters from video bitstreams, so that it can be used as a real-time video quality monitoring tool. Furthermore, an enhanced algorithm based on the G.1070 model that provides more accurate quality prediction is proposed. Finally, to use this metric in real-world applications, we present an example emerging application of real-time quality measurement to the management of transmitted videos, especially those delivered to mobile devices.
Wong, Pak C.; Perrine, Kenneth A.; Mackey, Patrick S.; Foote, Harlan P.; Thomas, Jim
This paper supplements a video clip submitted to the Video Track of IEEE Symposium on Information Visualization 2005. The original video submission applies a two-way storytelling approach to demonstrate the visual analytics capabilities of a new visualization technique. The paper presents our video production philosophy, describes the plot of the video, explains the rationale behind the plot, and finally, shares our production experiences with our readers.
Wang, Shuangbao; Kelly, William
In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…
Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.
The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video sequences into DICOM 3.0. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital video documents of diagnostic and therapeutic procedures should be examined regarding the clip length and size necessary for second opinion and manageable with today's hardware. Image sources relevant for this paper include 3D laparoscope, 3D surgical microscope, 3D open surgery camera, synthetic video, and monoscopic endoscopes, etc. The global DICOM video concept and three special workplaces of distinct applications are described. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video-cutting. Digital stereoscopic video sequences are especially in demand for surgery . Therefore DSVS are also integrated into the DICOM video concept. Results are presented describing the suitability of stereoscopic display techniques for the operating room.
Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal
The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.
Poulsen, Andreas Trier; Kamronn, Simon Due; Dmochowski, Jacek
We performed simultaneous recordings of electroencephalography (EEG) from multiple students in a classroom, and measured the inter-subject correlation (ISC) of activity evoked by a common video stimulus. The neural reliability, as quantified by ISC, has been linked to engagement and attentional......-evoked neural responses, known to be modulated by attention, can be tracked for groups of students with synchronized EEG acquisition. This is a step towards real-time inference of engagement in the classroom....
Szczerba, Krzysztof; Forchhammer, Søren; Støttrup-Andersen, Jesper
This paper presents a novel approach to fast motion detection in H.264/MPEG-4 advanced video coding (AVC) compressed video streams for IP video surveillance systems. The goal is to develop algorithms which may be useful in a real-life industrial perspective by facilitating the processing of large...... on motion vectors embedded in the video stream without requiring a full decoding and reconstruction of video frames. To improve the robustness to noise, a confidence measure based on temporal and spatial clues is introduced to increase the probability of correct detection. The algorithm was tested on indoor...
Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.
Obuchi, Toshiro; Shima, Hiroji; Iwasaki, Akinori
Although medical teleconferences on advanced academic networks have been common (Telemed J E Health 15:112-117, 1; Asian J Endosc Surg 3:185-188, 2; Surg Today 41:1579-1581, 3; Telemedicine development center of Asia. http://www.aqua.med.kyushu-u.ac.jp/eg/index.html . Accessed 6 March 2013, 4), reports regarding 'usual' Internet teleconferences or tele-lectures employing a telecommunication system for business use are very rare. Medical teleconferences and tele-lectures on the Internet were held three times between our institutions and other institutions, using the 'HD Com' made by Panasonic (HD Com. http://panasonic.biz/com/visual/ . Accessed 6 March 2013, 5), which is a high-definition telecommunication system for business tele-meeting. All of our medical telecommunications were successfully completed without any troubles. This system allows for all kinds of presentations using personal computers to be made from each station, so that discussions with high-definition surgical video presentation, which has recently been developed, could be effortlessly established despite the distance between institutions. Unlike telecommunication using advanced academic networks, this system can run without any need for specific engineering support, on the usual Internet. Medical telecommunication employing this system is likely to become common among ordinary hospitals in the near future.
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.
Beric, A.; Meerbergen, van J.; Haan, de G.; Sethuraman, R.
This work presents a domain-specific memory subsystem based on a two-level memory hierarchy. It targets the application domain of video post-processing applications including video enhancement and format conversion. These applications are based on motion compensation and/or broad class of content
Schechter, Rachel L.
This experimental investigation evaluated the impact of educational songs on a child's ability to recall scientific content from an educational television program. Preschoolers' comprehension of the educational content was examined by measuring children's ability to recall the featured science content (the function of a pulley and its parts) and their use of the precise scientific terms presented in the episode. A total of 91 preschoolers were included (3-5 years old). Clusters of children were randomly assigned to a control group or one of three video groups: (a) Dialogue Only, which did not include a song; (b) Dialogue Plus Lyrics, which included a song; or (c) Lyrics Only, which consisted of a song, played twice. Results from interviews suggested that children from all video groups (lyrics and/or dialogue) were able to explain the form and function of a pulley better than the control group. The data suggested that children from the Lyrics Only group understood the science content because of the visual imagery, not through the information provided in the lyrics. In terms of precise vocabulary terms, significantly more children in the Dialogue Only group recalled at least one precise term from the program compared to the Lyrics Only group. Looking at the interview as a whole, the children's responses suggested different levels of scientific understanding. Children would require additional teacher-led instruction to deepen their scientific understanding and to clarify any misconceptions. This paper discusses implications of these findings for teachers using multi-media tools in the science classroom and producers creating new educational programming for television and other platforms.
Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A
In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.
Johnson, Tracey Jean
This study was an examination of participants' preference for classical music excerpts presented in differentiated types of music video formats. Participants (N = 83) were volunteer students enrolled in intact music appreciation classes at a suburban community college located in a Midwestern city. Participants listened to and viewed music video…
Gorodnichy, Dmitry O.; Dubrofsky, Elan
Deploying Video Analytics in operational environments is extremely challenging. This paper presents a methodological approach developed by the Video Surveillance and Biometrics Section (VSB) of the Science and Engineering Directorate (S&E) of the Canada Border Services Agency (CBSA) to resolve these problems. A three-phase approach to enable VA deployment within an operational agency is presented and the Video Analytics Platform and Testbed (VAP/VAT) developed by the VSB section is introduced. In addition to allowing the integration of third party and in-house built VA codes into an existing video surveillance infrastructure, VAP/VAT also allows the agency to conduct an unbiased performance evaluation of the cameras and VA software available on the market. VAP/VAT consists of two components: EventCapture, which serves to Automatically detect a "Visual Event", and EventBrowser, which serves to Display & Peruse of "Visual Details" captured at the "Visual Event". To deal with Open architecture as well as with Closed architecture cameras, two video-feed capture mechanisms have been developed within the EventCapture component: IPCamCapture and ScreenCapture.
Oostveen, J.; Kalker, A.A.C.M.; Haitsma, J.A.; Tescher, A.G.
his paper present the concept of robust video hashing as a tool for video identification. We present considerations and a technique for (i) extracting essential perceptual features from a moving image sequences and (ii) for identifying any sufficiently long unknown video segment by efficiently
Lucas, Laurent; Loscos, Céline
While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th
Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi
This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... findings: 1) They are based on a collaborative approach. 2) The sketches act as a mean to externalizing hypotheses and assumptions among the participants. Based on our analysis we present an overview of factors involved in collaborative video sketching and shows how the factors relate to steps, where...... the participants: shape, record, review and edit their work, leading the participants to new insights about their work....
Full Text Available Esophageal leiomyoma is a relatively rare tumor of esophagus but it is the most common benign neoplasm of the esophagus. Small esophageal leiomyoma can be observed but larger ones and those producing symptoms should be excised. As observed for other esophageal tumors, dysphagia is its main symptom. Traditionally, open thoracotomy and enucleation are its main treatment but in the last few years video assisted thoracoscopic surgical (VATS enucleation is gaining recognition with proven advantages of minimally invasive surgery. Herein we present our experience with patient presenting with cough rather than dysphagia as a main symptom, who was diagnosed to be having giant esophageal leiomyoma. VATS guided enucleation was accomplished successfully. Size of lesion was 16×4×3 cm. Postoperative recovery was uneventful and patient is not having any signs of recurrence, after three years during follow-up period.
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.
Thorens, Gabriel; Achab, Sophia; Rothen, Stephane; Khazaal, Yasser; Zullino, Daniele
Video games are widely practiced. Questions about their potential health risks arise, including the risk of addiction. If there is at present no official diagnosis of video games addiction, the DSM-5 proposes temporary criteria based on pathological gambling. Video game addiction affects a minority of at risk individuals. The proposed treatments are essentially psychotherapeutic. Video games practices can be non problematic and they may also have potential beneficial effects on individuals. It is therefore recommended, when assessing video games practices, to take into account the positive and negative impacts of their use.
Nielsen, Rune Kristian Lundedal; Ferguson, Christopher; Bean, Anthony
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...
Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S
Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.
B. Meixner (Britta)
textabstractHypervideos and interactive multimedia presentations allow the creation of fully interactive and enriched video. It is possible to organize video scenes in a nonlinear way. Additional information can be added to the video ranging from short descriptions to images and more videos.
Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari
We present a method for No-Reference (NR) Video Quality Assessment (VQA) for decoded video without access to the bitstream. This is achieved by extracting and pooling features from a NR image quality assessment method used frame by frame. We also present methods to identify the video coding...... and estimate the video coding parameters for MPEG-2 and H.264/AVC which can be used to improve the VQA. The analysis differs from most other video coding analysis methods since it is without access to the bitstream. The results show that our proposed method is competitive with other recent NR VQA methods...
Howard, Christina J; Wilding, Robert; Guest, Duncan
There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play. Observers were less accurate at discriminating the orientation of a second target within the stream if it occurred shortly after presentation of the first target, that is to say, they were subject to the attentional blink (AB). We find no evidence for any reduction in AB in LVGPs compared with NVGPs.
Lee, Shih-Chieh; Chen, Jiann-Jone; Tsai, Yao-Hong; Chen, Chin-Hua
The advance of video coding technology enables multiview video (MVV) or three-dimensional television (3-D TV) display for users with or without glasses. For mobile devices or wireless applications, a distributed video coder (DVC) can be utilized to shift the encoder complexity to decoder under the MVV coding framework, denoted as multiview distributed video coding (MDVC). We proposed to exploit both inter- and intraview video correlations to enhance side information (SI) and improve the MDVC performance: (1) based on the multiview motion estimation (MVME) framework, a categorized block matching prediction with fidelity weights (COMPETE) was proposed to yield a high quality SI frame for better DVC reconstructed images. (2) The block transform coefficient properties, i.e., DCs and ACs, were exploited to design the priority rate control for the turbo code, such that the DVC decoding can be carried out with fewest parity bits. In comparison, the proposed COMPETE method demonstrated lower time complexity, while presenting better reconstructed video quality. Simulations show that the proposed COMPETE can reduce the time complexity of MVME to 1.29 to 2.56 times smaller, as compared to previous hybrid MVME methods, while the image peak signal to noise ratios (PSNRs) of a decoded video can be improved 0.2 to 3.5 dB, as compared to H.264/AVC intracoding.
Sloan, Thomas W.; Lewis, David A.
Lecture capture technologies (LCT) such as Echo360, Mediasite, and Tegrity have become very popular in recent years. Many studies have shown that students favor the use of such technology, but relatively little research has studied the impact of LCT on learning. This article examines two research questions: (1) whether the use of LCT actually…
James D. Ivory
Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.
Wang, Zhi; Zhu, Wenwu
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...
Swapnil Vitthal Tathe
Full Text Available Advancement in computer vision technology and availability of video capturing devices such as surveillance cameras has evoked new video processing applications. The research in video face recognition is mostly biased towards law enforcement applications. Applications involves human recognition based on face and iris, human computer interaction, behavior analysis, video surveillance etc. This paper presents face tracking framework that is capable of face detection using Haar features, recognition using Gabor feature extraction, matching using correlation score and tracking using Kalman filter. The method has good recognition rate for real-life videos and robust performance to changes due to illumination, environmental factors, scale, pose and orientations.
From the streets of London to subway stations in New York City, hundreds of thousands of surveillance cameras ubiquitously collect hundreds of thousands of videos, often running 24/7. How can such vast volumes of video data be stored, analyzed, indexed, and searched? How can advanced video analysis and systems autonomously recognize people and detect targeted activities real-time? Collating and presenting the latest information Intelligent Video Surveillance: Systems and Technology explores these issues, from fundamentals principle to algorithmic design and system implementation.An Integrated
Petkovic, M.; Jonker, W.; Jensen, C.S.; Jeffery, K.G.; Pokorny, J.; Saltenis, S.; Bertino, E.; Böhm, K.; Jarke, M.
An increasing number of large publicly available video libraries results in a demand for techniques that can manipulate the video data based on content. In this paper, we present a content-based video retrieval system called Cobra. The system supports automatic extraction and retrieval of high-level
Many educational organizations are employing instructional videos in their pedagogy, but there is a limited understanding of the possible video formats. In practice, the presentation format of instructional videos ranges from direct recording of classroom teaching with a stationary camera, or screencasts with voiceover, to highly elaborate video…
as preparation for the two week intensive field course. The overall objective of the redesign was to modernize and improve the quality of the students learning experience, by exploring the potentials of video and online tools to create flexible, student-centered and student-activating education. The student...... produced three types of videos during the course: Video 1 was independently produced by the students, guided by online tasks and instructions. These videos were student produced learning material, showing cases from all over Europe. The videos was collected and presented in a "visual database" in Google...
Forchhammer, Søren; Van Luong, Huynh
A foundation for distributed source coding was established in the classic papers of Slepian-Wolf (SW)  and Wyner-Ziv (WZ) . This has provided a starting point for work on Distributed Video Coding (DVC), which exploits the source statistics at the decoder side offering shifting processing...... steps, conventionally performed at the video encoder side, to the decoder side. Emerging applications such as wireless visual sensor networks and wireless video surveillance all require lightweight video encoding with high coding efficiency and error-resilience. The video data of DVC schemes differ from...... the assumptions of SW and WZ distributed coding, e.g. by being correlated in time and nonstationary. Improving the efficiency of DVC coding is challenging. This paper presents some selected techniques to address the DVC challenges. Focus is put on pin-pointing how the decoder steps are modified to provide...
Parry, Matthew L; Legg, Philip A; Chung, David H S; Griffiths, Iwan W; Chen, Min
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
Video search results and suggested videos on web sites are represented with a video thumbnail, which is manually selected by the video up-loader among three randomly generated ones (e.g., YouTube). In contrast, we present a grounded user-based approach for automatically detecting interesting key-frames within a video through aggregated users' replay interactions with the video player. Previous research has focused on content-based systems that have the benefit of analyzing a video without use...
Fernández Gómez, Carlos; Martí Parreño, José
This research presents a work in progress aiming to map Spanish video games developers’ production in the area of mobile educational video games. A sample of 30 Spanish video games developers was analyzed in order to explore the weight that educational video games for mobile devices represents in their product portfolio. Primary findings suggest that Spanish video games developers’ production of educational video games for mobile devices is very scarce. While 23,3% of the analyzed video games...
Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.
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.
This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.
Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih
With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).
Bellaire, Gunter; Steines, Daniel; Graschew, Georgi; Thiel, Andreas; Bernarding, Johannes; Tolxdorff, Thomas; Schlag, Peter M.
The system presented here enhances documentation and data- secured, second-opinion facilities by integrating video into DICOM3.0. Digital stereoscopic video sequences (DSVS) are especially in demand for surgery (laparoscopy, microsurgery, surgical microscopy, second opinion, virtual reality). Therefore DSVS are also integrated into the DICOM video concept. We present an implementation for a medical video server extended by a DICOM interface. Security mechanisms conforming with DICOM are integrated to enable secure internet access. Digital (stereoscopic) video sequences relevant for surgery should be examined regarding the clip length necessary for diagnosis and documentation and the clip size manageable with today's hardware. Methods for DSVS compression are described, implemented, and tested. Image sources relevant for this paper include, among others, a stereoscopic laparoscope and a monoscopic endoscope. Additionally, an approach is presented to analyze the motion of the endoscopic camera for future automatic video- cutting.
Sawhney, Harpreet S.
Motion and structure analysis in video sequences can lead to efficient descriptions of objects and their motions. Interesting events in videos can be detected using such an analysis--for instance independent object motion when the camera itself is moving, figure-ground segregation based on the saliency of a structure compared to its surroundings. In this paper we present a method for 3D motion and structure analysis that uses a planar surface in the environment as a reference coordinate system to describe a video sequence. The motion in the video sequence is described as the motion of the reference plane, and the parallax motion of all the non-planar components of the scene. It is shown how this method simplifies the otherwise hard general 3D motion analysis problem. In addition, a natural coordinate system in the environment is used to describe the scene which can simplify motion based segmentation. This work is a part of an ongoing effort in our group towards video annotation and analysis for indexing and retrieval. Results from a demonstration system being developed are presented.
Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko
The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...
Ong, Derek; Tona, Glen; Gibb, Kyle; Parbadia, Sivani
Main site for our project can be found at this URL: http://vtechworks.lib.vt.edu/handle/10919/19036. From here you can find videos of all the CS seminars and distinguished lectures given this semester. Each video has its own abstract and description. The files attached in this section are a final report in both raw Word Document and archival PDF formats and a presentation in both raw Powerpoint and archival PDF formats. Computer Science seminars are a very educational and interesting as...
Diminished Reality is a new fascinating technology that removes real-world content from live video streams. This sensational live video manipulation actually removes real objects and generates a coherent video stream in real-time. Viewers cannot detect modified content. Existing approaches are restricted to moving objects and static or almost static cameras and do not allow real-time manipulation of video content. Jan Herling presents a new and innovative approach for real-time object removal with arbitrary camera movements.
Full Text Available The present paper tries to analyze the controversy of the admissibility of theinterceptions and audio-video registrations in the phase of the precursory documentscannot be admitted. The fact that interceptions and registrations can be disposed evenbefore starting the criminal prosecution, respectively before starting the criminal processor even before committing an offence is to bring severe prejudices to the right of a fairprocess and the right to a private life in the way in which these are stipulated in theConstitution and in the European Convention of the Human rights.
Full Text Available To investigate whether life-sustaining measures in medical emergency situations are less accepted for an anticipated own future of living with dementia, and to test whether a resource-oriented, in contrast to a deficit-oriented video about the same demented person, would increase the acceptance of such life-saving measures.Experimental study conducted between September 2012 and February 2013.Community dwelling female volunteers living in the region of Bonn, Germany.278 women aged 19 to 89 (mean age 53.4 years.Presentation of a video on dementia care focusing either on the deficits of a demented woman (negative framing, or focusing on the remaining resources (positive framing of the same patient.Approval of life-sustaining treatments in five critical medical scenarios under the assumption of having comorbid dementia, before and after the presentation of the brief videos on care.At baseline, the acceptance of life-sustaining measures in critical medical situations was significantly lower in subjects anticipating their own future life with dementia. Participants watching the resource-oriented film on living with dementia had significantly higher post-film acceptance rates compared to those watching the deficit-oriented negatively framed film. This effect particularly emerges if brief and efficient life-saving interventions with a high likelihood of physical recovery are available (eg, antibiotic treatment for pneumonia.Anticipated decisions regarding life-sustaining measures are negatively influenced by the subjective imagination of living with dementia, which might be shaped by common, unquestioned stereotypes. This bias can be reduced by providing audio-visual information on living with dementia which is not only centred around cognitive and functional losses but also focuses on remaining resources and the apparent quality of life. This is particularly true if the medical threat can be treated efficiently. These findings have implications for the
-reflexivity of the medium through the phenomenon of video feedback. Between 1988 and 1995 it built the basis of the video works by Matthias Neuenhofer. The presented essay on his Feedback-Videos completes the monograph-‘video-trilogy’ of Slavko Kacunko, which has begun with the book about Marcel Odenbach (1999...... of intention” (M. Baxandall): These are all characteristics of a named but not yet developed, Infinitesimal Aesthetics which ‘origin’ seems to be the repetition, which again, as much as its ‘goal’ must remain unnamed, at least if the distance to the otherwise impending visual dogmatism and image...... to allow the discovering of Histories, Coincidences, and Infinitesimal Aesthetics inscribed into the Video medium as its unsurpassed topicality.  Andreas Breitenstein has used this notion in his review of the book Die Winter im Süden of Norbert Gstrein (2008). In: Neue Zürcher Zeitung, 26. August 2008...
Estabrook, M.L.; Langan, M.O.; Owen, D.E.
A survey of US nuclear power plants was conducted to evaluate video camera use in plant operations, and determine equipment used and the benefits realized. Basic closed circuit television camera (CCTV) systems are described and video camera operation principles are reviewed. Plant approaches for implementing video camera use are discussed, as are equipment selection issues such as setting task objectives, radiation effects on cameras, and the use of disposal cameras. Specific plant applications are presented and the video equipment used is described. The benefits of video camera use --- mainly reduced radiation exposure and increased productivity --- are discussed and quantified. 15 refs., 6 figs
Nowadays most digital cameras have the functionality of taking short video clips, with the length of video ranging from several seconds to a couple of minutes. The purpose of this research is to develop an algorithm which extracts an optimal set of keyframes from each short video clip so that the user could obtain proper video frames to print out. In current video printing systems, keyframes are normally obtained by evenly sampling the video clip over time. Such an approach, however, may not reflect highlights or regions of interest in the video. Keyframes derived in this way may also be improper for video printing in terms of either content or image quality. In this paper, we present an intelligent keyframe extraction approach to derive an improved keyframe set by performing semantic analysis of the video content. For a video clip, a number of video and audio features are analyzed to first generate a candidate keyframe set. These features include accumulative color histogram and color layout differences, camera motion estimation, moving object tracking, face detection and audio event detection. Then, the candidate keyframes are clustered and evaluated to obtain a final keyframe set. The objective is to automatically generate a limited number of keyframes to show different views of the scene; to show different people and their actions in the scene; and to tell the story in the video shot. Moreover, frame extraction for video printing, which is a rather subjective problem, is considered in this work for the first time, and a semi-automatic approach is proposed.
Coyne, Elisabeth; Frommolt, Valda; Rands, Hazel; Kain, Victoria; Mitchell, Marion
The provision of simulation to enhance learning is becoming common practice as clinical placement becomes harder to secure within Bachelor of Nursing programs. The use of simulation videos within a blended learning platform enables students to view best practice and provides relevant links between theory and practice. Four simulation videos depicting family assessment viewed by a cohort of Australian undergraduate nursing students were evaluated. These videos were professionally developed using actors and experienced family nurses. Surveys were used to explore the students' self-assessed knowledge, confidence and learning preferences before and after exposure to blended learning resources. Students' engagement with the simulated videos was captured via the Learning Management System. Time 1 survey was completed by 163 students and Time 2 by 91 students. There was a significant increase in students' perceived knowledge of family theory Item 1 from a mean 4.13 (SD = 1.04) at Time 1 to 4.74 (SD = 0.89) (Z = -4.54 p blended learning resource increases the students' understanding of family assessment and is worth incorporating into future development of courses. Copyright © 2018 Elsevier Ltd. All rights reserved.
Greitemeyer, Tobias; Mügge, Dirk O
Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.
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.
Kwiatek, K.; Tokarczyk, R.
The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.
Forsyth, Susan R; Malone, Ruth E
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
Full Text Available After a nearly four-decade career, Madonna has not stopped with a modernist/postmodernist strategy of shock, which provides the reader or viewer the possibility of different interpretations of her art. While some art theorists condemn her as a ‘total antifeminist’, others praise Madonna’s work and point out her feminist side, through which she represents the ideal of a strong, independent and successful womanconfirming her own power and sexuality. Breaking conventional stereotypes through her videos and concert performances, the ‘Queen of Pop’ constantly demonstrates sexual dominance over both genders. In this paper, based on the contemporary research of Douglas Kellner and other theorists, I will analyze music videos and live performances from the 1990suntil the recent video for the song Bitch, I’m Madonna and consider why Madonna can be interpreted in two ways – as someone who ‘undermines her own feminism’ or as someone who is transparently presented as a feminist in the world of pop culture.
Bornoe, Nis; Barkhuus, Louise
Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....
Celentano, V; Browning, M; Hitchins, C; Giglio, M C; Coleman, M G
Instructive laparoscopy videos with appropriate exposition could be ideal for initial training in laparoscopic surgery, but unfortunately there are no guidelines for annotating these videos or agreed methods to measure the educational content and the safety of the procedure presented. Aim of this study is to systematically search the World Wide Web to determine the availability of laparoscopic colorectal surgery videos and to objectively establish their potential training value. A search for laparoscopic right hemicolectomy videos was performed on the three most used English language web search engines Google.com, Bing.com, and Yahoo.com; moreover, a survey among 25 local trainees was performed to identify additional websites for inclusion. All laparoscopic right hemicolectomy videos with an English language title were included. Videos of open surgery, single incision laparoscopic surgery, robotic, and hand-assisted surgery were excluded. The safety of the demonstrated procedure was assessed with a validated competency assessment tool specifically designed for laparoscopic colorectal surgery and data on the educational content of the video were extracted. Thirty-one websites were identified and 182 surgical videos were included. One hundred and seventy-three videos (95%) detailed the year of publication; this demonstrated a significant increase in the number of videos published per year from 2009. Characteristics of the patient were rarely presented, only 10 videos (5.4%) reported operating time and only 6 videos (3.2%) reported 30-day morbidity; 34 videos (18.6%) underwent a peer-review process prior to publication. Formal case presentation, the presence of audio narration, the use of diagrams, and snapshots and a step-by-step approach are all characteristics of peer-reviewed videos but no significant difference was found in the safety of the procedure. Laparoscopic videos can be a useful adjunct to operative training. There is a large and increasing amount of
Michail N. Giannakos
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.
Full Text Available Video is a popular and a motivating potential medium in schools. Using video in the language classroom helps the language teachers in many different ways. Video, for instance, brings the outside world into the language classroom, providing the class with many different topics and reasons to talk about. It can provide comprehensible input to the learners through contextualised models of language use. It also offers good opportunities to introduce native English speech into the language classroom. Through this article I will try to show what the benefits of using video are and, at the end, I present an instrument to select and classify video materials.
Oh, Byung Tae; Kuo, C.-C. Jay; Sun, Shijun; Lei, Shawmin
A new technique for film grain noise extraction, modeling and synthesis is proposed and applied to the coding of high definition video in this work. The film grain noise is viewed as a part of artistic presentation by people in the movie industry. On one hand, since the film grain noise can boost the natural appearance of pictures in high definition video, it should be preserved in high-fidelity video processing systems. On the other hand, video coding with film grain noise is expensive. It is desirable to extract film grain noise from the input video as a pre-processing step at the encoder and re-synthesize the film grain noise and add it back to the decoded video as a post-processing step at the decoder. Under this framework, the coding gain of the denoised video is higher while the quality of the final reconstructed video can still be well preserved. Following this idea, we present a method to remove film grain noise from image/video without distorting its original content. Besides, we describe a parametric model containing a small set of parameters to represent the extracted film grain noise. The proposed model generates the film grain noise that is close to the real one in terms of power spectral density and cross-channel spectral correlation. Experimental results are shown to demonstrate the efficiency of the proposed scheme.
Greenwoll, D.A.; Matter, J.C.; Ebel, P.E.
The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs
Greenwoll, D.A.; Matter, J.C. (Sandia National Labs., Albuquerque, NM (United States)); Ebel, P.E. (BE, Inc., Barnwell, SC (United States))
The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs.
Héctor Alejandro Galvis Guerrero
This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the poss...
Full Text Available We present a global overview of image- and video-processing-based methods to help the communication of hearing impaired people. Two directions of communication have to be considered: from a hearing person to a hearing impaired person and vice versa. In this paper, firstly, we describe sign language (SL and the cued speech (CS language which are two different languages used by the deaf community. Secondly, we present existing tools which employ SL and CS video processing and recognition for the automatic communication between deaf people and hearing people. Thirdly, we present the existing tools for reverse communication, from hearing people to deaf people that involve SL and CS video synthesis.
Full Text Available Big data makes cloud computing more and more popular in various fields. Video resources are very useful and important to education, security monitoring, and so on. However, issues of their huge volumes, complex data types, inefficient processing performance, weak security, and long times for loading pose challenges in video resource management. The Hadoop Distributed File System (HDFS is an open-source framework, which can provide cloud-based platforms and presents an opportunity for solving these problems. This paper presents video resource management architecture based on HDFS to provide a uniform framework and a five-layer model for standardizing the current various algorithms and applications. The architecture, basic model, and key algorithms are designed for turning video resources into a cloud computing environment. The design was tested by establishing a simulation system prototype.
Mitrea, M.; Duta, S.; Petrescu, M.; Preteux, F.
Nowadays, alongside with the traditional voice signal, music, video, and 3D characters tend to become common data to be run, stored and/or processed on mobile phones. Hence, to protect their related intellectual property rights also becomes a crucial issue. The video sequences involved in such applications are generally coded at very low bit rates. The present paper starts by presenting an accurate statistical investigation on such a video as well as on a very dangerous attack (the StirMark attack). The obtained results are turned into practice when adapting a spread spectrum watermarking method to such applications. The informed watermarking approach was also considered: an outstanding method belonging to this paradigm has been adapted and re evaluated under the low rate video constraint. The experimental results were conducted in collaboration with the SFR mobile services provider in France. They also allow a comparison between the spread spectrum and informed embedding techniques.
Bogdan, Apetrechioaie; Luminiţa, Mateescu
Digital video transmission is a permanent subject of development, research and improvement. This field of research has an exponentially growing market in civil, surveillance, security and military aplications. A lot of solutions: FPGA, ASIC, DSP have been used for this purpose. The paper presents the implementation of an encrypted, IP based, video communication system having a competitive performance/cost ratio .
Wu, Zhe; Singh, Bharat; Davis, Larry S.; Subrahmanian, V. S.
We present a system for covert automated deception detection in real-life courtroom trial videos. We study the importance of different modalities like vision, audio and text for this task. On the vision side, our system uses classifiers trained on low level video features which predict human micro-expressions. We show that predictions of high-level micro-expressions can be used as features for deception prediction. Surprisingly, IDT (Improved Dense Trajectory) features which have been widely ...
Full Text Available Abstract Many lecture recording and presentation systems transmit slides or chalkboard content along with a small video of the instructor. As a result, two areas of the screen are competing for the viewer's attention, causing the widely known split-attention effect. Face and body gestures, such as pointing, do not appear in the context of the slides or the board. To eliminate this problem, this article proposes to extract the lecturer from the video stream and paste his or her image onto the board or slide image. As a result, the lecturer acting in front of the board or slides becomes the center of attention. The entire lecture presentation becomes more human-centered. This article presents both an analysis of the underlying psychological problems and an explanation of signal processing techniques that are applied in a concrete system. The presented algorithm is able to extract and overlay the lecturer online and in real time at full video resolution.
Full Text Available Many lecture recording and presentation systems transmit slides or chalkboard content along with a small video of the instructor. As a result, two areas of the screen are competing for the viewer's attention, causing the widely known split-attention effect. Face and body gestures, such as pointing, do not appear in the context of the slides or the board. To eliminate this problem, this article proposes to extract the lecturer from the video stream and paste his or her image onto the board or slide image. As a result, the lecturer acting in front of the board or slides becomes the center of attention. The entire lecture presentation becomes more human-centered. This article presents both an analysis of the underlying psychological problems and an explanation of signal processing techniques that are applied in a concrete system. The presented algorithm is able to extract and overlay the lecturer online and in real time at full video resolution.
Gleue, Alan D.; Depcik, Chris; Peltier, Ted
Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…
Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.
Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, Pvideo games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458
The present invention relates to a video encoding device (10) for encoding video data and a corresponding video decoding device, wherein during decoding PPG relevant information shall be preserved. For this purpose the video coding device (10) comprises a first encoder (20) for encoding input video
Full Text Available The highly efficient and robust stitching of aerial video captured by unmanned aerial vehicles (UAVs is a challenging problem in the field of robot vision. Existing commercial image stitching systems have seen success with offline stitching tasks, but they cannot guarantee high-speed performance when dealing with online aerial video sequences. In this paper, we present a novel system which has an unique ability to stitch high-frame rate aerial video at a speed of 150 frames per second (FPS. In addition, rather than using a high-speed vision platform such as FPGA or CUDA, our system is running on a normal personal computer. To achieve this, after the careful comparison of the existing invariant features, we choose the FAST corner and binary descriptor for efficient feature extraction and representation, and present a spatial and temporal coherent filter to fuse the UAV motion information into the feature matching. The proposed filter can remove the majority of feature correspondence outliers and significantly increase the speed of robust feature matching by up to 20 times. To achieve a balance between robustness and efficiency, a dynamic key frame-based stitching framework is used to reduce the accumulation errors. Extensive experiments on challenging UAV datasets demonstrate that our approach can break through the speed limitation and generate an accurate stitching image for aerial video stitching tasks.
Full Text Available Many algorithms for temporal video partitioning rely on the analysis of uncompressed video features. Since the information relevant to the partitioning process can be extracted directly from the MPEG compressed stream, higher efficiency can be achieved utilizing information from the MPEG compressed domain. This paper introduces a real-time algorithm for scene change detection that analyses the statistics of the macroblock features extracted directly from the MPEG stream. A method for extraction of the continuous frame difference that transforms the 3D video stream into a 1D curve is presented. This transform is then further employed to extract temporal units within the analysed video sequence. Results of computer simulations are reported.
Donohue, Sarah E; Woldorff, Marty G; Mitroff, Stephen R
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.
Porter, Guy; Starcevic, Vladan
The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.
Mathews, Christine L; Morrell, Holly E R; Molle, Jon E
Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.
Nallabolu, Adithya Reddy
In this work, we present an unsupervised representation learning approach for learning rich spatiotemporal features from videos without the supervision from semantic labels. We propose to learn the spatiotemporal features by training a 3D convolutional neural network (CNN) using video completion as a surrogate task. Using a large collection of unlabeled videos, we train the CNN to predict the missing pixels of a spatiotemporal hole given the remaining parts of the video through minimizing per...
Full Text Available Packet loss will make severe errors due to the corruption of related video data. For most video streams, because the predictive coding structures are employed, the transmission errors in one frame will not only cause decoding failure of itself at the receiver side, but also propagate to its subsequent frames along the motion prediction path, which will bring a significant degradation of end-to-end video quality. To quantify the effects of packet loss on video quality, a no-reference objective quality assessment model is presented in this paper. Considering the fact that the degradation of video quality significantly relies on the video content, the temporal complexity is estimated to reflect the varying characteristic of video content, using the macroblocks with different motion activities in each frame. Then, the quality of the frame affected by the reference frame loss, by error propagation, or by both of them is evaluated, respectively. Utilizing a two-level temporal pooling scheme, the video quality is finally obtained. Extensive experimental results show that the video quality estimated by the proposed method matches well with the subjective quality.
Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F
Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal
Wang, Yue; Piao, Yan
Visibility of Nighttime video image has a great significance for military and medicine areas, but nighttime video image has so poor quality that we can't recognize the target and background. Thus we enhance the nighttime video image by fuse infrared video image and visible video image. According to the characteristics of infrared and visible images, we proposed improved sift algorithm andαβ weighted algorithm to fuse heterologous nighttime images. We would deduced a transfer matrix from improved sift algorithm. The transfer matrix would rapid register heterologous nighttime images. And theαβ weighted algorithm can be applied in any scene. In the video image fusion system, we used the transfer matrix to register every frame and then used αβ weighted method to fuse every frame, which reached the time requirement soft video. The fused video image not only retains the clear target information of infrared video image, but also retains the detail and color information of visible video image and the fused video image can fluency play.
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
Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling
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/.
Søgaard, Jacob; Zhang, Ruo; Forchhammer, Søren
In this work we present several methods for fast integer motion estimation of videos recorded aboard an Unmanned Aerial Vehicle (UAV). Different from related work, the field depth is not considered to be consistent. The novel methods designed for low complexity MV prediction in H.264/AVC and anal......In this work we present several methods for fast integer motion estimation of videos recorded aboard an Unmanned Aerial Vehicle (UAV). Different from related work, the field depth is not considered to be consistent. The novel methods designed for low complexity MV prediction in H.264/AVC...... for UAV infrared (IR) video are also provided....
Lebre, V.; Gasti, W.
CCD and APS devices are widely used in space missions as instrument sensors and/or in Avionics units like star detectors/trackers. Therefore, various and numerous designs of video acquisition chains have been produced. Basically, a classical video acquisition chain is constituted of two main functional blocks: the Proximity Electronics (PEC), including detector drivers and the Analogue Processing Chain (APC) Electronics that embeds the ADC, a master sequencer and the host interface. Nowadays, low power technologies allow to improve the integration, radiometric performances and power budget optimisation of video units and to standardize video units design and development. To this end, ESA has initiated a development activity through a competitive process requesting the expertise of experienced actors in the field of high resolution electronics for earth observation and Scientific missions. THALES ALENIA SPACE has been granted this activity as a prime contractor through ESA contract called HIVAC that holds for Highly Integrated Video Acquisition Chain. This paper presents main objectives of the on going HIVAC project and focuses on the functionalities and performances offered by the usage of the under development HIVAC board for future optical instruments.
Cardwell, Michael Steven
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.
Kokaram, Anil; Doyle, Erika; Lennon, Daire; Joyeux, Laurent; Fuller, Ray
In Psychology it is common to conduct studies involving the observation of humans undertaking some task. The sessions are typically recorded on video and used for subjective visual analysis. The subjective analysis is tedious and time consuming, not only because much useless video material is recorded but also because subjective measures of human behaviour are not necessarily repeatable. This paper presents tools using content based video analysis that allow automated parsing of video from one such study involving Dyslexia. The tools rely on implicit measures of human motion that can be generalised to other applications in the domain of human observation. Results comparing quantitative assessment of human motion with subjective assessment are also presented, illustrating that the system is a useful scientific tool.
Full Text Available This paper describes a simplified 2D to 3D Video Conversion Technology, taking virtual campus 3D video production as an example. First, it clarifies the meaning of the 2D to 3D Video Conversion Technology, and points out the disadvantages of traditional methods. Second, it forms an innovative and convenient method. A flow diagram, software and hardware configurations are presented. Finally, detailed description of the conversion steps and precautions are given in turn to the three processes, namely, preparing materials, modeling objects and baking landscapes, recording screen and converting videos .
WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim
Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...
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…
Video comprehension involves interpreting both sounds and images. Research has shown that processing an aural text with relevant pictorial information effectively enhances second/foreign language (L2) listening comprehension. A hypothesis underlying this mixed-methods study is that a visual-only silent film used as an advance organiser to activate…
The video coding standard High Efficiency Video Coding (HEVC) targets at improved compression performance for video resolutions of HD and beyond, providing Ultra HD video at similar compressed bit rates as for HD video encoded with the well-established video coding standard H.264 | AVC. Based on known concepts, new coding structures and improved coding tools have been developed and specified in HEVC. The standard is expected to be taken up easily by established industry as well as new endeavors, answering the needs of todays connected and ever-evolving online world. This book presents the High Efficiency Video Coding standard and explains it in a clear and coherent language. It provides a comprehensive and consistently written description, all of a piece. The book targets at both, newbies to video coding as well as experts in the field. While providing sections with introductory text for the beginner, it suits as a well-arranged reference book for the expert. The book provides a comprehensive reference for th...
Donohue, Sarah E.; Woldorff, Marty G.; Mitroff, Stephen R.
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. The current study examined whether video game players’ benefits generalize beyond vision to multisensory processing by presenting video game players and non-video game players auditory and visual stim...
Michel, Robert G.; Cavallari, Jennifer M.; Znamenskaia, Elena; Yang, Karl X.; Sun, Tao; Bent, Gary
This article is an electronic publication in Spectrochimica Acta Electronica (SAE), a section of Spectrochimica Acta Part B (SAB). The hardcopy text is accompanied by an electronic archive, stored on the CD-ROM accompanying this issue. The archive contains video clips. The main article discusses the scientific aspects of the subject and explains the purpose of the video files. Short, 15-30 s, digital video clips are easily controllable at the computer keyboard, which gives a speaker the ability to show fine details through the use of slow motion. Also, they are easily accessed from the computer hard drive for rapid extemporaneous presentation. In addition, they are easily transferred to the Internet for dissemination. From a pedagogical point of view, the act of making a video clip by a student allows for development of powers of observation, while the availability of the technology to make digital video clips gives a teacher the flexibility to demonstrate scientific concepts that would otherwise have to be done as 'live' demonstrations, with all the likely attendant misadventures. Our experience with digital video clips has been through their use in computer-based presentations by undergraduate and graduate students in analytical chemistry classes, and by high school and middle school teachers and their students in a variety of science and non-science classes. In physics teaching laboratories, we have used the hardware to capture digital video clips of dynamic processes, such as projectiles and pendulums, for later mathematical analysis.
Pasunuru, Ramakanth; Bansal, Mohit
Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...
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…
A.M.F. Hiemstra (Annemarie)
markdownabstract__Abstract__ Recent technological developments have resulted in the introduction of a new type of resume, the video resume, which can be described as a video message in which applicants present themselves to potential employers. Research is struggling to keep pace with the speed
Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system
S Safinaz; A V Ravi Kumar
In recent years, video super resolution techniques becomes mandatory requirements to get high resolution videos. Many super resolution techniques researched but still video super resolution or scaling is a vital challenge. In this paper, we have presented a real-time video scaling based on convolution neural network architecture to eliminate the blurriness in the images and video frames and to provide better reconstruction quality while scaling of large datasets from lower resolution frames t...
Riad I. Hammoud
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.
Hammoud, Riad I; Sahin, Cem S; Blasch, Erik P; Rhodes, Bradley J; Wang, Tao
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.
Full Text Available The paper presents an NP-video rendering system based on natural phenomena. It provides a simple nonphotorealistic video synthesis system in which user can obtain a flow-like stylization painting and infinite video scene. Firstly, based on anisotropic Kuwahara filtering in conjunction with line integral convolution, the phenomena video scene can be rendered to flow-like stylization painting. Secondly, the methods of frame division, patches synthesis, will be used to synthesize infinite playing video. According to selection examples from different natural video texture, our system can generate stylized of flow-like and infinite video scenes. The visual discontinuities between neighbor frames are decreased, and we also preserve feature and details of frames. This rendering system is easy and simple to implement.
The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).
Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria
Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.
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.
Forchhammer, Søren; Fosgerau, A.; Hansen, Peter Søren K.
A PC-based video conferencing system for a virtual seminar room is presented. The platform is enhanced with DSPs for audio and video coding and processing. A microphone array is used to facilitate audio based speaker tracking, which is used for adaptive beam-forming and automatic camera...
Oh, Hyungsuk; Kim, Wonha
We have developed a video processing method that achieves human perceptual visual quality-oriented video coding. The patterns of moving objects are modeled by considering the limited human capacity for spatial-temporal resolution and the visual sensory memory together, and an online moving pattern classifier is devised by using the Hedge algorithm. The moving pattern classifier is embedded in the existing visual saliency with the purpose of providing a human perceptual video quality saliency model. In order to apply the developed saliency model to video coding, the conventional foveation filtering method is extended. The proposed foveation filter can smooth and enhance the video signals locally, in conformance with the developed saliency model, without causing any artifacts. The performance evaluation results confirm that the proposed video processing method shows reliable improvements in the perceptual quality for various sequences and at various bandwidths, compared to existing saliency-based video coding methods.
Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.
Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070
Drummond, D; Tesnière, A; Hadchouel, A
Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.
Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira
Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.
Video networks is an emerging interdisciplinary field with significant and exciting scientific and technological challenges. It has great promise in solving many real-world problems and enabling a broad range of applications, including smart homes, video surveillance, environment and traffic monitoring, elderly care, intelligent environments, and entertainment in public and private spaces. This paper provides an overview of the design of a wireless video network as an experimental environment, camera selection, hand-off and control, anomaly detection. It addresses challenging questions for individual identification using gait and face at a distance and present new techniques and their comparison for robust identification.
Full Text Available This paper presents recent research into P2P distribution of video that can be highly localized, preferably sharing content among users on the same access network and Central Office (CO. Models of video demand and localized P2P serving areas are presented. Detailed simulations of passive optical networks (PON are run, and these generate statistics of P2P video localization. Next-Generation PON (NG-PON is shown to fully enable P2P video localization, but the lower rates of Gigabit-PON (GPON restrict performance. Results here show that nearly all of the traffic volume of unicast video could be delivered via localized P2P. Strong growth in video delivery via localized P2P could lower overall future aggregation and core network bandwidth of IP video traffic by 58.2%, and total consumer Internet traffic by 43.5%. This assumes aggressive adoption of technologies and business practices that enable highly localized P2P video.
Eerenberg, O.; Aarts, R.; De With, P.N.
This paper presents an advanced video navigation concept for Personal Video Recording (PVR), based on jointly using the primary image and a Picture-in-Picture (PiP) image, featuring combined rendering of normal-play video fragments with audio and fast-search video. The hindering loss of audio during
The present invention relates to a video encoding device (10, 10', 10") and method for encoding video data and to a corresponding video decoding device (60, 60') and method. To preserve PPG relevant information after encoding without requiring a large amount of additional data for the video encoder
The present invention relates to a video encoding device (10, 10', 10'') and method for encoding video data and to a corresponding video decoding device (60, 60') and method. To preserve PPG relevant information after encoding without requiring a large amount of additional data for the video encoder
This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...
Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.
Lev, Avram; Lasry, Amir; Loants, Maoz; Hadar, Ofer
Ideally, video streaming systems should provide the best quality video a user's device can handle without compromising on downloading speed. In this article, an improved video transmission system is presented which dynamically enhances the video quality based on a user's current network state and repairs errors from data lost in the video transmission. The system incorporates three main components: Scalable Video Coding (SVC) with three layers, multicast based on Receiver Layered Multicast (RLM) and an UnEqual Forward Error Correction (FEC) algorithm. The SVC provides an efficient method for providing different levels of video quality, stored as enhancement layers. In the presented system, a proportional-integral-derivative (PID) controller was implemented to dynamically adjust the video quality, adding or subtracting quality layers as appropriate. In addition, an FEC algorithm was added to compensate for data lost in transmission. A two dimensional FEC was used. The FEC algorithm came from the Pro MPEG code of practice #3 release 2. Several bit errors scenarios were tested (step function, cosine wave) with different bandwidth size and error values were simulated. The suggested scheme which includes SVC video encoding with 3 layers over IP Multicast with Unequal FEC algorithm was investigated under different channel conditions, variable bandwidths and different bit error rates. The results indicate improvement of the video quality in terms of PSNR over previous transmission schemes.
Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher
Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.
Rasinger, G A; Horak, F
This study discusses the solutions to the problem of documenting moving processes in the field of otolaryngology. A flexible bronchoscope and video equipment connected to it are presented as a specific solution of the problem, with ample of observations. A technical comparison is used as the basis for a discussion of the pros and cons of the video and film techniques. A successful arrangement of examination facilities illustrates the future of flexible-endoscope techniques in the field of otolaryngology.
Bianco, Simone; Ciocca, Gianluigi; Napoletano, Paolo; Schettini, Raimondo; Margherita, Roberto; Marini, Gianluca; Gianforme, Giorgio; Pantaleo, Giuseppe
In order to create a cooking assistant application to guide the users in the preparation of the dishes relevant to their profile diets and food preferences, it is necessary to accurately annotate the video recipes, identifying and tracking the foods of the cook. These videos present particular annotation challenges such as frequent occlusions, food appearance changes, etc. Manually annotate the videos is a time-consuming, tedious and error-prone task. Fully automatic tools that integrate computer vision algorithms to extract and identify the elements of interest are not error free, and false positive and false negative detections need to be corrected in a post-processing stage. We present an interactive, semi-automatic tool for the annotation of cooking videos that integrates computer vision techniques under the supervision of the user. The annotation accuracy is increased with respect to completely automatic tools and the human effort is reduced with respect to completely manual ones. The performance and usability of the proposed tool are evaluated on the basis of the time and effort required to annotate the same video sequences.
Full Text Available Video has become an interactive medium of communication in everyday life. The sheer volume of video makes it extremely difficult to browse through and find the required data. Hence extraction of key frames from the video which represents the abstract of the entire video becomes necessary. The aim of the video shot detection is to find the position of the shot boundaries, so that key frames can be selected from each shot for subsequent processing such as video summarization, indexing etc. For most of the surveillance applications like video summery, face recognition etc., the hardware (real time implementation of these algorithms becomes necessary. Here in this paper we present the architecture for simultaneous accessing of consecutive frames, which are then used for the implementation of various Video Shot Detection algorithms. We also present the real time implementation of three video shot detection algorithms using the above mentioned architecture on FPGA (Field Programmable Gate Arrays.
Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin
Full Text Available Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data were collected from bibliographical sources that related to data. In the second step, the data were analyzed to examine the pedagogical-philosophical properties of the video games. The results indicate that video games change the way children view the world. Video games present the world as hiper-reality. Bu putting aside the negative values and maximizing the positive ones, the understanding of hiper-reality allows for the inculcation of children. Abstrak: Problem Pendidikan Video Games dalam Perspectif Teori Simulacra Jean Baudrillard. Permainan video games diyakini berdampak positif sekaligus negatif pada proses kognitif dan afektif anak.-anak. Terutama, video games berpengaruh pada proses internalisasi nilai-nilai dan pembentukan identitas mereka. Teknologi virtual yang disajikan oleh video games, seperti didekati oleh teori simulacra Jean Baudrillard, menyuguhkan jebakan akan realitas palsu. Melalui riset pustaka dengan metode "filsafat hermeneutis", dianalisis data untuk membangun refleksi filsafat pendidikan atas permainan video games itu. Hasil penelitian ini menyatakan video games menyuguhkan sebuah hiper-realitas dari simulasi realitas, atau simulacra dalam teori Jean Baudrillard. Simulacra adalah dunia yang terbentuk dari salinan realitas, yang menjadi acuan melebihi realitas asli. Disimpulkan bahwa video games menjadi semacam “ruang konseptual”, yang dibentuk oleh simulacra. Dengan mengenali hakikat hiper-realitas, video games dapat
When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...
Ajiboye, Sola O.; Birch, Philip; Chatwin, Christopher; Young, Rupert
There is increasing reliance on video surveillance systems for systematic derivation, analysis and interpretation of the data needed for predicting, planning, evaluating and implementing public safety. This is evident from the massive number of surveillance cameras deployed across public locations. For example, in July 2013, the British Security Industry Association (BSIA) reported that over 4 million CCTV cameras had been installed in Britain alone. The BSIA also reveal that only 1.5% of these are state owned. In this paper, we propose a framework that allows access to data from privately owned cameras, with the aim of increasing the efficiency and accuracy of public safety planning, security activities, and decision support systems that are based on video integrated surveillance systems. The accuracy of results obtained from government-owned public safety infrastructure would improve greatly if privately owned surveillance systems `expose' relevant video-generated metadata events, such as triggered alerts and also permit query of a metadata repository. Subsequently, a police officer, for example, with an appropriate level of system permission can query unified video systems across a large geographical area such as a city or a country to predict the location of an interesting entity, such as a pedestrian or a vehicle. This becomes possible with our proposed novel hierarchical architecture, the Fused Video Surveillance Architecture (FVSA). At the high level, FVSA comprises of a hardware framework that is supported by a multi-layer abstraction software interface. It presents video surveillance systems as an adapted computational grid of intelligent services, which is integration-enabled to communicate with other compatible systems in the Internet of Things (IoT).
Full Text Available Wireless local area networks (WLANs such as IEEE 802.11a/g utilise numerous transmission modes, each providing different throughputs and reliability levels. Most link adaptation algorithms proposed in the literature (i maximise the error-free data throughput, (ii do not take into account the content of the data stream, and (iii rely strongly on the use of ARQ. Low-latency applications, such as real-time video transmission, do not permit large numbers of retransmission. In this paper, a novel link adaptation scheme is presented that improves the quality of service (QoS for video transmission. Rather than maximising the error-free throughput, our scheme minimises the video distortion of the received sequence. With the use of simple and local rate distortion measures and end-to-end distortion models at the video encoder, the proposed scheme estimates the received video distortion at the current transmission rate, as well as on the adjacent lower and higher rates. This allows the system to select the link-speed which offers the lowest distortion and to adapt to the channel conditions. Simulation results are presented using the MPEG-4/AVC H.264 video compression standard over IEEE 802.11g. The results show that the proposed system closely follows the optimum theoretic solution.
Sánchez Bocanegra, Carlos Luis
Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.
Full Text Available Wide-spread all over the planet, incorporating all music genres, the music video, the subject matter of this analysis, has become irreplaceable in promotions, song presentations, an artist's image, visual aesthetics of subculture; today, most of the countries in the world have a channel devoted to music only, i.e. to music video. The form started to develop rapidly in the 50s of the twentieth century, alongside television. As it developed, its purpose has changed: from a simple presentation of musicians to an independent video form.
Full Text Available Video-linked lectures allow healthcare students across multiple sites, and between university and hospital bases, to come together for the purposes of shared teaching. Recording and streaming video-linked lectures allows students to view them at a later date and provides an additional resource to support student learning. As part of a UK Higher Education Academy-funded Pathfinder project, this study explored medical students' perceptions of video-linked lectures and video-streaming, and their impact on learning. The methodology involved semi-structured interviews with 20 undergraduate medical students across four sites and five year groups. Several key themes emerged from the analysis. Students generally preferred live lectures at the home site and saw interaction between sites as a major challenge. Students reported that their attendance at live lectures was not affected by the availability of streamed lectures and tended to be influenced more by the topic and speaker than the technical arrangements. These findings will inform other educators interested in employing similar video technologies in their teaching.Keywords: video-linked lecture; video-streaming; student perceptions; decisionmaking; cross-campus teaching.
Barto, Daniel; Bird, Clark W; Hamilton, Derek A; Fink, Brandi C
Videotaping of experimental sessions is a common practice across many disciplines of psychology, ranging from clinical therapy, to developmental science, to animal research. Audio-visual data are a rich source of information that can be easily recorded; however, analysis of the recordings presents a major obstacle to project completion. Coding behavior is time-consuming and often requires ad-hoc training of a student coder. In addition, existing software is either prohibitively expensive or cumbersome, which leaves researchers with inadequate tools to quickly process video data. We offer the Simple Video Coder-free, open-source software for behavior coding that is flexible in accommodating different experimental designs, is intuitive for students to use, and produces outcome measures of event timing, frequency, and duration. Finally, the software also offers extraction tools to splice video into coded segments suitable for training future human coders or for use as input for pattern classification algorithms.
Williams, Glenn L.
Long-duration, on-orbit microgravity experiments require a combination of high resolution and high frame rate video data acquisition. The digitized high-rate video stream presents a difficult data storage problem. Data produced at rates of several hundred million bytes per second may require a total mission video data storage requirement exceeding one terabyte. A NASA-designed, VLSI-based, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term (DC-like) or short term (AC-like) changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pre-trigger and post-trigger storage techniques are then adaptable to archiving only the significant video images.
Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...
Full Text Available This paper presents a steganalytic approach against video steganography which modifies motion vector (MV in content adaptive manner. Current video steganalytic schemes extract features from fixed-length frames of the whole video and do not take advantage of the content diversity. Consequently, the effectiveness of the steganalytic feature is influenced by video content and the problem of cover source mismatch also affects the steganalytic performance. The goal of this paper is to propose a steganalytic method which can suppress the differences of statistical characteristics caused by video content. The given video is segmented to subsequences according to block’s motion in every frame. The steganalytic features extracted from each category of subsequences with close motion intensity are used to build one classifier. The final steganalytic result can be obtained by fusing the results of weighted classifiers. The experimental results have demonstrated that our method can effectively improve the performance of video steganalysis, especially for videos of low bitrate and low embedding ratio.
Fadde, Peter; Rich, Peter
Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…
I Made Oka Widyantara
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
Computer Security Team
This time, we would like to address copyright violations (again) - but with a twist. While previous articles focussed on “Music, videos and the risk for CERN” or on software licences, the focus is now on using photos, music and images “found” on the Web for presentations, publications and web pages… Just recently, a video produced for CERN and published on YouTube and Facebook used background music from a contemporary popular artist. However, the people responsible failed to obtain the appropriate permission to actually use that music. They thought that having bought it on iTunes was sufficient. But it was not: “buying” means you have the right to listen, but not the right for further distribution or re-publication. As a result, the videos were pulled from YouTube and Facebook. Similarly, how many of us integrate graphics and images “found” on the Web into our presentations? How many of us...
The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display
Williams, Glenn L.
When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.
In this paper, we focus on video programs that are intended to disseminate information and knowledge such as news, documentaries, seminars, etc, and present an audiovisual summarization system that summarizes the audio and visual contents of the given video separately, and then integrating the two summaries with a partial alignment. The audio summary is created by selecting spoken sentences that best present the main content of the audio speech while the visual summary is created by eliminating duplicates/redundancies and preserving visually rich contents in the image stream. The alignment operation aims to synchronize each spoken sentence in the audio summary with its corresponding speaker's face and to preserve the rich content in the visual summary. A Bipartite Graph-based audiovisual alignment algorithm is developed to efficiently find the best alignment solution that satisfies these alignment requirements. With the proposed system, we strive to produce a video summary that: (1) provides a natural visual and audio content overview, and (2) maximizes the coverage for both audio and visual contents of the original video without having to sacrifice either of them.
Wade, P.; Courtney, A. R.
In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.
Etoh, Takeharu G.; Takehara, Kohsei; Okinaka, Tomoo; Takano, Yasuhide; Ruckelshausen, Arno; Poggemann, Dirk
Presented in this paper is an outline of the R and D activities on high-speed video cameras, which have been done in Kinki University since more than ten years ago, and are currently proceeded as an international cooperative project with University of Applied Sciences Osnabruck and other organizations. Extensive marketing researches have been done, (1) on user's requirements on high-speed multi-framing and video cameras by questionnaires and hearings, and (2) on current availability of the cameras of this sort by search of journals and websites. Both of them support necessity of development of a high-speed video camera of more than 1 million fps. A video camera of 4,500 fps with parallel readout was developed in 1991. A video camera with triple sensors was developed in 1996. The sensor is the same one as developed for the previous camera. The frame rate is 50 million fps for triple-framing and 4,500 fps for triple-light-wave framing, including color image capturing. Idea on a video camera of 1 million fps with an ISIS, In-situ Storage Image Sensor, was proposed in 1993 at first, and has been continuously improved. A test sensor was developed in early 2000, and successfully captured images at 62,500 fps. Currently, design of a prototype ISIS is going on, and, hopefully, will be fabricated in near future. Epoch-making cameras in history of development of high-speed video cameras by other persons are also briefly reviewed.
Full Text Available Visual motion, a critical cue in communication, can be manipulated and studied using video playback methods. A primary concern for the video playback researcher is the degree to which objects presented on video appear natural to the non-human subject. Here we argue that the quality of motion cues on video, as determined by the video's image presentation rate (IPR, are of particular importance in determining a subject's social response behaviour. We present an experiment testing the effect of variations in IPR on pigeon (Columbia livia response behaviour towards video images of courting opposite sex partners. Male and female pigeons were presented with three video playback stimuli, each containing a different social partner. Each stimulus was then modified to appear at one of three IPRs: 15, 30 or 60 progressive (p frames per second. The results showed that courtship behaviour became significantly longer in duration as IPR increased. This finding implies that the IPR significantly affects the perceived quality of motion cues impacting social behaviour. In males we found that the duration of courtship also depended on the social partner viewed and that this effect interacted with the effects of IPR on behaviour. Specifically, the effect of social partner reached statistical significance only when the stimuli were displayed at 60 p, demonstrating the potential for erroneous results when insufficient IPRs are used. In addition to demonstrating the importance of IPR in video playback experiments, these findings help to highlight and describe the role of visual motion processing in communication behaviour.
Practical introduction to creating and editing high quality video on the desktop. Using examples from a variety of video applications, benefit from a professional's experience, step-by-step, through a series of workshops demonstrating a wide variety of techniques. These include producing short films, multimedia and internet presentations, animated graphics and special effects.The opportunities for the independent videomaker have never been greater - make sure you bring your understanding fully up to date with this invaluable guide.No prior knowledge of the technology is assumed, with explanati
Abdolhosseini Moghadam, Abdolreza; Kumar, Mrityunjay; Radha, Hayder
Efficient video representation models are critical for many video analysis and processing tasks. In this paper, we present a framework based on the concept of finding the sparsest solution to model video frames. To model the spatio-temporal information, frames from one scene are decomposed into two components: (i) a common frame, which describes the visual information common to all the frames in the scene/segment, and (ii) a set of innovative frames, which depicts the dynamic behaviour of the scene. The proposed approach exploits and builds on recent results in the field of compressed sensing to jointly estimate the common frame and the innovative frames for each video segment. We refer to the proposed modeling framework by CIV (Common and Innovative Visuals). We show how the proposed model can be utilized to find scene change boundaries and extend CIV to videos from multiple scenes. Furthermore, the proposed model is robust to noise and can be used for various video processing applications without relying on motion estimation and detection or image segmentation. Results for object tracking, video editing (object removal, inpainting) and scene change detection are presented to demonstrate the efficiency and the performance of the proposed model.
Søgaard, Jacob; Forchhammer, Søren; Korhonen, Jari
types of videos, estimating the level of quantization used in the I-frames, and exploiting this information to assess the video quality. In order to do this for H.264/AVC, the distribution of the DCT-coefficients after intra-prediction and deblocking are modeled. To obtain VQA features for H.264/AVC, we......A no-reference video quality assessment (VQA) method is presented for videos distorted by H.264/AVC and MPEG-2. The assessment is performed without access to the bit-stream. Instead we analyze and estimate coefficients based on decoded pixels. The approach involves distinguishing between the two...... propose a novel estimation method of the quantization in H.264/AVC videos without bitstream access, which can also be used for Peak Signalto-Noise Ratio (PSNR) estimation. The results from the MPEG-2 and H.264/AVC analysis are mapped to a perceptual measure of video quality by Support Vector Regression...
Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer
We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....
Chloe Lau; Shannon L. Stewart; Catalina Sarmiento; Donald H. Saklofske; Paul F. Tremblay
Both Internet and offline video gaming have become a normal aspect of child development, with estimates of children playing video games ranging from 90% to 97%. Research on problematic video gaming (PVG) has grown substantially in the last decade. Much of that research has focused on community samples, while research on clinically referred children and youth is lacking. The present study includes 5820 clinically referred children and youth across 44 mental health agencies, assessed using the ...
Shahraray, Behzad; Gibbon, David C.
An automatic authoring system for the generation of pictorial transcripts of video programs which are accompanied by closed caption information is presented. A number of key frames, each of which represents the visual information in a segment of the video (i.e., a scene), are selected automatically by performing a content-based sampling of the video program. The textual information is recovered from the closed caption signal and is initially segmented based on its implied temporal relationship with the video segments. The text segmentation boundaries are then adjusted, based on lexical analysis and/or caption control information, to account for synchronization errors due to possible delays in the detection of scene boundaries or the transmission of the caption information. The closed caption text is further refined through linguistic processing for conversion to lower- case with correct capitalization. The key frames and the related text generate a compact multimedia presentation of the contents of the video program which lends itself to efficient storage and transmission. This compact representation can be viewed on a computer screen, or used to generate the input to a commercial text processing package to generate a printed version of the program.
Wagner, Andreas; Altherr, Stefan; Eckert, Bodo; Jodl, Hans Joerg
In a series of letters, we present teaching videos on topics which are difficult to understand for students, or which are difficult to realize experimentally in school, if at all. These videos can be used for quantitative analysis or visualization of phenomena. Here we present videos on aero and fluid dynamics which deal with the Navier-Stokes equation, the continuity equation and Karman's vortex street. (letters and comments)
Cullen, Brian; Galperin, Daniel; Collins, Karen; Hogue, Andrew; Kapralos, Bill
Stereoscopic 3D (S3D) content in games, film and other audio-visual media has been steadily increasing over the past number of years. However, there are still open, fundamental questions regarding its implementation, particularly as it relates to a multi-modal experience that involves sound and haptics. Research has shown that sound has considerable impact on our perception of 2D phenomena, but very little research has considered how sound may influence stereoscopic 3D. Here we present the results of an experiment that examined the effects of 5.1 surround sound (5.1) and stereo loudspeaker setups on depth perception in relation to S3D imagery within a video game environment. Our aim was to answer the question: "can 5.1 surround sound enhance the participant's perception of depth in the stereoscopic field when compared to traditional stereo sound presentations?" In addition, our study examined how the presence or absence of Doppler frequency shift and frequency fall-off audio effects can also influence depth judgment under these conditions. Results suggest that 5.1 surround sound presentations enhance the apparent depth of stereoscopic imagery when compared to stereo presentations. Results also suggest that the addition of audio effects such as Doppler shift and frequency fall-off filters can influence the apparent depth of S3D objects.
The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi
Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.
We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.
Fernando Korkes; Marcelo Langer Wroclawski; Alessandro Tavares; Oseas de Castro-Neves Neto; Marcos Tobias-Machado; Antonio Carlos Lima Pompeo; Eric Roger Wroclawski
Objective: The aim of the present study was to assess the influence of video game as warm-up before dry-lab laparoscopic activities. Methods: Eleven medical students participated in this prospective randomized crossover study. Students were divided into two groups. Students in Group 1 had to execute an interrupted suture with the dominant hand using a standardized technique (non-video game group). Students in Group 2 performed the same suture, but after playing a video game match (video game ...
Griffiths, MD; Nuyens, F
Purpose of Review: There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in th...
Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René
Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.
Greitemeyer, Tobias; Osswald, Silvia
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.
Liu, Ying; Vijayanagar, Krishna R.; Kim, Joohee
The recently introduced compressed sensing (CS) framework enables low complexity video acquisition via sub- Nyquist rate sampling. In practice, the resulting CS samples are quantized and indexed by finitely many bits (bit-depth) for transmission. In applications where the bit-budget for video transmission is constrained, rate- distortion optimization (RDO) is essential for quality video reconstruction. In this work, we develop a double-level RDO scheme for compressive video sampling, where frame-level RDO is performed by adaptively allocating the fixed bit-budget per frame to each video block based on block-sparsity, and block-level RDO is performed by modelling the block reconstruction peak-signal-to-noise ratio (PSNR) as a quadratic function of quantization bit-depth. The optimal bit-depth and the number of CS samples are then obtained by setting the first derivative of the function to zero. In the experimental studies the model parameters are initialized with a small set of training data, which are then updated with local information in the model testing stage. Simulation results presented herein show that the proposed double-level RDO significantly enhances the reconstruction quality for a bit-budget constrained CS video transmission system.
Gudumasu, Srinivas; Hamza, Ahmed; Asbun, Eduardo; He, Yong; Ye, Yan
This paper proposes a layer based buffer aware rate adaptation design which is able to avoid abrupt video quality fluctuation, reduce re-buffering latency and improve bandwidth utilization when compared to a conventional simulcast based adaptive streaming system. The proposed adaptation design schedules DASH segment requests based on the estimated bandwidth, dependencies among video layers and layer buffer fullness. Scalable HEVC video coding is the latest state-of-art video coding technique that can alleviate various issues caused by simulcast based adaptive video streaming. With scalable coded video streams, the video is encoded once into a number of layers representing different qualities and/or resolutions: a base layer (BL) and one or more enhancement layers (EL), each incrementally enhancing the quality of the lower layers. Such layer based coding structure allows fine granularity rate adaptation for the video streaming applications. Two video streaming use cases are presented in this paper. The first use case is to stream HD SHVC video over a wireless network where available bandwidth varies, and the performance comparison between proposed layer-based streaming approach and conventional simulcast streaming approach is provided. The second use case is to stream 4K/UHD SHVC video over a hybrid access network that consists of a 5G millimeter wave high-speed wireless link and a conventional wired or WiFi network. The simulation results verify that the proposed layer based rate adaptation approach is able to utilize the bandwidth more efficiently. As a result, a more consistent viewing experience with higher quality video content and minimal video quality fluctuations can be presented to the user.
Connell, Jack C.; Norman, Bradley C.
The complexity of physical protection systems has increased to address modern threats to national security and emerging commercial technologies. A key element of modern physical protection systems is the data presented to the human operator used for rapid determination of the cause of an alarm, whether false (e.g., caused by an animal, debris, etc.) or real (e.g., a human adversary). Alarm assessment, the human validation of a sensor alarm, primarily relies on imaging technologies and video systems. Developing measures of effectiveness (MOE) that drive the design or evaluation of a video system or technology becomes a challenge, given the subjectivity of the application (e.g., alarm assessment). Sandia National Laboratories has conducted empirical analysis using field test data and mathematical models such as binomial distribution and Johnson target transfer functions to develop MOEs for video system technologies. Depending on the technology, the task of the security operator and the distance to the target, the Probability of Assessment (PAs) can be determined as a function of a variety of conditions or assumptions. PAs used as an MOE allows the systems engineer to conduct trade studies, make informed design decisions, or evaluate new higher-risk technologies. This paper outlines general video system design trade-offs, discusses ways video can be used to increase system performance and lists MOEs for video systems used in subjective applications such as alarm assessment.
Akmanoglu, Nurgul; Yanardag, Mehmet; Batu, E. Sema
Teaching play skills is important for children with autism. The purpose of the present study was to compare effectiveness and efficiency of providing video modeling and graduated guidance together and video modeling alone for teaching role playing skills to children with autism. The study was conducted with four students. The study was conducted…
Seo, Chan-Won; Han, Jong-Ki; Nguyen, Truong Q
Multimedia data delivered to mobile devices over wireless channels or the Internet are complicated by bandwidth fluctuation and the variety of mobile devices. Scalable video coding has been developed as an extension of H.264/AVC to solve this problem. Since scalable video codec provides various scalabilities to adapt the bitstream for the channel conditions and terminal types, scalable codec is one of the useful codecs for wired or wireless multimedia communication systems, such as IPTV and streaming services. In such scalable multimedia communication systems, video quality fluctuation degrades the visual perception significantly. It is important to efficiently use the target bits in order to maintain a consistent video quality or achieve a small distortion variation throughout the whole video sequence. The scheme proposed in this paper provides a useful function to control video quality in applications supporting scalability, whereas conventional schemes have been proposed to control video quality in the H.264 and MPEG-4 systems. The proposed algorithm decides the quantization parameter of the enhancement layer to maintain a consistent video quality throughout the entire sequence. The video quality of the enhancement layer is controlled based on a closed-form formula which utilizes the residual data and quantization error of the base layer. The simulation results show that the proposed algorithm controls the frame quality of the enhancement layer in a simple operation, where the parameter decision algorithm is applied to each frame.
Jia, Jiaya; Tai, Yu-Wing; Wu, Tai-Pang; Tang, Chi-Keung
This paper presents a complete system capable of synthesizing a large number of pixels that are missing due to occlusion or damage in an uncalibrated input video. These missing pixels may correspond to the static background or cyclic motions of the captured scene. Our system employs user-assisted video layer segmentation, while the main processing in video repair is fully automatic. The input video is first decomposed into the color and illumination videos. The necessary temporal consistency is maintained by tensor voting in the spatio-temporal domain. Missing colors and illumination of the background are synthesized by applying image repairing. Finally, the occluded motions are inferred by spatio-temporal alignment of collected samples at multiple scales. We experimented on our system with some difficult examples with variable illumination, where the capturing camera can be stationary or in motion.
The work presented in this dissertation revolves around the problem of designing artificial intelligence (AI) for video games. This problem becomes increasingly challenging as video games grow in complexity. With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of these environments is pressing. Although machine learning techniques are being successfully applied in a multitude of d...
Abbasian, Reza O.; Sieben, John T.
In this paper we present a short tutorial on creating mini-videos using two platforms--PCs and tablets such as iPads--and software packages that work with these devices. Specifically, we describe the step-by-step process of creating and editing videos using a Wacom Intuos pen-tablet plus Camtasia software on a PC platform and using the software…
Wade, P.; Courtney, A. R.
The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.
Héctor Alejandro Galvis Guerrero
Full Text Available This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the possibility of enhancing EFL instruction by means of simulating and augmenting the target language context. The researcher’s belief is that video games offer a learning environment closely related to students’ experiences and preferences. Results from this study suggest that students were more entertained and attentive and demonstrated more engagement and disposition towards their English classes. Students also learned about matters related to the target language and culture, and were not only circumscribed to linguistic ones. Similarly, results from this study shed some light on the importance of offering access to technology to students before they advance to higher education that support video-gaming practices in the classroom.
Full Text Available The consumer demand for retrieving and delivering visual content through consumer electronic devices has increased rapidly in recent years. The quality of video in packet networks is susceptible to certain traffic characteristics: average bandwidth availability, loss, delay and delay variation (jitter. This paper presents a scheduling algorithm that modifies the stream of scalable video to combat jitter. The algorithm provides unequal look-ahead by safeguarding the base layer (without the need for overhead of the scalable video. The results of the experiments show that our scheduling algorithm reduces the number of frames with a violated deadline and significantly improves the continuity of the video stream without compromising the average Y Peek Signal-to-Noise Ratio (PSNR.
IntroductionThe Economic Structure of Film and Video MarketVideo Market in the Broadband AgeThe Japanese Video and Film MarketThe Government Policy on the Production and Distribution MarketThe Present Policies on Film in JapanStarting Film Commission: Non-Government OrganizationSummary and Conclusion
... Captioning and Video Description of Video Programming AGENCY: Federal Communications Commission. [[Page 48103... show that providing captions on their programming would be economically burdensome. DATES: Effective...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...
Ukhanova, Ann; Forchhammer, Søren
This paper discusses the question of video codec enhancement for wireless video transmission of high definition video data taking into account constraints on memory and complexity. Starting from parameter adjustment for JPEG2000 compression algorithm used for wireless transmission and achieving...
Full Text Available This paper presents new algorithms for extracting metadata from video sequences in the MPEG-2 compressed domain. Three algorithms for efficient low-level metadata extraction in preprocessing stages are described. The first algorithm detects camera motion using the motion vector field of an MPEG-2 video. The second method extends the idea of motion detection to a limited region of interest, yielding an efficient algorithm to track objects inside video sequences. The third algorithm performs a cut detection using macroblock types and motion vectors.
Suggs, Robert; Swift, Wesley, Jr.
Equipment and techniques have been developed to implement a method of photometric calibration of consumer video cameras for imaging of objects that are sufficiently narrow or sufficiently distant to be optically equivalent to point or line sources. Heretofore, it has been difficult to calibrate consumer video cameras, especially in cases of image saturation, because they exhibit nonlinear responses with dynamic ranges much smaller than those of scientific-grade video cameras. The present method not only takes this difficulty in stride but also makes it possible to extend effective dynamic ranges to several powers of ten beyond saturation levels. The method will likely be primarily useful in astronomical photometry. There are also potential commercial applications in medical and industrial imaging of point or line sources in the presence of saturation.This development was prompted by the need to measure brightnesses of debris in amateur video images of the breakup of the Space Shuttle Columbia. The purpose of these measurements is to use the brightness values to estimate relative masses of debris objects. In most of the images, the brightness of the main body of Columbia was found to exceed the dynamic ranges of the cameras. A similar problem arose a few years ago in the analysis of video images of Leonid meteors. The present method is a refined version of the calibration method developed to solve the Leonid calibration problem. In this method, one performs an endto- end calibration of the entire imaging system, including not only the imaging optics and imaging photodetector array but also analog tape recording and playback equipment (if used) and any frame grabber or other analog-to-digital converter (if used). To automatically incorporate the effects of nonlinearity and any other distortions into the calibration, the calibration images are processed in precisely the same manner as are the images of meteors, space-shuttle debris, or other objects that one seeks to
Kim, Hyoung-Gook; Roeber, Steffen; Samour, Amjad; Sikora, Thomas
In this paper, we present an automatic extraction of goal events in soccer videos by using audio track features alone without relying on expensive-to-compute video track features. The extracted goal events can be used for high-level indexing and selective browsing of soccer videos. The detection of soccer video highlights using audio contents comprises three steps: 1) extraction of audio features from a video sequence, 2) event candidate detection of highlight events based on the information provided by the feature extraction Methods and the Hidden Markov Model (HMM), 3) goal event selection to finally determine the video intervals to be included in the summary. For this purpose we compared the performance of the well known Mel-scale Frequency Cepstral Coefficients (MFCC) feature extraction method vs. MPEG-7 Audio Spectrum Projection feature (ASP) extraction method based on three different decomposition methods namely Principal Component Analysis( PCA), Independent Component Analysis (ICA) and Non-Negative Matrix Factorization (NMF). To evaluate our system we collected five soccer game videos from various sources. In total we have seven hours of soccer games consisting of eight gigabytes of data. One of five soccer games is used as the training data (e.g., announcers' excited speech, audience ambient speech noise, audience clapping, environmental sounds). Our goal event detection results are encouraging.
Brame, Cynthia J.
Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. PMID:27789532
Kenworthy-U'Ren, Amy; Erickson, Anthony
In this article, the Eco Challenge race video is presented as a teaching tool for facilitating theory-based discussion and application in organizational behavior (OB) courses. Before discussing the intricacies of the video series itself, the authors present a pedagogically based rationale for using reality TV-based video segments in a classroom…
Thomas, J Dennis; Sammon, Rick
Offers unique advice for taking great photos and videos with your iPod or iPhone!. Packed with unique advice, tips, and tricks, this one-of-a-kind, full-color reference presents step-by-step guidance for taking the best possible quality photos and videos using your iPod or iPhone. Top This unique book walks you through everything from composing a picture, making minor edits, and posting content to using apps to create more dynamic images. You'll quickly put to use this up-to-date coverage of executing both common and uncommon photo and video tasks on your mobile device.: Presents unique advice
Kwiatek, K.; Tokarczyk, R.
The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to ov...
Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F
Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.
Lu, Cewu; Xiao, Yao; Tang, Chi-Keung
We present a real-time video stylization system and demonstrate a variety of painterly styles rendered on real video inputs. The key technical contribution lies on the object flow, which is robust to inaccurate optical flow, unknown object transformation and partial occlusion as well. Since object flows relate regions of the same object across frames, shower-door effect can be effectively reduced where painterly strokes and textures are rendered on video objects. The construction of object flows is performed in real time and automatically after applying metric learning. To reduce temporal flickering, we extend the bilateral filtering into motion bilateral filtering. We propose quantitative metrics to measure the temporal coherence on structures and textures of our stylized videos, and perform extensive experiments to compare our stylized results with baseline systems and prior works specializing in watercolor and abstraction.
Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.
Full Text Available This paper presents effective quality-of-service renegotiating schemes for streaming video. The conventional network supporting quality of service generally allows a negotiation at a call setup. However, it is not efficient for the video application since the compressed video traffic is statistically nonstationary. Thus, we consider the network supporting quality-of-service renegotiations during the data transmission and study effective quality-of-service renegotiating schemes for streaming video. The token bucket model, whose parameters are token filling rate and token bucket size, is adopted for the video traffic model. The renegotiating time instants and the parameters are determined by analyzing the statistical information of compressed video traffic. In this paper, two renegotiating approaches, that is, fixed renegotiating interval case and variable renegotiating interval case, are examined. Finally, the experimental results are provided to show the performance of the proposed schemes.
Cassidy R Sugimoto
Full Text Available The TED (Technology, Entertainment, Design conference and associated website of recorded conference presentations (TED Talks is a highly successful disseminator of science-related videos, claiming over a billion online views. Although hundreds of scientists have presented at TED, little information is available regarding the presenters, their academic credentials, and the impact of TED Talks on the general population. This article uses bibliometric and webometric techniques to gather data on the characteristics of TED presenters and videos and analyze the relationship between these characteristics and the subsequent impact of the videos. The results show that the presenters were predominately male and non-academics. Male-authored videos were more popular and more liked when viewed on YouTube. Videos by academic presenters were more commented on than videos by others and were more liked on YouTube, although there was little difference in how frequently they were viewed. The majority of academic presenters were senior faculty, males, from United States-based institutions, were visible online, and were cited more frequently than average for their field. However, giving a TED presentation appeared to have no impact on the number of citations subsequently received by an academic, suggesting that although TED popularizes research, it may not promote the work of scientists within the academic community.
Sugimoto, Cassidy R; Thelwall, Mike; Larivière, Vincent; Tsou, Andrew; Mongeon, Philippe; Macaluso, Benoit
The TED (Technology, Entertainment, Design) conference and associated website of recorded conference presentations (TED Talks) is a highly successful disseminator of science-related videos, claiming over a billion online views. Although hundreds of scientists have presented at TED, little information is available regarding the presenters, their academic credentials, and the impact of TED Talks on the general population. This article uses bibliometric and webometric techniques to gather data on the characteristics of TED presenters and videos and analyze the relationship between these characteristics and the subsequent impact of the videos. The results show that the presenters were predominately male and non-academics. Male-authored videos were more popular and more liked when viewed on YouTube. Videos by academic presenters were more commented on than videos by others and were more liked on YouTube, although there was little difference in how frequently they were viewed. The majority of academic presenters were senior faculty, males, from United States-based institutions, were visible online, and were cited more frequently than average for their field. However, giving a TED presentation appeared to have no impact on the number of citations subsequently received by an academic, suggesting that although TED popularizes research, it may not promote the work of scientists within the academic community.
Sugimoto, Cassidy R.; Thelwall, Mike; Larivière, Vincent; Tsou, Andrew; Mongeon, Philippe; Macaluso, Benoit
The TED (Technology, Entertainment, Design) conference and associated website of recorded conference presentations (TED Talks) is a highly successful disseminator of science-related videos, claiming over a billion online views. Although hundreds of scientists have presented at TED, little information is available regarding the presenters, their academic credentials, and the impact of TED Talks on the general population. This article uses bibliometric and webometric techniques to gather data on the characteristics of TED presenters and videos and analyze the relationship between these characteristics and the subsequent impact of the videos. The results show that the presenters were predominately male and non-academics. Male-authored videos were more popular and more liked when viewed on YouTube. Videos by academic presenters were more commented on than videos by others and were more liked on YouTube, although there was little difference in how frequently they were viewed. The majority of academic presenters were senior faculty, males, from United States-based institutions, were visible online, and were cited more frequently than average for their field. However, giving a TED presentation appeared to have no impact on the number of citations subsequently received by an academic, suggesting that although TED popularizes research, it may not promote the work of scientists within the academic community. PMID:23638069
Zhang, Yue; Yang, Cheng; Wang, Lei
This paper presents four methods for selective video encryption based on the MPEG-2 video compression,including the slices, the I-frames, the motion vectors, and the DCT coefficients. We use the AES encryption method for simulation experiment for the four methods on VS2010 Platform, and compare the video effects and the processing speed of each frame after the video encrypted. The encryption depth can be arbitrarily selected, and design the encryption depth by using the double limit counting method, so the accuracy can be increased.
Full Text Available The current trend of digital convergence leads to the need of the video encoder/decoder (codec that should support multiple video standards on a single platform as it is expensive to use dedicated video codec chip for each standard. The paper presents a high performance circuit shared architecture that can perform the quantization of five popular video codecs such as H.264/AVC, AVS, VC-1, MPEG-2/4, and JPEG. The proposed quantizer architecture is completely division-free as the division operation is replaced by shift and addition operations for all the standards. The design is implemented on FPGA and later synthesized in CMOS 0.18 μm technology. The results show that the proposed design satisfies the requirement of all five codecs with a maximum decoding capability of 60 fps at 187 MHz on Xilinx FPGA platform for 1080 p HD video.
Yamada, Toru; Miyamoto, Yoshihiro; Senda, Yuzo; Serizawa, Masahiro
This paper presents a Reduced-reference based video-quality estimation method suitable for individual end-user quality monitoring of IPTV services. With the proposed method, the activity values for individual given-size pixel blocks of an original video are transmitted to end-user terminals. At the end-user terminals, the video quality of a received video is estimated on the basis of the activity-difference between the original video and the received video. Psychovisual weightings and video-quality score adjustments for fatal degradations are applied to improve estimation accuracy. In addition, low-bit-rate transmission is achieved by using temporal sub-sampling and by transmitting only the lower six bits of each activity value. The proposed method achieves accurate video quality estimation using only low-bit-rate original video information (15kbps for SDTV). The correlation coefficient between actual subjective video quality and estimated quality is 0.901 with 15kbps side information. The proposed method does not need computationally demanding spatial and gain-and-offset registrations. Therefore, it is suitable for real-time video-quality monitoring in IPTV services.
This book discusses in detail the basic algorithms of video compression that are widely used in modern video codec. The authors dissect complicated specifications and present material in a way that gets readers quickly up to speed by describing video compression algorithms succinctly, without going to the mathematical details and technical specifications. For accelerated learning, hybrid codec structure, inter- and intra- prediction techniques in MPEG-4, H.264/AVC, and HEVC are discussed together. In addition, the latest research in the fast encoder design for the HEVC and H.264/AVC is also included.
Jacobsen, Claus Haugaard; Jensen, Karen Boelt; Madsen, Ninna Skov
the current relatively widespread use video one finds only a very limited numbers empirical study of how these recordings is experienced by the clients. Aim: After a brief discussion of the pro and cons of the use of video recordings this paper presents a qualitative, explorative study of clients’ experiences......Background: Due to the development of technologies and the low costs video recording of psychotherapy sessions have gained ground in training and supervision. While some praise the advantages others decline to use this technological aid for ethical, theoretical or clinical reasons. Despite...
Panayides, A; Eleftheriou, I; Pantziaris, M
An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.
Panayides, A.; Eleftheriou, I.; Pantziaris, M.
An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings. PMID:23573082
Full Text Available An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN and 3.5G high-speed packet access (HSPA wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.
Avgerakis, George; Waring, Becky
Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…
Abukaraky, A; Hamdan, A-A; Ameera, M-N; Nasief, M; Hassona, Y
Patients search YouTube for health-care information. To examine what YouTube offers patients seeking information on dental implants, and to evaluate the quality of provided information. A systematic search of YouTube for videos containing information on dental implants was performed using the key words Dental implant and Tooth replacement. Videos were examined by two senior Oral and Maxillofacial Surgery residents who were trained and calibrated to perform the search. Initial assessment was performed to exclude non- English language videos, duplicate videos, conference lectures, and irrelevant videos. Included videos were analyzed with regard to demographics and content's usefulness. Information for patients available from the American Academy of Implant Dentistry, European Association of Osseointegration, and British Society of Restorative Dentistry were used for benchmarking. A total of 117 videos were analyzed. The most commonly discussed topics were related to procedures involved in dental implantology (76.1%, n=89), and to the indications for dental implants (58.1%, n=78). The mean usefulness score of videos was poor (6.02 ±4.7 [range 0-21]), and misleading content was common (30.1% of videos); mainly in topics related to prognosis and maintenance of dental implants. Most videos (83.1%, n=97) failed to mention the source of information presented in the video or where to find more about dental implants. Information about dental implants on YouTube is limited in quality and quantity. YouTube videos can have a potentially important role in modulating patients attitude and treatment decision regarding dental implants.
Marcello Arnaldo Picucci
Full Text Available In the present study a model is proposed offering a comprehensive categorization of video game narrative structures intended as the methods and techniques used by game designers and allowed by the medium to deliver the story content throughout the gameplay in collaboration with the players. A case is first made for the presence of narrative in video games and its growth of importance as a central component in game design. An in-depth analysis ensues focusing on how games tell stories, guided by the criteria of linearity/nonlinearity, interactivity and randomness. Light is shed upon the fundamental architectures through which stories are told as well as the essential boundaries posed by the close link between narrative and game AI.
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...
Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian
-style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children......While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade....... The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played....
Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria
The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention.
Lee, Jae-Hyun; Choi, Yeun-Sung; Jang, Ok-bae
Digital video computing and organization is one of the important issues in multimedia system, signal compression, or database. Video should be segmented into shots to be used for identification and indexing. This approach requires a suitable method to automatically locate cut points in order to separate shot in a video. Automatic cut detection to isolate shots in a video has received considerable attention due to many practical applications; our video database, browsing, authoring system, retrieval and movie. Previous studies are based on a set of difference mechanisms and they measured the content changes between video frames. But they could not detect more special effects which include dissolve, wipe, fade-in, fade-out, and structured flashing. In this paper, a new cut detection method for gradual transition based on computer vision techniques is proposed. And then, experimental results applied to commercial video are presented and evaluated.
Ootsubo, K; Kawamura, T; Yamada, H
Tele-Robotics system using bilateral control is an effective tool for task in disaster scenes, and also in extreme environments. The conventional systems are equipped with a few color video cameras captures view of the task field, and their video images are sent to the operator via some network. Usually, the images are captured only from some fixed angles. So the operator cannot obtain intuitively 3D-sense of the task field. In our previous study, we proposed a construction tele-robotics system based on VR presentation. The operator intuits the geometrical states of the robot presented by CG, but the information of the surrounding environment is not included like a video image. So we thought that the task efficiency could be improved by appending the CG image to the video image. In this study, we developed a new presentation system based on augmented reality (AR). In this system, the CG image, which represents 3D geometric information for the task, is overlaid on the video image. In this study, we confirmed the effectiveness of the system experimentally. Additionally, we verified its usefulness to reduction of the communication delay associated with a tele-robotics system.
Frankewitsch, Thomas; Söhnlein, Sven; Müller, Marcel; Prokosch, Hans-Ulrich
Digital Imaging and Communication in Medicine (DICOM) has become one of the most popular standards in medicine. This standard specifies the exact procedures in which digital images are exchanged between devices, either using a network or storage medium. Sources for images vary; therefore there exist definitions for the exchange for CR, CT, NMR, angiography, sonography and so on. With its spreading, with the increasing amount of sources included, data volume is increasing, too. This affects storage and traffic. While for long-time storage data compression is generally not accepted at the moment, there are many situations where data compression is possible: Telemedicine for educational purposes (e.g. students at home using low speed internet connections), presentations with standard-resolution video projectors, or even the supply on wards combined receiving written findings. DICOM comprises compression: for still image there is JPEG, for video MPEG-2 is adopted. Within the last years MPEG-2 has been evolved to MPEG-4, which squeezes data even better, but the risk of significant errors increases, too. Within the last years effects of compression have been analyzed for entertainment movies, but these are not comparable to videos of physical examinations (e.g. echocardiography). In medical videos an individual image plays a more important role. Erroneous single images affect total quality even more. Additionally, the effect of compression can not be generalized from one test series to all videos. The result depends strongly on the source. Some investigations have been presented, where different MPEG-4 algorithms compressed videos have been compared and rated manually. But they describe only the results in an elected testbed. In this paper some methods derived from video rating are presented and discussed for an automatically created quality control for the compression of medical videos, primary stored in DICOM containers.
Qu, Zhiguo; Chen, Siyi; Ji, Sai
As one of important multimedia forms in quantum network, quantum video attracts more and more attention of experts and scholars in the world. A secure quantum video steganography protocol with large payload based on the video strip encoding method called as MCQI (Multi-Channel Quantum Images) is proposed in this paper. The new protocol randomly embeds the secret information with the form of quantum video into quantum carrier video on the basis of unique features of video frames. It exploits to embed quantum video as secret information for covert communication. As a result, its capacity are greatly expanded compared with the previous quantum steganography achievements. Meanwhile, the new protocol also achieves good security and imperceptibility by virtue of the randomization of embedding positions and efficient use of redundant frames. Furthermore, the receiver enables to extract secret information from stego video without retaining the original carrier video, and restore the original quantum video as a follow. The simulation and experiment results prove that the algorithm not only has good imperceptibility, high security, but also has large payload.
Hürst, W.O.; Ip Vai Ching, Algernon; Schoeffmann, K.; Primus, Manfred J.
We present an interface for interactive video browsing where users visually skim storyboard representations of the files in search for known items (known-item search tasks) and textually described subjects, objects, or events (ad-hoc search tasks). Individual segments of the video are represented as
Janatka, Mirek; Ramdoo, Krishan S.; Tatla, Taran; Pachtrachai, Krittin; Elson, Daniel S.; Stoyanov, Danail
The tympanic membrane (TM) is the bridging element between the pressure waves of sound in air and the ossicular chain. It allows for sound to be conducted into the inner ear, achieving the human sense of hearing. Otitis media with effusion (OME, commonly referred to as `glue ear') is a typical condition in infants that prevents the vibration of the TM and causes conductive hearing loss, this can lead to stunting early stage development if undiagnosed. Furthermore, OME is hard to identify in this age group; as they cannot respond to typical audiometry tests. Tympanometry allows for the mobility of the TM to be examined without patient response, but requires expensive apparatus and specialist training. By combining a smartphone equipped with a 240 frames per second video recording capability with an otoscopic clip-on accessory, this paper presents a novel application of Eulerian Video Magnification (EVM) to video-otology, that could provide assistance in diagnosing OME. We present preliminary results showing a spatio-temporal slice taken from an exaggerated video visualization of the TM being excited in vivo on a healthy ear. Our preliminary results demonstrate the potential for using such an approach for diagnosing OME under visual inspection as alternative to tympanometry, which could be used remotely and hence help diagnosis in a wider population pool.
King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D.
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…
Full Text Available This paper covers videos created and used in different learning patterns. The videos are grouped according to the teaching or learning activities in which they are used. One group of videos are used by the teacher for one-way communication, including: online lectures, experts interacting with one another, instruction videos and introduction videos. Further videos are teacher-student interactive videos, including: feedback on student deliveries, student productions and interactive videos. Examples from different courses at different faculties at The University of Copenhagen of different types of videos (screencasts, pencasts and different kinds of camera recordings, from quick-and-dirty videos made by teachers at their own computer to professionally produced studio recordings as well as audio files are presented with links, as an empirical basis for the discussion. The paper is very practically oriented and looks at e.g. which course design and teaching situation is suitable for which type of video; at which point is an audio file preferable to a video file; and how to produce videos easily and without specialized equipment, if you don’t have access to (or time for professional assistance. In the article, we also point out how a small amount of tips & tricks regarding planning, design and presentation technique can improve recordings made by teachers themselves. We argue that the way to work with audio and video is to start by analyzing the pedagogical needs, in this way adapting the type and use of audio and video to the pedagogical context.
A. O. Adeyemi-Ejeye
Full Text Available Ultrahigh definition video streaming has been explored in recent years. Most recently the possibility of 4kUHD video streaming over wireless 802.11n was presented, using preencoded video. Live encoding for streaming using x264 has proven to be very slow. The use of parallel encoding has been explored to speed up the process using CUDA. However there hasnot been a parallel implementation for video streaming. We therefore present for the first time a novel implementation of 4kUHD live encoding for streaming over a wireless network at low bitrate indoors, using CUDA for parallel H264 encoding. Our experimental results are used to verify our claim.
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.
Stolovy, Tali; Melamed, Yuval; Afek, Arnon
Video surveillance is a tool for managing safety and security within public spaces. In mental health facilities, the major benefit of video surveillance is that it enables 24 hour monitoring of patients, which has the potential to reduce violent and aggressive behavior. The major disadvantage is that such observation is by nature intrusive. It diminishes privacy, a factor of huge importance for psychiatric inpatients. Thus, an ongoing debate has developed following the increasing use of cameras in this setting. This article presents the experience of a medium-large academic state hospital that uses video surveillance, and explores the various ethical and administrative aspects of video surveillance in mental health facilities.
Bartelsen, Jan; Müller, Thomas; Ring, Jochen; Mück, Klaus; Brüstle, Stefan; Erdnüß, Bastian; Lutz, Bastian; Herbst, Theresa
In this paper we proceed the work of Bartelsen et al.1 We present the draft of a process chain for an image based change detection which is designed for videos acquired by fixed wing unmanned aerial vehicles (UAVs). From our point of view, automatic video change detection for aerial images can be useful to recognize functional activities which are typically caused by the deployment of improvised explosive devices (IEDs), e.g. excavations, skid marks, footprints, left-behind tooling equipment, and marker stones. Furthermore, in case of natural disasters, like flooding, imminent danger can be recognized quickly. Due to the necessary flight range, we concentrate on fixed wing UAVs. Automatic change detection can be reduced to a comparatively simple photogrammetric problem when the perspective change between the "before" and "after" image sets is kept as small as possible. Therefore, the aerial image acquisition demands a mission planning with a clear purpose including flight path and sensor configuration. While the latter can be enabled simply by a fixed and meaningful adjustment of the camera, ensuring a small perspective change for "before" and "after" videos acquired by fixed wing UAVs is a challenging problem. Concerning this matter, we have performed tests with an advanced commercial off the shelf (COTS) system which comprises a differential GPS and autopilot system estimating the repetition accuracy of its trajectory. Although several similar approaches have been presented,23 as far as we are able to judge, the limits for this important issue are not estimated so far. Furthermore, we design a process chain to enable the practical utilization of video change detection. It consists of a front-end of a database to handle large amounts of video data, an image processing and change detection implementation, and the visualization of the results. We apply our process chain on the real video data acquired by the advanced COTS fixed wing UAV and synthetic data. For the
Nortvig, Anne Mette; Sørensen, Birgitte Holm
This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...
Funk, Jeanne B
The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.
Wiener, C.; Miller, A.; Zykov, V.
Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.
Ma, Maggie Jiao
Full Text Available This Crew Resource Management (CRM video storytelling project asks students to work in a team (4-5 people per team to create (write and produce a video story. The story should demonstrate lacking and ill practices of CRM knowledge and skills, or positive skills used to create a successful scenario in aviation (e. g. , flight training, commercial aviation, airport management. The activity is composed of two parts: (1 creating a video story of CRM in aviation, and (2 delivering a group presentation. Each tem creates a 5-8 minute long video clip of its story. The story must be originally created by the team to educate pilot and/or aviation management students on good practices of CRM in aviation. Accidents and incidents can be used as a reference to inspire ideas. However, this project is not to re-create any previous CRM accidents/incidents. The video story needs to be self-contained and address two or more aspects of CRM specified in the Federal Aviation Administration’s Advisory Circular 120-51. The presentation must include the use of PowerPoint or similar software and additional multimedia visual aids. The presentation itself will last no more than 17 minutes in length; including the actual video story (each group has additional 3 minutes to set up prior to the presentation. During the presentation following the video each team will discuss the CRM problems (or invite audience to identify CRM problems and explain what CRM practices were performed, and should have been performed. This presentation also should describe how each team worked together in order to complete this project (i. e. , good and bad CRM practiced
Full Text Available The paper presents the possibilities of applying Video surveillance and other ICT tools and services in the production process. The first part of the paper presented the system for controlling video surveillance for and the given opportunity of application of video surveillance for the security of the employees and the assets. In the second part of the paper an analysis of the system for controlling production is given and then a video surveillance of a work excavator. The next part of the paper presents integration of video surveillance and the accompanying tools. At the end of the paper, suggestions were also given for further works in the field of data protection and cryptography in video surveillance use.
Vaish, Pallavi; Bharath, R; Rajalakshmi, P
Telesonography involves transmission of ultrasound video from remote areas to the doctors for getting diagnosis. Due to the lack of trained sonographers in remote areas, the ultrasound videos scanned by these untrained persons do not contain the proper information that is required by a physician. As compared to standard methods for video transmission, mHealth driven systems need to be developed for transmitting valid medical videos. To overcome this problem, we are proposing an organ validation algorithm to evaluate the ultrasound video based on the content present. This will guide the semi skilled person to acquire the representative data from patient. Advancement in smartphone technology allows us to perform high medical image processing on smartphone. In this paper we have developed an Application (APP) for a smartphone which can automatically detect the valid frames (which consist of clear organ visibility) in an ultrasound video and ignores the invalid frames (which consist of no-organ visibility), and produces a compressed sized video. This is done by extracting the GIST features from the Region of Interest (ROI) of the frame and then classifying the frame using SVM classifier with quadratic kernel. The developed application resulted with the accuracy of 94.93% in classifying valid and invalid images.
Full Text Available Designing an effective and high performance network requires an accurate characterization and modeling of network traffic. The modeling of video frame sizes is normally applied in simulation studies and mathematical analysis and generating streams for testing and compliance purposes. Besides, video traffic assumed as a major source of multimedia traffic in future heterogeneous network. Therefore, the statistical distribution of video data can be used as the inputs for performance modeling of networks. The finding of this paper comprises the theoretical definition of distribution which seems to be relevant to the video trace in terms of its statistical properties and finds the best distribution using both the graphical method and the hypothesis test. The data set used in this article consists of layered video traces generating from Scalable Video Codec (SVC video compression technique of three different movies.
King, Daniel Luke; Delfabbro, Paul H.; Zajac, Ian T.
Research has estimated that between 6 to 13% of individuals who play video games do so excessively. However, the methods and definitions used to identify "problem" video game players often vary considerably. This research presents preliminary validation data for a new measure of problematic video game play called the Problem Video Game…
Khan, Kashif A.; Wang, Qi; Luo, Chunbo; Wang, Xinheng; Grecos, Christos
results are presented and discussed to quantify and explain the different impacts resulted from various cloud deployments, video application and wireless/mobile network setting, and user mobility. Additionally, this paper analyses the advantages, disadvantages, limitations and optimization techniques in various cloud networking deployments, in particular the cloudlet approach compared with the Internet cloud approach, with recommendations of optimized deployments highlighted. Finally, federated clouds and inter-cloud collaboration challenges and opportunities are discussed in the context of supporting real-time video applications for mobile users.
Assent, Ira; Kremer, Hardy
in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models.......Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...
Athanasopoulou, Christina; Suni, Sanna; Hätönen, Heli; Apostolakis, Ioannis; Lionis, Christos; Välimäki, Maritta
To investigate attitudes towards schizophrenia and people with schizophrenia presented in YouTube videos. We searched YouTube using the search terms "schizophrenia" and "psychosis" in Finnish and Greek language on April 3rd, 2013. The first 20 videos from each search (N = 80) were retrieved. Deductive content analysis was first applied for coding and data interpretation and it was followed by descriptive statistical analysis. A total of 52 videos were analyzed (65%). The majority of the videos were in the "Music" category (50%, n = 26). Most of the videos (83%, n = 43) tended to present schizophrenia in a negative way, while less than a fifth (17%, n = 9) presented schizophrenia in a positive or neutral way. Specifically, the most common negative attitude towards schizophrenia was dangerousness (29%, n = 15), while the most often identified positive attitude was objective, medically appropriate beliefs (21%, n = 11). All attitudes identified were similarly present in the Finnish and Greek videos, without any statistically significant difference. Negative presentations of schizophrenia are most likely to be accessed when searching YouTube for schizophrenia in Finnish and Greek language. More research is needed to investigate to what extent, if any, YouTube viewers' attitudes are affected by the videos they watch.
Watanabe, H.; Inoue, H. [Toshiba Corp., Tokyo (Japan)
The P4140 is a 3 cathode-ray tube (CRT) video data wall projector for super video graphics array (SVGA) signals. It is used as an image display unit, providing a large screen when several sets are put together. A high-quality picture has been realized by higher resolution and improved color uniformity technology. A new convergence adjustment system has also been developed through the optimal combination of digital and analog technologies. This video data wall installation has been greatly enhanced by the automation of cubes and cube performance settings. The P4140 video data wall projector can be used for displaying not only data but video as well. (author)
Habibian, Amirhossein; Mensink, Thomas; Snoek, Cees G M
This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire representation from freely available web videos and their descriptions using an embedding between video features and term vectors. In our proposed embedding, which we call Video2vec, the correlations between the words are utilized to learn a more effective representation by optimizing a joint objective balancing descriptiveness and predictability. We show how learning the Video2vec embedding using a multimodal predictability loss, including appearance, motion and audio features, results in a better predictable representation. We also propose an event specific variant of Video2vec to learn a more accurate representation for the words, which are indicative of the event, by introducing a term sensitive descriptiveness loss. Our experiments on three challenging collections of web videos from the NIST TRECVID Multimedia Event Detection and Columbia Consumer Videos datasets demonstrate: i) the advantages of Video2vec over representations using attributes or alternative embeddings, ii) the benefit of fusing video modalities by an embedding over common strategies, iii) the complementarity of term sensitive descriptiveness and multimodal predictability for event recognition. By its ability to improve predictability of present day audio-visual video features, while at the same time maximizing their semantic descriptiveness, Video2vec leads to state-of-the-art accuracy for both few- and zero-example recognition of events in video.
Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi
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.
Full Text Available Learning assessments are subject of discussion both in their theoretical and practical approaches. The process of measuring learning in physics by high school students, either qualitatively or quantitatively, is one in which it should be possible to identify not only the concepts and contents students failed to achieve but also the reasons for the failure. We propose that students’ video production oﬀers a very eﬀective formative assessment tool to teachers: as a formative assessment, it produces information that allows the understanding of where and when the learning process succeeded or failed, of identifying, as a subject or as a group, the deﬁciencies or misunderstandings related to the theme under analysis and their interpretation by students, and it provides also a diﬀerent kind of assessment, related to some other life skills, such as ability to carry on a project till its conclusion and to work cooperatively. In this paper, we describe the use of videos produced by high school students as an assessment resource. The students were asked to prepare a short video, which was then presented to the whole group and discussed. The videos reveal aspects of students’ diﬃculties that usually do not appear in formal assessments such as tests and questionnaires. After the use of the videos as a component of classroom assessments and the use of the discussions to rethink learning activities in the group, the videos were analysed and classiﬁed in various categories. This analysis showed a strong correlation between the technical quality of the video and the content quality of the students’ argumentation. Also, it was shown that the students do not prepare their video based on quick and easy production; they usually choose forms of video production that require careful planning and implementation, and this reﬂects directly on the overall quality of the video and of the learning process.
Garcia, Noa; Vogiatzis, George
This work proposes a system for retrieving clothing and fashion products from video content. Although films and television are the perfect showcase for fashion brands to promote their products, spectators are not always aware of where to buy the latest trends they see on screen. Here, a framework for breaking the gap between fashion products shown on videos and users is presented. By relating clothing items and video frames in an indexed database and performing frame retrieval with temporal a...
Pavan, Andrea; Boyce, Matthew; Ghin, Filippo
Playing action video games enhances visual motion perception. However, there is psychophysical evidence that action video games do not improve motion sensitivity for translational global moving patterns presented in fovea. This study investigates global motion perception in action video game players and compares their performance to that of non-action video game players and non-video game players. Stimuli were random dot kinematograms presented in the parafovea. Observers discriminated the motion direction of a target random dot kinematogram presented in one of the four visual quadrants. Action video game players showed lower motion coherence thresholds than the other groups. However, when the task was performed at threshold, we did not find differences between groups in terms of distributions of reaction times. These results suggest that action video games improve visual motion sensitivity in the near periphery of the visual field, rather than speed response. © The Author(s) 2016.
Griffiths, Mark D; Nuyens, Filip
There are many different factors involved in how and why people develop problems with video game playing. One such set of factors concerns the structural characteristics of video games (i.e., the structure, elements, and components of the video games themselves). Much of the research examining the structural characteristics of video games was initially based on research and theorizing from the gambling studies field. The present review briefly overviews the key papers in the field to date. The paper examines a number of areas including (i) similarities in structural characteristics of gambling and video gaming, (ii) structural characteristics in video games, (iii) narrative and flow in video games, (iv) structural characteristic taxonomies for video games, and (v) video game structural characteristics and game design ethics. Many of the studies carried out to date are small-scale, and comprise self-selected convenience samples (typically using self-report surveys or non-ecologically valid laboratory experiments). Based on the small amount of empirical data, it appears that structural features that take a long time to achieve in-game are the ones most associated with problematic video game play (e.g., earning experience points, managing in-game resources, mastering the video game, getting 100% in-game). The study of video games from a structural characteristic perspective is of benefit to many different stakeholders including academic researchers, video game players, and video game designers, as well as those interested in prevention and policymaking by making the games more socially responsible. It is important that researchers understand and recognize the psycho-social effects and impacts that the structural characteristics of video games can have on players, both positive and negative.
Buggey, Tom; Ogle, Lindsey
Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…
Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet ...
Ukhanova, Ann; Støttrup-Andersen, Jesper; Forchhammer, Søren
Definition of video quality requirements for video surveillance poses new questions in the area of quality assessment. This paper presents a quality assessment experiment for an automatic license plate recognition scenario. We explore the influence of the compression by H.264/AVC and H.265/HEVC s...... recognition in our study has a behavior similar to human recognition, allowing the use of the same mathematical models. We furthermore propose an application of one of the models for video surveillance systems......Definition of video quality requirements for video surveillance poses new questions in the area of quality assessment. This paper presents a quality assessment experiment for an automatic license plate recognition scenario. We explore the influence of the compression by H.264/AVC and H.265/HEVC...... standards on the recognition performance. We compare logarithmic and logistic functions for quality modeling. Our results show that a logistic function can better describe the dependence of recognition performance on the quality for both compression standards. We observe that automatic license plate...
Irie, K; Woodhead, I M; McKinnon, A E; Unsworth, K
This study presents a comprehensive measurement of CCD digital-video camera noise. Knowledge of noise detail within images or video streams allows for the development of more sophisticated algorithms for separating true image content from the noise generated in an image sensor. The robustness and performance of an image-processing algorithm is fundamentally limited by sensor noise. The individual noise sources present in CCD sensors are well understood, but there has been little literature on the development of a complete noise model for CCD digital-video cameras, incorporating the effects of quantization and demosaicing
The Relay Mirror Experiment (RME) is a research program to determine the pointing accuracy and stability levels achieved when a laser beam is reflected by the RME satellite from one ground station to another. This paper reports the results of using a video tracker augmented with a quad cell signal to improve the RME ground station tracking system performance. The video tracker controls a mirror to acquire the RME satellite, and provides a robust low bandwidth tracking loop to remove line of sight (LOS) jitter. The high-passed, high-gain quad cell signal is added to the low bandwidth, low-gain video tracker signal to increase the effective tracking loop bandwidth, and significantly improves LOS disturbance rejection. The quad cell augmented video tracking system is analyzed, and the math model for the tracker is developed. A MATLAB model is then developed from this, and performance as a function of bandwidth and disturbances is given. Improvements in performance due to the addition of the video tracker and the augmentation with the quad cell are provided. Actual satellite test results are then presented and compared with the simulated results.
There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.
Greitemeyer, Tobias; Osswald, Silvia; Brauer, Markus
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.
Three-dimensional (3D) video and imaging technologies is an emerging trend in the development of digital video systems, as we presently witness the appearance of 3D displays, coding systems, and 3D camera setups. Three-dimensional multi-view video is typically obtained from a set of synchronized
Chen, Qiu-ping; Li, Gui-ju
This paper presents real-time MPEG-4 Simple Profile video compressing based on the DSP processor. The programming framework of video compressing is constructed using TMS320C6416 Microprocessor, TDS510 simulator and PC. It uses embedded real-time operating system DSP/BIOS and the API functions to build periodic function, tasks and interruptions etcs. Realize real-time video compressing. To the questions of data transferring among the system. Based on the architecture of the C64x DSP, utilized double buffer switched and EDMA data transfer controller to transit data from external memory to internal, and realize data transition and processing at the same time; the architecture level optimizations are used to improve software pipeline. The system used DSP/BIOS to realize multi-thread scheduling. The whole system realizes high speed transition of a great deal of data. Experimental results show the encoder can realize real-time encoding of 768*576, 25 frame/s video images.
Hmayda, Mounira; Ejbali, Ridha; Zaied, Mourad
Automatic identification of television programs in the TV stream is an important task for operating archives. This article proposes a new spatio-temporal approach to identify the programs in TV stream into two main steps: First, a reference catalogue for video features visual jingles built. We operate the features that characterize the instances of the same program type to identify the different types of programs in the flow of television. The role of video features is to represent the visual invariants for each visual jingle using appropriate automatic descriptors for each television program. On the other hand, programs in television streams are identified by examining the similarity of the video signal for visual grammars in the catalogue. The main idea of the identification process is to compare the visual similarity of the video signal features in the flow of television to the catalogue. After presenting the proposed approach, the paper overviews encouraging experimental results on several streams extracted from different channels and compounds of several programs.
Ortensi, Andrea; Panunzi, Andrea; Trombetta, Silvia; Cattaneo, Alberto; Sorrenti, Salvatore; D'Orazi, Valerio
The aim of this study was to test two different video cameras and recording systems used in thyroid surgery in our Department. This is meant to be an attempt to record the real point of view of the magnified vision of surgeon, so as to make the viewer aware of the difference with the naked eye vision. In this retrospective study, we recorded and compared twenty thyroidectomies performed using loupes magnification and microsurgical technique: ten were recorded with GoPro ® 4 Session action cam (commercially available) and ten with our new prototype of head mounted video camera. Settings were selected before surgery for both cameras. The recording time is about from 1 to 2 h for GoPro ® and from 3 to 5 h for our prototype. The average time of preparation to fit the camera on the surgeon's head and set the functionality is about 5 min for GoPro ® and 7-8 min for the prototype, mostly due to HDMI wiring cable. Videos recorded with the prototype require no further editing, which is mandatory for videos recorded with GoPro ® to highlight the surgical details. the present study showed that our prototype of video camera, compared with GoPro ® 4 Session, guarantees best results in terms of surgical video recording quality, provides to the viewer the exact perspective of the microsurgeon and shows accurately his magnified view through the loupes in thyroid surgery. These recordings are surgical aids for teaching and education and might be a method of self-analysis of surgical technique. Copyright © 2017 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.
Full Text Available This paper presents a web based educational video-clips exhibition created to share various archived lectures for medical students, health care professionals as well as for general public. The presentation of closely related topics was developed as video gallery and it is based solely on free or open source tools to be available for wide academic and/or non-commercial use. Even if the educational video records can be embedded in any websites, we preferred to use our faculty’s portal, which should be a central point to offer various multimedia educational materials. The system was integrated and tested to offer open access to infectology lectures that were captured and archived from live-streamed sessions and from videoconferences.
Tseng, Belle L.; Smith, John R.
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.
Haque, Mohammad Ahsanul; Irani, Ramin; Nasrollahi, Kamal
Heartbeat Rate (HR) reveals a person’s health condition. This paper presents an effective system for measuring HR from facial videos acquired in a more realistic environment than the testing environment of current systems. The proposed method utilizes a facial feature point tracking method...... by combining a ‘Good feature to track’ and a ‘Supervised descent method’ in order to overcome the limitations of currently available facial video based HR measuring systems. Such limitations include, e.g., unrealistic restriction of the subject’s movement and artificial lighting during data capture. A face...
Caglio, Agnese; Buur, Jacob
User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... as source of inspiration or knowledge of a particular context or user group -- if it were practically feasible to engage with the material later on. In this paper we explore the potentials of using old research footage to stimulate reflection, conversations and creativity by presenting it on pervasive...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...
Burini, Nino; Korhonen, Jari
rendition of the signals, particularly in the case of LCDs with dynamic local backlight. This thesis shows that it is possible to model LCDs with dynamic backlight to design algorithms that improve the visual quality of 2D and 3D content, and that digital video coding artifacts like blocking or ringing can......Quality of digital image and video signals on TV screens is aected by many factors, including the display technology and compression standards. An accurate knowledge of the characteristics of the display andof the video signals can be used to develop advanced algorithms that improve the visual...... be reduced with post-processing. LCD screens with dynamic local backlight are modeled in their main aspects, like pixel luminance, light diusion and light perception. Following the model, novel algorithms based on optimization are presented and extended, then reduced in complexity, to produce backlights...
Huang, Xin; Ukhanova, Ann; Belyaev, Evgeny
The problem of the multimedia scalable video streaming is a current topic of interest. There exist many methods for scalable video coding. This paper is focused on the scalable extension of H.264/AVC (H.264/SVC) and distributed video coding (DVC). The paper presents an efficiency comparison of SV...
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.
Dhulipalla, Ravindranath; Marella, Yamuna; Katuri, Kishore Kumar; Nagamani, Penupothu; Talada, Kishore; Kakarlapudi, Anusha
There is limited evidence about the distinguished effect of 3D oral health education videos over conventional 2 dimensional projections in improving oral health knowledge. This randomized controlled trial was done to test the effect of 3 dimensional oral health educational videos among first year dental students. 80 first year dental students were enrolled and divided into two groups (test and control). In the test group, 3D animation and in the control group, regular 2D video projections pertaining to periodontal anatomy, etiology, presenting conditions, preventive measures and treatment of periodontal problems were shown. Effect of 3D animation was evaluated by using a questionnaire consisting of 10 multiple choice questions given to all participants at baseline, immediately after and 1month after the intervention. Clinical parameters like Plaque Index (PI), Gingival Bleeding Index (GBI), and Oral Hygiene Index Simplified (OHI-S) were measured at baseline and 1 month follow up. A significant difference in the post intervention knowledge scores was found between the groups as assessed by unpaired t-test (p3D animation videos are more effective over 2D videos in periodontal disease education and knowledge recall. The application of 3D animation results also demonstrate a better visual comprehension for students and greater health care outcomes.
Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...
Full Text Available ... search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...
Thivel, David; OʼMalley, Grace
Children and adolescents spend a considerable amount of time engaged in sedentary behaviors that have been shown to favor weight gain and impaired physical fitness. Active video games have been proposed to increase physical activity levels. Although active video games may offer an interesting alternative to reducing sedentary time for children, the present commentary aimed to determine whether there is adequate evidence that compared active video gaming to real-life play and exercise. Given the dearth of data, it is not possible at present to support the use of active video games as substitutes for traditional forms of active play and health-enhancing physical activity. Further research should be encouraged and therapists should not consider active video games exclusively for intervention in children with obesity.
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...
Leijen, Ali; Lam, Ineke; Wildschut, Liesbeth; Simons, P. Robert-Jan; Admiraal, Wilfried
This paper presents an evaluation case study that describes the experiences of 15 students and 2 teachers using a video-based learning environment, DiViDU, to facilitate students' daily reflection activities in a composition course and a ballet course. To support dance students' reflection processes streaming video was applied as follows: video…
Raquel Perez Leal
Full Text Available New convergent services are becoming possible, thanks to the expansion of IP networks based on the availability of innovative advanced coding formats such as H.264, which reduce network bandwidth requirements providing good video quality, and the rapid growth in the supply of dual-mode WiFi cellular terminals. This paper provides, first, a comprehensive subject overview as several technologies are involved, such as medium access protocol in IEEE802.11, H.264 advanced video coding standards, and conversational application characterization and recommendations. Second, the paper presents a new and simple dimensioning model of conversational video over wireless LAN. WLAN is addressed under the optimal network throughput and the perspective of video quality. The maximum number of simultaneous users resulting from throughput is limited by the collisions taking place in the shared medium with the statistical contention protocol. The video quality is conditioned by the packet loss in the contention protocol. Both approaches are analyzed within the scope of the advanced video codecs used in conversational video over IP, to conclude that conversational video dimensioning based on network throughput is not enough to ensure a satisfactory user experience, and video quality has to be taken also into account. Finally, the proposed model has been applied to a real-office scenario.
Full Text Available Abstract New convergent services are becoming possible, thanks to the expansion of IP networks based on the availability of innovative advanced coding formats such as H.264, which reduce network bandwidth requirements providing good video quality, and the rapid growth in the supply of dual-mode WiFi cellular terminals. This paper provides, first, a comprehensive subject overview as several technologies are involved, such as medium access protocol in IEEE802.11, H.264 advanced video coding standards, and conversational application characterization and recommendations. Second, the paper presents a new and simple dimensioning model of conversational video over wireless LAN. WLAN is addressed under the optimal network throughput and the perspective of video quality. The maximum number of simultaneous users resulting from throughput is limited by the collisions taking place in the shared medium with the statistical contention protocol. The video quality is conditioned by the packet loss in the contention protocol. Both approaches are analyzed within the scope of the advanced video codecs used in conversational video over IP, to conclude that conversational video dimensioning based on network throughput is not enough to ensure a satisfactory user experience, and video quality has to be taken also into account. Finally, the proposed model has been applied to a real-office scenario.
Hammond Wagner, C. R.; McDavid, L. A.; Virginia, R. A.
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.
Harter, Christopher Daniel; Otrel-Cass, Kathrin
This paper presents a theoretical approach to coding and analyzing video data on human interaction and activity, using principles found in cultural historical activity theory. The systematic classification or coding of information contained in video data on activity can be arduous and time...... Bødker’s in 1996, three possible areas of expansion to Susanne Bødker’s method for analyzing video data were found. Firstly, a technological expansion due to contemporary developments in sophisticated analysis software, since the mid 1990’s. Secondly, a conceptual expansion, where the applicability...... of using Activity Theory outside of the context of human–computer interaction, is assessed. Lastly, a temporal expansion, by facilitating an organized method for tracking the development of activities over time, within the coding and analysis of video data. To expand on the above areas, a prototype coding...
Courtney, A. R.
Students today process information very differently than those of previous generations. They are used to getting their news from 140-character tweets, being entertained by You-Tube videos, and Googling everything. Thus, traditional passive methods of content delivery do not work well for many of these millennials. All students, regardless of career goals, need to become scientifically literate to be able to function in a world where scientific issues are of increasing importance. Those who have had experience applying scientific reasoning to real-world problems in the classroom will be better equipped to make informed decisions in the future. The problem to be solved is how to present scientific content in a manner that fosters student learning in today's world. This presentation will describe how the appeal of technology and social communication via creation of documentary-style videos has been used to engage students to learn scientific concepts in a university non-science major course focused on energy and the environment. These video projects place control of the learning experience into the hands of the learner and provide an opportunity to develop critical thinking skills. Students discover how to locate scientifically reliable information by limiting searches to respected sources and synthesize the information through collaborative content creation to generate a "story". Video projects have a number of advantages over research paper writing. They allow students to develop collaboration skills and be creative in how they deliver the scientific content. Research projects are more effective when the audience is larger than just a teacher. Although our videos are used as peer-teaching tools in the classroom, they also are shown to a larger audience in a public forum to increase the challenge. Video will be the professional communication tool of the future. This presentation will cover the components of the video production process and instructional lessons
Full Text Available ... search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...
Engelhardt , Christopher R.; Bartholow , Bruce D.; Kerr , Geoffrey T.; Bushman , Brad J.
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 ...
Weinel, Jonathan; Cunningham, Stuart
In previous work the authors have proposed the concept of 'ASC Simulations': including audio-visual installations and experiences, as well as interactive video game systems, which simulate altered states of consciousness (ASCs) such as dreams and hallucinations. Building on the discussion...... of the authors' previous paper, where a large-scale qualitative study explored the changes to auditory perception that users of various intoxicating substances report, here the authors present three prototype audio mechanisms for simulating hallucinations in a video game. These were designed in the Unity video...... that make up the player character, and in future developments of this type of work we foresee a more advanced, standardised interface that models the senses, emotions and state of consciousness of player avatars....
DeTone, D; Neal, H; Lougheed, R
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.
DeTone, D.; Neal, H.; Lougheed, R.
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.
The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...
Mechling, Linda C.; Ayres, Kevin M.; Purrazzella, Kaitlin; Purrazzella, Kimberly
This investigation examined the ability of four adults with moderate intellectual disability to complete multi-component tasks using continuous video modeling. Continuous video modeling, which is a newly researched application of video modeling, presents video in a "looping" format which automatically repeats playing of the video while…
Mahmood Rajpoot, Qasim; Jensen, Christian D.
observed by the system. Several techniques to protect the privacy of individuals have therefore been proposed, but very little research work has focused on the specific security requirements of video surveillance data (in transit or in storage) and on authorizing access to this data. In this paper, we...... present a general model of video surveillance systems that will help identify the major security and privacy requirements for a video surveillance system and we use this model to identify practical challenges in ensuring the security of video surveillance data in all stages (in transit and at rest). Our...... study shows a gap between the identified security requirements and the proposed security solutions where future research efforts may focus in this domain....
Russell, Christopher M. P.
360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.
Natiele Favarão da Silva
Full Text Available The aim of this study was to construct and validate an educational video about foot reflexology. A methodological study was conducted at a higher education institution in southeastern Brazil, where the video pre-production, production and post-production stages were performed, followed by an evaluation of content understanding and comprehensiveness. The duration of the final version of the educational video is 12’7” (12 minutes and 7 seconds. The experts considered it an educational resource that presents the theme in a clear and objective way. The students considered it a proper educational material and showed good acceptance. The stages adopted for video construction and validation produced a clear, objective and proper educational material. Further studies should evaluate the impact of an educational video on the construction of foot reflexology knowledge.
Croxton, DeVaughn; Kortemeyer, Gerd
Researching informal gameplay can be challenging, since as soon as a formal study design is imposed, it becomes neither casual nor self-motivated. As a case study of a non-invasive design, we analyze publicly posted gameplay videos to assess the effectiveness of a physics educational video game on special relativity. These videos offer unique…
Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars
In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU platform by involving the players in the analysis…
Loibl, W.; Cabela, E.; Mayer, H. F.; Schmidt, M.
Goal of the project was the production of a video film as documentation of the Pannonian Ozone Project- POP. The main part of the video describes the POP-model consisting of the modules meteorology, emissions and chemistry, developed during the POP-project. The model considers the European emission patterns of ozone precursors and the actual wind fields. It calculates ozone build up and depletion within air parcels due to emission and weather situation along trajectory routes. Actual ozone concentrations are calculated during model runs simulating the photochemical processes within air parcels moving along 4 day trajectories before reaching the Vienna region. The model computations were validated during extensive ground and aircraft-based measurements of ozone precursors and ozone concentration within the POP study area. Scenario computations were used to determine how much ozone can be reduced in north-eastern Austria by emissions control measures. The video lasts 12:20 minutes and consists of computer animations and life video scenes, presenting the ozone problem in general, the POP model and the model results. The video was produced in co-operation by the Austrian Research Center Seibersdorf - Department of Environmental Planning (ARCS) and Joanneum Research - Institute of Informationsystems (JR). ARCS was responsible for idea, concept, storyboard and text while JR was responsible for computer animation and general video production. The speaker text was written with scientific advice by the POP - project partners: Institute of Meteorology and Physics, University of Agricultural Sciences- Vienna, Environment Agency Austria - Air Quality Department, Austrian Research Center Seibersdorf- Environmental Planning Department/System Research Division. The film was produced as German and English version. (author)
Fischer, Jonas; Geurts, Jeroen; Valderrabano, Victor; Hügle, Thomas
Knee arthrocentesis is a commonly performed diagnostic and therapeutic procedure in rheumatology and orthopedic surgery. Classic teaching of arthrocentesis skills relies on hands-on practice under supervision. Video-based online teaching is an increasingly utilized educational tool in higher and clinical education. YouTube is a popular video-sharing Web site that can be accessed as a teaching source. The objective of this study was to assess the educational value of YouTube videos on knee arthrocentesis posted by health professionals and institutions during the period from 2008 to 2012. The YouTube video database was systematically searched using 5 search terms related to knee arthrocentesis. Two independent clinical reviewers assessed videos for procedural technique and educational value using a 5-point global score, ranging from 1 = poor quality to 5 = excellent educational quality. As validated international guidelines are lacking, we used the guidelines of the Swiss Society of Rheumatology as criterion standard for the procedure. Of more than thousand findings, 13 videos met the inclusion criteria. Of those, 2 contained additional animated video material: one was purely animated, and one was a check list. The average length was 3.31 ± 2.28 minutes. The most popular video had 1388 hits per month. Our mean global score for educational value was 3.1 ± 1.0. Eight videos (62 %) were considered useful for teaching purposes. Use of a "no-touch" procedure, meaning that once disinfected the skin remains untouched before needle penetration, was present in all videos. Six videos (46%) demonstrated full sterile conditions. There was no clear preference of a medial (n = 8) versus lateral (n = 5) approach. A discreet number of YouTube videos on knee arthrocentesis appeared to be suitable for application in a Web-based format for medical students, fellows, and residents. The low-average mean global score for overall educational value suggests an improvement of future video
Full Text Available Normal 0 For centuries the archival community has understood and practiced the art of adding contextual information while preserving an artifact. The question now is how these practices can be transferred to the digital domain. With the growing expansion of production and consumption of digital objects (documents, audio, video, etc. it has become essential to identify and study issues related to their representation. A curator in the digital realm may be said to have the same responsibilities as one in a traditional archival domain. However, with the mass production and spread of digital objects, it may be difficult to do all the work manually. In the present article this problem is considered in the area of digital video preservation. We show how this problem can be formulated and propose a framework for capturing contextual information for ephemeral digital video preservation. This proposal is realized in a system called ContextMiner, which allows us to cater to a digital curator's needs with its four components: digital video curation, collection visualization, browsing interfaces, and video harvesting and monitoring. While the issues and systems described here are geared toward digital videos, they can easily be applied to other kinds of digital objects.
CERN video productions
"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-...
Maloney, Margaret A; Leighty, Katherine A; Kuhar, Christopher W; Bettinger, Tamara L
This study examined the impact of video presentations on the behavior of 4 silverback, western lowland gorillas (Gorilla gorilla gorilla). On each of 5 occasions, gorillas viewed 6 types of videos (blue screen, humans, an all-male or mixed-sex group engaged in low activity, and an all-male or mixed-sex group engaged in agonistic behavior). The study recorded behavioral responses and watching rates. All gorillas preferred dynamic over static videos; 3 watched videos depicting gorillas significantly more than those depicting humans. Among the gorilla videos, the gorillas clearly preferred watching the mixed-sex group engaged in agonistic behavior; yet, this did not lead to an increase in aggression or behavior indicating agitation. Further, habituation to videos depicting gorillas did not occur. This supports the effectiveness of this form of enrichment, particularly for a nonhuman animal needing to be separated temporarily due to illness, shipment quarantine, social restructuring, or exhibit modification. Copyright © The Walt Disney Company®
Demir, Defne; Skouteris, Helen
The overall aim of the experiment reported here was to establish whether self-recognition in live video can be facilitated when live video training is provided to children aged 2-2.5 years. While the majority of children failed the test of live self-recognition prior to video training, more than half exhibited live self-recognition post video…
Bouma, Henri; Baan, Jan; ter Haar, Frank B.; Eendebak, Pieter T.; den Hollander, Richard J. M.; Burghouts, Gertjan J.; Wijn, Remco; van den Broek, Sebastiaan P.; van Rest, Jeroen H. C.
In the security domain, cameras are important to assess critical situations. Apart from fixed surveillance cameras we observe an increasing number of sensors on mobile platforms, such as drones, vehicles and persons. Mobile cameras allow rapid and local deployment, enabling many novel applications and effects, such as the reduction of violence between police and citizens. However, the increased use of bodycams also creates potential challenges. For example: how can end-users extract information from the abundance of video, how can the information be presented, and how can an officer retrieve information efficiently? Nevertheless, such video gives the opportunity to stimulate the professionals' memory, and support complete and accurate reporting. In this paper, we show how video content analysis (VCA) can address these challenges and seize these opportunities. To this end, we focus on methods for creating a complete summary of the video, which allows quick retrieval of relevant fragments. The content analysis for summarization consists of several components, such as stabilization, scene selection, motion estimation, localization, pedestrian tracking and action recognition in the video from a bodycam. The different components and visual representations of summaries are presented for retrospective investigation.
Hedemann, Lars; Søndergaard, Helle Alsted
The present investigation was carried out as a pilot study, with the aim of obtaining exploratory insights into the field of learning, and more specifically, how the use of video technology can be used as a mean to excel the outcome of the learning process. The motivation behind the study has its...... basis in the management education literature, and thereby in the discussion of how to organize teaching, in order to equip students with improved skills in reflective realization. Following the notion that experience is the basis for knowledge, the study was set out to explore how students at higher...... education programmes, i.e. at MSc and MBA level, can benefit from utilizing video recorded interviews in their process of learning and reflection. On the basis of the study, it is suggested that video interviewing makes up an interesting alternative to other learning approaches such as Simulation...
to the Master’s programme. The programme offers streamed videos in combination with other learning resources. Oral exams have been mediated with the help of Skype and later with Adobe Connect Professional. It has for all participants - students, examiners and external examiners – been both a challenge...... and an opportunity which has brought about new knowledge and experience. All students in the MPBL Master’s programme responded to a questionnaire  that they did not cheat or receive any help from outside. It was also shown that the more experience the respondents had with video exams, the more satisfied they were...... with the exams. Almost all respondents thought that video exams gave the external examiner the possibility to ensure that the demands were in accordance with the defined outcomes and see to that the exams were completed in accordance with the rules. This paper presents results from a questionnaire focusing...
Qian, Jia; Sui, Xiubao
This paper presents a high-definition video display solution based on the FPGA and THS8200. THS8200 is a video decoder chip launched by TI company, this chip has three 10-bit DAC channels which can capture video data in both 4:2:2 and 4:4:4 formats, and its data synchronization can be either through the dedicated synchronization signals HSYNC and VSYNC, or extracted from the embedded video stream synchronization information SAV / EAV code. In this paper, we will utilize the address and control signals generated by FPGA to access to the data-storage array, and then the FPGA generates the corresponding digital video signals YCbCr. These signals combined with the synchronization signals HSYNC and VSYNC that are also generated by the FPGA act as the input signals of THS8200. In order to meet the bandwidth requirements of the high-definition TV, we adopt video input in the 4:2:2 format over 2×10-bit interface. THS8200 is needed to be controlled by FPGA with I2C bus to set the internal registers, and as a result, it can generate the synchronous signal that is satisfied with the standard SMPTE and transfer the digital video signals YCbCr into analog video signals YPbPr. Hence, the composite analog output signals YPbPr are consist of image data signal and synchronous signal which are superimposed together inside the chip THS8200. The experimental research indicates that the method presented in this paper is a viable solution for high-definition video display, which conforms to the input requirements of the new high-definition display devices.
Lagos, Hellen Nataly Correia
Full Text Available Introduction: The literature reports that when it comes of instrumental assessment of swallowing in children, undoubtedly, video fluoroscopy of swallow offers great advantages over the endoscopic study. Objective: Check the risk of aspiration pneumonia after the study of swallowing by video fluoroscopy, in children with dysphagia. Method: In a study of prospective cutting, participated 16 children aged between 6 months and 10 years, with an average of 5,2 years, referred for study of swallowing by video fluoroscopy. Were tested 4 consistencies, pudding, nectar, honey and liquid. The presences of signs and/or respiratory symptoms were evaluated pre and post study of deglutition by video fluoroscopy, through history and clinical exam. When necessary was asked chest x-ray. Results: Of 16 children, 5 didn't presented dysphagia. In 11 children the exam showed 4 with mild dysphagia, 2 moderate and 5 severe, as classification of OTT (1996 - Classification of severity of dysphagia to the video fluoroscopy. Of the 7 children who aspirated during the exam, only 1 presented respiratory symptoms after the deglutition study, but without signal of pneumonia to the physical examination. Conclusion: In the studied population there were no occurrences of aspiration pneumonia after the study of deglutition was performed by video fluoroscopy, despite the occurrence of aspiration during the exam in about 50% of cases.
Ceranoglu, Tolga Atilla
Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children's toy may prove a useful tool in dynamic psychotherapy of youth. The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process. Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient's conflict to emerge. During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child's clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.
Full Text Available Most universities are already implementing wired and wireless network that is used to access integrated information systems and the Internet. At present it is important to do research on the influence of the broadcasting system through the access point for video transmitter learning in the university area. At every university computer network through the access point must also use the cable in its implementation. These networks require cables that will connect and transmit data from one computer to another computer. While wireless networks of computers connected through radio waves. This research will be a test or assessment of how the influence of the network using the WLAN access point for video broadcasting means learning from the server to the client. Instructional video broadcasting from the server to the client via the access point will be used for video broadcasting means of learning. This study aims to understand how to build a wireless network by using an access point. It also builds a computer server as instructional videos supporting software that can be used for video server that will be emitted by broadcasting via the access point and establish a system of transmitting video from the server to the client via the access point.
Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.
A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.
Ozcelebi, T.; Sunay, M.O.; Tekalp, A.M.; Civanlar, M.R.
We present a cross-layer optimized video rate adaptation and user scheduling scheme for multi-user wireless video streaming aiming for maximum quality of service (QoS) for each user,, maximum system video throughput, and QoS fairness among users. These objectives are jointly optimized using a
Vincent, Anne-Gaelle; Pessel, Nathalie; Borgetto, Manon
This paper presents the MATISSE system: Mosaicking Advanced Technologies Integrated in a Single Software Environment. This system aims at producing in-line and off-line geo-referenced video mosaics of seabed given a video input and navigation data. It is based upon several techniques of image...
O'Doherty, Katherine; Troseth, Georgene L.; Shimpi, Priya M.; Goldenberg, Elizabeth; Akhtar, Nameera; Saylor, Megan M.
In previous studies, very young children have learned words while "overhearing" a conversation, yet they have had trouble learning words from a person on video. In Study 1, 64 toddlers (mean age = 29.8 months) viewed an object-labeling demonstration in 1 of 4 conditions. In 2, the speaker (present or on video) directly addressed the child, and in…
While most books on the subject focus on resource allocation in just one type of network, this book is the first to examine the common characteristics of multiple distributed video communication systems. Comprehensive and systematic, Optimal Resource Allocation for Distributed Video Communication presents a unified optimization framework for resource allocation across these systems. The book examines the techniques required for optimal resource allocation over Internet, wireless cellular networks, wireless ad hoc networks, and wireless sensor networks. It provides you with the required foundat
The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...
Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.
Full Text Available This paper presents a system for compact and intuitive video summarisation aimed at both high-end professional production environments and small-screen portable devices. To represent large amounts of information in the form of a video key-frame summary, this paper studies the narrative grammar of comics, and using its universal and intuitive rules, lays out visual summaries in an efficient and user-centered way. In addition, the system exploits visual attention modelling and rapid serial visual presentation to generate highly compact summaries on mobile devices. A robust real-time algorithm for key-frame extraction is presented. The system ranks importance of key-frame sizes in the final layout by balancing the dominant visual representability and discovery of unanticipated content utilising a specific cost function and an unsupervised robust spectral clustering technique. A final layout is created using an optimisation algorithm based on dynamic programming. Algorithm efficiency and robustness are demonstrated by comparing the results with a manually labelled ground truth and with optimal panelling solutions.
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, ...
Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin
Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data...
Panda, Rameswar; Roy-Chowdhury, Amit K.
Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.
Jacquemart, Mathieu; Bouletreau, Pierre; Breton, Pierre; Mojallal, Ali; Sigaux, Nicolas
Summary: Video must now be considered as a precious tool for learning surgery. However, the medium does present production challenges, and currently, quality movies are not always accessible. We developed a series of 7 surgical videos and made them available on a publicly accessible internet website. Our videos have been viewed by thousands of people worldwide. High-quality educational movies must respect strategic and technical points to be reliable.
Jacquemart, Mathieu; Bouletreau, Pierre; Breton, Pierre; Mojallal, Ali; Sigaux, Nicolas
Video must now be considered as a precious tool for learning surgery. However, the medium does present production challenges, and currently, quality movies are not always accessible. We developed a series of 7 surgical videos and made them available on a publicly accessible internet website. Our videos have been viewed by thousands of people worldwide. High-quality educational movies must respect strategic and technical points to be reliable.
Hartmann, T.; Jung, Y.; Vorderer, P.A.
The present study explores the role of intentions, habits, and addictive tendencies in people's video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game
Zhang, Xianguo; Huang, Tiejun; Tian, Yonghong; Gao, Wen
The exponential growth of surveillance videos presents an unprecedented challenge for high-efficiency surveillance video coding technology. Compared with the existing coding standards that were basically developed for generic videos, surveillance video coding should be designed to make the best use of the special characteristics of surveillance videos (e.g., relative static background). To do so, this paper first conducts two analyses on how to improve the background and foreground prediction efficiencies in surveillance video coding. Following the analysis results, we propose a background-modeling-based adaptive prediction (BMAP) method. In this method, all blocks to be encoded are firstly classified into three categories. Then, according to the category of each block, two novel inter predictions are selectively utilized, namely, the background reference prediction (BRP) that uses the background modeled from the original input frames as the long-term reference and the background difference prediction (BDP) that predicts the current data in the background difference domain. For background blocks, the BRP can effectively improve the prediction efficiency using the higher quality background as the reference; whereas for foreground-background-hybrid blocks, the BDP can provide a better reference after subtracting its background pixels. Experimental results show that the BMAP can achieve at least twice the compression ratio on surveillance videos as AVC (MPEG-4 Advanced Video Coding) high profile, yet with a slightly additional encoding complexity. Moreover, for the foreground coding performance, which is crucial to the subjective quality of moving objects in surveillance videos, BMAP also obtains remarkable gains over several state-of-the-art methods.
Kühn, Simone; Kugler, Dimitrij Tycho; Schmalen, Katharina; Weichenberger, Markus; Witt, Charlotte; Gallinat, Jürgen
It is a widespread concern that violent video games promote aggression, reduce pro-social behaviour, increase impulsivity and interfere with cognition as well as mood in its players. Previous experimental studies have focussed on short-term effects of violent video gameplay on aggression, yet there are reasons to believe that these effects are mostly the result of priming. In contrast, the present study is the first to investigate the effects of long-term violent video gameplay using a large battery of tests spanning questionnaires, behavioural measures of aggression, sexist attitudes, empathy and interpersonal competencies, impulsivity-related constructs (such as sensation seeking, boredom proneness, risk taking, delay discounting), mental health (depressivity, anxiety) as well as executive control functions, before and after 2 months of gameplay. Our participants played the violent video game Grand Theft Auto V, the non-violent video game The Sims 3 or no game at all for 2 months on a daily basis. No significant changes were observed, neither when comparing the group playing a violent video game to a group playing a non-violent game, nor to a passive control group. Also, no effects were observed between baseline and posttest directly after the intervention, nor between baseline and a follow-up assessment 2 months after the intervention period had ended. The present results thus provide strong evidence against the frequently debated negative effects of playing violent video games in adults and will therefore help to communicate a more realistic scientific perspective on the effects of violent video gaming.
Green, C Shawn; Li, Renjie; Bavelier, Daphne
Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.
Anderson, Craig, A.
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…
Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction
Jirasatmathakul, P; Poovorawan, Y
The present study was performed in order to determine prevalence and favored types of video games among altogether 679 primary and secondary school children in Thailand. To that end, the authors distributed questionnaires comprising detailed questions as to demographic data, playing frequency, available location and preferred type of video games among the parents of the children and adolescents to be investigated. Consistent with the literature, our results showed an early onset of video game playing (7.6 years), a higher prevalence among boys compared with girls, and a predilection for games invoking some aggressive behavior. In conclusion, although health hazards created by video game playing have remained beyond proof we still recommend parents and teachers to play a more active part as to the choice of games and the time spent playing.
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.
We present queueing-based algorithms to calculate the bandwidth required for a video stream so that the three main Quality of Service constraints, i.e., end-to-end delay, jitter and packet loss, are ensured. Conversational and streaming video-based applications are becoming a major part of the everyday Internet usage. The quality of these applications (QoS), as experienced by the user, depends on three main metrics of the underlying network, namely, end-to-end delay, jitter and packet loss. These metrics are, in turn, directly related to the capacity of the links that the video traffic trave
Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela
Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.
Davis, James W.
With the use of large video networks, there is a need to coordinate and interpret the video imagery for decision support systems with the goal of reducing the cognitive and perceptual overload of human operators. We present computer vision strategies that enable efficient control and management of cameras to effectively monitor wide-coverage areas, and examine the framework within an actual multi-camera outdoor urban video surveillance network. First, we construct a robust and precise camera control model for commercial pan-tilt-zoom (PTZ) video cameras. In addition to providing a complete functional control mapping for PTZ repositioning, the model can be used to generate wide-view spherical panoramic viewspaces for the cameras. Using the individual camera control models, we next individually map the spherical panoramic viewspace of each camera to a large aerial orthophotograph of the scene. The result provides a unified geo-referenced map representation to permit automatic (and manual) video control and exploitation of cameras in a coordinated manner. The combined framework provides new capabilities for video sensor networks that are of significance and benefit to the broad surveillance/security community.
Kienzle, Martin G.; Dan, Asit; Sitaram, Dinkar; Tetzlaff, William H.
Video servers need to assign a fixed set of resources to each video stream in order to guarantee on-time delivery of the video data. If a server has insufficient resources to guarantee the delivery, it must reject the stream request rather than slowing down all existing streams. Large scale video servers are being built as clusters of smaller components, so as to be economical, scalable, and highly available. This paper uses a blocking model developed for telephone systems to evaluate video server cluster topologies. The goal is to achieve high utilization of the components and low per-stream cost combined with low blocking probability and high user satisfaction. The analysis shows substantial economies of scale achieved by larger server images. Simple distributed server architectures can result in partitioning of resources with low achievable resource utilization. By comparing achievable resource utilization of partitioned and monolithic servers, we quantify the cost of partitioning. Next, we present an architecture for a distributed server system that avoids resource partitioning and results in highly efficient server clusters. Finally, we show how, in these server clusters, further optimizations can be achieved through caching and batching of video streams.
Full Text Available The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.
Ochoa Alpala, Carol Anne; Ortíz García, William Ricardo
This research paper reports on the development of oral presentation skills in a 3D virtual world called "Moviestorm" machinima, in contrast with real-life videos. In this way, the implementation of both types of videos sought to promote the improvement of oral communication skills, specifically oral presentations in a foreign language,…
Connell, Jonathan; Fan, Quanfu; Gabbur, Prasad; Haas, Norman; Pankanti, Sharath; Trinh, Hoang
Today retail video analytics has gone beyond the traditional domain of security and loss prevention by providing retailers insightful business intelligence such as store traffic statistics and queue data. Such information allows for enhanced customer experience, optimized store performance, reduced operational costs, and ultimately higher profitability. This paper gives an overview of various camera-based applications in retail as well as the state-ofthe- art computer vision techniques behind them. It also presents some of the promising technical directions for exploration in retail video analytics.
Full Text Available In recent years, video super resolution techniques becomes mandatory requirements to get high resolution videos. Many super resolution techniques researched but still video super resolution or scaling is a vital challenge. In this paper, we have presented a real-time video scaling based on convolution neural network architecture to eliminate the blurriness in the images and video frames and to provide better reconstruction quality while scaling of large datasets from lower resolution frames to high resolution frames. We compare our outcomes with multiple exiting algorithms. Our extensive results of proposed technique RemCNN (Reconstruction error minimization Convolution Neural Network shows that our model outperforms the existing technologies such as bicubic, bilinear, MCResNet and provide better reconstructed motioning images and video frames. The experimental results shows that our average PSNR result is 47.80474 considering upscale-2, 41.70209 for upscale-3 and 36.24503 for upscale-4 for Myanmar dataset which is very high in contrast to other existing techniques. This results proves our proposed model real-time video scaling based on convolution neural network architecture’s high efficiency and better performance.
HAESEN, Mieke; MESKENS, Jan; CONINX, Karin
Finding a suitable video fragment in a vast video archive is mostly a complex task. Even professional users have to skim many hours of stored video data before they find the desired content. In this paper, we present a user-centred software engineering approach that is employed to create a novel news video explorer for TV broadcasting industry. This approach helps to ensure the balance between the tech-nological progress in the field of information retrieval on the one hand and the needs and ...
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
Lu, Ligang; Sheinin, Vadim
Low power dissipation and fast processing time are crucial requirements for embedded multimedia devices. This paper presents a technique in video coding to decrease the power consumption at a standard video decoder. Coupled with a small dedicated video internal memory cache on a decoder, the technique can substantially decrease the amount of data traffic to the external memory at the decoder. A decrease in data traffic to the external memory at decoder will result in multiple benefits: faster real-time processing and power savings. The encoder, given prior knowledge of the decoder"s dedicated video internal memory cache management scheme, regulates its choice of motion compensated predictors to reduce the decoder"s external memory accesses. This technique can be used in any standard or proprietary encoder scheme to generate a compliant output bit stream decodable by standard CPU-based and dedicated hardware-based decoders for power savings with the best quality-power cost trade off. Our simulation results show that with a relatively small amount of dedicated video internal memory cache, the technique may decrease the traffic between CPU and external memory over 50%.
Full Text Available This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network and the H.324 WAN (wide-area network users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.
Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting
This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU) for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network) and the H.324 WAN (wide-area network) users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.
Camargo, Aldo; Anderson, Kyle; Wang, Yi; Schultz, Richard R.; Fevig, Ronald A.
Digital video mosaicking from Unmanned Aircraft Systems (UAS) is being used for many military and civilian applications, including surveillance, target recognition, border protection, forest fire monitoring, traffic control on highways, monitoring of transmission lines, among others. Additionally, NASA is using digital video mosaicking to explore the moon and planets such as Mars. In order to compute a "good" mosaic from video captured by a UAS, the algorithm must deal with motion blur, frame-to-frame jitter associated with an imperfectly stabilized platform, perspective changes as the camera tilts in flight, as well as a number of other factors. The most suitable algorithms use SIFT (Scale-Invariant Feature Transform) to detect the features consistent between video frames. Utilizing these features, the next step is to estimate the homography between two consecutives video frames, perform warping to properly register the image data, and finally blend the video frames resulting in a seamless video mosaick. All this processing takes a great deal of resources of resources from the CPU, so it is almost impossible to compute a real time video mosaic on a single processor. Modern graphics processing units (GPUs) offer computational performance that far exceeds current CPU technology, allowing for real-time operation. This paper presents the development of a GPU-accelerated digital video mosaicking implementation and compares it with CPU performance. Our tests are based on two sets of real video captured by a small UAS aircraft; one video comes from Infrared (IR) and Electro-Optical (EO) cameras. Our results show that we can obtain a speed-up of more than 50 times using GPU technology, so real-time operation at a video capture of 30 frames per second is feasible.
Full Text Available Almost all existing approaches towards video coding exploit the temporal redundancy by block-matching-based motion estimation and compensation. Regardless of its popularity, block matching still reflects an ad hoc understanding of the relationship between motion and intensity uncertainty models. In this paper, we present a novel backward adaptive approach, named "least-square prediction" (LSP, and demonstrate its potential in video coding. Motivated by the duality between edge contour in images and motion trajectory in video, we propose to derive the best prediction of the current frame from its causal past using least-square method. It is demonstrated that LSP is particularly effective for modeling video material with slow motion and can be extended to handle fast motion by temporal warping and forward adaptation. For typical QCIF test sequences, LSP often achieves smaller MSE than , full-search, quarter-pel block matching algorithm (BMA without the need of transmitting any overhead.
Full Text Available Abstract This paper presents a method that jointly performs synthesis and object segmentation of free-viewpoint video using multiview video as the input. This method is designed to achieve robust segmentation from online video input without per-frame user interaction and precomputations. This method shares a calculation process between the synthesis and segmentation steps; the matching costs calculated through the synthesis step are adaptively fused with other cues depending on the reliability in the segmentation step. Since the segmentation is performed for arbitrary viewpoints directly, the extracted object can be superimposed onto another 3D scene with geometric consistency. We can observe that the object and new background move naturally along with the viewpoint change as if they existed together in the same space. In the experiments, our method can process online video input captured by a 25-camera array and show the result image at 4.55 fps.
Chisholm, Joseph D; Kingstone, Alan
Research investigating the effects of action video game experience on cognition has demonstrated a host of performance improvements on a variety of basic tasks. Given the prevailing evidence that these benefits result from efficient control of attentional processes, there has been growing interest in using action video games as a general tool to enhance everyday attentional control. However, to date, there is little evidence indicating that the benefits of action video game playing scale up to complex settings with socially meaningful stimuli - one of the fundamental components of our natural environment. The present experiment compared action video game player (AVGP) and non-video game player (NVGP) performance on an oculomotor capture task that presented participants with face stimuli. In addition, the expression of a distractor face was manipulated to assess if action video game experience modulated the effect of emotion. Results indicate that AVGPs experience less oculomotor capture than NVGPs; an effect that was not influenced by the emotional content depicted by distractor faces. It is noteworthy that this AVGP advantage emerged despite participants being unaware that the investigation had to do with video game playing, and participants being equivalent in their motivation and treatment of the task as a game. The results align with the notion that action video game experience is associated with superior attentional and oculomotor control, and provides evidence that these benefits can generalize to more complex and biologically relevant stimuli. Copyright © 2015 Elsevier B.V. All rights reserved.
Ramezani, Mohsen; Yaghmaee, Farzin
In recent years, fast growth of online video sharing eventuated new issues such as helping users to find their requirements in an efficient way. Hence, Recommender Systems (RSs) are used to find the users' most favorite items. Finding these items relies on items or users similarities. Though, many factors like sparsity and cold start user impress the recommendation quality. In some systems, attached tags are used for searching items (e.g. videos) as personalized recommendation. Different views, incomplete and inaccurate tags etc. can weaken the performance of these systems. Considering the advancement of computer vision techniques can help improving RSs. To this end, content based search can be used for finding items (here, videos are considered). In such systems, a video is taken from the user to find and recommend a list of most similar videos to the query one. Due to relating most videos to humans, we present a novel low complex scalable method to recommend videos based on the model of included action. This method has recourse to human action retrieval approaches. For modeling human actions, some interest points are extracted from each action and their motion information are used to compute the action representation. Moreover, a fuzzy dissimilarity measure is presented to compare videos for ranking them. The experimental results on HMDB, UCFYT, UCF sport and KTH datasets illustrated that, in most cases, the proposed method can reach better results than most used methods.
Sanders, James L; Williams, Robert J
Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n = 506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction.
Full Text Available Objective: The aim of the present study was to assess the influence of video game as warm-up before dry-lab laparoscopic activities. Methods: Eleven medical students participated in this prospective randomized crossover study. Students were divided into two groups. Students in Group 1 had to execute an interrupted suture with the dominant hand using a standardized technique (non-video game group. Students in Group 2 performed the same suture, but after playing a video game match (video game group. After this initial task, groups were crossed. The time spent to complete each task was recorded, and the participants and observers had to judge the performance for each laparoscopic exercise. These variables were used as a measure of performance. Rresults: Mean time for laparoscopic surgery in this subset of inexperienced laparoscopic students was similar between non-video game versus video game groups (254.6 ± 187.7 versus 255.8 ± 183.6; p = 0.875. Subjective impression of observers regarding students’ performance was also similar (p = 0.662, but subjective impression of the participant about his own performance was different between both groups, with 64.7 versus 20.0% of participants that considered their performance good for video game versus non-video game groups (p = 0.044. Cconclusions: In conclusion, video games used as warm-up for laparoscopic practice seem to make inexperienced surgeons more confident and comfortable with the procedures, even though objective measures, as operative time and observers’ impression of surgeons’ performance do not seem to be affected by video game warm-up.
Yates, G.J.; Bujnosek, J.J.; Jaramillo, S.A.; Walton, R.B.; Martinez, T.M.; Black, J.P.
Radiation sensitivity of several photoconductive, photoemissive, and solid state silicon-based video imagers was measured by analyzing stored photocharge induced by irradiation with continuous and pulsed sources of high energy photons and neutrons. Transient effects as functions of absorbed dose, dose rate, fluences, and ionizing particle energy are presented
Edgington, D. R.; Walther, D.; Cline, D. E.; Sherlock, R.; Salamy, K. A.; Wilson, A.; Koch, C.
The Monterey Bay Aquarium Research Institute (MBARI) uses high-resolution video equipment on remotely operated vehicles (ROV) to obtain quantitative data on the distribution and abundance of oceanic animals. High-quality video data supplants the traditional approach of assessing the kinds and numbers of animals in the oceanic water column through towing collection nets behind ships. Tow nets are limited in spatial resolution, and often destroy abundant gelatinous animals resulting in species undersampling. Video camera-based quantitative video transects (QVT) are taken through the ocean midwater, from 50m to 4000m, and provide high-resolution data at the scale of the individual animals and their natural aggregation patterns. However, the current manual method of analyzing QVT video by trained scientists is labor intensive and poses a serious limitation to the amount of information that can be analyzed from ROV dives. Presented here is an automated system for detecting marine animals (events) visible in the videos. Automated detection is difficult due to the low contrast of many translucent animals and due to debris ("marine snow") cluttering the scene. Video frames are processed with an artificial intelligence attention selection algorithm that has proven a robust means of target detection in a variety of natural terrestrial scenes. The candidate locations identified by the attention selection module are tracked across video frames using linear Kalman filters. Typically, the occurrence of visible animals in the video footage is sparse in space and time. A notion of "boring" video frames is developed by detecting whether or not there is an interesting candidate object for an animal present in a particular sequence of underwater video -- video frames that do not contain any "interesting" events. If objects can be tracked successfully over several frames, they are stored as potentially "interesting" events. Based on low-level properties, interesting events are
Hjort, Anders; Elbæk, Lars; Henriksen, Kristoffer
. The implementation and evaluation of PU took place in the FC Copenhagen (FCK) School of Excellence. Findings show that PU can improve youth football players’ reflection skills through consistent video analyses and tagging, that coaches are important as role models and providers of feedback, and that the use......In the present study, we investigated the introduction of a cloud-based video analysis platform called Player Universe (PU) in a Danish football club. Video analysis is not a new performance-enhancing element in sport, but PU is innovative in the way players and coaches produce footage and how...... it facilitates reflective learning. Video analysis is executed in the (PU) platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented football matches. Following this, players can get virtual feedback from their coach. The philosophy...
Søgaard, Jacob; Krasula, Lukás; Shahid, Muhammad
Objective video quality metrics are designed to estimate the quality of experience of the end user. However, these objective metrics are usually validated with video streams degraded under common distortion types. In the presented work, we analyze the performance of published and known full......-reference and noreference quality metrics in estimating the perceived quality of adaptive bit-rate video streams knowingly out of scope. Experimental results indicate not surprisingly that state of the art objective quality metrics overlook the perceived degradations in the adaptive video streams and perform poorly...
Iida, Takao; Nakajima, Takehiro
A new type of charged-particle imaging video monitor system was constructed for video imaging of the distributions of alpha-emitting and low-energy beta-emitting nuclides. The system can display not only the scintillation image due to radiation on the video monitor but also the integrated video image becoming gradually clearer on another video monitor. The distortion of the image is about 5% and the spatial resolution is about 2 line pairs (lp)mm -1 . The integrated image is transferred to a personal computer and image processing is performed qualitatively and quantitatively. (author)
Sader, Robert; Zeilhofer, Hans-Florian U.; Horch, Hans-Henning
Patients with extreme jaw imbalance must often undergo operative corrections. The goal of therapy is to harmonize the stomatognathic system and an aesthetical correction of the face profile. A new procedure will be presented which supports the maxillo-facial surgeon in planning the operation and which also presents the patient the result of the treatment by video images. Once an x-ray has been digitized it is possible to produce individualized cephalometric analyses. Using a ceph on screen, all current orthognathic operations can be simulated, whereby the bony segments are moved according to given parameters, and a new soft tissue profile can be calculated. The profile of the patient is fed into the computer by way of a video system and correlated to the ceph. Using the simulated operation the computer calculates a new video image of the patient which presents the expected postoperative appearance. In studies of patients treated between 1987-91, 76 out of 121 patients were able to be evaluated. The deviation in profile change varied between .0 and 1.6mm. A side effect of the practical applications was an increase in patient compliance.
Lauridsen, Henrik Hein; Toftgård, Rie Castella; Nørgaard, Cita
supervision of clinical skills (formative assessment). Demonstrations of these principles will be presented as video podcasts during the session. The learning outcomes of video supervision and peer-feedback were assessed in an online questionnaire survey. Results Results of the supervision showed large self......Objective New technology and learning principles were introduced in a clinical skills training laboratory (iLab). The intension was to move from apprenticeship to active learning principles including peer feedback and supervision using video. The objective of this study was to evaluate student...... learning outcomes in a manual skills training subject using video during feedback and supervision. Methods The iLab classroom was designed to fit four principles of teaching using video. Two of these principles were (a) group work using peer-feedback on videos produced by the students and, (b) video...
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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.
Full Text Available This work is a review of the block-based algorithms used for motion estimation in video compression. It researches different types of block-based algorithms that range from the simplest named Full Search to the fast adaptive algorithms like Hierarchical Search. The algorithms evaluated in this paper are widely accepted by the video compressing community and have been used in implementing various standards, such as MPEG-4 Visual and H.264. The work also presents a very brief introduction to the entire flow of video compression.
Chen, Liang; Zhou, Yipeng; Chiu, Dah Ming
Bandwidth consumption is a significant concern for online video service providers. Practical video streaming systems usually use some form of HTTP streaming (progressive download) to let users download the video at a faster rate than the video bitrate. Since users may quit before viewing the complete video, however, much of the downloaded video will be "wasted". To the extent that users' departure behavior can be predicted, we develop smart streaming that can be used to improve user QoE with ...
Verleur, R.; Verhagen, Pleunes Willem; Crawford, Margaret; Simonson, Michael; Lamboy, Carmen
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
Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A
Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games. Copyright © 2012 Elsevier Inc. All rights reserved.
Hasan, Y.; Bègue, L.; Bushman, B.J.
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress
Saad, Michele A; Bovik, Alan C; Charrier, Christophe
We propose a blind (no reference or NR) video quality evaluation model that is nondistortion specific. The approach relies on a spatio-temporal model of video scenes in the discrete cosine transform domain, and on a model that characterizes the type of motion occurring in the scenes, to predict video quality. We use the models to define video statistics and perceptual features that are the basis of a video quality assessment (VQA) algorithm that does not require the presence of a pristine video to compare against in order to predict a perceptual quality score. The contributions of this paper are threefold. 1) We propose a spatio-temporal natural scene statistics (NSS) model for videos. 2) We propose a motion model that quantifies motion coherency in video scenes. 3) We show that the proposed NSS and motion coherency models are appropriate for quality assessment of videos, and we utilize them to design a blind VQA algorithm that correlates highly with human judgments of quality. The proposed algorithm, called video BLIINDS, is tested on the LIVE VQA database and on the EPFL-PoliMi video database and shown to perform close to the level of top performing reduced and full reference VQA algorithms.
Wolf, Abraham W
The seven articles in this special section on the use of Internet and video technology represent the latest growth on one branch of the increasingly prolific and differentiated work in the technology of psychotherapy. In addition to the work presented here on video and the Internet applications to supervision and training, information technology is changing the field of psychotherapy through computer assisted therapies and virtual reality interventions.
Coelho,Simone C. S.; Ramos,Andressa D.; Pinheiro,Virgínia S.; Solberg,Paulo F. C.; Faria,Janaina P. de; Naliato,Erika C. O.; Fernandes,Therezinha J.; Guimarães,Marília M.
BACKGROUND: An increased prevalence of impaired glucose homeostasis is reported in Turner syndrome. Endothelial changes are described in patients with insulin resistance, which may be present in patients with Turner syndrome. Video capillaroscopy is a noninvasive examination that allows assessment of vascular patency. OBJECTIVE: To describe the nailfold morphology of capillaries in Turner syndrome using video capillaroscopy. METHODS: Subjects were studied in a temperature-controlled room, 20 ...
Greenfield, David N
Internet and video game addiction has been a steadily developing consequence of modern living. Behavioral and process addictions and particularly Internet and video game addiction require specialized treatment protocols and techniques. Recent advances in addiction medicine have improved our understanding of the neurobiology of substance and behavioral addictions. Novel research has expanded the ways we understand and apply well-established addiction treatments as well as newer therapies specific to Internet and video game addiction. This article reviews the etiology, psychology, and neurobiology of Internet and video game addiction and presents treatment strategies and protocols for addressing this growing problem. Copyright © 2017 Elsevier Inc. All rights reserved.
Fiorella, Logan; van Gog, Tamara; Hoogerheide, Vincent; Mayer, Richard E.
The present study tests whether presenting video modeling examples from the learner's (first-person) perspective promotes learning of an assembly task, compared to presenting video examples from a third-person perspective. Across 2 experiments conducted in different labs, university students viewed a video showing how to assemble an 8-component…
Shahid, M.; Søgaard, Jacob; Pokhrel, J.
In order to cater for user’s quality of experience (QoE) re- quirements, HTTP adaptive streaming (HAS) based solutions of video services have become popular recently. User QoE feedback can be instrumental in improving the capabilities of such services. Perceptual quality experiments that involve...... humans are considered to be the most valid method of the as- sessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual pref......- erences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment....
Wang, Ping; Zhu, Xing-Ting; Qi, Zhigang; Huang, Silin; Li, Hui-Jie
Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI) study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs) and twenty non-video game players (NVGPs) of 60 years of age or older participated in the present study, and there are no significant differences in age ( t = 0.62, p = 0.536), gender ratio ( t = 1.29, p = 0.206) and years of education ( t = 1.92, p = 0.062) between VGPs and NVGPs. The results show that older VGPs present significantly better behavioral performance than NVGPs. Older VGPs activate greater than NVGPs in brain regions, mainly in frontal-parietal areas, including the right dorsolateral prefrontal cortex, the left supramarginal gyrus, the right angular gyrus, the right precuneus and the left paracentral lobule. The present study reveals that video game experiences may have positive influences on older adults in behavioral performance and the underlying brain activation. These results imply the potential role that video games can play as an effective tool to improve cognitive ability in older adults.
Full Text Available Video games have been found to have positive influences on executive function in older adults; however, the underlying neural basis of the benefits from video games has been unclear. Adopting a task-based functional magnetic resonance imaging (fMRI study targeted at the flanker task, the present study aims to explore the neural basis of the improved executive function in older adults with video game experiences. Twenty video game players (VGPs and twenty non-video game players (NVGPs of 60 years of age or older participated in the present study, and there are no significant differences in age (t = 0.62, p = 0.536, gender ratio (t = 1.29, p = 0.206 and years of education (t = 1.92, p = 0.062 between VGPs and NVGPs. The results show that older VGPs present significantly better behavioral performance than NVGPs. Older VGPs activate greater than NVGPs in brain regions, mainly in frontal-parietal areas, including the right dorsolateral prefrontal cortex, the left supramarginal gyrus, the right angular gyrus, the right precuneus and the left paracentral lobule. The present study reveals that video game experiences may have positive influences on older adults in behavioral performance and the underlying brain activation. These results imply the potential role that video games can play as an effective tool to improve cognitive ability in older adults.
This book initially reviews the major feature representation and extraction methods and effective learning and recognition approaches, which have broad applications in the context of intelligent image search and video retrieval. It subsequently presents novel methods, such as improved soft assignment coding, Inheritable Color Space (InCS) and the Generalized InCS framework, the sparse kernel manifold learner method, the efficient Support Vector Machine (eSVM), and the Scale-Invariant Feature Transform (SIFT) features in multiple color spaces. Lastly, the book presents clothing analysis for subject identification and retrieval, and performance evaluation methods of video analytics for traffic monitoring. Digital images and videos are proliferating at an amazing speed in the fields of science, engineering and technology, media and entertainment. With the huge accumulation of such data, keyword searches and manual annotation schemes may no longer be able to meet the practical demand for retrieving relevant conte...
Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...
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Henderson, Paul D.; Torres, Rendell R.; Shimizu, Yasushi; Radke, Richard; Lonsway, Brian
The implementation of maximally-immersive interactive multimedia in exhibit spaces requires not only the presentation of realistic visual imagery but also the creation of a perceptually accurate aural experience. While conventional implementations treat audio and video problems as essentially independent, this research seeks to couple the visual sensory information with dynamic auralization in order to enhance perceptual accuracy. An implemented system has been developed for integrating accurate auralizations with virtual video techniques for both interactive presentation and multi-way communication. The current system utilizes a multi-channel loudspeaker array and real-time signal processing techniques for synthesizing the direct sound, early reflections, and reverberant field excited by a moving sound source whose path may be interactively defined in real-time or derived from coupled video tracking data. In this implementation, any virtual acoustic environment may be synthesized and presented in a perceptually-accurate fashion to many participants over a large listening and viewing area. Subject tests support the hypothesis that the cross-modal coupling of aural and visual displays significantly affects perceptual localization accuracy.
Full Text Available Video captioning refers to the task of generating a natural language sentence that explains the content of the input video clips. This study proposes a deep neural network model for effective video captioning. Apart from visual features, the proposed model learns additionally semantic features that describe the video content effectively. In our model, visual features of the input video are extracted using convolutional neural networks such as C3D and ResNet, while semantic features are obtained using recurrent neural networks such as LSTM. In addition, our model includes an attention-based caption generation network to generate the correct natural language captions based on the multimodal video feature sequences. Various experiments, conducted with the two large benchmark datasets, Microsoft Video Description (MSVD and Microsoft Research Video-to-Text (MSR-VTT, demonstrate the performance of the proposed model.
Collins, Emily; Freeman, Jonathan
Action video game players have been found to outperform nonplayers on a variety of cognitive tasks. However, several failures to replicate these video game player advantages have indicated that this relationship may not be straightforward. Moreover, despite the discovery that problematic video game players do not appear to demonstrate the same superior performance as nonproblematic video game players in relation to multiple object tracking paradigms, this has not been investigated for other tasks. Consequently, this study compared gamers and nongamers in task switching ability, visual short-term memory, mental rotation, enumeration, and flanker interference, as well as investigated the influence of self-reported problematic video game use. A total of 66 participants completed the experiment, 26 of whom played action video games, including 20 problematic players. The results revealed no significant effect of playing action video games, nor any influence of problematic video game play. This indicates that the previously reported cognitive advantages in video game players may be restricted to specific task features or samples. Furthermore, problematic video game play may not have a detrimental effect on cognitive performance, although this is difficult to ascertain considering the lack of video game player advantage. More research is therefore sorely needed.
Joshi, V.M.; Agashe, Alok; Bairi, B.R.
This report provides technical description regarding the Video Frame Processor (VFP) developed at Bhabha Atomic Research Centre. The instrument provides capture of video images available in CCIR format. Two memory planes each with a capacity of 512 x 512 x 8 bit data enable storage of two video image frames. The stored image can be processed on-line and on-line image subtraction can also be carried out for image comparisons. The VFP is a PC Add-on board and is I/O mapped within the host IBM PC/AT compatible computer. (author). 9 refs., 4 figs., 19 photographs
Klimmt, Christoph; Schmid, Hannah; Nosper, Andreas; Hartmann, Tilo; Vorderer, Peter
Research on video game violence has focused on the impact of aggression, but has so far neglected the processes and mechanisms underlying the enjoyment of video game violence. The present contribution examines a specific process in this context, namely players' strategies to cope with moral concern
Full Text Available This paper deals with video transmission over lossy communication networks. The main idea is to develop video concealment method for information losses and errors correction. At the beginning, three main groups of video concealment methods, divided by encoder/decoder collaboration, are briefly described. The modified algorithm based on the detection and filtration of damaged watermark blocks encapsulated to the transmitted video was developed. Finally, the efficiency of developed algorithm is presented in experimental part of this paper.
Cler, Gabriel J; Mittelman, Talia; Braden, Maia N; Woodnorth, Geralyn Harvey; Stepp, Cara E
Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. https://doi.org/10.23641/asha.5116828.
Mittelman, Talia; Braden, Maia N.; Woodnorth, Geralyn Harvey; Stepp, Cara E.
Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828 PMID:28655049
Wiese, K.; Mcconnell, D. A.
Do you use video in your teaching? Do you make your own video? Interested in joining our growing community of geoscience educators designing and using video inside and outside the classroom? Over four months in Spring 2014, 22 educators of varying video design and development expertise participated in an NSF-funded On the Cutting Edge virtual workshop to review the best educational research on video design and use; to share video-development/use strategies and experiences; and to develop a website of resources for a growing community of geoscience educators who use video: http://serc.carleton.edu/NAGTWorkshops/video/workshop2014/index.html. The site includes links to workshop presentations, teaching activity collections, and a growing collection of online video resources, including "How-To" videos for various video editing or video-making software and hardware options. Additional web resources support several topical themes including: using videos to flip classes, handling ADA access and copyright issues, assessing the effectiveness of videos inside and outside the classroom, best design principles for video learning, and lists and links of the best videos publicly available for use. The workshop represents an initial step in the creation of an informal team of collaborators devoted to the development and support of an ongoing network of geoscience educators designing and using video. Instructors who are interested in joining this effort are encouraged to contact the lead author.
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Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.
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.
Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul
Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.
Hudelist, M.A.; Cobârzan, C.; Beecks, C.; van de Werken, Rob; Kletz, S.; Hürst, W.O.; Schoeffmann, K.
We propose a novel video browsing approach that aims at optimally integrating traditional, machine-based retrieval methods with an interface design optimized for human browsing performance. Advanced video retrieval and filtering (e.g., via color and motion signatures, and visual concepts) on a
Magloughlin, J. F.
clear, and appropriate materials accompany the videos. Retention of primary concepts presented within videos is at least as high as ordinary lecture material, and student questions reference the videos more than any other matter. Use of the videos has created more variety in the course, a better connection to real world geology, and a more palatable experience for students who increasingly describe themselves as visual learners.
... of Video Programming Report and Order (15 F.C.C.R. 15,230 (2000)), recon. granted in part and denied... dialogue, makes video programming more accessible to individuals who are blind or visually impaired. The... networks, and multichannel video programming distributor systems (``MVPDs'') with more than 50,000...
Karpinsky, Nikolaus; Zhang, Song
We present a 3D video-encoding technique called Holovideo that is capable of encoding high-resolution 3D videos into standard 2D videos, and then decoding the 2D videos back into 3D rapidly without significant loss of quality. Due to the nature of the algorithm, 2D video compression such as JPEG encoding with QuickTime Run Length Encoding (QTRLE) can be applied with little quality loss, resulting in an effective way to store 3D video at very small file sizes. We found that under a compression ratio of 134:1, Holovideo to OBJ file format, the 3D geometry quality drops at a negligible level. Several sets of 3D videos were captured using a structured light scanner, compressed using the Holovideo codec, and then uncompressed and displayed to demonstrate the effectiveness of the codec. With the use of OpenGL Shaders (GLSL), the 3D video codec can encode and decode in realtime. We demonstrated that for a video size of 512×512, the decoding speed is 28 frames per second (FPS) with a laptop computer using an embedded NVIDIA GeForce 9400 m graphics processing unit (GPU). Encoding can be done with this same setup at 18 FPS, making this technology suitable for applications such as interactive 3D video games and 3D video conferencing.
Carlos Ernesto Gavilondo Rodriguez
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.
Karthikeyan, Ramasamy; Sainarayanan, Gopalakrishnan; Deepa, Subramaniam Nachimuthu
Since usage of digital video is wide spread nowadays, quality considerations have become essential, and industry demand for video quality measurement is rising. This proposal provides a method of perceptual quality assessment in H.264 standard encoder using objective modeling. For this purpose, quality impairments are calculated and a model is developed to compute the perceptual video quality metric based on no reference method. Because of the shuttle difference between the original video and the encoded video the quality of the encoded picture gets degraded, this quality difference is introduced by the encoding process like Intra and Inter prediction. The proposed model takes into account of the artifacts introduced by these spatial and temporal activities in the hybrid block based coding methods and an objective modeling of these artifacts into subjective quality estimation is proposed. The proposed model calculates the objective quality metric using subjective impairments; blockiness, blur and jerkiness compared to the existing bitrate only calculation defined in the ITU G 1070 model. The accuracy of the proposed perceptual video quality metrics is compared against popular full reference objective methods as defined by VQEG.
Mechling, Linda C.; Ayres, Kevin M.; Bryant, Kathryn J.; Foster, Ashley L.
This study compared the effects of three procedures (video prompting: VP, video modeling: VM, and continuous video modeling: CVM) on task completion by three high school students with moderate intellectual disability. The comparison was made across three sets of fundamentally different tasks (putting away household items in clusters of two items;…
Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...
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, ...
Full Text Available This paper seeks to provide an approach for subjective video quality assessment in the H.264/AVC standard. For this purpose a special software program for the subjective assessment of quality of all the tested video sequences is developed. It was developed in accordance with recommendation ITU-T P.910, since it is suitable for the testing of multimedia applications. The obtained results show that in the proposed selective intra prediction and optimized inter prediction algorithm there is a small difference in picture quality (signal-to-noise ratio between decoded original and modified video sequences.
Corrie I. Nichol; Milos Manic
Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.
Gonçalves; Oliveira; Körner; Poschadel; Schlupp
Video playbacks have been successfully applied to the study of visual communication in several groups of animals. However, this technique is controversial as video monitors are designed with the human visual system in mind. Differences between the visual capabilities of humans and other animals will lead to perceptually different interpretations of video images. We simultaneously presented males and females of the peacock blenny, Salaria pavo, with a live conspecific male and an online video image of the same individual. Video images failed to elicit appropriate responses. Males were aggressive towards the live male but not towards video images of the same male. Similarly, females courted only the live male and spent more time near this stimulus. In contrast, females of the gynogenetic poecilid Poecilia formosa showed an equal preference for a live and video image of a P. mexicana male, suggesting a response to live animals as strong as to video images. We discuss differences between the species that may explain their opposite reaction to video images. Copyright 2000 The Association for the Study of Animal Behaviour.
King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.
D Gladysheva (Daria); J. Verboom (Jessica); P.A. Arora (Payal)
markdownabstract__Abstract__ The current study investigates the phenomenon of museum communication through online video hostings, either by using YouTube or a customized platform. The videos uploaded by museums present a combination of educational and entertaining content depending on their
Yew, Jude; Shamma, David A.
In this paper, we present a method for video category classification using only social metadata from websites like YouTube. In place of content analysis, we utilize communicative and social contexts surrounding videos as a means to determine a categorical genre, e.g. Comedy, Music. We hypothesize that video clips belonging to different genre categories would have distinct signatures and patterns that are reflected in their collected metadata. In particular, we define and describe social metadata as usage or action to aid in classification. We trained a Naive Bayes classifier to predict categories from a sample of 1,740 YouTube videos representing the top five genre categories. Using just a small number of the available metadata features, we compare the classifications produced by our Naive Bayes classifier with those provided by the uploader of that particular video. Compared to random predictions with the YouTube data (21% accurate), our classifier attained a mediocre 33% accuracy in predicting video genres. However, we found that the accuracy of our classifier significantly improves by nominal factoring of the explicit data features. By factoring the ratings of the videos in the dataset, the classifier was able to accurately predict the genres of 75% of the videos. We argue that the patterns of social activity found in the metadata are not just meaningful in their own right, but are indicative of the meaning of the shared video content. The results presented by this project represents a first step in investigating the potential meaning and significance of social metadata and its relation to the media experience.
Guruvadoo, Eranna K.
In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.
Fylan, F; Harding, G F; Edson, A S; Webb, R M
We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.
Ahn, J C; Lee, O
This study presents an empirical evidence of benefit of narrative video clips in embedded virtual reality websites of hotels for relieving travel anxiety. Even though it was proven that virtual reality functions do provide some relief in travel anxiety, a stronger virtual reality website can be built when narrative video clips that show video clips with narration about important aspects of the hotel. We posit that these important aspects are 1. Escape route and 2. Surrounding neighborhood information, which are derived from the existing research on anxiety disorder as well as travel anxiety. Thus we created a video clip that showed and narrated about the escape route from the hotel room, another video clip that showed and narrated about surrounding neighborhood. We then conducted experiments with this enhanced virtual reality website of a hotel by having human subjects play with the website and fill out a questionnaire. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of embedded virtual reality functions with narrative video clips of a hotel website (Tab. 2, Fig. 3, Ref. 26).
Full Text Available The recent development of three dimensional (3D display technologies has resulted in a proliferation of 3D video production and broadcasting, attracting a lot of research into capture, compression and delivery of stereoscopic content. However, the predominant design practice of interactions with 3D video content has failed to address its differences and possibilities in comparison to the existing 2D video interactions. This paper presents a study of user requirements related to interaction with the stereoscopic 3D video. The study suggests that the change of view, zoom in/out, dynamic video browsing, and textual information are the most relevant interactions with stereoscopic 3D video. In addition, we identified a strong demand for object selection that resulted in a follow-up study of user preferences in 3D selection using virtual-hand and ray-casting metaphors. These results indicate that interaction modality affects users’ decision of object selection in terms of chosen location in 3D, while user attitudes do not have significant impact. Furthermore, the ray-casting-based interaction modality using Wiimote can outperform the volume-based interaction modality using mouse and keyboard for object positioning accuracy.
Rao, K R; Hwang, Jae Jeong
Review by Ashraf A. Kassim, Professor, Department of Electrical & Computer Engineering, and Associate Dean, School of Engineering, National University of Singapore. The book consists of eight chapters of which the first two provide an overview of various video & image coding standards, and video formats. The next four chapters present in detail the Audio & video standard (AVS) of China, the H.264/MPEG-4 Advanced video coding (AVC) standard, High efficiency video coding (HEVC) standard and the VP6 video coding standard (now VP10) respectively. The performance of the wavelet based Dirac video codec is compared with H.264/MPEG-4 AVC in chapter 7. Finally in chapter 8, the VC-1 video coding standard is presented together with VC-2 which is based on the intra frame coding of Dirac and an outline of a H.264/AVC to VC-1 transcoder. The authors also present and discuss relevant research literature such as those which document improved methods & techniques, and also point to other related reso...
Al-Hamad, A.; Moussa, A.; El-Sheimy, N.
The last two decades have witnessed a huge growth in the demand for geo-spatial data. This demand has encouraged researchers around the world to develop new algorithms and design new mapping systems in order to obtain reliable sources for geo-spatial data. Mobile Mapping Systems (MMS) are one of the main sources for mapping and Geographic Information Systems (GIS) data. MMS integrate various remote sensing sensors, such as cameras and LiDAR, along with navigation sensors to provide the 3D coordinates of points of interest from moving platform (e.g. cars, air planes, etc.). Although MMS can provide accurate mapping solution for different GIS applications, the cost of these systems is not affordable for many users and only large scale companies and institutions can benefits from MMS systems. The main objective of this paper is to propose a new low cost MMS with reasonable accuracy using the available sensors in smartphones and its video camera. Using the smartphone video camera, instead of capturing individual images, makes the system easier to be used by non-professional users since the system will automatically extract the highly overlapping frames out of the video without the user intervention. Results of the proposed system are presented which demonstrate the effect of the number of the used images in mapping solution. In addition, the accuracy of the mapping results obtained from capturing a video is compared to the same results obtained from using separate captured images instead of video.
Lao, So-An; Furlonger, Brett E.; Moore, Dennis W.; Busacca, Margherita
Although many adults who cannot swim are primarily interested in learning by direct coaching there are options that have a focus on self-directed learning. As an alternative a self-management program combined with video modelling, video feedback and high quality and affordable video technology was used to assess its effectiveness to assisting an…
Lau, Chun Pong
In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.
Lau, Chun Pong; Zhang, Xiangliang; Shihada, Basem
In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.
Provenzo, Eugene F., Jr.
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Visual recording of surgical procedures is a method that is used quite frequently in practices of plastic surgery. While presentations containing photographs are quite common in education seminars and congresses, video-containing presentations find more favour. For this reason, the presentation of surgical procedures in the form of real-time video display has increased especially recently. Appropriate technical equipment for video recording is not available in most hospitals, so there is a need to set up external apparatus in the operating room. Among these apparatuses can be listed such options as head-mounted video cameras, chest-mounted cameras, and tripod-mountable cameras. The head-mounted video camera is an apparatus that is capable of capturing high-resolution and detailed close-up footage. The tripod-mountable camera enables video capturing from a fixed point. Certain user-specific modifications can be made to overcome some of these restrictions. Among these modifications, custom-made applications are one of the most effective solutions. The article makes an attempt to present the features and experiences concerning the use of a combination of a head- or chest-mounted action camera, a custom-made portable tripod apparatus of versatile features, and an underwater camera. The descriptions we used are quite easy-to-assembly, quickly installed, and inexpensive apparatuses that do not require specific technical knowledge and can be manipulated by the surgeon personally in all procedures. The author believes that video recording apparatuses will be integrated more to the operating room, become a standard practice, and become more enabling for self-manipulation by the surgeon in the near future. This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266 .
In this thesis we study a problem related to cost-effective video processing in software by consumer electronics devices, such as digital TVs. Video processing is the task of transforming an input video signal into an output video signal, for example to improve the quality of the signal. This
Elarabi, Tarek; Bayoumi, Magdy
This book introduces a novel transcoding algorithm for real time video applications, designed to overcome inter-operability problems between MPEG-2 to H.264/AVC. The new algorithm achieves 92.8% reduction in the transcoding run time at a price of an acceptable Peak Signal-to-Noise Ratio (PSNR) degradation, enabling readers to use it for real time video applications. The algorithm described is evaluated through simulation and experimental results. In addition, the authors present a hardware implementation of the new algorithm using Field Programmable Gate Array (FPGA) and Application-specific standard products (ASIC). • Describes a novel transcoding algorithm for real time video applications, designed to overcome inter-operability problems between H.264/AVC to MPEG-2; • Implements algorithm presented using Field Programmable Gate Array (FPGA) and Application-specific Integrated Circuit (ASIC); • Demonstrates the solution to real problems, with verification through simulation and experimental result...
Tseng, Belle L.; Lin, Ching-Yung; Smith, John R.
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.
George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.
Jensen, Karsten; Juhl, Jens
The project presented in this article aims to develop software so that close-range photogrammetry with sufficient accuracy can be used to point out the most frequent foot mal positions and monitor the effect of the traditional treatment. The project is carried out as a cooperation between...... and the calcaneus angle during gait. In the introductory phase of the project the task has been to select, purchase and draw up hardware, select and purchase software concerning video streaming and to develop special software concerning automated registration of the position of the foot during gait by Multi Video...
Full Text Available Moving shadows constitute problems in various applications such as image segmentation and object tracking. The main cause of these problems is the misclassification of the shadow pixels as target pixels. Therefore, the use of an accurate and reliable shadow detection method is essential to realize intelligent video processing applications. In this paper, a cepstrum-based method for moving shadow detection is presented. The proposed method is tested on outdoor and indoor video sequences using well-known benchmark test sets. To show the improvements over previous approaches, quantitative metrics are introduced and comparisons based on these metrics are made.
Full Text Available Given the popularity of video games and the influences they may pose on individuals’ psychology and behavior, the present study analyses whether video game playing among university students can be correlated with traits associated with an entrepreneur’s profile, which may, in turn, lead to an entrepreneurial intent. The results of the study reveal that students who do play video games show a higher entrepreneurial intent, this relationship being mediated by several psychological and cognitive characteristics. With regards to the psychological and cognitive factors studied, the results also suggest that a favorable attitude towards playing videogames fosters students’ entrepreneurial potential and has a positive effect on the entrepreneurial intent.
Sánchez-Bocanegra, C L; Rivero-Rodriguez, A; Fernández-Luque, L; Sevillano, J L
Diavideos is a web platform that collects trustworthy diabetes health videos from YouTube and offers them in a easy way. YouTube is a big repository of health videos, but good content is sometimes mixed with misleading and harmful videos such as promoting anorexia . Diavideos is a web portal that provides easy access to a repository of trustworthy diabetes videos. This poster describes Diavideos and explains the crawling method used to retrieve these videos from trusted channels.
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.
Yeo, Boon-Lock; Liu, Bede
Embedded captions in TV programs such as news broadcasts, documentaries and coverage of sports events provide important information on the underlying events. In digital video libraries, such captions represent a highly condensed form of key information on the contents of the video. In this paper we propose a scheme to automatically detect the presence of captions embedded in video frames. The proposed method operates on reduced image sequences which are efficiently reconstructed from compressed MPEG video and thus does not require full frame decompression. The detection, extraction and analysis of embedded captions help to capture the highlights of visual contents in video documents for better organization of video, to present succinctly the important messages embedded in the images, and to facilitate browsing, searching and retrieval of relevant clips.
Playing video games is an activity that takes up an increasing amount of children’s and adolescent’s spare time. While some previous studies have highlighted the negative aspects of video games, little research has been carried out on the linguistic learning opportunities that video games present. This study primarily investigates if Swedish second language learners of English can increase their vocabulary proficiency in English with the use of video games. In order to answer the research que...
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
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
Full Text Available Both Internet and offline video gaming have become a normal aspect of child development, with estimates of children playing video games ranging from 90% to 97%. Research on problematic video gaming (PVG has grown substantially in the last decade. Much of that research has focused on community samples, while research on clinically referred children and youth is lacking. The present study includes 5820 clinically referred children and youth across 44 mental health agencies, assessed using the interRAI Child and Youth Mental Health Assessment. Logistic regression analyses revealed that older age, male sex, extreme shyness, internalizing symptoms, externalizing symptoms, and poor relational strengths are all significant predictors of problematic video gaming (PVG. Further analyses suggested that, out of the internalizing symptoms, anhedonia was predictive of PVG in both males and females, but depressive symptoms and anxiety were not predictive of PVG when controlling for other variables in the model. Moreover, proactive aggression and extreme shyness were predictive of PVG in males, but not in females. The implications of these findings are discussed.
Sah, Shagan; Shringi, Ameya; Ptucha, Raymond; Burry, Aaron; Loce, Robert
With the prevalence of video recordings from smart phones, dash cams, body cams, and conventional surveillance cameras, privacy protection has become a major concern, especially in light of legislation such as the Freedom of Information Act. Video redaction is used to obfuscate sensitive and personally identifiable information. Today's typical workflow involves simple detection, tracking, and manual intervention. Automated methods rely on accurate detection mechanisms being paired with robust tracking methods across the video sequence to ensure the redaction of all sensitive information while minimizing spurious obfuscations. Recent studies have explored the use of convolution neural networks and recurrent neural networks for object detection and tracking. The present paper reviews the redaction problem and compares a few state-of-the-art detection, tracking, and obfuscation methods as they relate to redaction. The comparison introduces an evaluation metric that is specific to video redaction performance. The metric can be evaluated in a manner that allows balancing the penalty for false negatives and false positives according to the needs of particular application, thereby assisting in the selection of component methods and their associated hyperparameters such that the redacted video has fewer frames that require manual review.
Jolly Shah; Vikas Saxena
Multimedia data security is becoming important with the continuous increase of digital communications on internet. The encryption algorithms developed to secure text data are not suitable for multimedia application because of the large data size and real time constraint. In this paper, classification and description of various video encryption algorithms are presented. Analysis and Comparison of these algorithms with respect to various parameters like visual degradation, encryption ratio, spe...
Sullivan, Helen W; O'Donoghue, Amie C; Gard Read, Jennifer; Amoozegar, Jacqueline B; Aikin, Kathryn J; Rupert, Douglas J
Direct-to-consumer (DTC) promotion of prescription drugs can affect consumer behaviors and health outcomes, and Internet drug promotion is growing rapidly. Branded drug websites often capitalize on the multimedia capabilities of the Internet by using videos to emphasize drug benefits and characteristics. However, it is unknown how such videos affect consumer processing of drug information. This study aimed to examine how videos on prescription drug websites, and the inclusion of risk information in those videos, influence consumer knowledge and perceptions. We conducted an experimental study in which online panel participants with acid reflux (n=1070) or high blood pressure (n=1055) were randomly assigned to view 1 of the 10 fictitious prescription drug websites and complete a short questionnaire. On each website, we manipulated the type of video (patient testimonial, mechanism of action animation, or none) and whether the video mentioned drug risks. Participants who viewed any video were less likely to recognize drug risks presented only in the website text (P≤.01). Including risk information in videos increased participants' recognition of the risks presented in the videos (P≤.01). However, in some cases, including risk information in videos decreased participants' recognition of the risks not presented in the videos (ie, risks presented in text only; P≤.04). Participants who viewed a video without drug risk information thought that the website placed more emphasis on benefits, compared with participants who viewed the video with drug risk information (P≤.01). Compared with participants who viewed a video without drug risk information, participants who viewed a video with drug risk information thought that the drug was less effective in the high blood pressure sample (P=.03) and thought that risks were more serious in the acid reflux sample (P=.01). There were no significant differences between risk and nonrisk video conditions on other perception
Jin, Sung Ho; Bae, Tae Meon; Choo, Jin Ho; Ro, Yong Man
We propose a video genre classification method using multimodal features. The proposed method is applied for the preprocessing of automatic video summarization or the retrieval and classification of broadcasting video contents. Through a statistical analysis of low-level and middle-level audio-visual features in video, the proposed method can achieve good performance in classifying several broadcasting genres such as cartoon, drama, music video, news, and sports. In this paper, we adopt MPEG-7 audio-visual descriptors as multimodal features of video contents and evaluate the performance of the classification by feeding the features into a decision tree-based classifier which is trained by CART. The experimental results show that the proposed method can recognize several broadcasting video genres with a high accuracy and the classification performance with multimodal features is superior to the one with unimodal features in the genre classification.
OFarrell, Zachary L.
Aegis Video Player is the name of the video over IP system for the Telemetry and Communications group of the Launch Services Program. Aegis' purpose is to display video streamed over a network connection to be viewed during launches. To accomplish this task, a VLC ActiveX plug-in was used in C# to provide the basic capabilities of video streaming. The program was then customized to be used during launches. The VLC plug-in can be configured programmatically to display a single stream, but for this project multiple streams needed to be accessed. To accomplish this, an easy to use, informative menu system was added to the program to enable users to quickly switch between videos. Other features were added to make the player more useful, such as watching multiple videos and watching a video in full screen.
Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.
Full Text Available Objective: To compare the quality of home video recording with inpatient telemetry (IPT to evaluate our current Home Video Telemetry (HVT practice. Method: To assess our HVT practice, a retrospective comparison of the video quality against IPT was conducted with the latter as the gold standard. A pilot study had been conducted in 2008 on 5 patients.Patients (n = 28 were included in each group over a period of one year.The data was collected from referral spreadsheets, King’s EPR and telemetry archive.Scoring of the events captured was by consensus using two scorers.The variables compared included: visibility of the body part of interest, visibility of eyes, time of event, illumination, contrast, sound quality and picture clarity when amplified to 200%.Statistical evaluation was carried out using Shapiro–Wilk and Chi-square tests. The P-value of ⩽0.05 was considered statistically significant. Results: Significant differences were demonstrated in lighting and contrast between the two groups (HVT performed better in both.Amplified picture quality was slightly better in the HVT group. Conclusion: Video quality of HVT is comparable to IPT, even surpassing IPT in certain aspects such as the level of illumination and contrast. Results were reconfirmed in a larger sample of patients with more variables. Significance: Despite the user and environmental variability in HVT, it looks promising and can be seriously considered as a preferable alternative for patients who may require investigation at locations remote from an EEG laboratory. Keywords: Home Video Telemetry, EEG, Home video monitoring, Video quality
Full Text Available In the 21st century, our life is strongly affected by the information technology. Educational technology has been rapidly improved by the development of audiovisual tools. Teachers may choose a number of different types of resources for teaching purposes, including videos and movies. Therefore, this study is aimed at evaluating animated narrative videos from YouTube for the teaching narrative text and identifying potential factors which influence the quality of educational videos. The videos were examined by using assessment rubric to see the quality and suitability of animated narrative videos which might be used in the teaching narrative text. The rubric was adapted from Prince Edward Island (PEI Department of Education: Evaluation and Selection of Learning Resources. It consists of four criteria, content, structure, instructional design, and technical design In addition, the study presents critical awareness of how these aspects can be interpreted to measure animated narrative videos and at the same time the engagement of the teachers in exploring animated narrative videos used in classroom.
Jang, Hye Won; Kim, Kyong-Jee
Multimedia learning has been shown effective in clinical skills training. Yet, use of technology presents both opportunities and challenges to learners. The present study investigated student use and perceptions of online clinical videos for learning clinical skills and in preparing for OSCE (Objective Structured Clinical Examination). This study aims to inform us how to make more effective us of these resources. A mixed-methods study was conducted for this study. A 30-items questionnaire was administered to investigate student use and perceptions of OSCE videos. Year 3 and 4 students from 34 Korean medical schools who had access to OSCE videos participated in the online survey. Additionally, a semi-structured interview of a group of Year 3 medical students was conducted for an in-depth understanding of student experience with OSCE videos. 411 students from 31 medical schools returned the questionnaires; a majority of them found OSCE videos effective for their learning of clinical skills and in preparing for OSCE. The number of OSCE videos that the students viewed was moderately associated with their self-efficacy and preparedness for OSCE (p mobile devices; they agreed more with the statement that it was convenient to access the video clips than their peers who accessed the videos using computers (p students reported lack of integration into the curriculum and lack of interaction as barriers to more effective use of OSCE videos. The present study confirms the overall positive impact of OSCE videos on student learning of clinical skills. Having faculty integrate these learning resources into their teaching, integrating interactive tools into this e-learning environment to foster interactions, and using mobile devices for convenient access are recommended to help students make more effective use of these resources.
Full Text Available An object-based video authentication system, which combines watermarking, error correction coding (ECC, and digital signature techniques, is presented for protecting the authenticity between video objects and their associated backgrounds. In this system, a set of angular radial transformation (ART coefficients is selected as the feature to represent the video object and the background, respectively. ECC and cryptographic hashing are applied to those selected coefficients to generate the robust authentication watermark. This content-based, semifragile watermark is then embedded into the objects frame by frame before MPEG4 coding. In watermark embedding and extraction, groups of discrete Fourier transform (DFT coefficients are randomly selected, and their energy relationships are employed to hide and extract the watermark. The experimental results demonstrate that our system is robust to MPEG4 compression, object segmentation errors, and some common object-based video processing such as object translation, rotation, and scaling while securely preventing malicious object modifications. The proposed solution can be further incorporated into public key infrastructure (PKI.
Thompson, W Burt; Johnson, Jaime
Previous eyewitness memory research has shown that biased lineup instructions reduce identification accuracy, primarily by increasing false-positive identifications in target-absent lineups. Because some attempts at identification do not rely on a witness's memory of the perpetrator but instead involve matching photos to images on surveillance video, the authors investigated the effects of biased instructions on identification accuracy in a matching task. In Experiment 1, biased instructions did not affect the overall accuracy of participants who used video images as an identification aid, but nearly all correct decisions occurred with target-present photo spreads. Both biased and unbiased instructions resulted in high false-positive rates. In Experiment 2, which focused on video-photo matching accuracy with target-absent photo spreads, unbiased instructions led to more correct responses (i.e., fewer false positives). These findings suggest that investigators should not relax precautions against biased instructions when people attempt to match photos to an unfamiliar person recorded on video.
Tao, Junjie; Jia, Lili; You, Ying
Advances in digital video compression and IP communication technologies raised new issues and challenges concerning the integrity and authenticity of surveillance videos. It is so important that the system should ensure that once recorded, the video cannot be altered; ensuring the audit trail is intact for evidential purposes. This paper gives an overview of passive techniques of Digital Video Forensics which are based on intrinsic fingerprints inherent in digital surveillance videos. In this paper, we performed a thorough research of literatures relevant to video manipulation detection methods which accomplish blind authentications without referring to any auxiliary information. We presents review of various existing methods in literature, and much more work is needed to be done in this field of video forensics based on video data analysis and observation of the surveillance systems.
Johnson, Rebecca; Croager, Emma; Pratt, Iain S; Khoo, Natalie
To examine the extent to which legal drug references (alcohol and tobacco) are present in the music video clips shown on two music video programs broadcast in Australia on Saturday mornings. Further, to examine the music genres in which the references appeared and the dominant messages associated with the references. Music video clips shown on the music video programs 'Rage' (ABC TV) and [V] 'Music Video Chart' (Channel [V]) were viewed over 8 weeks from August 2011 to October 2011 and the number of clips containing verbal and/or visual drug references in each program was counted. The songs were classified by genre and the dominant messages associated with drug references were also classified and analysed. A considerable proportion of music videos (approximately one-third) contained drug references. Alcohol featured in 95% of the music videos that contained drug references. References to alcohol generally associated it with fun and humour, and alcohol and tobacco were both overwhelmingly presented in contexts that encouraged, rather than discouraged, their use. In Australia, Saturday morning is generally considered a children's television viewing timeslot, and several broadcaster Codes of Practice dictate that programs shown on Saturday mornings must be appropriate for viewing by audiences of all ages. Despite this, our findings show that music video programs aired on Saturday mornings contain a considerable level of drug-related content.
M. S. Temiz
Full Text Available In this paper, detailed studies have been performed for developing a real time system to be used for surveillance of the traffic flow by using monocular video cameras to find speeds of the vehicles for secure travelling are presented. We assume that the studied road segment is planar and straight, the camera is tilted downward a bridge and the length of one line segment in the image is known. In order to estimate the speed of a moving vehicle from a video camera, rectification of video images is performed to eliminate the perspective effects and then the interest region namely the ROI is determined for tracking the vehicles. Velocity vectors of a sufficient number of reference points are identified on the image of the vehicle from each video frame. For this purpose sufficient number of points from the vehicle is selected, and these points must be accurately tracked on at least two successive video frames. In the second step, by using the displacement vectors of the tracked points and passed time, the velocity vectors of those points are computed. Computed velocity vectors are defined in the video image coordinate system and displacement vectors are measured by the means of pixel units. Then the magnitudes of the computed vectors in the image space are transformed to the object space to find the absolute values of these magnitudes. The accuracy of the estimated speed is approximately ±1 – 2 km/h. In order to solve the real time speed estimation problem, the authors have written a software system in C++ programming language. This software system has been used for all of the computations and test applications.
Creating a video to use in marketing camp involves selecting a format, writing the script, determining the video's length, obtaining release forms from campers who appear in the video, determining strategies for filming, choosing a narrator, and renting a studio and a mixing engineer (videotape editor). Includes distribution tips. (LP)
Fox, R. J.; Connaughton, M.
Understanding an ecosystem and how humans impact it requires a multidisciplinary perspective and immersive, experiential learning is an exceptional way to achieve understanding. In summer 2017 we took 18 students to the Bermuda Institute of Ocean Sciences (BIOS) as part of a Washington College two-week, four-credit summer field course. We took a multi-disciplinary approach in choosing the curriculum. We focused on the ecology of the islands and surrounding coral reefs as well as the environmental impacts humans are having on the islands. Additionally, we included geology and both local and natural history. Our teaching was supplemented by the BIOS staff and local tour guides. The student learning was integrated and reinforced through student-led video projects. Groups of three students were tasked with creating a 5-7 minute video appropriate for a public audience. We selected video topics based upon locations we would visit in the first week and topics were randomly assigned. The project intention was for the students to critically analyze and evaluate an area of Bermuda that is a worthwhile tourist destination. Students presented why a tourist should visit a locale, the area's ecological distinctiveness and complexity, the impact humans are having, and ways tourists can foster stewardship of that locale. These projects required students to learn how to make and edit videos, collaborate with peers, communicate a narrative to the public, integrate multi-disciplinary topics for a clear, whole-system perspective, observe the environment from a critical viewpoint, and interview local experts. The students produced the videos within the two-week period, and we viewed the videos as a group on the last day. The students worked hard, were proud of their final products, and produced excellent videos. They enjoyed the process, which provided them opportunities to collaborate, show individual strengths, be creative, and work independently of the instructors.
Perrone, Antonio L.; Basti, Gianfranco
In this paper we present an encryption module included in the Subsidiary Communication Channel (SCC) System we are developing for video-on-FM radio broadcasting. This module is aimed to encrypt by symmetric key the video image archive and real-time database of the broadcaster, and by asymmetric key the video broadcasting to final users. The module includes our proprietary Techniteia Encryption Library (TEL), that is already successfully running and securing several e-commerce portals in Europe. TEL is written in C-ANSI language for its easy exportation onto all main platforms and it is optimized for real-time applications. It is based on the blowfish encryption algorithm and it is characterized by a physically separated sub-module for the automatic generation/recovering of the variable sub-keys of the blowfish algorithm. In this way, different parts of the database are encrypted by different keys, both in space and in time, for granting an optimal security.
Huang, Xin; Søgaard, Jacob; Forchhammer, Søren
the quantization step used in the Intra coding is estimated. We map the obtained HEVC features using an Elastic Net to predict subjective video quality scores, Mean Opinion Scores (MOS). The performance is verified on a dataset consisting of HEVC coded 4 K UHD (resolution equal to 3840 x 2160) video sequences...
My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.
Hassan, Ehtesham; Maurya, Avinash K.
With the advancement in video processing technologies, we can capture subtle human responses in a retail store environment which play decisive role in the store management. In this paper, we present a novel surveillance video based analytic system for retail stores targeting localized and global traffic estimate. Development of an intelligent system for human traffic estimation in real-life poses a challenging problem because of the variation and noise involved. In this direction, we begin with a novel human tracking system by an intelligent combination of motion based and image level object detection. We demonstrate the initial evaluation of this approach on available standard dataset yielding promising result. Exact traffic estimate in a retail store require correct separation of customers from service providers. We present a role based human classification framework using Gaussian mixture model for this task. A novel feature descriptor named graded colour histogram is defined for object representation. Using, our role based human classification and tracking system, we have defined a novel computationally efficient framework for two types of analytics generation i.e., region specific people count and dwell-time estimation. This system has been extensively evaluated and tested on four hours of real-life video captured from a retail store.
According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.
Priscilla W. Laws
Full Text Available As part of our new digital video age, physics students throughout the world can use smart phones, video cameras, computers and tablets to produce and analyze videos of physical phenomena using analysis software such as Logger Pro, Tracker or Coach. For several years, LivePhoto Physics Group members have created short videos of physical phenomena. They have also developed curricular materials that enable students to make predictions and use video analysis software to verify them. In this paper a new LivePhoto Physics project that involves the creation and testing of a series of Interactive Video Vignettes (IVVs will be described. IVVs are short webbased assignments that take less than ten minutes to complete. Each vignette is designed to present a video of a phenomenon, ask for a student’s prediction about it, and then conduct on-line video observations or analyses that allow the user to compare findings with his or her initial prediction. The Vignettes are designed for web delivery as ungraded exercises to supplement textbook reading, or to serve as pre-lecture or pre-laboratory activities that span a number of topics normally introduced in introductory physics courses. A sample Vignette on the topic of Newton’s Third Law will be described, and the outcomes of preliminary research on the impact of Vignettes on student motivation, learning and attitudes will be summarized.
Conkey, Curtis A; Bowers, Clint; Cannon-Bowers, Janis; Sanchez, Alicia
Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction.
Hu, Weiming; Xie, Dan; Fu, Zhouyu; Zeng, Wenrong; Maybank, Steve
Visual surveillance produces large amounts of video data. Effective indexing and retrieval from surveillance video databases are very important. Although there are many ways to represent the content of video clips in current video retrieval algorithms, there still exists a semantic gap between users and retrieval systems. Visual surveillance systems supply a platform for investigating semantic-based video retrieval. In this paper, a semantic-based video retrieval framework for visual surveillance is proposed. A cluster-based tracking algorithm is developed to acquire motion trajectories. The trajectories are then clustered hierarchically using the spatial and temporal information, to learn activity models. A hierarchical structure of semantic indexing and retrieval of object activities, where each individual activity automatically inherits all the semantic descriptions of the activity model to which it belongs, is proposed for accessing video clips and individual objects at the semantic level. The proposed retrieval framework supports various queries including queries by keywords, multiple object queries, and queries by sketch. For multiple object queries, succession and simultaneity restrictions, together with depth and breadth first orders, are considered. For sketch-based queries, a method for matching trajectories drawn by users to spatial trajectories is proposed. The effectiveness and efficiency of our framework are tested in a crowded traffic scene.
The latest CERN video news is on line. In this issue : an interview with the Director General and reports on the new home for the DELPHI barrel and the CERN firemen's spectacular training programme. There's also a vintage video news clip from 1954. See: www.cern.ch/video or Bulletin web page
Chen, Chao; Choi, Lark Kwon; de Veciana, Gustavo; Caramanis, Constantine; Heath, Robert W; Bovik, Alan C
Newly developed hypertext transfer protocol (HTTP)-based video streaming technologies enable flexible rate-adaptation under varying channel conditions. Accurately predicting the users' quality of experience (QoE) for rate-adaptive HTTP video streams is thus critical to achieve efficiency. An important aspect of understanding and modeling QoE is predicting the up-to-the-moment subjective quality of a video as it is played, which is difficult due to hysteresis effects and nonlinearities in human behavioral responses. This paper presents a Hammerstein-Wiener model for predicting the time-varying subjective quality (TVSQ) of rate-adaptive videos. To collect data for model parameterization and validation, a database of longer duration videos with time-varying distortions was built and the TVSQs of the videos were measured in a large-scale subjective study. The proposed method is able to reliably predict the TVSQ of rate adaptive videos. Since the Hammerstein-Wiener model has a very simple structure, the proposed method is suitable for online TVSQ prediction in HTTP-based streaming.
Gudumasu, Srinivas; Asbun, Eduardo; He, Yong; Ye, Yan
streaming methods. The proposed dual buffer segment scheduling method is implemented in an end-to-end tile based 360° viewports adaptive video streaming platform, where the entire 360° video is divided into a number of tiles, and each tile is independently encoded into multiple quality level representations. The client requests different quality level representations of each tile based on the viewer's head orientation and the available bandwidth, and then composes all tiles together for rendering. The simulation results verify that the proposed dual buffer segment scheduling algorithm reduces the viewport switch latency, and utilizes available bandwidth more efficiently. As a result, a more consistent immersive 360° video viewing experience can be presented to the user.
Kalludi, Shivananda; Punja, Dhiren; Rao, Raghavendra; Dhar, Murali
Podcasting has recently emerged as an important information technology tool for health professionals. Podcasts can be viewed online or downloaded to a user computer or a handheld multimedia device like a portable MP3 player, smart phone and tablet device. The principal advantage of the podcast is that the presentation of information need not be linked with any particular time or location. Since students are familiar with newer technology tools and may be using it on a regular basis, video podcast could serve as a convenient tool for students to help remember both conceptual and factual information. The purpose of this study was to assess the attitude of first year dental students towards video podcast supplementation and to assess the efficacy of video podcast as a teaching aid in comparison to text book reading. First year dental students were recruited for this study. A didactic lecture class was conducted for the students (n=100). The students were then randomly divided into two groups. Students present in group A (n=46) underwent a video podcast session followed by a multiple choice question test. This was followed by student feedback to assess the usefulness of video podcast. Students belonging to group B (n=54) had a study session for 20 minutes followed by the MCQ test. Students then underwent the video podcast session followed by feedback to assess the utility of video podcast. Mann-Whitney U test was applied to compare the difference in the median MCQ score between the two groups. The findings revealed a significant gain in the median MCQ score in the intervention group (group A) when compared to control group (Group B). In the feedback form, 89% of students agreed that the video podcast might be useful as it would enable them to view slides and hear the lectures repeatedly. Students who underwent the video podcast session performed significantly better in the MCQ test compared to students who underwent text book reading alone. This demonstrates an
Anderson, Craig A
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.
Full Text Available This paper presents an innovative SIFT-based method for rigid video object recognition (hereafter called RVO-SIFT. Just like what happens in the vision system of human being, this method makes the object recognition and feature updating process organically unify together, using both trajectory and feature matching, and thereby it can learn new features not only in the training stage but also in the recognition stage, which can improve greatly the completeness of the video object’s features automatically and, in turn, increases the ratio of correct recognition drastically. The experimental results on real video sequences demonstrate its surprising robustness and efficiency.
The Video Game Development program is designed and developed by leaders in the Austin video game development industry, under the direction of the ACC Video Game Advisory Board. Courses are taught by industry video game developers for those who want to become video game developers. The program offers a comprehensive approach towards learning what's…
Alexander, Charlene M.; Rivera, Lourdes M.; Collins, Laura J.
Videos celebrating Hispanic Heritage and Black History month were presented at two regionally and ethnically distinct college campuses. Students (N=62) were interviewed regarding what attracted them to the video. Students of color commented positively on the cultural content as well as the musical and dance components of each video. Presents…
Author Joseph Ashley explains video astronomy's many benefits in this comprehensive reference guide for amateurs. Video astronomy offers a wonderful way to see objects in far greater detail than is possible through an eyepiece, and the ability to use the modern, entry-level video camera to image deep space objects is a wonderful development for urban astronomers in particular, as it helps sidestep the issue of light pollution. The author addresses both the positive attributes of these cameras for deep space imaging as well as the limitations, such as amp glow. The equipment needed for imaging as well as how it is configured is identified with hook-up diagrams and photographs. Imaging techniques are discussed together with image processing (stacking and image enhancement). Video astronomy has evolved to offer great results and great ease of use, and both novices and more experienced amateurs can use this book to find the set-up that works best for them. Flexible and portable, they open up a whole new way...
Huang, Xin; Ukhanova, Ann; Veselov, Anton
Distributed video coding (DVC) is a novel approach providing new features as low complexity encoding by mainly exploiting the source statistics at the decoder based on the availability of decoder side information. In this paper, scalable-tolossless DVC is presented based on extending a lossy Tran...... codec provides frame by frame encoding. Comparing the lossless coding efficiency, the proposed scalable-to-lossless TDWZ video codec can save up to 5%-13% bits compared to JPEG LS and H.264 Intra frame lossless coding and do so as a scalable-to-lossless coding....
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.
Haan, Hubertus; Feuchter, Timo; Münzberg, Mario; Fritze, Jörg; Schlemmer, Harry
The video output of thermal imagers stayed constant over almost two decades. When the famous Common Modules were employed a thermal image at first was presented to the observer in the eye piece only. In the early 1990s TV cameras were attached and the standard output was CCIR. In the civil camera market output standards changed to digital formats a decade ago with digital video streaming being nowadays state-of-the-art. The reasons why the output technique in the thermal world stayed unchanged over such a long time are: the very conservative view of the military community, long planning and turn-around times of programs and a slower growth of pixel number of TIs in comparison to consumer cameras. With megapixel detectors the CCIR output format is not sufficient any longer. The paper discusses the state-of-the-art compression and streaming solutions for TIs.
Freitas, Victor Goncalves G.; Mol, Antonio Carlos A.; Biermann, Bruna; Jorge, Carlos Alexandre F.; Araujo, Tawein
This work presents results of educational videos development, mono or stereo, for scientific dissemination of nuclear energy applications. Nuclear energy span through many important applications for the society, ranging from electrical power generation to nuclear medicine, among others. Thus, the purpose is to disseminate this information for the general public and specially for students. Educational videos consist in a good approach for this purpose, due to the involvement of the public they provide, more than simply text or oral exposition, or even static images presentation. Stereo videos result in even more involvement of the public, besides immersion, the later due to the realism 3D views provide. The video developed in this work deals with explanations of electrical power generation, including nuclear reactor operation, shows the percentage of nuclear source as power generation all over the world, and explains also nuclear energy application in medicine. It is expected all these characteristics provided by the use of video or virtual reality techniques will achieve the purpose of disseminating such important information, regarding the benefits of nuclear energy to the society. (author)
Freitas, Victor Goncalves G.; Mol, Antonio Carlos A.; Biermann, Bruna; Jorge, Carlos Alexandre F., E-mail: email@example.com, E-mail: firstname.lastname@example.org, E-mail: email@example.com [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Araujo, Tawein [Universidade Federal do Rio de Janeiro (UFRJ), RJ (Brazil). Escola de Belas Artes; Legey, Ana Paula [Universidade Gama Filho (UGF), Rio de Janeiro, RJ (Brazil)
This work presents results of educational videos development, mono or stereo, for scientific dissemination of nuclear energy applications. Nuclear energy span through many important applications for the society, ranging from electrical power generation to nuclear medicine, among others. Thus, the purpose is to disseminate this information for the general public and specially for students. Educational videos consist in a good approach for this purpose, due to the involvement of the public they provide, more than simply text or oral exposition, or even static images presentation. Stereo videos result in even more involvement of the public, besides immersion, the later due to the realism 3D views provide. The video developed in this work deals with explanations of electrical power generation, including nuclear reactor operation, shows the percentage of nuclear source as power generation all over the world, and explains also nuclear energy application in medicine. It is expected all these characteristics provided by the use of video or virtual reality techniques will achieve the purpose of disseminating such important information, regarding the benefits of nuclear energy to the society. (author)
This paper is part of ongoing Nuclear Materials Protection, Control and Accountability (NMPC and A) work with the All Russian Scientific Research Institute of Experimental Physics (VNIIEF), Sarov, Russia. The material presented in the paper is to provide guidance for the preparation of maintenance management for NMPC and A video assessment and surveillance subsystems being installed at VNIIEF. This paper discusses maintenance philosophies, performance testing, equipment inspection/setup, and record keeping for a video assessment and surveillance subsystem
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...
Villena, Johana M. Rosas; Ramos, Bruno C.; Fortes, Renata P.M.; Goularte, Rudinei
There is a huge availability of videos that have been produced in a very fast and wide way, along with the popularity of Internet. This scenario should be carefully considered by the video authors since many users have different needs. It is important to keep in mind the accessibility requirements so that any user can overcome the barriers to access content regardless of their limitations imposed by either impairment or some temporary restriction. The current video players present barriers fo...
Listening and speaking are the important skills that have to be mastered by the students. By having these skills, the students can communicate with others easily. There are many strategies that can be used to teach listening and speaking skills. One of the strategies is by using animation videos. Many students of all ages still like watching animation videos for they are interesting. Animation videos can help the students more understand because they present visual context aids that assist th...
Aghito, Shankar Manuel; Forchhammer, Søren
A novel algorithm for coding gray level alpha planes in object-based video is presented. The scheme is based on segmentation in multiple layers. Different coders are specifically designed for each layer. In order to reduce the bit rate, cross-layer redundancies as well as temporal correlation are...
Video games are very popular among children in the Western world. This study was done in order to investigate if video games had an effect on 49 Swedish students‟ comprehension of English words (grades 7-8). The investigation was based on questionnaire and word test data. The questionnaire aimed to measure with which frequency students were playing video games, and the word test aimed to measure their word comprehension in general. In addition, data from the word test were used to investigate...
Kreitmair, Thomas; Coman, Cristian
This paper presents the results of a study of the impact of network transmission channel parameters on the quality of streaming video data. A common practice for estimating the interpretability of video information is to use the Motion Imagery Quality Equation (MIQE). MIQE combines a few technical features of video images (such as: ground sampling distance, relative edge response, modulation transfer function, gain and signal-to-noise ratio) to estimate the interpretability level. One observation of this study is that the MIQE does not fully account for video-specific parameters such as spatial and temporal encoding, which are relevant to appreciating degradations caused by the streaming process. In streaming applications the main artifacts impacting the interpretability level are related to distortions in the image caused by lossy decompression of video data (due to loss of information and in some cases lossy re-encoding by the streaming server). One parameter in MIQE that is influenced by network transmission errors is the Relative Edge Response (RER). The automated calculation of RER includes the selection of the best edge in the frame, which in case of network errors may be incorrectly associated with a blocked region (e.g. low resolution areas caused by loss of information). A solution is discussed in this document to address this inconsistency by removing corrupted regions from the image analysis process. Furthermore, a recommendation is made on how to account for network impairments in the MIQE, such that a more realistic interpretability level is estimated in case of streaming applications.
Yan, Fei; Iliyasu, Abdullah M.; Venegas-Andraca, Salvador E.; Yang, Huamin
A method for video encryption and decryption on quantum computers is proposed based on color information transformations on each frame encoding the content of the encoding the content of the video. The proposed method provides a flexible operation to encrypt quantum video by means of the quantum measurement in order to enhance the security of the video. To validate the proposed approach, a tetris tile-matching puzzle game video is utilized in the experimental simulations. The results obtained suggest that the proposed method enhances the security and speed of quantum video encryption and decryption, both properties required for secure transmission and sharing of video content in quantum communication.
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Bioulac, Stéphanie; Lallemand, Stéphanie; Fabrigoule, Colette; Thoumy, Anne-Laure; Philip, Pierre; Bouvard, Manuel Pierre
Although ADHD and excessive video game playing have received some attention, few studies have explored the performances of ADHD children when playing video games. The authors hypothesized that performances of ADHD children would be as good as those of control children in motivating video games tasks but not in the Continuous Performance Test II (CPT II). The sample consisted of 26 ADHD children and 16 control children. Performances of ADHD and control children were compared on three commercially available games, on the repetition of every game, and on the CPT II. ADHD children had lower performances on the CPT II than did controls, but they exhibited equivalent performances to controls when playing video games at both sessions and on all three games. When playing video games, ADHD children present no difference in inhibitory performances compared with control children. This demonstrates that cognitive difficulties in ADHD are task dependent. © 2012 SAGE Publications.
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