WorldWideScience

Sample records for providing video content

  1. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  2. Video Content Foraging

    NARCIS (Netherlands)

    van Houten, Ynze; Schuurman, Jan Gerrit; Verhagen, Pleunes Willem; Enser, Peter; Kompatsiaris, Yiannis; O’Connor, Noel E.; Smeaton, Alan F.; Smeulders, Arnold W.M.

    2004-01-01

    With information systems, the real design problem is not increased access to information, but greater efficiency in finding useful information. In our approach to video content browsing, we try to match the browsing environment with human information processing structures by applying ideas from

  3. Video databases: automatic retrieval based on content.

    Science.gov (United States)

    Bolle, R. M.; Yeo, B.-L.; Yeung, M.

    Digital video databases are becoming more and more pervasive and finding video of interest in large databases is rapidly becoming a problem. Intelligent means of quick content-based video retrieval and content-based rapid video viewing is, therefore, an important topic of research. Video is a rich source of data, it contains visual and audio information, and in many cases, there is text associated with the video. Content-based video retrieval should use all this information in an efficient and effective way. From a human perspective, a video query can be viewed as an iterated sequence of navigating, searching, browsing, and viewing. This paper addresses video search in terms of these phases.

  4. Video quality assessment for web content mirroring

    Science.gov (United States)

    He, Ye; Fei, Kevin; Fernandez, Gustavo A.; Delp, Edward J.

    2014-03-01

    Due to the increasing user expectation on watching experience, moving web high quality video streaming content from the small screen in mobile devices to the larger TV screen has become popular. It is crucial to develop video quality metrics to measure the quality change for various devices or network conditions. In this paper, we propose an automated scoring system to quantify user satisfaction. We compare the quality of local videos with the videos transmitted to a TV. Four video quality metrics, namely Image Quality, Rendering Quality, Freeze Time Ratio and Rate of Freeze Events are used to measure video quality change during web content mirroring. To measure image quality and rendering quality, we compare the matched frames between the source video and the destination video using barcode tools. Freeze time ratio and rate of freeze events are measured after extracting video timestamps. Several user studies are conducted to evaluate the impact of each objective video quality metric on the subjective user watching experience.

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

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the…

  6. Content-based management service for medical videos.

    Science.gov (United States)

    Mendi, Engin; Bayrak, Coskun; Cecen, Songul; Ermisoglu, Emre

    2013-01-01

    Development of health information technology has had a dramatic impact to improve the efficiency and quality of medical care. Developing interoperable health information systems for healthcare providers has the potential to improve the quality and equitability of patient-centered healthcare. In this article, we describe an automated content-based medical video analysis and management service that provides convenience and ease in accessing the relevant medical video content without sequential scanning. The system facilitates effective temporal video segmentation and content-based visual information retrieval that enable a more reliable understanding of medical video content. The system is implemented as a Web- and mobile-based service and has the potential to offer a knowledge-sharing platform for the purpose of efficient medical video content access.

  7. Content and ratings of mature-rated video games.

    Science.gov (United States)

    Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin

    2006-04-01

    To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Harvard University, Boston, Mass. Authors and 1 hired game player. M-rated video games. Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen"). Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.

  8. Using content models to build audio-video summaries

    Science.gov (United States)

    Saarela, Janne; Merialdo, Bernard

    1998-12-01

    The amount of digitized video in archives is becoming so huge, that easier access and content browsing tools are desperately needed. Also, video is no longer one big piece of data, but a collection of useful smaller building blocks, which can be accessed and used independently from the original context of presentation. In this paper, we demonstrate a content model for audio video sequences, with the purpose of enabling the automatic generation of video summaries. The model is based on descriptors, which indicate various properties and relations of audio and video segments. In practice, these descriptors could either be generated automatically by methods of analysis, or produced manually (or computer-assisted) by the content provider. We analyze the requirements and characteristics of the different data segments, with respect to the problem of summarization, and we define our model as a set of constraints, which allow to produce good quality summaries.

  9. Content-based image and video compression

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    Du, Xun; Li, Honglin; Ahalt, Stanley C.

    2002-08-01

    The term Content-Based appears often in applications for which MPEG-7 is expected to play a significant role. MPEG-7 standardizes descriptors of multimedia content, and while compression is not the primary focus of MPEG-7, the descriptors defined by MPEG-7 can be used to reconstruct a rough representation of an original multimedia source. In contrast, current image and video compression standards such as JPEG and MPEG are not designed to encode at the very low bit-rates that could be accomplished with MPEG-7 using descriptors. In this paper we show that content-based mechanisms can be introduced into compression algorithms to improve the scalability and functionality of current compression methods such as JPEG and MPEG. This is the fundamental idea behind Content-Based Compression (CBC). Our definition of CBC is a compression method that effectively encodes a sufficient description of the content of an image or a video in order to ensure that the recipient is able to reconstruct the image or video to some degree of accuracy. The degree of accuracy can be, for example, the classification error rate of the encoded objects, since in MPEG-7 the classification error rate measures the performance of the content descriptors. We argue that the major difference between a content-based compression algorithm and conventional block-based or object-based compression algorithms is that content-based compression replaces the quantizer with a more sophisticated classifier, or with a quantizer which minimizes classification error. Compared to conventional image and video compression methods such as JPEG and MPEG, our results show that content-based compression is able to achieve more efficient image and video coding by suppressing the background while leaving the objects of interest nearly intact.

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

    Science.gov (United States)

    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. © 2016 C. J. Brame. CBE—Life Sciences Education © 2016 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).

  11. Deriving video content type from HEVC bitstream semantics

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos; Goma, Sergio R.

    2014-05-01

    As network service providers seek to improve customer satisfaction and retention levels, they are increasingly moving from traditional quality of service (QoS) driven delivery models to customer-centred quality of experience (QoE) delivery models. QoS models only consider metrics derived from the network however, QoE models also consider metrics derived from within the video sequence itself. Various spatial and temporal characteristics of a video sequence have been proposed, both individually and in combination, to derive methods of classifying video content either on a continuous scale or as a set of discrete classes. QoE models can be divided into three broad categories, full reference, reduced reference and no-reference models. Due to the need to have the original video available at the client for comparison, full reference metrics are of limited practical value in adaptive real-time video applications. Reduced reference metrics often require metadata to be transmitted with the bitstream, while no-reference metrics typically operate in the decompressed domain at the client side and require significant processing to extract spatial and temporal features. This paper proposes a heuristic, no-reference approach to video content classification which is specific to HEVC encoded bitstreams. The HEVC encoder already makes use of spatial characteristics to determine partitioning of coding units and temporal characteristics to determine the splitting of prediction units. We derive a function which approximates the spatio-temporal characteristics of the video sequence by using the weighted averages of the depth at which the coding unit quadtree is split and the prediction mode decision made by the encoder to estimate spatial and temporal characteristics respectively. Since the video content type of a sequence is determined by using high level information parsed from the video stream, spatio-temporal characteristics are identified without the need for full decoding and can

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

    Directory of Open Access Journals (Sweden)

    Yentl Knossenburg

    2016-12-01

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

  13. Automated processing of massive audio/video content using FFmpeg

    Directory of Open Access Journals (Sweden)

    Kia Siang Hock

    2014-01-01

    Full Text Available Audio and video content forms an integral, important and expanding part of the digital collections in libraries and archives world-wide. While these memory institutions are familiar and well-versed in the management of more conventional materials such as books, periodicals, ephemera and images, the handling of audio (e.g., oral history recordings and video content (e.g., audio-visual recordings, broadcast content requires additional toolkits. In particular, a robust and comprehensive tool that provides a programmable interface is indispensable when dealing with tens of thousands of hours of audio and video content. FFmpeg is comprehensive and well-established open source software that is capable of the full-range of audio/video processing tasks (such as encode, decode, transcode, mux, demux, stream and filter. It is also capable of handling a wide-range of audio and video formats, a unique challenge in memory institutions. It comes with a command line interface, as well as a set of developer libraries that can be incorporated into applications.

  14. Content and ratings of teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes

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

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

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

  16. Cobra: A Content-Based Video Retrieval System

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    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

  17. Content validation of an interprofessional learning video peer assessment tool.

    Science.gov (United States)

    Nisbet, Gillian; Jorm, Christine; Roberts, Chris; Gordon, Christopher J; Chen, Timothy F

    2017-12-16

    Large scale models of interprofessional learning (IPL) where outcomes are assessed are rare within health professional curricula. To date, there is sparse research describing robust assessment strategies to support such activities. We describe the development of an IPL assessment task based on peer rating of a student generated video evidencing collaborative interprofessional practice. We provide content validation evidence of an assessment rubric in the context of large scale IPL. Two established approaches to scale development in an educational setting were combined. A literature review was undertaken to develop a conceptual model of the relevant domains and issues pertaining to assessment of student generated videos within IPL. Starting with a prototype rubric developed from the literature, a series of staff and student workshops were undertaken to integrate expert opinion and user perspectives. Participants assessed five-minute videos produced in a prior pilot IPL activity. Outcomes from each workshop informed the next version of the rubric until agreement was reached on anchoring statements and criteria. At this point the rubric was declared fit to be used in the upcoming mandatory large scale IPL activity. The assessment rubric consisted of four domains: patient issues, interprofessional negotiation; interprofessional management plan in action; and effective use of video medium to engage audience. The first three domains reflected topic content relevant to the underlying construct of interprofessional collaborative practice. The fourth domain was consistent with the broader video assessment literature calling for greater emphasis on creativity in education. We have provided evidence for the content validity of a video-based peer assessment task portraying interprofessional collaborative practice in the context of large-scale IPL activities for healthcare professional students. Further research is needed to establish the reliability of such a scale.

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

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

    2003-09-01

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

  19. Study of the effects of video content on quality of experience

    Science.gov (United States)

    Paudyal, Pradip; Battisti, Federica; Carli, Marco

    2015-01-01

    In this article the effects of video content on Quality of Experience (QoE) have been presented. Delivery of the video content with high level of QoE from bandwidth-limited and error-prone network is of crucial importance for the service providers. Therefore, it is of fundamental importance to analyse the impact of the network impairments and video content on perceived quality during the QoE metric design. The major contributions of the article are in the study of i)the impact of network impairments together with video content, ii) impact of the video content and ii) the impact of video content related parameters: spatial-temporal perceptual information, video content, and frame size on QoE has been presented. The results show that when the impact of impairments on perceived quality is low, the quality is significantly influenced by video content, and video content itself also has a significant impact on QoE. Finally, the results strengthen the need for new parameter characterization, for better QoE metric design.

  20. Techniques for creating video content for radiology education.

    Science.gov (United States)

    Menashe, Sarah; Otjen, Jeffrey; Thapa, Mahesh M

    2014-01-01

    Video podcasts, or vodcasts, are an innovative tool for teaching and learning that allow the efficient distribution of tutorials, lectures, and other educational content. Certain types of content lend themselves to presentation in a video format. For example, vodcasts are well suited to teaching radiologic procedures. Vodcasts might also be quite useful in demonstrating the use of an audience response system and how one system differs from another, providing background content before an active-learning session, comparing magnetic resonance imaging pulse sequences, and teaching valuable interpersonal skills such as how to deliver bad news to a patient or how to maintain professionalism in the work environment. The authors present a step-by-step text-and-video tutorial on how to create, edit, and export vodcasts using a variety of software tools, describing both the "how" and the "why" of creating vodcasts. Interested readers are encouraged to examine both the print and online versions of this article to gain a more comprehensive knowledge of the ideas presented by the authors. Online supplemental material is available for this article. ©RSNA, 2014.

  1. Highlight detection for video content analysis through double filters

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    Sun, Zhonghua; Chen, Hexin; Chen, Mianshu

    2005-07-01

    Highlight detection is a form of video summarization techniques aiming at including the most expressive or attracting parts in the video. Most video highlights selection research work has been performed on sports video, detecting certain objects or events such as goals in soccer video, touch down in football and others. In this paper, we present a highlight detection method for film video. Highlight section in a film video is not like that in sports video that usually has certain objects or events. The methods to determine a highlight part in a film video can exhibit as three aspects: (a) locating obvious audio event, (b) detecting expressive visual content around the obvious audio location, (c) selecting the preferred portion of the extracted audio-visual highlight segments. We define a double filters model to detect the potential highlights in video. First obvious audio location is determined through filtering the obvious audio features, and then we perform the potential visual salience detection around the potential audio highlight location. Finally the production from the audio-visual double filters is compared with a preference threshold to determine the final highlights. The user study results indicate that the double filters detection approach is an effective method for highlight detection for video content analysis.

  2. Tobacco Content in Video Games: Categorization of Tobacco Typologies and Gamer Recall.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2017-11-15

    Tobacco content has been identified in popular video games played by adolescents. To date, there are no established instruments for categorizing tobacco content. We describe development and demonstrate the use of an instrument to categorize types of tobacco content. Interviews were conducted with 61 participants: 20 adolescents (mean age 17.7), and 41 adults (mean age 23.9), who discussed favorite games and recalled tobacco content. All games mentioned were examined for tobacco content by watching movies of game play on YouTube, examining individual game Wiki sites, and reviewing content descriptors provided by the Entertainment Software Rating Board (ESRB), Common Sense Media and the Internet Movie Database (IMDb). A typology of tobacco content was created and correlated with gamer recall of tobacco content. Participants together mentioned 366 games, of which 152 were unique. Tobacco content was verified in 39.5% (60/152) of games. Six categories of content were identified, including "no tobacco content." Of games containing tobacco, 88% (53/60) contained at least two categories of content. Games with more categories were associated with greater gamer recall of tobacco content. Tobacco content is present in video games and consciously recalled by players, with higher accuracy of recall associated with games featuring multiple types of tobacco content and more engaging, player-active content. Playing video games is now a daily part of most adolescents' lives. Tobacco content is present in many popular games. Currently there are no published instruments to assist in categorizing tobacco content in video games. This study describes a systematic approach to categorizing tobacco content in video games and demonstrates that games featuring more categories of tobacco content are associated with more accurate gamer recall of the presence of tobacco content when compared with games with fewer categories of content. Understanding the extent of such content will be essential

  3. Trends In Academic Content for Mobile Devices [video

    Directory of Open Access Journals (Sweden)

    Dan D'Agostino

    2012-06-01

    Full Text Available This presentation by Sarah Forbes and Dan D'Agostino was given at the Ontario Library Association's Super Conference in Toronto, Ontario, on February 3, 2012. Session Abstract from the Super Conference Program: As ownership of mobile devices continues to proliferate, libraries are finding it difficult to provide academic content that works well in the mobile world. Discover how various e-book and e-journal formats can be made to work with mobile devices of all kinds, and will explore the next generation of digital content designed for mobile devices – new formats that may re-invent how information is used by readers. Partnership would like to thank the authors and the Ontario Library Association for their generous permission to publish an Open Access version of this conference session. This is one of several Super Conference 2012 video presentations available for purchase from Super Conference: the Virtual Experience - http://ola.scholarlab.ca/.

  4. Creation of a Collaborative Disaster Preparedness Video for Daycare Providers: Use of the Delphi Model for the Creation of a Comprehensive Disaster Preparedness Video for Daycare Providers.

    Science.gov (United States)

    Mar, Pamela; Spears, Robert; Reeb, Jeffrey; Thompson, Sarah B; Myers, Paul; Burke, Rita V

    2018-02-22

    Eight million American children under the age of 5 attend daycare and more than another 50 million American children are in school or daycare settings. Emergency planning requirements for daycare licensing vary by state. Expert opinions were used to create a disaster preparedness video designed for daycare providers to cover a broad spectrum of scenarios. Various stakeholders (17) devised the outline for an educational pre-disaster video for child daycare providers using the Delphi technique. Fleiss κ values were obtained for consensus data. A 20-minute video was created, addressing the physical, psychological, and legal needs of children during and after a disaster. Viewers completed an anonymous survey to evaluate topic comprehension. A consensus was attempted on all topics, ranging from elements for inclusion to presentation format. The Fleiss κ value of 0.07 was obtained. Fifty-seven of the total 168 video viewers completed the 10-question survey, with comprehension scores ranging from 72% to 100%. Evaluation of caregivers that viewed our video supports understanding of video contents. Ultimately, the technique used to create and disseminate the resources may serve as a template for others providing pre-disaster planning education. (Disaster Med Public Health Preparedness. 2018;page 1 of 5).

  5. Can video playback provide social information for foraging blue tits?

    Science.gov (United States)

    Hämäläinen, Liisa; Rowland, Hannah M; Mappes, Johanna; Thorogood, Rose

    2017-01-01

    Video playback is becoming a common method for manipulating social stimuli in experiments. Parid tits are one of the most commonly studied groups of wild birds. However, it is not yet clear if tits respond to video playback or how their behavioural responses should be measured. Behaviours may also differ depending on what they observe demonstrators encountering. Here we present blue tits (Cyanistes caeruleus) videos of demonstrators discovering palatable or aversive prey (injected with bitter-tasting Bitrex) from coloured feeding cups. First we quantify variation in demonstrators' responses to the prey items: aversive prey provoked high rates of beak wiping and head shaking. We then show that focal blue tits respond differently to the presence of a demonstrator on a video screen, depending on whether demonstrators discover palatable or aversive prey. Focal birds faced the video screen more during aversive prey presentations, and made more head turns. Regardless of prey type, focal birds also hopped more frequently during the presence of a demonstrator (compared to a control video of a different coloured feeding cup in an empty cage). Finally, we tested if demonstrators' behaviour affected focal birds' food preferences by giving individuals a choice to forage from the same cup as a demonstrator, or from the cup in the control video. We found that only half of the individuals made their choice in accordance to social information in the videos, i.e., their foraging choices were not different from random. Individuals that chose in accordance with a demonstrator, however, made their choice faster than individuals that chose an alternative cup. Together, our results suggest that video playback can provide social cues to blue tits, but individuals vary greatly in how they use this information in their foraging decisions.

  6. Can video playback provide social information for foraging blue tits?

    Directory of Open Access Journals (Sweden)

    Liisa Hämäläinen

    2017-03-01

    Full Text Available Video playback is becoming a common method for manipulating social stimuli in experiments. Parid tits are one of the most commonly studied groups of wild birds. However, it is not yet clear if tits respond to video playback or how their behavioural responses should be measured. Behaviours may also differ depending on what they observe demonstrators encountering. Here we present blue tits (Cyanistes caeruleus videos of demonstrators discovering palatable or aversive prey (injected with bitter-tasting Bitrex from coloured feeding cups. First we quantify variation in demonstrators’ responses to the prey items: aversive prey provoked high rates of beak wiping and head shaking. We then show that focal blue tits respond differently to the presence of a demonstrator on a video screen, depending on whether demonstrators discover palatable or aversive prey. Focal birds faced the video screen more during aversive prey presentations, and made more head turns. Regardless of prey type, focal birds also hopped more frequently during the presence of a demonstrator (compared to a control video of a different coloured feeding cup in an empty cage. Finally, we tested if demonstrators’ behaviour affected focal birds’ food preferences by giving individuals a choice to forage from the same cup as a demonstrator, or from the cup in the control video. We found that only half of the individuals made their choice in accordance to social information in the videos, i.e., their foraging choices were not different from random. Individuals that chose in accordance with a demonstrator, however, made their choice faster than individuals that chose an alternative cup. Together, our results suggest that video playback can provide social cues to blue tits, but individuals vary greatly in how they use this information in their foraging decisions.

  7. Sources and content of popular online videos about autism spectrum disorders.

    Science.gov (United States)

    Kollia, Betty; Kamowski-Shakibai, Margaret T; Basch, Corey H; Clark, Ashley

    2017-01-01

    Background: Our study aimed to determine source of upload and content portrayed in the100 most-viewed videos on autism spectrum disorders (ASDs) on the video sharing public forum, YouTube. ASDs have become highly prevalent in the last decade, arousing a significant response from the media and psycho-educational health professions. Utilization of and reliance on social media for information on health matters has also proliferated. Some suggest that online videos could promote early detection (and intervention) of ASD by prompting caregivers to seek guidance. However, the usefulness of the available videos is unclear. Methods: The 100 most popular YouTube videos were examined for source of upload and information provided. Popularity was determined by number of views, using the filter tool. Results: The videos had more than 121 million views combined. Only one video had been uploaded by a professional (a clinical psychologist). The 99 (non-professional) videos provided minimal data and research into known ASD risk factors. Interestingly, discredited vaccine-associated risks were promoted in 16% (95% CI = 09%-25%) of the 100 videos analyzed. Many videos featured a child with ASD exhibiting some characteristic patterns, such as engaging in a repetitive behavior (73%, 95% CI = 63%-81%); about as many videos referenced various therapies (75%, 95% CI = 65%-83%); and 54% (95% CI = 44%-64%) and 61% (95% CI =51%-71%) of the videos mentioned the economic and emotional toll of ASD on the family,respectively. Additional variables are discussed. Conclusion: The most popular online videos were primarily uploaded by non-professionals and provided limited content regarding ASD. Given the wide reach of social media and its potential for providing valuable information and guidance to the public on matters pertaining to ASD, we wish to underscore the necessity for a professional presence in this medium.

  8. Arcade Video Games: Proxemic, Cognitive and Content Analyses.

    Science.gov (United States)

    Braun, Claude M. J.; Giroux, Josette

    1989-01-01

    A study was designed to determine psychological complexity and reinforcement characteristics of popular arcade video games, including sex differences in game content, clientele social structure, human-to-human interaction contingencies, and value content. Results suggest a need for public control of children's access to the games and the video…

  9. Quality-aware Content Adaptation in Digital Video Streaming

    OpenAIRE

    Wilk, Stefan

    2016-01-01

    User-generated video has attracted a lot of attention due to the success of Video Sharing Sites such as YouTube and Online Social Networks. Recently, a shift towards live consumption of these videos is observable. The content is captured and instantly shared over the Internet using smart mobile devices such as smartphones. Large-scale platforms arise such as YouTube.Live, YouNow or Facebook.Live which enable the smartphones of users to livestream to the public. These platforms achieve the dis...

  10. Video retargeting for stereoscopic content under 3D viewing constraints

    Science.gov (United States)

    Chamaret, C.; Boisson, G.; Chevance, C.

    2012-03-01

    The imminent deployment of new devices such as TV, tablet, smart phone supporting stereoscopic display creates a need for retargeting the content. New devices bring their own aspect ratio and potential small screen size. Aspect ratio conversion becomes mandatory and an automatic solution will be of high value especially if it maximizes the visual comfort. Some issues inherent to 3D domain are considered in this paper: no vertical disparity, no object having negative disparity (outward perception) on the border of the cropping window. A visual attention model is applied on each view and provides saliency maps with most attractive pixels. Dedicated 3D retargeting correlates the 2D attention maps for each view as well as additional computed information to ensure the best cropping window. Specific constraints induced by 3D experience influence the retargeted window through the map computation presenting objects that should not be cropped. The comparison with original content of 2:35 ratio having black stripes provide limited 3D experience on TV screen, while the automatic cropping and exploitation of full screen show more immersive experience. The proposed system is fully automatic, ensures a good final quality without missing fundamental parts for the global understanding of the scene. Eye-tracking data recorded on stereoscopic content have been confronted to retargeted window in order to ensure that the most attractive areas are inside the final video.

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

    Science.gov (United States)

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

    2017-10-19

    Approximately 5.5 million Americans are living with Alzheimer's disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Videos uploaded to YouTube from 2013 to 2015 were searched with the term "Alzheimer's disease" on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher's exact tests. Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current study highlight a potential gap between available information

  12. Content-Adaptive Packetization and Streaming of Wavelet Video over IP Networks

    Directory of Open Access Journals (Sweden)

    Chien-Peng Ho

    2007-03-01

    Full Text Available This paper presents a framework of content-adaptive packetization scheme for streaming of 3D wavelet-based video content over lossy IP networks. The tradeoff between rate and distortion is controlled by jointly adapting scalable source coding rate and level of forward error correction (FEC protection. A content dependent packetization mechanism with data-interleaving and Reed-Solomon protection for wavelet-based video codecs is proposed to provide unequal error protection. This paper also tries to answer an important question for scalable video streaming systems: given extra bandwidth, should one increase the level of channel protection for the most important packets, or transmit more scalable source data? Experimental results show that the proposed framework achieves good balance between quality of the received video and level of error protection under bandwidth-varying lossy IP networks.

  13. Content-Adaptive Packetization and Streaming of Wavelet Video over IP Networks

    Directory of Open Access Journals (Sweden)

    Ho Chien-Peng

    2007-01-01

    Full Text Available This paper presents a framework of content-adaptive packetization scheme for streaming of 3D wavelet-based video content over lossy IP networks. The tradeoff between rate and distortion is controlled by jointly adapting scalable source coding rate and level of forward error correction (FEC protection. A content dependent packetization mechanism with data-interleaving and Reed-Solomon protection for wavelet-based video codecs is proposed to provide unequal error protection. This paper also tries to answer an important question for scalable video streaming systems: given extra bandwidth, should one increase the level of channel protection for the most important packets, or transmit more scalable source data? Experimental results show that the proposed framework achieves good balance between quality of the received video and level of error protection under bandwidth-varying lossy IP networks.

  14. Content-Aware Video Adaptation under Low-Bitrate Constraint

    Directory of Open Access Journals (Sweden)

    Hsiao Ming-Ho

    2007-01-01

    Full Text Available With the development of wireless network and the improvement of mobile device capability, video streaming is more and more widespread in such an environment. Under the condition of limited resource and inherent constraints, appropriate video adaptations have become one of the most important and challenging issues in wireless multimedia applications. In this paper, we propose a novel content-aware video adaptation in order to effectively utilize resource and improve visual perceptual quality. First, the attention model is derived from analyzing the characteristics of brightness, location, motion vector, and energy features in compressed domain to reduce computation complexity. Then, through the integration of attention model, capability of client device and correlational statistic model, attractive regions of video scenes are derived. The information object- (IOB- weighted rate distortion model is used for adjusting the bit allocation. Finally, the video adaptation scheme dynamically adjusts video bitstream in frame level and object level. Experimental results validate that the proposed scheme achieves better visual quality effectively and efficiently.

  15. Obtaining video descriptors for a content-based video information system

    Science.gov (United States)

    Bescos, Jesus; Martinez, Jose M.; Cabrera, Julian M.; Cisneros, Guillermo

    1998-09-01

    This paper describes the first stages of a research project that is currently being developed in the Image Processing Group of the UPM. The aim of this effort is to add video capabilities to the Storage and Retrieval Information System already working at our premises. Here we will focus on the early design steps of a Video Information System. For this purpose, we present a review of most of the reported techniques for video temporal segmentation and semantic segmentation, previous steps to afford the content extraction task, and we discuss them to select the more suitable ones. We then outline a block design of a temporal segmentation module, and present guidelines to the design of the semantic segmentation one. All these operations trend to facilitate automation in the extraction of low level features and semantic features that will finally take part of the video descriptors.

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

    Science.gov (United States)

    Lin, Lin; Lee, Jennifer; Robertson, Tip

    2011-01-01

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

  17. A Video Browsing Tool for Content Management in Postproduction

    Directory of Open Access Journals (Sweden)

    Werner Bailer

    2010-01-01

    Full Text Available We propose an interactive video browsing tool for supporting content management and selection in postproduction. The approach is based on a process model for multimedia content abstraction. A software framework based on this process model and desktop and Web-based client applications are presented. For evaluation, we apply two TRECVID style fact finding approaches (retrieval and question answering tasks and a user survey to the evaluation of the video browsing tool. We analyze the correlation between the results of the different methods, whether different aspects can be evaluated independently with the survey, and if a learning effect can be measured with the different methods, and we also compare the full-featured desktop and the limited Web-based user interface. The results show that the retrieval task correlates better with the user experience according to the survey. The survey rather measures the general user experience while different aspects of the usability cannot be analyzed independently.

  18. Blind summarization: content-adaptive video summarization using time-series analysis

    Science.gov (United States)

    Divakaran, Ajay; Radhakrishnan, Regunathan; Peker, Kadir A.

    2006-01-01

    Severe complexity constraints on consumer electronic devices motivate us to investigate general-purpose video summarization techniques that are able to apply a common hardware setup to multiple content genres. On the other hand, we know that high quality summaries can only be produced with domain-specific processing. In this paper, we present a time-series analysis based video summarization technique that provides a general core to which we are able to add small content-specific extensions for each genre. The proposed time-series analysis technique consists of unsupervised clustering of samples taken through sliding windows from the time series of features obtained from the content. We classify content into two broad categories, scripted content such as news and drama, and unscripted content such as sports and surveillance. The summarization problem then reduces to finding either finding semantic boundaries of the scripted content or detecting highlights in the unscripted content. The proposed technique is essentially an event detection technique and is thus best suited to unscripted content, however, we also find applications to scripted content. We thoroughly examine the trade-off between content-neutral and content-specific processing for effective summarization for a number of genres, and find that our core technique enables us to minimize the complexity of the content-specific processing and to postpone it to the final stage. We achieve the best results with unscripted content such as sports and surveillance video in terms of quality of summaries and minimizing content-specific processing. For other genres such as drama, we find that more content-specific processing is required. We also find that judicious choice of key audio-visual object detectors enables us to minimize the complexity of the content-specific processing while maintaining its applicability to a broad range of genres. We will present a demonstration of our proposed technique at the conference.

  19. Content-Aware Scalability-Type Selection for Rate Adaptation of Scalable Video

    Directory of Open Access Journals (Sweden)

    Tekalp A Murat

    2007-01-01

    Full Text Available Scalable video coders provide different scaling options, such as temporal, spatial, and SNR scalabilities, where rate reduction by discarding enhancement layers of different scalability-type results in different kinds and/or levels of visual distortion depend on the content and bitrate. This dependency between scalability type, video content, and bitrate is not well investigated in the literature. To this effect, we first propose an objective function that quantifies flatness, blockiness, blurriness, and temporal jerkiness artifacts caused by rate reduction by spatial size, frame rate, and quantization parameter scaling. Next, the weights of this objective function are determined for different content (shot types and different bitrates using a training procedure with subjective evaluation. Finally, a method is proposed for choosing the best scaling type for each temporal segment that results in minimum visual distortion according to this objective function given the content type of temporal segments. Two subjective tests have been performed to validate the proposed procedure for content-aware selection of the best scalability type on soccer videos. Soccer videos scaled from 600 kbps to 100 kbps by the proposed content-aware selection of scalability type have been found visually superior to those that are scaled using a single scalability option over the whole sequence.

  20. Know your data: understanding implicit usage versus explicit action in video content classification

    Science.gov (United States)

    Yew, Jude; Shamma, David A.

    2011-02-01

    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.

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

    Science.gov (United States)

    Tian, Yan

    2010-04-01

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

  2. Dry facts are not always inviting: a content analysis of Korean videos regarding Parkinson's disease on YouTube.

    Science.gov (United States)

    Kim, Ryul; Park, Hye-Young; Kim, Han-Joon; Kim, Aryun; Jang, Mi-Hee; Jeon, Beomseok

    2017-12-01

    This study aimed to evaluate the accuracy of Korean videos regarding Parkinson's disease (PD) on YouTube and viewers' responses to them. YouTube search was performed using the search term "Parkinson disease" in Korean language on March 28, 2017. Two independent neurologists categorized the videos into "reliable", "misleading" or "patient experiences". The number of views, days since upload, video length, number of "likes" and "dislikes", and upload source were collected for each video. A total of 138 videos were included in this study. Of these, 91 videos (65.9%) were reliable; 31 (22.5%) were misleading, and 16 (11.6%) were of patient experiences. The videos with patient experiences had the highest number of mean views with 9710.4±3686.9, followed by misleading videos with 5075.0±1198.6, and reliable videos with 2146.8±353.4 (ANOVA, pYouTube provide reliable information. More importantly, the videos with reliable contents were less popular than videos with misleading contents. Further efforts are warranted to effectively increase the dissemination of accurate and scientifically proven PD information to YouTube users. Copyright © 2017 Elsevier Ltd. All rights reserved.

  3. Assessing the Content of YouTube Videos in Educating Patients Regarding Common Imaging Examinations.

    Science.gov (United States)

    Rosenkrantz, Andrew B; Won, Eugene; Doshi, Ankur M

    2016-12-01

    To assess the content of currently available YouTube videos seeking to educate patients regarding commonly performed imaging examinations. After initial testing of possible search terms, the first two pages of YouTube search results for "CT scan," "MRI," "ultrasound patient," "PET scan," and "mammogram" were reviewed to identify educational patient videos created by health organizations. Sixty-three included videos were viewed and assessed for a range of features. Average views per video were highest for MRI (293,362) and mammography (151,664). Twenty-seven percent of videos used a nontraditional format (eg, animation, song, humor). All videos (100.0%) depicted a patient undergoing the examination, 84.1% a technologist, and 20.6% a radiologist; 69.8% mentioned examination lengths, 65.1% potential pain/discomfort, 41.3% potential radiation, 36.5% a radiology report/results, 27.0% the radiologist's role in interpretation, and 13.3% laboratory work. For CT, 68.8% mentioned intravenous contrast and 37.5% mentioned contrast safety. For MRI, 93.8% mentioned claustrophobia, 87.5% noise, 75.0% need to sit still, 68.8% metal safety, 50.0% intravenous contrast, and 0.0% contrast safety. For ultrasound, 85.7% mentioned use of gel. For PET, 92.3% mentioned radiotracer injection, 61.5% fasting, and 46.2% diabetic precautions. For mammography, unrobing, avoiding deodorant, and possible additional images were all mentioned by 63.6%; dense breasts were mentioned by 0.0%. Educational patient videos on YouTube regarding common imaging examinations received high public interest and may provide a valuable patient resource. Videos most consistently provided information detailing the examination experience and less consistently provided safety information or described the presence and role of the radiologist. Copyright © 2016 American College of Radiology. Published by Elsevier Inc. All rights reserved.

  4. Audio scene segmentation for video with generic content

    Science.gov (United States)

    Niu, Feng; Goela, Naveen; Divakaran, Ajay; Abdel-Mottaleb, Mohamed

    2008-01-01

    In this paper, we present a content-adaptive audio texture based method to segment video into audio scenes. The audio scene is modeled as a semantically consistent chunk of audio data. Our algorithm is based on "semantic audio texture analysis." At first, we train GMM models for basic audio classes such as speech, music, etc. Then we define the semantic audio texture based on those classes. We study and present two types of scene changes, those corresponding to an overall audio texture change and those corresponding to a special "transition marker" used by the content creator, such as a short stretch of music in a sitcom or silence in dramatic content. Unlike prior work using genre specific heuristics, such as some methods presented for detecting commercials, we adaptively find out if such special transition markers are being used and if so, which of the base classes are being used as markers without any prior knowledge about the content. Our experimental results show that our proposed audio scene segmentation works well across a wide variety of broadcast content genres.

  5. Enhanced P2P Services Providing Multimedia Content

    Directory of Open Access Journals (Sweden)

    E. Ardizzone

    2007-01-01

    To address this major limitation, we propose an original image and video sharing system, in which a user is able to interactively search interesting resources by means of content-based image and video retrieval techniques. In order to limit the network traffic load, maximizing the usefulness of each peer contacted in the query process, we also propose the adoption of an adaptive overlay routing algorithm, exploiting compact representations of the multimedia resources shared by each peer. Experimental results confirm the validity of the proposed approach, that is capable of dynamically adapting the network topology to peer interests, on the basis of query interactions among users.

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

    Science.gov (United States)

    Chang, Chia-Hu; Wu, Ja-Ling

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

  7. Practical, Real-Time, and Robust Watermarking on the Spatial Domain for High-Definition Video Contents

    Science.gov (United States)

    Kim, Kyung-Su; Lee, Hae-Yeoun; Im, Dong-Hyuck; Lee, Heung-Kyu

    Commercial markets employ digital right management (DRM) systems to protect valuable high-definition (HD) quality videos. DRM system uses watermarking to provide copyright protection and ownership authentication of multimedia contents. We propose a real-time video watermarking scheme for HD video in the uncompressed domain. Especially, our approach is in aspect of practical perspectives to satisfy perceptual quality, real-time processing, and robustness requirements. We simplify and optimize human visual system mask for real-time performance and also apply dithering technique for invisibility. Extensive experiments are performed to prove that the proposed scheme satisfies the invisibility, real-time processing, and robustness requirements against video processing attacks. We concentrate upon video processing attacks that commonly occur in HD quality videos to display on portable devices. These attacks include not only scaling and low bit-rate encoding, but also malicious attacks such as format conversion and frame rate change.

  8. Virtual muscularity: a content analysis of male video game characters.

    Science.gov (United States)

    Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen

    2011-01-01

    The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.

  9. Effectiveness of Video Modeling Provided by Mothers in Teaching Play Skills to Children with Autism

    Science.gov (United States)

    Besler, Fatma; Kurt, Onur

    2016-01-01

    Video modeling is an evidence-based practice that can be used to provide instruction to individuals with autism. Studies show that this instructional practice is effective in teaching many types of skills such as self-help skills, social skills, and academic skills. However, in previous studies, videos used in the video modeling process were…

  10. Alcohol, tobacco and illicit substances in music videos: a content analysis of prevalence and genre.

    Science.gov (United States)

    Gruber, Enid L; Thau, Helaine M; Hill, Douglas L; Fisher, Deborah A; Grube, Joel W

    2005-07-01

    Content analyses examined mention of alcohol, tobacco, and illicit substances in music videos (n = 359) broadcast in 2001, as well as genre and presence of humor. Findings indicated that references to illicit substances were more prevalent than tobacco in music videos. Humor was 2.5 times as likely to appear in videos containing references to substances than those without substances.

  11. Through the looking glass of a chemistry video game: Evaluating the effects of different MLEs presenting identical content material

    Science.gov (United States)

    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.

  12. Direct ophthalmoscopy on YouTube: analysis of instructional YouTube videos' content and approach to visualization.

    Science.gov (United States)

    Borgersen, Nanna Jo; Henriksen, Mikael Johannes Vuokko; Konge, Lars; Sørensen, Torben Lykke; Thomsen, Ann Sofia Skou; Subhi, Yousif

    2016-01-01

    Direct ophthalmoscopy is well-suited for video-based instruction, particularly if the videos enable the student to see what the examiner sees when performing direct ophthalmoscopy. We evaluated the pedagogical effectiveness of instructional YouTube videos on direct ophthalmoscopy by evaluating their content and approach to visualization. In order to synthesize main themes and points for direct ophthalmoscopy, we formed a broad panel consisting of a medical student, junior and senior physicians, and took into consideration book chapters targeting medical students and physicians in general. We then systematically searched YouTube. Two authors reviewed eligible videos to assess eligibility and extract data on video statistics, content, and approach to visualization. Correlations between video statistics and contents were investigated using two-tailed Spearman's correlation. We screened 7,640 videos, of which 27 were found eligible for this study. Overall, a median of 12 out of 18 points (interquartile range: 8-14 key points) were covered; no videos covered all of the 18 points assessed. We found the most difficulties in the approach to visualization of how to approach the patient and how to examine the fundus. Time spent on fundus examination correlated with the number of views per week (Spearman's ρ=0.53; P=0.029). Videos may help overcome the pedagogical issues in teaching direct ophthalmoscopy; however, the few available videos on YouTube fail to address this particular issue adequately. There is a need for high-quality videos that include relevant points, provide realistic visualization of the examiner's view, and give particular emphasis on fundus examination.

  13. An Automatic Multimedia Content Summarization System for Video Recommendation

    Science.gov (United States)

    Yang, Jie Chi; Huang, Yi Ting; Tsai, Chi Cheng; Chung, Ching I.; Wu, Yu Chieh

    2009-01-01

    In recent years, using video as a learning resource has received a lot of attention and has been successfully applied to many learning activities. In comparison with text-based learning, video learning integrates more multimedia resources, which usually motivate learners more than texts. However, one of the major limitations of video learning is…

  14. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos.

    Science.gov (United States)

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

    2016-03-18

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

  15. Automatic Annotation of Formula 1 Races for Content-Based Video Retrieval

    NARCIS (Netherlands)

    Mihajlovic, V.; Petkovic, M.

    2001-01-01

    Content-based video retrieval is emerging as an important part in the process of utilization of various multimedia documents. In this report we present a novel system for the automatic indexing and content-based retrieval of multimedia documents. We chose the domain of Formula 1 sport videos because

  16. Celebrity over science? An analysis of Lyme disease video content on YouTube.

    Science.gov (United States)

    Yiannakoulias, N; Tooby, R; Sturrock, S L

    2017-10-01

    Lyme disease has been a subject of medical controversy for several decades. In this study we looked at the availability and type of content represented in a (n = 700) selection of YouTube videos on the subject of Lyme disease. We classified video content into a small number of content areas, and studied the relationship between these content areas and 1) video views and 2) video likeability. We found very little content uploaded by government or academic institutions; the vast majority of content was uploaded by independent users. The most viewed videos tend to contain celebrity content and personal stories; videos with prevention information tend to be of less interest, and videos with science and medical information tend to be less liked. Our results suggest that important public health information on YouTube is very likely to be ignored unless it is made more appealing to modern consumers of online video content. Copyright © 2017 Elsevier Ltd. All rights reserved.

  17. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos

    Science.gov (United States)

    2016-01-01

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

  18. Content Area Vocabulary Videos in Multiple Contexts: A Pedagogical Tool

    Science.gov (United States)

    Webb, C. Lorraine; Kapavik, Robin Robinson

    2015-01-01

    The authors challenged pre-service teachers to digitally define a social studies or mathematical vocabulary term in multiple contexts using a digital video camera. The researchers sought to answer the following questions: 1. How will creating a video for instruction affect pre-service teachers' attitudes about teaching with technology, if at all?…

  19. 47 CFR 76.1503 - Carriage of video programming providers on open video systems.

    Science.gov (United States)

    2010-10-01

    ... shall be “Open Video System Notice of Intent” and “Attention: Media Bureau.” This wording shall be... Notice of Intent with the Office of the Secretary and the Bureau Chief, Media Bureau. The Notice of... capacity through a fair, open and non-discriminatory process; the process must be insulated from any bias...

  20. The most widely viewed YouTube videos with content related to multivitamins

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2016-10-01

    Full Text Available Background: Use of multivitamin/multimineral (MVM and other dietary supplements is common among American adults. The purpose of this study was to describe the source and content of the most widely viewed YouTube videos associated with MVM supplements. Methods: Videos were filtered by number of views and the source of the video upload was recorded. A comparison of video characteristics and differences in video content was conducted. Results: Cumulatively, the videos in this sample were viewed 25 573 055 times. The majority of videos found in this sample were uploaded by a nutrition, wellness, or fitness channels. Most videos mentioned benefits (80.4%, 95% CI:72.5%, 88.3% and advocated for use of the supplement (72.2%, 95% CI: 63.3%, 81.1%. Over 84% (84.5%, 95% CI: 77.3, 91.7% of the videos did not mention risks associated with taking a particular vitamin or supplement. Conclusion: The findings of this study indicate that MVMs are often promoted and encouraged, yet risks associated with MVMs were infrequently mentioned. Health professionals should be aware of the extent to which MVM related content appears on social media and, more importantly, be attuned to the content, which can be misleading, or missing information regarding risks and/or evidence of possible benefits.

  1. Reinforcement learning agents providing advice in complex video games

    Science.gov (United States)

    Taylor, Matthew E.; Carboni, Nicholas; Fachantidis, Anestis; Vlahavas, Ioannis; Torrey, Lisa

    2014-01-01

    This article introduces a teacher-student framework for reinforcement learning, synthesising and extending material that appeared in conference proceedings [Torrey, L., & Taylor, M. E. (2013)]. Teaching on a budget: Agents advising agents in reinforcement learning. {Proceedings of the international conference on autonomous agents and multiagent systems}] and in a non-archival workshop paper [Carboni, N., &Taylor, M. E. (2013, May)]. Preliminary results for 1 vs. 1 tactics in StarCraft. {Proceedings of the adaptive and learning agents workshop (at AAMAS-13)}]. In this framework, a teacher agent instructs a student agent by suggesting actions the student should take as it learns. However, the teacher may only give such advice a limited number of times. We present several novel algorithms that teachers can use to budget their advice effectively, and we evaluate them in two complex video games: StarCraft and Pac-Man. Our results show that the same amount of advice, given at different moments, can have different effects on student learning, and that teachers can significantly affect student learning even when students use different learning methods and state representations.

  2. Revisiting video game ratings: Shift from content-centric to parent-centric approach

    Directory of Open Access Journals (Sweden)

    Jiow Hee Jhee

    2017-01-01

    Full Text Available The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift.

  3. Age and violent-content labels make video games forbidden fruits for youth

    NARCIS (Netherlands)

    Nije Bijvank, M.; Konijn, E.A.; Bushman, B.J.; Roelofsma, P.H.M.P.

    2009-01-01

    OBJECTIVE. To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the

  4. Making it Real: Faculty Collaboration to Create Video Content

    Directory of Open Access Journals (Sweden)

    Claudia Jennifer Dold

    2012-04-01

    Full Text Available Interest in integrative health care is a growing area of health practice, combining conventional medical treatments with safe and effective complementary and alternative medicine. These modalities relate to both improving physical and psychological well-being, and enhancing conventional talk therapy. In an interdisciplinary collaboration, teaching and library faculty have created a series of sixteen on-line video interviews that introduce practitioner-relevant experiences to students as supplemental course material. These videos are available through the department web-pages to students in other related disciplines as well, including Social Work, Counselor Education, Psychology, and the Colleges of Public Health, Nursing, and Medicine. The video series was undertaken as part of the educational mission of the library, bringing to the classroom new material that is essential to the professional development of future counselors.

  5. Perceptual quality of 4K-resolution video content compared to HD

    OpenAIRE

    Van Wallendael, Glenn; Coppens, Paulien; Paridaens, Tom; Van Kets, Niels; Van den Broeck, Wendy; Lambert, Peter

    2016-01-01

    With the introduction of 4K UHD video and display resolution, questions arise on the perceptual differences between 4K UHD and upsampled HD video content. In this paper, a striped pair comparison has been performed on a diverse set of 4K UHD video sources. The goal was to subjectively assess the perceived sharpness of 4K UHD and downscaled/upscaled HD video. A striped pair comparison has been applied in order to make the test as straightforward as possible for a non-expert participant populat...

  6. AViTExt: Automatic Video Text Extraction, A new Approach for video content indexing Application

    OpenAIRE

    Bouaziz, Baseem; Zlitni, Tarek; Walid MAHDI

    2013-01-01

    In this paper, we propose a spatial temporal video-text detection technique which proceed in two principal steps:potential text region detection and a filtering process. In the first step we divide dynamically each pair of consecutive video frames into sub block in order to detect change. A significant difference between homologous blocks implies the appearance of an important object which may be a text region. The temporal redundancy is then used to filter these regions and forms an effectiv...

  7. Enhancing Secondary Science Content Accessibility with Video Games

    Science.gov (United States)

    Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin

    2014-01-01

    Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…

  8. Lyme Disease and YouTubeTM: A Cross-Sectional Study of Video Contents.

    Science.gov (United States)

    Basch, Corey H; Mullican, Lindsay A; Boone, Kwanza D; Yin, Jingjing; Berdnik, Alyssa; Eremeeva, Marina E; Fung, Isaac Chun-Hai

    2017-08-01

    Lyme disease is the most common tick-borne disease. People seek health information on Lyme disease from YouTubeTM videos. In this study, we investigated if the contents of Lyme disease-related YouTubeTM videos varied by their sources. Most viewed English YouTubeTM videos (n = 100) were identified and manually coded for contents and sources. Within the sample, 40 videos were consumer-generated, 31 were internet-based news, 16 were professional, and 13 were TV news. Compared with consumer-generated videos, TV news videos were more likely to mention celebrities (odds ratio [OR], 10.57; 95% confidence interval [CI], 2.13-52.58), prevention of Lyme disease through wearing protective clothing (OR, 5.63; 95% CI, 1.23-25.76), and spraying insecticides (OR, 7.71; 95% CI, 1.52-39.05). A majority of the most popular Lyme disease-related YouTubeTM videos were not created by public health professionals. Responsible reporting and creative video-making facilitate Lyme disease education. Partnership with YouTubeTM celebrities to co-develop educational videos may be a future direction.

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

    Science.gov (United States)

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

    2012-04-01

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

  10. Zika Virus on YouTube: An Analysis of English-language Video Content by Source

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2017-03-01

    Full Text Available Objectives The purpose of this study was to describe the source, length, number of views, and content of the most widely viewed Zika virus (ZIKV-related YouTube videos. We hypothesized that ZIKV-related videos uploaded by different sources contained different content. Methods The 100 most viewed English ZIKV-related videos were manually coded and analyzed statistically. Results Among the 100 videos, there were 43 consumer-generated videos, 38 Internet-based news videos, 15 TV-based news videos, and 4 professional videos. Internet news sources captured over two-thirds of the total of 8 894 505 views. Compared with consumer-generated videos, Internet-based news videos were more likely to mention the impact of ZIKV on babies (odds ratio [OR], 6.25; 95% confidence interval [CI], 1.64 to 23.76, the number of cases in Latin America (OR, 5.63; 95% CI, 1.47 to 21.52; and ZIKV in Africa (OR, 2.56; 95% CI, 1.04 to 6.31. Compared with consumer-generated videos, TV-based news videos were more likely to express anxiety or fear of catching ZIKV (OR, 6.67; 95% CI, 1.36 to 32.70; to highlight fear of ZIKV among members of the public (OR, 7.45; 95% CI, 1.20 to 46.16; and to discuss avoiding pregnancy (OR, 3.88; 95% CI, 1.13 to 13.25. Conclusions Public health agencies should establish a larger presence on YouTube to reach more people with evidence-based information about ZIKV.

  11. Zika Virus on YouTube: An Analysis of English-language Video Content by Source.

    Science.gov (United States)

    Basch, Corey H; Fung, Isaac Chun-Hai; Hammond, Rodney N; Blankenship, Elizabeth B; Tse, Zion Tsz Ho; Fu, King-Wa; Ip, Patrick; Basch, Charles E

    2017-03-01

    The purpose of this study was to describe the source, length, number of views, and content of the most widely viewed Zika virus (ZIKV)-related YouTube videos. We hypothesized that ZIKV-related videos uploaded by different sources contained different content. The 100 most viewed English ZIKV-related videos were manually coded and analyzed statistically. Among the 100 videos, there were 43 consumer-generated videos, 38 Internet-based news videos, 15 TV-based news videos, and 4 professional videos. Internet news sources captured over two-thirds of the total of 8 894 505 views. Compared with consumer-generated videos, Internet-based news videos were more likely to mention the impact of ZIKV on babies (odds ratio [OR], 6.25; 95% confidence interval [CI], 1.64 to 23.76), the number of cases in Latin America (OR, 5.63; 95% CI, 1.47 to 21.52); and ZIKV in Africa (OR, 2.56; 95% CI, 1.04 to 6.31). Compared with consumer-generated videos, TV-based news videos were more likely to express anxiety or fear of catching ZIKV (OR, 6.67; 95% CI, 1.36 to 32.70); to highlight fear of ZIKV among members of the public (OR, 7.45; 95% CI, 1.20 to 46.16); and to discuss avoiding pregnancy (OR, 3.88; 95% CI, 1.13 to 13.25). Public health agencies should establish a larger presence on YouTube to reach more people with evidence-based information about ZIKV.

  12. Classification of dual language audio-visual content: Introduction to the VideoCLEF 2008 pilot benchmark evaluation task

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.J.F.; Köhler, J.; Larson, M.; de Jong, F.M.G.; Kraaij, W.; Ordelman, R.J.F.

    2008-01-01

    VideoCLEF is a new track for the CLEF 2008 campaign. This track aims to develop and evaluate tasks in analyzing multilingual video content. A pilot of a Vid2RSS task involving assigning thematic class labels to video kicks off the VideoCLEF track in 2008. Task participants deliver classification

  13. Overview of VideoCLEF 2008: Automatic Generation of Topic-based Feeds for Dual Language Audio-Visual Content

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.J.F.

    2009-01-01

    The VideoCLEF track, introduced in 2008, aims to develop and evaluate tasks related to analysis of and access to multilingual multimedia content. In its first year, VideoCLEF piloted the Vid2RSS task, whose main subtask was the classification of dual language video (Dutch-language television content

  14. Overview of VideoCLEF 2008: Automatic generation of topic-based feeds for dual language audio-visual content

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.

    2008-01-01

    The VideoCLEF track, introduced in 2008, aims to develop and evaluate tasks related to analysis of and access to multilingual multimedia content. In its first year, VideoCLEF piloted the Vid2RSS task, whose main subtask was the classification of dual language video (Dutch-language television content

  15. Adolescents' exposure to tobacco and alcohol content in YouTube music videos.

    Science.gov (United States)

    Cranwell, Jo; Murray, Rachael; Lewis, Sarah; Leonardi-Bee, Jo; Dockrell, Martin; Britton, John

    2015-04-01

    To quantify tobacco and alcohol content, including branding, in popular contemporary YouTube music videos; and measure adolescent exposure to such content. Ten-second interval content analysis of alcohol, tobacco or electronic cigarette imagery in all UK Top 40 YouTube music videos during a 12-week period in 2013/14; on-line national survey of adolescent viewing of the 32 most popular high-content videos. Great Britain. A total of 2068 adolescents aged 11-18 years who completed an on-line survey. Occurrence of alcohol, tobacco and electronic cigarette use, implied use, paraphernalia or branding in music videos and proportions and estimated numbers of adolescents who had watched sampled videos. Alcohol imagery appeared in 45% [95% confidence interval (CI) = 33-51%] of all videos, tobacco in 22% (95% CI = 13-27%) and electronic cigarettes in 2% (95% CI = 0-4%). Alcohol branding appeared in 7% (95% CI = 2-11%) of videos, tobacco branding in 4% (95% CI = 0-7%) and electronic cigarettes in 1% (95% CI = 0-3%). The most frequently observed alcohol, tobacco and electronic cigarette brands were, respectively, Absolut Tune, Marlboro and E-Lites. At least one of the 32 most popular music videos containing alcohol or tobacco content had been seen by 81% (95% CI = 79%, 83%) of adolescents surveyed, and of these 87% (95% CI = 85%, 89%) had re-watched at least one video. The average number of videos seen was 7.1 (95% CI = 6.8, 7.4). Girls were more likely to watch and also re-watch the videos than boys, P YouTube music videos watched by a large number of British adolescents, particularly girls, include significant tobacco and alcohol content, including branding. © 2014 The Authors. Addiction published by John Wiley & Sons Ltd on behalf of Society for the Study of Addiction.

  16. Preschoolers' Recall of Science Content From Educational Videos Presented With and Without Songs

    Science.gov (United States)

    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.

  17. Measuring physical inactivity: do current measures provide an accurate view of "sedentary" video game time?

    Science.gov (United States)

    Fullerton, Simon; Taylor, Anne W; Dal Grande, Eleonora; Berry, Narelle

    2014-01-01

    Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n = 2026) were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children's video game time. A substantial proportion of time that would usually be classified as "sedentary" may actually be spent participating in light to moderate physical activity.

  18. Augmenting a TV Broadcast with Synchronised User Generated Video and Relevant Social Network Content

    NARCIS (Netherlands)

    Stokking, H.M.; Veenhuizen, A.T.; Kaptein, A.M.; Niamut, O.A.

    2014-01-01

    As TNO, we have developed an Augmented Live Broadcast use case, using components from the FP7 STEER project. In this use case, a television broadcast of a live event is augmented with user generated content. This user generated content consists of videos made by users at the event, and also of

  19. The Impact of Rock Videos and Music with Suicidal Content on Thoughts and Attitudes about Suicide.

    Science.gov (United States)

    Rustad, Robin A.; Small, Jacob E.; Jobes, David A.; Safer, Martin A.; Peterson, Rebecca J.

    2003-01-01

    Two experiments exposed college student volunteers to rock music with or without suicidal content. Music and videos with suicide content appeared to prime implicit cognitions related to suicide but did not affect variables associated with increased suicide risk. (Contains 60 references and 3 tables.) (Author/JBJ)

  20. Legal drug content in music video programs shown on Australian television on saturday mornings.

    Science.gov (United States)

    Johnson, Rebecca; Croager, Emma; Pratt, Iain S; Khoo, Natalie

    2013-01-01

    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.

  1. 2D/3D video content adaptation decision engine based on content classification and user assessment

    Science.gov (United States)

    Fernandes, Rui; Andrade, M. T.

    2017-07-01

    Multimedia adaptation depends on several factors, such as the content itself, the consumption device and its characteristics, the transport and access networks and the user. An adaptation decision engine, in order to provide the best possible Quality of Experience to a user, needs to have information about all variables that may influence its decision. For the aforementioned factors, we implement content classification, define device classes, consider limited bandwidth scenarios and categorize user preferences based on a subjective quality evaluation test. The results of these actions generate vital information to pass to the adaptation decision engine so that its operation may provide the indication of the most suitable adaptation to perform that delivers the best possible outcome for the user under the existing constraints.

  2. Augmenting a TV Broadcast with Synchronised User Generated Video and Relevant Social Network Content

    OpenAIRE

    Stokking, H.M.; Veenhuizen, A.T.; Kaptein, A.M.; Niamut, O.A.

    2014-01-01

    As TNO, we have developed an Augmented Live Broadcast use case, using components from the FP7 STEER project. In this use case, a television broadcast of a live event is augmented with user generated content. This user generated content consists of videos made by users at the event, and also of relevant social network content. The current implementation uses timestamps inserted in the media streams to synchronise related media streams. Social networks are searched using EPG information as a st...

  3. Impact of video technology on efficiency of pharmacist-provided anticoagulation counseling and patient comprehension.

    Science.gov (United States)

    Moore, Sarah J; Blair, Elizabeth A; Steeb, David R; Reed, Brent N; Hull, J Heyward; Rodgers, Jo Ellen

    2015-06-01

    Discharge anticoagulation counseling is important for ensuring patient comprehension and optimizing clinical outcomes. As pharmacy resources become increasingly limited, the impact of informational videos on the counseling process becomes more relevant. To evaluate differences in pharmacist time spent counseling and patient comprehension (measured by the Oral Anticoagulation Knowledge [OAK] test) between informational videos and traditional face-to-face (oral) counseling. This prospective, open, parallel-group study at an academic medical center randomized 40 individuals-17 warfarin-naïve ("New Start") and 23 with prior warfarin use ("Restart")-to receive warfarin discharge education by video or face-to-face counseling. "Teach-back" questions were used in both groups. Although overall pharmacist time was reduced in the video counseling group (P counseling method (P = 0.012) suggests the difference between counseling methods was smaller in New Start participants. Following adjustment, mean total time was reduced 8.71 (95% CI = 5.15-12.26) minutes (adjusted P counseling. Postcounseling OAK test scores did not differ. Age, gender, socioeconomic status, and years of education were not predictive of total time or OAK test score. Use of informational videos coupled with teach-back questions significantly reduced pharmacist time spent on anticoagulation counseling without compromising short-term patient comprehension, primarily in patients with prior warfarin use. Study results demonstrate that video technology provides an efficient method of anticoagulation counseling while achieving similar comprehension. © The Author(s) 2015.

  4. Age and violent-content labels make video games forbidden fruits for youth.

    Science.gov (United States)

    Bijvank, Marije Nije; Konijn, Elly A; Bushman, Brad J; Roelofsma, Peter H M P

    2009-03-01

    To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the attractiveness of games for children younger than the age rating. Participants were 310 Dutch youth. The design was a 3 (age group: 7-8, 12-13, and 16-17 years) x 2 (participant gender) x 7 (label: 7+, 12+, 16+, 18+, violence, no violence, or no label control) x 2 (game description: violent or nonviolent) mixed factorial. The first 2 factors were between subjects, whereas the last 2 factors were within subjects. Three personality traits (ie, reactance, trait aggressiveness, and sensation seeking) were also included in the analyses. Participants read fictitious video game descriptions and rated how much they wanted to play each game. Results revealed that restrictive age labels and violent-content labels increased the attractiveness of video games for all of the age groups (even 7- to 8-year-olds and girls). Although the Pan European Game Information system was developed to protect youth from objectionable content, this system actually makes such games forbidden fruits. Pediatricians should be aware of this forbidden-fruit effect, because video games with objectionable content can have harmful effects on children and adolescents.

  5. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013.

    Science.gov (United States)

    Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh

    2018-01-11

    Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.

  6. Effectiveness of a Glasgow Coma Scale instructional video for EMS providers.

    Science.gov (United States)

    Lane, Peter L; Báez, Amado Alejandro; Brabson, Thomas; Burmeister, David D; Kelly, John J

    2002-01-01

    The Glasgow Coma Scale (GCS) is the standard measure used to quantify the level of consciousness of patients who have sustained head injuries. Rapid and accurate GCS scoring is essential. To evaluate the effectiveness of a GCS teaching video shown to prehospital emergency medical services (EMS) providers. Participants and setting--United States, Mid-Atlantic region EMS providers. Intervention--Each participant scored all of the three components of the GCS for each of four scenarios provided before and after viewing a video-tape recording containing four scenarios. Design--Before-and-after single (Phase I) and parallel Cohort (Phase II). Analysis--Proportions of correct scores were compared using chi-square, and relative risk was calculated to measure the strength of the association. 75 participants were included in Phase I. In Phase II, 46 participants participated in a parallel cohort design: 20 used GCS reference cards and 26 did not use the cards. Before observing the instructional video, only 14.7% score all of the scenarios correctly, where as after viewing the video, 64.0% scored the scenarios results were observed after viewing the video for those who used the GCS cards (p = 0.001; RR = 2.0; 95% CI = 1.29 to 3.10) than for those not using the cards (p < 0.0001; RR = 10.0; 95% CI = 2.60 to 38.50). Post-video viewing scores were better than those observed before the video presentation. Ongoing evaluations include analysis of long-term skill retention and scoring accuracy in the clinical environment.

  7. Attitudes towards schizophrenia on YouTube: A content analysis of Finnish and Greek videos.

    Science.gov (United States)

    Athanasopoulou, Christina; Suni, Sanna; Hätönen, Heli; Apostolakis, Ioannis; Lionis, Christos; Välimäki, Maritta

    2016-01-01

    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.

  8. A Joint Compression Scheme of Video Feature Descriptors and Visual Content.

    Science.gov (United States)

    Zhang, Xiang; Ma, Siwei; Wang, Shiqi; Zhang, Xinfeng; Sun, Huifang; Gao, Wen

    2017-02-01

    High-efficiency compression of visual feature descriptors has recently emerged as an active topic due to the rapidly increasing demand in mobile visual retrieval over bandwidth-limited networks. However, transmitting only those feature descriptors may largely restrict its application scale due to the lack of necessary visual content. To facilitate the wide spread of feature descriptors, a hybrid framework of jointly compressing the feature descriptors and visual content is highly desirable. In this paper, such a content-plus-feature coding scheme is investigated, aiming to shape the next generation of video compression system toward visual retrieval, where the high-efficiency coding of both feature descriptors and visual content can be achieved by exploiting the interactions between each other. On the one hand, visual feature descriptors can achieve compact and efficient representation by taking advantages of the structure and motion information in the compressed video stream. To optimize the retrieval performance, a novel rate-accuracy optimization technique is proposed to accurately estimate the retrieval performance degradation in feature coding. On the other hand, the already compressed feature data can be utilized to further improve the video coding efficiency by applying feature matching-based affine motion compensation. Extensive simulations have shown that the proposed joint compression framework can offer significant bitrate reduction in representing both feature descriptors and video frames, while simultaneously maintaining the state-of-the-art visual retrieval performance.

  9. Automating the construction of scene classifiers for content-based video retrieval

    NARCIS (Netherlands)

    Khan, L.; Israël, Menno; Petrushin, V.A.; van den Broek, Egon; van der Putten, Peter

    2004-01-01

    This paper introduces a real time automatic scene classifier within content-based video retrieval. In our envisioned approach end users like documentalists, not image processing experts, build classifiers interactively, by simply indicating positive examples of a scene. Classification consists of a

  10. Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

    Science.gov (United States)

    Hatkevich, Claire

    2013-01-01

    Background Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Methods Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. Results The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a

  11. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

    Science.gov (United States)

    Lyons, Elizabeth Jane; Hatkevich, Claire

    2013-05-07

    Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those

  12. Control and Innovation on Digital Platforms : the case of Netflix and streaming of video content

    OpenAIRE

    Vigeland, Eirik

    2012-01-01

    In this thesis I investigate innovation processes on innovation platforms, and look at the role played by content release for innovation in digital distribution of home entertainment. I argue that innovation platforms rely on several aspects of innovation in order to succeed, and this thesis is concerned with one of these, namely release of digital entertainment content. I use the American video streaming service Netflix as a case and example of such an innovation platform. By using techno...

  13. Adaptive Content Management for UGC Video Delivery in Mobile Internet Era

    Directory of Open Access Journals (Sweden)

    Qilin Fan

    2016-01-01

    Full Text Available The demand of storing and transferring user generated content (UGC has been rapidly growing with the popularization of mobile devices equipped with video recording and playback capabilities. As a typical application of software-defined networks/network functions virtualization-based pervasive communications infrastructure, content delivery networks (CDNs have been widely leveraged to distribute contents across different geographical locations. Nevertheless, the content delivery for UGC is inefficient with the existing “pull-based” caching mechanism in traditional CDNs, because there exists a huge volume of lukewarm or cold UGC which results in a low cache hit ratio. In this paper, we propose a “push-based” caching mechanism to efficiently and economically deliver UGC videos. Different from traditional CDNs which separate the original content storage and caching, we directly store UGC videos into selective servers which serve as both reliable storages and user-facing uploading servers. By carefully and dynamically selecting the storage locations of each UGC object based on its popularity and locality, we not only guarantee the data availability but also remarkably improve the content distribution performance and reduce the distribution cost.

  14. Video content analysis on body-worn cameras for retrospective investigation

    Science.gov (United States)

    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.

    2015-10-01

    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.

  15. Automatic Synthesis of Background Music Track Data by Analysis of Video Contents

    Science.gov (United States)

    Modegi, Toshio

    This paper describes an automatic creation technique of background music track data for given video file. Our proposed system is based on a novel BGM synthesizer, called “Matrix Music Player”, which can produce 3125 kinds of high-quality BGM contents by dynamically mixing 5 audio files, which are freely selected from total 25 audio waveform files. In order to retrieve appropriate BGM mixing patterns, we have constructed an acoustic analysis database, which records acoustic features of total 3125 synthesized patterns. Developing a video analyzer which generates image parameters of given video data and converts them to acoustic parameters, we will access the acoustic analysis database and retrieve an appropriate synthesized BGM signal, which can be included in the audio track of the source video file. Based on our proposed method, we have tried BGM synthesis experiments using several around 20-second video clips. The automatically inserted BGM audio streams for all of our given video clips have been objectively acceptable. In this paper, we describe briefly our proposed BGM synthesized method and its experimental results.

  16. Comprehensive depth estimation algorithm for efficient stereoscopic content creation in three-dimensional video systems

    Science.gov (United States)

    Xu, Huihui; Jiang, Mingyan

    2015-07-01

    Two-dimensional to three-dimensional (3-D) conversion in 3-D video applications has attracted great attention as it can alleviate the problem of stereoscopic content shortage. Depth estimation is an essential part of this conversion since the depth accuracy directly affects the quality of a stereoscopic image. In order to generate a perceptually reasonable depth map, a comprehensive depth estimation algorithm that considers the scenario type is presented. Based on the human visual system mechanism, which is sensitive to a change in the scenario, this study classifies the type of scenario into four classes according to the relationship between the movements of the camera and the object, and then leverages different strategies on the basis of the scenario type. The proposed strategies efficiently extract the depth information from different scenarios. In addition, the depth generation method for a scenario in which there is no motion, neither of the object nor the camera, is also suitable for the single image. Qualitative and quantitative evaluation results demonstrate that the proposed depth estimation algorithm is very effective for generating stereoscopic content and providing a realistic visual experience.

  17. A content analysis of smoking fetish videos on YouTube: regulatory implications for tobacco control.

    Science.gov (United States)

    Kim, Kyongseok; Paek, Hye-Jin; Lynn, Jordan

    2010-03-01

    This study examined the prevalence, accessibility, and characteristics of eroticized smoking portrayal, also referred to as smoking fetish, on YouTube. The analysis of 200 smoking fetish videos revealed that the smoking fetish videos are prevalent and accessible to adolescents on the website. They featured explicit smoking behavior by sexy, young, and healthy females, with the content corresponding to PG-13 and R movie ratings. We discuss a potential impact of the prosmoking image on youth according to social cognitive theory, and implications for tobacco control.

  18. Axiological and educational analysis of video-games with violence contents

    Directory of Open Access Journals (Sweden)

    José Antonio ORTEGA CARRILLO

    2017-07-01

    Full Text Available A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent research in which adult players related with the education area (future teachers analyzed critically the axiological component of a very important group of video-games which are important in the sales lists. For that purpose, a very specific scale has been used, with indicators related to the argument, the initial and final videos, the protagonist’s behaviour, the stenography, clothes, actions and partial and final results obtained by players.

  19. Future-saving audiovisual content for Data Science: Preservation of geoinformatics video heritage with the TIB|AV-Portal

    Science.gov (United States)

    Löwe, Peter; Plank, Margret; Ziedorn, Frauke

    2015-04-01

    of Science and Technology. The web-based portal allows for extended search capabilities based on enhanced metadata derived by automated video analysis. By combining state-of-the-art multimedia retrieval techniques such as speech-, text-, and image recognition with semantic analysis, content-based access to videos at the segment level is provided. Further, by using the open standard Media Fragment Identifier (MFID), a citable Digital Object Identifier is displayed for each video segment. In addition to the continuously growing footprint of contemporary content, the importance of vintage audiovisual information needs to be considered: This paper showcases the successful application of the TIB|AV-Portal in the preservation and provision of a newly discovered version of a GRASS GIS promotional video produced by US Army -Corps of Enginers Laboratory (US-CERL) in 1987. The video is provides insight into the constraints of the very early days of the GRASS GIS project, which is the oldest active Free and Open Source Software (FOSS) GIS project which has been active for over thirty years. GRASS itself has turned into a collaborative scientific platform and a repository of scientific peer-reviewed code and algorithm/knowledge hub for future generation of scientists [1]. This is a reference case for future preservation activities regarding semantic-enhanced Web 2.0 content from geospatial software projects within Academia and beyond. References: [1] Chemin, Y., Petras V., Petrasova, A., Landa, M., Gebbert, S., Zambelli, P., Neteler, M., Löwe, P.: GRASS GIS: a peer-reviewed scientific platform and future research Repository, Geophysical Research Abstracts, Vol. 17, EGU2015-8314-1, 2015 (submitted)

  20. Characterization of social video

    Science.gov (United States)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

    The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.

  1. BDVC (Bimodal Database of Violent Content): A database of violent audio and video

    Science.gov (United States)

    Rivera Martínez, Jose Luis; Mijes Cruz, Mario Humberto; Rodríguez Vázqu, Manuel Antonio; Rodríguez Espejo, Luis; Montoya Obeso, Abraham; García Vázquez, Mireya Saraí; Ramírez Acosta, Alejandro Álvaro

    2017-09-01

    Nowadays there is a trend towards the use of unimodal databases for multimedia content description, organization and retrieval applications of a single type of content like text, voice and images, instead bimodal databases allow to associate semantically two different types of content like audio-video, image-text, among others. The generation of a bimodal database of audio-video implies the creation of a connection between the multimedia content through the semantic relation that associates the actions of both types of information. This paper describes in detail the used characteristics and methodology for the creation of the bimodal database of violent content; the semantic relationship is stablished by the proposed concepts that describe the audiovisual information. The use of bimodal databases in applications related to the audiovisual content processing allows an increase in the semantic performance only and only if these applications process both type of content. This bimodal database counts with 580 audiovisual annotated segments, with a duration of 28 minutes, divided in 41 classes. Bimodal databases are a tool in the generation of applications for the semantic web.

  2. Headless, hungry, and unhealthy: a video content analysis of obese persons portrayed in online news.

    Science.gov (United States)

    Puhl, Rebecca M; Peterson, Jamie Lee; DePierre, Jenny A; Luedicke, Joerg

    2013-01-01

    The news media has substantial influence on public perceptions of social and health issues. This study conducted a video content analysis to examine portrayals of obese persons in online news reports about obesity. The authors downloaded online news videos about obesity (N = 371) from 5 major news websites and systematically coded visual portrayals of obese and nonobese adults and youth in these videos. The authors found that 65% of overweight/obese adults and 77% of overweight/obese youth were portrayed in a negative, stigmatizing manner across multiple obesity-related topics covered in online news videos. In particular, overweight/obese individuals were significantly more likely than were nonoverweight individuals to be portrayed as headless, with an unflattering emphasis on isolated body parts, from an unflattering rear view of their excess weight, eating unhealthy foods, engaging in sedentary behavior, and dressed in inappropriately fitting clothing. Nonoverweight individuals were significantly more likely to be portrayed positively. In conclusion, obese children and adults are frequently stigmatized in online news videos about obesity. These findings have important implications for public perceptions of obesity and obese persons and may reinforce negative societal weight bias.

  3. Jellyfish Body Plans Provide Allometric Advantages beyond Low Carbon Content

    OpenAIRE

    Pitt, Kylie; Duarte, Carlos M.; Lucas, Cathy H; Sutherland, Kelly; Condon, Robert H.; Mianzan, Hermes Walter; Purcell, Jennifer; Robinson, Kelly; Uye, Shin-Ichi

    2015-01-01

    Jellyfish form spectacular blooms throughout the world?s oceans. Jellyfish body plans are characterised by high water and low carbon contents which enables them to grow much larger than non-gelatinous animals of equivalent carbon content and to deviate from non-gelatinous pelagic animals when incorporated into allometric relationships. Jellyfish have, however, been argued to conform to allometric relationships when carbon content is used as the metric for comparison. Here we test the hypothe...

  4. Fast repurposing of high-resolution stereo video content for mobile use

    Science.gov (United States)

    Karaoglu, Ali; Lee, Bong Ho; Boev, Atanas; Cheong, Won-Sik; Gotchev, Atanas

    2012-06-01

    3D video content is captured and created mainly in high resolution targeting big cinema or home TV screens. For 3D mobile devices, equipped with small-size auto-stereoscopic displays, such content has to be properly repurposed, preferably in real-time. The repurposing requires not only spatial resizing but also properly maintaining the output stereo disparity, as it should deliver realistic, pleasant and harmless 3D perception. In this paper, we propose an approach to adapt the disparity range of the source video to the comfort disparity zone of the target display. To achieve this, we adapt the scale and the aspect ratio of the source video. We aim at maximizing the disparity range of the retargeted content within the comfort zone, and minimizing the letterboxing of the cropped content. The proposed algorithm consists of five stages. First, we analyse the display profile, which characterises what 3D content can be comfortably observed in the target display. Then, we perform fast disparity analysis of the input stereoscopic content. Instead of returning the dense disparity map, it returns an estimate of the disparity statistics (min, max, meanand variance) per frame. Additionally, we detect scene cuts, where sharp transitions in disparities occur. Based on the estimated input, and desired output disparity ranges, we derive the optimal cropping parameters and scale of the cropping window, which would yield the targeted disparity range and minimize the area of cropped and letterboxed content. Once the rescaling and cropping parameters are known, we perform resampling procedure using spline-based and perceptually optimized resampling (anti-aliasing) kernels, which have also a very efficient computational structure. Perceptual optimization is achieved through adjusting the cut-off frequency of the anti-aliasing filter with the throughput of the target display.

  5. Is Content Really King? An Objective Analysis of the Public's Response to Medical Videos on YouTube

    Science.gov (United States)

    Desai, Tejas; Shariff, Afreen; Dhingra, Vibhu; Minhas, Deeba; Eure, Megan; Kats, Mark

    2013-01-01

    Medical educators and patients are turning to YouTube to teach and learn about medical conditions. These videos are from authors whose credibility cannot be verified & are not peer reviewed. As a result, studies that have analyzed the educational content of YouTube have reported dismal results. These studies have been unable to exclude videos created by questionable sources and for non-educational purposes. We hypothesize that medical education YouTube videos, authored by credible sources, are of high educational value and appropriately suited to educate the public. Credible videos about cardiovascular diseases were identified using the Mayo Clinic's Center for Social Media Health network. Content in each video was assessed by the presence/absence of 7 factors. Each video was also evaluated for understandability using the Suitability Assessment of Materials (SAM). User engagement measurements were obtained for each video. A total of 607 videos (35 hours) were analyzed. Half of all videos contained 3 educational factors: treatment, screening, or prevention. There was no difference between the number of educational factors present & any user engagement measurement (p NS). SAM scores were higher in videos whose content discussed more educational factors (pYouTube. PMID:24367517

  6. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People

    OpenAIRE

    Cranwell, J.C.; Whitamore, Kathy; Britton, John; Leonardi-Bee, Jo

    2016-01-01

    Abstract To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11?17 years were included as participants. Reported...

  7. Providing Memory Management Abstraction for Self-Reconfigurable Video Processing Platforms

    Directory of Open Access Journals (Sweden)

    Kurt Franz Ackermann

    2009-01-01

    Full Text Available This paper presents a concept for an SDRAM controller targeting video processing platforms with dynamically reconfigurable processing units (RPUs. A priority-arbitration algorithm provides the required QoS and supports high bit-rate data streaming of multiple clients. Conforming to common video data structures the controller organizes the memory in partitions, frames, lines, and pixels. The raised level of abstraction drastically reduces the complexity of clients' addressing logic. Its uniform interface structure facilitates instantiations in systems with various clients. In addition to SDRAM controllers for regular applications, special demands of reconfigurable platforms have to be satisfied. The aim of this work is to minimize the number of required bus macros leading to relaxed place and route constraints and reducing the number of critical design paths. A suitable interface protocol is presented, and fundamental implementation issues are outlined.

  8. Axiological and educational analysis of video-games with violence contents

    OpenAIRE

    José Antonio ORTEGA CARRILLO; Mª Carmen ROBLES VILCHEZ

    2017-01-01

    A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent researc...

  9. Performance evaluation of real-time video content analysis systems in the CANDELA project

    Science.gov (United States)

    Desurmont, Xavier; Wijnhoven, Rob; Jaspers, Egbert; Caignart, Olivier; Barais, Mike; Favoreel, Wouter; Delaigle, Jean-Francois

    2005-02-01

    The CANDELA project aims at realizing a system for real-time image processing in traffic and surveillance applications. The system performs segmentation, labels the extracted blobs and tracks their movements in the scene. Performance evaluation of such a system is a major challenge since no standard methods exist and the criteria for evaluation are highly subjective. This paper proposes a performance evaluation approach for video content analysis (VCA) systems and identifies the involved research areas. For these areas we give an overview of the state-of-the-art in performance evaluation and introduce a classification into different semantic levels. The proposed evaluation approach compares the results of the VCA algorithm with a ground-truth (GT) counterpart, which contains the desired results. Both the VCA results and the ground truth comprise description files that are formatted in MPEG-7. The evaluation is required to provide an objective performance measure and a mean to choose between competitive methods. In addition, it enables algorithm developers to measure the progress of their work at the different levels in the design process. From these requirements and the state-of-the-art overview we conclude that standardization is highly desirable for which many research topics still need to be addressed.

  10. Jellyfish body plans provide allometric advantages beyond low carbon content.

    Directory of Open Access Journals (Sweden)

    Kylie A Pitt

    Full Text Available Jellyfish form spectacular blooms throughout the world's oceans. Jellyfish body plans are characterised by high water and low carbon contents which enables them to grow much larger than non-gelatinous animals of equivalent carbon content and to deviate from non-gelatinous pelagic animals when incorporated into allometric relationships. Jellyfish have, however, been argued to conform to allometric relationships when carbon content is used as the metric for comparison. Here we test the hypothesis that differences in allometric relationships for several key functional parameters remain for jellyfish even after their body sizes are scaled to their carbon content. Data on carbon and nitrogen contents, rates of respiration, excretion, growth, longevity and swimming velocity of jellyfish and other pelagic animals were assembled. Allometric relationships between each variable and the equivalent spherical diameters of jellyfish and other pelagic animals were compared before and after sizes of jellyfish were standardised for their carbon content. Before standardisation, the slopes of the allometric relationships for respiration, excretion and growth were the same for jellyfish and other pelagic taxa but the intercepts differed. After standardisation, slopes and intercepts for respiration were similar but excretion rates of jellyfish were 10× slower, and growth rates 2× faster than those of other pelagic animals. Longevity of jellyfish was independent of size. The slope of the allometric relationship of swimming velocity of jellyfish differed from that of other pelagic animals but because they are larger jellyfish operate at Reynolds numbers approximately 10× greater than those of other pelagic animals of comparable carbon content. We conclude that low carbon and high water contents alone do not explain the differences in the intercepts or slopes of the allometric relationships of jellyfish and other pelagic animals and that the evolutionary longevity

  11. Jellyfish body plans provide allometric advantages beyond low carbon content.

    Science.gov (United States)

    Pitt, Kylie A; Duarte, Carlos M; Lucas, Cathy H; Sutherland, Kelly R; Condon, Robert H; Mianzan, Hermes; Purcell, Jennifer E; Robinson, Kelly L; Uye, Shin-Ichi

    2013-01-01

    Jellyfish form spectacular blooms throughout the world's oceans. Jellyfish body plans are characterised by high water and low carbon contents which enables them to grow much larger than non-gelatinous animals of equivalent carbon content and to deviate from non-gelatinous pelagic animals when incorporated into allometric relationships. Jellyfish have, however, been argued to conform to allometric relationships when carbon content is used as the metric for comparison. Here we test the hypothesis that differences in allometric relationships for several key functional parameters remain for jellyfish even after their body sizes are scaled to their carbon content. Data on carbon and nitrogen contents, rates of respiration, excretion, growth, longevity and swimming velocity of jellyfish and other pelagic animals were assembled. Allometric relationships between each variable and the equivalent spherical diameters of jellyfish and other pelagic animals were compared before and after sizes of jellyfish were standardised for their carbon content. Before standardisation, the slopes of the allometric relationships for respiration, excretion and growth were the same for jellyfish and other pelagic taxa but the intercepts differed. After standardisation, slopes and intercepts for respiration were similar but excretion rates of jellyfish were 10× slower, and growth rates 2× faster than those of other pelagic animals. Longevity of jellyfish was independent of size. The slope of the allometric relationship of swimming velocity of jellyfish differed from that of other pelagic animals but because they are larger jellyfish operate at Reynolds numbers approximately 10× greater than those of other pelagic animals of comparable carbon content. We conclude that low carbon and high water contents alone do not explain the differences in the intercepts or slopes of the allometric relationships of jellyfish and other pelagic animals and that the evolutionary longevity of jellyfish and

  12. HATE BENEATH THE COUNTER SPEECH? A QUALITATIVE CONTENT ANALYSIS OF USER COMMENTS ON YOUTUBE RELATED TO COUNTER SPEECH VIDEOS

    OpenAIRE

    Julian Ernst; Schmitt, Josephine B.; Diana Rieger; Ann Kristin Beier; Peter Vorderer; Gary Bente; Hans Joachim Roth

    2017-01-01

    The odds in stumbling over extremist material in the internet are high. Counter speech videos, such as those of the German campaign Begriffswelten Islam (Concepts of Islam; Bundeszentrale für politische Bildung, 2015a) published on YouTube, offer alternative perspectives and democratic ideas to counteract extremist content. YouTube users may discuss these videos in the comment sections below the video. Yet, it remains open which topics these users bring up in their comments. Moreover, it is u...

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

    NARCIS (Netherlands)

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

    2015-01-01

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

  14. Problem Posing as Providing Students with Content-Specific Motives

    NARCIS (Netherlands)

    Klaassen, C.W.J.M.; Doorman, L.M.

    2015-01-01

    We interpret problem posing not as an end in itself, but as a means to add quality to students' process of learning content. Our basic tenet is that all along students know the purpose(s) of what they are doing. This condition is not easily and not often satisfied in education, as we illustrate with

  15. Content analysis of antismoking videos on YouTube: message sensation value, message appeals, and their relationships with viewer responses

    National Research Council Canada - National Science Library

    Paek, Hye-Jin; Kim, Kyongseok; Hove, Thomas

    2010-01-01

    Focusing on several message features that are prominent in antismoking campaign literature, this content-analytic study examines 934 antismoking video clips on YouTube for the following characteristics...

  16. Evaluation of stereoscopic medical video content on an autostereoscopic display for undergraduate medical education

    Science.gov (United States)

    Ilgner, Justus F. R.; Kawai, Takashi; Shibata, Takashi; Yamazoe, Takashi; Westhofen, Martin

    2006-02-01

    group generally estimated resection depth to much lesser values than in reality. Although this was the case with some participants in the stereoscopic group, too, the estimation of depth features reflected the enhanced depth impression provided by stereoscopy. Conclusion: Following first implementation of stereoscopic video teaching, medical students who are inexperienced with ENT surgical procedures are able to reproduce depth information and therefore anatomically complex structures to a greater extent following stereoscopic video teaching. Besides extending video teaching to junior doctors, the next evaluation step will address its effect on the learning curve during the surgical training program.

  17. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.

  18. Use of on-demand video to provide patient education on spinal cord injury.

    Science.gov (United States)

    Hoffman, Jeanne; Salzman, Cynthia; Garbaccio, Chris; Burns, Stephen P; Crane, Deborah; Bombardier, Charles

    2011-01-01

    Persons with chronic spinal cord injury (SCI) have a high lifetime need for ongoing patient education to reduce the risk of serious and costly medical conditions. We have addressed this need through monthly in-person public education programs called SCI Forums. More recently, we began videotaping these programs for streaming on our website to reach a geographically diverse audience of patients, caregivers, and providers. We compared information from the in-person forums to that of the same forums shown streaming on our website during a 1-year period. Both the in-person and Internet versions of the forums received high overall ratings from individuals who completed evaluation forms. Eighty-eight percent of online evaluators and 96% of in-person evaluators reported that they gained new information from the forum; 52 and 64% said they changed their attitude, and 61 and 68% said they would probably change their behavior or take some kind of action based on information they learned. Ninety-one percent of online evaluators reported that video is better than text for presenting this kind of information. Online video is an accessible, effective, and well-accepted way to present ongoing SCI education and can reach a wider geographical audience than in-person presentations.

  19. Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?

    National Research Council Canada - National Science Library

    Simon Fullerton; Anne W. Taylor; Eleonora Dal Grande; Narelle Berry

    2014-01-01

    ... that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods...

  20. Quantitative analysis of Internet television and video (WebTV: A study of formats, content, and source

    Directory of Open Access Journals (Sweden)

    José Borja ARJONA MARTÍN

    2014-07-01

    Full Text Available Due to the significant increase in the last five years of audiovisual content distribution over the web, this paper is focused on a study aimed at the description and classification of a wide sample of audiovisual initiatives whose access is carried out by means of the World Wide Web. The purpose of this study is to promote the debate concerning the different names of these incipient media, as well as their categorization and description so that an organised universe of the WebTV phenomenon could be provided. An analysis of formats and content is carried out on the basis of quantitative techniques in order to propose a categorization typology. These formats and content will be studied under three key variables: "Content", "Origin" and "Domain .tv". "Content" will help us define the programmatic lines of our study sample; “Source” refers to the source of a particular item of study (“Native WebTV or WebTV representative of a conventional media and "Domain.tv" will specify the proportion of case studies hosted with domain .tv. The results obtained in this study will offer the researchers and the professionals a comprehensive description of the models currently adopted in the field of video and television on the net.

  1. Impairment-Factor-Based Audiovisual Quality Model for IPTV: Influence of Video Resolution, Degradation Type, and Content Type

    Directory of Open Access Journals (Sweden)

    Garcia MN

    2011-01-01

    Full Text Available This paper presents an audiovisual quality model for IPTV services. The model estimates the audiovisual quality of standard and high definition video as perceived by the user. The model is developed for applications such as network planning and packet-layer quality monitoring. It mainly covers audio and video compression artifacts and impairments due to packet loss. The quality tests conducted for model development demonstrate a mutual influence of the perceived audio and video quality, and the predominance of the video quality for the overall audiovisual quality. The balance between audio quality and video quality, however, depends on the content, the video format, and the audio degradation type. The proposed model is based on impairment factors which quantify the quality-impact of the different degradations. The impairment factors are computed from parameters extracted from the bitstream or packet headers. For high definition video, the model predictions show a correlation with unknown subjective ratings of 95%. For comparison, we have developed a more classical audiovisual quality model which is based on the audio and video qualities and their interaction. Both quality- and impairment-factor-based models are further refined by taking the content-type into account. At last, the different model variants are compared with modeling approaches described in the literature.

  2. Towards a Video Passive Content Fingerprinting Method for Partial-Copy Detection Robust against Non-Simulated Attacks.

    Directory of Open Access Journals (Sweden)

    Zobeida Jezabel Guzman-Zavaleta

    Full Text Available Passive content fingerprinting is widely used for video content identification and monitoring. However, many challenges remain unsolved especially for partial-copies detection. The main challenge is to find the right balance between the computational cost of fingerprint extraction and fingerprint dimension, without compromising detection performance against various attacks (robustness. Fast video detection performance is desirable in several modern applications, for instance, in those where video detection involves the use of large video databases or in applications requiring real-time video detection of partial copies, a process whose difficulty increases when videos suffer severe transformations. In this context, conventional fingerprinting methods are not fully suitable to cope with the attacks and transformations mentioned before, either because the robustness of these methods is not enough or because their execution time is very high, where the time bottleneck is commonly found in the fingerprint extraction and matching operations. Motivated by these issues, in this work we propose a content fingerprinting method based on the extraction of a set of independent binary global and local fingerprints. Although these features are robust against common video transformations, their combination is more discriminant against severe video transformations such as signal processing attacks, geometric transformations and temporal and spatial desynchronization. Additionally, we use an efficient multilevel filtering system accelerating the processes of fingerprint extraction and matching. This multilevel filtering system helps to rapidly identify potential similar video copies upon which the fingerprint process is carried out only, thus saving computational time. We tested with datasets of real copied videos, and the results show how our method outperforms state-of-the-art methods regarding detection scores. Furthermore, the granularity of our method makes

  3. Celiac disease on YouTube - a study of the Polish content available on the popular video-sharing website.

    Science.gov (United States)

    Kiedrowski, Mirosław; Mróz, Andrzej; Gajewska, Danuta; Nurzyński, Paweł; Deptała, Andrzej

    2017-10-23

    Celiac disease affects about 1% of the population. Since most Polish households have a broadband Internet connection, a lot of people use web resources to learn about health and disease. YouTube service (www.youtube.com) offers a lot of videos concerning celiac disease. However, the credibility of the Polish videos available on YouTube and concerning celiac disease has never been analyzed. The aim of the study was to determine whether the YouTube service offers valuable content for Polish people affected by celiac disease. One hundred and fifty-four unique videos devoted to celiac disease and available in the Polish language were identified and critically assessed. Each video was categorized due to its topic(s), and evaluated for its credibility by two independent researchers. In general, 127 (82.5%) videos were found to be credible. The most credible categories of content presented organizations and events related to celiac disease/celiac society, followed by culinary recipes (100.0, 100.0, and 95.6% of credible videos, respectively). The least trustworthy categories were devoted to pathobiology and advertisements (55.6 and 54.3% of credible videos, respectively). YouTube service can serve as a supplementary source of knowledge for people affected by celiac disease, after careful selection of trustworthy content.

  4. Gender (In)equality in Internet Pornography: A Content Analysis of Popular Pornographic Internet Videos.

    Science.gov (United States)

    Klaassen, Marleen J E; Peter, Jochen

    2015-01-01

    Although Internet pornography is widely consumed and researchers have started to investigate its effects, we still know little about its content. This has resulted in contrasting claims about whether Internet pornography depicts gender (in)equality and whether this depiction differs between amateur and professional pornography. We conducted a content analysis of three main dimensions of gender (in)equality (i.e., objectification, power, and violence) in 400 popular pornographic Internet videos from the most visited pornographic Web sites. Objectification was depicted more often for women through instrumentality, but men were more frequently objectified through dehumanization. Regarding power, men and women did not differ in social or professional status, but men were more often shown as dominant and women as submissive during sexual activities. Except for spanking and gagging, violence occurred rather infrequently. Nonconsensual sex was also relatively rare. Overall, amateur pornography contained more gender inequality at the expense of women than professional pornography did.

  5. Multiple Moving Object Detection for Fast Video Content Description in Compressed Domain

    Directory of Open Access Journals (Sweden)

    Boris Mansencal

    2007-11-01

    Full Text Available Indexing deals with the automatic extraction of information with the objective of automatically describing and organizing the content. Thinking of a video stream, different types of information can be considered semantically important. Since we can assume that the most relevant one is linked to the presence of moving foreground objects, their number, their shape, and their appearance can constitute a good mean for content description. For this reason, we propose to combine both motion information and region-based color segmentation to extract moving objects from an MPEG2 compressed video stream starting only considering low-resolution data. This approach, which we refer to as “rough indexing,” consists in processing P-frame motion information first, and then in performing I-frame color segmentation. Next, since many details can be lost due to the low-resolution data, to improve the object detection results, a novel spatiotemporal filtering has been developed which is constituted by a quadric surface modeling the object trace along time. This method enables to effectively correct possible former detection errors without heavily increasing the computational effort.

  6. Innovative models for providing clinical pharmacy services to remote locations using clinical video telehealth.

    Science.gov (United States)

    Perdew, Cassie; Erickson, Katie; Litke, Jessica

    2017-07-15

    The use of videoconferencing and other telehealth technologies to expand access to clinical pharmacy services at multiple Veterans Affairs (VA) clinics in rural areas of Alaska and the northwestern United States is described. Beginning in 2014, clinical pharmacy specialists at a regional VA Telehealth Hub based at Boise VA Medical Center in Idaho have provided telehealth services for 16 clinics. In one telehealth model, a pharmacist and other remotely located primary care team members (a medical provider, a medical support assistant, a social worker, and a psychologist) conduct telehealth visits with veterans located at VA clinics, with support provided by clinic-based nursing staff; this model has been used to improve medication management services for veterans in sparsely populated areas. In the second VA telehealth model, a remotely located pharmacist uses telehealth technology to participate in clinical encounters along with primary care team members located at the patient site; this model allows on-demand remote coverage in the event of planned or unplanned absences of clinic-based pharmacists. Since the Telehealth Hub was established, pharmacists have engaged in video encounters and provided other telehealth-based clinical services to more than 1,200 veterans with diabetes, hyperlipidemia, hypertension, and other chronic conditions. Within the VA healthcare system, telehealth technology has been demonstrated to be a cost-effective and well-received means of providing clinical pharmacy services in rural areas. Copyright © 2017 by the American Society of Health-System Pharmacists, Inc. All rights reserved.

  7. Real-time video communication improves provider performance in a simulated neonatal resuscitation.

    Science.gov (United States)

    Fang, Jennifer L; Carey, William A; Lang, Tara R; Lohse, Christine M; Colby, Christopher E

    2014-11-01

    To determine if a real-time audiovisual link with a neonatologist, termed video-assisted resuscitation or VAR, improves provider performance during a simulated neonatal resuscitation scenario. Using high-fidelity simulation, 46 study participants were presented with a neonatal resuscitation scenario. The control group performed independently, while the intervention group utilized VAR. Time to effective ventilation was compared using Wilcoxon rank sum tests. Providers' use of the corrective steps for ineffective ventilation per the NRP algorithm was compared using Cochran-Armitage trend tests. The time needed to establish effective ventilation was significantly reduced in the intervention group when compared to the control group (mean time 2 min 42 s versus 4 min 11 s, presuscitation scenario significantly reduces the time to establish effective ventilation and improves provider adherence to NRP guidelines. This technology may be a means for regional centers to support local providers during a neonatal emergency to improve patient safety and improve neonatal outcomes. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  8. A content analysis of the portrayal of alcohol in televised music videos in New Zealand: changes over time.

    Science.gov (United States)

    Sloane, Kate; Wilson, Nick; Imlach Gunasekara, Fiona

    2013-01-01

    We aimed to: (i) document the extent and nature of alcohol portrayal in televised music videos in New Zealand in 2010; and (ii) assess trends over time by comparing with a similar 2005 sample. We undertook a content analysis for references to alcohol in 861 music videos shown on a youth-orientated television channel in New Zealand. This was compared with a sample in 2005 (564 music videos on the same channel plus sampling from two other channels). The proportion of alcohol content in the music videos was slightly higher in 2010 than for the same channel in the 2005 sample (19.5% vs. 15.7%) but this difference was not statistically significant. Only in the genre 'Rhythm and Blues' was the increase over time significant (P = 0.015). In both studies, the portrayal of alcohol was significantly more common in music videos where the main artist was international (not from New Zealand). Furthermore, in the music videos with alcohol content, at least a third of the time, alcohol was shown being consumed and the main artist was involved with alcohol. In only 2% (in 2005) and 4% (in 2010) of these videos was the tone explicitly negative towards alcohol. In both these studies, the portrayal of alcohol was relatively common in music videos. Nevertheless, there are various ways that policy makers can denormalise alcohol in youth-orientated media such as music videos or to compensate via other alcohol control measures such as higher alcohol taxes. © 2012 Australasian Professional Society on Alcohol and other Drugs.

  9. Measuring Physical Inactivity: Do Current Measures Provide an Accurate View of “Sedentary” Video Game Time?

    Directory of Open Access Journals (Sweden)

    Simon Fullerton

    2014-01-01

    Full Text Available Background. Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent playing video games was actually spent playing exergames. Methods. Data were collected via a cross-sectional telephone survey in South Australia. Participants aged 18 years and above (n=2026 were asked about their video game habits, as well as demographic and socioeconomic factors. In cases where children were in the household, the video game habits of a randomly selected child were also questioned. Results. Overall, 31.3% of adults and 79.9% of children spend at least some time playing video games. Of these, 24.1% of adults and 42.1% of children play exergames, with these types of games accounting for a third of all time that adults spend playing video games and nearly 20% of children’s video game time. Conclusions. A substantial proportion of time that would usually be classified as “sedentary” may actually be spent participating in light to moderate physical activity.

  10. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People.

    Science.gov (United States)

    Cranwell, Jo; Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo

    2016-07-01

    To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11-17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75-4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70-3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol.

  11. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People

    Science.gov (United States)

    Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo

    2016-01-01

    Abstract To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11–17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75–4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70–3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol. PMID:27428030

  12. Automated analysis and annotation of basketball video

    Science.gov (United States)

    Saur, Drew D.; Tan, Yap-Peng; Kulkarni, Sanjeev R.; Ramadge, Peter J.

    1997-01-01

    Automated analysis and annotation of video sequences are important for digital video libraries, content-based video browsing and data mining projects. A successful video annotation system should provide users with useful video content summary in a reasonable processing time. Given the wide variety of video genres available today, automatically extracting meaningful video content for annotation still remains hard by using current available techniques. However, a wide range video has inherent structure such that some prior knowledge about the video content can be exploited to improve our understanding of the high-level video semantic content. In this paper, we develop tools and techniques for analyzing structured video by using the low-level information available directly from MPEG compressed video. Being able to work directly in the video compressed domain can greatly reduce the processing time and enhance storage efficiency. As a testbed, we have developed a basketball annotation system which combines the low-level information extracted from MPEG stream with the prior knowledge of basketball video structure to provide high level content analysis, annotation and browsing for events such as wide- angle and close-up views, fast breaks, steals, potential shots, number of possessions and possession times. We expect our approach can also be extended to structured video in other domains.

  13. HATE BENEATH THE COUNTER SPEECH? A QUALITATIVE CONTENT ANALYSIS OF USER COMMENTS ON YOUTUBE RELATED TO COUNTER SPEECH VIDEOS

    Directory of Open Access Journals (Sweden)

    Julian Ernst

    2017-03-01

    Full Text Available The odds in stumbling over extremist material in the internet are high. Counter speech videos, such as those of the German campaign Begriffswelten Islam (Concepts of Islam; Bundeszentrale für politische Bildung, 2015a published on YouTube, offer alternative perspectives and democratic ideas to counteract extremist content. YouTube users may discuss these videos in the comment sections below the video. Yet, it remains open which topics these users bring up in their comments. Moreover, it is unknown how far user comments in this context may promote hate speech—the very opposite of what counter speeches intent to evoke. By applying a qualitative content analysis on a randomly selected sample of user comments, which appeared beneath the counter speech videos of Concepts of Islam, we found that comments dominated, which dealt with devaluating prejudices and stereotypes towards Muslims and/or Islam. However, we also discovered that users in a large scale discussed the content of the videos. Moreover, we identified user comments, which hint at hateful speech either in comments themselves or the discourse the comments are embedded in. Based on these results, we discuss implications for researchers, practitioners and security agencies.

  14. A New Tool for Collaborative Video Search via Content-based Retrieval and Visual Inspection

    NARCIS (Netherlands)

    Hürst, W.O.; Ip Vai Ching, Algernon; Hudelist, Marco A.; Primus, Manfred J.; Schoeffmann, Klaus; Beecks, Chrisitan

    2016-01-01

    We present a new approach for collaborative video search and video browsing relying on a combination of traditional, indexbased video retrieval complemented with large-scale human-based visual inspection. In particular, a traditional PC interface is used for query-based search using advanced

  15. Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings.

    Science.gov (United States)

    Ivory, James D; Williams, Dmitri; Martins, Nicole; Consalvo, Mia

    2009-08-01

    Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.

  16. Improving Peer-to-Peer Video Systems

    NARCIS (Netherlands)

    Petrocco, R.P.

    2016-01-01

    Video Streaming is nowadays the Internet’s biggest source of consumer traffic. Traditional content providers rely on centralised client-server model for distributing their video streaming content. The current generation is moving from being passive viewers, or content consumers, to active content

  17. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

    Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…

  18. Health behaviour information provided to clients during midwife-led prenatal booking visits: findings from video analyses.

    NARCIS (Netherlands)

    Baron, R.; Martin, L.; Gitsels-van der Wal, J.T.; Noordman, J.; Heymans, M.W.; Spelten, E.; Brug, J.; Hutton, E.K.

    2017-01-01

    Objective: to quantify to what extent evidence-based health behaviour topics relevant for pregnancy are discussed with clients during midwife-led prenatal booking visits and to assess the association of client characteristics with the extent of information provided. Design: quantitative video

  19. Development of an Educational Video to Improve Patient Knowledge and Communication with Their Healthcare Providers about Colorectal Cancer Screening

    Science.gov (United States)

    Katz, Mira L.; Heaner, Sarah; Reiter, Paul; van Putten, Julie; Murray, Lee; McDougle, Leon; Cegala, Donald J.; Post, Douglas; David, Prabu; Slater, Michael; Paskett, Electra D.

    2009-01-01

    Background: Low rates of colorectal cancer (CRC) screening persist due to individual, provider, and system level barriers. Purpose: To develop and obtain initial feedback about a CRC screening educational video from community members and medical professionals. Methods: Focus groups of patients were conducted prior to the development of the CRC…

  20. The Use of Eye Tracking in Research on Video-Based Second Language (L2) Listening Assessment: A Comparison of Context Videos and Content Videos

    Science.gov (United States)

    Suvorov, Ruslan

    2015-01-01

    Investigating how visuals affect test takers' performance on video-based L2 listening tests has been the focus of many recent studies. While most existing research has been based on test scores and self-reported verbal data, few studies have examined test takers' viewing behavior (Ockey, 2007; Wagner, 2007, 2010a). To address this gap, in the…

  1. Student-Produced Video Documentary Provides a Real Reason for Using the Target Language.

    Science.gov (United States)

    Gardner, David

    1995-01-01

    Describes a documentary created during an English course teaching academic skills to first-year arts faculty undergraduates. The focus was on making a video documentary about an issue of concern to the learners whose own negotiated goal was to present their information in English in a way that would be appealing to other students on campus. (12…

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

    OpenAIRE

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

    2013-01-01

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

  3. Channel Allocation Based on Content Characteristics for Video Transmission in Time-Domain-Based Multichannel Cognitive Radio Networks

    Directory of Open Access Journals (Sweden)

    Md. Jalil Piran

    2015-01-01

    Full Text Available This paper proposes a method for channel allocation based on video content requirements and the quality of the available channels in cognitive radio networks (CRNs. Our objective is to save network bandwidth and achieve high-quality video delivery. In this method, the content is divided into clusters based on scene complexity and PSNR. To allocate channel to the clusters over multichannel CRNs, we first need to identify the licensee’s activity and then maximize the opportunistic usage accordingly. Therefore, we classify short and long time transmission opportunities based on the licensee’s activities using a Bayesian nonparametric inference model. Furthermore, to prevent transmission interruption, we consider the underlay mode for transmission of the clusters with a lower bitrate. Next, we map the available spectrum opportunities to the content clusters according to both the quality of the channels and the requirements of the clusters. Then, a distortion optimization model is constructed according to the network transmission mechanism. Finally, to maximize the average quality of the delivered video, an optimization problem is defined to determine the best bitrate for each cluster by maximizing the sum of the logarithms of the frame rates. Our extensive simulation results prove the superior performance of the proposed method in terms of spectrum efficiency and the quality of delivered video.

  4. Content analysis of antismoking videos on YouTube: message sensation value, message appeals, and their relationships with viewer responses.

    Science.gov (United States)

    Paek, Hye-Jin; Kim, Kyongseok; Hove, Thomas

    2010-12-01

    Focusing on several message features that are prominent in antismoking campaign literature, this content-analytic study examines 934 antismoking video clips on YouTube for the following characteristics: message sensation value (MSV) and three types of message appeal (threat, social and humor). These four characteristics are then linked to YouTube's interactive audience response mechanisms (number of viewers, viewer ratings and number of comments) to capture message reach, viewer preference and viewer engagement. The findings suggest the following: (i) antismoking messages are prevalent on YouTube, (ii) MSV levels of online antismoking videos are relatively low compared with MSV levels of televised antismoking messages, (iii) threat appeals are the videos' predominant message strategy and (iv) message characteristics are related to viewer reach and viewer preference.

  5. Content-Based Indexing and Teaching Focus Mining for Lecture Videos

    Science.gov (United States)

    Lin, Yu-Tzu; Yen, Bai-Jang; Chang, Chia-Hu; Lee, Greg C.; Lin, Yu-Chih

    2010-01-01

    Purpose: The purpose of this paper is to propose an indexing and teaching focus mining system for lecture videos recorded in an unconstrained environment. Design/methodology/approach: By applying the proposed algorithms in this paper, the slide structure can be reconstructed by extracting slide images from the video. Instead of applying…

  6. Movie Ratings and the Content of Adult Videos: The Sex-Violence Ratio.

    Science.gov (United States)

    Yang, Ni; Linz, Daniel

    1990-01-01

    Quantifies sexual, violent, sexually violent, and prosocial behaviors in a sample of R-rated and X-rated videocassettes. Finds the predominant behavior in both X- and XXX-rated videos is sexual. Finds the predominant behavior in R-rated videos was violence followed by prosocial behavior. (RS)

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

    Science.gov (United States)

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

    2017-07-03

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

  8. How violent video games communicate violence: A literature review and content analysis of moral disengagement factors

    NARCIS (Netherlands)

    Hartmann, T.; Krakowiak, M.; Tsay-Vogel, M.

    2014-01-01

    Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach

  9. Obesity in the new media: a content analysis of obesity videos on YouTube.

    Science.gov (United States)

    Yoo, Jina H; Kim, Junghyun

    2012-01-01

    This study examines (1) how the topics of obesity are framed and (2) how obese persons are portrayed on YouTube video clips. The analysis of 417 obesity videos revealed that a newer medium like YouTube, similar to traditional media, appeared to assign responsibility and solutions for obesity mainly to individuals and their behaviors, although there was a tendency that some video categories have started to show other causal claims or solutions. However, due to the prevailing emphasis on personal causes and solutions, numerous YouTube videos had a theme of weight-based teasing, or showed obese persons engaging in stereotypical eating behaviors. We discuss a potential impact of YouTube videos on shaping viewers' perceptions about obesity and further reinforcing stigmatization of obese persons.

  10. Through the Looking Glass: Real-Time Video Using 'Smart' Technology Provides Enhanced Intraoperative Logistics.

    Science.gov (United States)

    Baldwin, Andrew C W; Mallidi, Hari R; Baldwin, John C; Sandoval, Elena; Cohn, William E; Frazier, O H; Singh, Steve K

    2016-01-01

    In the setting of increasingly complex medical therapies and limited physician resources, the recent emergence of 'smart' technology offers tremendous potential for improved logistics, efficiency, and communication between medical team members. In an effort to harness these capabilities, we sought to evaluate the utility of this technology in surgical practice through the employment of a wearable camera device during cardiothoracic organ recovery. A single procurement surgeon was trained for use of an Explorer Edition Google Glass (Google Inc., Mountain View, CA) during the recovery process. Live video feed of each procedure was securely broadcast to allow for members of the home transplant team to remotely participate in organ assessment. Primary outcomes involved demonstration of technological feasibility and validation of quality assurance through group assessment. The device was employed for the recovery of four organs: a right single lung, a left single lung, and two bilateral lung harvests. Live video of the visualization process was remotely accessed by the home transplant team, and supplemented final verification of organ quality. In each case, the organs were accepted for transplant without disruption of standard procurement protocols. Media files generated during the procedures were stored in a secure drive for future documentation, evaluation, and education purposes without preservation of patient identifiers. Live video streaming can improve quality assurance measures by allowing off-site members of the transplant team to participate in the final assessment of donor organ quality. While further studies are needed, this project suggests that the application of mobile 'smart' technology offers not just immediate value, but the potential to transform our approach to the practice of medicine.

  11. Speedometer app videos to provide real-world velocity–time graph data 1: rail travel

    Science.gov (United States)

    King, Julien

    2018-03-01

    The use of modern rail travel as a source of real-life velocity–time data to aid in the teaching of velocity and acceleration is discussed. A technique for using GPS speedometer apps to produce videos of velocity and time figures during a rail journey is described. The technique is applied to a UK rail journey, demonstrating how students can use its results to produce a velocity–time graph from which acceleration and deceleration figures can be calculated. These are compared with theoretical maximum figures, calculated from the train’s technical specification.

  12. Content of Orthopedic Patient Education Provided by Nurses in Seven European Countries.

    Science.gov (United States)

    Charalambous, Andreas; Papastavrou, E; Valkeapää, K; Zabalegui, A; Ingadóttir, B; Lemonidou, C; Fatkulina, N; Jouko, K; Leino-Kilpi, H

    2017-07-01

    Patients' and their significant others' education during the perioperative phase is an important and challenging aspect of care. This study explored the content of education provided by nurses to arthroplasty patients and their significant others. Data were collected with the Education of Patients-NURSE content (EPNURSE-Content), Received Knowledge of Hospital Patient (RKhp), and Received Knowledge of Significant Other (RKso) scales. The results showed that the content of education emphasized biophysiological and functional needs, differed between countries, and was related to how physically demanding nurses found their job to be and the amount of education provided. There is congruence between the received knowledge of patients and their significant others in relation to the content of education provided by nurses. The findings can support nurses in developing aid material for patients and significant others explaining the nature of education and advising them what to expect and how to optimize their participation in the process.

  13. Improving student learning via mobile phone video content: Evidence from the BridgeIT India project

    Science.gov (United States)

    Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi

    2015-08-01

    Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning materials organised in accordance with a system of syllabi pacing charts. Teachers of Standard 5 and 6 English and Science classes were notified of the availability of new videos via text messages (SMS), which they downloaded onto their phones using an open-source application and showed, with suggested activities, to students on a TV screen using a TV-out cable. In their evaluation of this project, the authors of this paper found that the test scores of children who experienced the intervention improved by 0.36 standard deviations in English and 0.98 standard deviations in Science in Andhra Pradesh, relative to students in similar classrooms who did not experience the intervention. Differences between treatment and control schools in Tamil Nadu were less marked. The intervention was also cost-effective, relative to other computer-based interventions. Based on these results, the authors argue that is possible to use mobile phones to produce a strong positive and statistically significant effect in terms of teaching and learning quality across a large number of classrooms in India at a lower cost per student than past computer-based interventions.

  14. The Effects of Profanity in Violent Video Game Content on Players' Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responses

    OpenAIRE

    Ivory, Adrienne Holz

    2010-01-01

    Although the effects of violent video games on aggression in users have been researched extensively and the resulting body of research shows that violent video games can increase aggressive behaviors, aggression-related feelings and thoughts, and physiological arousal, no empirical studies to date have examined whether there are similar and parallel effects of verbal aggression (e.g., profanity) in video game content. A 2 X 2 between-subjects factorial experiment (N = 321) tested the effects ...

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

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

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

  16. The Design and Use of Planetary Science Video Games to Teach Content while Enhancing Spatial Reasoning Skills

    Science.gov (United States)

    Ziffer, Julie; Nadirli, Orkhan; Rudnick, Benjamin; Pinkham, Sunny; Montgomery, Benjamin

    2016-10-01

    Traditional teaching of Planetary Science requires students to possess well developed spatial reasoning skills (SRS). Recent research has demonstrated that SRS, long known to be crucial to math and science success, can be improved among students who lack these skills (Sorby et al., 2009). Teaching spatial reasoning is particularly valuable to women and minorities who, through societal pressure, often doubt their abilities (Hill et al., 2010). To address SRS deficiencies, our team is developing video games that embed SRS training into Planetary Science content. Our first game, on Moon Phases, addresses the two primary challenges faced by students trying to understand the Sun-Earth-Moon system: 1) visualizing the system (specifically the difference between the Sun-Earth orbital plane and the Earth-Moon orbital plane) and 2) comprehending the relationship between time and the position-phase of the Moon. In our second video game, the student varies an asteroid's rotational speed, shape, and orientation to the light source while observing how these changes effect the resulting light curve. To correctly pair objects to their light curves, students use spatial reasoning skills to imagine how light scattering off a three dimensional rotating object is imaged on a sensor plane and is then reduced to a series of points on a light curve plot. These two games represent the first of our developing suite of high-interest video games designed to teach content while increasing the student's competence in spatial reasoning.

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

    Science.gov (United States)

    Wright, Chrysalis L.; Rubin, Mark

    2017-01-01

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

  18. The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives

    Science.gov (United States)

    Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.

    2008-01-01

    Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…

  19. Learning from video modeling examples : Content kept equal, adults are more effective models than peers

    NARCIS (Netherlands)

    Hoogerheide, Vincent; van Wermeskerken, Margot; Loyens, Sofie M M; van Gog, Tamara

    2016-01-01

    Learning from (video) modeling examples in which a model demonstrates how to perform a task is an effective instructional strategy. The model-observer similarity (MOS) hypothesis postulates that (perceived) similarity between learners and the model in terms of age or expertise moderates the

  20. A Novel Stackelberg-Bertrand Game Model for Pricing Content Provider

    Directory of Open Access Journals (Sweden)

    Cheng Zhang

    2015-11-01

    Full Text Available With the popularity of smart devices such as smartphone, tablet, contents that traditionally be viewed on a personal computer, can also be viewed on these smart devices. The demand for contents thus is increasing year by year, which makes the content providers (CPs get great revenue from either users’ subscription or advertisement. On the other hand, Internet service providers (ISPs, who keep investing in the network technology or capacity capacity to support the huge traffic generated by contents, do not benefit directly from the content traffic. One choice for ISPs is to charge CPs to share the revenue from the huge content traffic. Then ISPs have enough incentives to invest in network infrastructure to improve quality of services (QoS, which eventually benefit CPs and users. This paper presents a novel economic model called Stackelberg-Bertrand game to capture the interaction and competitions among ISPs, CPs and users when ISPs charge CPs. A generic user demand function is assumed to capture the sensitivity of demand to prices of ISPs and CPs. The numerical results show that the price elasticity of ISP and CP plays an important part on the payoff of the ISP and CP.

  1. Health behaviour information provided to clients during midwife-led prenatal booking visits: Findings from video analyses.

    Science.gov (United States)

    Baron, Ruth; Martin, Linda; Gitsels-van der Wal, Janneke T; Noordman, Janneke; Heymans, Martijn W; Spelten, Evelien R; Brug, Johannes; Hutton, Eileen K

    2017-11-01

    to quantify to what extent evidence-based health behaviour topics relevant for pregnancy are discussed with clients during midwife-led prenatal booking visits and to assess the association of client characteristics with the extent of information provided. quantitative video analyses. 173 video recordings of prenatal booking visits with primary care midwives and clients in the Netherlands taking place between August 2010 and April 2011. thirteen topics regarding toxic substances, nutrition, maternal weight, supplements, and health promoting activities were categorized as either 'never mentioned', 'briefly mentioned', 'basically explained' or 'extensively explained'. Rates on the extent of information provided were calculated for each topic and relationships between client characteristics and dichotomous outcomes of the extent of information provided were assessed using Generalized Linear Mixed Modelling. our findings showed that women who did not take folic acid supplementation, who smoked, or had a partner who smoked, were usually provided basic and occasionally extensive explanations about these topics. The majority of clients were provided with no information on recommended weight gain (91.9%), fish promotion (90.8%), caffeine limitation (89.6%), vitamin D supplementation (87.3%), physical activity promotion (81.5%) and antenatal class attendance (75.7%) and only brief mention of alcohol (91.3%), smoking (81.5%), folic acid (58.4) and weight at the start of pregnancy (52.0%). The importance of a nutritious diet was generally either never mentioned (38.2%) or briefly mentioned (45.1%). Nulliparous women were typically given more information on most topics than multiparous women. although additional information was generally provided about folic acid and smoking, when relevant for their clients, the majority of women were provided with little or no information about the other health behaviours examined in this study. Midwives may be able to improve prenatal health

  2. Hi YouTube! Personality Impressions and Verbal Content in Social Video

    OpenAIRE

    Biel, Joan-Isaac; Gatica-Perez, Daniel; Dines, John; Tsminiaki, Vagia

    2013-01-01

    Despite the evidence that social video conveys rich human personality information, research investigating the automatic prediction of personality impressions in vlogging has shown that, amongst the Big-Five traits, automatic nonverbal be- havioral cues are useful to predict mainly the Extraversion trait. This finding, also reported in other conversational settings, indicates that personality information may be coded in other behavioral dimensions like the verbal channel, which has been less s...

  3. Can Clinical Scenario Videos Improve Dental Students' Perceptions of the Basic Sciences and Ability to Apply Content Knowledge?

    Science.gov (United States)

    Miller, Cynthia Jayne; Metz, Michael James

    2015-12-01

    Dental students often have difficulty understanding the importance of basic science classes, such as physiology, for their future careers. To help alleviate this problem, the aim of this study was to create and evaluate a series of video modules using simulated patients and custom-designed animations that showcase medical emergencies in the dental practice. First-year students in a dental physiology course formatively assessed their knowledge using embedded questions in each of the three videos; 108 to 114 of the total 120 first-year students answered the questions, for a 90-95% response rate. These responses indicated that while the students could initially recognize the cause of the medical emergency, they had difficulty in applying their knowledge of physiology to the scenario. In two of the three videos, students drastically improved their ability to answer high-level clinical questions at the conclusion of the video. Additionally, when compared to the previous year of the course, there was a significant improvement in unit exam scores on clinically related questions (6.2% increase). Surveys were administered to the first-year students who participated in the video modules and fourth-year students who had completed the course prior to implementation of any clinical material. The response rate for the first-year students was 96% (115/120) and for the fourth-year students was 57% (68/120). The first-year students indicated a more positive perception of the physiology course and its importance for success on board examinations and their dental career than the fourth-year students. The students perceived that the most positive aspects of the modules were the clear applications of physiology to real-life dental situations, the interactive nature of the videos, and the improved student comprehension of course concepts. These results suggest that online modules may be used successfully to improve students' perceptions of the basic sciences and enhance their ability to

  4. Miniature stereoscopic video system provides real-time 3D registration and image fusion for minimally invasive surgery

    Science.gov (United States)

    Yaron, Avi; Bar-Zohar, Meir; Horesh, Nadav

    2007-02-01

    Sophisticated surgeries require the integration of several medical imaging modalities, like MRI and CT, which are three-dimensional. Many efforts are invested in providing the surgeon with this information in an intuitive & easy to use manner. A notable development, made by Visionsense, enables the surgeon to visualize the scene in 3D using a miniature stereoscopic camera. It also provides real-time 3D measurements that allow registration of navigation systems as well as 3D imaging modalities, overlaying these images on the stereoscopic video image in real-time. The real-time MIS 'see through tissue' fusion solutions enable the development of new MIS procedures in various surgical segments, such as spine, abdomen, cardio-thoracic and brain. This paper describes 3D surface reconstruction and registration methods using Visionsense camera, as a step toward fully automated multi-modality 3D registration.

  5. Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content.

    Science.gov (United States)

    Stockdale, Laura; Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L

    2017-12-01

    Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition. © The Author (2017). Published by Oxford University Press.

  6. Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content

    Science.gov (United States)

    Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L

    2017-01-01

    Abstract Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition. PMID:29040750

  7. Video Pulses: User-Based Modeling of Interesting Video Segments

    Directory of Open Access Journals (Sweden)

    Markos Avlonitis

    2014-01-01

    Full Text Available We present a user-based method that detects regions of interest within a video in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users' Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users' Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the web.

  8. Adult and adolescent exposure to tobacco and alcohol content in contemporary YouTube music videos in Great Britain: a population estimate.

    Science.gov (United States)

    Cranwell, Jo; Opazo-Breton, Magdalena; Britton, John

    2016-05-01

    We estimate exposure of British adults and adolescents to tobacco and alcohol content from a sample of popular YouTube music videos. British viewing figures were generated from 2 representative online national surveys of adult and adolescent viewing of the 32 most popular videos containing content. 2068 adolescents aged 11-18 years (1010 boys, 1058 girls), and 2232 adults aged 19+years (1052 male, 1180 female) completed the surveys. We used the number of 10 s intervals in the 32 most popular videos containing content to estimate the number of impressions. We extrapolated gross and per capita impressions for the British population from census data and estimated numbers of adults and adolescents who had ever watched the sampled videos. From video release to the point of survey, the videos delivered an estimated 1006 million gross impressions of alcohol (95% CI 748 to 1264 million), and 203 million of tobacco (95% CI 151 to 255 million), to the British population. Per capita exposure was around 5 times higher for alcohol than for tobacco, and nearly 4 times higher in adolescents, who were exposed to an average of 52.1 (95% CI 43.4 to 60.9) and 10.5 (95% CI 8.8 to 12.3) alcohol and tobacco impressions, respectively, than in adults (14.1 (95% CI 10.2 to 18.1) and 2.9 (95% CI 2.1 to 3.6)). Exposure rates were higher in girls than in boys. YouTube music videos deliver millions of gross impressions of alcohol and tobacco content. Adolescents are exposed much more than adults. Music videos are a major global medium of exposure to such content. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/

  9. Content-aware video quality assessment: predicting human perception of quality using peak signal to noise ratio and spatial/temporal activity

    Science.gov (United States)

    Ortiz-Jaramillo, B.; Niño-Castañeda, J.; Platiša, L.; Philips, W.

    2015-03-01

    Since the end-user of video-based systems is often a human observer, prediction of human perception of quality (HPoQ) is an important task for increasing the user satisfaction. Despite the large variety of objective video quality measures, one problem is the lack of generalizability. This is mainly due to the strong dependency between HPoQ and video content. Although this problem is well-known, few existing methods directly account for the influence of video content on HPoQ. This paper propose a new method to predict HPoQ by using simple distortion measures and introducing video content features in their computation. Our methodology is based on analyzing the level of spatio-temporal activity and combining HPoQ content related parameters with simple distortion measures. Our results show that even very simple distortion measures such as PSNR and simple spatio-temporal activity measures lead to good results. Results over four different public video quality databases show that the proposed methodology, while faster and simpler, is competitive with current state-of-the-art methods, i.e., correlations between objective and subjective assessment higher than 80% and it is only two times slower than PSNR.

  10. "F*ck It! Let's Get to Drinking-Poison our Livers!": a Thematic Analysis of Alcohol Content in Contemporary YouTube MusicVideos.

    Science.gov (United States)

    Cranwell, Jo; Britton, John; Bains, Manpreet

    2017-02-01

    The purpose of the present study is to describe the portrayal of alcohol content in popular YouTube music videos. We used inductive thematic analysis to explore the lyrics and visual imagery in 49 UK Top 40 songs and music videos previously found to contain alcohol content and watched by many British adolescents aged between 11 and 18 years and to examine if branded content contravened alcohol industry advertising codes of practice. The analysis generated three themes. First, alcohol content was associated with sexualised imagery or lyrics and the objectification of women. Second, alcohol was associated with image, lifestyle and sociability. Finally, some videos showed alcohol overtly encouraging excessive drinking and drunkenness, including those containing branding, with no negative consequences to the drinker. Our results suggest that YouTube music videos promote positive associations with alcohol use. Further, several alcohol companies adopt marketing strategies in the video medium that are entirely inconsistent with their own or others agreed advertising codes of practice. We conclude that, as a harm reduction measure, policies should change to prevent adolescent exposure to the positive promotion of alcohol and alcohol branding in music videos.

  11. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

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

  12. Usage patterns of blue flower color representation by Encyclopedia of Life content providers

    OpenAIRE

    Chantal-Marie Wright; Katja Seltmann

    2014-01-01

    Abstract Encyclopedia of Life (EOL) is a resource for community-driven biodiversity data, focusing on species information and images. Research into blue flowers to compare color ('blueness') at different elevations revealed that data content providers describe flowers as blue for any color hue in the range from blue to magenta. We propose methods for standardizing color values and color searching within EOL by means of an expanded color vocabulary and improved access to image metadata, in ord...

  13. Integrity of Evidence-Based Practice: Are Providers Modifying Practice Content or Practice Sequencing?

    OpenAIRE

    Park, Alayna L.; Chorpita, Bruce F.; Regan, Jennifer; Weisz, John R

    2014-01-01

    This study examined patterns of evidence-based treatment (EBT) implementation within community settings by evaluating integrity along separate dimensions of practice content (PC; a session included the prescribed procedure) and practice sequencing (a session occurred in the prescribed sequence) within a recent randomized effectiveness trial. We measured whether sessions showed integrity to PC and to flexible or linear practice sequences. Findings revealed that providers tended to incorporate ...

  14. Do Gains in Secondary Teachers’ Content Knowledge Provide an ASSET to Student Learning?

    Science.gov (United States)

    Hites, Travis

    2015-01-01

    During the Summer of 2013, a group of East Texas middle and high school science teachers attended the first year of the Astronomy Summer School of East Texas (ASSET), a two-week NASA funded workshop. This workshop focused on providing area teachers with a rigorous two-week experience loaded with interactive content lessons combined with hands-on activities, all relating to the universal laws of astronomy as well as solar system concepts.The effectiveness of this workshop was gauged in part through a series of content surveys given to each participating educator at the beginning and end of the workshop. Similar content surveys were also administered to each teacher's students as pre/post-content surveys in an effort to determine the extent to which teacher gains were transferred into student gains, as well as to judge the effectiveness of the teachers' lessons in conveying these concepts to the students.Overall, students performed best on concepts where teachers exhibited the highest gains in their learning and focused most of their emphasis. A question-by-question analysis, though, suggests that a broad analysis paints an incomplete picture of student learning. We will present an item analysis of student gains by topic along with a comparison of content coverage and teacher gains. Looking beyond these numbers will present results that demonstrate that giving secondary teachers professional development opportunities to increase content knowledge, and tools to present such knowledge to their students, can improve student learning and performance, but is dependent on teacher confidence and level of coverage.This project is supported by the NASA Science Mission Directorate Education and Public Outreach for Earth and Space Science (EPOESS), which is part of the Research Opportunities in Space and Earth Sciences (ROSES), Grant Number NNX12AH11G.

  15. Health organizations providing and seeking social support: a Twitter-based content analysis.

    Science.gov (United States)

    Rui, Jian Raymond; Chen, Yixin; Damiano, Amanda

    2013-09-01

    Providing and seeking social support are important aspects of social exchange. New communication technologies, especially social network sites (SNSs), facilitate the process of support exchange. An increasing number of health organizations are using SNSs. However, how they provide and seek social support via SNSs has yet to garner academic attention. This study examined the types of social support provided and sought by health organizations on Twitter. A content analysis was conducted on 1,500 tweets sent by a random sample of 58 health organizations within 2 months. Findings indicate that providing informational and emotional support, as well as seeking instrumental support, were the main types of social support exchanged by health organizations through Twitter. This study provides a typology for studying social support exchanges by health organizations, and recommends strategies for health organizations regarding the effective use of Twitter.

  16. Estimation of Web video multiplicity

    Science.gov (United States)

    Cheung, SenChing S.; Zakhor, Avideh

    1999-12-01

    With ever more popularity of video web-publishing, many popular contents are being mirrored, reformatted, modified and republished, resulting in excessive content duplication. While such redundancy provides fault tolerance for continuous availability of information, it could potentially create problems for multimedia search engines in that the search results for a given query might become repetitious, and cluttered with a large number of duplicates. As such, developing techniques for detecting similarity and duplication is important to multimedia search engines. In addition, content providers might be interested in identifying duplicates of their content for legal, contractual or other business related reasons. In this paper, we propose an efficient algorithm called video signature to detect similar video sequences for large databases such as the web. The idea is to first form a 'signature' for each video sequence by selection a small number of its frames that are most similar to a number of randomly chosen seed images. Then the similarity between any tow video sequences can be reliably estimated by comparing their respective signatures. Using this method, we achieve 85 percent recall and precision ratios on a test database of 377 video sequences. As a proof of concept, we have applied our proposed algorithm to a collection of 1800 hours of video corresponding to around 45000 clips from the web. Our results indicate that, on average, every video in our collection from the web has around five similar copies.

  17. [Viewing of horror and violence videos by adolescence. A study of speech samples of video consumers with the Gottschalk-Gleser Speech Content analysis].

    Science.gov (United States)

    Hopf, H; Weiss, R H

    1996-01-01

    In 1990 pupils of different schools in Württemberg were interviewed about their television and video consumption. It turned out that a high percentage of mainly male pupils of Hauptschulen (upper division of elementary schools) and special schools excessively and regularly consumed films which were on the index (X-rated) or seized depicting horror and violence. Subsequent to the inquiry through questionnaires and different personality tests, speech samples of 51 test persons were recorded on tape. 5 speech samples had to be excluded from further investigation since they contained less than 70 words. The transcribed and anonymized records were examined according to the Gottschalk-Gleser content analysis of verbal behavior, and two groups of so-called seldom lookers (n = 22) and frequent lookers (n = 24) were compared to each other. The frequent lookers significantly often reported about film contents which presumably means that their imagination is more restricted and less productive than that of the other group. In addition, this group of frequent lookers had significantly higher scores concerning death anxiety and guilt anxiety. With regard to hostility affects, their scores were also significantly raised concerning outward-overt hostility, outward-covert hostility, and ambivalent hostility. Probably the group of frequent lookers comprised more test persons with relationship disorders, with borderline risks, dissocial personality features, and problems to cope with their aggressiveness. So they show on the one hand a raised affinity to watch such films, but simultaneously unconscious and conscious learning processes take place which stimulate further aggressive fantasies (and possibly also actions).

  18. The effects of intrinsic motivation, extrinsic motivation and toolkits onuser participation in User-generated content for video games: : A quantitative study of product development in online communities

    OpenAIRE

    Lundmark, Joakim; Sandström Lindberg, Eric

    2015-01-01

    In this thesis we will discuss the subject of user participation in the development process of products, specifically video games, through a concept called User-generated content. Product development demands speed and flexibility in the development process and it has been suggested that managers should revise the process of product development to become more flexible and integrate the consumer in increasingly more steps of the process. Video games will often be modified after its release. In ...

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

    Science.gov (United States)

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

    2014-05-01

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

  20. Securing the anonymity of content providers in the World Wide Web

    Science.gov (United States)

    Demuth, Thomas; Rieke, Andreas

    1999-04-01

    Nowadays the World Wide Web (WWW) is an established service used by people all over the world. Most of them do not recognize the fact that they reveal plenty of information about themselves or their affiliation and computer equipment to the providers of web pages they connect to. As a result, a lot of services offer users to access web pages unrecognized or without risk of being backtracked, respectively. This kind of anonymity is called user or client anonymity. But on the other hand, an equivalent protection for content providers does not exist, although this feature is desirable for many situations in which the identity of a publisher or content provider shall be hidden. We call this property server anonymity. We will introduce the first system with the primary target to offer anonymity for providers of information in the WWW. Beside this property, it provides also client anonymity. Based on David Chaum's idea of mixes and in relation to the context of the WWW, we explain the term 'server anonymity' motivating the system JANUS which offers both client and server anonymity.

  1. A Framework for Advanced Video Traces: Evaluating Visual Quality for Video Transmission Over Lossy Networks

    Directory of Open Access Journals (Sweden)

    Reisslein Martin

    2006-01-01

    Full Text Available Conventional video traces (which characterize the video encoding frame sizes in bits and frame quality in PSNR are limited to evaluating loss-free video transmission. To evaluate robust video transmission schemes for lossy network transport, generally experiments with actual video are required. To circumvent the need for experiments with actual videos, we propose in this paper an advanced video trace framework. The two main components of this framework are (i advanced video traces which combine the conventional video traces with a parsimonious set of visual content descriptors, and (ii quality prediction schemes that based on the visual content descriptors provide an accurate prediction of the quality of the reconstructed video after lossy network transport. We conduct extensive evaluations using a perceptual video quality metric as well as the PSNR in which we compare the visual quality predicted based on the advanced video traces with the visual quality determined from experiments with actual video. We find that the advanced video trace methodology accurately predicts the quality of the reconstructed video after frame losses.

  2. QTL mapping of fruit mineral contents provides new chances for molecular breeding of tomato nutritional traits.

    Science.gov (United States)

    Capel, Carmen; Yuste-Lisbona, Fernando J; López-Casado, Gloria; Angosto, Trinidad; Heredia, Antonio; Cuartero, Jesús; Fernández-Muñoz, Rafael; Lozano, Rafael; Capel, Juan

    2017-05-01

    Agronomical characterization of a RIL population for fruit mineral contents allowed for the identification of QTL controlling these fruit quality traits, flanked by co-dominant markers useful for marker-assisted breeding. Tomato quality is a multi-variant attribute directly depending on fruit chemical composition, which in turn determines the benefits of tomato consumption for human health. Commercially available tomato varieties possess limited variability in fruit quality traits. Wild species, such as Solanum pimpinellifolium, could provide different nutritional advantages and can be used for tomato breeding to improve overall fruit quality. Determining the genetic basis of the inheritance of all the traits that contribute to tomato fruit quality will increase the efficiency of the breeding program necessary to take advantage of the wild species variability. A high-density linkage map has been constructed from a recombinant inbred line (RIL) population derived from a cross between tomato Solanum lycopersicum and the wild-relative species S. pimpinellifolium. The RIL population was evaluated for fruit mineral contents during three consecutive growing seasons. The data obtained allowed for the identification of main QTL and novel epistatic interaction among QTL controlling fruit mineral contents on the basis of a multiple-environment analysis. Most of the QTL were flanked by candidate genes providing valuable information for both tomato breeding for new varieties with novel nutritional properties and the starting point to identify the genes underlying these QTL, which will help to reveal the genetic basis of tomato fruit nutritional properties.

  3. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games.

    Science.gov (United States)

    Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2015-07-01

    Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.

  4. Development of a Coding Instrument to Assess the Quality and Content of Anti-Tobacco Video Games

    Science.gov (United States)

    Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah

    2015-01-01

    Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842

  5. Gender (in)equality in internet pornography: a content analysis of popular pornographic internet videos

    NARCIS (Netherlands)

    Klaassen, M.J.E.; Peter, J.

    2015-01-01

    Although Internet pornography is widely consumed and researchers have started to investigate its effects, we still know little about its content. This has resulted in contrasting claims about whether Internet pornography depicts gender (in)equality and whether this depiction differs between amateur

  6. Research-Based Strategies for Teaching Content to Students with Intellectual Disabilities: Adapted Videos

    Science.gov (United States)

    Evmenova, Anna S.; Behrmann, Michael M.

    2011-01-01

    Teachers are always seeking any visual and/or auditory supports to facilitate students' comprehension and acquisition of difficult concepts associated with academic content. Such supports are even more important for students with intellectual disabilities who regardless of their abilities and needs are required to have access and active…

  7. Complex event processing for content-based text, image, and video retrieval

    NARCIS (Netherlands)

    Bowman, E.K.; Broome, B.D.; Holland, V.M.; Summers-Stay, D.; Rao, R.M.; Duselis, J.; Howe, J.; Madahar, B.K.; Boury-Brisset, A.C.; Forrester, B.; Kwantes, P.; Burghouts, G.; Huis, J. van; Mulayim, A.Y.

    2016-01-01

    This report summarizes the findings of an exploratory team of the North Atlantic Treaty Organization (NATO) Information Systems Technology panel into Content-Based Analytics (CBA). The team carried out a technical review into the current status of theoretical and practical developments of methods,

  8. Usage patterns of blue flower color representation by Encyclopedia of Life content providers.

    Science.gov (United States)

    Wright, Chantal-Marie; Seltmann, Katja C

    2014-01-01

    Encyclopedia of Life (EOL) is a resource for community-driven biodiversity data, focusing on species information and images. Research into blue flowers to compare color ('blueness') at different elevations revealed that data content providers describe flowers as blue for any color hue in the range from blue to magenta. We propose methods for standardizing color values and color searching within EOL by means of an expanded color vocabulary and improved access to image metadata, in order to improve the research capacity of this valuable resource.

  9. On providing the fault-tolerant operation of information systems based on open content management systems

    Science.gov (United States)

    Kratov, Sergey

    2018-01-01

    Modern information systems designed to service a wide range of users, regardless of their subject area, are increasingly based on Web technologies and are available to users via Internet. The article discusses the issues of providing the fault-tolerant operation of such information systems, based on free and open source content management systems. The toolkit available to administrators of similar systems is shown; the scenarios for using these tools are described. Options for organizing backups and restoring the operability of systems after failures are suggested. Application of the proposed methods and approaches allows providing continuous monitoring of the state of systems, timely response to the emergence of possible problems and their prompt solution.

  10. HBB-Next: Providing independent content recommendations in a next-generation hybrid broadcast broadband TV ecosystem

    NARCIS (Netherlands)

    Deventer, M.O. van; Wit, J.J. de; Gerrits, B.M.; Guelbahar, M.; Probst, M.

    2012-01-01

    The European FP7 project HBB-Next envisions a future in which connected televisions and hybrid broadcast broadband (HbbTV) offer consumers access to large amounts of scheduled and on demand content. Companion screens provide access to auxiliary content that may, or may not, be related to the content

  11. Examining the Use of Video Study Groups for Developing Literacy Pedagogical Content Knowledge of Critical Elements of Strategy Instruction with Elementary Teachers

    Science.gov (United States)

    Shanahan, Lynn E.; Tochelli, Andrea L.

    2014-01-01

    This collective case study explored what nine elementary teachers' video study group discussions revealed about their understanding of pedagogical content knowledge for an explicit reading strategy instruction framework, Critical Elements of Strategy Instruction (CESI). Qualitative methods were used to inductively and deductively analyze…

  12. Improving Student Learning via Mobile Phone Video Content: Evidence from the BridgeIT India Project

    Science.gov (United States)

    Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi

    2015-01-01

    Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning…

  13. Complex Event Processing for Content-Based Text, Image, and Video Retrieval

    Science.gov (United States)

    2016-06-01

    addressed features of TA. The Low Resource Languages for Emergent Incidents focused on dramatic advancement of the state of computational linguistics ...for linguists and analysts while automatically providing relevant, distilled actionable information to military command and personnel in a timely...network constraints, quality of information criteria, availability of computational resources , etc. Expected long- term impact is the provision of

  14. Immersive video

    Science.gov (United States)

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

    1996-03-01

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

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

    Science.gov (United States)

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

    2017-02-01

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

  16. Scalable video on demand adaptive Internet-based distribution

    CERN Document Server

    Zink, Michael

    2013-01-01

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

  17. Developing an accessible video player

    Directory of Open Access Journals (Sweden)

    Juan José Rodríguez Soler

    2012-05-01

    Full Text Available Online Channels in financial institutions allows customers with disabilities to access services in a convenient way for them.However, one of the current challenges of this sector is to improve web accessibility and to incorporate technological resources to provide access to multimedia and video content, which has become a new form of internet communication.The present work shows in detail the strategy followed when designing and developing the new video player used by Bankinter for these purposes.

  18. Visual interfaces as an approach for providing mobile services and mobile content to low literate users in South Africa

    CSIR Research Space (South Africa)

    Matyila, M

    2014-05-01

    Full Text Available in the related mobile applications. Exploring typical challenges experienced by low literate users and adapting these mobile applications using visual interfaces can provide low literate users with usable access to mobile services and mobile content....

  19. Scalable Video Streaming for Single-Hop Wireless Networks Using a Contention-Based Access MAC Protocol

    Directory of Open Access Journals (Sweden)

    Monchai Lertsutthiwong

    2008-07-01

    Full Text Available Limited bandwidth and high packet loss rate pose a serious challenge for video streaming applications over wireless networks. Even when packet loss is not present, the bandwidth fluctuation, as a result of an arbitrary number of active flows in an IEEE 802.11 network, can significantly degrade the video quality. This paper aims to enhance the quality of video streaming applications in wireless home networks via a joint optimization of video layer-allocation technique, admission control algorithm, and medium access control (MAC protocol. Using an Aloha-like MAC protocol, we propose a novel admission control framework, which can be viewed as an optimization problem that maximizes the average quality of admitted videos, given a specified minimum video quality for each flow. We present some hardness results for the optimization problem under various conditions and propose some heuristic algorithms for finding a good solution. In particular, we show that a simple greedy layer-allocation algorithm can perform reasonably well, although it is typically not optimal. Consequently, we present a more expensive heuristic algorithm that guarantees to approximate the optimal solution within a constant factor. Simulation results demonstrate that our proposed framework can improve the video quality up to 26% as compared to those of the existing approaches.

  20. Imitating Podcasts by Providing Audio Content to Support and Enhance Language Learning

    Science.gov (United States)

    Thomas, Simon; Toland, Sean H.

    2015-01-01

    The provision of supplemental educational and instructional content in podcast form is becoming increasingly widespread in first language education. However, amongst second language students in Japan the lack of literature illustrates podcast use has been limited. Imitating podcasts, educational and instructional materials in audio form were…

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

    Science.gov (United States)

    Ivory, James D; Magee, Robert G

    2009-06-01

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

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

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2011-01-01

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

  3. Display device-adapted video quality-of-experience assessment

    Science.gov (United States)

    Rehman, Abdul; Zeng, Kai; Wang, Zhou

    2015-03-01

    Today's viewers consume video content from a variety of connected devices, including smart phones, tablets, notebooks, TVs, and PCs. This imposes significant challenges for managing video traffic efficiently to ensure an acceptable quality-of-experience (QoE) for the end users as the perceptual quality of video content strongly depends on the properties of the display device and the viewing conditions. State-of-the-art full-reference objective video quality assessment algorithms do not take into account the combined impact of display device properties, viewing conditions, and video resolution while performing video quality assessment. We performed a subjective study in order to understand the impact of aforementioned factors on perceptual video QoE. We also propose a full reference video QoE measure, named SSIMplus, that provides real-time prediction of the perceptual quality of a video based on human visual system behaviors, video content characteristics (such as spatial and temporal complexity, and video resolution), display device properties (such as screen size, resolution, and brightness), and viewing conditions (such as viewing distance and angle). Experimental results have shown that the proposed algorithm outperforms state-of-the-art video quality measures in terms of accuracy and speed.

  4. Videos, Podcasts and Livechats

    Medline Plus

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

  5. Videos, Podcasts and Livechats

    Medline Plus

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

  6. Videos, Podcasts and Livechats

    Medline Plus

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

  7. A video for teaching english tenses

    Directory of Open Access Journals (Sweden)

    Frida Unsiah

    2017-04-01

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

  8. Content Analysis of Reference Transactions Provides Guidance Regarding Staffing of Library Service Points

    Directory of Open Access Journals (Sweden)

    Annie M. Hughes

    2014-07-01

    Full Text Available A Review of: Bishop, B. W., & Bartlett, J. A. (2013. Where do we go from here? Informing academic library staffing through reference transaction analysis. College & Research Libraries, 74(5, 489-500. Objective – To identify the quantity of location-based and subject-based questions and determine the locations where those questions are asked in order to inform decision-making regarding optimal placing of staff. Design – Content analysis of location-based and subject-based reference transactions or transcripts collected using LibStats at 15 face-to-face (f2f service points and via virtual services. Setting – Virtual and f2f service points at University of Kentucky (UK campus libraries. Subjects – 1,852 location-based and subject-based reference transactions gathered via a systematic sample of every 70th transaction out of 129,572 transactions collected. Methods – Using LibStats, the researchers collected data on location-based and subject-based questions at all service points at UK Libraries between 2008 and 2011. The researchers eliminated transcripts that did not include complete data or questions with fields left blank. If all question fields were properly completed, identification and coding of location-based or subject-based questions took place.

  9. Content, Interaction, or Both? Synthesizing Two German Traditions in a Video Study on Learning to Explain in Mathematics Classroom Microcultures

    Science.gov (United States)

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

    How do students learn to explain? We take this exemplary research question for presenting two antagonist traditions in German mathematics education research and their synthesis in an ongoing video study. These two traditions are (1) the German Didaktik approach that can be characterized by its epistemologically sensitive analyses and…

  10. Supported eText in Captioned Videos: A Comparison of Expanded versus Standard Captions on Student Comprehension of Educational Content

    Science.gov (United States)

    Anderson-Inman, Lynne; Terrazas-Arellanes, Fatima E.

    2009-01-01

    Expanded captions are designed to enhance the educational value by linking unfamiliar words to one of three types of information: vocabulary definitions, labeled illustrations, or concept maps. This study investigated the effects of expanded captions versus standard captions on the comprehension of educational video materials on DVD by secondary…

  11. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

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

  12. Assessment of the contents related to screening on Portuguese language websites providing information on breast and prostate cancer

    Directory of Open Access Journals (Sweden)

    Daniel Ferreira

    2013-11-01

    Full Text Available The objective of this study was to assess the quality of the contents related to screening in a sample of websites providing information on breast and prostate cancer in the Portuguese language. The first 200 results of each cancer-specific Google search were considered. The accuracy of the screening contents was defined in accordance with the state of the art, and its readability was assessed. Most websites mentioned mammography as a method for breast cancer screening (80%, although only 28% referred to it as the only recommended method. Almost all websites mentioned PSA evaluation as a possible screening test, but correct information regarding its effectiveness was given in less than 10%. For both breast and prostate cancer screening contents, the potential for overdiagnosis and false positive results was seldom addressed, and the median readability index was approximately 70. There is ample margin for improving the quality of websites providing information on breast and prostate cancer in Portuguese.

  13. Surgical videos online: a survey of prominent sources and future trends.

    Science.gov (United States)

    Dinscore, Amanda; Andres, Amy

    2010-01-01

    This article determines the extent of the online availability and quality of surgical videos for the educational benefit of the surgical community. A comprehensive survey was performed that compared a number of online sites providing surgical videos according to their content, production quality, authority, audience, navigability, and other features. Methods for evaluating video content are discussed as well as possible future directions and emerging trends. Surgical videos are a valuable tool for demonstrating and teaching surgical technique and, despite room for growth in this area, advances in streaming video technology have made providing and accessing these resources easier than ever before.

  14. Content

    DEFF Research Database (Denmark)

    Keiding, Tina Bering

    Aim, content and methods are fundamental categories of both theoretical and practical general didactics. A quick glance in recent pedagogical literature on higher education, however, reveals a strong preoccupation with methods, i.e. how teaching should be organized socially (Biggs & Tang, 2007...... a theoretical approach, which takes complexity as fundamental premise for modern society (Luhmann, 1985, 2002). In educational situations conditionally valuable content generally will exceed what can actually be taught within the frames of an education. In pedagogy this situation is often referred...... to as ‘abundance of material’, and in many cases it is not obvious, how the line between actually chosen and conditionally relevant content can be draw. Difficulties in drawing the line between actual educational content and conditionally relevant content can be handled in different way. One way, quite efficient...

  15. Video streaming into the mainstream.

    Science.gov (United States)

    Garrison, W

    2001-12-01

    Changes in Internet technology are making possible the delivery of a richer mixture of media through data streaming. High-quality, dynamic content, such as video and audio, can be incorporated into Websites simply, flexibly and interactively. Technologies such as G3 mobile communication, ADSL, cable and satellites enable new ways of delivering medical services, information and learning. Systems such as Quicktime, Windows Media and Real Video provide reliable data streams as video-on-demand and users can tailor the experience to their own interests. The Learning Development Centre at the University of Portsmouth have used streaming technologies together with e-learning tools such as dynamic HTML, Flash, 3D objects and online assessment successfully to deliver on-line course content in economics and earth science. The Lifesign project--to develop, catalogue and stream health sciences media for teaching--is described and future medical applications are discussed.

  16. Mobile video with mobile IPv6

    CERN Document Server

    Minoli, Daniel

    2012-01-01

    Increased reliance on mobile devices and streaming of video content are two of the most recent changes that have led those in the video distribution industry to be concerned about the shifting or erosion of traditional advertising revenues. Infrastructure providers also need to position themselves to take advantage of these trends. Mobile Video with Mobile IPv6provides an overview of the current mobile landscape, then delves specifically into the capabilities and operational details of IPv6. The book also addresses 3G and 4G services, the application of Mobile IPv6 to streaming and other mobil

  17. Patients' perspectives of accessibility and digital delivery of factual content provided by official medical and surgical specialty society websites: a qualitative assessment.

    Science.gov (United States)

    Ow, Darren; Wetherell, David; Papa, Nathan; Bolton, Damien; Lawrentschuk, Nathan

    2015-03-27

    Health care websites provide a valuable resource of health information to online consumers, especially patients. Official surgical and medical society websites should be a reliable first point of contact. The primary aim of this study was to quantitatively assess medical and surgical society websites for content and highlight the essential features required for a high-quality, user-friendly society website. Twenty specialty association websites from each of the regions, Australia, UK, Canada, Europe, and the USA were selected for a total of 100 websites. Medical and surgical specialities were consistent across each region. Each website was systematically and critically analysed for content and usability. The average points scored per website was 3.2 out of 10. Of the total (N=100) websites, 12 scored at least 7 out of 10 points and 2 scored 9 out of 10. As well, 35% (35.0/100) of the websites had an information tab for patients on their respective homepages while 38% (38.0/100) had download access to patient information. A minority of the websites included different forms of multimedia such as pictures and diagrams (24.0/100, 24%) and videos (18.0/100, 18%). We found that most society websites did not meet an adequate standard for delivery of information. Half of the websites were not patient accessible, with the primary focus being for health professionals. As well, most required logins for information access. Specialty health care societies should create patient-friendly websites that would be beneficial to all online consumers.

  18. Objective video presentation QoE predictor for smart adaptive video streaming

    Science.gov (United States)

    Wang, Zhou; Zeng, Kai; Rehman, Abdul; Yeganeh, Hojatollah; Wang, Shiqi

    2015-09-01

    How to deliver videos to consumers over the network for optimal quality-of-experience (QoE) has been the central goal of modern video delivery services. Surprisingly, regardless of the large volume of videos being delivered everyday through various systems attempting to improve visual QoE, the actual QoE of end consumers is not properly assessed, not to say using QoE as the key factor in making critical decisions at the video hosting, network and receiving sites. Real-world video streaming systems typically use bitrate as the main video presentation quality indicator, but using the same bitrate to encode different video content could result in drastically different visual QoE, which is further affected by the display device and viewing condition of each individual consumer who receives the video. To correct this, we have to put QoE back to the driver's seat and redesign the video delivery systems. To achieve this goal, a major challenge is to find an objective video presentation QoE predictor that is accurate, fast, easy-to-use, display device adaptive, and provides meaningful QoE predictions across resolution and content. We propose to use the newly developed SSIMplus index (https://ece.uwaterloo.ca/~z70wang/research/ssimplus/) for this role. We demonstrate that based on SSIMplus, one can develop a smart adaptive video streaming strategy that leads to much smoother visual QoE impossible to achieve using existing adaptive bitrate video streaming approaches. Furthermore, SSIMplus finds many more applications, in live and file-based quality monitoring, in benchmarking video encoders and transcoders, and in guiding network resource allocations.

  19. Does video-assisted thoracic surgery provide a safe alternative to conventional techniques in patients with limited pulmonary function who are otherwise suitable for lung resection?

    Science.gov (United States)

    Oparka, Jonathan; Yan, Tristan D; Ryan, Eilise; Dunning, Joel

    2013-07-01

    A best evidence topic in thoracic surgery was written according to a structured protocol. The question addressed was: does video-assisted thoracic surgery provide a safe alternative to conventional techniques in patients with limited pulmonary function who are otherwise suitable for lung resection? Altogether, more than 280 papers were found using the reported search, of which 7 represented the best evidence to answer the clinical question. The authors, journal, date and country of publication, patient group studied, study type, relevant outcomes and results of these papers are tabulated. One of the largest studies reviewed was a retrospective review of the Society of Thoracic Surgeons database. The authors compared 4531 patients who underwent lobectomy by video-assisted thoracic surgery (VATS) with 8431 patients who had thoracotomy. In patients with a predicted postoperative forced expiratory volume in 1 s (ppoFEV1%) of surgery is performed via VATS compared with traditional open techniques. The literature also suggests that patients in whom pulmonary function is poor have similar perioperative outcomes to those with normal function when a VATS approach to resection is adopted.

  20. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    Science.gov (United States)

    Cox, James R

    2011-01-01

    This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.

  1. Video summarisation: A conceptual framework and survey of the state of the art

    OpenAIRE

    Money, AG; Agius, H.

    2008-01-01

    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc. Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distin...

  2. Cultivar choice provides options for local production of organic and conventionally produced tomatoes with higher quality and antioxidant content.

    Science.gov (United States)

    Aldrich, Heather Troxell; Salandanan, Karen; Kendall, Patricia; Bunning, Marisa; Stonaker, Frank; Külen, Oktay; Stushnoff, Cecil

    2010-12-01

    Tomatoes (Solanum lycopersicum L.) are widely consumed and well known for their health benefits, many of which have been associated with the high levels of antioxidants present in tomatoes. With a growing interest in local and organic foods, it would be helpful to determine whether farmers could naturally improve the quality and antioxidant content of tomatoes for sale in local markets. This study evaluated antioxidant properties, quality attributes, and yield for 10 tomato cultivars grown for 2 years using certified organic and conventional practices. Cultivar and year effects impacted (P < 0.05) all tests conducted, while growing method influenced (P < 0.05) yield, soluble solids content, ascorbic acid, and antioxidant radical scavenging capacity. Even when accounting for year-to-year variability, cultivars in the highest groups had 1.35- to 1.67-fold higher antioxidant levels than cultivars in the lowest groups. 'New Girl', 'Jet Star', 'Fantastic', and 'First Lady' were always in the highest groups, while 'Roma' and 'Early Girl' consistently had the lowest antioxidant content. Compared to production practices and environmental effects of years that are generally beyond the control of small-scale producers, choice of cultivar provides the simplest and most effective means of increasing antioxidant properties. Knowledge of tomato cultivars with naturally higher antioxidant levels could assist smaller-scale producers to grow fruit that may provide a competitive advantage and the opportunity to capitalize on the increasing popularity of locally grown, high-quality fresh produce. Copyright © 2010 Society of Chemical Industry.

  3. Development of Technological and Pedagogical Content Knowledge of the Chemistry by Teachers in Training Through the Reflection of PaP-eRs and Videos

    Directory of Open Access Journals (Sweden)

    Boris Fernando Candela

    2018-01-01

    Full Text Available This article described how trainee teachers identified and developed some elements of the Technological and Pedagogical Knowledge of Chemistry Content (CTPC, along the course of educational and pedagogical context by "reflective orientation". The methodological perspective was qualitative by case study, which was configured by two interwoven areas of reflection, namely: (a reflecting on the opinions of experts about the teaching of a content, through the readings proposed in the training programs; and (b reflecting on the teaching carried out by experienced teachers through case videos and the Repertoire of Professional and Pedagogical Experiences (PaP-eRs. This heuristic reduced the complexity of teaching in a manageable story located in a specific context, so that teachers could identify and reflect on their theories about the teaching and learning of chemistry. This study showed that teachers in training identified and developed the following elements of the CTPC of chemistry: general pedagogy, language as a learning tool, difficulties and alternative conceptions, knowledge of technology as an instrument to represent the contents and manage the chemistry classroom, and the formative evaluation. Definitely, the reflection of the critical events of the PaP-eRs and videos of cases was considered an appropriate heuristic that allowed the future teachers to articulate the knowledge coming from the literature in education in chemistry, with the virtual experiences of teaching-learning of a real context. Of course, this reflection was mediated by reading, discussing and reflecting on the intelligent actions of an exemplary teacher when guiding singular students from a sociocultural perspective, with the purpose of beginning to refine their theories of teaching and learning chemistry.

  4. Do-It-Yourself Whiteboard-Style Physics Video Lectures

    Science.gov (United States)

    Douglas, Scott Samuel; Aiken, John Mark; Greco, Edwin; Schatz, Michael; Lin, Shih-Yin

    2017-01-01

    Video lectures are increasingly being used in physics instruction. For example, video lectures can be used to "flip" the classroom, i.e., to deliver, via the Internet, content that is traditionally transmitted by in-class lectures (e.g., presenting concepts, working examples, etc.), thereby freeing up classroom time for more interactive instruction. To date, most video lectures are live lecture recordings or screencasts. The hand-animated "whiteboard" video is an alternative to these more common styles and affords unique creative opportunities such as stop-motion animation or visual "demonstrations" of phenomena that would be difficult to demo in a classroom. In the spring of 2013, a series of whiteboard-style videos were produced to provide video lecture content for Georgia Tech introductory physics instruction, including flipped courses and a MOOC. This set of videos (which also includes screencasts and live recordings) can be found on the "Your World is Your Lab" YouTube channel. In this article, we describe this method of video production, which is suitable for an instructor working solo or in collaboration with students; we explore students' engagement with these videos in a separate work. A prominent example of whiteboard animation is the "Minute Physics" video series by Henry Reich, whose considerable popularity and accessible, cartoony style were the original inspiration for our own video lectures.

  5. Refilming with depth-inferred videos.

    Science.gov (United States)

    Zhang, Guofeng; Dong, Zilong; Jia, Jiaya; Wan, Liang; Wong, Tien-Tsin; Bao, Hujun

    2009-01-01

    Compared to still image editing, content-based video editing faces the additional challenges of maintaining the spatiotemporal consistency with respect to geometry. This brings up difficulties of seamlessly modifying video content, for instance, inserting or removing an object. In this paper, we present a new video editing system for creating spatiotemporally consistent and visually appealing refilming effects. Unlike the typical filming practice, our system requires no labor-intensive construction of 3D models/surfaces mimicking the real scene. Instead, it is based on an unsupervised inference of view-dependent depth maps for all video frames. We provide interactive tools requiring only a small amount of user input to perform elementary video content editing, such as separating video layers, completing background scene, and extracting moving objects. These tools can be utilized to produce a variety of visual effects in our system, including but not limited to video composition, "predator" effect, bullet-time, depth-of-field, and fog synthesis. Some of the effects can be achieved in real time.

  6. Michezo Video: Nairobi’s gamers and the developers who are promoting local content\\ud Michezo Vidéo: Les joueurs et les développeurs de Nairobi promouvant le contenu local

    OpenAIRE

    Callus, Paula; Potter, C.

    2017-01-01

    In Kenya, the rise of digital technologies and related new media, and an infrastructure able to support them, has seen the emergence of a growing local video games industry and a new generation of Kenyan video game developers, players and promoters. This article focuses upon the particular design strategies employed by young producers of creative digital content for games and the current networks of practice, play and support unfolding around these new gaming technologies. Interviewees for th...

  7. Compact video synopsis via global spatiotemporal optimization.

    Science.gov (United States)

    Nie, Yongwei; Xiao, Chunxia; Sun, Hanqiu; Li, Ping

    2013-10-01

    Video synopsis aims at providing condensed representations of video data sets that can be easily captured from digital cameras nowadays, especially for daily surveillance videos. Previous work in video synopsis usually moves active objects along the time axis, which inevitably causes collisions among the moving objects if compressed much. In this paper, we propose a novel approach for compact video synopsis using a unified spatiotemporal optimization. Our approach globally shifts moving objects in both spatial and temporal domains, which shifting objects temporally to reduce the length of the video and shifting colliding objects spatially to avoid visible collision artifacts. Furthermore, using a multilevel patch relocation (MPR) method, the moving space of the original video is expanded into a compact background based on environmental content to fit with the shifted objects. The shifted objects are finally composited with the expanded moving space to obtain the high-quality video synopsis, which is more condensed while remaining free of collision artifacts. Our experimental results have shown that the compact video synopsis we produced can be browsed quickly, preserves relative spatiotemporal relationships, and avoids motion collisions.

  8. Do You YouTube? The Power of Brief Educational Videos for Extension

    Science.gov (United States)

    Langworthy, Sara

    2017-01-01

    The growth of online video provides a tremendous opportunity for Extension professionals to expand the reach of educational content. Through repurposing existing content, we at the University of Minnesota Extension Children, Youth, and Family Consortium created several brief educational videos that address pressing challenges for children and…

  9. Automatically assessing properties of dynamic cameras for camera selection and rapid deployment of video content analysis tasks in large-scale ad-hoc networks

    Science.gov (United States)

    den Hollander, Richard J. M.; Bouma, Henri; van Rest, Jeroen H. C.; ten Hove, Johan-Martijn; ter Haar, Frank B.; Burghouts, Gertjan J.

    2017-10-01

    Video analytics is essential for managing large quantities of raw data that are produced by video surveillance systems (VSS) for the prevention, repression and investigation of crime and terrorism. Analytics is highly sensitive to changes in the scene, and for changes in the optical chain so a VSS with analytics needs careful configuration and prompt maintenance to avoid false alarms. However, there is a trend from static VSS consisting of fixed CCTV cameras towards more dynamic VSS deployments over public/private multi-organization networks, consisting of a wider variety of visual sensors, including pan-tilt-zoom (PTZ) cameras, body-worn cameras and cameras on moving platforms. This trend will lead to more dynamic scenes and more frequent changes in the optical chain, creating structural problems for analytics. If these problems are not adequately addressed, analytics will not be able to continue to meet end users' developing needs. In this paper, we present a three-part solution for managing the performance of complex analytics deployments. The first part is a register containing meta data describing relevant properties of the optical chain, such as intrinsic and extrinsic calibration, and parameters of the scene such as lighting conditions or measures for scene complexity (e.g. number of people). A second part frequently assesses these parameters in the deployed VSS, stores changes in the register, and signals relevant changes in the setup to the VSS administrator. A third part uses the information in the register to dynamically configure analytics tasks based on VSS operator input. In order to support the feasibility of this solution, we give an overview of related state-of-the-art technologies for autocalibration (self-calibration), scene recognition and lighting estimation in relation to person detection. The presented solution allows for rapid and robust deployment of Video Content Analysis (VCA) tasks in large scale ad-hoc networks.

  10. Self-evaluation and peer-feedback of medical students' communication skills using a web-based video annotation system. Exploring content and specificity.

    Science.gov (United States)

    Hulsman, Robert L; van der Vloodt, Jane

    2015-03-01

    Self-evaluation and peer-feedback are important strategies within the reflective practice paradigm for the development and maintenance of professional competencies like medical communication. Characteristics of the self-evaluation and peer-feedback annotations of medical students' video recorded communication skills were analyzed. Twenty-five year 4 medical students recorded history-taking consultations with a simulated patient, uploaded the video to a web-based platform, marked and annotated positive and negative events. Peers reviewed the video and self-evaluations and provided feedback. Analyzed were the number of marked positive and negative annotations and the amount of text entered. Topics and specificity of the annotations were coded and analyzed qualitatively. Students annotated on average more negative than positive events. Additional peer-feedback was more often positive. Topics most often related to structuring the consultation. Students were most critical about their biomedical topics. Negative annotations were more specific than positive annotations. Self-evaluations were more specific than peer-feedback and both show a significant correlation. Four response patterns were detected that negatively bias specificity assessment ratings. Teaching students to be more specific in their self-evaluations may be effective for receiving more specific peer-feedback. Videofragmentrating is a convenient tool to implement reflective practice activities like self-evaluation and peer-feedback to the classroom in the teaching of clinical skills. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  11. Automatic content-based analysis of georeferenced image data: Detection of Beggiatoa mats in seafloor video mosaics from the HÅkon Mosby Mud Volcano

    Science.gov (United States)

    Jerosch, K.; Lüdtke, A.; Schlüter, M.; Ioannidis, G. T.

    2007-02-01

    The combination of new underwater technology as remotely operating vehicles (ROVs), high-resolution video imagery, and software to compute georeferenced mosaics of the seafloor provides new opportunities for marine geological or biological studies and applications in offshore industry. Even during single surveys by ROVs or towed systems large amounts of images are compiled. While these underwater techniques are now well-engineered, there is still a lack of methods for the automatic analysis of the acquired image data. During ROV dives more than 4200 georeferenced video mosaics were compiled for the HÅkon Mosby Mud Volcano (HMMV). Mud volcanoes as HMMV are considered as significant source locations for methane characterised by unique chemoautotrophic communities as Beggiatoa mats. For the detection and quantification of the spatial distribution of Beggiatoa mats an automated image analysis technique was developed, which applies watershed transformation and relaxation-based labelling of pre-segmented regions. Comparison of the data derived by visual inspection of 2840 video images with the automated image analysis revealed similarities with a precision better than 90%. We consider this as a step towards a time-efficient and accurate analysis of seafloor images for computation of geochemical budgets and identification of habitats at the seafloor.

  12. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

    This guide aims to provide an introduction to Desktop Video Conferencing. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing (DVC), as the name suggests, allows users to video conference from the comfort of their own office, workplace or home via a desktop/laptop Personal Computer. DVC provides live audio and visua...

  13. Big hits on the small screen: an evaluation of concussion-related videos on YouTube.

    Science.gov (United States)

    Williams, David; Sullivan, S John; Schneiders, Anthony G; Ahmed, Osman Hassan; Lee, Hopin; Balasundaram, Arun Prasad; McCrory, Paul R

    2014-01-01

    YouTube is one of the largest social networking websites, allowing users to upload and view video content that provides entertainment and conveys many messages, including those related to health conditions, such as concussion. However, little is known about the content of videos relating to concussion. To identify and classify the content of concussion-related videos available on YouTube. An observational study using content analysis. YouTube's video database was systematically searched using 10 search terms selected from MeSH and Google Adwords. The 100 videos with the largest view counts were chosen from the identified videos. These videos and their accompanying text were analysed for purpose, source and description of content by a panel of assessors who classified them into data-driven thematic categories. 434 videos met the inclusion criteria and the 100 videos with the largest view counts were chosen. The most common categories of the videos were the depiction of a sporting injury (37%) and news reports (25%). News and media organisations were the predominant source (51%) of concussion-related videos on YouTube, with very few being uploaded by professional or academic organisations. The median number of views per video was 26 191. Although a wide range of concussion-related videos were identified, there is a need for healthcare and educational organisations to explore YouTube as a medium for the dissemination of quality-controlled information on sports concussion.

  14. Study of Temporal Effects on Subjective Video Quality of Experience.

    Science.gov (United States)

    Bampis, Christos George; Zhi Li; Moorthy, Anush Krishna; Katsavounidis, Ioannis; Aaron, Anne; Bovik, Alan Conrad

    2017-11-01

    HTTP adaptive streaming is being increasingly deployed by network content providers, such as Netflix and YouTube. By dividing video content into data chunks encoded at different bitrates, a client is able to request the appropriate bitrate for the segment to be played next based on the estimated network conditions. However, this can introduce a number of impairments, including compression artifacts and rebuffering events, which can severely impact an end-user's quality of experience (QoE). We have recently created a new video quality database, which simulates a typical video streaming application, using long video sequences and interesting Netflix content. Going beyond previous efforts, the new database contains highly diverse and contemporary content, and it includes the subjective opinions of a sizable number of human subjects regarding the effects on QoE of both rebuffering and compression distortions. We observed that rebuffering is always obvious and unpleasant to subjects, while bitrate changes may be less obvious due to content-related dependencies. Transient bitrate drops were preferable over rebuffering only on low complexity video content, while consistently low bitrates were poorly tolerated. We evaluated different objective video quality assessment algorithms on our database and found that objective video quality models are unreliable for QoE prediction on videos suffering from both rebuffering events and bitrate changes. This implies the need for more general QoE models that take into account objective quality models, rebuffering-aware information, and memory. The publicly available video content as well as metadata for all of the videos in the new database can be found at http://live.ece.utexas.edu/research/LIVE_NFLXStudy/nflx_index.html.

  15. Provider ambivalence about using forensic medical evaluation to respond to child abuse: A content and discourse analysis.

    Science.gov (United States)

    Morris, Marian; Rivaux, Stephanie; Faulkner, Monica

    2017-03-01

    Forensic medical evaluation rates for child abuse victims in Texas are low relative to national rates. In exploring reasons, researchers collected quantitative and qualitative interview and focus group data from multidisciplinary child abuse response team members across the state. This paper presents results of a secondary analysis of (N=19) health care providers' interview and focus group transcripts, looking specifically at experiences with conducting forensic evaluations - thoughts, struggles, and ethical issues. The analysis was conducted from a critical realist perspective using content and discourse analysis. A theme of ambivalence was identified and explored. Three discursive themes were identified: ambivalence about the legal role, the health care role, and about unintended outcomes of evaluations. Extra-discursive elements related to the physical body, resource distribution, and funding policy were examined for their interaction with discursive patterns. Implications of findings include addressing issues in the current approach to responding to child abuse (e.g., uniting around common definitions of abuse; refining parameters for when FME is helpful; shoring up material resources for the abuse response infrastructure) and considering modification of providers' roles and activities relative to forensic work (e.g., deploying providers for prevention activities versus reactive activities). Copyright © 2017 Elsevier Ltd. All rights reserved.

  16. Contents

    Directory of Open Access Journals (Sweden)

    Editor IJRED

    2012-11-01

    Full Text Available International Journal of Renewable Energy Development www.ijred.com Volume 1             Number 3            October 2012                ISSN 2252- 4940   CONTENTS OF ARTICLES page Design and Economic Analysis of a Photovoltaic System: A Case Study 65-73 C.O.C. Oko , E.O. Diemuodeke, N.F. Omunakwe, and E. Nnamdi     Development of Formaldehyde Adsorption using Modified Activated Carbon – A Review 75-80 W.D.P Rengga , M. Sudibandriyo and M. Nasikin     Process Optimization for Ethyl Ester Production in Fixed Bed Reactor Using Calcium Oxide Impregnated Palm Shell Activated Carbon (CaO/PSAC 81-86 A. Buasri , B. Ksapabutr, M. Panapoy and N. Chaiyut     Wind Resource Assessment in Abadan Airport in Iran 87-97 Mojtaba Nedaei       The Energy Processing by Power Electronics and its Impact on Power Quality 99-105 J. E. Rocha and B. W. D. C. Sanchez       First Aspect of Conventional Power System Assessment for High Wind Power Plants Penetration 107-113 A. Merzic , M. Music, and M. Rascic   Experimental Study on the Production of Karanja Oil Methyl Ester and Its Effect on Diesel Engine 115-122 N. Shrivastava,  , S.N. Varma and M. Pandey  

  17. Violence in Teen-Rated Video Games

    Science.gov (United States)

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

    2004-01-01

    %) received only a content descriptor for blood, and 14 game titles (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Conclusions: Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence. PMID:15208514

  18. Violence in teen-rated video games.

    Science.gov (United States)

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

    2004-03-11

    (4%) received no content descriptors for violence or blood. In the random sample of 81 T-rated video games we played, 79 games (98%) involved intentional violence for an average of 36% of game play time, and 34 games (42%) contained blood. More than half of the games (51%) depicted 5 or more types of weapons, with players able to select weapons in 48 games (59%). We observed 37 games (46%) that rewarded or required the player to destroy objects, 73 games (90%) that rewarded or required the player to injure characters, and 56 games (69%) that rewarded or required the player to kill. We observed a total of 11,499 character deaths in the 81 games, occurring at an average rate of 122 deaths per hour of game play (range 0 to 1310). This included 5689 human deaths, occurring at an average rate of 61 human deaths per hour of game play (range 0 to 1291). Overall, we identified 44 games (54%) that depicted deaths to nonhuman characters and 51 games (63%) that depicted deaths to human characters, including the player. Content analysis suggests a significant amount of violence, injury, and death in T-rated video games. Given the large amount of violence involving guns and knives, the relative lack of blood suggests that many T-rated video games do not realistically portray the consequences of violence. Physicians and parents should appreciate that T-rated video games may be a source of exposure to violence and some unexpected content for children and adolescents, and that the majority of T-rated video games provide incentives to the players to commit simulated acts of violence.

  19. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

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

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

    Science.gov (United States)

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

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

  1. A system for endobronchial video analysis

    Science.gov (United States)

    Byrnes, Patrick D.; Higgins, William E.

    2017-03-01

    Image-guided bronchoscopy is a critical component in the treatment of lung cancer and other pulmonary disorders. During bronchoscopy, a high-resolution endobronchial video stream facilitates guidance through the lungs and allows for visual inspection of a patient's airway mucosal surfaces. Despite the detailed information it contains, little effort has been made to incorporate recorded video into the clinical workflow. Follow-up procedures often required in cancer assessment or asthma treatment could significantly benefit from effectively parsed and summarized video. Tracking diagnostic regions of interest (ROIs) could potentially better equip physicians to detect early airway-wall cancer or improve asthma treatments, such as bronchial thermoplasty. To address this need, we have developed a system for the postoperative analysis of recorded endobronchial video. The system first parses an input video stream into endoscopic shots, derives motion information, and selects salient representative key frames. Next, a semi-automatic method for CT-video registration creates data linkages between a CT-derived airway-tree model and the input video. These data linkages then enable the construction of a CT-video chest model comprised of a bronchoscopy path history (BPH) - defining all airway locations visited during a procedure - and texture-mapping information for rendering registered video frames onto the airwaytree model. A suite of analysis tools is included to visualize and manipulate the extracted data. Video browsing and retrieval is facilitated through a video table of contents (TOC) and a search query interface. The system provides a variety of operational modes and additional functionality, including the ability to define regions of interest. We demonstrate the potential of our system using two human case study examples.

  2. Dimensioning Method for Conversational Video Applications in Wireless Convergent Networks

    Directory of Open Access Journals (Sweden)

    Alonso JoséI

    2008-01-01

    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.

  3. Dimensioning Method for Conversational Video Applications in Wireless Convergent Networks

    Directory of Open Access Journals (Sweden)

    Raquel Perez Leal

    2007-12-01

    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.

  4. Comparison of the Content of Web Sites of Higher Education Institutions Providing for Sports Management Education: The Case of Turkish and English Universities

    Science.gov (United States)

    Katirci, Hakan

    2016-01-01

    Considering various themes, this study aims to examine the content of web sites of universities that provide sports management education in higher education level in Turkey and in England. Within this framework, the websites of the higher education institutions that provide sports management education are analyzed by using the content analysis…

  5. Quantitative Analysis of the Usage of a Pedagogical Tool Combining Questions Listed as Learning Objectives and Answers Provided as Online Videos

    Directory of Open Access Journals (Sweden)

    Odette Laneuville

    2015-05-01

    Full Text Available To improve the learning of basic concepts in molecular biology of an undergraduate science class, a pedagogical tool was developed, consisting of learning objectives listed at the end of each lecture and answers to those objectives made available as videos online. The aim of this study was to determine if the pedagogical tool was used by students as instructed, and to explore students’ perception of its usefulness. A combination of quantitative survey data and measures of online viewing was used to evaluate the usage of the pedagogical practice. A total of 77 short videos linked to 11 lectures were made available to 71 students, and 64 completed the survey. Using online tracking tools, a total of 7046 views were recorded. Survey data indicated that most students (73.4% accessed all videos, and the majority (98.4% found the videos to be useful in assisting their learning. Interestingly, approximately half of the students (53.1% always or most of the time used the pedagogical tool as recommended, and consistently answered the learning objectives before watching the videos. While the proposed pedagogical tool was used by the majority of students outside the classroom, only half used it as recommended limiting the impact on students’ involvement in the learning of the material presented in class.

  6. Purchasing behaviour on aesthetic items in online video games with real currency : The case of Counter Strike: Global Offensive

    OpenAIRE

    Rodríguez, Bruno

    2017-01-01

    Over the last decade, buying in-game content with real money has become a more common practice among players in order to unlock exclusive content in video games. Prior research has mainly focused on those functional digital items that provide an advantage to the buyer. This thesis aims to determine the underlying factors that influence video game players to purchase purely aesthetic virtual items.Prior studies on the field of video games, gaming business models and purchasing behaviour were r...

  7. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

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

  8. What Do Social Media Say About Makeovers? A Content Analysis of Cosmetic Surgery Videos and Viewers' Responses on YouTube.

    Science.gov (United States)

    Wen, Nainan; Chia, Stella C; Hao, Xiaoming

    2015-01-01

    This study examines portrayals of cosmetic surgery on YouTube, where we found a substantial number of cosmetic surgery videos. Most of the videos came from cosmetic surgeons who appeared to be aggressively using social media in their practices. Except for videos that explained cosmetic surgery procedures, most videos in our sample emphasized the benefits of cosmetic surgery, and only a small number of the videos addressed the involved risks. We also found that tactics of persuasive communication-namely, related to message source and message sensation value (MSV)-have been used in Web-based social media to attract viewers' attention and interests. Expert sources were used predominantly, although typical-consumer sources tended to generate greater viewer interest in cosmetic surgery than other types of message sources. High MSV, moreover, was found to increase a video's popularity.

  9. Spectral synthesis provides two-dimensional videos on a one-dimensional screen with 360°-visibility and mirror-immunity.

    Science.gov (United States)

    Grusche, Sascha

    2014-02-01

    Spatial light modulator (SLM)-based tunable sources synthesize any specified spectral power distribution. However, their complexity makes a simpler version desirable. A prism before an SLM-projector is shown to synthesize spectra at least as effectively. Moreover, this simple setup projects two-dimensional (2-D) videos onto a one-dimensional (1-D) screen. Viewed through a prism (or grating), rainbow-colored renderings of grayscale videos emerge. The semitransparent, 2-D virtual images face each viewer all around the 1-D screen. Uncannily, mirrors around the 1-D screen cannot flip the images. In hindsight, SLM-based spectral synthesis is essentially a form of spectral encoding that is applicable to video projection, and beyond.

  10. Social Properties of Mobile Video

    Science.gov (United States)

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

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

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

    Directory of Open Access Journals (Sweden)

    Dmitrieva, A.V.

    2017-09-01

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

  12. A Multilevel Analysis of Diverse Learners Playing Life Science Video Games: Interactions between Game Content, Learning Disability Status, Reading Proficiency, and Gender

    Science.gov (United States)

    Israel, Maya; Wang, Shuai; Marino, Matthew T.

    2016-01-01

    Extant research reports differential effects related to the efficacy of video games as a means to enhance science instruction. However, there are very few studies examining differences in learning outcomes across student-level independent variables. This study used multilevel modeling to examine the effects of three video game-enhanced life…

  13. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

    Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.

  14. Providing English foreign language teachers with content knowledge to facilitate decoding and spelling acquisition: a longitudinal perspective.

    Science.gov (United States)

    Kahn-Horwitz, Janina

    2016-04-01

    This quasi-experimental study adds to the small existing literature on orthographic-related teacher knowledge in an English as a foreign language (EFL) context. The study examined the impact of a course on English orthography on predominantly non-native-speaking EFL preservice and inservice teachers' orthographic content knowledge, and the extent to which these teachers retained orthographic-related content knowledge four months after participating in a semester course on the topic. In addition, the study examined the relationship between participants' acquired orthographic-related content knowledge and EFL spelling. Both groups of teachers that studied in the course improved on overall orthographic-related content knowledge, both immediately following the course and longitudinally. Preservice and inservice participants showed similar levels of orthographic knowledge prior to course participation and both showed significant improvements compared to controls following course participation. Participants also retained knowledge four months after course completion. Overall, the inservice teachers scored higher on orthographic-related knowledge, possibly as a result of the immediate application of their newly acquired knowledge. An unexpected finding was a lack of interaction between acquired orthographic-related content knowledge and pseudo word spelling scores. Possible methodological limitations, such as number of participants as well as the length and scope of the course, may explain this outcome. This paper also discusses practical implications of this study for EFL decoding and spelling instruction.

  15. Query-by-Emoji Video Search

    NARCIS (Netherlands)

    Cappallo, S.; Mensink, T.; Snoek, C.G.M.

    2015-01-01

    This technical demo presents Emoji2Video, a query-by-emoji interface for exploring video collections. Ideogram-based video search and representation presents an opportunity for an intuitive, visual interface and concise non-textual summary of video contents, in a form factor that is ideal for small

  16. Transcoding-Based Error-Resilient Video Adaptation for 3G Wireless Networks

    Directory of Open Access Journals (Sweden)

    Dogan Safak

    2007-01-01

    Full Text Available Transcoding is an effective method to provide video adaptation for heterogeneous internetwork video access and communication environments, which require the tailoring (i.e., repurposing of coded video properties to channel conditions, terminal capabilities, and user preferences. This paper presents a video transcoding system that is capable of applying a suite of error resilience tools on the input compressed video streams while controlling the output rates to provide robust communications over error-prone and bandwidth-limited 3G wireless networks. The transcoder is also designed to employ a new adaptive intra-refresh algorithm, which is responsive to the detected scene activity inherently embedded into the video content and the reported time-varying channel error conditions of the wireless network. Comprehensive computer simulations demonstrate significant improvements in the received video quality performances using the new transcoding architecture without an extra computational cost.

  17. Transcoding-Based Error-Resilient Video Adaptation for 3G Wireless Networks

    Science.gov (United States)

    Eminsoy, Sertac; Dogan, Safak; Kondoz, Ahmet M.

    2007-12-01

    Transcoding is an effective method to provide video adaptation for heterogeneous internetwork video access and communication environments, which require the tailoring (i.e., repurposing) of coded video properties to channel conditions, terminal capabilities, and user preferences. This paper presents a video transcoding system that is capable of applying a suite of error resilience tools on the input compressed video streams while controlling the output rates to provide robust communications over error-prone and bandwidth-limited 3G wireless networks. The transcoder is also designed to employ a new adaptive intra-refresh algorithm, which is responsive to the detected scene activity inherently embedded into the video content and the reported time-varying channel error conditions of the wireless network. Comprehensive computer simulations demonstrate significant improvements in the received video quality performances using the new transcoding architecture without an extra computational cost.

  18. Videos, Podcasts and Livechats

    Medline Plus

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

  19. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... illness: Toby’s palliative care story Access the Provider Directory Handout for Patients and Families Is it Right ... Provider Meet the Team Blog Articles News Provider Directory Donate Resources Links Videos Podcasts Webinars For the ...

  20. 3D video coding: an overview of present and upcoming standards

    Science.gov (United States)

    Merkle, Philipp; Müller, Karsten; Wiegand, Thomas

    2010-07-01

    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.

  1. Impact of the LTE scheduler on achieving good QoE for DASH video streaming

    OpenAIRE

    Zahran, Ahmed H.; Quinlan, Jason J.; Ramakrishnan, K. K.; Sreenan, Cormac J.

    2016-01-01

    Dynamic adaptive video over HTTP (DASH) is fast becoming the protocol of choice for content providers for their online video streaming delivery. Concurrently, dependence on cellular Long Term Evolution (LTE) networks is growing to serve user demands for bandwidth-hungry applications, especially video. Each LTE base station's (eNodeB) scheduler assigns wireless resources to individual clients. Several alternative schedulers have been proposed, especially to meet the user's desired quality of e...

  2. Neural Basis of Video Gaming: A Systematic Review

    Science.gov (United States)

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

    2017-01-01

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

  3. Neural Basis of Video Gaming: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Marc Palaus

    2017-05-01

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

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

    Science.gov (United States)

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

    2017-01-01

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

  5. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  6. Regional heritability mapping provides insights into dry matter (DM) content in African white and yellow cassava populations

    Science.gov (United States)

    The HarvestPlus program for cassava (Manihot esculenta Crantz) fortifies cassava with beta-carotene by breeding for carotene-rich tubers (yellow cassava). However, a negative correlation between yellowness and dry matter (DM) content has been identified. Here, we investigated the genetic control of ...

  7. Student Thinking Processes While Constructing Graphic Representations of Textbook Content: What Insights Do Think-Alouds Provide?

    Science.gov (United States)

    Scott, D. Beth; Dreher, Mariam Jean

    2016-01-01

    This study examined the thinking processes students engage in while constructing graphic representations of textbook content. Twenty-eight students who either used graphic representations in a routine manner during social studies instruction or learned to construct graphic representations based on the rhetorical patterns used to organize textbook…

  8. Providing English Foreign Language Teachers with Content Knowledge to Facilitate Decoding and Spelling Acquisition: A Longitudinal Perspective

    Science.gov (United States)

    Kahn-Horwitz, Janina

    2016-01-01

    This quasi-experimental study adds to the small existing literature on orthographic-related teacher knowledge in an English as a foreign language (EFL) context. The study examined the impact of a course on English orthography on predominantly non-native-speaking EFL preservice and inservice teachers' orthographic content knowledge, and the extent…

  9. Representing videos in tangible products

    Science.gov (United States)

    Fageth, Reiner; Weiting, Ralf

    2014-03-01

    Videos can be taken with nearly every camera, digital point and shoot cameras, DSLRs as well as smartphones and more and more with so-called action cameras mounted on sports devices. The implementation of videos while generating QR codes and relevant pictures out of the video stream via a software implementation was contents in last years' paper. This year we present first data about what contents is displayed and how the users represent their videos in printed products, e.g. CEWE PHOTOBOOKS and greeting cards. We report the share of the different video formats used, the number of images extracted out of the video in order to represent the video, the positions in the book and different design strategies compared to regular books.

  10. Using Civilization IV to Engage Students in World History Content

    Science.gov (United States)

    Pagnotti, John; Russell, William B., III

    2012-01-01

    How can teachers utilize video games in the classroom, harnessing a technology that is gaining "market share" in the lives of our students? This article will provide classroom teachers with a research-based rationale for using video games along with a viable, classroom-tested lesson to teach social studies content using a widely…

  11. EZBC video streaming with channel coding and error concealment

    Science.gov (United States)

    Bajic, Ivan V.; Woods, John W.

    2003-06-01

    In this text we present a system for streaming video content encoded using the motion-compensated Embedded Zero Block Coder (EZBC). The system incorporates unequal loss protection in the form of multiple description FEC (MD-FEC) coding, which provides adequate protection for the embedded video bitstream when the loss process is not very bursty. The adverse effects of burst losses are reduced using a novel motion-compensated error concealmet method.

  12. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  13. A qualitative exploration of patients' attitudes towards the 'Participate Inform Notice Know' (PINK) patient safety video.

    Science.gov (United States)

    Pinto, Anna; Vincent, Charles; Darzi, Ara; Davis, Rachel

    2013-02-01

    To explore patients' attitudes towards the PINK video, a patient education video aimed at encouraging hospital patients' involvement in safety-relevant behaviours. Qualitative semi-structured interviews. Detailed field notes were taken during the interviews which were analysed using content analysis. One National Health System (NHS) teaching hospital based in London, UK. Thirty-six in-patients aged between 20 and 79 years, 18 of them males. The PINK video is a short animated educational video aimed at encouraging patients to be involved in the safety of their care during hospitalization. Patients' perceptions of how informative, relevant and acceptable the video is; attitudes towards participating in the recommended safety-related behaviours and; potential negative side effects of watching the video. Overall the video was received favourably among the interviewees. Commonly cited benefits included raising awareness and facilitating patients to be involved in their care during their hospital stay. More variability was found in participants' views with regard to the video's role as a patient safety enhancement tool. A number of suggestions for improvement of the video were provided relating to tailoring its content and design to meet the needs of individual patients and their circumstances. Educational videos such as PINK have significant potential to empower patients in the safety and quality of their care. However, efforts to implement patient safety educational videos in practice need to consider different patient groups' needs and characteristics instead of trying to adopt 'a one size fits all' approach.

  14. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... All rights reserved. GetPalliativeCare.org does not provide medical advice, diagnosis or treatment. ... the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  15. Using Concept Mapping in Video-Based Learning

    Directory of Open Access Journals (Sweden)

    Ömer Faruk VURAL

    2010-12-01

    Full Text Available Video-based learning has been extensively incorporated to enhance instruction. The advanced communication technology has greatly increased the possibilities and relative value of delivering instructional video content in onlineeducation applications. Simple watching instructional video often results in poor learning outcomes. Therefore, current video-based learning resources are used in combination with other teaching methods. Concept mapping, one of teaching methods, can provide another form of this type of interactivity and may enhance the active learning capacity. The new learning tool, which consisted of video viewer, supporting text, and interactive concept map, was developed to investigate the effect of time spent interacting with the learning tool by creating concept maps relate to student achievement. The study results showed that there was no relationship found between student achievement and time spent interacting with the learning tool

  16. Image and video search engine for the World Wide Web

    Science.gov (United States)

    Smith, John R.; Chang, Shih-Fu

    1997-01-01

    We describe a visual information system prototype for searching for images and videos on the World-Wide Web. New visual information in the form of images, graphics, animations and videos is being published on the Web at an incredible rate. However, cataloging this visual data is beyond the capabilities of current text-based Web search engines. In this paper, we describe a complete system by which visual information on the Web is (1) collected by automated agents, (2) processed in both text and visual feature domains, (3) catalogued and (4) indexed for fast search and retrieval. We introduce an image and video search engine which utilizes both text-based navigation and content-based technology for searching visually through the catalogued images and videos. Finally, we provide an initial evaluation based upon the cataloging of over one half million images and videos collected from the Web.

  17. Video super-resolution using simultaneous motion and intensity calculations

    DEFF Research Database (Denmark)

    Keller, Sune Høgild; Lauze, Francois Bernard; Nielsen, Mads

    2011-01-01

    In this paper we propose an energy based algorithm for motion compensated video super-resolution (VSR) targeted on upscaling of standard definition (SD) video to high definition (HD) video. Since the motion (flow field) of the image sequence is generally unknown, we introduce a formulation...... for super-resolved sequences. Computing super-resolved flows has to our knowledge not been done before. Most advanced super-resolution (SR) methods found in literature cannot be applied to general video with arbitrary scene content and/or arbitrary optical flows, as it is possible with our simultaneous VSR...... method. Series of experiments show that our method outperforms other VSR methods when dealing with general video input and that it continues to provide good results even for large scaling factors, up to 8×8....

  18. Digital video transcoding for transmission and storage

    CERN Document Server

    Sun, Huifang; Chen, Xuemin

    2004-01-01

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

  19. Veterinary students' usage and perception of video teaching resources

    Directory of Open Access Journals (Sweden)

    Jones Michael A

    2011-01-01

    Full Text Available Abstract Background The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube' at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. Methods A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3. Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE was also analysed to provide data on video usage. Results Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1 teaching enhancement, (2 accessibility, (3 technical quality and (4 video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P Conclusions The students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i good sound quality, ii accessibility, including location of videos within electronic libraries, and iii video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.

  20. Veterinary students' usage and perception of video teaching resources.

    Science.gov (United States)

    Roshier, Amanda L; Foster, Neil; Jones, Michael A

    2011-01-10

    The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube') at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3). Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE) was also analysed to provide data on video usage. Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1) teaching enhancement, (2) accessibility, (3) technical quality and (4) video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i) good sound quality, ii) accessibility, including location of videos within electronic libraries, and iii) video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.

  1. Twofold Video Hashing with Automatic Synchronization

    OpenAIRE

    Li, Mu; Monga, Vishal

    2014-01-01

    Video hashing finds a wide array of applications in content authentication, robust retrieval and anti-piracy search. While much of the existing research has focused on extracting robust and secure content descriptors, a significant open challenge still remains: Most existing video hashing methods are fallible to temporal desynchronization. That is, when the query video results by deleting or inserting some frames from the reference video, most existing methods assume the positions of the dele...

  2. Efficient data replication for the delivery of high-quality video content over P2P VoD advertising networks

    Science.gov (United States)

    Ho, Chien-Peng; Yu, Jen-Yu; Lee, Suh-Yin

    2011-12-01

    Recent advances in modern television systems have had profound consequences for the scalability, stability, and quality of transmitted digital data signals. This is of particular significance for peer-to-peer (P2P) video-on-demand (VoD) related platforms, faced with an immediate and growing demand for reliable service delivery. In response to demands for high-quality video, the key objectives in the construction of the proposed framework were user satisfaction with perceived video quality and the effective utilization of available resources on P2P VoD networks. This study developed a peer-based promoter to support online advertising in P2P VoD networks based on an estimation of video distortion prior to the replication of data stream chunks. The proposed technology enables the recovery of lost video using replicated stream chunks in real time. Load balance is achieved by adjusting the replication level of each candidate group according to the degree-of-distortion, thereby enabling a significant reduction in server load and increased scalability in the P2P VoD system. This approach also promotes the use of advertising as an efficient tool for commercial promotion. Results indicate that the proposed system efficiently satisfies the given fault tolerances.

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

    Directory of Open Access Journals (Sweden)

    Ali Shariq Imran

    2016-12-01

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

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

    Science.gov (United States)

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

    2017-01-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character…

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

    Science.gov (United States)

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

    2014-01-01

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

  6. Women as Video Game Consumers

    OpenAIRE

    Kiviranta, Hanna

    2017-01-01

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

  7. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

    The process of digital capture, editing, and archiving video has become an important aspect of documenting arthroscopic surgery. Recording the arthroscopic findings before and after surgery is an essential part of the patient's medical record. The hardware and software has become more reasonable to purchase, but the learning curve to master the software is steep. Digital video is captured at the time of arthroscopy to a hard disk, and written to a CD at the end of the operative procedure. The process of obtaining video of open procedures is more complex. Outside video of the procedure is recorded on digital tape with a digital video camera. The camera must be plugged into a computer to capture the video on the hard disk. Adobe Premiere software is used to edit the video and render the finished video to the hard drive. This finished video is burned onto a CD. We outline the choice of computer hardware and software for the manipulation of digital video. The techniques of backup and archiving the completed projects and files also are outlined. The uses of digital video for education and the formats that can be used in PowerPoint presentations are discussed.

  8. Smart Streaming for Online Video Services

    OpenAIRE

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

    2013-01-01

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

  9. Editing, Publishing and Aggregating Video Articles: Do We Need a Scholarly Approach?

    Science.gov (United States)

    Assadi, Reza; Gasparyan, Armen Yuri

    2015-09-01

    The article supports the idea of providing infrastructure and training for preparing and publishing quality video articles. Properly edited, formatted, and verified video items can present graphic contents of interest to the global scientific community. It is suggested to apply traditional attributes of scholarly articles to video items and aggregate them on a specifically designed editing, publishing, and indexing platform, called PubTube. As a mega platform, PubTube may provide space for a variety of open-access sources of information, ranging from short audio-video presentations to research protocols and educational lectures. Video articles on the platform have to pass quality checks by skilled reviewers. Global editorial associations should be prepared to improving the whole process of publishing and aggregating video articles.

  10. Surveillance Video Synopsis in GIS

    Directory of Open Access Journals (Sweden)

    Yujia Xie

    2017-10-01

    Full Text Available Surveillance videos contain a considerable amount of data, wherein interesting information to the user is sparsely distributed. Researchers construct video synopsis that contain key information extracted from a surveillance video for efficient browsing and analysis. Geospatial–temporal information of a surveillance video plays an important role in the efficient description of video content. Meanwhile, current approaches of video synopsis lack the introduction and analysis of geospatial-temporal information. Owing to the preceding problems mentioned, this paper proposes an approach called “surveillance video synopsis in GIS”. Based on an integration model of video moving objects and GIS, the virtual visual field and the expression model of the moving object are constructed by spatially locating and clustering the trajectory of the moving object. The subgraphs of the moving object are reconstructed frame by frame in a virtual scene. Results show that the approach described in this paper comprehensively analyzed and created fusion expression patterns between video dynamic information and geospatial–temporal information in GIS and reduced the playback time of video content.

  11. Reflections of Girls in the Media: A Content Analysis. A Study of Television Shows and Commercials, Movies, Music Videos, and Teen Magazine Articles and Ads. An Executive Summary.

    Science.gov (United States)

    Signorielli, Nancy

    This document presents an executive summary of a study that examined messages sent to adolescent girls (ages 10 to 17) across 6 types of media most heavily used by adolescent girls: television, movies, magazines, music videos, television commercials, and magazine advertisements. The study asked what messages are sent about gender roles--primarily…

  12. Reflections of Girls in the Media: A Content Analysis. A Study of Television Shows and Commercials, Movies, Music Videos, and Teen Magazine Articles and Ads.

    Science.gov (United States)

    Signorielli, Nancy

    A study examined kinds of messages prevalent in the media used by preteen and teenage girls, asking what messages are sent about goals, dating, careers, behavior, and appearance and its relationship to well being. Four media were the subject of the study, which comprised 12 samples from television programs, theatrical films, music videos, and teen…

  13. Self-evaluation and peer-feedback of medical students' communication skills using a web-based video annotation system. Exploring content and specificity

    NARCIS (Netherlands)

    Hulsman, Robert L.; van der Vloodt, Jane

    2015-01-01

    Objective: Self-evaluation and peer-feedback are important strategies within the reflective practice paradigm for the development and maintenance of professional competencies like medical communication. Characteristics of the self-evaluation and peer-feedback annotations of medical students' video

  14. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    Science.gov (United States)

    Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K

    2016-04-21

    In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  15. Student use of flipped classroom videos in a therapeutics course.

    Science.gov (United States)

    Patanwala, Asad E; Erstad, Brian L; Murphy, John E

    To evaluate the extent of student use of flipped classroom videos. This was a cross-sectional study conducted in a college of pharmacy therapeutics course in the Unites States. In one section of the course (four sessions) all content was provided in the form of lecture videos that students had to watch prior to class. Class time was spent discussing patient cases. For half of the sessions, there was an electronic quiz due prior to class. The outcome measure was video view time in minutes. Adequate video view time was defined as viewing ≥75% of total video duration. Video view time was compared with or without quizzes using the Wilcoxon signed-rank test. There were 100 students in the class and all were included in the study. Overall, 74 students had adequate video view time prior to session 1, which decreased to 53 students for session 2, 53 students for session 3, and 36 students for session 4. Median video view time was greater when a quiz was required [80 minutes (IQR: 38-114) versus 69 minutes (IQR: 3-105), p flipped classroom is low and decreases with time. Preparation is higher when there is a quiz required. Copyright © 2016 Elsevier Inc. All rights reserved.

  16. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Educational Video Scott at the Grand Canyon Proton Center load more hold SHIFT key to load all load all Stay Connected with ANA Newly Diagnosed Living with AN Healthcare Providers Acoustic Neuroma Association Donate Now Newly Diagnosed ...

  17. Students' Perceptions of the Value of Using Videos as a Pre-Class Learning Experience in the Flipped Classroom

    Science.gov (United States)

    Long, Taotao; Logan, Joanne; Waugh, Michael

    2016-01-01

    The flipped classroom is an instructional model in which students viewed the learning content before class through instructor-provided video lectures or other pre-class learning materials, and in-class time is used for student-centered active learning. Video is widely utilized as a typical pre-class learning material in the flipped classroom. This…

  18. Video Waterscrambling: Towards a Video Protection Scheme Based on the Disturbance of Motion Vectors

    Science.gov (United States)

    Bodo, Yann; Laurent, Nathalie; Laurent, Christophe; Dugelay, Jean-Luc

    2004-12-01

    With the popularity of high-bandwidth modems and peer-to-peer networks, the contents of videos must be highly protected from piracy. Traditionally, the models utilized to protect this kind of content are scrambling and watermarking. While the former protects the content against eavesdropping (a priori protection), the latter aims at providing a protection against illegal mass distribution (a posteriori protection). Today, researchers agree that both models must be used conjointly to reach a sufficient level of security. However, scrambling works generally by encryption resulting in an unintelligible content for the end-user. At the moment, some applications (such as e-commerce) may require a slight degradation of content so that the user has an idea of the content before buying it. In this paper, we propose a new video protection model, called waterscrambling, whose aim is to give such a quality degradation-based security model. This model works in the compressed domain and disturbs the motion vectors, degrading the video quality. It also allows embedding of a classical invisible watermark enabling protection against mass distribution. In fact, our model can be seen as an intermediary solution to scrambling and watermarking.

  19. Video Waterscrambling: Towards a Video Protection Scheme Based on the Disturbance of Motion Vectors

    Directory of Open Access Journals (Sweden)

    Yann Bodo

    2004-10-01

    Full Text Available With the popularity of high-bandwidth modems and peer-to-peer networks, the contents of videos must be highly protected from piracy. Traditionally, the models utilized to protect this kind of content are scrambling and watermarking. While the former protects the content against eavesdropping (a priori protection, the latter aims at providing a protection against illegal mass distribution (a posteriori protection. Today, researchers agree that both models must be used conjointly to reach a sufficient level of security. However, scrambling works generally by encryption resulting in an unintelligible content for the end-user. At the moment, some applications (such as e-commerce may require a slight degradation of content so that the user has an idea of the content before buying it. In this paper, we propose a new video protection model, called waterscrambling, whose aim is to give such a quality degradation-based security model. This model works in the compressed domain and disturbs the motion vectors, degrading the video quality. It also allows embedding of a classical invisible watermark enabling protection against mass distribution. In fact, our model can be seen as an intermediary solution to scrambling and watermarking.

  20. Use of Lagrange Multipliers to Provide an Approximate Method for the Optimisation of a Shield Radius and Contents

    Science.gov (United States)

    Warner, Paul

    2017-09-01

    For any appreciable radiation source, such as a nuclear reactor core or radiation physics accelerator, there will be the safety requirement to shield operators from the effects of the radiation from the source. Both the size and weight of the shield need to be minimised to reduce costs (and to increase the space available for the maintenance envelope on a plant). This needs to be balanced against legal radiation dose safety limits and the requirement to reduce the dose to operators As Low As Reasonably Practicable (ALARP). This paper describes a method that can be used, early in a shield design, to scope the design and provide a practical estimation of the size of the shield by optimising the shield internals. In particular, a theoretical model representative of a small reactor is used to demonstrate that the primary shielding radius, thickness of the primary shielding inner wall and the thicknesses of two steel inner walls, can be set using the Lagrange multiplier method with a constraint on the total flux on the outside of the shielding. The results from the optimisation are presented and an RZ finite element transport theory calculation is used to demonstrate that, using the optimised geometry, the constraint is achieved.

  1. Use of Lagrange Multipliers to Provide an Approximate Method for the Optimisation of a Shield Radius and Contents

    Directory of Open Access Journals (Sweden)

    Warner Paul

    2017-01-01

    Full Text Available For any appreciable radiation source, such as a nuclear reactor core or radiation physics accelerator, there will be the safety requirement to shield operators from the effects of the radiation from the source. Both the size and weight of the shield need to be minimised to reduce costs (and to increase the space available for the maintenance envelope on a plant. This needs to be balanced against legal radiation dose safety limits and the requirement to reduce the dose to operators As Low As Reasonably Practicable (ALARP. This paper describes a method that can be used, early in a shield design, to scope the design and provide a practical estimation of the size of the shield by optimising the shield internals. In particular, a theoretical model representative of a small reactor is used to demonstrate that the primary shielding radius, thickness of the primary shielding inner wall and the thicknesses of two steel inner walls, can be set using the Lagrange multiplier method with a constraint on the total flux on the outside of the shielding. The results from the optimisation are presented and an RZ finite element transport theory calculation is used to demonstrate that, using the optimised geometry, the constraint is achieved.

  2. Writing Assignments in Disguise: Lessons Learned Using Video Projects in the Classroom

    Science.gov (United States)

    Wade, P.; Courtney, A.

    2012-12-01

    This study describes the instructional approach of using student-created video documentaries as projects in an undergraduate non-science majors' Energy Perspectives science course. Four years of teaching this course provided many reflective teaching moments from which we have enhanced our instructional approach to teaching students how to construct a quality Ken Burn's style science video. Fundamental to a good video documentary is the story told via a narrative which involves significant writing, editing and rewriting. Many students primarily associate a video documentary with visual imagery and do not realize the importance of writing in the production of the video. Required components of the student-created video include: 1) select a topic, 2) conduct research, 3) write an outline, 4) write a narrative, 5) construct a project storyboard, 6) shoot or acquire video and photos (from legal sources), 7) record the narrative, 8) construct the video documentary, 9) edit and 10) finalize the project. Two knowledge survey instruments (administered pre- and post) were used for assessment purposes. One survey focused on the skills necessary to research and produce video documentaries and the second survey assessed students' content knowledge acquired from each documentary. This talk will focus on the components necessary for video documentaries and the instructional lessons learned over the years. Additionally, results from both surveys and student reflections of the video project will be shared.

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

    Science.gov (United States)

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

    2012-06-01

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

  4. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  5. CHARACTER RECOGNITION OF VIDEO SUBTITLES\\

    Directory of Open Access Journals (Sweden)

    Satish S Hiremath

    2016-11-01

    Full Text Available An important task in content based video indexing is to extract text information from videos. The challenges involved in text extraction and recognition are variation of illumination on each video frame with text, the text present on the complex background and different font size of the text. Using various image processing algorithms like morphological operations, blob detection and histogram of oriented gradients the character recognition of video subtitles is implemented. Segmentation, feature extraction and classification are the major steps of character recognition. Several experimental results are shown to demonstrate the performance of the proposed algorithm

  6. Scaffolding With and Through Videos

    DEFF Research Database (Denmark)

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

    2012-01-01

    to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....

  7. Crowdsourcing visual detectors for video search

    NARCIS (Netherlands)

    Freiburg, B.; Kamps, J.; Snoek, C.G.M.

    2011-01-01

    In this paper we study social tagging at the video fragment-level using a combination of automated content understanding and the wisdom of the crowds. We are interested in the question whether crowdsourcing can be beneficial to a video search engine that automatically recognizes video fragments on a

  8. Why don't end-of-life conversations go viral? A review of videos on YouTube.

    Science.gov (United States)

    Mitchell, Imogen A; Schuster, Anne L R; Lynch, Thomas; Smith, Katherine Clegg; Bridges, John F P; Aslakson, Rebecca A

    2017-06-01

    To identify videos on YouTube concerning advance care planning (ACP) and synthesise existing video content and style elements. Informed by stakeholder engagement, two researchers searched YouTube for ACP videos using predefined search terms and snowballing techniques. Videos identified were reviewed and deemed ineligible for analysis if they: targeted healthcare professionals; contained irrelevant content; focused on viewers under the age of 18; were longer than 7 min in duration; received fewer than 150 views; were in a language other than English; or were a duplicate version. For each video, two investigators independently extracted general information as well as video content and stylistic characteristics. The YouTube search identified 23 100 videos with 213 retrieved for assessment and 42 meeting eligibility criteria. The majority of videos had been posted to YouTube since 2010 and produced by organisations in the USA (71%). Viewership ranged from 171 to 10 642. Most videos used a documentary style and featured healthcare providers (60%) rather than patients (19%) or families (45%). A minority of videos (29%) used upbeat or hopeful music. The videos frequently focused on completing legal medical documents (86%). None of the ACP videos on YouTube went viral and a relatively small number of them contained elements endorsed by stakeholders. In emphasising the completion of legal medical documents, videos may have failed to support more meaningful ACP. Further research is needed to understand the features of videos that will engage patients and the wider community with ACP and palliative and end-of-life care conversations. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  9. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

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

  10. Using DASH assisting network elements for optimizing video streaming quality

    NARCIS (Netherlands)

    J.W.M. Kleinrouweler (Jan Willem)

    2017-01-01

    textabstractOn-demand video streaming is a popular application which accounts for a large share of today's Internet traffic. Dynamic Adaptive Streaming over HTTP (DASH) is the major streaming technology used by large content providers. However, this technology suffers from performance problems when

  11. A Review and Comparison of Measures for Automatic Video Surveillance Systems

    Directory of Open Access Journals (Sweden)

    Baumann Axel

    2008-01-01

    Full Text Available Abstract Today's video surveillance systems are increasingly equipped with video content analysis for a great variety of applications. However, reliability and robustness of video content analysis algorithms remain an issue. They have to be measured against ground truth data in order to quantify the performance and advancements of new algorithms. Therefore, a variety of measures have been proposed in the literature, but there has neither been a systematic overview nor an evaluation of measures for specific video analysis tasks yet. This paper provides a systematic review of measures and compares their effectiveness for specific aspects, such as segmentation, tracking, and event detection. Focus is drawn on details like normalization issues, robustness, and representativeness. A software framework is introduced for continuously evaluating and documenting the performance of video surveillance systems. Based on many years of experience, a new set of representative measures is proposed as a fundamental part of an evaluation framework.

  12. A Review and Comparison of Measures for Automatic Video Surveillance Systems

    Directory of Open Access Journals (Sweden)

    Jie Yu

    2008-10-01

    Full Text Available Today's video surveillance systems are increasingly equipped with video content analysis for a great variety of applications. However, reliability and robustness of video content analysis algorithms remain an issue. They have to be measured against ground truth data in order to quantify the performance and advancements of new algorithms. Therefore, a variety of measures have been proposed in the literature, but there has neither been a systematic overview nor an evaluation of measures for specific video analysis tasks yet. This paper provides a systematic review of measures and compares their effectiveness for specific aspects, such as segmentation, tracking, and event detection. Focus is drawn on details like normalization issues, robustness, and representativeness. A software framework is introduced for continuously evaluating and documenting the performance of video surveillance systems. Based on many years of experience, a new set of representative measures is proposed as a fundamental part of an evaluation framework.

  13. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    deaths from violent acts, and we found a significant correlation between the proportion of violent game play and the number of deaths per minute of play. We noted potentially objectionable sexual content in 2 games and the presence of alcohol in 1 game. Content analysis suggests a significant amount of violence in some E-rated video games. The content descriptors provide some information to parents and should be used along with the rating, but the game's genre also appears to play a role in the amount of violent play. Physicians and parents should understand that popular E-rated video games may be a source of exposure to violence and other unexpected content for children and that games may reward the players for violent actions.

  14. Linear and non-linear video and TV applications using IPv6 and IPv6 multicast

    CERN Document Server

    Minoli, Daniel

    2012-01-01

    Provides options for implementing IPv6 and IPv6 multicast in service provider networks New technologies, viewing paradigms, and content distribution approaches are taking the TV/video services industry by storm. Linear and Nonlinear Video and TV Applications: Using IPv6 and IPv6 Multicast identifies five emerging trends in next-generation delivery of entertainment-quality video. These trends are observable and can be capitalized upon by progressive service providers, telcos, cable operators, and ISPs. This comprehensive guide explores these evolving directions in the TV/v

  15. P Status In Andisol And P Content In Arabica Coffee Seedling Leaves Due To The Application Of Phosphate Providing Microorganisms And Organic Matters In Bener Meriah District

    Directory of Open Access Journals (Sweden)

    Hifnalisa

    2017-09-01

    Full Text Available Bener Meriah district is one of the arabica coffee producing regions in Indonesia. Most of arabica coffee in Bener Meriah district grown on Andisol. Generally the availability of P in Andisol is very low. Phosphate providing microorganisms and organic matters can be used to increase Andisol P availability. The objective of this study was to examine the effect of the application of phosphate providing microorganisms and organic matters on P status in Andisol and P content in arabica coffee seedlings leaves in Bener Meriah district. The experiment used a randomized block design that consisted of two factors. Factor I was the application of phosphate providing microorganisms consisting of without microorganisms Glomus sp. Kurthia sp. Corynebacterium sp. and Listeria sp. Factor II was the application of organic matters consisting of T. diversifolia and coffee bean skins. The results of the study showed that Glomus sp. Kurthia sp. Corynebacterium sp. and Listeria sp. decreased soil P-retention by 2.38 5.12 7.48 9.17 respectively increased soil P-available by 24.85 36.03 52.79 77.33 respectively and increased P-content in the arabica coffee seedling leaves by 22.22 33.33 37.0372.27 respectively compared to without the application of microorganisms. The application of coffee bean skins resulted in lower soil P-retention higher soil P-available and P-content in arabica coffee seedling leaves than T. diversifolia. The application of Listeria sp.-coffee bean skins resulted in the lowest soil P-retention the highest soil P-available and P-content in arabica coffee seedlings leaves.

  16. A comparison of cigarette- and hookah-related videos on YouTube.

    Science.gov (United States)

    Carroll, Mary V; Shensa, Ariel; Primack, Brian A

    2013-09-01

    YouTube is now the second most visited site on the internet. The authors aimed to compare characteristics of and messages conveyed by cigarette- and hookah-related videos on YouTube. Systematic search procedures yielded 66 cigarette-related and 61 hookah-related videos. After three trained qualitative researchers used an iterative approach to develop and refine definitions for the coding of variables, two of them independently coded each video for content including positive and negative associations with smoking and major content type. Median view counts were 606,884 for cigarettes-related videos and 102,307 for hookah-related videos (pvideos than for hookah-related videos (1.6 vs 2.5, p=0.003). There was no significant difference in the number of 'like' designations per 100 reactions (91 vs 87, p=0.39). Cigarette-related videos were less likely than hookah-related videos to portray tobacco use in a positive light (24% vs 92%, pvideos were more likely to be of high production quality (42% vs 5%, pvideos related to cigarette smoking often acknowledge harmful consequences and provide explicit antismoking messages, hookah-related videos do not. It may be valuable for public health programmes to correct common misconceptions regarding hookah use.

  17. Pro-Anorexia and Anti-Pro-Anorexia Videos on YouTube: Sentiment Analysis of User Responses

    Science.gov (United States)

    Garcia, David; Sirola, Anu; Näsi, Matti; Kaakinen, Markus; Keipi, Teo; Räsänen, Pekka

    2015-01-01

    positive feedback and comments than pro-anorexia videos. Thus, the anti-pro-anorexia content provided a user-generated counterforce against pro-anorexia content on YouTube. Professionals working with young people should be aware of the social media dynamics and versatility of user-generated eating disorder content online. PMID:26563678

  18. Pro-Anorexia and Anti-Pro-Anorexia Videos on YouTube: Sentiment Analysis of User Responses.

    Science.gov (United States)

    Oksanen, Atte; Garcia, David; Sirola, Anu; Näsi, Matti; Kaakinen, Markus; Keipi, Teo; Räsänen, Pekka

    2015-11-12

    Pro-anorexia communities exist online and encourage harmful weight loss and weight control practices, often through emotional content that enforces social ties within these communities. User-generated responses to videos that directly oppose pro-anorexia communities have not yet been researched in depth. The aim was to study emotional reactions to pro-anorexia and anti-pro-anorexia online content on YouTube using sentiment analysis. Using the 50 most popular YouTube pro-anorexia and anti-pro-anorexia user channels as a starting point, we gathered data on users, their videos, and their commentators. A total of 395 anorexia videos and 12,161 comments were analyzed using positive and negative sentiments and ratings submitted by the viewers of the videos. The emotional information was automatically extracted with an automatic sentiment detection tool whose reliability was tested with human coders. Ordinary least squares regression models were used to estimate the strength of sentiments. The models controlled for the number of video views and comments, number of months the video had been on YouTube, duration of the video, uploader's activity as a video commentator, and uploader's physical location by country. The 395 videos had more than 6 million views and comments by almost 8000 users. Anti-pro-anorexia video comments expressed more positive sentiments on a scale of 1 to 5 (adjusted prediction [AP] 2.15, 95% CI 2.11-2.19) than did those of pro-anorexia videos (AP 2.02, 95% CI 1.98-2.06). Anti-pro-anorexia videos also received more likes (AP 181.02, 95% CI 155.19-206.85) than pro-anorexia videos (AP 31.22, 95% CI 31.22-37.81). Negative sentiments and video dislikes were equally distributed in responses to both pro-anorexia and anti-pro-anorexia videos. Despite pro-anorexia content being widespread on YouTube, videos promoting help for anorexia and opposing the pro-anorexia community were more popular, gaining more positive feedback and comments than pro-anorexia videos

  19. Practical image and video processing using MATLAB

    CERN Document Server

    Marques, Oge

    2011-01-01

    "The book provides a practical introduction to the most important topics in image and video processing using MATLAB (and its Image Processing Toolbox) as a tool to demonstrate the most important techniques and algorithms. The contents are presented in a clear, technically accurate, objective way, with just enough mathematical detail. Most of the chapters are supported by figures, examples, illustrative problems, MATLAB scripts, suggestions for further reading, bibliographical references, useful Web sites, and exercises and computer projects to extend the understanding of their contents"--

  20. For Video Streaming/Delivery: Is HTML5 the Real Fix?

    Directory of Open Access Journals (Sweden)

    John Millard

    2013-10-01

    Full Text Available The general movement towards streaming or playing videos on the web has grown exponentially in the last decade. The combination of new streaming technologies and faster Internet connections continue to provide enhanced and robust user experience for video content. For many organizations, adding videos on their websites has transitioned from a “cool” feature to a mission critical service. Some of the benefits in putting videos online include: to engage and convert visitors, to raise awareness or drive interest, to share inspirational stories or recent unique events, etc. Along with the growth in the use and need for video content on the web; delivering videos online also remains a messy activity for developers and web teams. Examples of existing challenges include creating more accessible videos with captions and delivering content (using adaptive streaming for the diverse range of mobile and tablet devices. In this article, we report on the decision-making and early results in using the Kaltura video platform in two popular library platforms: CONTENTdm and DSpace.

  1. User aware video streaming

    Science.gov (United States)

    Kerofsky, Louis; Jagannath, Abhijith; Reznik, Yuriy

    2015-03-01

    We describe the design of a video streaming system using adaptation to viewing conditions to reduce the bitrate needed for delivery of video content. A visual model is used to determine sufficient resolution needed under various viewing conditions. Sensors on a mobile device estimate properties of the viewing conditions, particularly the distance to the viewer. We leverage the framework of existing adaptive bitrate streaming systems such as HLS, Smooth Streaming or MPEG-DASH. The client rate selection logic is modified to include a sufficient resolution computed using the visual model and the estimated viewing conditions. Our experiments demonstrate significant bitrate savings compare to conventional streaming methods which do not exploit viewing conditions.

  2. Apples to Oranges: Comparing Streaming Video Platforms

    OpenAIRE

    Milewski, Steven; Threatt, Monique

    2017-01-01

    Librarians rely on an ever-increasing variety of platforms to deliver streaming video content to our patrons. These two presentations will examine different aspects of video streaming platforms to gain guidance from the comparison of platforms. The first will examine the accessibility compliance of the various video streaming platforms for users with disabilities by examining accessibility features of the platforms. The second will be a comparison of subject usage of two of the larger video s...

  3. Examining the content of weight, nutrition and physical activity advices provided by Dutch practice nurses in primary care: analysis of videotaped consultations.

    Science.gov (United States)

    van Dillen, S M E; Noordman, J; van Dulmen, S; Hiddink, G J

    2014-01-01

    To examine the content of Dutch practice nurses' (PNs') advices about weight, nutrition and physical activity to overweight and obese patients. A 100 videotaped real-life PN consultations (The Netherlands, 2010/2011) with overweight or obese patients were selected. An observational checklist was developed to assess frequency and content. Personalization of advices was scored, as also the guidelines on which PNs based their advices. Content analysis was used to identify different categories of advices. About one quarter of advices concerned weight, over two-thirds nutrition and one-third physical activity. Lose weight, eat less fat and be more physically active in general were the main categories for each type of advice. Despite high clarity of advices, lower scores were found for specificity and personalization. Very few nutrition advices were provided in combination with physical activity advices. Weight advices often related to the patient's complaint. PNs seldom set a concrete weight goal. Although benefits of physical activity were discussed, often no practical advices were provided about how to achieve this. Integrated lifestyle advice was not common: advices about nutrition and physical activity were fragmented throughout the consultation. Obesity prevention needs more emphasis in PNs' educational programs.

  4. Video Editing System

    Science.gov (United States)

    Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)

    1998-01-01

    This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.

  5. Continuity-Aware Scheduling Algorithm for Scalable Video Streaming

    Directory of Open Access Journals (Sweden)

    Atinat Palawan

    2016-05-01

    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.

  6. Video Creation: A Tool for Engaging Students to Learn Science

    Science.gov (United States)

    Courtney, A. R.

    2016-12-01

    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

  7. Minimizing energy dissipation in content distribution networks using dynamic power management

    NARCIS (Netherlands)

    Bostoen, Tom; Napper, Jeff; Mullender, Sape J.; Berbers, Yolande

    2013-01-01

    The growing end-user demand for video services with superior quality on laptops, tablets, and smartphones spurs the deployment of telco content distribution networks (CDNs). Such CDNs provide scalable and bandwidth-efficient video delivery thanks to disk-packed cache servers deployed in the telco's

  8. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

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

  9. Star Wars in psychotherapy: video games in the office.

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    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.

  10. Conceptualizing RTI in 21st-Century Secondary Science Classrooms: Video Games' Potential to Provide Tiered Support and Progress Monitoring for Students with Learning Disabilities

    Science.gov (United States)

    Marino, Matthew T.; Beecher, Constance C.

    2010-01-01

    Secondary schools across the United States are adopting response to intervention (RTI) as a means to identify students with learning disabilities (LD) and provide tiered instructional interventions that benefit all students. The majority of current RTI research focuses on students with reading difficulties in elementary school classrooms.…

  11. Considerations when using videos in lamaze classes.

    Science.gov (United States)

    Hotelling, Barbara A

    2012-01-01

    There are enough worthwhile videos available today so that a Lamaze Certified Childbirth Educator could literally teach an entire class series using only videos and feedback discussion. In this column, the author explores considerations in choosing videos for adult learners in Lamaze birth classes. Some things to consider when using videos should be the adult learner's attention span, whether the video increases fear of birth or empowers the learner, and if the video is appropriate for the culture of the class participants. Finally, the author provides a list of some of the many wonderful videos available to Lamaze birth educators.

  12. Advanced real-time manipulation of video streams

    CERN Document Server

    Herling, Jan

    2014-01-01

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

  13. Generic Film Forms for Dynamic Virtual Video Synthesis

    NARCIS (Netherlands)

    C.A. Lindley

    1999-01-01

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

  14. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

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

  15. Layer-based buffer aware rate adaptation design for SHVC video streaming

    Science.gov (United States)

    Gudumasu, Srinivas; Hamza, Ahmed; Asbun, Eduardo; He, Yong; Ye, Yan

    2016-09-01

    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.

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

    Science.gov (United States)

    Austin, Carmen; Calahan, Jenny; Resi Baucco, Alexandria; Bullivant, Christopher William; Eckley, Ross; Ekstrom, W. Haydon; Fitzpatrick, M. Ryleigh; Genovese, Taylor Fay; Impey, Chris David; Libby, Kaitlin; McCaw, Galen; Olmedo, Alexander N.; Ritter, Joshua; Wenger, Matthew; Williams, Stephanie

    2017-01-01

    Active Galactic Videos is an astronomy-focused YouTube channel run by a team at the University of Arizona. The channel has two main purposes: to produce educational content for public audiences, and to learn about astronomy and to open a window into the world of professional astronomy by showcasing the work done at Steward Observatory and in Southern Arizona. Our team consists of faculty, staff, and 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, educational practice, and science communication while developing the practical skills needed to write, film, score, direct, and edit videos that effectively engage and teach viewers about topics in astronomy. The team has produced various styles of video: presentational, interviews, musical/poetic, 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, this poster will present a 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, and astronomy communication and outreach in general.

  17. A Conceptual Characterization of Online Videos Explaining Natural Selection

    Science.gov (United States)

    Bohlin, Gustav; Göransson, Andreas; Höst, Gunnar E.; Tibell, Lena A. E.

    2017-01-01

    Educational videos on the Internet comprise a vast and highly diverse source of information. Online search engines facilitate access to numerous videos claiming to explain natural selection, but little is known about the degree to which the video content match key evolutionary content identified as important in evolution education research. In…

  18. Trigger Videos on the Web: Impact of Audiovisual Design

    Science.gov (United States)

    Verleur, Ria; Heuvelman, Ard; Verhagen, Plon W.

    2011-01-01

    Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is motivated by the potential influence of video-evoked…

  19. 3D-2D image registration for target localization in spine surgery: investigation of similarity metrics providing robustness to content mismatch.

    Science.gov (United States)

    De Silva, T; Uneri, A; Ketcha, M D; Reaungamornrat, S; Kleinszig, G; Vogt, S; Aygun, N; Lo, S-F; Wolinsky, J-P; Siewerdsen, J H

    2016-04-21

    In image-guided spine surgery, robust three-dimensional to two-dimensional (3D-2D) registration of preoperative computed tomography (CT) and intraoperative radiographs can be challenged by the image content mismatch associated with the presence of surgical instrumentation and implants as well as soft-tissue resection or deformation. This work investigates image similarity metrics in 3D-2D registration offering improved robustness against mismatch, thereby improving performance and reducing or eliminating the need for manual masking. The performance of four gradient-based image similarity metrics (gradient information (GI), gradient correlation (GC), gradient information with linear scaling (GS), and gradient orientation (GO)) with a multi-start optimization strategy was evaluated in an institutional review board-approved retrospective clinical study using 51 preoperative CT images and 115 intraoperative mobile radiographs. Registrations were tested with and without polygonal masks as a function of the number of multistarts employed during optimization. Registration accuracy was evaluated in terms of the projection distance error (PDE) and assessment of failure modes (PDE  >  30 mm) that could impede reliable vertebral level localization. With manual polygonal masking and 200 multistarts, the GC and GO metrics exhibited robust performance with 0% gross failures and median PDE registration to fail at a rate of >14%; however, GO maintained robustness with a 0% gross failure rate. Overall, the GI, GC, and GS metrics were susceptible to registration errors associated with content mismatch, but GO provided robust registration (median PDE  =  5.5 mm, 2.6 mm IQR) without manual masking and with an improved runtime (29.3 s). The GO metric improved the registration accuracy and robustness in the presence of strong image content mismatch. This capability could offer valuable assistance and decision support in spine level localization in a manner consistent with

  20. 3D-2D image registration for target localization in spine surgery: investigation of similarity metrics providing robustness to content mismatch

    Science.gov (United States)

    De Silva, T.; Uneri, A.; Ketcha, M. D.; Reaungamornrat, S.; Kleinszig, G.; Vogt, S.; Aygun, N.; Lo, S.-F.; Wolinsky, J.-P.; Siewerdsen, J. H.

    2016-04-01

    In image-guided spine surgery, robust three-dimensional to two-dimensional (3D-2D) registration of preoperative computed tomography (CT) and intraoperative radiographs can be challenged by the image content mismatch associated with the presence of surgical instrumentation and implants as well as soft-tissue resection or deformation. This work investigates image similarity metrics in 3D-2D registration offering improved robustness against mismatch, thereby improving performance and reducing or eliminating the need for manual masking. The performance of four gradient-based image similarity metrics (gradient information (GI), gradient correlation (GC), gradient information with linear scaling (GS), and gradient orientation (GO)) with a multi-start optimization strategy was evaluated in an institutional review board-approved retrospective clinical study using 51 preoperative CT images and 115 intraoperative mobile radiographs. Registrations were tested with and without polygonal masks as a function of the number of multistarts employed during optimization. Registration accuracy was evaluated in terms of the projection distance error (PDE) and assessment of failure modes (PDE  >  30 mm) that could impede reliable vertebral level localization. With manual polygonal masking and 200 multistarts, the GC and GO metrics exhibited robust performance with 0% gross failures and median PDE  14% however, GO maintained robustness with a 0% gross failure rate. Overall, the GI, GC, and GS metrics were susceptible to registration errors associated with content mismatch, but GO provided robust registration (median PDE  =  5.5 mm, 2.6 mm IQR) without manual masking and with an improved runtime (29.3 s). The GO metric improved the registration accuracy and robustness in the presence of strong image content mismatch. This capability could offer valuable assistance and decision support in spine level localization in a manner consistent with clinical workflow.

  1. Effects of Mathematics Content Knowledge on Pre-School Teachers' Performance: A Video-Based Assessment of Perception and Planning Abilities in Informal Learning Situations

    Science.gov (United States)

    Dunekacke, Simone; Jenßen, Lars; Blömeke, Sigrid

    2015-01-01

    This study addresses the relation of pre-school teachers' mathematics content knowledge and their performance--how they perceive mathematical learning situations and whether they are able to plan adequate actions that foster children's learning--in the informal settings of pre-schools. It thus addresses a serious gap in teacher research that has…

  2. High-Content Analysis Provides Mechanistic Insights into the Testicular Toxicity of Bisphenol A and Selected Analogues in Mouse Spermatogonial Cells.

    Science.gov (United States)

    Liang, Shenxuan; Yin, Lei; Shengyang Yu, Kevin; Hofmann, Marie-Claude; Yu, Xiaozhong

    2017-01-01

    Bisphenol A (BPA), an endocrine-disrupting compound, was found to be a testicular toxicant in animal models. Bisphenol S (BPS), bisphenol AF (BPAF), and tetrabromobisphenol A (TBBPA) were recently introduced to the market as alternatives to BPA. However, toxicological data of these compounds in the male reproductive system are still limited so far. This study developed and validated an automated multi-parametric high-content analysis (HCA) using the C18-4 spermatogonial cell line as a model. We applied these validated HCA, including nuclear morphology, DNA content, cell cycle progression, DNA synthesis, cytoskeleton integrity, and DNA damage responses, to characterize and compare the testicular toxicities of BPA and 3 selected commercial available BPA analogues, BPS, BPAF, and TBBPA. HCA revealed BPAF and TBBPA exhibited higher spermatogonial toxicities as compared with BPA and BPS, including dose- and time-dependent alterations in nuclear morphology, cell cycle, DNA damage responses, and perturbation of the cytoskeleton. Our results demonstrated that this specific culture model together with HCA can be utilized for quantitative screening and discriminating of chemical-specific testicular toxicity in spermatogonial cells. It also provides a fast and cost-effective approach for the identification of environmental chemicals that could have detrimental effects on reproduction. © The Author 2016. Published by Oxford University Press on behalf of the Society of Toxicology. All rights reserved. For Permissions, please e-mail: journals.permissions@oup.com.

  3. AN EFFICIENT HILBERT AND INTEGER WAVELET TRANSFORM BASED VIDEO WATERMARKING

    Directory of Open Access Journals (Sweden)

    AGILANDEESWARI L.

    2016-03-01

    Full Text Available In this paper, an efficient, highly imperceptible, robust, and secure digital video watermarking technique for content authentication based on Hilbert transform in the Integer Wavelet Transform (IWT domain has been introduced. The Hilbert coefficients of gray watermark image are embedded into the cover video frames Hilbert coefficients on the 2-level IWT decomposed selected block on sub-bands using Principal Component Analysis (PCA technique. The authentication is achieved by using the digital signature mechanism. This mechanism is used to generate and embed a digital signature after embedding the watermarks. Since, the embedding process is done in Hilbert transform domain, the imperceptibility and the robustness of the watermark is greatly improved. At the receiver end, prior to the extraction of watermark, the originality of the content is verified through the authentication test. If the generated and received signature matches, it proves that the received content is original and performs the extraction process, otherwise deny the extraction process due to unauthenticated received content. The proposed method avoids typical degradations in the imperceptibility level of watermarked video in terms of Average Peak Signal – to – Noise Ratio (PSNR value of about 48db, while it is still providing better robustness against common video distortions such as frame dropping, averaging, and various image processing attacks such as noise addition, median filtering, contrast adjustment, and geometrical attacks such as, rotation and cropping in terms of Normalized Correlation Coefficient (NCC value of about nearly 1.

  4. Developing Preservice Teachers' Knowledge of Science Teaching Through Video Clubs

    Science.gov (United States)

    Johnson, Heather J.; Cotterman, Michelle E.

    2015-06-01

    Though an adequate understanding of content is a natural prerequisite of teaching (Carlsen in Journal of Research in Science Teaching 30:471-481, 1993), teachers also need to be able to interpret content in ways that facilitate student learning. How to best support novice teachers in developing and refining their content knowledge for teaching is a crucial and ongoing question for preservice teacher educators. Recently, video clubs are being explored as potential contexts for teacher learning (Barnhart & van Es in Teaching and Teacher Education 45:83-93, 2015; Sherin & Han in Teaching and Teacher Education 20:163-183, 2004). We hypothesized that pairing video clubs with student teaching experiences would provide a forum for preservice teachers to discuss issues relevant to their professional trajectory through exposure to models of peer teaching and opportunities to reflect on practice. In this study, we explored how secondary science preservice teachers used video club to restructure their overall science knowledge into science knowledge for teaching. Our findings suggest that video clubs allowed preservice teachers to access and leverage student thinking and instructional resources to deepen their understanding of science content and trajectories for science learning.

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

    Directory of Open Access Journals (Sweden)

    Novita Astin

    2016-12-01

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

  6. YouTube and Video Quizzes

    Directory of Open Access Journals (Sweden)

    Kevin YEE

    2010-04-01

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

  7. Using Informal Education through Music Video Creation

    Science.gov (United States)

    Cayari, Christopher

    2014-01-01

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

  8. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...

  9. Recognizing problem video game use.

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan; Berle, David; Fenech, Pauline

    2010-02-01

    It has been increasingly recognized that some people develop problem video game use, defined here as excessive use of video games resulting in various negative psychosocial and/or physical consequences. The main objectives of the present study were to identify individuals with problem video game use and compare them with those without problem video game use on several variables. An international, anonymous online survey was conducted, using a questionnaire with provisional criteria for problem video game use, which the authors have developed. These criteria reflect the crucial features of problem video game use: preoccupation with and loss of control over playing video games and multiple adverse consequences of this activity. A total of 1945 survey participants completed the survey. Respondents who were identified as problem video game users (n = 156, 8.0%) differed significantly from others (n = 1789) on variables that provided independent, preliminary validation of the provisional criteria for problem video game use. They played longer than planned and with greater frequency, and more often played even though they did not want to and despite believing that they should not do it. Problem video game users were more likely to play certain online role-playing games, found it easier to meet people online, had fewer friends in real life, and more often reported excessive caffeine consumption. People with problem video game use can be identified by means of a questionnaire and on the basis of the present provisional criteria, which require further validation. These findings have implications for recognition of problem video game users among individuals, especially adolescents, who present to mental health services. Mental health professionals need to acknowledge the public health significance of the multiple negative consequences of problem video game use.

  10. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Program Growth and Nutrition Program Celiac Disease Program | Videos Contact the Celiac Disease Program 1-617-355- ... live happy and productive lives. Each of our video segments provides practical information about celiac disease from ...

  11. Analysis, Retrieval and Delivery of Multimedia Content

    CERN Document Server

    Cavallaro, Andrea; Leonardi, Riccardo; Migliorati, Pierangelo

    2013-01-01

    Covering some of the most cutting-edge research on the delivery and retrieval of interactive multimedia content, this volume of specially chosen contributions provides the most updated perspective on one of the hottest contemporary topics. The material represents extended versions of papers presented at the 11th International Workshop on Image Analysis for Multimedia Interactive Services, a vital international forum on this fast-moving field. Logically organized in discrete sections that approach the subject from its various angles, the content deals in turn with content analysis, motion and activity analysis, high-level descriptors and video retrieval, 3-D and multi-view, and multimedia delivery. The chapters cover the finest detail of emerging techniques such as the use of high-level audio information in improving scene segmentation and the use of subjective logic for forensic visual surveillance. On content delivery, the book examines both images and video, focusing on key subjects including an efficient p...

  12. MedlinePlus FAQ: Is audio description available for videos on MedlinePlus?

    Science.gov (United States)

    ... audiodescription.html Question: Is audio description available for videos on MedlinePlus? To use the sharing features on ... page, please enable JavaScript. Answer: Audio description of videos helps make the content of videos accessible to ...

  13. Evaluation of the educational value of YouTube videos about physical examination of the cardiovascular and respiratory systems.

    Science.gov (United States)

    Azer, Samy A; Algrain, Hala A; AlKhelaif, Rana A; AlEshaiwi, Sarah M

    2013-11-13

    A number of studies have evaluated the educational contents of videos on YouTube. However, little analysis has been done on videos about physical examination. This study aimed to analyze YouTube videos about physical examination of the cardiovascular and respiratory systems. It was hypothesized that the educational standards of videos on YouTube would vary significantly. During the period from November 2, 2011 to December 2, 2011, YouTube was searched by three assessors for videos covering the clinical examination of the cardiovascular and respiratory systems. For each video, the following information was collected: title, authors, duration, number of viewers, and total number of days on YouTube. Using criteria comprising content, technical authority, and pedagogy parameters, videos were rated independently by three assessors and grouped into educationally useful and non-useful videos. A total of 1920 videos were screened. Only relevant videos covering the examination of adults in the English language were identified (n=56). Of these, 20 were found to be relevant to cardiovascular examinations and 36 to respiratory examinations. Further analysis revealed that 9 provided useful information on cardiovascular examinations and 7 on respiratory examinations: scoring mean 14.9 (SD 0.33) and mean 15.0 (SD 0.00), respectively. The other videos, 11 covering cardiovascular and 29 on respiratory examinations, were not useful educationally, scoring mean 11.1 (SD 1.08) and mean 11.2 (SD 1.29), respectively. The differences between these two categories were significant (P.86. A small number of videos about physical examination of the cardiovascular and respiratory systems were identified as educationally useful; these videos can be used by medical students for independent learning and by clinical teachers as learning resources. The scoring system utilized by this study is simple, easy to apply, and could be used by other researchers on similar topics.

  14. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...

  15. Real-time Digital Video Watermark Embedding System based on Software in Commodity PC

    Science.gov (United States)

    Yamada, Takaaki; Echizen, Isao; Tezuka, Satoru; Yoshiura, Hiroshi

    Emerging broadband networks and high performance of PCs provide new business opportunities of the live video streaming services for the Internet users in sport events or in music concerts. Digital watermarking for video helps to protect the copyright of the video content and the real-time processing is an essential requirement. For the small start of new business, it should be achieved by flexible software without special equipments. This paper describes a novel real-time watermarking system implemented on a commodity PC. We propose the system architecture and methods to shorten watermarking time by reusing the estimated watermark imperceptibility among neighboring frames. A prototype system enables real time processing in a series of capturing NTSC signals, watermarking the video, encoding it to MPEG4 in QGVA, 1Mbps, 30fps style and storing the video for 12 hours in maximum

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

    Science.gov (United States)

    Veterans Crisis Line Skip to Main Content SuicidePreventionLifeline.org Get Help Materials Get Involved Crisis Centers About Be There ... see more videos from Veterans Health Administration Veterans Crisis Line -- After the Call see more videos from ...

  17. Student's Video Production as Formative Assessment

    CERN Document Server

    Gama, Eduardo

    2013-01-01

    Learning assessments are subject of discussions that envolve theoretical and practical approaches. To measure learning in physics by high school students, either qualitatively or quantitatively, is a process in which it should be possible to identify not only the concepts and contents students failed to achieve but also the reasons of the failure. We propose that students' video production offers a very effective formative assessment 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 defficiencies 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, like the ability to carry a project to its conclusion and to work cooperatively. In this paper, we describe the use of videos produced by high school students as an assessment resource. T...

  18. Videography-Based Unconstrained Video Analysis.

    Science.gov (United States)

    Li, Kang; Li, Sheng; Oh, Sangmin; Fu, Yun

    2017-05-01

    Video analysis and understanding play a central role in visual intelligence. In this paper, we aim to analyze unconstrained videos, by designing features and approaches to represent and analyze videography styles in the videos. Videography denotes the process of making videos. The unconstrained videos are defined as the long duration consumer videos that usually have diverse editing artifacts and significant complexity of contents. We propose to construct a videography dictionary, which can be utilized to represent every video clip as a sequence of videography words. In addition to semantic features, such as foreground object motion and camera motion, we also incorporate two novel interpretable features to characterize videography, including the scale information and the motion correlations. We then demonstrate that, by using statistical analysis methods, the unique videography signatures extracted from different events can be automatically identified. For real-world applications, we explore the use of videography analysis for three types of applications, including content-based video retrieval, video summarization (both visual and textual), and videography-based feature pooling. In the experiments, we evaluate the performance of our approach and other methods on a large-scale unconstrained video dataset, and show that the proposed approach significantly benefits video analysis in various ways.

  19. Spatial constraints of stereopsis in video displays

    Science.gov (United States)

    Schor, Clifton

    1989-01-01

    Recent development in video technology, such as the liquid crystal displays and shutters, have made it feasible to incorporate stereoscopic depth into the 3-D representations on 2-D displays. However, depth has already been vividly portrayed in video displays without stereopsis using the classical artists' depth cues described by Helmholtz (1866) and the dynamic depth cues described in detail by Ittleson (1952). Successful static depth cues include overlap, size, linear perspective, texture gradients, and shading. Effective dynamic cues include looming (Regan and Beverly, 1979) and motion parallax (Rogers and Graham, 1982). Stereoscopic depth is superior to the monocular distance cues under certain circumstances. It is most useful at portraying depth intervals as small as 5 to 10 arc secs. For this reason it is extremely useful in user-video interactions such as telepresence. Objects can be manipulated in 3-D space, for example, while a person who controls the operations views a virtual image of the manipulated object on a remote 2-D video display. Stereopsis also provides structure and form information in camouflaged surfaces such as tree foliage. Motion parallax also reveals form; however, without other monocular cues such as overlap, motion parallax can yield an ambiguous perception. For example, a turning sphere, portrayed as solid by parallax can appear to rotate either leftward or rightward. However, only one direction of rotation is perceived when stereo-depth is included. If the scene is static, then stereopsis is the principal cue for revealing the camouflaged surface structure. Finally, dynamic stereopsis provides information about the direction of motion in depth (Regan and Beverly, 1979). Clearly there are many spatial constraints, including spatial frequency content, retinal eccentricity, exposure duration, target spacing, and disparity gradient, which - when properly adjusted - can greatly enhance stereodepth in video displays.

  20. Distortion-Based Link Adaptation for Wireless Video Transmission

    Directory of Open Access Journals (Sweden)

    Andrew Nix

    2008-06-01

    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.

  1. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...

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

    NARCIS (Netherlands)

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

    2015-01-01

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

  3. Delivering stable high-quality video: an SDN architecture with DASH assisting network elements

    NARCIS (Netherlands)

    J.W.M. Kleinrouweler (Jan Willem); S. Cabrero Barros (Sergio); P.S. Cesar Garcia (Pablo Santiago)

    2016-01-01

    textabstractDynamic adaptive streaming over HTTP (DASH) is a simple, but effective, technology for video streaming over the Internet. It provides adaptive streaming while being highly scalable at the side of the content providers. However, the mismatch between TCP and the adaptive bursty nature of

  4. Online scene change detection of multicast (MBone) video

    Science.gov (United States)

    Zhou, Wensheng; Shen, Ye; Vellaikal, Asha; Kuo, C.-C. Jay

    1998-10-01

    Many multimedia applications, such as multimedia data management systems and communication systems, require efficient representation of multimedia content. Thus semantic interpretation of video content has been a popular research area. Currently, most content-based video representation involves the segmentation of video based on key frames which are generated using scene change detection techniques as well as camera/object motion. Then, video features can be extracted from key frames. However most of such research performs off-line video processing in which the whole video scope is known as a priori which allows multiple scans of the stored video files during video processing. In comparison, relatively not much research has been done in the area of on-line video processing, which is crucial in video communication applications such as on-line collaboration, news broadcasts and so on. Our research investigates on-line real-time scene change detection of multicast video over the Internet. Our on-line processing system are designed to meet the requirements of real-time video multicasting over the Internet and to utilize the successful video parsing techniques available today. The proposed algorithms extract key frames from video bitstreams sent through the MBone network, and the extracted key frames are multicasted as annotations or metadata over a separate channel to assist in content filtering such as those anticipated to be in use by on-line filtering proxies in the Internet. The performance of the proposed algorithms are demonstrated and discussed in this paper.

  5. Intelligent network video understanding modern video surveillance systems

    CERN Document Server

    Nilsson, Fredrik

    2008-01-01

    Offering ready access to the security industry's cutting-edge digital future, Intelligent Network Video provides the first complete reference for all those involved with developing, implementing, and maintaining the latest surveillance systems. Pioneering expert Fredrik Nilsson explains how IP-based video surveillance systems provide better image quality, and a more scalable and flexible system at lower cost. A complete and practical reference for all those in the field, this volume:Describes all components relevant to modern IP video surveillance systemsProvides in-depth information about ima

  6. Fragile watermarking scheme for H.264 video authentication

    Science.gov (United States)

    Wang, Chuen-Ching; Hsu, Yu-Chang

    2010-02-01

    A novel H.264 advanced video coding fragile watermarking method is proposed that enables the authenticity and integrity of the video streams to be verified. The effectiveness of the proposed scheme is demonstrated by way of experimental simulations. The results show that by embedding the watermark information in the last nonzero-quantized coefficient in each discrete cosine transform block, the proposed scheme induces no more than a minor distortion of the video content. In addition, we show that the proposed scheme is able to detect unauthorized changes in the watermarked video content without the original video. The experimental results demonstrate the feasibility of the proposed video authentication system.

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

    Science.gov (United States)

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

    2018-01-01

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

  8. The Educational Efficacy of Distinct Information Delivery Systems in Modified Video Games

    Science.gov (United States)

    Moshirnia, Andrew; Israel, Maya

    2010-01-01

    Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…

  9. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

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

  10. P2P Video Streaming Strategies based on Scalable Video Coding

    Directory of Open Access Journals (Sweden)

    F.A. López-Fuentes

    2015-02-01

    Full Text Available Video streaming over the Internet has gained significant popularity during the last years, and the academy and industry have realized a great research effort in this direction. In this scenario, scalable video coding (SVC has emerged as an important video standard to provide more functionality to video transmission and storage applications. This paper proposes and evaluates two strategies based on scalable video coding for P2P video streaming services. In the first strategy, SVC is used to offer differentiated quality video to peers with heterogeneous capacities. The second strategy uses SVC to reach a homogeneous video quality between different videos from different sources. The obtained results show that our proposed strategies enable a system to improve its performance and introduce benefits such as differentiated quality of video for clients with heterogeneous capacities and variable network conditions.

  11. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available Home About Donate Search Search What Is It Definition Pediatric Palliative Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get It Talk to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts ...

  12. Complementing Operating Room Teaching With Video-Based Coaching.

    Science.gov (United States)

    Hu, Yue-Yung; Mazer, Laura M; Yule, Steven J; Arriaga, Alexander F; Greenberg, Caprice C; Lipsitz, Stuart R; Gawande, Atul A; Smink, Douglas S

    2017-04-01

    Surgical expertise demands technical and nontechnical skills. Traditionally, surgical trainees acquired these skills in the operating room; however, operative time for residents has decreased with duty hour restrictions. As in other professions, video analysis may help maximize the learning experience. To develop and evaluate a postoperative video-based coaching intervention for residents. In this mixed methods analysis, 10 senior (postgraduate year 4 and 5) residents were videorecorded operating with an attending surgeon at an academic tertiary care hospital. Each video formed the basis of a 1-hour one-on-one coaching session conducted by the operative attending; although a coaching framework was provided, participants determined the specific content collaboratively. Teaching points were identified in the operating room and the video-based coaching sessions; iterative inductive coding, followed by thematic analysis, was performed. Teaching points made in the operating room were compared with those in the video-based coaching sessions with respect to initiator, content, and teaching technique, adjusting for time. Among 10 cases, surgeons made more teaching points per unit time (63.0 vs 102.7 per hour) while coaching. Teaching in the video-based coaching sessions was more resident centered; attendings were more inquisitive about residents' learning needs (3.30 vs 0.28, P = .04), and residents took more initiative to direct their education (27% [198 of 729 teaching points] vs 17% [331 of 1977 teaching points], P coaching is a novel and feasible modality for supplementing intraoperative learning. Objective evaluation demonstrates that video-based coaching may be particularly useful for teaching higher-level concepts, such as decision making, and for individualizing instruction and feedback to each resident.

  13. Ubiquitous UAVs: a cloud based framework for storing, accessing and processing huge amount of video footage in an efficient way

    Science.gov (United States)

    Efstathiou, Nectarios; Skitsas, Michael; Psaroudakis, Chrysostomos; Koutras, Nikolaos

    2017-09-01

    Nowadays, video surveillance cameras are used for the protection and monitoring of a huge number of facilities worldwide. An important element in such surveillance systems is the use of aerial video streams originating from onboard sensors located on Unmanned Aerial Vehicles (UAVs). Video surveillance using UAVs represent a vast amount of video to be transmitted, stored, analyzed and visualized in a real-time way. As a result, the introduction and development of systems able to handle huge amount of data become a necessity. In this paper, a new approach for the collection, transmission and storage of aerial videos and metadata is introduced. The objective of this work is twofold. First, the integration of the appropriate equipment in order to capture and transmit real-time video including metadata (i.e. position coordinates, target) from the UAV to the ground and, second, the utilization of the ADITESS Versatile Media Content Management System (VMCMS-GE) for storing of the video stream and the appropriate metadata. Beyond the storage, VMCMS-GE provides other efficient management capabilities such as searching and processing of videos, along with video transcoding. For the evaluation and demonstration of the proposed framework we execute a use case where the surveillance of critical infrastructure and the detection of suspicious activities is performed. Collected video Transcodingis subject of this evaluation as well.

  14. Distributed source coding of video

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Van Luong, Huynh

    2015-01-01

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

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

    Science.gov (United States)

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

    2016-04-01

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

  16. Performance evaluation software moving object detection and tracking in videos

    CERN Document Server

    Karasulu, Bahadir

    2013-01-01

    Performance Evaluation Software: Moving Object Detection and Tracking in Videos introduces a software approach for the real-time evaluation and performance comparison of the methods specializing in moving object detection and/or tracking (D&T) in video processing. Digital video content analysis is an important item for multimedia content-based indexing (MCBI), content-based video retrieval (CBVR) and visual surveillance systems. There are some frequently-used generic algorithms for video object D&T in the literature, such as Background Subtraction (BS), Continuously Adaptive Mean-shift (CMS),

  17. A Conceptual Characterization of Online Videos Explaining Natural Selection

    Science.gov (United States)

    Bohlin, Gustav; Göransson, Andreas; Höst, Gunnar E.; Tibell, Lena A. E.

    2017-11-01

    Educational videos on the Internet comprise a vast and highly diverse source of information. Online search engines facilitate access to numerous videos claiming to explain natural selection, but little is known about the degree to which the video content match key evolutionary content identified as important in evolution education research. In this study, we therefore analyzed the content of 60 videos accessed through the Internet, using a criteria catalog with 38 operationalized variables derived from research literature. The variables were sorted into four categories: (a) key concepts (e.g. limited resources and inherited variation), (b) threshold concepts (abstract concepts with a transforming and integrative function), (c) misconceptions (e.g. that evolution is driven by need), and (d) organismal context (e.g. animal or plant). The results indicate that some concepts are frequently communicated, and certain taxa are commonly used to illustrate concepts, while others are seldom included. In addition, evolutionary phenomena at small temporal and spatial scales, such as subcellular processes, are rarely covered. Rather, the focus is on population-level events over time scales spanning years or longer. This is consistent with an observed lack of explanations regarding how randomly occurring mutations provide the basis for variation (and thus natural selection). The findings imply, among other things, that some components of natural selection warrant far more attention in biology teaching and science education research.

  18. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition...

  19. Video Analytics

    DEFF Research Database (Denmark)

    include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...

  20. Efficient Transmission of H.264 Video over Multirate IEEE 802.11e WLANs

    Directory of Open Access Journals (Sweden)

    Alnuweiri Hussein

    2008-01-01

    Full Text Available The H.264 video encoding technology, which has emerged as one of the most promising compression standards, offers many new delivery-aware features such as data partitioning. Efficient transmission of H.264 video over any communication medium requires a great deal of coordination between different communication network layers. This paper considers the increasingly popular and widespread 802.11 Wireless Local Area Networks (WLANs and studies different schemes for the delivery of the baseline and extended profiles of H.264 video over such networks. While the baseline profile produces data similar to conventional video technologies, the extended profile offers a partitioning feature that divides video data into three sets with different levels of importance. This allows for the use of service differentiation provided in the WLAN. This paper examines the video transmission performance of the existing contention-based solutions for 802.11e, and compares it to our proposed scheduled access mechanism. It is demonstrated that the scheduled access scheme outperforms contention-based prioritized services of the 802.11e standard. For partitioned video, it is shown that the overhead of partitioning is too high, and better results are achieved if some partitions are aggregated. The effect of link adaptation and multirate operation of the physical layer (PHY is also investigated in this paper.

  1. Examining human behavior in video games: The development of a computational model to measure aggression.

    Science.gov (United States)

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2017-04-24

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  2. On metrics for objective and subjective evaluation of high dynamic range video

    Science.gov (United States)

    Minoo, Koohyar; Gu, Zhouye; Baylon, David; Luthra, Ajay

    2015-09-01

    In high dynamic range (HDR) video, it is possible to represent a wider range of intensities and contrasts compared to the current standard dynamic range (SDR) video. HDR video can simultaneously preserve details in very bright and very dark areas of a scene whereas these details become lost or washed out in SDR video. Because the perceived quality due to this increased fidelity may not fit the same model of perceived quality in the SDR video, it is not clear whether the objective metrics that have been widely used and studied for SDR visual experience are reasonably accurate for HDR cases, in terms of correlation with subjective measurement for HDR video quality. This paper investigates several objective metrics and their correlation to subjective quality for a variety of HDR video content. Results are given for the case of HDR content compressed at different bit rates. In addition to rating the relevance of each objective metric in terms of its correlation to the subjective measurements, comparisons are also presented to show how closely different objective metrics can predict the results obtained by subjective quality assessment in terms of coding efficiency provided by different coding processes.

  3. Stereoscopic contents authoring system for 3D DMB data service

    Science.gov (United States)

    Lee, BongHo; Yun, Kugjin; Hur, Namho; Kim, Jinwoong; Lee, SooIn

    2009-02-01

    This paper presents a stereoscopic contents authoring system that covers the creation and editing of stereoscopic multimedia contents for the 3D DMB (Digital Multimedia Broadcasting) data services. The main concept of 3D DMB data service is that, instead of full 3D video, partial stereoscopic objects (stereoscopic JPEG, PNG and MNG) are stereoscopically displayed on the 2D background video plane. In order to provide stereoscopic objects, we design and implement a 3D DMB content authoring system which provides the convenient and straightforward contents creation and editing functionalities. For the creation of stereoscopic contents, we mainly focused on two methods: CG (Computer Graphics) based creation and real image based creation. In the CG based creation scenario where the generated CG data from the conventional MAYA or 3DS MAX tool is rendered to generate the stereoscopic images by applying the suitable disparity and camera parameters, we use X-file for the direct conversion to stereoscopic objects, so called 3D DMB objects. In the case of real image based creation, the chroma-key method is applied to real video sequences to acquire the alpha-mapped images which are in turn directly converted to stereoscopic objects. The stereoscopic content editing module includes the timeline editor for both the stereoscopic video and stereoscopic objects. For the verification of created stereoscopic contents, we implemented the content verification module to verify and modify the contents by adjusting the disparity. The proposed system will leverage the power of stereoscopic contents creation for mobile 3D data service especially targeted for T-DMB with the capabilities of CG and real image based contents creation, timeline editing and content verification.

  4. HealthTrust: a social network approach for retrieving online health videos.

    Science.gov (United States)

    Fernandez-Luque, Luis; Karlsen, Randi; Melton, Genevieve B

    2012-01-31

    Social media are becoming mainstream in the health domain. Despite the large volume of accurate and trustworthy health information available on social media platforms, finding good-quality health information can be difficult. Misleading health information can often be popular (eg, antivaccination videos) and therefore highly rated by general search engines. We believe that community wisdom about the quality of health information can be harnessed to help create tools for retrieving good-quality social media content. To explore approaches for extracting metrics about authoritativeness in online health communities and how these metrics positively correlate with the quality of the content. We designed a metric, called HealthTrust, that estimates the trustworthiness of social media content (eg, blog posts or videos) in a health community. The HealthTrust metric calculates reputation in an online health community based on link analysis. We used the metric to retrieve YouTube videos and channels about diabetes. In two different experiments, health consumers provided 427 ratings of 17 videos and professionals gave 162 ratings of 23 videos. In addition, two professionals reviewed 30 diabetes channels. HealthTrust may be used for retrieving online videos on diabetes, since it performed better than YouTube Search in most cases. Overall, of 20 potential channels, HealthTrust's filtering allowed only 3 bad channels (15%) versus 8 (40%) on the YouTube list. Misleading and graphic videos (eg, featuring amputations) were more commonly found by YouTube Search than by searches based on HealthTrust. However, some videos from trusted sources had low HealthTrust scores, mostly from general health content providers, and therefore not highly connected in the diabetes community. When comparing video ratings from our reviewers, we found that HealthTrust achieved a positive and statistically significant correlation with professionals (Pearson r₁₀ = .65, P = .02) and a trend toward

  5. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

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

  6. Multimodal Emotion Recognition in Response to Videos

    NARCIS (Netherlands)

    Soleymani, Mohammad; Pantic, Maja; Pun, Thierry

    This paper presents a user-independent emotion recognition method with the goal of recovering affective tags for videos using electroencephalogram (EEG), pupillary response and gaze distance. We first selected 20 video clips with extrinsic emotional content from movies and online resources. Then,

  7. Improving video event retrieval by user feedback

    NARCIS (Netherlands)

    Boer, M. de; Pingen, G.; Knook, D.; Schutte, K.; Kraaij, W.

    2017-01-01

    In content based video retrieval videos are often indexed with semantic labels (concepts) using pre-trained classifiers. These pre-trained classifiers (concept detectors), are not perfect, and thus the labels are noisy. Additionally, the amount of pre-trained classifiers is limited. Often automatic

  8. Action video game players' visual search advantage extends to biologically relevant stimuli.

    Science.gov (United States)

    Chisholm, Joseph D; Kingstone, Alan

    2015-07-01

    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.

  9. Using Video in the English Language Clasroom

    Directory of Open Access Journals (Sweden)

    Amado Vicente

    2002-08-01

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

  10. Tutorial videos of bioinformatics resources: online distribution trial in Japan named TogoTV.

    Science.gov (United States)

    Kawano, Shin; Ono, Hiromasa; Takagi, Toshihisa; Bono, Hidemasa

    2012-03-01

    In recent years, biological web resources such as databases and tools have become more complex because of the enormous amounts of data generated in the field of life sciences. Traditional methods of distributing tutorials include publishing textbooks and posting web documents, but these static contents cannot adequately describe recent dynamic web services. Due to improvements in computer technology, it is now possible to create dynamic content such as video with minimal effort and low cost on most modern computers. The ease of creating and distributing video tutorials instead of static content improves accessibility for researchers, annotators and curators. This article focuses on online video repositories for educational and tutorial videos provided by resource developers and users. It also describes a project in Japan named TogoTV (http://togotv.dbcls.jp/en/) and discusses the production and distribution of high-quality tutorial videos, which would be useful to viewer, with examples. This article intends to stimulate and encourage researchers who develop and use databases and tools to distribute how-to videos as a tool to enhance product usability.

  11. Innovative Video Diagnostic Equipment for Material Science

    Science.gov (United States)

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

    2012-01-01

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

  12. Intelligent Model for Video Survillance Security System

    Directory of Open Access Journals (Sweden)

    J. Vidhya

    2013-12-01

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

  13. Video Surveillance: Privacy Issues and Legal Compliance

    DEFF Research Database (Denmark)

    Mahmood Rajpoot, Qasim; Jensen, Christian D.

    2015-01-01

    Pervasive usage of video surveillance is rapidly increasing in developed countries. Continuous security threats to public safety demand use of such systems. Contemporary video surveillance systems offer advanced functionalities which threaten the privacy of those recorded in the video....... There is a need to balance the usage of video surveillance against its negative impact on privacy. This chapter aims to highlight the privacy issues in video surveillance and provides a model to help identify the privacy requirements in a video surveillance system. The authors make a step in the direction...... of investigating the existing legal infrastructure for ensuring privacy in video surveillance and suggest guidelines in order to help those who want to deploy video surveillance while least compromising the privacy of people and complying with legal infrastructure....

  14. Driver sleepiness on YouTube: A content analysis.

    Science.gov (United States)

    Hawkins, A N; Filtness, A J

    2017-02-01

    Driver sleepiness is a major contributor to severe crashes and fatalities on our roads. Many people continue to drive despite being aware of feeling tired. Prevention relies heavily on education campaigns as it is difficult to police driver sleepiness. The video sharing social media site YouTube is extremely popular, particularly with at risk driver demographics. Content and popularity of uploaded videos can provide insight into the quality of publicly accessible driver sleepiness information. The purpose of this research was to answer two questions; firstly, how prevalent are driver sleepiness videos on YouTube? And secondly, what are the general characteristics of driver sleepiness videos in terms of (a) outlook on driver sleepiness, (b) tone, (c) countermeasures to driver sleepiness, and, (d) driver demographics. Using a keywords search, 442 relevant videos were found from a five year period (2nd December 2009-2nd December 2014). Tone, outlook, and countermeasure use were thematically coded. Driver demographic and video popularity data also were recorded. The majority of videos portrayed driver sleepiness as dangerous. However, videos that had an outlook towards driver sleepiness being amusing were viewed more often and had more mean per video comments and likes. Humorous videos regardless of outlook, were most popular. Most information regarding countermeasures to deal with driver sleepiness was accurate. Worryingly, 39.8% of videos with countermeasure information contained some kind of ineffective countermeasure. The use of humour to convey messages about the dangers of driver sleepiness may be a useful approach in educational interventions. Copyright © 2015 Elsevier Ltd. All rights reserved.

  15. An Analysis of Widely Viewed YouTube Videos on Anal Cancer.

    Science.gov (United States)

    Basch, Corey H; Kecojevic, Aleksandar; Berdnik, Alyssa; Cadorett, Valerie; Basch, Charles E

    2017-01-01

    Rates of anal squamous cell carcinoma have increased over recent decades. The aim of this study was to describe characteristics of widely viewed YouTube videos about anal cancer. A total of 57 videos were identified and reviewed. Videos were assessed and coded with respect to date uploaded, upload source, gender of presenter, number of views, length in minutes, number of likes and dislikes, and selected aspects of content. Each video was assessed to determine if the sole purpose of the video was to provide information regarding anal cancer or existed to serve another purpose. Content related to anal cancer was categorized. The mean number of views was 23,548 (range 1014-440,078), and the average length of videos was 8:14 min. The upload source of 57 videos was 19 (33.3%) by consumers, 12 (21.1%) by professional, and 26 (45.6%) by news-based sources. More than half (n = 30; 52.6%) had the sole purpose of providing information. The most frequently mentioned topics were treatment (n = 25, 43.9%), symptoms (n = 15, 26.3%), encouraging screening, human papillomavirus, and pain, respectively (n = 14, 26.4% for each); only 6 of the 57 videos (10.5%) specifically mentioned prevention. None of 57 most widely viewed videos were uploaded by any agency of the U.S. Public Health Service or by any other U.S. governmental agency. It is important for health practitioners to be aware of the type of information available for their patients on the YouTube platform.

  16. Video consultation use by Australian general practitioners: video vignette study.

    Science.gov (United States)

    Jiwa, Moyez; Meng, Xingqiong

    2013-06-19

    There is unequal access to health care in Australia, particularly for the one-third of the population living in remote and rural areas. Video consultations delivered via the Internet present an opportunity to provide medical services to those who are underserviced, but this is not currently routine practice in Australia. There are advantages and shortcomings to using video consultations for diagnosis, and general practitioners (GPs) have varying opinions regarding their efficacy. The aim of this Internet-based study was to explore the attitudes of Australian GPs toward video consultation by using a range of patient scenarios presenting different clinical problems. Overall, 102 GPs were invited to view 6 video vignettes featuring patients presenting with acute and chronic illnesses. For each vignette, they were asked to offer a differential diagnosis and to complete a survey based on the theory of planned behavior documenting their views on the value of a video consultation. A total of 47 GPs participated in the study. The participants were younger than Australian GPs based on national data, and more likely to be working in a larger practice. Most participants (72%-100%) agreed on the differential diagnosis in all video scenarios. Approximately one-third of the study participants were positive about video consultations, one-third were ambivalent, and one-third were against them. In all, 91% opposed conducting a video consultation for the patient with symptoms of an acute myocardial infarction. Inability to examine the patient was most frequently cited as the reason for not conducting a video consultation. Australian GPs who were favorably inclined toward video consultations were more likely to work in larger practices, and were more established GPs, especially in rural areas. The survey results also suggest that the deployment of video technology will need to focus on follow-up consultations. Patients with minor self-limiting illnesses and those with medical

  17. Geoblocking and global video culture.

    NARCIS (Netherlands)

    Lobato, Ramon; Meese, James; Rasch, Mirjam

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

  18. A Comparison of Video Formats for Online Teaching

    Science.gov (United States)

    Malaga, Ross A.; Koppel, Nicole B.

    2017-01-01

    The use of video to deliver content to students online has become increasingly popular. However, educators are often plagued with the question of which format to use to deliver asynchronous video material. Whether it is a College or University committing to a common video format or an individual instructor selecting the method that works best for…

  19. WCAM: secured video surveillance with digital rights management

    Science.gov (United States)

    Sadourny, Yulen; Conan, Vania; Serrao, Carlos; Fonseca, Pedro

    2005-03-01

    The WCAM project aims to provide an integrated system for secure delivery of video surveillance data over a wireless network, while remaining scalable and robust to transmission errors. To achieve these goals, the content is encoded in Motion-JPEG2000 and streamed with a specific RTP protocol encapsulation to prevent the loss of packets containing the most essential data. Protection of the video data is performed at content level using the standardized JPSEC syntax, along with flexible encryption of quality layers or resolution levels. This selective encryption respects the JPEG2000 structure of the stream, not only ensuring end-to-end ciphered delivery, but also enabling dynamic content adaptation within the wireless network (quality of service, adaptation to the user's terminal). A DRM (Digital Rights Management) solution, called OpenSDRM is added to manage all authenticated peers on the WLAN (from end-users to cameras), as well as to manage the rights to access and display conditionally the video data. This whole integrated architecture addresses several security problems such as data encryption, integrity, access control and rights management. Using several protection layers, the level of confidentiality can depend both on content characteristics and user rights, thus also addressing the critical issue of privacy.

  20. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

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

    2017-01-01

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

  1. Neural Basis of Video Gaming: A Systematic Review

    OpenAIRE

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

    2017-01-01

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

  2. Learning Outcomes Associated with Classroom Implementation of a Biotechnology-Themed Video Game

    Science.gov (United States)

    Barko, Tim; Sadler, Troy D.

    2013-01-01

    The educational video game Mission Biotech provides a virtual experience for students in learning biotechnology materials and tools. This study explores the use of Mission Biotech and the associated curriculum by three high school teachers and their students. All three classes demonstrated gains on a curriculum-aligned test of science content.…

  3. Meeting International Society for Technology in Education Competencies with a Problem-Based Learning Video Framework

    Science.gov (United States)

    Skoretz, Yvonne M.; Cottle, Amy E.

    2011-01-01

    Meeting International Society for Technology in Education competencies creates a challenge for teachers. The authors provide a problem-based video framework that guides teachers in enhancing 21st century skills to meet those competencies. To keep the focus on the content, the authors suggest teaching the technology skills only at the point the…

  4. Identifying Common Mathematical Misconceptions from Actions in Educational Video Games. CRESST Report 838

    Science.gov (United States)

    Kerr, Deirdre

    2014-01-01

    Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…

  5. Procedure for audio-assisted browsing of news video using generalized sound recognition

    Science.gov (United States)

    Divakaran, Ajay; Radhakrishnan, Regunathan; Xiong, Ziyou; Casey, Michael

    2003-01-01

    In Casey describes a generalized sound recognition framework based on reduced rank spectra and Minimum-Entropy Priors. This approach enables successful recognition of a wide variety of sounds such as male speech, female speech, music, animal sounds etc. In this work, we apply this recognition framework to news video to enable quick video browsing. We identify speaker change positions in the broadcast news using the sound recognition framework. We combine the speaker change position with color & motion cues from video and are able to locate the beginning of each of the topics covered by the news video. We can thus skim the video by merely playing a small portion starting from each of the locations where one of the principal cast begins to speak. In combination with our motion-based video browsing approach, our technique provides simple automatic news video browsing. While similar work has been done before, our approach is simpler and faster than competing techniques, and provides a rich framework for further analysis and description of content.

  6. Error Resilience in Current Distributed Video Coding Architectures

    Directory of Open Access Journals (Sweden)

    Tonoli Claudia

    2009-01-01

    Full Text Available In distributed video coding the signal prediction is shifted at the decoder side, giving therefore most of the computational complexity burden at the receiver. Moreover, since no prediction loop exists before transmission, an intrinsic robustness to transmission errors has been claimed. This work evaluates and compares the error resilience performance of two distributed video coding architectures. In particular, we have considered a video codec based on the Stanford architecture (DISCOVER codec and a video codec based on the PRISM architecture. Specifically, an accurate temporal and rate/distortion based evaluation of the effects of the transmission errors for both the considered DVC architectures has been performed and discussed. These approaches have been also compared with H.264/AVC, in both cases of no error protection, and simple FEC error protection. Our evaluations have highlighted in all cases a strong dependence of the behavior of the various codecs to the content of the considered video sequence. In particular, PRISM seems to be particularly well suited for low-motion sequences, whereas DISCOVER provides better performance in the other cases.

  7. Internet video-on-demand e-commerce system based on multilevel video metadata

    Science.gov (United States)

    Xia, Jiali; Jin, Jesse S.

    2000-10-01

    Video-On-Demand is a new development on the Internet. In order to manage the rich multimedia information and the large number of users, we present an Internet Video-On-Demand system with some E- Commerce flavors. This paper presents the system architecture and technologies required in the implementation. It provides interactive Video-On-Demand services in which the user has a complete control over the session presentation. It allows the user to select and receive specific video information by retrieving the database. For improving the performance of video information retrieval and management, the video information is represented by hierarchical video metadata in XML format. Video metadatabase stored the video information in this hierarchical structure and allows user to search the video shots at different semantic levels in the database. To browse the searched video, the user not only has full-function VCR capabilities as the traditional Video-On-Demand, but also can browse the video in a hierarchical method to view different shots. In order to perform management of large number of users over the Internet, a membership database designed and managed in an E-Commerce environment, which allows the user to access the video database based on different access levels.

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

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

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

  9. A Contents Encryption Mechanism Using Reused Key in IPTV

    Science.gov (United States)

    Jeong, Yoon-Su; Kim, Yong-Tae; Cho, Young-Bok; Lee, Ki-Jeong; Park, Gil-Cheol; Lee, Sang-Ho

    Recently IPTV is being spotlighted as a new stream service to stably provide video, audio and control signals to subscribers through the application of IP protocol. However, the IPTV system is facing more security threats than the traditional TV. This study proposes a multicasting encryption mechanism for secure transmission of the contents of IPTV by which the content provider encrypts their contents and send the encrypted contents and the key used for encryption of the contents to the user. In order to reduce the time and cost of Head-End, the proposed mechanism encrypts the media contents at the Head-End, embeds the code of the IPTV terminal used at the Head-End in the media contents for user tracking, and performs desynchronization for protection of the media contents from various attacks.

  10. Video Game Playing and Gambling in Adolescents: Common Risk Factors

    Science.gov (United States)

    Wood, Richard T. A.; Gupta, Rina; Griffiths, Mark

    2004-01-01

    Video games and gambling often contain very similar elements with both providing intermittent rewards and elements of randomness. Furthermore, at a psychological and behavioral level, slot machine gambling, video lottery terminal (VLT) gambling and video game playing share many of the same features. Despite the similarities between video game…

  11. Using MPEG DASH SRD for zoomable and navigable video

    NARCIS (Netherlands)

    D'Acunto, L.; Berg, J. van den; Thomas, E.; Niamut, O.A.

    2016-01-01

    This paper presents a video streaming client implementation that makes use of the Spatial Relationship Description (SRD) feature of the MPEG-DASH standard, to provide a zoomable and navigable video to an end user. SRD allows a video streaming client to request spatial subparts of a particular video

  12. Video recording in movement disorders: practical issues.

    Science.gov (United States)

    Duker, Andrew P

    2013-10-01

    Video recording can provide a valuable and unique record of the physical examinations of patients with a movement disorder, capturing nuances of movement and supplementing the written medical record. In addition, video is an indispensable tool for education and research in movement disorders. Digital file recording and storage has largely replaced analog tape recording, increasing the ease of editing and storing video records. Practical issues to consider include hardware and software configurations, video format, the security and longevity of file storage, patient consent, and video protocols.

  13. Apps of Steel: Are Exercise Apps Providing Consumers with Realistic Expectations?: A Content Analysis of Exercise Apps for Presence of Behavior Change Theory

    Science.gov (United States)

    Cowan, Logan T.; Van Wagenen, Sarah A.; Brown, Brittany A.; Hedin, Riley J.; Seino-Stephan, Yukiko; Hall, P. Cougar; West, Joshua H.

    2013-01-01

    Objective. To quantify the presence of health behavior theory constructs in iPhone apps targeting physical activity. Methods. This study used a content analysis of 127 apps from Apple's (App Store) "Health & Fitness" category. Coders downloaded the apps and then used an established theory-based instrument to rate each app's inclusion of…

  14. Examining the content of weight, nutrition and physical activity advices provided by Dutch practice nurses in primary care: analysis of videotaped consultations

    NARCIS (Netherlands)

    Dillen, S.M. van; Noordman, J.; Dulmen, S. van; Hiddink, G.J.

    2014-01-01

    BACKGROUND/OBJECTIVE: To examine the content of Dutch practice nurses' (PNs') advices about weight, nutrition and physical activity to overweight and obese patients. SUBJECTS/METHODS: A 100 videotaped real-life PN consultations (The Netherlands, 2010/2011) with overweight or obese patients were

  15. Examining the content of weight, nutrition and physical activity advices provided by Dutch practice nurses in primary care: analysis of videotaped consultations.

    NARCIS (Netherlands)

    Dillen, S.M.E. van; Noordman, J.; Dulmen, S. van; Hiddink, G.J.

    2014-01-01

    Background/Objective: To examine the content of Dutch practice nurses’ (PNs’) advices about weight, nutrition and physical activity to overweight and obese patients. Subjects/Methods: A 100 videotaped real-life PN consultations (The Netherlands, 2010/2011) with overweight or obese patients were

  16. Improving the pedagogical effectiveness of medical videos.

    Science.gov (United States)

    Iorio-Morin, Christian; Brisebois, Simon; Becotte, Annick; Mior, Frédéric

    2017-07-01

    Videos are often employed in medical cursus, yet few guidelines are available to help with their production. Mayer's cognitive theory of multimedia learning is the most cited evidence-based framework for improving pedagogical effectiveness of multimedia content. Based on this framework, we identified four workflow interventions to improve the effectiveness of video content in the context of medical education: (1) choosing appropriate content; (2) optimizing the voiceover; (3) optimizing the supporting visuals and (4) planning the shooting schedule in advance. Content creators should think about pedagogical effectiveness and aim to improve their work by applying evidence-based principles.

  17. 77 FR 48102 - Closed Captioning and Video Description of Video Programming

    Science.gov (United States)

    2012-08-13

    ... COMMISSION 47 CFR Part 79 Closed Captioning and Video Description of Video Programming AGENCY: Federal... 713(d)(3) of the Act to show that providing captions on their programming would be economically...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...

  18. A Comparison of the Effects of Direct Modeling and Video Modeling Provided by Peers to Students with Autism Who Are Attending in Rural Play Teaching in an Inclusive Setting

    Science.gov (United States)

    Odluyurt, Serhat

    2013-01-01

    In the present research, the peers of children with autism at primary school level and in an inclusive environment were taught using direct modeling and video modeling education processes, and it was observed whether or not they could effectively and efficiently teach how to play games to their friends with autism. This study used adapted…

  19. Mining Crowdsourced First Impressions in Online Social Video

    OpenAIRE

    Biel, Joan-Isaac; Gatica-Perez, Daniel

    2014-01-01

    While multimedia and social computing research have used crowdsourcing techniques to annotate objects, actions, and scenes in social video sites like YouTube, little work has ad- dressed the crowdsourcing of personal and social traits in online social video or social media content in general. In this paper, we address the problems of (1) crowdsourcing the annotation of first impressions of video bloggers (vloggers) personal and social traits in conversational YouTube videos, and (2) mining th...

  20. Web-Mediated Augmentation and Interactivity Enhancement of Omni-Directional Video in Both 2D and 3D

    OpenAIRE

    Wijnants, Maarten; Van Erum, Kris; QUAX, Peter; Lamotte, Wim

    2015-01-01

    Video consumption has since the emergence of the medium largely been a passive affair. This paper proposes augmented Omni-Directional Video (ODV) as a novel format to engage viewers and to open up new ways of interacting with video content. Augmented ODV blends two important contemporary technologies: Augmented Video Viewing and 360 degree video. The former allows for the addition of interactive features to Web-based video playback, while the latter unlocks spatial video navigation opportunit...

  1. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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

  2. Fast Integral Histogram Computations on GPU for Real-Time Video Analytics

    OpenAIRE

    Poostchi, Mahdieh; Palaniappan, Kannappan; Li, Da; Becchi, Michela; Bunyak, Filiz; Seetharaman, Guna

    2017-01-01

    In many Multimedia content analytics frameworks feature likelihood maps represented as histograms play a critical role in the overall algorithm. Integral histograms provide an efficient computational framework for extracting multi-scale histogram-based regional descriptors in constant time which are considered as the principle building blocks of many video content analytics frameworks. We evaluate four different mappings of the integral histogram computation onto Graphics Processing Units (GP...

  3. An analysis of patient-provider secure messaging at two Veterans Health Administration medical centers: message content and resolution through secure messaging.

    Science.gov (United States)

    Shimada, Stephanie L; Petrakis, Beth Ann; Rothendler, James A; Zirkle, Maryan; Zhao, Shibei; Feng, Hua; Fix, Gemmae M; Ozkaynak, Mustafa; Martin, Tracey; Johnson, Sharon A; Tulu, Bengisu; Gordon, Howard S; Simon, Steven R; Woods, Susan S

    2017-09-01

    We sought to understand how patients and primary care teams use secure messaging (SM) to communicate with one another by analyzing secure message threads from 2 Department of Veterans Affairs facilities. We coded 1000 threads of SM communication sampled from 40 primary care teams. Most threads (94.5%) were initiated by patients (90.4%) or caregivers (4.1%); only 5.5% were initiated by primary care team members proactively reaching out to patients. Medication renewals and refills (47.2%), scheduling requests (17.6%), medication issues (12.9%), and health issues (12.7%) were the most common patient-initiated requests, followed by referrals (7.0%), administrative issues (6.5%), test results (5.4%), test issues (5.2%), informing messages (4.9%), comments about the patient portal or SM (4.1%), appreciation (3.9%), self-reported data (2.8%), life issues (1.5%), and complaints (1.5%). Very few messages were clinically urgent (0.7%) or contained other potentially challenging content. Message threads were mostly short (2.7 messages), comprising an average of 1.35 discrete content types. A substantial proportion of issues (24.2%) did not show any evidence of being resolved through SM. Time to response and extent of resolution via SM varied by message content. Proactive SM use by teams varied, but was most often for test results (32.7%), medication-related issues (21.8%), medication renewals (16.4%), or scheduling issues (18.2%). The majority of messages were transactional and initiated by patients or caregivers. Not all content categories were fully addressed over SM. Further education and training for both patients and clinical teams could improve the quality and efficiency of SM communication.

  4. Meeting radiation therapy patients informational needs through educational videos augmented by 3D visualisation software.

    Science.gov (United States)

    Williams, Katelyn; Blencowe, Jenna; Ind, Melissa; Willis, David

    2017-03-01

    Misconceptions and uncertainties about radiotherapy compound the anxiety patients experience at the commencement of treatment. This project investigated the utility of locally produced treatment process videos in meeting patients' informational needs. In-house video production was conducted on a voluntary basis by staff and patients at a regional Australian radiotherapy centre. Videos included real footage and animated sections created with PEARL(TM) 3D visualisation software (Vertual Ltd, UK) to meet specific key content objectives. Quantitative cross sectional analysis was conducted. Patients attending for simulation watched a relevant video. After their first fraction of radiotherapy they were asked to complete an ethics-reviewed questionnaire about how well the video addressed their information needs. The survey completion rate was 29% (n = 61/212). Surveys were collected over 9 months from August 2014 to April 2015. Statistical analysis found 98% of patients reported that the video was useful in meeting one or more of the learning objectives. Forty-nine percent of patients also reported a reduction in fear and anxiety as a result of watching the video. Patients reported subsequent review of videos at home (39%), primarily to explain treatment processes to loved ones (46%). The combination of real footage and 3D visualisation software assisted in meeting learning objectives regarding the treatment process. Standardised videos provided consistency of information provision to patients and facilitated multiple viewings of the video if desired. © 2017 The Authors. Journal of Medical Radiation Sciences published by John Wiley & Sons Australia, Ltd on behalf of Australian Society of Medical Imaging and Radiation Therapy and New Zealand Institute of Medical Radiation Technology.

  5. Multi-Modal Surrogates for Retrieving and Making Sense of Videos: Is Synchronization between the Multiple Modalities Optimal?

    Science.gov (United States)

    Song, Yaxiao

    2010-01-01

    Video surrogates can help people quickly make sense of the content of a video before downloading or seeking more detailed information. Visual and audio features of a video are primary information carriers and might become important components of video retrieval and video sense-making. In the past decades, most research and development efforts on…

  6. Telemetry and Communication IP Video Player

    Science.gov (United States)

    OFarrell, Zachary L.

    2011-01-01

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

  7. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... NEI YouTube Videos > NEI YouTube Videos: Amblyopia 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: ...

  8. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  9. NEI You Tube Videos: Amblyopia

    Science.gov (United States)

    ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

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

    Directory of Open Access Journals (Sweden)

    Asif Ali Laghari

    2017-01-01

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

  11. A System based on Adaptive Background Subtraction Approach for Moving Object Detection and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Bahadır KARASULU

    2013-04-01

    Full Text Available Video surveillance systems are based on video and image processing research areas in the scope of computer science. Video processing covers various methods which are used to browse the changes in existing scene for specific video. Nowadays, video processing is one of the important areas of computer science. Two-dimensional videos are used to apply various segmentation and object detection and tracking processes which exists in multimedia content-based indexing, information retrieval, visual and distributed cross-camera surveillance systems, people tracking, traffic tracking and similar applications. Background subtraction (BS approach is a frequently used method for moving object detection and tracking. In the literature, there exist similar methods for this issue. In this research study, it is proposed to provide a more efficient method which is an addition to existing methods. According to model which is produced by using adaptive background subtraction (ABS, an object detection and tracking system’s software is implemented in computer environment. The performance of developed system is tested via experimental works with related video datasets. The experimental results and discussion are given in the study

  12. Analysis of simulated angiographic procedures: part 1--capture and presentation of audio and video recordings.

    Science.gov (United States)

    Duncan, James R; Glaiberman, Craig B

    2006-12-01

    To assess different methods of recording angiographic simulations and to determine how such recordings might be used for training and research. Two commercially available high-fidelity angiography simulations, the Mentice Vascular Interventional Simulation Trainer and the Simbionix AngioMentor, were used for data collection. Video and audio records of simulated procedures were created by different methods, including software-based screen capture, video splitters and converters, and external cameras. Recording parameters were varied, and the recordings were transferred to computer workstations for postprocessing and presentation. The information displayed on the simulators' computer screens could be captured by each method. Although screen-capture software provided the highest resolution, workflow considerations favored a hardware-based solution that duplicated the video signal and recorded the data stream(s) at lower resolutions. Additional video and audio recording devices were used to monitor the angiographer's actions during the simulated procedures. The multiple audio and video files were synchronized and composited with personal computers equipped with commercially available video editing software. Depending on the needs of the intended audience, the resulting files could be distributed and displayed at full or reduced resolutions. The capture, editing, presentation, and distribution of synchronized multichannel audio and video recordings holds great promise for angiography training and simulation research. To achieve this potential, technical challenges will need to be met, and content will need to be tailored to suit the needs of trainees and researchers.

  13. Medical Oversight, Educational Core Content, and Proposed Scopes of Practice of Wilderness EMS Providers: A Joint Project Developed by Wilderness EMS Educators, Medical Directors, and Regulators Using a Delphi Approach.

    Science.gov (United States)

    Millin, Michael G; Johnson, David E; Schimelpfenig, Tod; Conover, Keith; Sholl, Matthew; Busko, Jonnathan; Alter, Rachael; Smith, Will; Symonds, Jennifer; Taillac, Peter; Hawkins, Seth C

    2017-01-01

    A disparity exists between the skills needed to manage patients in wilderness EMS environments and the scopes of practice that are traditionally approved by state EMS regulators. In response, the National Association of EMS Physicians Wilderness EMS Committee led a project to define the educational core content supporting scopes of practice of wilderness EMS providers and the conditions when wilderness EMS providers should be required to have medical oversight. Using a Delphi process, a group of experts in wilderness EMS, representing educators, medical directors, and regulators, developed model educational core content. This core content is a foundation for wilderness EMS provider scopes of practice and builds on both the National EMS Education Standards and the National EMS Scope of Practice Model. These experts also identified the conditions when oversight is needed for wilderness EMS providers. By consensus, this group of experts identified the educational core content for four unique levels of wilderness EMS providers: Wilderness Emergency Medical Responder (WEMR), Wilderness Emergency Medical Technician (WEMT), Wilderness Advanced Emergency Medical Technician (WAEMT), and Wilderness Paramedic (WParamedic). These levels include specialized skills and techniques pertinent to the operational environment. The skills and techniques increase in complexity with more advanced certification levels, and address the unique circumstances of providing care to patients in the wilderness environment. Furthermore, this group identified that providers having a defined duty to act should be functioning with medical oversight. This group of experts defined the educational core content supporting the specific scopes of practice that each certification level of wilderness EMS provider should have when providing patient care in the wilderness setting. Wilderness EMS providers are, indeed, providing health care and should thus function within defined scopes of practice and with

  14. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

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

  15. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed ... Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic ...

  16. Video surveillance system based on MPEG-4

    Science.gov (United States)

    Ge, Jing; Zhang, Guoping; Yang, Zongkai

    2008-03-01

    Multimedia technology and networks protocol are the basic technology of the video surveillance system. A network remote video surveillance system based on MPEG-4 video coding standards is designed and implemented in this paper. The advantages of the MPEG-4 are analyzed in detail in the surveillance field, and then the real-time protocol and real-time control protocol (RTP/RTCP) are chosen as the networks transmission protocol. The whole system includes video coding control module, playing back module, network transmission module and network receiver module The scheme of management, control and storage about video data are discussed. The DirectShow technology is used to playback video data. The transmission scheme of digital video processing in networks, RTP packaging of MPEG-4 video stream is discussed. The receiver scheme of video date and mechanism of buffer are discussed. The most of the functions are archived by software, except that the video coding control module is achieved by hardware. The experiment results show that it provides good video quality and has the real-time performance. This system can be applied into wide fields.

  17. On the Fly Porn Video Blocking Using Distributed Multi-Gpu and Data Mining Approach

    OpenAIRE

    Urvesh Devani; Valmik B Nikam; Meshram, B B

    2014-01-01

    Preventing users from accessing adult videos and at the same time allowing them to access good educational videos and other materials through campus wide network is a big challenge for organizations. Major existing web filtering systems are textual content or link analysis based. As a result, potential users cannot access qualitative and informative video content which is available online. Adult content detection in video based on motion features or skin detection requires sig...

  18. Choosing a primary care provider

    Science.gov (United States)

    ... Supplements Videos & Tools Español You Are Here: Home → Medical Encyclopedia → Choosing a primary care provider URL of this page: //medlineplus.gov/ency/article/001939.htm Choosing a primary care provider To ...

  19. Types of health care providers

    Science.gov (United States)

    ... Supplements Videos & Tools Español You Are Here: Home → Medical Encyclopedia → Types of health care providers URL of this page: //medlineplus.gov/ency/article/001933.htm Types of health care providers To ...

  20. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  1. Trigger videos on the Web: Impact of audiovisual design

    NARCIS (Netherlands)

    Verleur, R.; Heuvelman, A.; Verhagen, Pleunes Willem

    2011-01-01

    Audiovisual design might impact emotional responses, as studies from the 1970s and 1980s on movie and television content show. Given today's abundant presence of web-based videos, this study investigates whether audiovisual design will impact web-video content in a similar way. The study is

  2. Identifying Suitable YouTube Videos for Children

    NARCIS (Netherlands)

    C. Eickhoff (Carsten); A.P. de Vries (Arjen)

    2010-01-01

    htmlabstractContent-sharing platforms such as YouTube or MyVideo are experiencing huge user numbers that are still rising very quickly. Among the users there is a steadily growing share of children. In spite of this tendency the content of many popular videos is not suitable for children and should

  3. Automation of systems enabling search on stored video data

    Science.gov (United States)

    Hanjalic, Alan; Ceccarelli, Marco; Lagendijk, Reginald L.; Biemond, Jan

    1997-01-01

    In the European project SMASH mass-market storage systems for domestic use are under study. Besides the storage technology that is developed in this project, the related objective of user-friendly browsing/query of video data is studied as well. Key issues in developing a user-friendly system are (1) minimizing the user-intervention in preparatory steps (extraction and storage of representative information needed for browsing/query), (2) providing an acceptable representation of the stored video content in view of a higher automation level, (3) the possibility for performing these steps directly on the incoming stream at storage time, and (4) parameter-robustness of algorithms used for these steps. This paper proposes and validate novel approaches for automation of mentioned preparatory phases. A detection method for abrupt shot changes is proposed, using locally computed threshold based on a statistical model for frame-to-frame differences. For the extraction of representative frames (key frames) an approach is presented which distributes a given number of key frames over the sequence depending on content changes in a temporal segment of the sequence. A multimedia database is introduced, able to automatically store all bibliographic information about a recorded video as well as a visual representation of the content without any manual intervention from the user.

  4. 360-degree videos: a new visualization technique for astrophysical simulations, applied to the Galactic Center

    Science.gov (United States)

    Russell, Christopher

    2018-01-01

    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-degree videos from astrophysical simulations not only provide a new way to view these simulations due to their immersive nature, but also yield engaging content for outreach to the public. We present our 360-degree video of an astrophysical simulation of the Galactic center: a hydrodynamics calculation of the colliding and accreting winds of the 30 Wolf-Rayet stars orbiting within the central parsec. Viewing the movie, which renders column density, from the location of the supermassive black hole gives a unique and immersive perspective of the shocked wind material inspiraling and tidally stretching as it plummets toward the black hole. We also describe how to create such movies, discuss what type of content does and does not look appealing in 360-degree format, and briefly comment on what new science can be extracted from astrophysical simulations using 360-degree videos.

  5. Classification-based Multi-client Video Transmission over Heterogeneous Networks

    OpenAIRE

    Bo Li; Peng Wang; Yongfei Zhang

    2013-01-01

    These Real-time video streaming over networks operates under stringent network resource constraints, with multiple video clients competing for limited network resources. In this paper, we study the problem of bandwidth allocation for video transmission over heterogeneous networks, with multiple video clients connecting to the video server simultaneously and demanding for the video services, and aim to provide the best possible Quality of Service (QoS) under limited bandwidth of both the video...

  6. Video Design Games

    DEFF Research Database (Denmark)

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

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

  7. Video enhancement effectiveness for target detection

    Science.gov (United States)

    Simon, Michael; Fischer, Amber; Petrov, Plamen

    2011-05-01

    Unmanned aerial vehicles (UAVs) capture real-time video data of military targets while keeping the warfighter at a safe distance. This keeps soldiers out of harm's way while they perform intelligence, surveillance and reconnaissance (ISR) and close-air support troops in contact (CAS-TIC) situations. The military also wants to use UAV video to achieve force multiplication. One method of achieving effective force multiplication involves fielding numerous UAVs with cameras and having multiple videos processed simultaneously by a single operator. However, monitoring multiple video streams is difficult for operators when the videos are of low quality. To address this challenge, we researched several promising video enhancement algorithms that focus on improving video quality. In this paper, we discuss our video enhancement suite and provide examples of video enhancement capabilities, focusing on stabilization, dehazing, and denoising. We provide results that show the effects of our enhancement algorithms on target detection and tracking algorithms. These results indicate that there is potential to assist the operator in identifying and tracking relevant targets with aided target recognition even on difficult video, increasing the force multiplier effect of UAVs. This work also forms the basis for human factors research into the effects of enhancement algorithms on ISR missions.

  8. Video scan rate conversion method and apparatus for achieving same

    Science.gov (United States)

    Mills, George T.

    1992-12-01

    In a video system, a video signal operates at a vertical scan rate to generate a first video frame characterized by a first number of lines per frame. A method and apparatus are provided to convert the first video frame into a second video frame characterized by a second number of lines per frame. The first video frame is stored at the vertical scan rate as digital samples. A portion of the stored digital samples from each line of the first video frame are retrieved at the vertical scan rate. The number of digital samples in the retrieved portion from each line of the first video frame is governed by a ratio equal to the second number divided by the first number, such that the retrieved portion from the first video frame is the second video frame.

  9. Video time encoding machines.

    Science.gov (United States)

    Lazar, Aurel A; Pnevmatikakis, Eftychios A

    2011-03-01

    We investigate architectures for time encoding and time decoding of visual stimuli such as natural and synthetic video streams (movies, animation). The architecture for time encoding is akin to models of the early visual system. It consists of a bank of filters in cascade with single-input multi-output neural circuits. Neuron firing is based on either a threshold-and-fire or an integrate-and-fire spiking mechanism with feedback. We show that analog information is represented by the neural circuits as projections on a set of band-limited functions determined by the spike sequence. Under Nyquist-type and frame conditions, the encoded signal can be recovered from these projections with arbitrary precision. For the video time encoding machine architecture, we demonstrate that band-limited video streams of finite energy can be faithfully recovered from the spike trains and provide a stable algorithm for perfect recovery. The key condition for recovery calls for the number of neurons in the population to be above a threshold value.

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

    Directory of Open Access Journals (Sweden)

    Michail N. Giannakos

    2015-02-01

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

  11. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

    The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...

  12. A System to Generate SignWriting for Video Tracks Enhancing Accessibility of Deaf People

    Directory of Open Access Journals (Sweden)

    Elena Verdú

    2017-12-01

    Full Text Available Video content has increased much on the Internet during last years. In spite of the efforts of different organizations and governments to increase the accessibility of websites, most multimedia content on the Internet is not accessible. This paper describes a system that contributes to make multimedia content more accessible on the Web, by automatically translating subtitles in oral language to SignWriting, a way of writing Sign Language. This system extends the functionality of a general web platform that can provide accessible web content for different needs. This platform has a core component that automatically converts any web page to a web page compliant with level AA of WAI guidelines. Around this core component, different adapters complete the conversion according to the needs of specific users. One adapter is the Deaf People Accessibility Adapter, which provides accessible web content for the Deaf, based on SignWritting. Functionality of this adapter has been extended with the video subtitle translator system. A first prototype of this system has been tested through different methods including usability and accessibility tests and results show that this tool can enhance the accessibility of video content available on the Web for Deaf people.

  13. Lingual orthodontic treatment: A YouTube™ video analysis.

    Science.gov (United States)

    Lena, Yağmur; Dindaroğlu, Furkan

    2017-12-19

    The aim of this study was to examine the quality of information offered for patients seeking information on lingual orthodontic treatment. YouTube™ was searched for videos about lingual orthodontic treatment using the key word "lingual braces" from the Google Trends application. One hundred and four videos were selected to be analyzed from the first 120 results. The video content was evaluated using a 10-point score, which was used for classifying low- and high-content video groups. The video information and quality index (VIQI) was applied to determine the quality of the videos. The Mann-Whitney U-test, Chi-square test, and logistic regression analysis were used, and the Pearson correlation coefficient was calculated for statistical evaluations. We classified 32 videos as high-content and 72 as low-content. Most videos were uploaded by laypeople (58.7%, n = 61). Definition of lingual braces and psychological impact were the most commonly discussed topics (51.0%), followed by speech performance (47.1%), pain (44.2%), tongue soreness (37.5%), and biomechanics (14.4%). Compared to the low-content group, the high-content video group had a significantly higher mean number of views (19,867.41 vs 6720.08, P = .002) and more "likes" (135.88 vs 13.01, P comments" (26.28 vs 5.31, P = .002). There was no difference in the total VIQI score between the groups ( P = .009). The content of YouTube™ videos for lingual orthodontics was generally incomplete. Most videos mentioned psychological effects, but few videos discussed the biomechanics or procedure. Orthodontists should be aware of the information available on YouTube™.

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

    Science.gov (United States)

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

    2017-09-01

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

  15. A prototype to automate the video subsystem routing for the video distribution subsystem of Space Station Freedom

    Science.gov (United States)

    Betz, Jessie M. Bethly

    1993-12-01

    The Video Distribution Subsystem (VDS) for Space Station Freedom provides onboard video communications. The VDS includes three major functions: external video switching; internal video switching; and sync and control generation. The Video Subsystem Routing (VSR) is a part of the VDS Manager Computer Software Configuration Item (VSM/CSCI). The VSM/CSCI is the software which controls and monitors the VDS equipment. VSR activates, terminates, and modifies video services in response to Tier-1 commands to connect video sources to video destinations. VSR selects connection paths based on availability of resources and updates the video routing lookup tables. This project involves investigating the current methodology to automate the Video Subsystem Routing and developing and testing a prototype as 'proof of concept' for designers.

  16. Production of 360° video : Introduction to 360° video and production guidelines

    OpenAIRE

    Ghimire, Sujan

    2016-01-01

    The main goal of this thesis project is to introduce latest media technology and provide a complete guideline. This project is based on the production of 360° video by using multiple GoPro cameras. This project was the first 360° video project at Helsinki Metropolia University of Applied Sciences. 360° video is a video with a totally different viewing experience and incomparable features on it. 360° x 180° video coverage and active participation from viewers are the best part of this vid...

  17. Co-inoculating ruminal content neither provides active hydrolytic microbes nor improves methanization of ¹³C-cellulose in batch digesters.

    Science.gov (United States)

    Chapleur, Olivier; Bize, Ariane; Serain, Thibaut; Mazéas, Laurent; Bouchez, Théodore

    2014-03-01

    Cellulose hydrolysis often limits the kinetics and efficiency of anaerobic degradation in industrial digesters. In animal digestive systems, specialized microorganisms enable cellulose biodegradation at significantly higher rates. This study aims to assess the potential of ruminal microbial communities to settle and to express their cellulolytic properties in anaerobic digesters. Cellulose-degrading batch incubations were co-inoculated with municipal solid waste digester sludge and ruminal content. ¹³C-labeled cellulose degradation was described over time with Gas Chromatography-Combustion-Isotope Ratio Mass Spectrometry. Results were linked to the identification of the microorganisms assimilating ¹³C and to the monitoring of their relative dynamics. Cellulose degradation in co-inoculated incubations was efficient but not significantly improved. Transient disturbances in degradation pathways occurred, as revealed by propionate accumulation. Automated Ribosomal Intergenic Spacer Analysis dynamics and pyrosequencing revealed that expected classes of Bacteria and Archaea were active and degraded cellulose. However, despite the favorable co-inoculation conditions, molecular tools also revealed that no ruminal species settled in the bioreactors. Other specific parameters were probably needed for this to happen. This study shows that exploiting the rumen's cellulolytic properties in anaerobic digesters is not straightforward. Co-inoculation can only be successful if ruminal microorganisms manage to thrive in the anaerobic digester and outcompete native microorganisms, which requires specific nutritional and environmental parameters, and a meticulous reproduction of the selection pressure encountered in the rumen. © 2013 Federation of European Microbiological Societies. Published by John Wiley & Sons Ltd. All rights reserved.

  18. Proxy-assisted multicasting of video streams over mobile wireless networks

    Science.gov (United States)

    Nguyen, Maggie; Pezeshkmehr, Layla; Moh, Melody

    2005-03-01

    This work addresses the challenge of providing seamless multimedia services to mobile users by proposing a proxy-assisted multicast architecture for delivery of video streams. We propose a hybrid system of streaming proxies, interconnected by an application-layer multicast tree, where each proxy acts as a cluster head to stream out content to its stationary and mobile users. The architecture is based on our previously proposed Enhanced-NICE protocol, which uses an application-layer multicast tree to deliver layered video streams to multiple heterogeneous receivers. We targeted the study on placements of streaming proxies to enable efficient delivery of live and on-demand video, supporting both stationary and mobile users. The simulation results are evaluated and compared with two other baseline scenarios: one with a centralized proxy system serving the entire population and one with mini-proxies each to serve its local users. The simulations are implemented using the J-SIM simulator. The results show that even though proxies in the hybrid scenario experienced a slightly longer delay, they had the lowest drop rate of video content. This finding illustrates the significance of task sharing in multiple proxies. The resulted load balancing among proxies has provided a better video quality delivered to a larger audience.

  19. Table of contents, structure and methodical providing of preparation of future trainers-teachers to development of professional presentations of educational material

    Directory of Open Access Journals (Sweden)

    Svatyev А.V.

    2012-03-01

    Full Text Available In the article maintenance, structure and methodical providing of preparation of future trainers-teachers to development of professional presentations of educational material is analysed. The authors approach near lining up the stages of work with students in relation to the input of information technologies in an educational process is offered. The variants of combination of the program of studies and methodical providing of scientific process of future specialists are thoroughly considered. 100 respondents-students of 4 and 5 courses of physical education department were polled. A term "presentation" is exposed, it kinds are certain and classification of presentations is offered. Modern technologies of development of presentation are analysed.

  20. The effectiveness of streaming video on medical student learning: a case study.

    Science.gov (United States)

    Bridge, Patrick D; Jackson, Matt; Robinson, Leah

    2009-08-19

    Information technology helps meet today's medical students' needs by providing multiple curriculum delivery methods. Video streaming is an e-learning technology that uses the Internet to deliver curriculum while giving the student control of the content's delivery. There have been few studies conducted on the effectiveness of streaming video in medical schools. A 5-year retrospective study was conducted using three groups of students (n = 1736) to determine if the availability of streaming video in Years 1-2 of the basic science curriculum affected overall Step 1 scores for first-time test-takers. The results demonstrated a positive effect on program outcomes as streaming video became more readily available to students. Based on these findings, streaming video technology seems to be a viable tool to complement in-class delivery methods, to accommodate the needs of medical students, and to provide options for meeting the challenges of delivering the undergraduate medical curriculum. Further studies need to be conducted to continue validating the effectiveness of streaming video technology.

  1. Optimal Multi-Interface Selection for Mobile Video Streaming in Efficient Battery Consumption and Data Usage

    Directory of Open Access Journals (Sweden)

    Seonghoon Moon

    2016-01-01

    Full Text Available With the proliferation of high-performance, large-screen mobile devices, users’ expectations of having access to high-resolution video content in smooth network environments are steadily growing. To guarantee such stable streaming, a high cellular network bandwidth is required; yet network providers often charge high prices for even limited data plans. Moreover, the costs of smoothly streaming high-resolution videos are not merely monetary; the device’s battery life must also be accounted for. To resolve these problems, we design an optimal multi-interface selection system for streaming video over HTTP/TCP. An optimization problem including battery life and LTE data constraints is derived and then solved using binary integer programming. Additionally, the system is designed with an adoption of split-layer scalable video coding, which provides direct adaptations of video quality and prevents out-of-order packet delivery problems. The proposed system is evaluated using a prototype application in a real, iOS-based device as well as through experiments conducted in heterogeneous mobile scenarios. Results show that the system not only guarantees the highest-possible video quality, but also prevents reckless consumption of LTE data and battery life.

  2. Protection of Video Packets over a Wireless Rayleigh Fading Link: FEC versus ARQ

    Directory of Open Access Journals (Sweden)

    Marc Moeneclaey

    2008-07-01

    Full Text Available Video content can be provided to an end user by transmitting video data as a sequence of internet protocol (IP packets over the network. When the network contains a wireless link, packet erasures occur because of occasional deep fades. In order to maintain a sufficient video quality at the end user, video packets must be protected against erasures by means of a suitable form of error control. In this contribution, we investigate two types of error control: (1 forward error correction (FEC, which involves the transmission of parity packets that enables recovery of a limited number of erased video packets, and (2 the use of an automatic repeat request (ARQ protocol, where the receiver requests the retransmission of video packets that have been erased. We point out that FEC and ARQ considerably reduce the probability of unrecoverable packet loss, because both error control techniques provide a diversity gain, as compared to the case where no protection against erasures is applied. We derive a simple analytical expression for the diversity gain resulting from FEC or ARQ, in terms of the channel coherence time, the allowable latency, and (for FEC the allowable overhead or (for ARQ the time interval between (retransmissions of copies of a same packet. In the case of HDTV transmission over a 60 GHz indoor wireless link, ARQ happens to outperform FEC.

  3. Parallel Key Frame Extraction for Surveillance Video Service in a Smart City.

    Directory of Open Access Journals (Sweden)

    Ran Zheng

    Full Text Available Surveillance video service (SVS is one of the most important services provided in a smart city. It is very important for the utilization of SVS to provide design efficient surveillance video analysis techniques. Key frame extraction is a simple yet effective technique to achieve this goal. In surveillance video applications, key frames are typically used to summarize important video content. It is very important and essential to extract key frames accurately and efficiently. A novel approach is proposed to extract key frames from traffic surveillance videos based on GPU (graphics processing units to ensure high efficiency and accuracy. For the determination of key frames, motion is a more salient feature in presenting actions or events, especially in surveillance videos. The motion feature is extracted in GPU to reduce running time. It is also smoothed to reduce noise, and the frames with local maxima of motion information are selected as the final key frames. The experimental results show that this approach can extract key frames more accurately and efficiently compared with several other methods.

  4. 78 FR 31769 - Accessible Emergency Information; Apparatus Requirements for Emergency Information and Video...

    Science.gov (United States)

    2013-05-24

    ... apply to video programming available for viewing on an Internet Web site, even if such programming is... Commission adopts rules requiring video programming distributors and video programming providers (including... video programming to ensure that certain apparatus are able to make available video description and...

  5. The student with a thousand faces: from the ethics in video games to becoming a citizen

    Science.gov (United States)

    Muñoz, Yupanqui J.; El-Hani, Charbel N.

    2012-12-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying `Ourselves', we create and marginalize `Others'. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players' citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom ( phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.

  6. An Evaluation of Educational Neurological Eye Movement Disorder Videos Posted on Internet Video Sharing Sites.

    Science.gov (United States)

    Hickman, Simon J

    2016-03-01

    Internet video sharing sites allow the free dissemination of educational material. This study investigated the quality and educational content of videos of eye movement disorders posted on such sites. Educational neurological eye movement videos were identified by entering the titles of the eye movement abnormality into the search boxes of the video sharing sites. Also, suggested links were followed from each video. The number of views, likes, and dislikes for each video were recorded. The videos were then rated for their picture and sound quality. Their educational value was assessed according to whether the video included a description of the eye movement abnormality, the anatomical location of the lesion (if appropriate), and the underlying diagnosis. Three hundred fifty-four of these videos were found on YouTube and Vimeo. There was a mean of 6,443 views per video (range, 1-195,957). One hundred nineteen (33.6%) had no form of commentary about the eye movement disorder shown apart from the title. Forty-seven (13.3%) contained errors in the title or in the text. Eighty (22.6%) had excellent educational value by describing the eye movement abnormality, the anatomical location of the lesion, and the underlying diagnosis. Of these, 30 also had good picture and sound quality. The videos with excellent educational value had a mean of 9.84 "likes" per video compared with 2.37 for those videos without a commentary (P educational value with good picture and sound quality had a mean of 10.23 "likes" per video (P = 0.004 vs videos with no commentary). There was no significant difference in the mean number of "dislikes" between those videos that had no commentary or which contained errors and those with excellent educational value. There are a large number of eye movement videos freely available on these sites; however, due to the lack of peer review, a significant number have poor educational value due to having no commentary or containing errors. The number of "likes

  7. The QoE implications of ultra-high definition video adaptation strategies

    Science.gov (United States)

    Nightingale, James; Awobuluyi, Olatunde; Wang, Qi; Alcaraz-Calero, Jose M.; Grecos, Christos

    2016-04-01

    As the capabilities of high-end consumer devices increase, streaming and playback of Ultra-High Definition (UHD) is set to become commonplace. The move to these new, higher resolution, video services is one of the main factors contributing to the predicted continuation of growth in video related traffic in the Internet. This massive increases in bandwidth requirement, even when mitigated by the use of new video compression standards such as H.265, will place an ever-increasing burden on network service providers. This will be especially true in mobile environments where users have come to expect ubiquitous access to content. Consequently, delivering UHD and Full UHD (FUHD) video content is one of the key drivers for future Fifth Generation (5G) mobile networks. One often voiced, but as yet unanswered question, is whether users of mobile devices with modest screen sizes (e.g. smartphones or smaller tablet) will actually benefit from consuming the much higher bandwidth required to watch online UHD video, in terms of an improved user experience. In this paper, we use scalable H.265 encoded video streams to conduct a subjective evaluation of the impact on a user's perception of video quality across a comprehensive range of adaptation strategies, covering each of the three adaptation domains, for UHD and FUHD video. The results of our subjective study provide insightful and useful indications of which methods of adapting UHD and FUHD streams have the least impact on user's perceived QoE. In particular, it was observed that, in over 70% of cases, users were unable to distinguish between full HD (1080p) and UHD (4K) videos when they were unaware of which version was being shown to them. Our results from this evaluation can be used to provide adaptation rule sets that will facilitate fast, QoE aware in-network adaptation of video streams in support of realtime adaptation objectives. Undoubtedly they will also promote discussion around how network service providers manage

  8. Genotyping-by-sequencing provides the first well-resolved phylogeny for coffee (Coffea) and insights into the evolution of caffeine content in its species: GBS coffee phylogeny and the evolution of caffeine content.

    Science.gov (United States)

    Hamon, Perla; Grover, Corrinne E; Davis, Aaron P; Rakotomalala, Jean-Jacques; Raharimalala, Nathalie E; Albert, Victor A; Sreenath, Hosahalli L; Stoffelen, Piet; Mitchell, Sharon E; Couturon, Emmanuel; Hamon, Serge; de Kochko, Alexandre; Crouzillat, Dominique; Rigoreau, Michel; Sumirat, Ucu; Akaffou, Sélastique; Guyot, Romain

    2017-04-01

    A comprehensive and meaningful phylogenetic hypothesis for the commercially important coffee genus (Coffea) has long been a key objective for coffee researchers. For molecular studies, progress has been limited by low levels of sequence divergence, leading to insufficient topological resolution and statistical support in phylogenetic trees, particularly for the major lineages and for the numerous species occurring in Madagascar. We report here the first almost fully resolved, broadly sampled phylogenetic hypothesis for coffee, the result of combining genotyping-by-sequencing (GBS) technology with a newly developed, lab-based workflow to integrate short read next-generation sequencing for low numbers of additional samples. Biogeographic patterns indicate either Africa or Asia (or possibly the Arabian Peninsula) as the most likely ancestral locality for the origin of the coffee genus, with independent radiations across Africa, Asia, and the Western Indian Ocean Islands (including Madagascar and Mauritius). The evolution of caffeine, an important trait for commerce and society, was evaluated in light of our phylogeny. High and consistent caffeine content is found only in species from the equatorial, fully humid environments of West and Central Africa, possibly as an adaptive response to increased levels of pest predation. Moderate caffeine production, however, evolved at least one additional time recently (between 2 and 4Mya) in a Madagascan lineage, which suggests that either the biosynthetic pathway was already in place during the early evolutionary history of coffee, or that caffeine synthesis within the genus is subject to convergent evolution, as is also the case for caffeine synthesis in coffee versus tea and chocolate. Copyright © 2017 Elsevier Inc. All rights reserved.

  9. Designing with video focusing the user-centred design process

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

    Digital video for user-centered co-design is an emerging field of design, gaining increasing interest in both industry and academia. It merges the techniques and approaches of design ethnography, participatory design, interaction analysis, scenario-based design, and usability studies. This book covers the complete user-centered design project. It illustrates in detail how digital video can be utilized throughout the design process, from early user studies to making sense of video content and envisioning the future with video scenarios to provoking change with video artifacts. The text includes

  10. An improvement analysis on video compression using file segmentation

    Science.gov (United States)

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

    2017-11-01

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

  11. Incorporating user motivations to design for video tagging

    NARCIS (Netherlands)

    van Velsen, Lex Stefan; Melenhorst, M.S.

    2009-01-01

    User video tagging can enhance the indexing of large collections of videos, or can provide the basis for personalizing output. However, before the benefits of tagging can be reaped, users must be motivated to provide videos with tags. This article describes a two-stage study that aimed at collecting

  12. Creating and Using Video Segments for Rural Teacher Education.

    Science.gov (United States)

    Ludlow, Barbara L.; Duff, Michael C.

    This paper provides guidelines for using video presentations in teacher education programs in special education. The simplest use of video is to provide students with illustrations of basic concepts, demonstrations of specific skills, or examples of model programs and practices. Video can also deliver contextually rich case studies to stimulate…

  13. A Database Design and Development Case: Home Theater Video

    Science.gov (United States)

    Ballenger, Robert; Pratt, Renee

    2012-01-01

    This case consists of a business scenario of a small video rental store, Home Theater Video, which provides background information, a description of the functional business requirements, and sample data. The case provides sufficient information to design and develop a moderately complex database to assist Home Theater Video in solving their…

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

    Science.gov (United States)

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

    2008-12-01

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

  15. Exploring University Students' Engagement with Online Video Lectures in a Blended Introductory Mechanics Course

    CERN Document Server

    Lin, Shih-Yin; Seaton, Daniel T; Douglas, Scott S; Greco, Edwin F; Thoms, Brian D; Schatz, Michael F

    2016-01-01

    The advent of MOOCs has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester blended introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80 percent throughout the semester while the percentage of students accessing lecture videos dropped to less than 40 percent by the end of the term. Moreover, students were more likely to access the entirety of a laboratory video than a lecture video. Our results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while students appear to consider the lecture vid...

  16. The definitive guide to HTML 5 video

    CERN Document Server

    Pfeiffer, Silvia

    2010-01-01

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

  17. Soundtrack contents and depicted sexual violence.

    Science.gov (United States)

    Pfaus, J G; Myronuk, L D; Jacobs, W J

    1986-06-01

    Male undergraduates were exposed to a videotaped depiction of heterosexual rape accompanied by one of three soundtracks: the original soundtrack (featuring dialogue and background rock music), relaxing music, or no sound. Subjective reports of sexual arousal, general enjoyment, perceived erotic content, and perceived pornographic content of the sequence were then provided by each subject. Results indicated that males exposed to the videotape accompanied by the original soundtrack found the sequence significantly more pornographic than males exposed to the sequence accompanied by either relaxing background music or no sound. Ratings of sexual arousal, general enjoyment, and the perceived erotic content, however, did not differ significantly across soundtrack conditions. These results are compatible with the assertion that the content of a video soundtrack may influence the impact of depicted sexual violence.

  18. Ontology based approach for video transmission over the network

    OpenAIRE

    Rachit Mohan Garg; Yamini Sood; Neha Tyagi

    2011-01-01

    With the increase in the bandwidth & the transmission speed over the internet, transmission of multimedia objects like video, audio, images has become an easier work. In this paper we provide an approach that can be useful for transmission of video objects over the internet without much fuzz. The approach provides a ontology based framework that is used to establish an automatic deployment of video transmission system. Further the video is compressed using the structural flow mechanism tha...

  19. 77 FR 64340 - Announcement of Requirements and Registration for Cancer Care Video Challenge

    Science.gov (United States)

    2012-10-19

    ... employee of an affiliate, subsidiary, advertising agency, or any other company involved in marketing a..., effort to show quality of the video content, narrative and visual appearance will be assessed.) 4. Video...

  20. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Program Growth and Nutrition Program Celiac Disease Program | Videos Contact the Celiac Disease Program 1-617-355-6058 Visit the Celiac ... live happy and productive lives. Each of our video segments provides practical information about celiac disease from real-life families, as well as health ...

  1. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... ease and allow children with celiac disease to live happy and productive lives. Each of our video segments provides practical information ... Hospital About Us Giving to Boston Children's Newsroom Quality and Patient Safety Research + Innovation Videos Contact Us ...

  2. Video Games as Tillers of Soil

    Science.gov (United States)

    Arena, Dylan

    2015-01-01

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

  3. 3D Video Compression and Transmission

    DEFF Research Database (Denmark)

    Zamarin, Marco; Forchhammer, Søren

    In this short paper we provide a brief introduction to 3D and multi-view video technologies - like three-dimensional television and free-viewpoint video - focusing on the aspects related to data compression and transmission. Geometric information represented by depth maps is introduced as well...

  4. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

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

  5. Acoustic Neuroma Educational Video

    Medline Plus

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

  6. Video Games and Citizenship

    National Research Council Canada - National Science Library

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

    ... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...

  7. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......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...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...

  8. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Back Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo ... Support Groups Back Is a support group for me? Find a group Back Upcoming events Video Library ...

  9. Acoustic Neuroma Educational Video

    Medline Plus

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

  10. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  11. Videos, Podcasts and Livechats

    Science.gov (United States)

    ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  12. Acoustic Neuroma Educational Video

    Medline Plus

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

  13. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

    This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.

  14. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... News Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ... this section Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ...

  15. Violent video game effects on children and adolescents. A review of the literature.

    Science.gov (United States)

    Gentile, D A; Stone, W

    2005-12-01

    Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective to understand the research on the effects of video games. The review includes general theoretical and methodological considerations of media violence, and description of the general aggression model (GAM). The literature was evaluated in relation to the GAM. Published literature, including meta-analyses, are reviewed, as well as relevant unpublished material, such as conference papers and dissertations. Overall, the evidence supports hypotheses that violent video game play is related to aggressive affect, physiological arousal, aggressive cognitions, and aggressive behaviours. The effects of video game play on school performance are also evaluated, and the review concludes with a dimensional approach to video game effects. The dimensional approach evaluates video game effects in terms of amount, content, form, and mechanics, and appears to have many advantages for understanding and predicting the multiple types of effects demonstrated in the literature.

  16. Web-based Video Annotation and its Applications

    Science.gov (United States)

    Yamamoto, Daisuke; Nagao, Katashi

    In this paper, we developed a Web-based video annotation system, named iVAS (intelligent Video Annotation Server). Audiences can associate any video content on the Internet with annotations. The system analyzes video content in order to acquire cut/shot information and color histograms. And it also automatically generates a Web page for editing annotations. Then, audiences can create annotation data by two methods. The first one helps the users to create text data such as person/object names, scene descriptions, and comments interactively. The second method facilitates the users associating any video fragments with their subjective impression by just clicking a mouse button. The generated annotation data are accumulated and managed by an XML database connected with iVAS. We also developed some application systems based on annotations such as video retrieval, video simplification, and video-content-based community support. One of the major advantages of our approach is easy integration of hand-coded and automatically-generated (such as color histograms and cut/shot information) annotations. Additionally, since our annotation system is open for public, we must consider some reliability or correctness of annotation data. We also developed an automatic evaluation method of annotation reliability using the users' feedback. In the future, these fundamental technologies will contribute to the formation of new communities centered around video content.

  17. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

    An overview of video coding is presented. The aim is not to give a technical summary of possible coding techniques, but to address subjects related to video compression in general and to the transmission of compressed video in more detail. Bit rate reduction is in general possible by removing redundant information; removing information the eye does not use anyway; and reducing the quality of the video. The codecs which are used for reducing the bit rate, can be divided into two groups: Constant Bit rate Codecs (CBC's), which keep the bit rate constant, but vary the video quality; and Variable Bit rate Codecs (VBC's), which keep the video quality constant by varying the bit rate. VBC's can be in general reach a higher video quality than CBC's using less bandwidth, but need a transmission system that allows the bandwidth of a connection to fluctuate in time. The current and the next generation of the PSTN does not allow this; ATM might. There are several factors which influence the quality of video: the bit error rate of the transmission channel, slip rate, packet loss rate/packet insertion rate, end-to-end delay, phase shift between voice and video, and bit rate. Based on the bit rate of the coded video, the following classification of coded video can be made: High Definition Television (HDTV); Broadcast Quality Television (BQTV); video conferencing; and video telephony. The properties of these classes are given. The video conferencing and video telephony equipment available now and in the next few years can be divided into three categories: conforming to 1984 CCITT standard for video conferencing; conforming to 1988 CCITT standard; and conforming to no standard.

  18. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...

  19. An autonomous framework to produce and distribute personalized team-sport video summaries: a basket-ball case study

    OpenAIRE

    CHEN, FAN; Delannay, Damien; De Vleeschouwer, Christophe

    2011-01-01

    Democratic and personalized production of multimediacontent is a challenge that content providers will haveto face in the near future. In this paper, we address thischallenge by building on computer vision tools to automate the collection and distribution of audiovisual content. Especially, we proposed a complete production process of personalized video summaries in a typical application scenario, where the sensor network for media acquisition is composed of multiple cameras, which, for examp...

  20. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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