WorldWideScience

Sample records for short video demonstrating

  1. Using Short Videos to Teach Research Ethics

    Science.gov (United States)

    Loui, M. C.

    2014-12-01

    Created with support from the National Science Foundation, EthicsCORE (www.natonalethicscenter.org) is an online resource center for ethics in science and engineering. Among the resources, EthicsCORE hosts short video vignettes produced at the University of Nebraska - Lincoln that dramatize problems in the responsible conduct of research, such as peer review of journal submissions, and mentoring relationships between faculty and graduate students. I will use one of the video vignettes in an interactive pedagogical demonstration. After showing the video, I will ask participants to engage in a think-pair-share activity on the professional obligations of researchers. During the sharing phase, participants will supply the reasons for these obligations.

  2. Modular Short Form Videos for Library Instruction

    Directory of Open Access Journals (Sweden)

    Cindy Craig

    2017-10-01

    Full Text Available In Brief Expensive software isn’t necessary to create effective tutorials. Quick, unedited tutorials created on social media, such as on Instagram or Snapchat, may be more effective. These short form videos (SFVs combine the advantages of animated GIFs with the advantages of screencasts: modularity, repetition of steps, and animated visuals supported by pertinent audio. SFVs are cheap (or free and easy to make with materials libraries already possess, such as Internet access, computers, and smartphones. They are easily replaceable if the subject changes. The short form forces librarians to get right to the point. Finally, SFVs are easily disseminated on social media and have the potential to go viral.

  3. Improving Web-Based Student Learning Through Online Video Demonstrations

    Science.gov (United States)

    Miller, Scott; Redman, S.

    2010-01-01

    Students in online courses continue to lag their peers in comparable face-to-face (F2F) courses (Ury 2004, Slater & Jones 2004). A meta-study of web-based vs. classroom instruction by Sitzmann et al (2006) discovered that the degree of learner control positively influences the effectiveness of instruction: students do better when they are in control of their own learning. In particular, web-based courses are more effective when they incorporate a larger variety of instructional methods. To address this need, we developed a series of online videos to demonstrate various astronomical concepts and provided them to students enrolled in an online introductory astronomy course at Penn State University. We found that the online students performed worse than the F2F students on questions unrelated to the videos (t = -2.84), but that the online students who watched the videos performed better than the F2F students on related examination questions (t = 2.11). We also found that the online students who watched the videos performed significantly better than those who did not (t = 3.43). While the videos in general proved helpful, some videos were more helpful than others. We will discuss our thoughts on why this might be, and future plans to improve upon this study. These videos are freely available on iTunesU, YouTube, and Google Video.

  4. The Demonstration of Short-Term Consolidation.

    Science.gov (United States)

    Jolicoeur, Pierre; Dell'Acqua, Roberto

    1998-01-01

    Results of seven experiments involving 112 college students or staff using a dual-task approach provide evidence that encoding information into short-term memory involves a distinct process termed short-term consolidation (STC). Results suggest that STC has limited capacity and that it requires central processing mechanisms. (SLD)

  5. Creating Micro-Videos to Demonstrate Technology Learning and Digital Literacy

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Purpose: Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of a study, involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technological…

  6. Short-term change detection for UAV video

    Science.gov (United States)

    Saur, Günter; Krüger, Wolfgang

    2012-11-01

    In the last years, there has been an increased use of unmanned aerial vehicles (UAV) for video reconnaissance and surveillance. An important application in this context is change detection in UAV video data. Here we address short-term change detection, in which the time between observations ranges from several minutes to a few hours. We distinguish this task from video motion detection (shorter time scale) and from long-term change detection, based on time series of still images taken between several days, weeks, or even years. Examples for relevant changes we are looking for are recently parked or moved vehicles. As a pre-requisite, a precise image-to-image registration is needed. Images are selected on the basis of the geo-coordinates of the sensor's footprint and with respect to a certain minimal overlap. The automatic imagebased fine-registration adjusts the image pair to a common geometry by using a robust matching approach to handle outliers. The change detection algorithm has to distinguish between relevant and non-relevant changes. Examples for non-relevant changes are stereo disparity at 3D structures of the scene, changed length of shadows, and compression or transmission artifacts. To detect changes in image pairs we analyzed image differencing, local image correlation, and a transformation-based approach (multivariate alteration detection). As input we used color and gradient magnitude images. To cope with local misalignment of image structures we extended the approaches by a local neighborhood search. The algorithms are applied to several examples covering both urban and rural scenes. The local neighborhood search in combination with intensity and gradient magnitude differencing clearly improved the results. Extended image differencing performed better than both the correlation based approach and the multivariate alternation detection. The algorithms are adapted to be used in semi-automatic workflows for the ABUL video exploitation system of Fraunhofer

  7. Enhanced visual short-term memory in action video game players.

    Science.gov (United States)

    Blacker, Kara J; Curby, Kim M

    2013-08-01

    Visual short-term memory (VSTM) is critical for acquiring visual knowledge and shows marked individual variability. Previous work has illustrated a VSTM advantage among action video game players (Boot et al. Acta Psychologica 129:387-398, 2008). A growing body of literature has suggested that action video game playing can bolster visual cognitive abilities in a domain-general manner, including abilities related to visual attention and the speed of processing, providing some potential bases for this VSTM advantage. In the present study, we investigated the VSTM advantage among video game players and assessed whether enhanced processing speed can account for this advantage. Experiment 1, using simple colored stimuli, revealed that action video game players demonstrate a similar VSTM advantage over nongamers, regardless of whether they are given limited or ample time to encode items into memory. Experiment 2, using complex shapes as the stimuli to increase the processing demands of the task, replicated this VSTM advantage, irrespective of encoding duration. These findings are inconsistent with a speed-of-processing account of this advantage. An alternative, attentional account, grounded in the existing literature on the visuo-cognitive consequences of video game play, is discussed.

  8. Patient Demonstration Videos in Predoctoral Endodontic Education: Aspects Perceived as Beneficial by Students.

    Science.gov (United States)

    Edrees, Hadeel Y; Ohlin, Johan; Ahlquist, Michael; Tessma, Mesfin K; Zary, Nabil

    2015-08-01

    The aim of this study was to assess the perceived benefits of video-mediated demonstrations in learning endodontics. Participants in the study were 75 third-year students enrolled in the undergraduate dentistry program at Karolinska Institute, Stockholm, Sweden. After the endodontic preclinical course, the students were introduced to the treatment protocol in the clinic by watching two live patient-demonstrated videos. The first video demonstrated how to communicate with the patient and perform diagnosis and root canal instrumentation. The second video illustrated how to perform bacterial sampling and root canal filling. After the students watched each video, a questionnaire was used to evaluate their opinions about various steps of the endodontic treatment protocol and the benefit of such educational material for their practice. Of the total 75 students, 72 completed the first questionnaire (96% response rate), and 65 completed the second questionnaire (87% response rate). The results showed that the students perceived high value in the video demonstrations related to treatment procedure. A statistically significant difference was observed between the perceived benefits of the first and second sessions in communication and treatment procedure (p<0.001). Further studies are needed to assess improvement in the design and delivery format for video demonstrations to enhance their effectiveness as a teaching modality for endodontics.

  9. Using Short Videos in an Introductory Programming Course

    DEFF Research Database (Denmark)

    Nørmark, Kurt

    2014-01-01

    Video resources are gradually being introduced in a first year programming course. The course is about imperative programming in C. After each of the first two years with video lectures the students have been asked about their assessments and opinions. The main parts of the paper are based on evi...... experience we also carry out a discussion of future plans for using video resources in the course....

  10. VISDTA: A video imaging system for detection, tracking, and assessment: Prototype development and concept demonstration

    Energy Technology Data Exchange (ETDEWEB)

    Pritchard, D.A.

    1987-05-01

    It has been demonstrated that thermal imagers are an effective surveillance and assessment tool for security applications because: (1) they work day or night due to their sensitivity to thermal signatures; (2) penetrability through fog, rain, dust, etc., is better than human eyes; (3) short or long range operation is possible with various optics; and (4) they are strictly passive devices providing visible imagery which is readily interpreted by the operator with little training. Unfortunately, most thermal imagers also require the setup of a tripod, connection of batteries, cables, display, etc. When this is accomplished, the operator must manually move the camera back and forth searching for signs of aggressor activity. VISDTA is designed to provide automatic panning, and in a sense, ''watch'' the imagery in place of the operator. The idea behind the development of VISDTA is to provide a small, portable, rugged system to automatically scan areas and detect targets by computer processing of images. It would use a thermal imager and possibly an intensified day/night TV camera, a pan/ tilt mount, and a computer for system control. If mounted on a dedicated vehicle or on a tower, VISDTA will perform video motion detection functions on incoming video imagery, and automatically scan predefined patterns in search of abnormal conditions which may indicate attempted intrusions into the field-of-regard. In that respect, VISDTA is capable of improving the ability of security forces to maintain security of a given area of interest by augmenting present techniques and reducing operator fatigue.

  11. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    Science.gov (United States)

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  12. Effects of a Short Video-Based Resident-as-Teacher Training Toolkit on Resident Teaching.

    Science.gov (United States)

    Ricciotti, Hope A; Freret, Taylor S; Aluko, Ashley; McKeon, Bri Anne; Haviland, Miriam J; Newman, Lori R

    2017-10-01

    To pilot a short video-based resident-as-teacher training toolkit and assess its effect on resident teaching skills in clinical settings. A video-based resident-as-teacher training toolkit was previously developed by educational experts at Beth Israel Deaconess Medical Center, Harvard Medical School. Residents were recruited from two academic hospitals, watched two videos from the toolkit ("Clinical Teaching Skills" and "Effective Clinical Supervision"), and completed an accompanying self-study guide. A novel assessment instrument for evaluating the effect of the toolkit on teaching was created through a modified Delphi process. Before and after the intervention, residents were observed leading a clinical teaching encounter and scored using the 15-item assessment instrument. The primary outcome of interest was the change in number of skills exhibited, which was assessed using the Wilcoxon signed-rank test. Twenty-eight residents from two academic hospitals were enrolled, and 20 (71%) completed all phases of the study. More than one third of residents who volunteered to participate reported no prior formal teacher training. After completing two training modules, residents demonstrated a significant increase in the median number of teaching skills exhibited in a clinical teaching encounter, from 7.5 (interquartile range 6.5-9.5) to 10.0 (interquartile range 9.0-11.5; P<.001). Of the 15 teaching skills assessed, there were significant improvements in asking for the learner's perspective (P=.01), providing feedback (P=.005), and encouraging questions (P=.046). Using a resident-as-teacher video-based toolkit was associated with improvements in teaching skills in residents from multiple specialties.

  13. Social learning in nest-building birds watching live-streaming video demonstrators.

    Science.gov (United States)

    Guillette, Lauren M; Healy, Susan D

    2018-02-13

    Determining the role that social learning plays in construction behaviours, such as nest building or tool manufacture, could be improved if more experimental control could be gained over the exact public information that is provided by the demonstrator, to the observing individual. Using video playback allows the experimenter to choose what information is provided, but will only be useful in determining the role of social learning if observers attend to, and learn from, videos in a manner that is similar to live demonstration. The goal of the current experiment was to test whether live-streamed video presentations of nest building by zebra finches Taeniopygia guttata would lead observers to copy the material choice demonstrated to them. Here, males that had not previously built a nest were given an initial preference test between materials of two colours. Those observers then watched live-stream footage of a familiar demonstrator building a nest with material of the colour that the observer did not prefer. After this experience, observers were given the chance to build a nest with materials of the two colours. Although two-thirds of the observer males preferred material of the demonstrated colour after viewing the demonstrator build a nest with material of that colour more than they had previously, their preference for the demonstrated material was not as strong as that of observers that had viewed live demonstrator builders in a previous experiment. Our results suggest researchers should proceed with caution before using video demonstration in tests of social learning. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  14. Trailers in between short video forms from digital games to movies and back

    OpenAIRE

    Gandolfi, Enrico; Semprebene, Roberto

    2017-01-01

    Promotional trailers represent a significant trend in most entertainment sectors. However, little efforts have been done in enlightening this expressive form when related to video games. This article aims to address such a lack by analyzing game/movie (inspired by digital games) trailers as a crossroad between digital entertainment and films. The main intent is to exploit a comparative lens to uncover leading traits of short videos according to the medium that that they are portraying. Theref...

  15. Intensive video gaming improves encoding speed to visual short-term memory in young male adults.

    Science.gov (United States)

    Wilms, Inge L; Petersen, Anders; Vangkilde, Signe

    2013-01-01

    The purpose of this study was to measure the effect of action video gaming on central elements of visual attention using Bundesen's (1990) Theory of Visual Attention. To examine the cognitive impact of action video gaming, we tested basic functions of visual attention in 42 young male adults. Participants were divided into three groups depending on the amount of time spent playing action video games: non-players (15h/month, N=20). All participants were tested in three tasks which tap central functions of visual attention and short-term memory: a test based on the Theory of Visual Attention (TVA), an enumeration test and finally the Attentional Network Test (ANT). The results show that action video gaming does not seem to impact the capacity of visual short-term memory. However, playing action video games does seem to improve the encoding speed of visual information into visual short-term memory and the improvement does seem to depend on the time devoted to gaming. This suggests that intense action video gaming improves basic attentional functioning and that this improvement generalizes into other activities. The implications of these findings for cognitive rehabilitation training are discussed. Copyright © 2012 Elsevier B.V. All rights reserved.

  16. Playing with/as Systems: Short Paper, Discussion and Demonstration

    Directory of Open Access Journals (Sweden)

    Michael Straeubig

    2017-11-01

    Full Text Available Complex phenomena such as play, creativity or innovation are familiar, yet difficult to describe in a systematic manner. In this short article I propose six necessary conditions for any comprehensive description of play. Against this background I discuss my systems-theoretic, constructivist and practice-informed approach to play.

  17. Status of the Virginia Power/DOE Cooperative Cask Testing/Demonstration Program: A video presentation

    International Nuclear Information System (INIS)

    McKinnon, M.A.; Creer, J.M.; Collantes, C.E.

    1990-01-01

    This paper is documentation of a video presentation and provides a brief summary of the Virginia power/US Department of Energy Cooperative Cask Testing/Demonstration Program. The program consists of two phases. The first phase has been completed and involved the unlicensed performance testing (heat transfer and shielding) of three metal spent fuel storage casks at the federally owned Idaho National Engineering Laboratory. The second phase is ongoing and consists of licensed demonstrations of standard casks from two different vendors and of one or two enhanced capacity casks. 6 refs., 1 tab

  18. Demonstrations of video processing of image data for uranium resource assessments

    International Nuclear Information System (INIS)

    Marrs, R.W.; King, J.K.

    1978-01-01

    Video processing of LANDSAT imagery was performed for nine areas in the western United States to demonstrate the applicability of such analyses for regional uranium resource assessment. The results of these tests, in areas of diverse geology, topography, and vegetation, were mixed. The best success was achieved in arid areas because vegetation cover is extremely limiting in any analysis dealing primarily with rocks and soils. Surface alteration patterns of large areal extent, involving transformation or redistribution of iron oxides, and reflectance contrasts were the only type of alteration consistently detected by video processing of LANDSAT imagery. Alteration often provided the only direct indication of mineralization. Other exploration guides, such as lithologic changes, can often be detected, even in heavily vegetated regions. Structural interpretation of the imagery proved far more successful than spectral analyses as an indicator of regions of possible uranium enrichment

  19. The Use of Concept Maps in Creating a Short Video with Students

    Science.gov (United States)

    Gocsál, Ákos; Tóth, Renáta

    2016-01-01

    This paper presents the results of an experimental project in which media students created a short video. The students in groups of 4 or 5 used concept maps for collected their ideas about organizing the project. The analysis of the concept maps revealed that two groups were product-oriented, one group was workflow-oriented, and two groups used…

  20. Effectiveness of Video Demonstration over Conventional Methods in Teaching Osteology in Anatomy.

    Science.gov (United States)

    Viswasom, Angela A; Jobby, Abraham

    2017-02-01

    Technology and its applications are the most happening things in the world. So, is it in the field of medical education. This study was an evaluation of whether the conventional methods can compete with the test of technology. A comparative study of traditional method of teaching osteology in human anatomy with an innovative visual aided method. The study was conducted on 94 students admitted to MBBS 2014 to 2015 batch of Travancore Medical College. The students were divided into two academically validated groups. They were taught using conventional and video demonstrational techniques in a systematic manner. Post evaluation tests were conducted. Analysis of the mark pattern revealed that the group taught using traditional method scored better when compared to the visual aided method. Feedback analysis showed that, the students were able to identify bony features better with clear visualisation and three dimensional view when taught using the video demonstration method. The students identified visual aided method as the more interesting one for learning which helped them in applying the knowledge gained. In most of the questions asked, the two methods of teaching were found to be comparable on the same scale. As the study ends, we discover that, no new technique can be substituted for time tested techniques of teaching and learning. The ideal method would be incorporating newer multimedia techniques into traditional classes.

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

    Science.gov (United States)

    Nielsen, L.; O'Connell, E.

    2013-12-01

    on presenting what they're passionate about, not get bogged down by basic groundwork. Vlogs and short video bios showcase the enthusiasm and personality of the scientists, an important ingredient in crafting compelling videos. Featured scientists become better communicators, and learn to bring their research to life. When viewers see that genuine wonder, they can be motivated to ask questions and pursue more information about the topic, broadening community participation. The website interface opens the door to audience discussion. Digital media is a community builder, an inclusive tool that lets people continents-apart engage with compelling stories and then interact. Internet videos have become a means of supplementing face-to-face education; video reaches people, it's informal self-education from the comfort of one's own computer screen. FS uses videos and social media as part of an education outreach effort directed at lifelong learners. We feature not only scientists, but also teachers who've gone into the field to add to their own science knowledge, and to bring back new lessons for their students. Students who are exposed to FS videos see science in action in the professional world, which might inspire them in a STEM academic and career path, encouraging the next generation of researchers, as well as scientific and environmental literacy.

  2. Enhancing communication skills for pediatric visits through on-line training using video demonstrations

    Directory of Open Access Journals (Sweden)

    Wissow Larry

    2008-02-01

    Full Text Available Abstract Background Training in communication skills for health professionals is important, but there are substantial barriers to individual in-person training for practicing clinicians. We evaluated the feasibility and desirability of on-line training and sought suggestions for future courses. Methods Based on successful in-person curricula for communication skills and our previous on-line curricula, we created an on-line course consisting of 28 modules (4.75 hours CME credit about communication skills during pediatric visits that included a mental health concern; each module included a brief case, a multiple choice question, an explanation, and a 1–2 minute video demonstrating key skills. Specific communication skills included: greeting, setting an agenda, discussing diagnosis and treatment, and managing negative interactions. The course was announced by emails in spring, 2007; the course was available on-line for 60 days; we aimed to enroll 50 clinicians. Outcomes were analyzed for those who evaluated the course within 75 days of its initial availability. Results Overall, 61 clinicians registered, of whom most were nurses (N = 24, physicians (N = 22, or psychologists or social workers (N = 12. Of the 36 (59% clinicians who evaluated the course, over 85% agreed that all course objectives had been met; over 90% reported greater confidence in greetings and agenda-setting; and over 80% reported greater confidence in discussing diagnosis and treatment and managing negative interactions. Nearly all, 97% would recommend the course to other clinicians and trainees. Suggestions for improvement included a library of additional video vignettes and written materials to accompany the on-line training. Conclusion On-line training in communication skills for pediatric mental health visits is feasible, desirable and associated with increased confidence in key skills. Positive feedback from clinicians suggests that a comparison of on-line versus in

  3. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    OpenAIRE

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in vir...

  4. How long do the short-term violent video game effects last?

    Science.gov (United States)

    Barlett, Christopher; Branch, Omar; Rodeheffer, Christopher; Harris, Richard

    2009-01-01

    How long do the effects of the initial short-term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre- and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4-9 min. Copyright 2009 Wiley-Liss, Inc.

  5. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Science.gov (United States)

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  6. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    Directory of Open Access Journals (Sweden)

    Morgan J Tear

    Full Text Available BACKGROUND: Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc. and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. METHODS AND FINDINGS: Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. CONCLUSIONS: We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  7. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    Science.gov (United States)

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  8. A Randomized Controlled Trial of Video Education versus Skill Demonstration: Which Is More Effective in Teaching Sterile Surgical Technique?

    Science.gov (United States)

    Pilieci, Stephanie N; Salim, Saad Y; Heffernan, Daithi S; Itani, Kamal M F; Khadaroo, Rachel G

    2018-04-01

    Video education has many advantages over traditional education including efficiency, convenience, and individualized learning. Learning sterile surgical technique (SST) is imperative for medical students, because proper technique helps prevent surgical site infections (SSIs). We hypothesize that video education is at least as effective as traditional skill demonstration in teaching first-year medical students SST. A video series was created to demonstrate SST ( https://www.youtube.com/playlist?list=PLcRU-gvOmxE2mwMWkowouBkxGXkLZ8Uis ). A randomized controlled trial was designed to assess which education method best teaches SST: video education or skill demonstration. First-year medical students (n = 129) were consented and randomly assigned into two groups: those who attended a skill demonstration (control group; n = 70) and those who watched the video series (experimental group; n = 59). The control group attended a pre-existing 90-minute nurse educator-led skill demonstration. Participants then completed a 30-item multiple choice quiz to test their knowledge. Each group then received the alternate education method and completed a 23-item follow-up survey to determine their preferred method. Seven 2- to 6-minute videos (30 minutes total) were created on surgical attire, scrubbing, gowning and gloving, and maintaining sterility. The experimental group (n = 51) scored higher on the quiz compared with the control group (n = 63) (88% ± 1% versus 72% ± 1%; p < 0.0001). Students preferred the videos when it came to convenience, accessibility, efficiency, and review, and preferred the skill demonstration when it came to knowledge retention, preparedness, and ease of completion. Video education is superior to traditional skill demonstration in providing medical students with knowledge of SST. Students identified strengths to each method of teaching. Video education can augment medical students' knowledge prior to their operating room

  9. Mouse short- and long-term locomotor activity analyzed by video tracking software.

    Science.gov (United States)

    York, Jason M; Blevins, Neil A; McNeil, Leslie K; Freund, Gregory G

    2013-06-20

    Locomotor activity (LMA) is a simple and easily performed measurement of behavior in mice and other rodents. Improvements in video tracking software (VTS) have allowed it to be coupled to LMA testing, dramatically improving specificity and sensitivity when compared to the line crossings method with manual scoring. In addition, VTS enables high-throughput experimentation. While similar to automated video tracking used for the open field test (OFT), LMA testing is unique in that it allows mice to remain in their home cage and does not utilize the anxiogenic stimulus of bright lighting during the active phase of the light-dark cycle. Traditionally, LMA has been used for short periods of time (mins), while longer movement studies (hrs-days) have often used implanted transmitters and biotelemetry. With the option of real-time tracking, long-, like short-term LMA testing, can now be conducted using videography. Long-term LMA testing requires a specialized, but easily constructed, cage so that food and water (which is usually positioned on the cage top) does not obstruct videography. Importantly, videography and VTS allows for the quantification of parameters, such as path of mouse movement, that are difficult or unfeasible to measure with line crossing and/or biotelemetry. In sum, LMA testing coupled to VTS affords a more complete description of mouse movement and the ability to examine locomotion over an extended period of time.

  10. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Lerouge Sam

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4 .

  11. Lightweight Object Tracking in Compressed Video Streams Demonstrated in Region-of-Interest Coding

    Directory of Open Access Journals (Sweden)

    Rik Van de Walle

    2007-01-01

    Full Text Available Video scalability is a recent video coding technology that allows content providers to offer multiple quality versions from a single encoded video file in order to target different kinds of end-user devices and networks. One form of scalability utilizes the region-of-interest concept, that is, the possibility to mark objects or zones within the video as more important than the surrounding area. The scalable video coder ensures that these regions-of-interest are received by an end-user device before the surrounding area and preferably in higher quality. In this paper, novel algorithms are presented making it possible to automatically track the marked objects in the regions of interest. Our methods detect the overall motion of a designated object by retrieving the motion vectors calculated during the motion estimation step of the video encoder. Using this knowledge, the region-of-interest is translated, thus following the objects within. Furthermore, the proposed algorithms allow adequate resizing of the region-of-interest. By using the available information from the video encoder, object tracking can be done in the compressed domain and is suitable for real-time and streaming applications. A time-complexity analysis is given for the algorithms proving the low complexity thereof and the usability for real-time applications. The proposed object tracking methods are generic and can be applied to any codec that calculates the motion vector field. In this paper, the algorithms are implemented within MPEG-4 fine-granularity scalability codec. Different tests on different video sequences are performed to evaluate the accuracy of the methods. Our novel algorithms achieve a precision up to 96.4%.

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

    Science.gov (United States)

    Schlosser, Sarah Elizabeth

    2012-01-01

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

  13. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure.

    Science.gov (United States)

    Liu, Yanling; Lan, Haiying; Teng, Zhaojun; Guo, Cheng; Yao, Dezhong

    2017-01-01

    Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.

  14. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure.

    Directory of Open Access Journals (Sweden)

    Yanling Liu

    Full Text Available Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.

  15. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure

    Science.gov (United States)

    Liu, Yanling; Lan, Haiying; Teng, Zhaojun; Guo, Cheng; Yao, Dezhong

    2017-01-01

    Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces. PMID:28249033

  16. Integration of Video-Based Demonstrations to Prepare Students for the Organic Chemistry Laboratory

    Science.gov (United States)

    Nadelson, Louis S.; Scaggs, Jonathan; Sheffield, Colin; McDougal, Owen M.

    2015-01-01

    Consistent, high-quality introductions to organic chemistry laboratory techniques effectively and efficiently support student learning in the organic chemistry laboratory. In this work, we developed and deployed a series of instructional videos to communicate core laboratory techniques and concepts. Using a quasi-experimental design, we tested the…

  17. Short video interventions to reduce mental health stigma: a multi-centre randomised controlled trial in nursing high schools.

    Science.gov (United States)

    Winkler, Petr; Janoušková, Miroslava; Kožený, Jiří; Pasz, Jiří; Mladá, Karolína; Weissová, Aneta; Tušková, Eva; Evans-Lacko, Sara

    2017-12-01

    We aimed to assess whether short video interventions could reduce stigma among nursing students. A multi-centre, randomised controlled trial was conducted. Participating schools were randomly selected and randomly assigned to receive: (1) an informational leaflet, (2) a short video intervention or (3) a seminar involving direct contact with a service user. The Community Attitudes towards Mental Illness (CAMI) and Reported and Intended Behaviour Scale (RIBS) were selected as primary outcome measures. SPANOVA models were built and Cohen's d calculated to assess the overall effects in each of the trial arms. Compared to the baseline, effect sizes immediately after the intervention were small in the flyer arm (CAMI: d = 0.25; RIBS: d = 0.07), medium in the seminar arm (CAMI: d = 0.61; RIBS: d = 0.58), and medium in the video arm (CAMI: d = 0.49 RIBS: d = 0.26; n = 237). Effect sizes at the follow-up were vanishing in the flyer arm (CAMI: d = 0.05; RIBS: d = 0.04), medium in the seminar arm (CAMI: d = 0.43; RIBS: d = 0.26; n = 254), and small in the video arm (CAMI: d = 0.22 RIBS: d = 0.21; n = 237). Seminar had the strongest and relatively stable effect on students' attitudes and intended behaviour, but the effect of short video interventions was also considerable and stable over time. Since short effective video interventions are relatively cheap, conveniently accessible and easy to disseminate globally, we recommend them for further research and development.

  18. Short-term effects of prosocial video games on aggression: an event-related potential study

    OpenAIRE

    Liu, Yanling; Teng, Zhaojun; Lan, Haiying; Zhang, Xin; Yao, Dezhong

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, th...

  19. Experimental demonstration of polar coded IM/DD optical OFDM for short reach system

    Science.gov (United States)

    Fang, Jiafei; Xiao, Shilin; Liu, Ling; Bi, Meihua; Zhang, Lu; Zhang, Yunhao; Hu, Weisheng

    2017-11-01

    In this paper, we propose a novel polar coded intensity modulation direct detection (IM/DD) optical orthogonal frequency division multiplexing (OFDM) system for short reach system. A method of evaluating the channel signal noise ratio (SNR) is proposed for soft-demodulation. The experimental results demonstrate that, compared to the conventional case, ∼9.5 dB net coding gain (NCG) at the bit error rate (BER) of 1E-3 can be achieved after 40-km standard single mode fiber (SSMF) transmission. Based on the experimental result, (512,256) polar code with low complexity and satisfactory BER performance meets the requirement of low latency in short reach system, which is a promising candidate for latency-stringent short reach optical system.

  20. Teaching paediatric basic life support in medical schools using peer teaching or video demonstration: A prospective randomised trial.

    Science.gov (United States)

    Stephan, Frederik; Groetschel, Hanjo; Büscher, Anja K; Serdar, Deniz; Groes, Kjell A; Büscher, Rainer

    2018-05-13

    The outcome of children with an out-of-hospital cardiac arrest is still poor, but bystander cardiopulmonary resuscitation can increase survival and minimise severe neurological sequelae. While teaching basic life support is standardised in emergency medicine classes, paediatric basic life support (PBLS) in neonates and toddlers is under-represented in paediatric curricula during university education. The appropriate mixture of E-learning and peer teaching lessons remains controversial in teaching paediatric basic skills. However, an increasing number of medical schools and paediatric classes switch their curricula to much cheaper and less tutor-dependent E-learning modules. We hypothesise that a peer teaching lesson is superior to a PBLS video demonstration with co-extensive contents and improves knowledge, skills and adherence to resuscitation guidelines. Eighty-eight medical students were randomly assigned to a video PBLS lesson (n = 44) or a peer teaching group (n = 44). An objective structured clinical examination was performed immediately after the class and at the end of the semester. Students taught by a peer teacher performed significantly better immediately after the initial course and at the end of the semester when compared to the video-trained group (P = 0.008 and P = 0.003, respectively). In addition, a borderline regression analysis also revealed a better resuscitation performance of students instructed in the peer teaching group. In our setting, peer teaching is superior and more sustainable than a co-extensive video demonstration alone when teaching PBLS to medical students. However, additional studies with combinations of different teaching methods are necessary to evaluate long-term outcomes. © 2018 Paediatrics and Child Health Division (The Royal Australasian College of Physicians).

  1. The development and evaluation of mini-GEMs - short, focused, online e-learning videos in geriatric medicine.

    Science.gov (United States)

    Garside, Mark J; Fisher, James M; Blundell, Adrian G; Gordon, Adam L

    2018-01-01

    Mini Geriatric E-Learning Modules (Mini-GEMs) are short, focused, e-learning videos on geriatric medicine topics, hosted on YouTube, which are targeted at junior doctors working with older people. This study aimed to explore how these resources are accessed and used. The authors analyzed the viewing data from 22 videos published over the first 18 months of the Mini-GEM project. We conducted a focus group of U.K. junior doctors considering their experiences with Mini-GEMS. The Mini-GEMs were viewed 10,291 times over 18 months, equating to 38,435 minutes of total viewing time. The average viewing time for each video was 3.85 minutes. Learners valued the brevity and focused nature of the Mini-GEMs and reported that they watched them in a variety of settings to supplement clinical experiences and consolidate learning. Watching the videos led to an increase in self-reported confidence in managing older patients. Mini-GEMs can effectively disseminate clinical teaching material to a wide audience. The videos are valued by junior doctors due to their accessibility and ease of use.

  2. The Short Life and Ignominious Death of ALA Video and Special Projects.

    Science.gov (United States)

    Handman, Gary

    1991-01-01

    Discussion of videocassettes in our culture and the function of video collections in libraries focuses on the creation and demise of a unit sponsored by the American Library Association, the ALA Video and Special Projects. The unit's role is discussed and funding decisions that led to its demise are explained. (LRW)

  3. 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....

  4. Short-Term Effects of Prosocial Video Games on Aggression: An Event-Related Potential Study

    Directory of Open Access Journals (Sweden)

    Yanling eLiu

    2015-07-01

    Full Text Available Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 minutes, then participated in an event-related potential (ERP experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT, which is based on Taylor’s Aggression Paradigm and measures both reaction time and noise intensity preference as indices of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT (noise intensity preference. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.

  5. Short-term effects of prosocial video games on aggression: an event-related potential study

    Science.gov (United States)

    Liu, Yanling; Teng, Zhaojun; Lan, Haiying; Zhang, Xin; Yao, Dezhong

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression. PMID:26257620

  6. Short-term effects of prosocial video games on aggression: an event-related potential study.

    Science.gov (United States)

    Liu, Yanling; Teng, Zhaojun; Lan, Haiying; Zhang, Xin; Yao, Dezhong

    2015-01-01

    Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.

  7. Recovery of autonomic nervous activity after myocardial infarction demonstrated by short-term measurements of SDNN

    DEFF Research Database (Denmark)

    Vaage-Nilsen, M; Rasmussen, Verner; Jensen, Gorm Boje

    2001-01-01

    OBJECTIVE: Heart rate variability (HRV) has been demonstrated to be a risk factor after acute myocardial infarction (AMI). In the present study serial measurement of SDNN (standard deviation of the mean of qualified NN-interval) in short intervals was used to assess HRV changes after AMI, and det......OBJECTIVE: Heart rate variability (HRV) has been demonstrated to be a risk factor after acute myocardial infarction (AMI). In the present study serial measurement of SDNN (standard deviation of the mean of qualified NN-interval) in short intervals was used to assess HRV changes after AMI......, and determine the role of these as independent risk factors compared to clinical, arrhythmic, ischemic and anamnestic variables. Measurements from a normal healthy middle-aged male population were used as reference (n = 63). METHODS: SDNN from a five-minute period during day and night-time, respectively......, was examined in 103 patients 1 week (n = 54), 1 month (n = 72) and 12-16 months (n = 54) after infarction. RESULTS: Day SDNN did not change during one-and-a-half years after AMI, and was significantly reduced compared with healthy males. Night SDNN, low after 1 week, with recovery 1 month after AMI...

  8. Changes in salivary testosterone concentrations and subsequent voluntary squat performance following the presentation of short video clips.

    Science.gov (United States)

    Cook, Christian J; Crewther, Blair T

    2012-01-01

    Previous studies have shown that visual images can produce rapid changes in testosterone concentrations. We explored the acute effects of video clips on salivary testosterone and cortisol concentrations and subsequent voluntary squat performance in highly trained male athletes (n=12). Saliva samples were collected on 6 occasions immediately before and 15 min after watching a brief video clip (approximately 4 min in duration) on a computer screen. The watching of a sad, erotic, aggressive, training motivational, humorous or a neutral control clip was randomised. Subjects then performed a squat workout aimed at producing a 3 repetition maximum (3RM) lift. Significant (Psquats across all video sessions (Pfree hormone concentrations and the relative changes in testosterone closely mapped 3RM squat performance in a group of highly trained males. Thus, speculatively, using short video presentations in the pre-workout environment offers an opportunity for understanding the outcomes of hormonal change, athlete behaviour and subsequent voluntary performance. Copyright © 2011 Elsevier Inc. All rights reserved.

  9. Headlines: Planet Earth: Improving Climate Literacy with Short Format News Videos

    Science.gov (United States)

    Tenenbaum, L. F.; Kulikov, A.; Jackson, R.

    2012-12-01

    One of the challenges of communicating climate science is the sense that climate change is remote and unconnected to daily life--something that's happening to someone else or in the future. To help face this challenge, NASA's Global Climate Change website http://climate.nasa.gov has launched a new video series, "Headlines: Planet Earth," which focuses on current climate news events. This rapid-response video series uses 3D video visualization technology combined with real-time satellite data and images, to throw a spotlight on real-world events.. The "Headlines: Planet Earth" news video products will be deployed frequently, ensuring timeliness. NASA's Global Climate Change Website makes extensive use of interactive media, immersive visualizations, ground-based and remote images, narrated and time-lapse videos, time-series animations, and real-time scientific data, plus maps and user-friendly graphics that make the scientific content both accessible and engaging to the public. The site has also won two consecutive Webby Awards for Best Science Website. Connecting climate science to current real-world events will contribute to improving climate literacy by making climate science relevant to everyday life.

  10. Cover Your Cough! A Short and Simple Activity to Demonstrate the Antimicrobial Effect of Desiccation

    Directory of Open Access Journals (Sweden)

    Jennifer Cook Easterwood

    2013-08-01

    Full Text Available Many undergraduate microbiology laboratory manuals include exercises demonstrating the antimicrobial effects of physical agents, such as UV light and heat, and chemical agents, such as disinfectants and antibiotics (3, 4. There is, however, a lack of exercises examining the effects of desiccation on bacterial growth and survival. This particular form of antimicrobial control is especially relevant today with an increased emphasis on coughing and sneezing into one’s sleeve or a tissue, where microbes will not contaminate hands and will eventually desiccate and die (2. Desiccation can have bacteriostatic or bactericidal effects depending on the species, the material on which the organism has desiccated, and the length of time. The absence of water can damage many cellular components, including enzymes, nucleic acids, and cell membranes (1. However, many prokaryotes have some degree of resistance to desiccation, with Escherichia coli surviving around 24 hours and Bacillus species surviving upwards of 300 years, though these numbers can vary due to a number of confounding factors (5. Some of these factors include the method by which desiccation occurred, whether desiccation occurred in a natural or laboratory situation, and the species itself (5. To address the effects of desiccation on bacterial growth and survival, a short, simple exercise was developed. By inoculating various materials with bacterial cultures and allowing them to air-dry for 24 hours, students can visualize the effects of desiccation by analyzing the growth, or lack thereof, when organisms are transferred to nutrient agar plates. This exercise has been used in a health professions microbiology course as well as a microbiology course for biology and biochemistry majors. It is short enough to be conducted during a standard lecture period or during a longer laboratory period in conjunction with other experiments demonstrating the effectiveness of physical agents on microbial

  11. Demonstration of micro-projection enabled short-range communication system for 5G.

    Science.gov (United States)

    Chou, Hsi-Hsir; Tsai, Cheng-Yu

    2016-06-13

    A liquid crystal on silicon (LCoS) based polarization modulated image (PMI) system architecture using red-, green- and blue-based light-emitting diodes (LEDs), which offers simultaneous micro-projection and high-speed data transmission at nearly a gigabit, serving as an alternative short-range communication (SRC) approach for personal communication device (PCD) application in 5G, is proposed and experimentally demonstrated. In order to make the proposed system architecture transparent to the future possible wireless data modulation format, baseband modulation schemes such as multilevel pulse amplitude modulation (M-PAM), M-ary phase shift keying modulation (M-PSK) and M-ary quadrature amplitude modulation (M-QAM) which can be further employed by more advanced multicarrier modulation schemes (such as DMT, OFDM and CAP) were used to investigate the highest possible data transmission rate of the proposed system architecture. The results demonstrated that an aggregative data transmission rate of 892 Mb/s and 900 Mb/s at a BER of 10^(-3) can be achieved by using 16-QAM baseband modulation scheme when data transmission were performed with and without micro-projection simultaneously.

  12. Video pedagogy

    OpenAIRE

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

    2016-01-01

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

  13. Using electrophysiology to demonstrate that cueing affects long-term memory storage over the short term.

    Science.gov (United States)

    Maxcey, Ashleigh M; Fukuda, Keisuke; Song, Won S; Woodman, Geoffrey F

    2015-10-01

    As researchers who study working memory, we often assume that participants keep a representation of an object in working memory when we present a cue that indicates that the object will be tested in a couple of seconds. This intuitively accounts for how well people can remember a cued object, relative to their memory for that same object presented without a cue. However, it is possible that this superior memory does not purely reflect storage of the cued object in working memory. We tested the hypothesis that cues presented during a stream of objects, followed by a short retention interval and immediate memory test, can change how information is handled by long-term memory. We tested this hypothesis by using a family of frontal event-related potentials believed to reflect long-term memory storage. We found that these frontal indices of long-term memory were sensitive to the task relevance of objects signaled by auditory cues, even when the objects repeated frequently, such that proactive interference was high. Our findings indicate the problematic nature of assuming process purity in the study of working memory, and demonstrate that frequent stimulus repetitions fail to isolate the role of working memory mechanisms.

  14. The Impact of Short-Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial

    Science.gov (United States)

    Hsieh, Ru-Lan; Lee, Wen-Chung; Lin, Jui-Hsiang

    2016-01-01

    This prospective, randomized controlled study investigated the effects of short-term interactive video game playing among children with developmental delays participating in traditional rehabilitation treatment at a rehabilitation clinic. One hundred and one boys and 46 girls with a mean age of 5.8 years (range: 3 to 12 years) were enrolled in this study. All patients were confirmed to suffer from developmental delays, and were participating in traditional rehabilitation treatment. Children participated in two periods of 4 weeks each, group A being offered intervention of eight 30-minute sessions of interactive video games in the first period, and group B in the second, in addition to the traditional rehabilitation treatment. The physical, psychosocial, and total health of the children was periodically assessed using the parent-reported Pediatric Quality of Life Inventory-Generic Core Scales (PedsQL); and the children’s upper extremity and physical function, transfer and basic mobility, sports and physical functioning, and global functioning were assessed using the Pediatric Outcomes Data Collection Instrument. Parental impact was evaluated using the PedsQL-Family Impact Module for family function, PedsQL-Health Satisfaction questionnaire for parents’ satisfaction with their children’s care and World Health Organization-Quality of Life-Brief Version for quality of life. Compared with the baseline, significant improvements of physical function were observed in both groups (5.6 ± 19.5, p = 0.013; 4.7 ± 13.8, p = 0.009) during the intervention periods. No significant improvement of psychosocial health, functional performance, or family impact was observed in children with developmental delays. Short-term interactive video game play in conjunction with traditional rehabilitation treatment improved the physical health of children with developmental delays. Trial Registration: ClinicalTrials.gov NCT02184715 PMID:26983099

  15. The Impact of Short-Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial.

    Directory of Open Access Journals (Sweden)

    Ru-Lan Hsieh

    Full Text Available This prospective, randomized controlled study investigated the effects of short-term interactive video game playing among children with developmental delays participating in traditional rehabilitation treatment at a rehabilitation clinic. One hundred and one boys and 46 girls with a mean age of 5.8 years (range: 3 to 12 years were enrolled in this study. All patients were confirmed to suffer from developmental delays, and were participating in traditional rehabilitation treatment. Children participated in two periods of 4 weeks each, group A being offered intervention of eight 30-minute sessions of interactive video games in the first period, and group B in the second, in addition to the traditional rehabilitation treatment. The physical, psychosocial, and total health of the children was periodically assessed using the parent-reported Pediatric Quality of Life Inventory-Generic Core Scales (PedsQL; and the children's upper extremity and physical function, transfer and basic mobility, sports and physical functioning, and global functioning were assessed using the Pediatric Outcomes Data Collection Instrument. Parental impact was evaluated using the PedsQL-Family Impact Module for family function, PedsQL-Health Satisfaction questionnaire for parents' satisfaction with their children's care and World Health Organization-Quality of Life-Brief Version for quality of life. Compared with the baseline, significant improvements of physical function were observed in both groups (5.6 ± 19.5, p = 0.013; 4.7 ± 13.8, p = 0.009 during the intervention periods. No significant improvement of psychosocial health, functional performance, or family impact was observed in children with developmental delays. Short-term interactive video game play in conjunction with traditional rehabilitation treatment improved the physical health of children with developmental delays.ClinicalTrials.gov NCT02184715.

  16. The Impact of Short-Term Video Games on Performance among Children with Developmental Delays: A Randomized Controlled Trial.

    Science.gov (United States)

    Hsieh, Ru-Lan; Lee, Wen-Chung; Lin, Jui-Hsiang

    2016-01-01

    This prospective, randomized controlled study investigated the effects of short-term interactive video game playing among children with developmental delays participating in traditional rehabilitation treatment at a rehabilitation clinic. One hundred and one boys and 46 girls with a mean age of 5.8 years (range: 3 to 12 years) were enrolled in this study. All patients were confirmed to suffer from developmental delays, and were participating in traditional rehabilitation treatment. Children participated in two periods of 4 weeks each, group A being offered intervention of eight 30-minute sessions of interactive video games in the first period, and group B in the second, in addition to the traditional rehabilitation treatment. The physical, psychosocial, and total health of the children was periodically assessed using the parent-reported Pediatric Quality of Life Inventory-Generic Core Scales (PedsQL); and the children's upper extremity and physical function, transfer and basic mobility, sports and physical functioning, and global functioning were assessed using the Pediatric Outcomes Data Collection Instrument. Parental impact was evaluated using the PedsQL-Family Impact Module for family function, PedsQL-Health Satisfaction questionnaire for parents' satisfaction with their children's care and World Health Organization-Quality of Life-Brief Version for quality of life. Compared with the baseline, significant improvements of physical function were observed in both groups (5.6 ± 19.5, p = 0.013; 4.7 ± 13.8, p = 0.009) during the intervention periods. No significant improvement of psychosocial health, functional performance, or family impact was observed in children with developmental delays. Short-term interactive video game play in conjunction with traditional rehabilitation treatment improved the physical health of children with developmental delays. ClinicalTrials.gov NCT02184715.

  17. STEREOVIDEO YouTube channel: Short educational videos for the on-line learning of the stereographic projection technique in Structural Geology

    Science.gov (United States)

    Insua-Arevalo, Juan M.; Alvarez-Gomez, Jose A.; Castiñeiras, Pedro; Tejero-Lopez, Rosa; Martinez-Diaz, Jose J.; Rodriguez-Peces, Martin J.

    2017-04-01

    STEREOVIDEO channel (https://www.youtube.com/user/geostereovideo) is a YouTube channel of short educational videos (YouTube (subscriptions, views, countries, comments from the users, type of device for viewing), and (2) our own survey among users (students and teachers) to get their opinion about the videos. By January, 2017 (date of sending of this abstract), the channel has a total of 650 subscriptions, with more than 85,000 views all around the world, mainly in Spanish speaking countries (as the videos are in Spanish). The main devices for viewing the videos are PCs, but is noteworthy the use of smart phones and tablets. The video users, both students and teachers, value this type of content positively.

  18. Space Technology Demonstrations Using Low Cost, Short-Schedule Airborne and Range Facilities at the Dryden Flight Research Center

    Science.gov (United States)

    Carter, John; Kelly, John; Jones, Dan; Lee, James

    2013-01-01

    There is a national effort to expedite advanced space technologies on new space systems for both government and commercial applications. In order to lower risk, these technologies should be demonstrated in a relevant environment before being installed in new space systems. This presentation introduces several low cost, short schedule space technology demonstrations using airborne and range facilities available at the Dryden Flight Research Center.

  19. Short-range/Long-range Integrated Target (SLIT) for Video Guidance Sensor Rendezvous and Docking

    Science.gov (United States)

    Roe, Fred D. (Inventor); Bryan, Thomas C. (Inventor)

    2009-01-01

    A laser target reflector assembly for mounting upon spacecraft having a long-range reflector array formed from a plurality of unfiltered light reflectors embedded in an array pattern upon a hemispherical reflector disposed upon a mounting plate. The reflector assembly also includes a short-range reflector array positioned upon the mounting body proximate to the long-range reflector array. The short-range reflector array includes three filtered light reflectors positioned upon extensions from the mounting body. The three filtered light reflectors retro-reflect substantially all incident light rays that are transmissive by their monochromatic filters and received by the three filtered light reflectors. In one embodiment the short-range reflector array is embedded within the hemispherical reflector,

  20. Short Project-Based Learning with MATLAB Applications to Support the Learning of Video-Image Processing

    Science.gov (United States)

    Gil, Pablo

    2017-10-01

    University courses concerning Computer Vision and Image Processing are generally taught using a traditional methodology that is focused on the teacher rather than on the students. This approach is consequently not effective when teachers seek to attain cognitive objectives involving their students' critical thinking. This manuscript covers the development, implementation and assessment of a short project-based engineering course with MATLAB applications Multimedia Engineering being taken by Bachelor's degree students. The principal goal of all course lectures and hands-on laboratory activities was for the students to not only acquire image-specific technical skills but also a general knowledge of data analysis so as to locate phenomena in pixel regions of images and video frames. This would hopefully enable the students to develop skills regarding the implementation of the filters, operators, methods and techniques used for image processing and computer vision software libraries. Our teaching-learning process thus permits the accomplishment of knowledge assimilation, student motivation and skill development through the use of a continuous evaluation strategy to solve practical and real problems by means of short projects designed using MATLAB applications. Project-based learning is not new. This approach has been used in STEM learning in recent decades. But there are many types of projects. The aim of the current study is to analyse the efficacy of short projects as a learning tool when compared to long projects during which the students work with more independence. This work additionally presents the impact of different types of activities, and not only short projects, on students' overall results in this subject. Moreover, a statistical study has allowed the author to suggest a link between the students' success ratio and the type of content covered and activities completed on the course. The results described in this paper show that those students who took part

  1. Demonstration of short-range wind lidar in a high-performance wind tunnel

    DEFF Research Database (Denmark)

    Pedersen, Anders Tegtmeier; Montes, Belen Fernández; Pedersen, Jens Engholm

    2012-01-01

    -speed regimes very good correlation with reference measurements was found. Furthermore different staring directions were tested and taking a simple geometrical correction into account very good correlation was again found. These measurements all demonstrate the high accuracy of the lidar and indicate a possible...

  2. The optical design of ultra-short throw system for panel emitted theater video system

    Science.gov (United States)

    Huang, Jiun-Woei

    2015-07-01

    In the past decade, the display format from (HD High Definition) through Full HD(1920X1080) to UHD(4kX2k), mainly guides display industry to two directions: one is liquid crystal display(LCD) from 10 inch to 100 inch and more, and the other is projector. Although LCD has been popularly used in market; however, the investment for production such kind displays cost more money expenditure, and less consideration of environmental pollution and protection[1]. The Projection system may be considered, due to more viewing access, flexible in location, energy saving and environmental protection issues. The topic is to design and fabricate a short throw factor liquid crystal on silicon (LCoS) projection system for cinema. It provides a projection lens system, including a tele-centric lens fitted for emitted LCoS to collimate light to enlarge the field angle. Then, the optical path is guided by a symmetric lens. Light of LCoS may pass through the lens, hit on and reflect through an aspherical mirror, to form a less distortion image on blank wall or screen for home cinema. The throw ratio is less than 0.33.

  3. HEP visualization and video technology

    International Nuclear Information System (INIS)

    Lebrun, P.; Swoboda, D.

    1994-01-01

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

  4. Poor man's NOTES: can it be a good approach for adhesiolysis? A first case report with video demonstration.

    Science.gov (United States)

    Baekelandt, Jan

    2015-01-01

    To show that in selected cases transvaginal NOTES can be a frugally innovative approach for adhesiolysis and that it can be performed in a low-cost setting. Step-by-step explanation of the technique using videos and pictures (educative video). A 51-year old (para 2, gravida 2) presented with meso- and hypogastric pain. Two years before, an umbilical hernia had been repaired using a Proceed Ventral Patch mesh. The diagnosis of pain caused by adhesions was made, and laparoscopic adhesiolysis was planned. On ultrasound, a small left ovarian fibroma was visualized. Because of the suspected umbilical location of the adhesions, we decided to use a transvaginal NOTES approach to perform adhesiolysis and left adnexectomy. Pathological examination confirmed a small benign papillary serous adenofibroma of the ovary. A transvaginal NOTES approach to perform adhesiolysis combined with left adnexectomy using only standard reusable laparoscopic instruments and a low-cost self-constructed NOTES port. The procedure and postoperative recovery were uneventful. No minor or major complications occurred. The patient has been cured of her pain. Transvaginal NOTES is a novel approach that requires further validation. This case report shows that transvaginal NOTES can be used to perform adhesiolysis for abdominal pain and that it can be performed in a low-cost setting without the need for expensive ports or disposable instruments. Copyright © 2015 AAGL. Published by Elsevier Inc. All rights reserved.

  5. Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration.

    Science.gov (United States)

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

    The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.

  6. Short Stories About The Ocean, an Art Integrated Project Into the Elementary Curriculum, Using Shadow Theatre and Video.

    Science.gov (United States)

    Guieu, M.; Scheurle, C.

    2016-02-01

    creative to do it in an engaging way for the viewers. During the presentations, an iPad is placed in front of the shadow theatre and the students videotape the stories. They edit the footage in iMovie and share with their school or a larger audience. With MOM, I hope that many students around the world will do this project and will share videos of their short stories about the Ocean.

  7. A randomized comparison of video demonstration versus hands-on training of medical students for vacuum delivery using Objective Structured Assessment of Technical Skills (OSATS).

    Science.gov (United States)

    Hilal, Ziad; Kumpernatz, Anne K; Rezniczek, Günther A; Cetin, Cem; Tempfer-Bentz, Eva-Katrin; Tempfer, Clemens B

    2017-03-01

    To compare medical students' skills for vaginal operative delivery by vacuum extraction (VE) after hands-on training versus video demonstration. We randomized medical students to an expert demonstration (group 1) or a hands-on (group 2) training using a standardized VE algorithm on a pelvic training model. Students were tested with a 40-item Objective Structured Assessment of Technical Skills (OSATS) scoring system after training and 4 days later. OSATS scores were the primary outcome. Performance time, self-assessment, confidence, and global rating scale were secondary outcomes. We assessed the constructive validity of OSATS in this VE model comparing metric scores of experts and students. In all, 137 students were randomized. OSATS scores were higher in group 2 (n = 63) compared with group 1 (n = 74) (32.89 ± 6.39 vs 27.51 ± 10.27, respectively; P training is superior to video demonstration for teaching VE on a pelvic model.

  8. 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.

  9. A low false negative filter for detecting rare bird species from short video segments using a probable observation data set-based EKF method.

    Science.gov (United States)

    Song, Dezhen; Xu, Yiliang

    2010-09-01

    We report a new filter to assist the search for rare bird species. Since a rare bird only appears in front of a camera with very low occurrence (e.g., less than ten times per year) for very short duration (e.g., less than a fraction of a second), our algorithm must have a very low false negative rate. We verify the bird body axis information with the known bird flying dynamics from the short video segment. Since a regular extended Kalman filter (EKF) cannot converge due to high measurement error and limited data, we develop a novel probable observation data set (PODS)-based EKF method. The new PODS-EKF searches the measurement error range for all probable observation data that ensures the convergence of the corresponding EKF in short time frame. The algorithm has been extensively tested using both simulated inputs and real video data of four representative bird species. In the physical experiments, our algorithm has been tested on rock pigeons and red-tailed hawks with 119 motion sequences. The area under the ROC curve is 95.0%. During the one-year search of ivory-billed woodpeckers, the system reduces the raw video data of 29.41 TB to only 146.7 MB (reduction rate 99.9995%).

  10. 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...

  11. Short (

    NARCIS (Netherlands)

    Telleman, Gerdien; den Hartog, Laurens

    2013-01-01

    Aim: This systematic review assessed the implant survival rate of short (<10 mm) dental implants installed in partially edentulous patients. A case report of a short implant in the posterior region have been added. Materials and methods: A search was conducted in the electronic databases of MEDLINE

  12. 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.

  13. Effects of a skill demonstration video delivered by smartphone on facilitating nursing students' skill competencies and self-confidence: A randomized controlled trial study.

    Science.gov (United States)

    Chuang, Yeu-Hui; Lai, Fu-Chih; Chang, Chia-Chi; Wan, Hsu-Tien

    2018-07-01

    The correct and appropriate performance of nursing skills by students can ensure patient safety and care quality. However, developing appropriate teaching and learning strategies to enhance nursing students' nursing skills and knowledge are challenging tasks for nursing faculty members. Nowadays, smartphones are popular mobile devices that are used on campuses by students and could be considered a potential tool to deliver learning materials to nursing students. This study aimed to examine the effects of a skill demonstration video delivered by smartphone on facilitating nursing students' nursing skill competency and confidence. A randomized controlled trial study design was used. A convenience sample of nursing students at a university was recruited. After receiving a regular nursing skills lab demonstration, pre-test data were collected from nursing students in an intervention group (n = 44) and a comparison group (n = 43). Then, students in the intervention group downloaded the skill demonstration video onto their smartphones, while the comparison group did not. Post-test data were collected at 2 weeks after the intervention. There were significant differences in students' urinary catheterization knowledge (F = 4.219, p = 0.04) and skills (F = 6.739, p = 0.013), but there was no difference in students' confidence level (F = 2.201, p = 0.142) between the two groups after the intervention. Furthermore, the average score of the satisfaction level regarding the intervention was 4.46 (SD = 0.43) on a scale of 1-5. This study found that delivering learning materials through smartphones to nursing students is suitable. Although there was no significant difference in students' self-confidence level, students' knowledge and skills were improved by the intervention. Smartphones can serve as a supplemental tool for learning nursing skills. Copyright © 2018 Elsevier Ltd. All rights reserved.

  14. Uncoordinated Multi-user Video Streaming in VANETs using Skype

    DEFF Research Database (Denmark)

    Belyaev, Evgeny; Moreschini, Sergio; Vinel, Alexey

    2017-01-01

    Real-time video delivery in Vehicle-to-Infrastructure (V2I) scenario enables a variety of multimedia vehicular services. We conduct experiments with Dedicated Short Range Communications (DSRC) transceivers located in the mutual proximity and exchanging Skype video calls traffic. We demonstrate...

  15. Don't Just Sit There - Do Something!: Engaging and Empowering U.S. Adults Through Short, Funny, Internet Videos About Climate Change

    Science.gov (United States)

    Portlock, J.; Laird, H.

    2015-12-01

    Communitopia, a 501(c)3 organization, uses humor, new media, and the short video format to engage and empower audiences and improve climate literacy. Our main project, the Don't Just Sit There - Do Something! video series (http://djst.tv), takes the complex subject of climate science, breaks it down into digestible nuggets of short, funny video, and couples it with easy actions viewers can take to make a difference. The series has 25 episodes so far, and more than 80,000 views on YouTube. We are reaching our target audience of high-school-age and adult viewers in the United States (94% of viewers are known to fit this demographic). Don't Just Sit There - Do Something! uses a strategic model for breaking through the fear and dread around climate change in the general population. It uses humor, positivity and brevity to frame the issue, and gives the audience simple actions designed to empower in each self-contained episode. We approach each piece of the climate puzzle with scientific rigor, and cite all our sources. Our approach is light-hearted and fun, because it is a more productive way to have a conversation about tough issues than scolding and guilt. The series is ongoing, and we are always focused on climate change. To determine the efficacy of our approach and efforts, we measure video views and other metrics through our YouTube channel, compile feedback and comments through YouTube and other social media outlets, and track actions taken through web metrics (click-through rates). We are also currently working with the Behavioral and Community Health Sciences Department at the University of Pittsburgh Graduate School of Public Health to evaluate the videos' impact. From August-October 2015, we are using an online survey to evaluate the Don't Just Sit There - Do Something! series. We will assess viewers' climate change education and awareness, commitment to support action steps that alleviate climate change, and inclination to support policy action before and

  16. Digital video for the desktop

    CERN Document Server

    Pender, Ken

    1999-01-01

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

  17. A randomized controlled pilot trial comparing the impact of access to clinical endocrinology video demonstrations with access to usual revision resources on medical student performance of clinical endocrinology skills.

    Science.gov (United States)

    Hibbert, Emily J; Lambert, Tim; Carter, John N; Learoyd, Diana L; Twigg, Stephen; Clarke, Stephen

    2013-10-03

    Demonstrating competence in clinical skills is key to course completion for medical students. Methods of providing clinical instruction that foster immediate learning and potentially serve as longer-term repositories for on-demand revision, such as online videos demonstrating competent performance of clinical skills, are increasingly being used. However, their impact on learning has been little studied. The aim of this study was to determine the value of adjunctive on-demand video-based training for clinical skills acquisition by medical students in endocrinology. Following an endocrinology clinical tutorial program, 2nd year medical students in the pre-assessment revision period were recruited and randomized to either a set of bespoke on-line clinical skills training videos (TV), or to revision as usual (RAU). The skills demonstrated on video were history taking in diabetes mellitus (DMH), examination for diabetes lower limb complications (LLE), and examination for signs of thyroid disease (TE). Students were assessed on these clinical skills in an observed structured clinical examination two weeks after randomization. Assessors were blinded to student randomization status. For both diabetes related clinical skills assessment tasks, students in the TV group performed significantly better than those in the RAU group. There were no between group differences in thyroid examination performance. For the LLE, 91.7% (n = 11/12) of students randomized to the video were rated globally as competent at the skill compared with 40% (n = 4/10) of students not randomized to the video (p = 0.024). For the DMH, 83.3% (n = 10/12) of students randomized to the video were rated globally as competent at the skill compared with 20% (n = 2/10) of students not randomized to the video (p = 0.007). Exposure to high quality videos demonstrating clinical skills can significantly improve medical student skill performance in an observed structured clinical examination of these skills, when

  18. Video-assisted thoracoscopic bullectomy and talc poudrage for spontaneous pneumothoraces: effect on short-term lung function.

    Science.gov (United States)

    Dubois, Luc; Malthaner, Richard A

    2010-12-01

    We measured lung function before and after video-assisted thoracoscopic apical bullectomy and talc poudrage in patients with spontaneous pneumothoraces. Seventy-two patients were prospectively followed up for 12 months. The indications for surgery were recurrent pneumothoraces (n = 58), bilateral pneumothoraces (n = 8), and persistent air leak (n = 6). There were 46 males and 26 females with mean age of 29 years (range 15-61 years). The results were analyzed using paired t tests. There were no recurrences. There were 4 complications (5.6%): 1 wound infection, 1 case of pneumonia, and 2 persistent air leaks each lasting 1 week. There were no conversions to open surgery. Preoperative and 6-month pulmonary function test results were available on 41 patients, and 35 patients completed 12-month pulmonary function tests. Twelve-month values (mean percent ± SD) were as follows: Forced expiratory volume in 1 second fell from 95 ± 19 to 89 ± 16 (P = .02); forced expiratory volume in 1 second/forced vital capacity ratio was unchanged, 95 ± 12 versus 94 ± 13 (P = .9); total lung capacity fell from 106 ± 19 to 98 ± 12 (P = 0.002); vital capacity fell from 100 ± 22 to 96 ± 16 (P = .05); residual volume fell from 126 ± 32 to 107 ± 29 (P = .002); and diffusion capacity for carbon monoxide corrected for alveolar volume was unchanged, 88 ± 15 versus 91 ± 17 (P = .07). Flow rates and diffusion capacities were preserved, but lung volumes were slightly reduced at 1 year. Video-assisted thoracoscopic apical bullectomy and talc poudrage is an effective treatment for spontaneous pneumothoraces with a low complication rate and recurrence rate and only minor changes in pulmonary function at 1 year. Copyright © 2010 The American Association for Thoracic Surgery. Published by Mosby, Inc. All rights reserved.

  19. Viewing speech in action: speech articulation videos in the public domain that demonstrate the sounds of the International Phonetic Alphabet (IPA)

    OpenAIRE

    Nakai, S.; Beavan, D.; Lawson, E.; Leplâtre, G.; Scobbie, J. M.; Stuart-Smith, J.

    2016-01-01

    In this article, we introduce recently released, publicly available resources, which allow users to watch videos of hidden articulators (e.g. the tongue) during the production of various types of sounds found in the world’s languages. The articulation videos on these resources are linked to a clickable International Phonetic Alphabet chart ([International Phonetic Association. 1999. Handbook of the International Phonetic Association: A Guide to the Use of the International Phonetic Alphabet. ...

  20. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

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

    Science.gov (United States)

    Collins, Emily; Freeman, Jonathan

    2014-03-01

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

  2. Seeing the World through Mortal Kombat-Colored Glasses: Violent Video Games and the Development of a Short-Term Hostile Attribution Bias.

    Science.gov (United States)

    Kirsh, Steven J.

    1998-01-01

    Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…

  3. Autoradiographic demonstration of unscheduled DNA synthesis in oral tissues treated with chemical carcinogens in short-term organ culture

    International Nuclear Information System (INIS)

    Ide, F.; Umemura, S.; Ishikawa, T.; Takayama, S.

    1981-01-01

    A system in which oral tissues of inbred F344 adult rats and Syrian golden hamster embryos were used in combination with autoradiography was developed for measurement of unscheduled DNA synthesis (UDS). For this, oral mucosa, submandibular gland, tooth germ and mandible in short-term organ cultures were treated with 4-nitroquinoline l-oxide or N-methyl-N-nitrosourea plus (methyl- 3 H)thymidine. Significant numbers of silver grains, indicating UDS, were detected over the nuclei of cells of all these tissues except rat salivary gland after treatment with carcinogens. This autoradiographic method is suitable for detection of UDS in oral tissues in conditions mimicking those in vivo. Results obtained in this study indicated a potential use of this system for studies on the mechanism of carcinogenesis at a cellular level comparable to in vivo carcinogenesis studies on oral tissues. (author)

  4. Demonstration of a time-integrated short line of sight neutron imaging system for inertial confinement fusion

    Energy Technology Data Exchange (ETDEWEB)

    Simpson, R., E-mail: raspberry@lanl.gov; Danly, C.; Fatherley, V. E.; Merrill, F. E.; Volegov, P.; Wilde, C. [Los Alamos National Laboratory, Los Alamos, New Mexico 87545 (United States); Christensen, K.; Fittinghoff, D.; Grim, G. P.; Izumi, N.; Jedlovec, D.; Skulina, K. [Lawrence Livermore National Laboratory, Livermore, California 94550 (United States)

    2015-12-15

    The Neutron Imaging System (NIS) is an important diagnostic for understanding implosions of deuterium-tritium capsules at the National Ignition Facility. While the detectors for the existing system must be positioned 28 m from the source to produce sufficient imaging magnification and resolution, recent testing of a new short line of sight neutron imaging system has shown sufficient resolution to allow reconstruction of the source image with quality similar to that of the existing NIS on a 11.6 m line of sight. The new system used the existing pinhole aperture array and a stack of detectors composed of 2 mm thick high-density polyethylene converter material followed by an image plate. In these detectors, neutrons enter the converter material and interact with protons, which recoil and deposit energy within the thin active layer of the image plate through ionization losses. The described system produces time-integrated images for all neutron energies passing through the pinhole. We present details of the measurement scheme for this novel technique to produce energy-integrated neutron images as well as source reconstruction results from recent experiments at NIF.

  5. A video demonstration of preserved piloting by scent tracking but impaired dead reckoning after fimbria-fornix lesions in the rat.

    Science.gov (United States)

    Whishaw, Ian Q; Gorny, Boguslaw P

    2009-04-24

    ; Martin et al., 1997; Maaswinkel and Whishaw, 1999). The objective of the present video demonstrations was to solve the problem of cue specification in order to examine the relative contribution of the hippocampus in the use of these strategies. The rats were trained in a new task in which they followed linear or polygon scented trails to obtain a large food pellet hidden on an open field. Because rats have a proclivity to carry the food back to the refuge, accuracy and the cues used to return to the home base were dependent variables (Whishaw and Tomie, 1997). To force an animal to use a a dead reckoning strategy to reach its refuge with the food, the rats were tested when blindfolded or under infrared light, a spectral wavelength in which they cannot see, and in some experiments the scent trail was additionally removed once an animal reached the food. To examine the relative contribution of the hippocampus, fimbria-fornix (FF) lesions, which disrupt information flow in the hippocampal formation (Bland, 1986), impair memory (Gaffan and Gaffan, 1991), and produce spatial deficits (Whishaw and Jarrard, 1995), were used.

  6. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

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

  7. Comparison of short-term energy intake and appetite responses to active and seated video gaming, in 8-11-year-old boys.

    Science.gov (United States)

    Allsop, Susan; Green, Benjamin P; Dodd-Reynolds, Caroline J; Barry, Gillian; Rumbold, Penny L S

    2016-03-28

    The acute effects of active and seated video gaming on energy intake (EI), blood glucose, plasma glucagon-like peptide-1 (GLP-17-36) and subjective appetite (hunger, prospective food consumption and fullness) were examined in 8-11-year-old boys. In a randomised, crossover manner, twenty-two boys completed one 90-min active and one 90-min seated video gaming trial during which food and drinks were provided ad libitum. EI, plasma GLP-17-36, blood glucose and subjective appetite were measured during and following both trials. Time-averaged AUC blood glucose was increased (P=0·037); however, EI was lower during active video gaming (1·63 (sem 0·26) MJ) compared with seated video gaming (2·65 (sem 0·32) MJ) (P=0·000). In a post-gaming test meal 1 h later, there were no significant differences in EI between the active and seated gaming trials. Although estimated energy expenditure was significantly higher during active video gaming, there was still no compensation for the lower EI. At cessation of the trials, relative EI (REI) was significantly lower following active video gaming (2·06 (sem 0·30) MJ) v. seated video gaming (3·34 (sem 0·35) MJ) (P=0·000). No significant differences were detected in time-averaged AUC GLP-17-36 or subjective appetite. At cessation of the active video gaming trial, EI and REI were significantly less than for seated video gaming. In spite of this, the REI established for active video gaming was a considerable amount when considering the total daily estimated average requirement for 8-11-year-old boys in the UK (7·70 MJ).

  8. Photogrammetric Applications of Immersive Video Cameras

    Science.gov (United States)

    Kwiatek, K.; Tokarczyk, R.

    2014-05-01

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

  9. Experimental demonstration of 608Gbit/s short reach transmission employing half-cycle 16QAM Nyquist-SCM signal and direct detection with 25Gbps EML.

    Science.gov (United States)

    Zhong, Kangping; Zhou, Xian; Wang, Yiguang; Wang, Liang; Yuan, Jinhui; Yu, Changyuan; Lau, Alan Pak Tao; Lu, Chao

    2016-10-31

    In this paper, we experimentally demonstrated an IM/DD short reach transmission system with a total capacity of 608Gbit/s (net capacity of 565.4Gbit/s exclude 7% FEC overhead) employing half-cycle 16QAM Nyquist-SCM signal and 25Gbps EML at O band. Direct detection-faster than Nyquist (DD-FTN) technique was employed to compensate channel impairments. Number of taps of DD-LMS and tap coefficient of post filter in DD-FTN were experimentally studied for different baud rates. Single-lane 152Gbit/s transmission over 10km of SSMF was experimentally demonstrated. Employing a 4-lanes LAN-WDM architecture, a total capacity of 608Gbit/s transmission over 2km was successfully achieved with a receiver sensitivity lower than -4dBm. To the best of authors' knowledge, this is the highest reported baud rate of half-cycle 16QAM Nyquist-SCM signal and the highest bit rate employing IM/DD and 25Gbps EML in a four lanes LAN-WDM architecture for short reach systems in the O band.

  10. Dashboard Videos

    Science.gov (United States)

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

    2012-01-01

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

  11. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  12. Change in illness perception is associated with short-term seizure burden outcome following video-EEG confirmation of psychogenic nonepileptic seizures.

    Science.gov (United States)

    Chen, David K; Majmudar, Shirine; Ram, Aarthi; Rutherford, Holly C; Fadipe, Melissa; Dunn, Callie B; Collins, Robert L

    2018-04-27

    We aimed to evaluate whether potential changes in the patient's illness perception can significantly influence short-term seizure burden following video-electroencephalography (EEG) confirmation/explanation of psychogenic nonepileptic seizures (PNES). Patients with PNES were dichotomized to two groups based on a five-point Symptom Attribution Scale: (a) those who prior to diagnosis perceived their seizures to be solely ("5") or mainly ("4") physical in origin (physical group) and (b) the remainder of patients with PNES (psychological group). The physical group (n=32), psychological group (n=40), and group with epilepsy (n=26) also completed the Brief Illness Perception Questionnaire (BIPQ) prior to diagnosis, and were followed up at 3months as well as at 6months postdiagnosis. At 3months postdiagnosis, the physical group experienced significantly greater improvement in seizure intensity (p=0.002) and seizure frequency (p=0.016) when compared with the psychological group. The physical group was significantly more likely to have modified their symptom attribution toward a greater psychological role to their seizures (p=0.002), and their endorsement on the BIPQ item addressing "consequences" (How much do your seizures affect your life?) was significantly less severe (p'=0.014) when compared with that of the psychological group and the group with epilepsy. At 6months postdiagnosis, the physical group continued to experience significantly greater improvement in seizure intensity (p=0.007) while their seizure frequency no longer reached significant difference (p=0.078) when compared with the psychological group. The physical group continued to be significantly more likely to have modified their symptom attribution toward a greater psychological role to their seizures (p=0.005), and their endorsement on the BIPQ item addressing "consequences" remained significantly less severe (p'=0.037) when compared with the psychological group and the group with epilepsy. Among

  13. 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.

  14. Comparison of short-term energy intake and appetite responses to active and seated video gaming, in 8-11-year-old boys.

    OpenAIRE

    Allsop, Susan; Green, Benjamin; Dodd-Reynolds, Caroline; Barry, Gillian; Rumbold, Penny

    2016-01-01

    The acute effects of active and seated video gaming on energy intake (EI), blood glucose, plasma glucagon-like peptide-1 (GLP-17-36) and subjective appetite (hunger, prospective food consumption and fullness) were examined in 8-11-year-old boys. In a randomised, crossover manner, twenty-two boys completed one 90-min active and one 90-min seated video gaming trial during which food and drinks were provided ad libitum. EI, plasma GLP-17-36, blood glucose and subjective appetite were measured du...

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

    Science.gov (United States)

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

    2010-05-01

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

  16. Digital video clips for improved pedagogy and illustration of scientific research — with illustrative video clips on atomic spectrometry

    Science.gov (United States)

    Michel, Robert G.; Cavallari, Jennifer M.; Znamenskaia, Elena; Yang, Karl X.; Sun, Tao; Bent, Gary

    1999-12-01

    This article is an electronic publication in Spectrochimica Acta Electronica (SAE), a section of Spectrochimica Acta Part B (SAB). The hardcopy text is accompanied by an electronic archive, stored on the CD-ROM accompanying this issue. The archive contains video clips. The main article discusses the scientific aspects of the subject and explains the purpose of the video files. Short, 15-30 s, digital video clips are easily controllable at the computer keyboard, which gives a speaker the ability to show fine details through the use of slow motion. Also, they are easily accessed from the computer hard drive for rapid extemporaneous presentation. In addition, they are easily transferred to the Internet for dissemination. From a pedagogical point of view, the act of making a video clip by a student allows for development of powers of observation, while the availability of the technology to make digital video clips gives a teacher the flexibility to demonstrate scientific concepts that would otherwise have to be done as 'live' demonstrations, with all the likely attendant misadventures. Our experience with digital video clips has been through their use in computer-based presentations by undergraduate and graduate students in analytical chemistry classes, and by high school and middle school teachers and their students in a variety of science and non-science classes. In physics teaching laboratories, we have used the hardware to capture digital video clips of dynamic processes, such as projectiles and pendulums, for later mathematical analysis.

  17. Predictors of severe trunk postures among short-haul truck drivers during non-driving tasks: an exploratory investigation involving video-assessment and driver behavioural self-monitoring.

    Science.gov (United States)

    Olson, R; Hahn, D I; Buckert, A

    2009-06-01

    Short-haul truck (lorry) drivers are particularly vulnerable to back pain and injury due to exposure to whole body vibration, prolonged sitting and demanding material handling tasks. The current project reports the results of video-based assessments (711 stops) and driver behavioural self-monitoring (BSM) (385 stops) of injury hazards during non-driving work. Participants (n = 3) worked in a trailer fitted with a camera system during baseline and BSM phases. Descriptive analyses showed that challenging customer environments and non-standard ingress/egress were prevalent. Statistical modelling of video-assessment results showed that each instance of manual material handling increased the predicted mean for severe trunk postures by 7%, while customer use of a forklift, moving standard pallets and moving non-standard pallets decreased predicted means by 12%, 20% and 22% respectively. Video and BSM comparisons showed that drivers were accurate at self-monitoring frequent environmental conditions, but less accurate at monitoring trunk postures and rare work events. The current study identified four predictors of severe trunk postures that can be modified to reduce risk of injury among truck drivers and showed that workers can produce reliable self-assessment data with BSM methods for frequent and easily discriminated events environmental.

  18. Demonstration of the postcommissural fibres of the fornix in short-inversion time inversion-recovery imaging on a high-field system

    Energy Technology Data Exchange (ETDEWEB)

    Saeki, N.; Kansaku, K.; Higuchi, Y.; Yamaura, A. [Dept. of Neurological Surgery, Chiba University School of Medicine (Japan); Kawano, K.; Iijima, T. [Electrotechnical Lab., Tsukuba (Japan); Inoue, N. [GE Yokagawa Medical Systems, Tokyo (Japan)

    2001-07-01

    Short-inversion time inversion-recovery (STIR) imaging using a 3 tesla system was assessed to reveal the postcommissural fibres (PF) of the fornix, which have rarely been highlighted neuroradiologically in the clinical setting. We studied 27 normal subjects. Sequence parameters were TR/TE/TI 8000/52/150 ms. STIR was expected to take advantage of the high signal-to-noise ratio of a high-field system, due to the long repetition time. PF were identifiable in axial and coronal slices in all cases. They were bordered anteriorly and superiorly by the anterior commissure and posteriorly and inferiorly by the mamillary body. Behind the anterior commissure, they ran in an arch-shaped posterior and inferior course in the hypothalamic nuclei and joined the mamillary body anterolaterally. They usually extended through three 3-mm slices (with 1 mm interslice gap) in anteroposterior and vertical dimensions. Little variation was observed in their course or size. Demonstration of the PF would provide a more detailed correlation of human neuroanatomy to hypothalamic function and individualised understanding of hypothalamic pathology and influence therapy. (orig.)

  19. Demonstration of the postcommissural fibres of the fornix in short-inversion time inversion-recovery imaging on a high-field system

    International Nuclear Information System (INIS)

    Saeki, N.; Kansaku, K.; Higuchi, Y.; Yamaura, A.; Kawano, K.; Iijima, T.; Inoue, N.

    2001-01-01

    Short-inversion time inversion-recovery (STIR) imaging using a 3 tesla system was assessed to reveal the postcommissural fibres (PF) of the fornix, which have rarely been highlighted neuroradiologically in the clinical setting. We studied 27 normal subjects. Sequence parameters were TR/TE/TI 8000/52/150 ms. STIR was expected to take advantage of the high signal-to-noise ratio of a high-field system, due to the long repetition time. PF were identifiable in axial and coronal slices in all cases. They were bordered anteriorly and superiorly by the anterior commissure and posteriorly and inferiorly by the mamillary body. Behind the anterior commissure, they ran in an arch-shaped posterior and inferior course in the hypothalamic nuclei and joined the mamillary body anterolaterally. They usually extended through three 3-mm slices (with 1 mm interslice gap) in anteroposterior and vertical dimensions. Little variation was observed in their course or size. Demonstration of the PF would provide a more detailed correlation of human neuroanatomy to hypothalamic function and individualised understanding of hypothalamic pathology and influence therapy. (orig.)

  20. Authoring Data-Driven Videos with DataClips.

    Science.gov (United States)

    Amini, Fereshteh; Riche, Nathalie Henry; Lee, Bongshin; Monroy-Hernandez, Andres; Irani, Pourang

    2017-01-01

    Data videos, or short data-driven motion graphics, are an increasingly popular medium for storytelling. However, creating data videos is difficult as it involves pulling together a unique combination of skills. We introduce DataClips, an authoring tool aimed at lowering the barriers to crafting data videos. DataClips allows non-experts to assemble data-driven "clips" together to form longer sequences. We constructed the library of data clips by analyzing the composition of over 70 data videos produced by reputable sources such as The New York Times and The Guardian. We demonstrate that DataClips can reproduce over 90% of our data videos corpus. We also report on a qualitative study comparing the authoring process and outcome achieved by (1) non-experts using DataClips, and (2) experts using Adobe Illustrator and After Effects to create data-driven clips. Results indicated that non-experts are able to learn and use DataClips with a short training period. In the span of one hour, they were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience.

  1. Video as a Medium for Learning and Teaching

    CERN Document Server

    CERN. Geneva

    2017-01-01

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

  2. 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...

  3. Enhanced conflict monitoring via a short-duration, video-assisted deep breathing in healthy young adults: an event-related potential approach through the Go/NoGo paradigm

    Directory of Open Access Journals (Sweden)

    Kok Suen Cheng

    2017-10-01

    Full Text Available Objectives Practitioners of mindfulness are reported to have greater cognitive control especially in conflict monitoring, response inhibition and sustained attention. However, due to the various existing methods in each mindfulness practices and also, the high commitment factor, a barrier still exists for an individual to pick up the practices. Therefore, the effect of short duration deep breathing on the cognitive control is investigated here. Methods Short duration guided deep breathing videos consisting of 5, 7 and 9 min respectively were created and used on subjects training. The effect on cognitive control was assessed using a Go/NoGo task along with event-related potential (ERP measurements at Fz, Cz, and Pz. Results From the study, the significant outcome showed at the follow-up session in which participants engaged for 5 min deep breathing group showed a profound NoGo N2 amplitude increment as compared to the control group, indicating an enhanced conflict monitoring ability. An inverse relationship between the NoGo N2 amplitude and the breathing duration is observed as well at the follow-up session. Conclusion These results indicated the possibility of performing short duration deep breathing guided by a video to achieve an enhanced conflict monitoring as an alternative to other mindfulness practices and 5 min is found to be the optimum practice duration. Significant This study is the first to establish a relationship between deep breathing and conflict monitoring through ERP. The study population of young adults taken from the same environment reduces the variance in ERP results due to age and environment. Limitation A larger sample size would provide a greater statistical power. A longer duration of deep breathing should be investigated to further clarify the relationship between the practice duration and the NoGo N2 amplitude. The result can be split by gender and analyzed separately due to the different brain structure of males

  4. 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.

  5. Visual Analytics and Storytelling through Video

    Energy Technology Data Exchange (ETDEWEB)

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

    2005-10-31

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

  6. 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 ...

  7. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

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

  8. Short alleles revealed by PCR demonstrate no heterozygote deficiency at minisatellite loci D1S7, D7S21, and D12S11

    Energy Technology Data Exchange (ETDEWEB)

    Alonso, S.; Castro, A.; Fernandez-Fernandez, I.; Pancorbo, M.M. de [Universidad del Pais Vasco, Vizcaya (Spain)

    1997-02-01

    Short VNTR alleles that go undetected after conventional Southern blot hybridization may constitute an alternative explanation for the heterozygosity deficiency observed at some minisatellite loci. To examine this hypothesis, we have employed a screening procedure based on PCR amplification of those individuals classified as homozygotes in our databases for the loci D1S7, D7S21, and D12S11. The results obtained indicate that the frequency of these short alleles is related to the heterozygosity deficiency observed. For the most polymorphic locus, D1S7, {approximately}60% of those individuals previously classified as homozygotes were in fact heterozygotes for a short allele. After the inclusion of these new alleles, the agreement between observed and expected heterozygosity, along with other statistical tests employed, provide additional evidence for lack of population substructuring. Comparisons of allele frequency distributions reveal greater differences between racial groups than between closely related populations. 45 refs., 3 figs., 6 tabs.

  9. Satisfaction with Online Teaching Videos: A Quantitative Approach

    Science.gov (United States)

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

    2017-01-01

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

  10. Fast Temporal Activity Proposals for Efficient Detection of Human Actions in Untrimmed Videos

    KAUST Repository

    Heilbron, Fabian Caba; Niebles, Juan Carlos; Ghanem, Bernard

    2016-01-01

    In many large-scale video analysis scenarios, one is interested in localizing and recognizing human activities that occur in short temporal intervals within long untrimmed videos. Current approaches for activity detection still struggle to handle large-scale video collections and the task remains relatively unexplored. This is in part due to the computational complexity of current action recognition approaches and the lack of a method that proposes fewer intervals in the video, where activity processing can be focused. In this paper, we introduce a proposal method that aims to recover temporal segments containing actions in untrimmed videos. Building on techniques for learning sparse dictionaries, we introduce a learning framework to represent and retrieve activity proposals. We demonstrate the capabilities of our method in not only producing high quality proposals but also in its efficiency. Finally, we show the positive impact our method has on recognition performance when it is used for action detection, while running at 10FPS.

  11. Fast Temporal Activity Proposals for Efficient Detection of Human Actions in Untrimmed Videos

    KAUST Repository

    Heilbron, Fabian Caba

    2016-12-13

    In many large-scale video analysis scenarios, one is interested in localizing and recognizing human activities that occur in short temporal intervals within long untrimmed videos. Current approaches for activity detection still struggle to handle large-scale video collections and the task remains relatively unexplored. This is in part due to the computational complexity of current action recognition approaches and the lack of a method that proposes fewer intervals in the video, where activity processing can be focused. In this paper, we introduce a proposal method that aims to recover temporal segments containing actions in untrimmed videos. Building on techniques for learning sparse dictionaries, we introduce a learning framework to represent and retrieve activity proposals. We demonstrate the capabilities of our method in not only producing high quality proposals but also in its efficiency. Finally, we show the positive impact our method has on recognition performance when it is used for action detection, while running at 10FPS.

  12. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

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

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

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

  14. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

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

  15. Video Games as Moral Educators?

    Science.gov (United States)

    Khoo, Angeline

    2012-01-01

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

  16. Probabilistic Approaches to Video Retrieval

    NARCIS (Netherlands)

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

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

  17. Robot-Assisted Thoracoscopic Surgery versus Video-Assisted Thoracoscopic Surgery for Lung Lobectomy: Can a Robotic Approach Improve Short-Term Outcomes and Operative Safety?

    Science.gov (United States)

    Mahieu, Julien; Rinieri, Philippe; Bubenheim, Michael; Calenda, Emile; Melki, Jean; Peillon, Christophe; Baste, Jean-Marc

    2016-06-01

    Background Minimally invasive surgery has been recently recommended for treatment of early-stage non-small cell lung cancer. Despite the recent increase of robotic surgery, the place and potential advantages of the robot in thoracic surgery has not been well defined until now. Methods We reviewed our prospective database for retrospective comparison of our first 28 video-assisted thoracoscopic surgery lobectomies (V group) and our first 28 robotic lobectomies (R group). Results No significant difference was shown in median operative time between the two groups (185 vs. 190 minutes, p = 0.56). Median preincision time was significantly longer in the R group (80 vs. 60 minutes, P < 0.0001). The rate of emergency conversion for uncontrolled bleeding was lower in the R group (one vs. four). Median length of stay was comparable (6 days in the R group vs. 7 days in the V group, p = 0.4) with no significant difference in the rate of postoperative complications (eight Grade I in both groups, four Grade III or IV in the V group vs. six in the R group, according to the Clavien-Dindo classification, p = 0.93). No postoperative cardiac morbidity was observed in the R group. Median drainage time was similar (5 days, p = 0.78), with a rate of prolonged air leak slightly higher in the R group (25 vs. 17.8%, p = 0.74). Conclusion Perioperative outcomes are similar even in the learning period but robotic approach seems to offer more operative safety with fewer conversions for uncontrolled bleeding. Georg Thieme Verlag KG Stuttgart · New York.

  18. Satellite Demonstration: The Videodisc Technology.

    Science.gov (United States)

    Propp, George; And Others

    1979-01-01

    Originally part of a symposium on educational media for the deaf, the paper describes a satellite demonstration of video disc materials. It is explained that a panel of deaf individuals in Washington, D.C. and another in Nebraska came into direct two-way communication for the first time, and video disc materials were broadcast via the satellite.…

  19. Video Golf

    Science.gov (United States)

    1995-01-01

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

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

    Science.gov (United States)

    Kearney, Matthew; Jones, Glynis; Roberts, Lynn

    2012-01-01

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

  1. Education Payload Operation - Demonstrations

    Science.gov (United States)

    Keil, Matthew

    2009-01-01

    Education Payload Operation - Demonstrations (EPO-Demos) are recorded video education demonstrations performed on the International Space Station (ISS) by crewmembers using hardware already onboard the ISS. EPO-Demos are videotaped, edited, and used to enhance existing NASA education resources and programs for educators and students in grades K-12. EPO-Demos are designed to support the NASA mission to inspire the next generation of explorers.

  2. OAS :: Videos

    Science.gov (United States)

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

  3. 360° Operative Videos: A Randomised Cross-Over Study Evaluating Attentiveness and Information Retention.

    Science.gov (United States)

    Harrington, Cuan M; Kavanagh, Dara O; Wright Ballester, Gemma; Wright Ballester, Athena; Dicker, Patrick; Traynor, Oscar; Hill, Arnold; Tierney, Sean

    2017-11-06

    Although two-dimensional (2D) and three-dimensional videos have traditionally provided foundations for reviewing operative procedures, the recent 360º format may provide new dimensions to surgical education. This study sought to describe the production of a high quality 360º video for an index-operation (augmented with educational material), while evaluating for variances in attentiveness, information retention, and appraisal compared to 2D. A 6-camera synchronised array (GoPro Omni, [California, United States]) was suspended inverted and recorded an elective laparoscopic cholecystectomy in 2016. A single-blinded randomised cross-over study was performed to evaluate this video in 360º vs 2D formats. Group A experienced the 360º video using Samsung (Suwon, South-Korea) GearVR virtual-reality headsets, followed by the 2D experience on a 75-inch television. Group B were reversed. Each video was probed at designated time points for engagement levels and task-unrelated images or thoughts. Alternating question banks were administered following each video experience. Feedback was obtained via a short survey at study completion. The New Academic and Education Building (NAEB) in Dublin, Royal College of Surgeons in Ireland, July 2017. Preclinical undergraduate students from a medical university in Ireland. Forty students participated with a mean age of 23.2 ± 4.5 years and equal sex involvement. The 360º video demonstrated significantly higher engagement (p video as their learning platform of choice. Mean appraisal levels for the 360º platform were positive with mean responses of >8/10 for the platform for learning, immersion, and entertainment. This study describes the successful development and evaluation of a 360º operative video. This new video format demonstrated significant engagement and attentiveness benefits compared to traditional 2D formats. This requires further evaluation in the field of technology enhanced learning. Copyright © 2017 Association of

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

    Science.gov (United States)

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

    2017-11-01

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

  5. Multimodal Feature Learning for Video Captioning

    Directory of Open Access Journals (Sweden)

    Sujin Lee

    2018-01-01

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

  6. Women with polycystic ovary syndrome demonstrate worsening markers of cardiovascular risk over the short-term despite declining hyperandrogenaemia: Results of a longitudinal study with community controls.

    Science.gov (United States)

    Huddleston, Heather G; Quinn, Molly M; Kao, Chia-Ning; Lenhart, Nikolaus; Rosen, Mitchell P; Cedars, Marcelle I

    2017-12-01

    To compare age-associated changes in cardiovascular risk markers in lean and obese reproductive-aged women with polycystic ovary syndrome (PCOS) with community controls. Longitudinal study at an academic medical centre PATIENTS: Patients diagnosed with PCOS by 2004 Rotterdam criteria in a multidisciplinary clinic were systematically enrolled from 2006-2014 in a PCOS cohort study and subsequently agreed to participate in a longitudinal study. The comparison controls were from the prospective, longitudinal Ovarian Aging (OVA) study, which consists of healthy women with regular menstrual cycles recruited from 2006 to 2011. Cardiovascular risk markers and hormone parameters at baseline and follow-up. Obese and lean PCOS (n = 38) and control women (n = 296) completed two study visits. The follow-up time (3.5 ± 1.5 vs 4.0 ± 0.8 years, P = .06) and magnitude of BMI gain (+0.1 kg/m 2 /y [-0.11, 0.36] vs +0.26 [-0.18, 0.87] P = .19) did not differ between obese and lean PCOS and controls. In PCOS subjects, total testosterone decreased in both obese and lean, but the decrease was greater in obese subjects (-0.09 nmol/L per year; 95% CI: -0.16, -0.02 vs -0.04 nmol/L per year; 95%CI: -0.11, 0.03). Compared to their respective controls, obese and lean PCOS saw worsening triglyceride (TG) levels (P women with PCOS demonstrated declines in biochemical hyperandrogenaemia over time. Despite this, PCOS subjects experienced steeper increases in cardiovascular risk factors associated with insulin resistance, including triglycerides and HOMA-IR. © 2017 John Wiley & Sons Ltd.

  7. Intelligent keyframe extraction for video printing

    Science.gov (United States)

    Zhang, Tong

    2004-10-01

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

  8. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

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

  9. Geoscience Videos and Their Role in Supporting Student Learning

    Science.gov (United States)

    Wiggen, Jennifer; McDonnell, David

    2017-01-01

    A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…

  10. To Spice Up Course Work, Professors Make Their Own Videos

    Science.gov (United States)

    Young, Jeffrey R.

    2008-01-01

    College faculty members have recently begun creating homemade videos to supplement their lectures, using free or low-cost software. These are the same technologies that make it easy for students to post spoof videos on YouTube, but the educators are putting the tools to educational use. Students tune in to the short videos more often than they…

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

    Directory of Open Access Journals (Sweden)

    Mark Guttenbrunner

    2010-07-01

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

  12. Demonstration of a Short Wavelength Chemical Laser

    National Research Council Canada - National Science Library

    Gole, James

    1999-01-01

    ...)). Using this gain medium in a full vacuum cavity constructed following the design of the HF overtone system at the University of Illinois, Urbana, we have pursued and are continuing experiments...

  13. Video personalization for usage environment

    Science.gov (United States)

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

    2002-07-01

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

  14. Segmentation of object-based video of gaze communication

    DEFF Research Database (Denmark)

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

    2005-01-01

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

  15. Video Game Players Show More Precise Multisensory Temporal Processing Abilities

    OpenAIRE

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

    2010-01-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. The current study examined whether video game players’ benefits generalize beyond vision to multisensory processing by presenting video game players and non-video game players auditory and visual stim...

  16. SIRSALE: integrated video database management tools

    Science.gov (United States)

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

    2002-07-01

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

  17. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

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

  18. Binocular video ophthalmoscope for simultaneous recording of sequences of the human retina to compare dynamic parameters

    Science.gov (United States)

    Tornow, Ralf P.; Milczarek, Aleksandra; Odstrcilik, Jan; Kolar, Radim

    2017-07-01

    A parallel video ophthalmoscope was developed to acquire short video sequences (25 fps, 250 frames) of both eyes simultaneously with exact synchronization. Video sequences were registered off-line to compensate for eye movements. From registered video sequences dynamic parameters like cardiac cycle induced reflection changes and eye movements can be calculated and compared between eyes.

  19. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

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

  20. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  1. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

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

  2. Learning from Narrated Instruction Videos.

    Science.gov (United States)

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

    2017-09-05

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

  3. Roadside video data analysis deep learning

    CERN Document Server

    Verma, Brijesh; Stockwell, David

    2017-01-01

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

  4. Attention modeling for video quality assessment

    DEFF Research Database (Denmark)

    You, Junyong; Korhonen, Jari; Perkis, Andrew

    2010-01-01

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

  5. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

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

  6. Creating Math Videos: Comparing Platforms and Software

    Science.gov (United States)

    Abbasian, Reza O.; Sieben, John T.

    2016-01-01

    In this paper we present a short tutorial on creating mini-videos using two platforms--PCs and tablets such as iPads--and software packages that work with these devices. Specifically, we describe the step-by-step process of creating and editing videos using a Wacom Intuos pen-tablet plus Camtasia software on a PC platform and using the software…

  7. 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.

  8. Long-term Transfer of Learning from Books and Videos during Toddlerhood

    Science.gov (United States)

    Brito, Natalie; Barr, Rachel; McIntyre, Paula; Simcock, Gabrielle

    2011-01-01

    Television viewing and picture book reading are prevalent activities during toddlerhood and research has shown that toddlers can imitate from both books and videos after short delays (Barr & Hayne, 1999; Simcock & DeLoache, 2006). This is the first study to directly compare toddlers’ long-term retention rates for target actions learned from a video or book. Toddlers (N = 158) aged 18- and 24-months saw an experimenter demonstrating how to make a novel 3-step toy rattle via a pre-recorded video or a picture book. The toddlers’ imitation of the target actions was tested after a specific delay (e.g., 2 weeks, 4 weeks) and their performance was compared to that of age-matched controls who did not see a demonstration. The 18-month-olds retained the target actions for 2 weeks, exhibiting forgetting at 4 weeks, whereas the 24-month-olds retained the information for up to 4 weeks, exhibiting forgetting at 8 weeks. Retention rates for books and videos did not differ at either age. These findings demonstrate very impressive retention from a brief 2D media demonstration and they contribute to our overall understanding of long-term memory processes during infancy. PMID:21911223

  9. Long-term transfer of learning from books and video during toddlerhood.

    Science.gov (United States)

    Brito, Natalie; Barr, Rachel; McIntyre, Paula; Simcock, Gabrielle

    2012-01-01

    Television viewing and picture book reading are prevalent activities during toddlerhood, and research has shown that toddlers can imitate from both books and videos after short delays. This is the first study to directly compare toddlers' long-term retention rates for target actions learned from a video or book. Toddlers (N=158) at 18- and 24-months of age saw an experimenter demonstrating how to make a novel three-step toy rattle via a prerecorded video or a picture book. The toddlers' imitation of the target actions was tested after a specific delay (e.g., 2, 4 weeks), and their performance was compared with that of age-matched controls who did not see a demonstration. The 18-month-olds retained the target actions for 2 weeks, exhibiting forgetting at 4 weeks, whereas the 24-month-olds retained the information for up to 4 weeks, exhibiting forgetting at 8 weeks. Retention rates for books and videos did not differ at either age. These findings demonstrate very impressive retention from a brief two-dimensional media demonstration, and they contribute to our overall understanding of long-term memory processes during infancy. Copyright © 2011 Elsevier Inc. All rights reserved.

  10. Video - Personal Competence Manager (Digital Cinema pilot)

    NARCIS (Netherlands)

    Santos, Patricia

    2008-01-01

    Video demonstrating the PCM (version year 2007) in the context of the Digital Cinema pilot. Elaborated for a eLearning Seminar within the International Master on Communication and Education (Autonomous University of Barcelona, academic year 2008)

  11. Tested Demonstrations.

    Science.gov (United States)

    Gilbert, George L.

    1983-01-01

    An apparatus is described in which effects of pressure, volume, and temperature changes on a gas can be observed simultaneously. Includes use of the apparatus in demonstrating Boyle's, Gay-Lussac's, and Charles' Laws, attractive forces, Dalton's Law of Partial pressures, and in illustrating measurable vapor pressures of liquids and some solids.…

  12. Tested Demonstrations.

    Science.gov (United States)

    Gilbert, George L., Ed.

    1987-01-01

    Describes two demonstrations to illustrate characteristics of substances. Outlines a method to detect the changes in pH levels during the electrolysis of water. Uses water pistols, one filled with methane gas and the other filled with water, to illustrate the differences in these two substances. (TW)

  13. AVNG system demonstration

    Energy Technology Data Exchange (ETDEWEB)

    Thron, Jonathan Louis [Los Alamos National Laboratory; Mac Arthur, Duncan W [Los Alamos National Laboratory; Kondratov, Sergey [VNIIEF; Livke, Alexander [VNIIEF; Razinkov, Sergey [VNIIEF

    2010-01-01

    An attribute measurement system (AMS) measures a number of unclassified attributes of potentially classified material. By only displaying these unclassified results as red or green lights, the AMS protects potentially classified information while still generating confidence in the measurement result. The AVNG implementation that we describe is an AMS built by RFNC - VNIIEF in Sarov, Russia. To provide additional confidence, the AVNG was designed with two modes of operation. In the secure mode, potentially classified measurements can be made with only the simple red light/green light display. In the open mode, known unclassified material can be measured with complete display of the information collected from the radiation detectors. The AVNG demonstration, which occurred in Sarov, Russia in June 2009 for a joint US/Russian audience, included exercising both modes of AVNG operation using a number of multi-kg plutonium sources. In addition to describing the demonstration, we will show photographs and/or video taken of AVNG operation.

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

    OpenAIRE

    Collins, Emily; Freeman, Jonathan

    2014-01-01

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

  15. 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 ...

  16. 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 ...

  17. Integrating Usability Evaluation into Model-Driven Video Game Development

    OpenAIRE

    Fernandez , Adrian; Insfran , Emilio; Abrahão , Silvia; Carsí , José ,; Montero , Emanuel

    2012-01-01

    Part 3: Short Papers; International audience; The increasing complexity of video game development highlights the need of design and evaluation methods for enhancing quality and reducing time and cost. In this context, Model-Driven Development approaches seem to be very promising since a video game can be obtained by transforming platform-independent models into platform-specific models that can be in turn transformed into code. Although this approach is started to being used for video game de...

  18. Video Design Games

    DEFF Research Database (Denmark)

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

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

  19. VLSI-based video event triggering for image data compression

    Science.gov (United States)

    Williams, Glenn L.

    1994-02-01

    Long-duration, on-orbit microgravity experiments require a combination of high resolution and high frame rate video data acquisition. The digitized high-rate video stream presents a difficult data storage problem. Data produced at rates of several hundred million bytes per second may require a total mission video data storage requirement exceeding one terabyte. A NASA-designed, VLSI-based, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term (DC-like) or short term (AC-like) changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pre-trigger and post-trigger storage techniques are then adaptable to archiving only the significant video images.

  20. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

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

  1. 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,…

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

    Science.gov (United States)

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

    2010-08-01

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

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

    Science.gov (United States)

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

    2009-01-01

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

  4. Physics Girl: Where Education meets Cat Videos

    Science.gov (United States)

    Cowern, Dianna

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

  5. Online Video Modules for Improvement in Student Learning

    Science.gov (United States)

    Lancellotti, Matthew; Thomas, Sunil; Kohli, Chiranjeev

    2016-01-01

    The objective of this teaching innovation was to incorporate a comprehensive set of short online video modules covering key topics from the undergraduate principles of marketing class, and to evaluate its effectiveness in improving student learning. A quasiexperimental design was used to compare students who had access to video modules with a…

  6. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  7. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

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

  8. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

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

  9. Astronomy LITE Demonstrations

    Science.gov (United States)

    Brecher, Kenneth

    2006-12-01

    Project LITE (Light Inquiry Through Experiments) is a materials, software, and curriculum development project. It focuses on light, optics, color and visual perception. According to two recent surveys of college astronomy faculty members, these are among the topics most often included in the large introductory astronomy courses. The project has aimed largely at the design and implementation of hands-on experiences for students. However, it has also included the development of lecture demonstrations that employ novel light sources and materials. In this presentation, we will show some of our new lecture demonstrations concerning geometrical and physical optics, fluorescence, phosphorescence and polarization. We have developed over 200 Flash and Java applets that can be used either by teachers in lecture settings or by students at home. They are all posted on the web at http://lite.bu.edu. For either purpose they can be downloaded directly to the user's computer or run off line. In lecture demonstrations, some of these applets can be used to control the light emitted by video projectors to produce physical effects in materials (e.g. fluorescence). Other applets can be used, for example, to demonstrate that the human percept of color does not have a simple relationship with the physical frequency of the stimulating source of light. Project LITE is supported by Grant #DUE-0125992 from the NSF Division of Undergraduate Education.

  10. Video auto stitching in multicamera surveillance system

    Science.gov (United States)

    He, Bin; Zhao, Gang; Liu, Qifang; Li, Yangyang

    2012-01-01

    This paper concerns the problem of video stitching automatically in a multi-camera surveillance system. Previous approaches have used multiple calibrated cameras for video mosaic in large scale monitoring application. In this work, we formulate video stitching as a multi-image registration and blending problem, and not all cameras are needed to be calibrated except a few selected master cameras. SURF is used to find matched pairs of image key points from different cameras, and then camera pose is estimated and refined. Homography matrix is employed to calculate overlapping pixels and finally implement boundary resample algorithm to blend images. The result of simulation demonstrates the efficiency of our method.

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

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

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

  12. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

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

    2004-08-10

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

  13. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

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

  14. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  15. GIF Video Sentiment Detection Using Semantic Sequence

    Directory of Open Access Journals (Sweden)

    Dazhen Lin

    2017-01-01

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

  16. The Important Elements of a Science Video

    Science.gov (United States)

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

    2012-12-01

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

  17. Steps toward Learning Mechanics Using Fan Cart Video Demonstrations

    Science.gov (United States)

    Lattery, Mark

    2011-01-01

    The Newtonian force concept is very difficult for introductory students to learn. One obstacle to learning is a premature focus on gravity-driven motions, such as vertical free fall, rolling motion on an inclined plane, and the Atwood's machine. In each case, the main agent of motion ("gravity") cannot be seen, heard, or controlled by the student.…

  18. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

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

  19. Video games as American popular culture

    OpenAIRE

    Wolf, Mark J.P.

    2017-01-01

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

  20. 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...... and a novel coding scheme for multi-view data able to exploit geometric information in order to improve compression performances is briefly described and compared against the classical solution based on multi-view motion estimation. Future research directions close the paper....

  1. Video quality pooling adaptive to perceptual distortion severity.

    Science.gov (United States)

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

    2013-02-01

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

  2. 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)

  3. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

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

  4. Videos - The National Guard

    Science.gov (United States)

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

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

    Science.gov (United States)

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

    2012-12-01

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

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

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

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

  7. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  8. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

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

  9. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  11. 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...

  12. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

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

  13. 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.

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

    Science.gov (United States)

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

    2011-12-01

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

  15. Video over DSL with LDGM Codes for Interactive Applications

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2016-05-01

    Full Text Available Digital Subscriber Line (DSL network access is subject to error bursts, which, for interactive video, can introduce unacceptable latencies if video packets need to be re-sent. If the video packets are protected against errors with Forward Error Correction (FEC, calculation of the application-layer channel codes themselves may also introduce additional latency. This paper proposes Low-Density Generator Matrix (LDGM codes rather than other popular codes because they are more suitable for interactive video streaming, not only for their computational simplicity but also for their licensing advantage. The paper demonstrates that a reduction of up to 4 dB in video distortion is achievable with LDGM Application Layer (AL FEC. In addition, an extension to the LDGM scheme is demonstrated, which works by rearranging the columns of the parity check matrix so as to make it even more resilient to burst errors. Telemedicine and video conferencing are typical target applications.

  16. An Ethnografic Approach to Video Analysis

    DEFF Research Database (Denmark)

    Holck, Ulla

    2007-01-01

    The overall purpose in the ethnographic approach to video analysis is to become aware of implicit knowledge in those being observed. That is, knowledge that cannot be acquired through interviews. In music therapy this approach can be used to analyse patterns of interaction between client and ther......: Methods, Techniques and Applications in Music Therapy for Music Therapy Clinicians, Educators, Researchers and Students. London: Jessica Kingsley.......The overall purpose in the ethnographic approach to video analysis is to become aware of implicit knowledge in those being observed. That is, knowledge that cannot be acquired through interviews. In music therapy this approach can be used to analyse patterns of interaction between client...... a short introduction to the ethnographic approach, the workshop participants will have a chance to try out the method. First through a common exercise and then applied to video recordings of music therapy with children with severe communicative limitations. Focus will be on patterns of interaction...

  17. A theory-based video messaging mobile phone intervention for smoking cessation: randomized controlled trial.

    Science.gov (United States)

    Whittaker, Robyn; Dorey, Enid; Bramley, Dale; Bullen, Chris; Denny, Simon; Elley, C Raina; Maddison, Ralph; McRobbie, Hayden; Parag, Varsha; Rodgers, Anthony; Salmon, Penny

    2011-01-21

    Advances in technology allowed the development of a novel smoking cessation program delivered by video messages sent to mobile phones. This social cognitive theory-based intervention (called "STUB IT") used observational learning via short video diary messages from role models going through the quitting process to teach behavioral change techniques. The objective of our study was to assess the effectiveness of a multimedia mobile phone intervention for smoking cessation. A randomized controlled trial was conducted with 6-month follow-up. Participants had to be 16 years of age or over, be current daily smokers, be ready to quit, and have a video message-capable phone. Recruitment targeted younger adults predominantly through radio and online advertising. Registration and data collection were completed online, prompted by text messages. The intervention group received an automated package of video and text messages over 6 months that was tailored to self-selected quit date, role model, and timing of messages. Extra messages were available on demand to beat cravings and address lapses. The control group also set a quit date and received a general health video message sent to their phone every 2 weeks. The target sample size was not achieved due to difficulty recruiting young adult quitters. Of the 226 randomized participants, 47% (107/226) were female and 24% (54/226) were Maori (indigenous population of New Zealand). Their mean age was 27 years (SD 8.7), and there was a high level of nicotine addiction. Continuous abstinence at 6 months was 26.4% (29/110) in the intervention group and 27.6% (32/116) in the control group (P = .8). Feedback from participants indicated that the support provided by the video role models was important and appreciated. This study was not able to demonstrate a statistically significant effect of the complex video messaging mobile phone intervention compared with simple general health video messages via mobile phone. However, there was

  18. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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

  19. Hierarchical video summarization

    Science.gov (United States)

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

    1998-12-01

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

  20. Medical video server construction.

    Science.gov (United States)

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

    2003-01-01

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

  1. Video frame processor

    International Nuclear Information System (INIS)

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

    1993-01-01

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

  2. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

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

  3. 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

  4. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  5. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  6. Video2vec Embeddings Recognize Events When Examples Are Scarce.

    Science.gov (United States)

    Habibian, Amirhossein; Mensink, Thomas; Snoek, Cees G M

    2017-10-01

    This paper aims for event recognition when video examples are scarce or even completely absent. The key in such a challenging setting is a semantic video representation. Rather than building the representation from individual attribute detectors and their annotations, we propose to learn the entire representation from freely available web videos and their descriptions using an embedding between video features and term vectors. In our proposed embedding, which we call Video2vec, the correlations between the words are utilized to learn a more effective representation by optimizing a joint objective balancing descriptiveness and predictability. We show how learning the Video2vec embedding using a multimodal predictability loss, including appearance, motion and audio features, results in a better predictable representation. We also propose an event specific variant of Video2vec to learn a more accurate representation for the words, which are indicative of the event, by introducing a term sensitive descriptiveness loss. Our experiments on three challenging collections of web videos from the NIST TRECVID Multimedia Event Detection and Columbia Consumer Videos datasets demonstrate: i) the advantages of Video2vec over representations using attributes or alternative embeddings, ii) the benefit of fusing video modalities by an embedding over common strategies, iii) the complementarity of term sensitive descriptiveness and multimodal predictability for event recognition. By its ability to improve predictability of present day audio-visual video features, while at the same time maximizing their semantic descriptiveness, Video2vec leads to state-of-the-art accuracy for both few- and zero-example recognition of events in video.

  7. Short philtrum

    Science.gov (United States)

    ... this page: //medlineplus.gov/ency/article/003302.htm Short philtrum To use the sharing features on this page, please enable JavaScript. A short philtrum is a shorter than normal distance between ...

  8. Multiple Sensor Camera for Enhanced Video Capturing

    Science.gov (United States)

    Nagahara, Hajime; Kanki, Yoshinori; Iwai, Yoshio; Yachida, Masahiko

    A resolution of camera has been drastically improved under a current request for high-quality digital images. For example, digital still camera has several mega pixels. Although a video camera has the higher frame-rate, the resolution of a video camera is lower than that of still camera. Thus, the high-resolution is incompatible with the high frame rate of ordinary cameras in market. It is difficult to solve this problem by a single sensor, since it comes from physical limitation of the pixel transfer rate. In this paper, we propose a multi-sensor camera for capturing a resolution and frame-rate enhanced video. Common multi-CCDs camera, such as 3CCD color camera, has same CCD for capturing different spectral information. Our approach is to use different spatio-temporal resolution sensors in a single camera cabinet for capturing higher resolution and frame-rate information separately. We build a prototype camera which can capture high-resolution (2588×1958 pixels, 3.75 fps) and high frame-rate (500×500, 90 fps) videos. We also proposed the calibration method for the camera. As one of the application of the camera, we demonstrate an enhanced video (2128×1952 pixels, 90 fps) generated from the captured videos for showing the utility of the camera.

  9. Progress in video immersion using Panospheric imaging

    Science.gov (United States)

    Bogner, Stephen L.; Southwell, David T.; Penzes, Steven G.; Brosinsky, Chris A.; Anderson, Ron; Hanna, Doug M.

    1998-09-01

    Having demonstrated significant technical and marketplace advantages over other modalities for video immersion, PanosphericTM Imaging (PI) continues to evolve rapidly. This paper reports on progress achieved since AeroSense 97. The first practical field deployment of the technology occurred in June-August 1997 during the NASA-CMU 'Atacama Desert Trek' activity, where the Nomad mobile robot was teleoperated via immersive PanosphericTM imagery from a distance of several thousand kilometers. Research using teleoperated vehicles at DRES has also verified the exceptional utility of the PI technology for achieving high levels of situational awareness, operator confidence, and mission effectiveness. Important performance enhancements have been achieved with the completion of the 4th Generation PI DSP-based array processor system. The system is now able to provide dynamic full video-rate generation of spatial and computational transformations, resulting in a programmable and fully interactive immersive video telepresence. A new multi- CCD camera architecture has been created to exploit the bandwidth of this processor, yielding a well-matched PI system with greatly improved resolution. While the initial commercial application for this technology is expected to be video tele- conferencing, it also appears to have excellent potential for application in the 'Immersive Cockpit' concept. Additional progress is reported in the areas of Long Wave Infrared PI Imaging, Stereo PI concepts, PI based Video-Servoing concepts, PI based Video Navigation concepts, and Foveation concepts (to merge localized high-resolution views with immersive views).

  10. Parkinson's Disease Videos

    Medline Plus

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

  11. Acoustic Neuroma Educational Video

    Medline Plus

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

  12. Acoustic Neuroma Educational Video

    Medline Plus

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

  13. Videos, Podcasts and Livechats

    Medline Plus

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

  14. Acoustic Neuroma Educational Video

    Medline Plus

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

  15. Acoustic Neuroma Educational Video

    Medline Plus

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

  16. Photos and Videos

    Data.gov (United States)

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

  17. Acoustic Neuroma Educational Video

    Medline Plus

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

  18. Videos, Podcasts and Livechats

    Medline Plus

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

  19. Acoustic Neuroma Educational Video

    Medline Plus

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

  20. Acoustic Neuroma Educational Video

    Medline Plus

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

  1. 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 ...

  2. Acoustic Neuroma Educational Video

    Medline Plus

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

  3. Videos, Podcasts and Livechats

    Medline Plus

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

  4. Web-video-mining-supported workflow modeling for laparoscopic surgeries.

    Science.gov (United States)

    Liu, Rui; Zhang, Xiaoli; Zhang, Hao

    2016-11-01

    As quality assurance is of strong concern in advanced surgeries, intelligent surgical systems are expected to have knowledge such as the knowledge of the surgical workflow model (SWM) to support their intuitive cooperation with surgeons. For generating a robust and reliable SWM, a large amount of training data is required. However, training data collected by physically recording surgery operations is often limited and data collection is time-consuming and labor-intensive, severely influencing knowledge scalability of the surgical systems. The objective of this research is to solve the knowledge scalability problem in surgical workflow modeling with a low cost and labor efficient way. A novel web-video-mining-supported surgical workflow modeling (webSWM) method is developed. A novel video quality analysis method based on topic analysis and sentiment analysis techniques is developed to select high-quality videos from abundant and noisy web videos. A statistical learning method is then used to build the workflow model based on the selected videos. To test the effectiveness of the webSWM method, 250 web videos were mined to generate a surgical workflow for the robotic cholecystectomy surgery. The generated workflow was evaluated by 4 web-retrieved videos and 4 operation-room-recorded videos, respectively. The evaluation results (video selection consistency n-index ≥0.60; surgical workflow matching degree ≥0.84) proved the effectiveness of the webSWM method in generating robust and reliable SWM knowledge by mining web videos. With the webSWM method, abundant web videos were selected and a reliable SWM was modeled in a short time with low labor cost. Satisfied performances in mining web videos and learning surgery-related knowledge show that the webSWM method is promising in scaling knowledge for intelligent surgical systems. Copyright © 2016 Elsevier B.V. All rights reserved.

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

    OpenAIRE

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

    2014-01-01

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

  6. Short communications

    African Journals Online (AJOL)

    At 18:30 (dusk) on 20 September 2007, six African Sheath-tailed Bats. Coleura afra which weigh between 10 and 12 g (Dunlop 1997) were observed leaving their day roost located under the roof of the residential house of the research station. (NB: the bats were identified from digital pictures and videos using the Kingdon ...

  7. Deception Detection in Videos

    OpenAIRE

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

    2017-01-01

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

  8. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

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

  9. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  11. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

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

  12. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  13. Robust video object cosegmentation.

    Science.gov (United States)

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

    2015-10-01

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

  14. Computational multispectral video imaging [Invited].

    Science.gov (United States)

    Wang, Peng; Menon, Rajesh

    2018-01-01

    Multispectral imagers reveal information unperceivable to humans and conventional cameras. Here, we demonstrate a compact single-shot multispectral video-imaging camera by placing a micro-structured diffractive filter in close proximity to the image sensor. The diffractive filter converts spectral information to a spatial code on the sensor pixels. Following a calibration step, this code can be inverted via regularization-based linear algebra to compute the multispectral image. We experimentally demonstrated spectral resolution of 9.6 nm within the visible band (430-718 nm). We further show that the spatial resolution is enhanced by over 30% compared with the case without the diffractive filter. We also demonstrate Vis-IR imaging with the same sensor. Because no absorptive color filters are utilized, sensitivity is preserved as well. Finally, the diffractive filters can be easily manufactured using optical lithography and replication techniques.

  15. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

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

  16. Third-Party Social Interaction and Word Learning from Video

    Science.gov (United States)

    O'Doherty, Katherine; Troseth, Georgene L.; Shimpi, Priya M.; Goldenberg, Elizabeth; Akhtar, Nameera; Saylor, Megan M.

    2011-01-01

    In previous studies, very young children have learned words while "overhearing" a conversation, yet they have had trouble learning words from a person on video. In Study 1, 64 toddlers (mean age = 29.8 months) viewed an object-labeling demonstration in 1 of 4 conditions. In 2, the speaker (present or on video) directly addressed the child, and in…

  17. Learning from video modeling examples: Does gender matter?

    NARCIS (Netherlands)

    Hoogerheide, V.; Loyens, S.M.M.; van Gog, T.

    2016-01-01

    Online learning from video modeling examples, in which a human model demonstrates and explains how to perform a learning task, is an effective instructional method that is increasingly used nowadays. However, model characteristics such as gender tend to differ across videos, and the model-observer

  18. Learning from Video Modeling Examples: Does Gender Matter?

    Science.gov (United States)

    Hoogerheide, Vincent; Loyens, Sofie M. M.; van Gog, Tamara

    2016-01-01

    Online learning from video modeling examples, in which a human model demonstrates and explains how to perform a learning task, is an effective instructional method that is increasingly used nowadays. However, model characteristics such as gender tend to differ across videos, and the model-observer similarity hypothesis suggests that such…

  19. Learning from video modeling examples: does gender matter?

    NARCIS (Netherlands)

    V. Hoogerheide (Vincent); S.M.M. Loyens (Sofie); T.A.J.M. van Gog (Tamara)

    2016-01-01

    textabstractOnline learning from video modeling examples, in which a human model demonstrates and explains how to perform a learning task, is an effective instructional method that is increasingly used nowadays. However, model characteristics such as gender tend to differ across videos, and the

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

    Science.gov (United States)

    Song, Xiaomu; Fan, Guoliang

    2007-12-01

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

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

    Science.gov (United States)

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

    2001-12-01

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

  2. Electronic evaluation for video commercials by impression index.

    Science.gov (United States)

    Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio

    2013-12-01

    How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.

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

    Science.gov (United States)

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

    2016-11-01

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

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

    Directory of Open Access Journals (Sweden)

    Riad I. Hammoud

    2014-10-01

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

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

    Science.gov (United States)

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

    2014-10-22

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

  6. Extended image differencing for change detection in UAV video mosaics

    Science.gov (United States)

    Saur, Günter; Krüger, Wolfgang; Schumann, Arne

    2014-03-01

    Change detection is one of the most important tasks when using unmanned aerial vehicles (UAV) for video reconnaissance and surveillance. We address changes of short time scale, i.e. the observations are taken in time distances from several minutes up to a few hours. Each observation is a short video sequence acquired by the UAV in near-nadir view and the relevant changes are, e.g., recently parked or moved vehicles. In this paper we extend our previous approach of image differencing for single video frames to video mosaics. A precise image-to-image registration combined with a robust matching approach is needed to stitch the video frames to a mosaic. Additionally, this matching algorithm is applied to mosaic pairs in order to align them to a common geometry. The resulting registered video mosaic pairs are the input of the change detection procedure based on extended image differencing. A change mask is generated by an adaptive threshold applied to a linear combination of difference images of intensity and gradient magnitude. The change detection algorithm has to distinguish between relevant and non-relevant changes. Examples for non-relevant changes are stereo disparity at 3D structures of the scene, changed size of shadows, and compression or transmission artifacts. The special effects of video mosaicking such as geometric distortions and artifacts at moving objects have to be considered, too. In our experiments we analyze the influence of these effects on the change detection results by considering several scenes. The results show that for video mosaics this task is more difficult than for single video frames. Therefore, we extended the image registration by estimating an elastic transformation using a thin plate spline approach. The results for mosaics are comparable to that of single video frames and are useful for interactive image exploitation due to a larger scene coverage.

  7. "Comuniquemonos, Ya]": strengthening interpersonal communication and health through video.

    Science.gov (United States)

    1992-01-01

    The Nutrition Communication Project has overseen production of a training video interpersonal communication for health workers involved in growth monitoring and promotion (GMP) programs in Latin America entitled Comuniquemonos, Ya] Producers used the following questions as their guidelines: Who is the audience?, Why is the training needed?, and What are the objectives and advantages of using video? Communication specialists, anthropologists, educators, and nutritionists worked together to write the script. Then video camera specialists taped the video in Bolivia and Guatemala. A facilitator's guide complete with an outline of an entire workshop comes with the video. The guide encourages trainees to participate in various situations. Trainees are able to compare their interpersonal skills with those of the health workers on the video. Further they can determine cause and effect. The video has 2 scenes to demonstrate poor and good communication skills using the same health worker in both situations. Other scenes highlight 6 communication skills: developing a warm environment, asking questions, sharing results, listening, observing, and doing demonstration. All types of health workers ranging from physicians to community health workers as well as health workers from various countries (Guatemala, Honduras, Bolivia, and Ecuador) approve of the video. Some trainers have used the video without using the guide and comment that it began a debate on communication 's role in GMP efforts.

  8. Effects of Playing Violent versus Nonviolent Video Games on the Aggressive Ideation of Aggressive and Nonaggressive Children.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1985-01-01

    Examines effects of playing violent and nonviolent video games on children's aggressive ideation. Children played a violent or nonviolent video game for eight minutes. Provides initial support, at least on a short-term basis, for notion that the playing of video games affects children's aggression fantasies. (Author/DST)

  9. Automated Music Video Generation Using Multi-level Feature-based Segmentation

    Science.gov (United States)

    Yoon, Jong-Chul; Lee, In-Kwon; Byun, Siwoo

    The expansion of the home video market has created a requirement for video editing tools to allow ordinary people to assemble videos from short clips. However, professional skills are still necessary to create a music video, which requires a stream to be synchronized with pre-composed music. Because the music and the video are pre-generated in separate environments, even a professional producer usually requires a number of trials to obtain a satisfactory synchronization, which is something that most amateurs are unable to achieve.

  10. Analisa Kinerja Jaringan Provider untuk Aplikasi Video Chatting (Studi Kasus di Daerah Marpoyan)

    OpenAIRE

    Danur, Jeri Dwi; ', Febrizal '

    2016-01-01

    Video chat is a communication that allows users to chat and can see the other person's face directly. Video chatting requires a good network to transmit audio and video data in a short time. This paper examines the performance of three mobile network provider (Provider A and Provider B Provider C) in a video chat in the area Marpoyan and the effect of time when doing video chat on the performance of each provider. The method used is the method using packet sniffing software wireshark to see Q...

  11. Usability of aerial video footage for 3-D scene reconstruction and structural damage assessment

    Science.gov (United States)

    Cusicanqui, Johnny; Kerle, Norman; Nex, Francesco

    2018-06-01

    Remote sensing has evolved into the most efficient approach to assess post-disaster structural damage, in extensively affected areas through the use of spaceborne data. For smaller, and in particular, complex urban disaster scenes, multi-perspective aerial imagery obtained with unmanned aerial vehicles and derived dense color 3-D models are increasingly being used. These type of data allow the direct and automated recognition of damage-related features, supporting an effective post-disaster structural damage assessment. However, the rapid collection and sharing of multi-perspective aerial imagery is still limited due to tight or lacking regulations and legal frameworks. A potential alternative is aerial video footage, which is typically acquired and shared by civil protection institutions or news media and which tends to be the first type of airborne data available. Nevertheless, inherent artifacts and the lack of suitable processing means have long limited its potential use in structural damage assessment and other post-disaster activities. In this research the usability of modern aerial video data was evaluated based on a comparative quality and application analysis of video data and multi-perspective imagery (photos), and their derivative 3-D point clouds created using current photogrammetric techniques. Additionally, the effects of external factors, such as topography and the presence of smoke and moving objects, were determined by analyzing two different earthquake-affected sites: Tainan (Taiwan) and Pescara del Tronto (Italy). Results demonstrated similar usabilities for video and photos. This is shown by the short 2 cm of difference between the accuracies of video- and photo-based 3-D point clouds. Despite the low video resolution, the usability of these data was compensated for by a small ground sampling distance. Instead of video characteristics, low quality and application resulted from non-data-related factors, such as changes in the scene, lack of

  12. Descriptive analysis of YouTube music therapy videos.

    Science.gov (United States)

    Gooding, Lori F; Gregory, Dianne

    2011-01-01

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

  13. Video Spectroscopy with the RSpec Explorer

    Science.gov (United States)

    Lincoln, James

    2018-01-01

    The January 2018 issue of "The Physics Teacher" saw two articles that featured the RSpec Explorer as a supplementary lab apparatus. The RSpec Explorer provides live video spectrum analysis with which teachers can demonstrate how to investigate features of a diffracted light source. In this article I provide an introduction to the device…

  14. Adding Feminist Therapy to Videotape Demonstrations.

    Science.gov (United States)

    Konrad, Jennifer L.; Yoder, Janice D.

    2000-01-01

    Provides directions for presenting a 32-minute series of four videotape segments that highlights the fundamental features of four approaches to psychotherapy, extending its reach to include a feminist perspective. Describes the approaches and included segments. Reports that students' comments demonstrate that the video sequence provided a helpful…

  15. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

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

  16. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

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

    2014-01-01

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

  17. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

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

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

    Science.gov (United States)

    Kolekar, M. H.; Sengupta, S.

    2005-07-01

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

  19. Video Modeling and Word Identification in Adolescents with Autism Spectrum Disorder

    Science.gov (United States)

    Morlock, Larissa; Reynolds, Jennifer L.; Fisher, Sycarah; Comer, Ronald J.

    2015-01-01

    Video modeling involves the learner viewing videos of a model demonstrating a target skill. According to the National Professional Development Center on Autism Spectrum Disorders (2011), video modeling is an evidenced-based intervention for individuals with Autism Spectrum Disorder (ASD) in elementary through middle school. Little research exists…

  20. Brains on video games.

    Science.gov (United States)

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

    2011-11-18

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

  1. Remote Earth Terminals in the Health, Education, Telecommunications Network. Satellite Technology Demonstration, Technical Report No. 0423.

    Science.gov (United States)

    Braunstein, Jean; And Others

    The major purpose of the Health, Education, Telecommunications experiment was to demonstrate the feasibility of distributing video materials to a large number of low-cost earth terminals located in rural areas. The receivers are of two types: one-way video receivers for the reception of video programs, and two-way voice/data terminals which permit…

  2. The active video games' narrative impact on children's physical activities

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  3. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

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

  4. CERN Video News

    CERN Document Server

    2003-01-01

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

  5. 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.

  6. CS Seminar Videos

    OpenAIRE

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

    2013-01-01

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

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

    Science.gov (United States)

    2010-04-01

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

  8. Video segmentation for post-production

    Science.gov (United States)

    Wills, Ciaran

    2001-12-01

    Specialist post-production is an industry that has much to gain from the application of content-based video analysis techniques. However the types of material handled in specialist post-production, such as television commercials, pop music videos and special effects are quite different in nature from the typical broadcast material which many video analysis techniques are designed to work with; shots are short and highly dynamic, and the transitions are often novel or ambiguous. We address the problem of scene change detection and develop a new algorithm which tackles some of the common aspects of post-production material that cause difficulties for past algorithms, such as illumination changes and jump cuts. Operating in the compressed domain on Motion JPEG compressed video, our algorithm detects cuts and fades by analyzing each JPEG macroblock in the context of its temporal and spatial neighbors. Analyzing the DCT coefficients directly we can extract the mean color of a block and an approximate detail level. We can also perform an approximated cross-correlation between two blocks. The algorithm is part of a set of tools being developed to work with an automated asset management system designed specifically for use in post-production facilities.

  9. Film grain noise modeling in advanced video coding

    Science.gov (United States)

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

    2007-01-01

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

  10. A Novel High Efficiency Fractal Multiview Video Codec

    Directory of Open Access Journals (Sweden)

    Shiping Zhu

    2015-01-01

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

  11. Motion video analysis using planar parallax

    Science.gov (United States)

    Sawhney, Harpreet S.

    1994-04-01

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

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

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

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

  13. Portrayal of smokeless tobacco in YouTube videos.

    Science.gov (United States)

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

    2012-04-01

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

  14. Portrayal of Smokeless Tobacco in YouTube Videos

    Science.gov (United States)

    Augustson, Erik M.; Backinger, Cathy L.

    2012-01-01

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

  15. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

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

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

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

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

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

    Science.gov (United States)

    Brown, Laura

    2004-01-01

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

  18. Video Vectorization via Tetrahedral Remeshing.

    Science.gov (United States)

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

    2017-02-09

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

  19. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

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

  20. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  2. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  3. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

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

  4. Parkinson's Disease Videos

    Medline Plus

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

  5. Fermilab | Publications and Videos

    Science.gov (United States)

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

  6. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

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

  7. Videos, Podcasts and Livechats

    Medline Plus

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

  8. Video Game Controversies.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

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

  9. Acoustic Neuroma Educational Video

    Medline Plus

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

  10. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

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

    2009-01-01

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

  11. Characteristics of Instructional Videos

    Science.gov (United States)

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

    2018-01-01

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

  12. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  13. Video narrativer i sygeplejerskeuddannelsen

    DEFF Research Database (Denmark)

    Jensen, Inger

    2009-01-01

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

  14. Training basic laparoscopic skills using a custom-made video game

    OpenAIRE

    Goris, Jetse; Jalink, Maarten B.; ten Cate Hoedemaker, Henk O.

    2014-01-01

    Video games are accepted and used for a wide variety of applications. In the medical world, research on the positive effects of playing games on basic laparoscopic skills is rapidly increasing. Although these benefits have been proven several times, no institution actually uses video games for surgical training. This Short Communication describes some of the theoretical backgrounds, development and underlying educational foundations of a specifically designed video game and custom-made hardwa...

  15. Compact Visualisation of Video Summaries

    Directory of Open Access Journals (Sweden)

    Janko Ćalić

    2007-01-01

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

  16. MO-DE-BRA-01: Flipped Physics Courses Within a Radiologic Technologist Program: Video Production and Long Term Outcomes

    International Nuclear Information System (INIS)

    Oshiro, T; Donaghy, M; Slechta, A

    2016-01-01

    Purpose: To determine if the flipped class format has an effect on examination results for a radiologic technologist (RT) program and discuss benefits from creating video resources. Methods: From 2001–2015, students had taken both a radiological physics and quality control (QC) class as a part of their didactic training. In 2005/2006, the creation of videos of didactic lectures and QC test demonstrations allowed for a flip where content was studied at home while exercises and reviews were done in-class. Final examinations were retrospectively reviewed from this timeframe. 12 multiple choice physics questions (MCP) and 5 short answer QC questions (SAQC) were common to pre and post flip exams. The RT program’s ARRT exam scores were also obtained and compared to national averages. Results: In total, 36 lecture videos and 65 quality control videos were created for the flipped content. Data was ∼2.4GB and distributed to students via USB or CD media. For MCP questions, scores improved by 7.9% with the flipped format and significance (Student’s t-test, p<0.05) was found for 3 of the 12 questions. SAQC questions showed improvement by 14.6% and significance was found for 2 of the 5 questions. Student enrollment increased from ∼14 (2001–2004) to ∼23 students (2005–15). Content was continuously added post-flip due to the efficiency of delivery. The QC class in 2003 covered 45 test setups in-class while 65 were covered with video segments in 2014. Flipped materials are currently being repurposed. In 2015, this video content was restructured into an ARRT exam review guide and in 2016, the content was reorganized for fluoroscopy training for physicians. Conclusion: We believe that flipped classes can improve efficiency of content delivery and improve student performance even with an increase in class size. This format allows for flexibility in learning as well as re-use in multiple applications.

  17. MO-DE-BRA-01: Flipped Physics Courses Within a Radiologic Technologist Program: Video Production and Long Term Outcomes

    Energy Technology Data Exchange (ETDEWEB)

    Oshiro, T [UCLA, Los Angeles, CA (United States); Donaghy, M [California State University, Northridge, Northridge, CA (United States); Slechta, A [California State University, Northridge, Northridge, CA (United States)

    2016-06-15

    Purpose: To determine if the flipped class format has an effect on examination results for a radiologic technologist (RT) program and discuss benefits from creating video resources. Methods: From 2001–2015, students had taken both a radiological physics and quality control (QC) class as a part of their didactic training. In 2005/2006, the creation of videos of didactic lectures and QC test demonstrations allowed for a flip where content was studied at home while exercises and reviews were done in-class. Final examinations were retrospectively reviewed from this timeframe. 12 multiple choice physics questions (MCP) and 5 short answer QC questions (SAQC) were common to pre and post flip exams. The RT program’s ARRT exam scores were also obtained and compared to national averages. Results: In total, 36 lecture videos and 65 quality control videos were created for the flipped content. Data was ∼2.4GB and distributed to students via USB or CD media. For MCP questions, scores improved by 7.9% with the flipped format and significance (Student’s t-test, p<0.05) was found for 3 of the 12 questions. SAQC questions showed improvement by 14.6% and significance was found for 2 of the 5 questions. Student enrollment increased from ∼14 (2001–2004) to ∼23 students (2005–15). Content was continuously added post-flip due to the efficiency of delivery. The QC class in 2003 covered 45 test setups in-class while 65 were covered with video segments in 2014. Flipped materials are currently being repurposed. In 2015, this video content was restructured into an ARRT exam review guide and in 2016, the content was reorganized for fluoroscopy training for physicians. Conclusion: We believe that flipped classes can improve efficiency of content delivery and improve student performance even with an increase in class size. This format allows for flexibility in learning as well as re-use in multiple applications.

  18. Student’s Video Production as Formative Assessment

    Directory of Open Access Journals (Sweden)

    Eduardo Gama

    2017-04-01

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

  19. Short communication

    African Journals Online (AJOL)

    abp

    2017-09-04

    Sep 4, 2017 ... Face-to-face interviews were conducted using a standardized ... Short communication. Open Access ... clinic during the time of the study and were invited to participate in the study. .... consume them. This is another ...

  20. SHORT COMMUNICATION

    African Journals Online (AJOL)

    PROF P.T. KAYE

    . SHORT COMMUNICATION. Formation and Structural Analysis of Novel Dibornyl Ethers. Perry T. Kaye*, Andrew R. Duggan, Joseph M. Matjila, Warner E. Molema, and. Swarnam S. Ravindran. Department of Chemistry, Rhodes University, Grahamstown, ...

  1. 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.

  2. Putting Your Camp on Video.

    Science.gov (United States)

    Peterson, Michael

    1997-01-01

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

  3. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  4. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

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

  5. CERN Video News on line

    CERN Multimedia

    2003-01-01

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

  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. Training value of laparoscopic colorectal videos on the World Wide Web: a pilot study on the educational quality of laparoscopic right hemicolectomy videos.

    Science.gov (United States)

    Celentano, V; Browning, M; Hitchins, C; Giglio, M C; Coleman, M G

    2017-11-01

    Instructive laparoscopy videos with appropriate exposition could be ideal for initial training in laparoscopic surgery, but unfortunately there are no guidelines for annotating these videos or agreed methods to measure the educational content and the safety of the procedure presented. Aim of this study is to systematically search the World Wide Web to determine the availability of laparoscopic colorectal surgery videos and to objectively establish their potential training value. A search for laparoscopic right hemicolectomy videos was performed on the three most used English language web search engines Google.com, Bing.com, and Yahoo.com; moreover, a survey among 25 local trainees was performed to identify additional websites for inclusion. All laparoscopic right hemicolectomy videos with an English language title were included. Videos of open surgery, single incision laparoscopic surgery, robotic, and hand-assisted surgery were excluded. The safety of the demonstrated procedure was assessed with a validated competency assessment tool specifically designed for laparoscopic colorectal surgery and data on the educational content of the video were extracted. Thirty-one websites were identified and 182 surgical videos were included. One hundred and seventy-three videos (95%) detailed the year of publication; this demonstrated a significant increase in the number of videos published per year from 2009. Characteristics of the patient were rarely presented, only 10 videos (5.4%) reported operating time and only 6 videos (3.2%) reported 30-day morbidity; 34 videos (18.6%) underwent a peer-review process prior to publication. Formal case presentation, the presence of audio narration, the use of diagrams, and snapshots and a step-by-step approach are all characteristics of peer-reviewed videos but no significant difference was found in the safety of the procedure. Laparoscopic videos can be a useful adjunct to operative training. There is a large and increasing amount of

  8. Speed Biases With Real-Life Video Clips

    Directory of Open Access Journals (Sweden)

    Federica Rossi

    2018-03-01

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

  9. Video Super-Resolution via Bidirectional Recurrent Convolutional Networks.

    Science.gov (United States)

    Huang, Yan; Wang, Wei; Wang, Liang

    2018-04-01

    Super resolving a low-resolution video, namely video super-resolution (SR), is usually handled by either single-image SR or multi-frame SR. Single-Image SR deals with each video frame independently, and ignores intrinsic temporal dependency of video frames which actually plays a very important role in video SR. Multi-Frame SR generally extracts motion information, e.g., optical flow, to model the temporal dependency, but often shows high computational cost. Considering that recurrent neural networks (RNNs) can model long-term temporal dependency of video sequences well, we propose a fully convolutional RNN named bidirectional recurrent convolutional network for efficient multi-frame SR. Different from vanilla RNNs, 1) the commonly-used full feedforward and recurrent connections are replaced with weight-sharing convolutional connections. So they can greatly reduce the large number of network parameters and well model the temporal dependency in a finer level, i.e., patch-based rather than frame-based, and 2) connections from input layers at previous timesteps to the current hidden layer are added by 3D feedforward convolutions, which aim to capture discriminate spatio-temporal patterns for short-term fast-varying motions in local adjacent frames. Due to the cheap convolutional operations, our model has a low computational complexity and runs orders of magnitude faster than other multi-frame SR methods. With the powerful temporal dependency modeling, our model can super resolve videos with complex motions and achieve well performance.

  10. Scorebox extraction from mobile sports videos using Support Vector Machines

    Science.gov (United States)

    Kim, Wonjun; Park, Jimin; Kim, Changick

    2008-08-01

    Scorebox plays an important role in understanding contents of sports videos. However, the tiny scorebox may give the small-display-viewers uncomfortable experience in grasping the game situation. In this paper, we propose a novel framework to extract the scorebox from sports video frames. We first extract candidates by using accumulated intensity and edge information after short learning period. Since there are various types of scoreboxes inserted in sports videos, multiple attributes need to be used for efficient extraction. Based on those attributes, the optimal information gain is computed and top three ranked attributes in terms of information gain are selected as a three-dimensional feature vector for Support Vector Machines (SVM) to distinguish the scorebox from other candidates, such as logos and advertisement boards. The proposed method is tested on various videos of sports games and experimental results show the efficiency and robustness of our proposed method.

  11. The Development of Videos in Culturally Grounded Drug Prevention for Rural Native Hawaiian Youth

    Science.gov (United States)

    Okamoto, Scott K.; Helm, Susana; McClain, Latoya L.; Dinson, Ay-Laina

    2012-01-01

    The purpose of this study was to adapt and validate narrative scripts to be used for the video components of a culturally grounded drug prevention program for rural Native Hawaiian youth. Scripts to be used to film short video vignettes of drug-related problem situations were developed based on a foundation of pre-prevention research funded by the…

  12. Demolishing the Competition: The Longitudinal Link between Competitive Video Games, Competitive Gambling, and Aggression

    Science.gov (United States)

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…

  13. Evaluating the Use of Problem-Based Video Podcasts to Teach Mathematics in Higher Education

    Science.gov (United States)

    Kay, Robin; Kletskin, Ilona

    2012-01-01

    Problem-based video podcasts provide short, web-based, audio-visual explanations of how to solve specific procedural problems in subject areas such as mathematics or science. A series of 59 problem-based video podcasts covering five key areas (operations with functions, solving equations, linear functions, exponential and logarithmic functions,…

  14. A "Journey in Feminist Theory Together": The "Doing Feminist Theory through Digital Video" Project

    Science.gov (United States)

    Hurst, Rachel Alpha Johnston

    2014-01-01

    "Doing Feminist Theory Through Digital Video" is an assignment I designed for my undergraduate feminist theory course, where students created a short digital video on a concept in feminist theory. I outline the assignment and the pedagogical and epistemological frameworks that structured the assignment (digital storytelling,…

  15. Using Television Commercials as Video Illustrations: Examples from a Money and Banking Economics Class

    Science.gov (United States)

    Bowes, David R.

    2014-01-01

    Video clips are an excellent way to enhance lecture material. Television commercials are a source of video examples that should not be overlooked and they are readily available on the internet. They are familiar, short, self-contained, constantly being created, and often funny. This paper describes several examples of television commercials that…

  16. Illustrating Geology With Customized Video in Introductory Geoscience Courses

    Science.gov (United States)

    Magloughlin, J. F.

    2008-12-01

    For the past several years, I have been creating short videos for use in large-enrollment introductory physical geology classes. The motivation for this project included 1) lack of appropriate depth in existing videos, 2) engagement of non-science students, 3) student indifference to traditional textbooks, 4) a desire to share the visual splendor of geology through virtual field trips, and 5) a desire to meld photography, animation, narration, and videography in self-contained experiences. These (HD) videos are information-intensive but short, allowing a focus on relatively narrow topics from numerous subdisciplines, incorporation into lectures to help create variety while minimally interrupting flow and holding students' attention, and manageable file sizes. Nearly all involve one or more field locations, including sites throughout the western and central continental U.S., as well as Hawaii, Italy, New Zealand, and Scotland. The limited scope of the project and motivations mentioned preclude a comprehensive treatment of geology. Instead, videos address geologic processes, locations, features, and interactions with humans. The videos have been made available via DVD and on-line streaming. Such a project requires an array of video and audio equipment and software, a broad knowledge of geology, very good computing power, adequate time, creativity, a substantial travel budget, liability insurance, elucidation of the separation (or non-separation) between such a project and other responsibilities, and, preferably but not essentially, the support of one's supervisor or academic unit. Involving students in such projects entails risks, but involving necessary technical expertise is virtually unavoidable. In my own courses, some videos are used in class and/or made available on-line as simply another aspect of the educational experience. Student response has been overwhelmingly positive, particularly when expectations of students regarding the content of the videos is made

  17. The effectiveness of ultrabrief and brief educational videos for training lay responders in hands-only cardiopulmonary resuscitation: implications for the future of citizen cardiopulmonary resuscitation training.

    Science.gov (United States)

    Bobrow, Bentley J; Vadeboncoeur, Tyler F; Spaite, Daniel W; Potts, Jerald; Denninghoff, Kurt; Chikani, Vatsal; Brazil, Paula R; Ramsey, Bob; Abella, Benjamin S

    2011-03-01

    Bystander cardiopulmonary resuscitation (CPR) improves survival from out-of-hospital cardiac arrest (OHCA) but often is not performed. We hypothesized that subjects viewing very short Hands-Only CPR videos will (1) be more likely to attempt CPR in a simulated OHCA scenario and (2) demonstrate better CPR skills than untrained individuals. This study is a prospective trial of 336 adults without recent CPR training randomized into 4 groups: (1) control (no training) (n=51); (2) 60-second video training (n=95); (3) 5-minute video training (n=99); and (4) 8-minute video training, including manikin practice (n=91). All subjects were tested for their ability to perform CPR during an adult OHCA scenario using a CPR-sensing manikin and Laerdal PC SkillReporting software. One half of the trained subjects were randomly assigned to testing immediately and the other half after a 2-month delay. Twelve (23.5%) controls did not even attempt CPR, which was true of only 2 subjects (0.7%; P=0.01) from any of the experimental groups. All experimental groups had significantly higher average compression rates (closer to the recommended 100/min) than the control group (P38 mm) than the control group (PCPR videos are more likely to attempt CPR and show superior CPR skills than untrained laypersons. Clinical Trial Registration- URL: http://www.clinicaltrials.gov. Unique identifier: NCT01191736.

  18. Demonstration of an application-aware resilience mechanism for dynamic heterogeneous networks

    NARCIS (Netherlands)

    Okonkwo, C.M.; Martin, R.; Ferrera, M.P.; Guild, K.M.; O'Mahony, M.; Everett, J.; Marciniak, M.

    2007-01-01

    Business uptake of IP-centric services has been strong and necessitates reliable, highly-available, high-quality Internet access. Real time services such as mission-critical broadcast video, video conferencing and voice over IP (VoIP) have low tolerance for short-term network outages. However,

  19. Hand Hygiene Saves Lives: Patient Admission Video (Short Version)

    Centers for Disease Control (CDC) Podcasts

    2008-05-01

    This podcast is for hospital patients and visitors. It emphasizes two key points to help prevent infections: the importance of practicing hand hygiene while in the hospital, and that it's appropriate to ask or remind healthcare providers to practice hand hygiene.  Created: 5/1/2008 by National Center for Preparedness, Detection, and Control of Infectious Diseases (NCPDCID).   Date Released: 4/26/2010.

  20. Hand Hygiene Saves Lives: Patient Admission Video (Short Version)

    Centers for Disease Control (CDC) Podcasts

    This podcast is for hospital patients and visitors. It emphasizes two key points to help prevent infections: the importance of practicing hand hygiene while in the hospital, and that it's appropriate to ask or remind healthcare providers to practice hand hygiene.

  1. Sinusoidal Wave Estimation Using Photogrammetry and Short Video Sequences

    Directory of Open Access Journals (Sweden)

    Ewelina Rupnik

    2015-12-01

    Full Text Available The objective of the work is to model the shape of the sinusoidal shape of regular water waves generated in a laboratory flume. The waves are traveling in time and render a smooth surface, with no white caps or foam. Two methods are proposed, treating the water as a diffuse and specular surface, respectively. In either case, the water is presumed to take the shape of a traveling sine wave, reducing the task of the 3D reconstruction to resolve the wave parameters. The first conceived method performs the modeling part purely in 3D space. Having triangulated the points in a separate phase via bundle adjustment, a sine wave is fitted into the data in a least squares manner. The second method presents a more complete approach for the entire calculation workflow beginning in the image space. The water is perceived as a specular surface, and the traveling specularities are the only observations visible to the  cameras, observations that are notably single image. The depth ambiguity is removed given additional constraints encoded within the law of reflection and the modeled parametric surface. The observation and constraint equations compose a single system of equations that is solved with the method of least squares adjustment. The devised approaches are validated against the data coming from a capacitive level sensor and on physical targets floating on the surface. The outcomes agree to a high degree.

  2. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

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

  3. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

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

  4. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

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

  5. Video material and epilepsy.

    Science.gov (United States)

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

    1994-01-01

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

  6. Delivering Diagnostic Quality Video over Mobile Wireless Networks for Telemedicine

    Directory of Open Access Journals (Sweden)

    Sira P. Rao

    2009-01-01

    Full Text Available In real-time remote diagnosis of emergency medical events, mobility can be enabled by wireless video communications. However, clinical use of this potential advance will depend on definitive and compelling demonstrations of the reliability of diagnostic quality video. Because the medical domain has its own fidelity criteria, it is important to incorporate diagnostic video quality criteria into any video compression system design. To this end, we used flexible algorithms for region-of-interest (ROI video compression and obtained feedback from medical experts to develop criteria for diagnostically lossless (DL quality. The design of the system occurred in three steps-measurement of bit rate at which DL quality is achieved through evaluation of videos by medical experts, incorporation of that information into a flexible video encoder through the notion of encoder states, and an encoder state update option based on a built-in quality criterion. Medical experts then evaluated our system for the diagnostic quality of the video, allowing us to verify that it is possible to realize DL quality in the ROI at practical communication data transfer rates, enabling mobile medical assessment over bit-rate limited wireless channels. This work lays the scientific foundation for additional validation through prototyped technology, field testing, and clinical trials.

  7. Open-Source Telemedicine Platform for Wireless Medical Video Communication

    Science.gov (United States)

    Panayides, A.; Eleftheriou, I.; Pantziaris, M.

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings. PMID:23573082

  8. Reconstructing Interlaced High-Dynamic-Range Video Using Joint Learning.

    Science.gov (United States)

    Inchang Choi; Seung-Hwan Baek; Kim, Min H

    2017-11-01

    For extending the dynamic range of video, it is a common practice to capture multiple frames sequentially with different exposures and combine them to extend the dynamic range of each video frame. However, this approach results in typical ghosting artifacts due to fast and complex motion in nature. As an alternative, video imaging with interlaced exposures has been introduced to extend the dynamic range. However, the interlaced approach has been hindered by jaggy artifacts and sensor noise, leading to concerns over image quality. In this paper, we propose a data-driven approach for jointly solving two specific problems of deinterlacing and denoising that arise in interlaced video imaging with different exposures. First, we solve the deinterlacing problem using joint dictionary learning via sparse coding. Since partial information of detail in differently exposed rows is often available via interlacing, we make use of the information to reconstruct details of the extended dynamic range from the interlaced video input. Second, we jointly solve the denoising problem by tailoring sparse coding to better handle additive noise in low-/high-exposure rows, and also adopt multiscale homography flow to temporal sequences for denoising. We anticipate that the proposed method will allow for concurrent capture of higher dynamic range video frames without suffering from ghosting artifacts. We demonstrate the advantages of our interlaced video imaging compared with the state-of-the-art high-dynamic-range video methods.

  9. Segmentation Based Video Steganalysis to Detect Motion Vector Modification

    Directory of Open Access Journals (Sweden)

    Peipei Wang

    2017-01-01

    Full Text Available This paper presents a steganalytic approach against video steganography which modifies motion vector (MV in content adaptive manner. Current video steganalytic schemes extract features from fixed-length frames of the whole video and do not take advantage of the content diversity. Consequently, the effectiveness of the steganalytic feature is influenced by video content and the problem of cover source mismatch also affects the steganalytic performance. The goal of this paper is to propose a steganalytic method which can suppress the differences of statistical characteristics caused by video content. The given video is segmented to subsequences according to block’s motion in every frame. The steganalytic features extracted from each category of subsequences with close motion intensity are used to build one classifier. The final steganalytic result can be obtained by fusing the results of weighted classifiers. The experimental results have demonstrated that our method can effectively improve the performance of video steganalysis, especially for videos of low bitrate and low embedding ratio.

  10. Open-source telemedicine platform for wireless medical video communication.

    Science.gov (United States)

    Panayides, A; Eleftheriou, I; Pantziaris, M

    2013-01-01

    An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN) and 3.5G high-speed packet access (HSPA) wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD) algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  11. Application of robust face recognition in video surveillance systems

    Science.gov (United States)

    Zhang, De-xin; An, Peng; Zhang, Hao-xiang

    2018-03-01

    In this paper, we propose a video searching system that utilizes face recognition as searching indexing feature. As the applications of video cameras have great increase in recent years, face recognition makes a perfect fit for searching targeted individuals within the vast amount of video data. However, the performance of such searching depends on the quality of face images recorded in the video signals. Since the surveillance video cameras record videos without fixed postures for the object, face occlusion is very common in everyday video. The proposed system builds a model for occluded faces using fuzzy principal component analysis (FPCA), and reconstructs the human faces with the available information. Experimental results show that the system has very high efficiency in processing the real life videos, and it is very robust to various kinds of face occlusions. Hence it can relieve people reviewers from the front of the monitors and greatly enhances the efficiency as well. The proposed system has been installed and applied in various environments and has already demonstrated its power by helping solving real cases.

  12. Open-Source Telemedicine Platform for Wireless Medical Video Communication

    Directory of Open Access Journals (Sweden)

    A. Panayides

    2013-01-01

    Full Text Available An m-health system for real-time wireless communication of medical video based on open-source software is presented. The objective is to deliver a low-cost telemedicine platform which will allow for reliable remote diagnosis m-health applications such as emergency incidents, mass population screening, and medical education purposes. The performance of the proposed system is demonstrated using five atherosclerotic plaque ultrasound videos. The videos are encoded at the clinically acquired resolution, in addition to lower, QCIF, and CIF resolutions, at different bitrates, and four different encoding structures. Commercially available wireless local area network (WLAN and 3.5G high-speed packet access (HSPA wireless channels are used to validate the developed platform. Objective video quality assessment is based on PSNR ratings, following calibration using the variable frame delay (VFD algorithm that removes temporal mismatch between original and received videos. Clinical evaluation is based on atherosclerotic plaque ultrasound video assessment protocol. Experimental results show that adequate diagnostic quality wireless medical video communications are realized using the designed telemedicine platform. HSPA cellular networks provide for ultrasound video transmission at the acquired resolution, while VFD algorithm utilization bridges objective and subjective ratings.

  13. Solid state video cameras

    CERN Document Server

    Cristol, Y

    2013-01-01

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

  14. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

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

  15. Video Bandwidth Compression System.

    Science.gov (United States)

    1980-08-01

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

  16. The Future of Video

    OpenAIRE

    Li, F.

    2016-01-01

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

  17. Short Stature

    DEFF Research Database (Denmark)

    Christesen, Henrik Boye Thybo; Pedersen, Birgitte Tønnes; Pournara, Effie

    2016-01-01

    -scale, non-interventional, multinational study. The patient cohort consisted of 5996 short pediatric patients diagnosed with growth hormone deficiency (GHD), Turner syndrome (TS) or born small for gestational age (SGA). The proportions of children with baseline height standard deviation score (SDS) below......The use of appropriate growth standards/references is of significant clinical importance in assessing the height of children with short stature as it may determine eligibility for appropriate therapy. The aim of this study was to determine the impact of using World Health Organization (WHO) instead...... of national growth standards/references on height assessment in short children. Data were collected from routine clinical practice (1998-2014) from nine European countries that have available national growth references and were enrolled in NordiNet® International Outcome Study (IOS) (NCT00960128), a large...

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

    Science.gov (United States)

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

    2018-06-06

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

  19. Subject Anonymisation in Video Reporting. Is Animation an option?

    DEFF Research Database (Denmark)

    Brooks, Anthony Lewis

    2012-01-01

    This short-paper contribution questions the potential of a simple automated video-to-animation rotoscoping technique to provide subject anonymity and confidentiality to conform to ethical regulations whilst maintaining sufficient portraiture data to convey research outcome. This can be especially...

  20. Teaching Bioethics via the Production of Student-Generated Videos

    Science.gov (United States)

    Willmott, Christopher J. R.

    2015-01-01

    There is growing recognition that science is not conducted in a vacuum and that advances in the biosciences have ethical and social implications for the wider community. An exercise is described in which undergraduate students work in teams to produce short videos about the science and ethical dimensions of current developments in biomedicine.…

  1. Video-rate optical flow corrected intraoperative functional fluorescence imaging

    NARCIS (Netherlands)

    Koch, Maximilian; Glatz, Juergen; Ermolayev, Vladimir; de Vries, Elisabeth G. E.; van Dam, Gooitzen M.; Englmeier, Karl-Hans; Ntziachristos, Vasilis

    Intraoperative fluorescence molecular imaging based on targeted fluorescence agents is an emerging approach to improve surgical and endoscopic imaging and guidance. Short exposure times per frame and implementation at video rates are necessary to provide continuous feedback to the physician and

  2. Video segmentation using keywords

    Science.gov (United States)

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

    2018-04-01

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

  3. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

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

  4. 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.

  5. Objective video quality assessment method for freeze distortion based on freeze aggregation

    Science.gov (United States)

    Watanabe, Keishiro; Okamoto, Jun; Kurita, Takaaki

    2006-01-01

    With the development of the broadband network, video communications such as videophone, video distribution, and IPTV services are beginning to become common. In order to provide these services appropriately, we must manage them based on subjective video quality, in addition to designing a network system based on it. Currently, subjective quality assessment is the main method used to quantify video quality. However, it is time-consuming and expensive. Therefore, we need an objective quality assessment technology that can estimate video quality from video characteristics effectively. Video degradation can be categorized into two types: spatial and temporal. Objective quality assessment methods for spatial degradation have been studied extensively, but methods for temporal degradation have hardly been examined even though it occurs frequently due to network degradation and has a large impact on subjective quality. In this paper, we propose an objective quality assessment method for temporal degradation. Our approach is to aggregate multiple freeze distortions into an equivalent freeze distortion and then derive the objective video quality from the equivalent freeze distortion. Specifically, our method considers the total length of all freeze distortions in a video sequence as the length of the equivalent single freeze distortion. In addition, we propose a method using the perceptual characteristics of short freeze distortions. We verified that our method can estimate the objective video quality well within the deviation of subjective video quality.

  6. Subtitled video tutorials, an accessible teaching material

    Directory of Open Access Journals (Sweden)

    Luis Bengochea

    2012-11-01

    Full Text Available The use of short-lived audio-visual tutorials constitutes an educational resource very attractive for young students, widely familiar with this type of format similar to YouTube clips. Considered as "learning pills", these tutorials are intended to strengthen the understanding of complex concepts that because their dynamic nature can’t be represented through texts or diagrams. However, the inclusion of this type of content in eLearning platforms presents accessibility problems for students with visual or hearing disabilities. This paper describes this problem and shows the way in which a teacher could add captions and subtitles to their videos.

  7. Aerospace Communications Security Technologies Demonstrated

    Science.gov (United States)

    Griner, James H.; Martzaklis, Konstantinos S.

    2003-01-01

    In light of the events of September 11, 2001, NASA senior management requested an investigation of technologies and concepts to enhance aviation security. The investigation was to focus on near-term technologies that could be demonstrated within 90 days and implemented in less than 2 years. In response to this request, an internal NASA Glenn Research Center Communications, Navigation, and Surveillance Aviation Security Tiger Team was assembled. The 2-year plan developed by the team included an investigation of multiple aviation security concepts, multiple aircraft platforms, and extensively leveraged datalink communications technologies. It incorporated industry partners from NASA's Graphical Weather-in-the-Cockpit research, which is within NASA's Aviation Safety Program. Two concepts from the plan were selected for demonstration: remote "black box," and cockpit/cabin surveillance. The remote "black box" concept involves real-time downlinking of aircraft parameters for remote monitoring and archiving of aircraft data, which would assure access to the data following the loss or inaccessibility of an aircraft. The cockpit/cabin surveillance concept involves remote audio and/or visual surveillance of cockpit and cabin activity, which would allow immediate response to any security breach and would serve as a possible deterrent to such breaches. The datalink selected for the demonstrations was VDL Mode 2 (VHF digital link), the first digital datalink for air-ground communications designed for aircraft use. VDL Mode 2 is beginning to be implemented through the deployment of ground stations and aircraft avionics installations, with the goal of being operational in 2 years. The first demonstration was performed December 3, 2001, onboard the LearJet 25 at Glenn. NASA worked with Honeywell, Inc., for the broadcast VDL Mode 2 datalink capability and with actual Boeing 757 aircraft data. This demonstration used a cockpitmounted camera for video surveillance and a coupling to

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

    Directory of Open Access Journals (Sweden)

    Sutapa Biswas

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

  9. Short Review

    DEFF Research Database (Denmark)

    Lynnerup, Niels; Rühli, Frank

    2015-01-01

    modality in ancient mummy research. The aim of this short review is to address the advantages and pitfalls of this particular technique for such unique samples. We recommend that when results of X-ray examination of mummies are presented, the specific recording data should be listed, and any given finds...

  10. Short fusion

    CERN Multimedia

    2002-01-01

    French and UK researchers are perfecting a particle accelerator technique that could aid the quest for fusion energy or make X-rays that are safer and produce higher-resolution images. Led by Dr Victor Malka from the Ecole Nationale Superieure des Techniques Avancees in Paris, the team has developed a better way of accelerating electrons over short distances (1 page).

  11. Short communication

    African Journals Online (AJOL)

    UPuser

    Short communication. Polymorphisms of the CAST gene in the Meishan and five other pig populations in China. Q.S. Wang. 1. , Y.C. Pan. 1#. , L.B. Sun. 2 and H. Meng. 1. 1 Department of Animal Science, School of Agriculture and Biology, Shanghai Jiaotong University, Shanghai. 201101, P.R. China. 2 Shanghai Institute of ...

  12. SHORT COMMUNICATION

    African Journals Online (AJOL)

    a

    ______. *Corresponding author. E-mail: vani_chem@yahoo.com. SHORT COMMUNICATION. OXIDATION OF L-CYSTINE BY CHROMIUM(VI) - A KINETIC STUDY. Kalyan Kumar Adari, Annapurna Nowduri and Vani Parvataneni*. Department of Inorganic and Analytical Chemistry, School of Chemistry, Andhra University,.

  13. Short communication

    NARCIS (Netherlands)

    Pantophlet, Andre J.; Gilbert, M.S.; Gerrits, W.J.J.; Vonk, R.J.

    2017-01-01

    Heavy veal calves (4-6 mo old) often develop problems with insulin sensitivity. This could lead to metabolic disorders and impaired animal growth performance. Studies in various animal species have shown that the supplementation of short-chain fructo-oligosaccharides (scFOS) can improve insulin

  14. Video spectroscopy with the RSpec Explorer

    Science.gov (United States)

    Lincoln, James

    2018-03-01

    The January 2018 issue of The Physics Teacher saw two articles that featured the RSpec Explorer as a supplementary lab apparatus. The RSpec Explorer provides live video spectrum analysis with which teachers can demonstrate how to investigate features of a diffracted light source. In this article I provide an introduction to the device as well as a variety of suggestions for using it, some of which go beyond its originally intended design.

  15. Online Interactive Video Vignettes (IVVs)

    Science.gov (United States)

    Laws, Priscilla

    2016-03-01

    Interest in on-line learning is increasing rapidly. A few years ago members of the LivePhoto Physics Group1 received collaborative NSF Grants2 to create short, single-topic, on-line activities that invite introductory physics students to make individual predictions about a phenomenon and test them though video observations or analysis. Each Vignette is designed for web delivery as: (1) an ungraded homework assignment or (2) an exercise to prepare for a class or tutorial session. Sample IVVs are available at the ComPadre website http://www.compadre.org/ivv/. Portions of Vignettes on mechanics topics including Projectile Motion, Circular Motion, the Bullet-Block phenomenon, and Newton's Third Law will be presented. Those attending this talk will be asked to guess what predictions students are likely to make about phenomena in various IVVs. These predictions can be compared to those made by students who completed Vignettes. Finally, research on the impact of Vignettes on student learning and attitudes will be discussed. Co-PI Robert Teese, Rochester Institute of Technology.

  16. Reduced bandwidth video for remote vehicle operations

    Energy Technology Data Exchange (ETDEWEB)

    Noell, T.E.; DePiero, F.W.

    1993-08-01

    Oak Ridge National Laboratory staff have developed a video compression system for low-bandwidth remote operations. The objective is to provide real-time video at data rates comparable to available tactical radio links, typically 16 to 64 thousand bits per second (kbps), while maintaining sufficient quality to achieve mission objectives. The system supports both continuous lossy transmission of black and white (gray scale) video for remote driving and progressive lossless transmission of black and white images for remote automatic target acquisition. The average data rate of the resulting bit stream is 64 kbps. This system has been demonstrated to provide video of sufficient quality to allow remote driving of a High-Mobility Multipurpose Wheeled Vehicle at speeds up to 15 mph (24.1 kph) on a moguled dirt track. The nominal driving configuration provides a frame rate of 4 Hz, a compression per frame of 125:1, and a resulting latency of {approximately}1s. This paper reviews the system approach and implementation, and further describes some of our experiences when using the system to support remote driving.

  17. Video sensor architecture for surveillance applications.

    Science.gov (United States)

    Sánchez, Jordi; Benet, Ginés; Simó, José E

    2012-01-01

    This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software) in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  18. Video Sensor Architecture for Surveillance Applications

    Directory of Open Access Journals (Sweden)

    José E. Simó

    2012-02-01

    Full Text Available This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  19. Least-Square Prediction for Backward Adaptive Video Coding

    Directory of Open Access Journals (Sweden)

    Li Xin

    2006-01-01

    Full Text Available Almost all existing approaches towards video coding exploit the temporal redundancy by block-matching-based motion estimation and compensation. Regardless of its popularity, block matching still reflects an ad hoc understanding of the relationship between motion and intensity uncertainty models. In this paper, we present a novel backward adaptive approach, named "least-square prediction" (LSP, and demonstrate its potential in video coding. Motivated by the duality between edge contour in images and motion trajectory in video, we propose to derive the best prediction of the current frame from its causal past using least-square method. It is demonstrated that LSP is particularly effective for modeling video material with slow motion and can be extended to handle fast motion by temporal warping and forward adaptation. For typical QCIF test sequences, LSP often achieves smaller MSE than , full-search, quarter-pel block matching algorithm (BMA without the need of transmitting any overhead.

  20. The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior

    NARCIS (Netherlands)

    Hasan, Y.; Bègue, L.; Scharkow, M.; Bushman, B.J.

    2012-01-01

    It is well established that violent video games increase aggression. There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behavior

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

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

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

  2. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong

    2013-04-14

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

  3. Video Quality Prediction over Wireless 4G

    KAUST Repository

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

    2013-01-01

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

  4. Video Game Device Haptic Interface for Robotic Arc Welding

    Energy Technology Data Exchange (ETDEWEB)

    Corrie I. Nichol; Milos Manic

    2009-05-01

    Recent advances in technology for video games have made a broad array of haptic feedback devices available at low cost. This paper presents a bi-manual haptic system to enable an operator to weld remotely using the a commercially available haptic feedback video game device for the user interface. The system showed good performance in initial tests, demonstrating the utility of low cost input devices for remote haptic operations.

  5. The roles of vocal and visual interactions in social learning zebra finches: A video playback experiment.

    Science.gov (United States)

    Guillette, Lauren M; Healy, Susan D

    2017-06-01

    The transmission of information from an experienced demonstrator to a naïve observer often depends on characteristics of the demonstrator, such as familiarity, success or dominance status. Whether or not the demonstrator pays attention to and/or interacts with the observer may also affect social information acquisition or use by the observer. Here we used a video-demonstrator paradigm first to test whether video demonstrators have the same effect as using live demonstrators in zebra finches, and second, to test the importance of visual and vocal interactions between the demonstrator and observer on social information use by the observer. We found that female zebra finches copied novel food choices of male demonstrators they saw via live-streaming video while they did not consistently copy from the demonstrators when they were seen in playbacks of the same videos. Although naive observers copied in the absence of vocalizations by the demonstrator, as they copied from playback of videos with the sound off, females did not copy where there was a mis-match between the visual information provided by the video and vocal information from a live male that was out of sight. Taken together these results suggest that video demonstration is a useful methodology for testing social information transfer, at least in a foraging context, but more importantly, that social information use varies according to the vocal interactions, or lack thereof, between the observer and the demonstrator. Copyright © 2017 The Authors. Published by Elsevier B.V. All rights reserved.

  6. Improved control of exogenous attention in action video game players

    Directory of Open Access Journals (Sweden)

    Matthew S Cain

    2014-02-01

    Full Text Available Action video game players have demonstrated a number of attentional advantages over non-players. Here, we propose that many of those benefits might be underpinned by improved control over exogenous (i.e., stimulus-driven attention. To test this we used an anti-cuing task, in which a sudden-onset cue indicated that the target would likely appear in a separate location on the opposite side of the fixation point. When the time between the cue onset and the target onset was short (40 ms, non-players (nVGPs showed a typical exogenous attention effect. Their response times were faster to targets presented at the cued (but less probable location compared with the opposite (more probable location. Video game players (VGPs, however, were less likely to have their attention drawn to the location of the cue. When the onset asynchrony was long (600 ms, VGPs and nVGPs were equally able to endogenously shift their attention to the likely (opposite target location. In order to rule out processing-speed differences as an explanation for this result, we also tested VGPs and nVGPs on an attentional blink task. In a version of the attentional blink task that minimized demands on task switching and iconic memory, VGPs and nVGPs did not differ in second target identification performance (i.e., VGPs had the same magnitude of attentional blink as nVGPs, suggesting that the anti-cuing results were due to flexible control over exogenous attention rather than to more general speed-of-processing differences.

  7. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

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

  8. Prior video game exposure does not enhance robotic surgical performance.

    Science.gov (United States)

    Harper, Jonathan D; Kaiser, Stefan; Ebrahimi, Kamyar; Lamberton, Gregory R; Hadley, H Roger; Ruckle, Herbert C; Baldwin, D Duane

    2007-10-01

    Prior research has demonstrated that counterintuitive laparoscopic surgical skills are enhanced by experience with video games. A similar relation with robotic surgical skills has not been tested. The purpose of this study was to determine whether prior video-game experience enhances the acquisition of robotic surgical skills. A series of 242 preclinical medical students completed a self-reported video-game questionnaire detailing the frequency, duration, and peak playing time. The 10 students with the highest and lowest video-game exposure completed a follow-up questionnaire further quantifying video game, sports, musical instrument, and craft and hobby exposure. Each subject viewed a training video demonstrating the use of the da Vinci surgical robot in tying knots, followed by 3 minutes of proctored practice time. Subjects then tied knots for 5 minutes while an independent blinded observer recorded the number of knots tied, missed knots, frayed sutures, broken sutures, and mechanical errors. The mean playing time for the 10 game players was 15,136 total hours (range 5,840-30,000 hours). Video-game players tied fewer knots than nonplayers (5.8 v 9.0; P = 0.04). Subjects who had played sports for at least 4 years had fewer mechanical errors (P = 0.04), broke fewer sutures (P = 0.01), and committed fewer total errors (P = 0.01). Similarly, those playing musical instruments longer than 5 years missed fewer knots (P = 0.05). In the extremes of video-game experience tested in this study, game playing was inversely correlated with the ability to learn robotic suturing. This study suggests that advanced surgical skills such as robotic suturing may be learned more quickly by athletes and musicians. Prior extensive video-game exposure had a negative impact on robotic performance.

  9. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-02-01

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

  10. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-01-01

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

  11. Short Communication

    African Journals Online (AJOL)

    huis

    Short Communication. QTL analysis of production traits on SSC3 in a Large White×Meishan pig resource family. B. Zuo. 1. , Y.Z. Xiong. 1#. , Y.H. Su. 2. , C.Y. Deng. 1. , M.G. Lei. 1. , F.E. Li. 1. , R. Zheng. 1 and S.W. Jiang. 1. 1 Key Laboratory of Swine Genetics and Breeding, Ministry of Agriculture & Key Lab of Agricultural ...

  12. 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...

  13. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

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

  14. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

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

  15. Provocative Video Scenarios

    DEFF Research Database (Denmark)

    Caglio, Agnese

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

  16. Holovideo: Real-time 3D range video encoding and decoding on GPU

    Science.gov (United States)

    Karpinsky, Nikolaus; Zhang, Song

    2012-02-01

    We present a 3D video-encoding technique called Holovideo that is capable of encoding high-resolution 3D videos into standard 2D videos, and then decoding the 2D videos back into 3D rapidly without significant loss of quality. Due to the nature of the algorithm, 2D video compression such as JPEG encoding with QuickTime Run Length Encoding (QTRLE) can be applied with little quality loss, resulting in an effective way to store 3D video at very small file sizes. We found that under a compression ratio of 134:1, Holovideo to OBJ file format, the 3D geometry quality drops at a negligible level. Several sets of 3D videos were captured using a structured light scanner, compressed using the Holovideo codec, and then uncompressed and displayed to demonstrate the effectiveness of the codec. With the use of OpenGL Shaders (GLSL), the 3D video codec can encode and decode in realtime. We demonstrated that for a video size of 512×512, the decoding speed is 28 frames per second (FPS) with a laptop computer using an embedded NVIDIA GeForce 9400 m graphics processing unit (GPU). Encoding can be done with this same setup at 18 FPS, making this technology suitable for applications such as interactive 3D video games and 3D video conferencing.

  17. Consumer-based technology for distribution of surgical videos for objective evaluation.

    Science.gov (United States)

    Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K

    2012-08-01

    The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.

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

    OpenAIRE

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

    2011-01-01

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

  19. Advantages of video trigger in problem-based learning.

    Science.gov (United States)

    Chan, Lap Ki; Patil, Nivritti G; Chen, Julie Y; Lam, Jamie C M; Lau, Chak S; Ip, Mary S M

    2010-01-01

    Traditionally, paper cases are used as 'triggers' to stimulate learning in problem-based learning (PBL). However, video may be a better medium because it preserves the original language, encourages the active extraction of information, avoids depersonalization of patients and allows direct observation of clinical consultations. In short, it exposes the students to the complexity of actual clinical problems. The study aims to find out whether students and facilitators who are accustomed to paper cases would prefer video triggers or paper cases and the reasons for their preference. After students and facilitators had completed a video PBL tutorial, their responses were measured by a structured questionnaire using a modified Likert scale. A total of 257 students (92%) and 26 facilitators (100%) responded. The majority of students and facilitators considered that using video triggers could enhance the students' observational powers and clinical reasoning, help them to integrate different information and better understand the cases and motivate them to learn. They found PBL using video triggers more interesting and preferred it to PBL using paper cases. Video triggers are preferred by both students and facilitators over paper cases in PBL.

  20. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

  1. Debunking a Video on YouTube as an Authentic Research Experience

    Science.gov (United States)

    Davidowsky, Philip; Rogers, Michael

    2015-05-01

    Students are exposed to a variety of unrealistic physical experiences seen in movies, video games, and short online videos. A popular classroom activity has students examine footage to identify what aspects of physics are correctly and incorrectly represented.1-7 Some of the physical phenomena pictured might be tricks or illusions made easier to perform with the use of video, while others are removed from their historical context, leaving the audience to form misguided conclusions about what they saw with only the information in the video. One such video in which the late Eric Laithwaite, a successful British engineer and inventor, claims that a spinning wheel "becomes light as a feather" provides an opportunity for students to investigate Laithwaite's claim.8 The use of video footage can engage students in learning physics9 but also provide an opportunity for authentic research experiences.

  2. The Impact of Video Length on Learning in a Middle-Level Flipped Science Setting: Implications for Diversity Inclusion

    Science.gov (United States)

    Slemmons, Krista; Anyanwu, Kele; Hames, Josh; Grabski, Dave; Mlsna, Jeffery; Simkins, Eric; Cook, Perry

    2018-05-01

    Popularity of videos for classroom instruction has increased over the years due to affordability and user-friendliness of today's digital video cameras. This prevalence has led to an increase in flipped, K-12 classrooms countrywide. However, quantitative data establishing the appropriate video length to foster authentic learning is limited, particularly in middle-level classrooms. We focus on this aspect of video technology in two flipped science classrooms at the middle school level to determine the optimal video length to enable learning, increase retention and support student motivation. Our results indicate that while assessments directly following short videos were slightly higher, these findings were not significantly different from scores following longer videos. While short-term retention of material did not seem to be influenced by video length, longer-term retention for males and students with learning disabilities was higher following short videos compared to long as assessed on summative assessments. Students self-report that they were more engaged, had enhanced focus, and had a perceived higher retention of content following shorter videos. This study has important implications for student learning, application of content, and the development of critical thinking skills. This is particularly paramount in an era where content knowledge is just a search engine away.

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

    Science.gov (United States)

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

    2013-12-01

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

  4. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

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

  5. Unattended video surveillance systems for international safeguards

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1979-01-01

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

  6. Personal Digital Video Stories

    DEFF Research Database (Denmark)

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

    2016-01-01

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

  7. Fast-track video-assisted thoracoscopic surgery

    DEFF Research Database (Denmark)

    Holbek, Bo Laksafoss; Petersen, René Horsleben; Kehlet, Henrik

    2016-01-01

    Objectives To provide a short overview of fast-track video-assisted thoracoscopic surgery (VATS) and to identify areas requiring further research. Design A literature search was made using key words including: fast-track, enhanced recovery, video-assisted thoracoscopic surgery, robot......-assisted thoracoscopic surgery (RATS), robotic, thoracotomy, single-incision, uniportal, natural orifice transluminal endoscopic surgery (NOTES), chest tube, air-leak, digital drainage, pain management, analgesia, perioperative management, anaesthesia and non-intubated. References from articles were screened for further...

  8. Using video in teacher education

    Directory of Open Access Journals (Sweden)

    Jo Towers

    2007-06-01

    Full Text Available This paper draws on a research study of elementary- and secondary-route preservice teachers in a two-year, after-degree teacher preparation programme. The paper includes excerpts of classroom data, taken from the author’s own university classroom, demonstrating preservice teachers’ responses to carefully selected video extracts of children learning mathematics in a high-school class also taught by the author. The paper includes commentary on some of the advantages and limitations of video as a teaching tool, develops an argument for the increased use, in both preservice teacher education and inservice teacher professional development, of videotaped episodes that focus on the learners rather than on the classroom teacher, and explores the value of having the teacher whose classroom is featured on the videos present for the discussion of the episodes. The paper explores the potential offered by video material to foster the belief that teaching is a learning activity by (i refocusing attention on the learner rather than the teacher in the analysis of classroom practices, (ii raising awareness of the importance of reflective practice, and (iii providing a prompt for the imaginative rehearsal of action. Résumé : Le présent article se fonde sur une étude technique portant sur des stagiaires des niveaux primaire et secondaire dans un programme de préparation à l’enseignement de deux ans après l’obtention du diplôme. L’article comprend des extraits de données en salle de classe qui proviennent de la salle de classe de l’université de l’auteur même, illustrant les réponses des stagiaires à des extraits vidéo choisis avec soins, extraits portant su des enfants apprenant les mathématiques dans une classe du secondaire dont l’enseignant est l’auteur. L’article comporte des commentaires sur certains des avantages et limites du vidéo comme outil d’enseignement, il présente un argument pour l’augmentation accrue, à la

  9. Is action video gaming related to sustained attention of adolescents?

    Science.gov (United States)

    Trisolini, Daniela Carmen; Petilli, Marco Alessandro; Daini, Roberta

    2018-05-01

    Over the past few years, an increasing number of studies have shown that playing action video games can have positive effects on tasks that involve attention and visuo-spatial cognition (e.g., visual search, enumeration tasks, tracking multiple objects). Although playing action video games can improve several cognitive functions, the intensive interaction with the exciting, challenging, intrinsically stimulating and perceptually appealing game environments may adversely affect other functions, including the ability to maintain attention when the level of stimulation is not as intense. This study investigated whether a relationship existed between action video gaming and sustained attention performance in a sample of 45 Italian teenagers. After completing a questionnaire about their video game habits, participants were divided into Action Video Game Player (AVGP) and Non-Action Video Game Player (NAVGP) groups and underwent cognitive tests. The results confirm previous findings of studies of AVGPs as they had significantly enhanced performance for instantly enumerating a set of items. Nevertheless, we found that the drop in performance over time, typical of a sustained attention task, was significantly greater in the AVGP compared with the NAVGP group. This result is consistent with our hypothesis and demonstrates a negative effect of playing action video games.

  10. Efficient reversible data hiding in encrypted H.264/AVC videos

    Science.gov (United States)

    Xu, Dawen; Wang, Rangding

    2014-09-01

    Due to the security and privacy-preserving requirements for cloud data management, it is sometimes desired that video content is accessible in an encrypted form. Reversible data hiding in the encrypted domain is an emerging technology, as it can perform data hiding in encrypted videos without decryption, which preserves the confidentiality of the content. Furthermore, the original cover can be losslessly restored after decryption and data extraction. An efficient reversible data hiding scheme for encrypted H.264/AVC videos is proposed. During H.264/AVC encoding, the intraprediction mode, motion vector difference, and the sign bits of the residue coefficients are encrypted using a standard stream cipher. Then, the data-hider who does not know the original video content, may reversibly embed secret data into the encrypted H.264/AVC video by using a modified version of the histogram shifting technique. A scale factor is utilized for selecting the embedding zone, which is scalable for different capacity requirements. With an encrypted video containing hidden data, data extraction can be carried out either in the encrypted or decrypted domain. In addition, real reversibility is realized so that data extraction and video recovery are free of any error. Experimental results demonstrate the feasibility and efficiency of the proposed scheme.

  11. Common and Innovative Visuals: A sparsity modeling framework for video.

    Science.gov (United States)

    Abdolhosseini Moghadam, Abdolreza; Kumar, Mrityunjay; Radha, Hayder

    2014-05-02

    Efficient video representation models are critical for many video analysis and processing tasks. In this paper, we present a framework based on the concept of finding the sparsest solution to model video frames. To model the spatio-temporal information, frames from one scene are decomposed into two components: (i) a common frame, which describes the visual information common to all the frames in the scene/segment, and (ii) a set of innovative frames, which depicts the dynamic behaviour of the scene. The proposed approach exploits and builds on recent results in the field of compressed sensing to jointly estimate the common frame and the innovative frames for each video segment. We refer to the proposed modeling framework by CIV (Common and Innovative Visuals). We show how the proposed model can be utilized to find scene change boundaries and extend CIV to videos from multiple scenes. Furthermore, the proposed model is robust to noise and can be used for various video processing applications without relying on motion estimation and detection or image segmentation. Results for object tracking, video editing (object removal, inpainting) and scene change detection are presented to demonstrate the efficiency and the performance of the proposed model.

  12. Perioperative outcomes of video- and robot-assisted segmentectomies.

    Science.gov (United States)

    Rinieri, Philippe; Peillon, Christophe; Salaün, Mathieu; Mahieu, Julien; Bubenheim, Michael; Baste, Jean-Marc

    2016-02-01

    Video-assisted thoracic surgery appears to be technically difficult for segmentectomy. Conversely, robotic surgery could facilitate the performance of segmentectomy. The aim of this study was to compare the early results of video- and robot-assisted segmentectomies. Data were collected prospectively on videothoracoscopy from 2010 and on robotic procedures from 2013. Fifty-one patients who were candidates for minimally invasive segmentectomy were included in the study. Perioperative outcomes of video-assisted and robotic segmentectomies were compared. The minimally invasive segmentectomies included 32 video- and 16 robot-assisted procedures; 3 segmentectomies (2 video-assisted and 1 robot-assisted) were converted to lobectomies. Four conversions to thoracotomy were necessary for anatomical reason or arterial injury, with no uncontrolled bleeding in the robotic arm. There were 7 benign or infectious lesions, 9 pre-invasive lesions, 25 lung cancers, and 10 metastatic diseases. Patient characteristics, type of segment, conversion to thoracotomy, conversion to lobectomy, operative time, postoperative complications, chest tube duration, postoperative stay, and histology were similar in the video and robot groups. Estimated blood loss was significantly higher in the video group (100 vs. 50 mL, p = 0.028). The morbidity rate of minimally invasive segmentectomy was low. The short-term results of video-assisted and robot-assisted segmentectomies were similar, and more data are required to show any advantages between the two techniques. Long-term oncologic outcomes are necessary to evaluate these new surgical practices. © The Author(s) 2016.

  13. SCORHE: a novel and practical approach to video monitoring of laboratory mice housed in vivarium cage racks.

    Science.gov (United States)

    Salem, Ghadi H; Dennis, John U; Krynitsky, Jonathan; Garmendia-Cedillos, Marcial; Swaroop, Kanchan; Malley, James D; Pajevic, Sinisa; Abuhatzira, Liron; Bustin, Michael; Gillet, Jean-Pierre; Gottesman, Michael M; Mitchell, James B; Pohida, Thomas J

    2015-03-01

    The System for Continuous Observation of Rodents in Home-cage Environment (SCORHE) was developed to demonstrate the viability of compact and scalable designs for quantifying activity levels and behavior patterns for mice housed within a commercial ventilated cage rack. The SCORHE in-rack design provides day- and night-time monitoring with the consistency and convenience of the home-cage environment. The dual-video camera custom hardware design makes efficient use of space, does not require home-cage modification, and is animal-facility user-friendly. Given the system's low cost and suitability for use in existing vivariums without modification to the animal husbandry procedures or housing setup, SCORHE opens up the potential for the wider use of automated video monitoring in animal facilities. SCORHE's potential uses include day-to-day health monitoring, as well as advanced behavioral screening and ethology experiments, ranging from the assessment of the short- and long-term effects of experimental cancer treatments to the evaluation of mouse models. When used for phenotyping and animal model studies, SCORHE aims to eliminate the concerns often associated with many mouse-monitoring methods, such as circadian rhythm disruption, acclimation periods, lack of night-time measurements, and short monitoring periods. Custom software integrates two video streams to extract several mouse activity and behavior measures. Studies comparing the activity levels of ABCB5 knockout and HMGN1 overexpresser mice with their respective C57BL parental strains demonstrate SCORHE's efficacy in characterizing the activity profiles for singly- and doubly-housed mice. Another study was conducted to demonstrate the ability of SCORHE to detect a change in activity resulting from administering a sedative.

  14. Learning outcomes using video in supervision and peer feedback during clinical skills training

    DEFF Research Database (Denmark)

    Lauridsen, Henrik Hein; Toftgård, Rie Castella; Nørgaard, Cita

    supervision of clinical skills (formative assessment). Demonstrations of these principles will be presented as video podcasts during the session. The learning outcomes of video supervision and peer-feedback were assessed in an online questionnaire survey. Results Results of the supervision showed large self......Objective New technology and learning principles were introduced in a clinical skills training laboratory (iLab). The intension was to move from apprenticeship to active learning principles including peer feedback and supervision using video. The objective of this study was to evaluate student...... learning outcomes in a manual skills training subject using video during feedback and supervision. Methods The iLab classroom was designed to fit four principles of teaching using video. Two of these principles were (a) group work using peer-feedback on videos produced by the students and, (b) video...

  15. Educational quality of YouTube videos on knee arthrocentesis.

    Science.gov (United States)

    Fischer, Jonas; Geurts, Jeroen; Valderrabano, Victor; Hügle, Thomas

    2013-10-01

    Knee arthrocentesis is a commonly performed diagnostic and therapeutic procedure in rheumatology and orthopedic surgery. Classic teaching of arthrocentesis skills relies on hands-on practice under supervision. Video-based online teaching is an increasingly utilized educational tool in higher and clinical education. YouTube is a popular video-sharing Web site that can be accessed as a teaching source. The objective of this study was to assess the educational value of YouTube videos on knee arthrocentesis posted by health professionals and institutions during the period from 2008 to 2012. The YouTube video database was systematically searched using 5 search terms related to knee arthrocentesis. Two independent clinical reviewers assessed videos for procedural technique and educational value using a 5-point global score, ranging from 1 = poor quality to 5 = excellent educational quality. As validated international guidelines are lacking, we used the guidelines of the Swiss Society of Rheumatology as criterion standard for the procedure. Of more than thousand findings, 13 videos met the inclusion criteria. Of those, 2 contained additional animated video material: one was purely animated, and one was a check list. The average length was 3.31 ± 2.28 minutes. The most popular video had 1388 hits per month. Our mean global score for educational value was 3.1 ± 1.0. Eight videos (62 %) were considered useful for teaching purposes. Use of a "no-touch" procedure, meaning that once disinfected the skin remains untouched before needle penetration, was present in all videos. Six videos (46%) demonstrated full sterile conditions. There was no clear preference of a medial (n = 8) versus lateral (n = 5) approach. A discreet number of YouTube videos on knee arthrocentesis appeared to be suitable for application in a Web-based format for medical students, fellows, and residents. The low-average mean global score for overall educational value suggests an improvement of future video

  16. Does playing video games improve laparoscopic skills?

    Science.gov (United States)

    Ou, Yanwen; McGlone, Emma Rose; Camm, Christian Fielder; Khan, Omar A

    2013-01-01

    A best evidence topic in surgery was written according to a structured protocol. The question addressed was whether playing video games improves surgical performance in laparoscopic procedures. Altogether 142 papers were found using the reported search, of which seven represented the best evidence to answer the clinical question. The details of the papers were tabulated including relevant outcomes and study weaknesses. We conclude that medical students and experienced laparoscopic surgeons with ongoing video game experience have superior laparoscopic skills for simulated tasks in terms of time to completion, improved efficiency and fewer errors when compared to non-gaming counterparts. There is some evidence that this may be due to better psycho-motor skills in gamers, however further research would be useful to demonstrate whether there is a direct transfer of skills from laparoscopic simulators to the operating table. Copyright © 2013 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.

  17. Video-based noncooperative iris image segmentation.

    Science.gov (United States)

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

    2011-02-01

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

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

    Science.gov (United States)

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

    2017-12-01

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

  19. Epistemic Authority, Lies, and Video

    DEFF Research Database (Denmark)

    Andersen, Rune Saugmann

    2013-01-01

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

  20. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  1. Video Measurements: Quantity or Quality

    Science.gov (United States)

    Zajkov, Oliver; Mitrevski, Boce

    2012-01-01

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

  2. Encrypted IP video communication system

    Science.gov (United States)

    Bogdan, Apetrechioaie; Luminiţa, Mateescu

    2010-11-01

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

  3. Automatic summarization of narrative video

    NARCIS (Netherlands)

    Barbieri, M.

    2007-01-01

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

  4. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  5. Video Streaming in Online Learning

    Science.gov (United States)

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

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

  6. Commercially available video motion detectors

    International Nuclear Information System (INIS)

    1979-01-01

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

  7. Memory-cenric video processing

    NARCIS (Netherlands)

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

    2008-01-01

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

  8. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

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

  9. The Art of Video Games

    Science.gov (United States)

    Johnson, Mark M.

    2012-01-01

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

  10. Judgments of Nonverbal Behaviour by Children with High-Functioning Autism Spectrum Disorder: Can They Detect Signs of Winning and Losing from Brief Video Clips?

    Science.gov (United States)

    Ryan, Christian; Furley, Philip; Mulhall, Kathleen

    2016-01-01

    Typically developing children are able to judge who is winning or losing from very short clips of video footage of behaviour between active match play across a number of sports. Inferences from "thin slices" (short video clips) allow participants to make complex judgments about the meaning of posture, gesture and body language. This…

  11. political demonstration and videographs and You Tube: a case analisys of "out with Renan and with Feliciano"

    Directory of Open Access Journals (Sweden)

    Sivaldo Pereira da Silva

    2014-12-01

    Full Text Available The study aims to understand the characteristics of YouTube videos in two recent Brazilian political mobilizations: "Fora Feliciano” and "Fora Renan". A quantitative and qualitative analysis was conducted on 334 videos. The findings suggest similar patterns in both events, with predominantly amateur videos and low occurrence of formal journalism content. Although most of posts are linked to street demonstrations, most of viewed videos are parodies or artistic interventions.

  12. Knowledge-based approach to video content classification

    Science.gov (United States)

    Chen, Yu; Wong, Edward K.

    2001-01-01

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

  13. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

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

  14. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

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

  15. Real-Time Video Stylization Using Object Flows.

    Science.gov (United States)

    Lu, Cewu; Xiao, Yao; Tang, Chi-Keung

    2017-05-05

    We present a real-time video stylization system and demonstrate a variety of painterly styles rendered on real video inputs. The key technical contribution lies on the object flow, which is robust to inaccurate optical flow, unknown object transformation and partial occlusion as well. Since object flows relate regions of the same object across frames, shower-door effect can be effectively reduced where painterly strokes and textures are rendered on video objects. The construction of object flows is performed in real time and automatically after applying metric learning. To reduce temporal flickering, we extend the bilateral filtering into motion bilateral filtering. We propose quantitative metrics to measure the temporal coherence on structures and textures of our stylized videos, and perform extensive experiments to compare our stylized results with baseline systems and prior works specializing in watercolor and abstraction.

  16. Communicating pictures a course in image and video coding

    CERN Document Server

    Bull, David R

    2014-01-01

    Communicating Pictures starts with a unique historical perspective of the role of images in communications and then builds on this to explain the applications and requirements of a modern video coding system. It draws on the author's extensive academic and professional experience of signal processing and video coding to deliver a text that is algorithmically rigorous, yet accessible, relevant to modern standards, and practical. It offers a thorough grounding in visual perception, and demonstrates how modern image and video compression methods can be designed in order to meet the rate-quality performance levels demanded by today's applications, networks and users. With this book you will learn: Practical issues when implementing a codec, such as picture boundary extension and complexity reduction, with particular emphasis on efficient algorithms for transforms, motion estimators and error resilience Conflicts between conventional video compression, based on variable length coding and spatiotemporal prediction,...

  17. 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...

  18. Video game induced knuckle pad.

    Science.gov (United States)

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

    2006-01-01

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

  19. Watermarking textures in video games

    Science.gov (United States)

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

    2014-02-01

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

  20. Toy Trucks in Video Analysis

    DEFF Research Database (Denmark)

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

    2015-01-01

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

  1. 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 ...

  2. Astronomy4Kids: Utilizing online video forums to teach basic planetary concepts to children (pre-K to 2nd-grade)

    Science.gov (United States)

    Pearson, Richard L.

    2016-10-01

    We have developed Astronomy4Kids to help cultivate the next generation of scientists by using technology to reach every interested child in both formal and informal learning environments. This online video series fills the void of effective STEM education tools for children under the age of 8. Our first collection of videos discuss many planetary topics, including the following: planet and moon formation theories, solar and lunar eclipses, and the seasonal effect of the Earth's tilt. As education and outreach become a larger focus of groups such as AAS and NASA, it is imperative to include programs such as Astronomy4Kids to extend these initiatives to younger age groups.Traditionally, this age group has been viewed as too young to be introduced to physics and astronomy concepts. However, child development research is consistently demonstrating the amazing plasticity of a young child's mind: the younger one is introduced to a complex concept, the easier it is to grasp later on. Following the philosophies of Fred Rogers, we present children with a real, relatable, instructor allowing them to focus on the concepts being presented.The format of Astronomy4Kids includes short instruction video clips that usually include a hands-on activity that is easily reproduced at home or in the classroom. This permits flexibility in how the video series is utilized. Within formal classroom or after-school situations, teachers and instructors can lead the discussion and activity with help from the video and supplemental materials (e.g. worksheets, concept outlines, etc.). Informal environments permit the viewer to complete the tasks on their own or simply enjoy the presentation. The video series can be found on YouTube (under "Astronomy 4 Kids") or Facebook (at www.facebook.com/astronomy4kids); we have also expanded to Instagram (www.instragram.com/astronomy4kids) and Pinterest (www.pinterest.com/astronomy4kids).

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

    Science.gov (United States)

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

    2016-11-01

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

  4. 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.

  5. Using Online Interactive Physics-based Video Analysis Exercises to Enhance Learning

    Directory of Open Access Journals (Sweden)

    Priscilla W. Laws

    2017-04-01

    Full Text Available As part of our new digital video age, physics students throughout the world can use smart phones, video cameras, computers and tablets to produce and analyze videos of physical phenomena using analysis software such as Logger Pro, Tracker or Coach. For several years, LivePhoto Physics Group members have created short videos of physical phenomena. They have also developed curricular materials that enable students to make predictions and use video analysis software to verify them. In this paper a new LivePhoto Physics project that involves the creation and testing of a series of Interactive Video Vignettes (IVVs will be described. IVVs are short webbased assignments that take less than ten minutes to complete. Each vignette is designed to present a video of a phenomenon, ask for a student’s prediction about it, and then conduct on-line video observations or analyses that allow the user to compare findings with his or her initial prediction. The Vignettes are designed for web delivery as ungraded exercises to supplement textbook reading, or to serve as pre-lecture or pre-laboratory activities that span a number of topics normally introduced in introductory physics courses. A sample Vignette on the topic of Newton’s Third Law will be described, and the outcomes of preliminary research on the impact of Vignettes on student motivation, learning and attitudes will be summarized.

  6. Reliability and Validity of the Behavioral Addiction Measure for Video Gaming.

    Science.gov (United States)

    Sanders, James L; Williams, Robert J

    2016-01-01

    Most tests of video game addiction have weak construct validity and limited ability to correctly identify people in denial. The purpose of the present research was to investigate the reliability and validity of a new test of video game addiction (Behavioral Addiction Measure-Video Gaming [BAM-VG]) that was developed in part to address these deficiencies. Regular adult video gamers (n = 506) were recruited from a Canadian online panel and completed a survey containing three measures of excessive video gaming (BAM-VG; DSM-5 criteria for Internet Gaming Disorder [IGD]; and the IGD-20), as well as questions concerning extensiveness of video game involvement and self-report of problems associated with video gaming. One month later, they were reassessed for the purposes of establishing test-retest reliability. The BAM-VG demonstrated good internal consistency as well as 1 month test-retest reliability. Criterion-related validity was demonstrated by significant correlations with the following: time spent playing, self-identification of video game problems, and scores on other instruments designed to assess video game addiction (DSM-5 IGD, IGD-20). Consistent with the theory, principal component analysis identified two components underlying the BAM-VG that roughly correspond with impaired control and significant negative consequences deriving from this impaired control. Together with its excellent construct validity and other technical features, the BAM-VG represents a reliable and valid test of video game addiction.

  7. COBE video news

    Science.gov (United States)

    1989-10-01

    This videotape was produced for hand-out to both local and national broadcast media as a prelude to the launch of the Cosmic Background Explorer. The tape consists of short clips with multi-channel sound to facilitate news media editing.

  8. Crew Resource Management (CRM) video storytelling project: a team-based learning activity

    OpenAIRE

    Ma, Maggie Jiao; Denando, John

    2011-01-01

    This Crew Resource Management (CRM) video storytelling project asks students to work in a team (4-5 people per team) to create (write and produce) a video story. The story should demonstrate lacking and ill practices of CRM knowledge and skills, or positive skills used to create a successful scenario in aviation (e. g. , flight training, commercial aviation, airport management). The activity is composed of two parts: (1) creating a video story of CRM in aviation, and (2) delivering a group pr...

  9. The Simplest Demonstration on Acoustic Beats

    Science.gov (United States)

    Ganci, Alessio; Ganci, Salvatore

    2015-01-01

    The classical demonstration experiment on acoustic beats using two signal generators and a dual trace oscilloscope is an important ingredient in teaching the subject. This short laboratory note aims to point out what may be the simplest demonstrative experiment on acoustic beats to carry out in a classroom without employing any lab apparatus.

  10. Biodiesel Mass Transit Demonstration

    Science.gov (United States)

    2010-04-01

    The Biodiesel Mass Transit Demonstration report is intended for mass transit decision makers and fleet managers considering biodiesel use. This is the final report for the demonstration project implemented by the National Biodiesel Board under a gran...

  11. Authoring Effective Demonstrations

    National Research Council Canada - National Science Library

    Fu, Dan; Jensen, Randy; Salas, Eduardo; Rosen, Michael A; Ramachandran, Sowmya; Upshaw, Christin L; Hinkelman, Elizabeth; Lampton, Don

    2007-01-01

    ... or human role-players for each training event. We report our ongoing efforts to (1) research the nature and purpose of demonstration, articulating guidelines for effective demonstration within a training context, and (2...

  12. Comparing Demonstratives in Kwa

    African Journals Online (AJOL)

    This paper is a comparative study of demonstrative forms in three K wa languages, ... relative distance from the deictic centre, such as English this and that, here and there. ... Mostly, the referents of demonstratives are 'activated' or at least.

  13. Polarized Light Corridor Demonstrations.

    Science.gov (United States)

    Davies, G. R.

    1990-01-01

    Eleven demonstrations of light polarization are presented. Each includes a brief description of the apparatus and the effect demonstrated. Illustrated are strain patterns, reflection, scattering, the Faraday Effect, interference, double refraction, the polarizing microscope, and optical activity. (CW)

  14. Interactive Video, The Next Step

    Science.gov (United States)

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

    2012-12-01

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

  15. Competitive action video game players display rightward error bias during on-line video game play.

    Science.gov (United States)

    Roebuck, Andrew J; Dubnyk, Aurora J B; Cochran, David; Mandryk, Regan L; Howland, John G; Harms, Victoria

    2017-09-12

    Research in asymmetrical visuospatial attention has identified a leftward bias in the general population across a variety of measures including visual attention and line-bisection tasks. In addition, increases in rightward collisions, or bumping, during visuospatial navigation tasks have been demonstrated in real world and virtual environments. However, little research has investigated these biases beyond the laboratory. The present study uses a semi-naturalistic approach and the online video game streaming service Twitch to examine navigational errors and assaults as skilled action video game players (n = 60) compete in Counter Strike: Global Offensive. This study showed a significant rightward bias in both fatal assaults and navigational errors. Analysis using the in-game ranking system as a measure of skill failed to show a relationship between bias and skill. These results suggest that a leftward visuospatial bias may exist in skilled players during online video game play. However, the present study was unable to account for some factors such as environmental symmetry and player handedness. In conclusion, video game streaming is a promising method for behavioural research in the future, however further study is required before one can determine whether these results are an artefact of the method applied, or representative of a genuine rightward bias.

  16. Technology survey on video face tracking

    Science.gov (United States)

    Zhang, Tong; Gomes, Herman Martins

    2014-03-01

    With the pervasiveness of monitoring cameras installed in public areas, schools, hospitals, work places and homes, video analytics technologies for interpreting these video contents are becoming increasingly relevant to people's lives. Among such technologies, human face detection and tracking (and face identification in many cases) are particularly useful in various application scenarios. While plenty of research has been conducted on face tracking and many promising approaches have been proposed, there are still significant challenges in recognizing and tracking people in videos with uncontrolled capturing conditions, largely due to pose and illumination variations, as well as occlusions and cluttered background. It is especially complex to track and identify multiple people simultaneously in real time due to the large amount of computation involved. In this paper, we present a survey on literature and software that are published or developed during recent years on the face tracking topic. The survey covers the following topics: 1) mainstream and state-of-the-art face tracking methods, including features used to model the targets and metrics used for tracking; 2) face identification and face clustering from face sequences; and 3) software packages or demonstrations that are available for algorithm development or trial. A number of publically available databases for face tracking are also introduced.

  17. Privacy information management for video surveillance

    Science.gov (United States)

    Luo, Ying; Cheung, Sen-ching S.

    2013-05-01

    The widespread deployment of surveillance cameras has raised serious privacy concerns. Many privacy-enhancing schemes have been proposed to automatically redact images of trusted individuals in the surveillance video. To identify these individuals for protection, the most reliable approach is to use biometric signals such as iris patterns as they are immutable and highly discriminative. In this paper, we propose a privacy data management system to be used in a privacy-aware video surveillance system. The privacy status of a subject is anonymously determined based on her iris pattern. For a trusted subject, the surveillance video is redacted and the original imagery is considered to be the privacy information. Our proposed system allows a subject to access her privacy information via the same biometric signal for privacy status determination. Two secure protocols, one for privacy information encryption and the other for privacy information retrieval are proposed. Error control coding is used to cope with the variability in iris patterns and efficient implementation is achieved using surrogate data records. Experimental results on a public iris biometric database demonstrate the validity of our framework.

  18. Light Video Game Play is Associated with Enhanced Visual Processing of Rapid Serial Visual Presentation Targets.

    Science.gov (United States)

    Howard, Christina J; Wilding, Robert; Guest, Duncan

    2017-02-01

    There is mixed evidence that video game players (VGPs) may demonstrate better performance in perceptual and attentional tasks than non-VGPs (NVGPs). The rapid serial visual presentation task is one such case, where observers respond to two successive targets embedded within a stream of serially presented items. We tested light VGPs (LVGPs) and NVGPs on this task. LVGPs were better at correct identification of second targets whether they were also attempting to respond to the first target. This performance benefit seen for LVGPs suggests enhanced visual processing for briefly presented stimuli even with only very moderate game play. Observers were less accurate at discriminating the orientation of a second target within the stream if it occurred shortly after presentation of the first target, that is to say, they were subject to the attentional blink (AB). We find no evidence for any reduction in AB in LVGPs compared with NVGPs.

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

    Science.gov (United States)

    2016-07-01

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

  20. Video systems for alarm assessment

    International Nuclear Information System (INIS)

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

    1991-09-01

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

  1. Video systems for alarm assessment

    Energy Technology Data Exchange (ETDEWEB)

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

    1991-09-01

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

  2. Strategy Guideline: Demonstration Home

    Energy Technology Data Exchange (ETDEWEB)

    Savage, C.; Hunt, A.

    2012-12-01

    This guideline will provide a general overview of the different kinds of demonstration home projects, a basic understanding of the different roles and responsibilities involved in the successful completion of a demonstration home, and an introduction into some of the lessons learned from actual demonstration home projects. Also, this guideline will specifically look at the communication methods employed during demonstration home projects. And lastly, we will focus on how to best create a communication plan for including an energy efficient message in a demonstration home project and carry that message to successful completion.

  3. Strategy Guideline. Demonstration Home

    Energy Technology Data Exchange (ETDEWEB)

    Hunt, A.; Savage, C.

    2012-12-01

    This guideline will provide a general overview of the different kinds of demonstration home projects, a basic understanding of the different roles and responsibilities involved in the successful completion of a demonstration home, and an introduction into some of the lessons learned from actual demonstration home projects. Also, this guideline will specifically look at the communication methods employed during demonstration home projects. And lastly, we will focus on how to best create a communication plan for including an energy efficient message in a demonstration home project and carry that message to successful completion.

  4. Opals: Mission System Operations Architecture for an Optical Communications Demonstration on the ISS

    Science.gov (United States)

    Abrahamson, Matthew J.; Sindiy, Oleg V.; Oaida, Bogdan V.; Fregoso, Santos; Bowles-Martinez, Jessica N.; Kokorowski, Michael; Wilkerson, Marcus W.; Konyha, Alexander L.

    2014-01-01

    In April of 2014, the Optical PAyload for Lasercomm Science (OPALS) Flight System (FS) launched to the International Space Station (ISS) to demonstrate space-to-ground optical communications. During a planned 90-day baseline mission, the OPALS FS will downlink high quality, short duration videos to the Optical Communications Telescope Laboratory (OCTL) ground station in Wrightwood, California. Interfaces to the ISS payload operations infrastructure have been established to facilitate activity planning, hazardous laser operations, commanding, and telemetry transmission. In addition, internal processes, such as pointing prediction and data processing, satisfy the technical requirements of the mission. The OPALS operations team participates in Operational Readiness Tests (ORTs) with external partners to exercise coordination processes and train for the overall mission. The ORTs have provided valuable insight into operational considerations for the instrument on the ISS.

  5. Video Monitoring a Simulation-Based Quality Improvement Program in Bihar, India.

    Science.gov (United States)

    Dyer, Jessica; Spindler, Hilary; Christmas, Amelia; Shah, Malay Bharat; Morgan, Melissa; Cohen, Susanna R; Sterne, Jason; Mahapatra, Tanmay; Walker, Dilys

    2018-04-01

    Simulation-based training has become an accepted clinical training andragogy in high-resource settings with its use increasing in low-resource settings. Video recordings of simulated scenarios are commonly used by facilitators. Beyond using the videos during debrief sessions, researchers can also analyze the simulation videos to quantify technical and nontechnical skills during simulated scenarios over time. Little is known about the feasibility and use of large-scale systems to video record and analyze simulation and debriefing data for monitoring and evaluation in low-resource settings. This manuscript describes the process of designing and implementing a large-scale video monitoring system. Mentees and Mentors were consented and all simulations and debriefs conducted at 320 Primary Health Centers (PHCs) were video recorded. The system design, number of video recordings, and inter-rater reliability of the coded videos were assessed. The final dataset included a total of 11,278 videos. Overall, a total of 2,124 simulation videos were coded and 183 (12%) were blindly double-coded. For the double-coded sample, the average inter-rater reliability (IRR) scores were 80% for nontechnical skills, and 94% for clinical technical skills. Among 4,450 long debrief videos received, 216 were selected for coding and all were double-coded. Data quality of simulation videos was found to be very good in terms of recorded instances of "unable to see" and "unable to hear" in Phases 1 and 2. This study demonstrates that video monitoring systems can be effectively implemented at scale in resource limited settings. Further, video monitoring systems can play several vital roles within program implementation, including monitoring and evaluation, provision of actionable feedback to program implementers, and assurance of program fidelity.

  6. Video-Guidance Design for the DART Rendezvous Mission

    Science.gov (United States)

    Ruth, Michael; Tracy, Chisholm

    2004-01-01

    NASA's Demonstration of Autonomous Rendezvous Technology (DART) mission will validate a number of different guidance technologies, including state-differenced GPS transfers and close-approach video guidance. The video guidance for DART will employ NASA/Marshall s Advanced Video Guidance Sensor (AVGS). This paper focuses on the terminal phase of the DART mission that includes close-approach maneuvers under AVGS guidance. The closed-loop video guidance design for DART is driven by a number of competing requirements, including a need for maximizing tracking bandwidths while coping with measurement noise and the need to minimize RCS firings. A range of different strategies for attitude control and docking guidance have been considered for the DART mission, and design decisions are driven by a goal of minimizing both the design complexity and the effects of video guidance lags. The DART design employs an indirect docking approach, in which the guidance position targets are defined using relative attitude information. Flight simulation results have proven the effectiveness of the video guidance design.

  7. Dynamic Textures Modeling via Joint Video Dictionary Learning.

    Science.gov (United States)

    Wei, Xian; Li, Yuanxiang; Shen, Hao; Chen, Fang; Kleinsteuber, Martin; Wang, Zhongfeng

    2017-04-06

    Video representation is an important and challenging task in the computer vision community. In this paper, we consider the problem of modeling and classifying video sequences of dynamic scenes which could be modeled in a dynamic textures (DT) framework. At first, we assume that image frames of a moving scene can be modeled as a Markov random process. We propose a sparse coding framework, named joint video dictionary learning (JVDL), to model a video adaptively. By treating the sparse coefficients of image frames over a learned dictionary as the underlying "states", we learn an efficient and robust linear transition matrix between two adjacent frames of sparse events in time series. Hence, a dynamic scene sequence is represented by an appropriate transition matrix associated with a dictionary. In order to ensure the stability of JVDL, we impose several constraints on such transition matrix and dictionary. The developed framework is able to capture the dynamics of a moving scene by exploring both sparse properties and the temporal correlations of consecutive video frames. Moreover, such learned JVDL parameters can be used for various DT applications, such as DT synthesis and recognition. Experimental results demonstrate the strong competitiveness of the proposed JVDL approach in comparison with state-of-the-art video representation methods. Especially, it performs significantly better in dealing with DT synthesis and recognition on heavily corrupted data.

  8. Error and Congestion Resilient Video Streaming over Broadband Wireless

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2015-04-01

    Full Text Available In this paper, error resilience is achieved by adaptive, application-layer rateless channel coding, which is used to protect H.264/Advanced Video Coding (AVC codec data-partitioned videos. A packetization strategy is an effective tool to control error rates and, in the paper, source-coded data partitioning serves to allocate smaller packets to more important compressed video data. The scheme for doing this is applied to real-time streaming across a broadband wireless link. The advantages of rateless code rate adaptivity are then demonstrated in the paper. Because the data partitions of a video slice are each assigned to different network packets, in congestion-prone wireless networks the increased number of packets per slice and their size disparity may increase the packet loss rate from buffer overflows. As a form of congestion resilience, this paper recommends packet-size dependent scheduling as a relatively simple way of alleviating the buffer-overflow problem arising from data-partitioned packets. The paper also contributes an analysis of data partitioning and packet sizes as a prelude to considering scheduling regimes. The combination of adaptive channel coding and prioritized packetization for error resilience with packet-size dependent packet scheduling results in a robust streaming scheme specialized for broadband wireless and real-time streaming applications such as video conferencing, video telephony, and telemedicine.

  9. Robust efficient video fingerprinting

    Science.gov (United States)

    Puri, Manika; Lubin, Jeffrey

    2009-02-01

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

  10. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

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

  11. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  12. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  13. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  15. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  16. ENERGY STAR Certified Audio Video

    Data.gov (United States)

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

  17. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  18. Video over IP design guidebook.

    Science.gov (United States)

    2009-12-01

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

  19. Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression.

    Science.gov (United States)

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship between video game competition and aggression. In addition, if competition in video games is a significant reason for the link between video game play and aggression, then other competitive activities, such as competitive gambling, also may predict aggression over time. In the current study, we directly assessed the socialization (competitive video game play and competitive gambling predicts aggression over time) versus selection hypotheses (aggression predicts competitive video game play and competitive gambling over time). Adolescents (N = 1,492, 50.8 % female) were surveyed annually from Grade 9 to Grade 12 about their video game play, gambling, and aggressive behaviors. Greater competitive video game play and competitive gambling predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. The selection hypothesis also was supported, as aggression predicted greater competitive video game play and competitive gambling over time, after controlling for previous competitive video game play and competitive gambling. Our findings, taken together with the fact that millions of adolescents play competitive video games every day and that competitive gambling may increase as adolescents transition into adulthood, highlight the need for a greater understanding of the relationship between competition and aggression.

  20. 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"--

  1. Manufacturing Demonstration Facility (MDF)

    Data.gov (United States)

    Federal Laboratory Consortium — The U.S. Department of Energy Manufacturing Demonstration Facility (MDF) at Oak Ridge National Laboratory (ORNL) provides a collaborative, shared infrastructure to...

  2. 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

  3. Video Inpainting of Complex Scenes

    OpenAIRE

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

    2015-01-01

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

  4. Video Chat with Multiple Cameras

    OpenAIRE

    MacCormick, John

    2012-01-01

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

  5. Intelligent control for scalable video processing

    NARCIS (Netherlands)

    Wüst, C.C.

    2006-01-01

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

  6. Video enhancement : content classification and model selection

    NARCIS (Netherlands)

    Hu, H.

    2010-01-01

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

  7. Implementing video cases in clinical paediatric teaching increases medical students' self-assessed confidence

    DEFF Research Database (Denmark)

    Malon, Michelle; Cortes, Dina; Andersen, Jesper

    2014-01-01

    INTRODUCTION: Use of video cases in clinical education is rarely used systematically. MATERIAL AND METHODS: Medical students (n = 127) reported by questionnaire whether they had or had not seen a bedside case of each of 22 specific clinical conditions during their five-week clinical course...... the intervention, this share was 75% (218/289) (p = 0.06). Furthermore, internal as well as external examiners found video cases valuable, but the use of videos did not change the average examination grade. CONCLUSION: A video case supplement to teaching in clinical paediatrics was considered to be of value...... for teaching. We were successful in establishing an educational resource that students considered useful. Internal and external examiners found that a short video case was a valuable supplementary tool during the oral examination. FUNDING: The University of Copenhagen funded the study. TRIAL REGISTRATION...

  8. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

    Science.gov (United States)

    Anderson, C A; Dill, K E

    2000-04-01

    Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).

  9. Video Tutorial of Continental Food

    Science.gov (United States)

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

    2018-02-01

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

  10. Video Encryption and Decryption on Quantum Computers

    Science.gov (United States)

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

    2015-08-01

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

  11. 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.

  12. Using Mixed Methods to Analyze Video Data: A Mathematics Teacher Professional Development Example

    Science.gov (United States)

    DeCuir-Gunby, Jessica T.; Marshall, Patricia L.; McCulloch, Allison W.

    2012-01-01

    This article uses data from 65 teachers participating in a K-2 mathematics professional development research project as an example of how to analyze video recordings of teachers' classroom lessons using mixed methods. Through their discussion, the authors demonstrate how using a mixed methods approach to classroom video analysis allows researchers…

  13. National Plant Diagnostic Network, Taxonomic training videos: Aphids under the microscope - Aphis gossypii

    Science.gov (United States)

    Training is a critical part of aphid (Hemiptera: Aphididae) identification. This video provides provides training to identify the cotton aphid, Aphis gossypii, using a compound microscope and an electronic identification key called “LUCID.” The video demonstrates key morphological structures that ca...

  14. National Plant Diagnostic Network, Taxonomic training videos: Aphids under the microscope - Cerataphis brasiliensis

    Science.gov (United States)

    Training is a critical part of aphid (Hemiptera: Aphididae) identification. This video provides provides training to identify the palm aphid, Cerataphis brasiliensis, using a compound microscope and an electronic identification key called “LUCID.” The video demonstrates key morphological structures...

  15. National Plant Diagnostic Network, Taxonomic training videos: Aphids under the microscope - Myzus persicae

    Science.gov (United States)

    Training is a critical part of aphid (Hemiptera: Aphididae) identification. This video provides provides training to identify the green peach aphid, Myzus persicae, using a compound microscope and an electronic identification key called “LUCID.” The video demonstrates key morphological structures t...

  16. The impact of video technology on learning: A cooking skills experiment.

    Science.gov (United States)

    Surgenor, Dawn; Hollywood, Lynsey; Furey, Sinéad; Lavelle, Fiona; McGowan, Laura; Spence, Michelle; Raats, Monique; McCloat, Amanda; Mooney, Elaine; Caraher, Martin; Dean, Moira

    2017-07-01

    This study examines the role of video technology in the development of cooking skills. The study explored the views of 141 female participants on whether video technology can promote confidence in learning new cooking skills to assist in meal preparation. Prior to each focus group participants took part in a cooking experiment to assess the most effective method of learning for low-skilled cooks across four experimental conditions (recipe card only; recipe card plus video demonstration; recipe card plus video demonstration conducted in segmented stages; and recipe card plus video demonstration whereby participants freely accessed video demonstrations as and when needed). Focus group findings revealed that video technology was perceived to assist learning in the cooking process in the following ways: (1) improved comprehension of the cooking process; (2) real-time reassurance in the cooking process; (3) assisting the acquisition of new cooking skills; and (4) enhancing the enjoyment of the cooking process. These findings display the potential for video technology to promote motivation and confidence as well as enhancing cooking skills among low-skilled individuals wishing to cook from scratch using fresh ingredients. Copyright © 2017 Elsevier Ltd. All rights reserved.

  17. Video Self-Modeling as an Intervention Strategy for Individuals with Autism Spectrum Disorders

    Science.gov (United States)

    Gelbar, Nicholas W.; Anderson, Candace; McCarthy, Scott; Buggey, Tom

    2012-01-01

    Video self-modeling demonstrates promise as an intervention strategy to improve outcomes in individuals with autism spectrum disorders. This article summarizes the empirical evidence supporting the use of video self-modeling with individuals with autism spectrum disorders to increase language and communication, increase social skills, modify…

  18. The effect of video game training on the vision of adults with bilateral deprivation amblyopia.

    Science.gov (United States)

    Jeon, Seong Taek; Maurer, Daphne; Lewis, Terri L

    2012-01-01

    Amblyopia is a condition involving reduced acuity caused by abnormal visual input during a critical period beginning shortly after birth. Amblyopia is typically considered to be irreversible during adulthood. Here we provide the first demonstration that video game training can improve at least some aspects of the vision of adults with bilateral deprivation amblyopia caused by a history of bilateral congenital cataracts. Specifically, after 40 h of training over one month with an action video game, most patients showed improvement in one or both eyes on a wide variety of tasks including acuity, spatial contrast sensitivity, and sensitivity to global motion. As well, there was evidence of improvement in at least some patients for temporal contrast sensitivity, single letter acuity, crowding, and feature spacing in faces, but not for useful field of view. The results indicate that, long after the end of the critical period for damage, there is enough residual plasticity in the adult visual system to effect improvements, even in cases of deep amblyopia caused by early bilateral deprivation.

  19. A Standard-Compliant Virtual Meeting System with Active Video Object Tracking

    Science.gov (United States)

    Lin, Chia-Wen; Chang, Yao-Jen; Wang, Chih-Ming; Chen, Yung-Chang; Sun, Ming-Ting

    2002-12-01

    This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU) for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network) and the H.324 WAN (wide-area network) users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.

  20. A Standard-Compliant Virtual Meeting System with Active Video Object Tracking

    Directory of Open Access Journals (Sweden)

    Chang Yao-Jen

    2002-01-01

    Full Text Available This paper presents an H.323 standard compliant virtual video conferencing system. The proposed system not only serves as a multipoint control unit (MCU for multipoint connection but also provides a gateway function between the H.323 LAN (local-area network and the H.324 WAN (wide-area network users. The proposed virtual video conferencing system provides user-friendly object compositing and manipulation features including 2D video object scaling, repositioning, rotation, and dynamic bit-allocation in a 3D virtual environment. A reliable, and accurate scheme based on background image mosaics is proposed for real-time extracting and tracking foreground video objects from the video captured with an active camera. Chroma-key insertion is used to facilitate video objects extraction and manipulation. We have implemented a prototype of the virtual conference system with an integrated graphical user interface to demonstrate the feasibility of the proposed methods.

  1. 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

  2. Diavideos: a diabetes health video portal.

    Science.gov (United States)

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

    2013-01-01

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

  3. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

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

  4. Development of a video-delivered relaxation treatment of late-life anxiety for veterans.

    Science.gov (United States)

    Gould, Christine E; Zapata, Aimee Marie L; Bruce, Janine; Bereknyei Merrell, Sylvia; Wetherell, Julie Loebach; O'Hara, Ruth; Kuhn, Eric; Goldstein, Mary K; Beaudreau, Sherry A

    2017-10-01

    Behavioral treatments reduce anxiety, yet many older adults may not have access to these efficacious treatments. To address this need, we developed and evaluated the feasibility and acceptability of a video-delivered anxiety treatment for older Veterans. This treatment program, BREATHE (Breathing, Relaxation, and Education for Anxiety Treatment in the Home Environment), combines psychoeducation, diaphragmatic breathing, and progressive muscle relaxation training with engagement in activities. A mixed methods concurrent study design was used to examine the clarity of the treatment videos. We conducted semi-structured interviews with 20 Veterans (M age = 69.5, SD = 7.3 years; 55% White, Non-Hispanic) and collected ratings of video clarity. Quantitative ratings revealed that 100% of participants generally or definitely could follow breathing and relaxation video instructions. Qualitative findings, however, demonstrated more variability in the extent to which each video segment was clear. Participants identified both immediate benefits and motivation challenges associated with a video-delivered treatment. Participants suggested that some patients may need encouragement, whereas others need face-to-face therapy. Quantitative ratings of video clarity and qualitative findings highlight the feasibility of a video-delivered treatment for older Veterans with anxiety. Our findings demonstrate the importance of ensuring patients can follow instructions provided in self-directed treatments and the role that an iterative testing process has in addressing these issues. Next steps include testing the treatment videos with older Veterans with anxiety disorders.

  5. Co-viewing supports toddlers' word learning from contingent and noncontingent video.

    Science.gov (United States)

    Strouse, Gabrielle A; Troseth, Georgene L; O'Doherty, Katherine D; Saylor, Megan M

    2018-02-01

    Social cues are one way young children determine that a situation is pedagogical in nature-containing information to be learned and generalized. However, some social cues (e.g., contingent gaze and responsiveness) are missing from prerecorded video, a potential reason why toddlers' language learning from video can be inefficient compared with their learning directly from a person. This study explored two methods for supporting children's word learning from video by adding social-communicative cues. A sample of 88 30-month-olds began their participation with a video training phase. In one manipulation, an on-screen actress responded contingently to children through a live video feed (similar to Skype or FaceTime "video chat") or appeared in a prerecorded demonstration. In the other manipulation, parents either modeled responsiveness to the actress's on-screen bids for participation or sat out of their children's view. Children then viewed a labeling demonstration on video, and their knowledge of the label was tested with three-dimensional objects. Results indicated that both on-screen contingency and parent modeling increased children's engagement with the actress during training. However, only parent modeling increased children's subsequent word learning, perhaps by revealing the symbolic (representational) intentions underlying this video. This study highlights the importance of adult co-viewing in helping toddlers to interpret communicative cues from video. Copyright © 2017 Elsevier Inc. All rights reserved.

  6. Action video games make dyslexic children read better.

    Science.gov (United States)

    Franceschini, Sandro; Gori, Simone; Ruffino, Milena; Viola, Simona; Molteni, Massimo; Facoetti, Andrea

    2013-03-18

    Learning to read is extremely difficult for about 10% of children; they are affected by a neurodevelopmental disorder called dyslexia [1, 2]. The neurocognitive causes of dyslexia are still hotly debated [3-12]. Dyslexia remediation is far from being fully achieved [13], and the current treatments demand high levels of resources [1]. Here, we demonstrate that only 12 hr of playing action video games-not involving any direct phonological or orthographic training-drastically improve the reading abilities of children with dyslexia. We tested reading, phonological, and attentional skills in two matched groups of children with dyslexia before and after they played action or nonaction video games for nine sessions of 80 min per day. We found that only playing action video games improved children's reading speed, without any cost in accuracy, more so than 1 year of spontaneous reading development and more than or equal to highly demanding traditional reading treatments. Attentional skills also improved during action video game training. It has been demonstrated that action video games efficiently improve attention abilities [14, 15]; our results showed that this attention improvement can directly translate into better reading abilities, providing a new, fast, fun remediation of dyslexia that has theoretical relevance in unveiling the causal role of attention in reading acquisition. Copyright © 2013 Elsevier Ltd. All rights reserved.

  7. Raising Cervical Cancer Awareness: Analysing the Incremental Efficacy of Short Message Service

    Science.gov (United States)

    Lemos, Marina Serra; Rothes, Inês Areal; Oliveira, Filipa; Soares, Luisa

    2017-01-01

    Objective: To evaluate the incremental efficacy of a Short Message Service (SMS) combined with a brief video intervention in increasing the effects of a health education intervention for cervical cancer prevention, over and beyond a video-alone intervention, with respect to key determinants of health behaviour change--knowledge, motivation and…

  8. Designing MOOCs videos - A prompt for teachers and advisers' pedagogical development?

    OpenAIRE

    Van de Poël, Jean-François; Martin, Pierre; Harcq, Samuel; Crepin, Thibault; Verpoorten, Dominique

    2017-01-01

    The use of online video is not new in education but it undergoes a new momentum. What is new is not the medium but its scale of deployment and availability (Van Gog, 2013). MOOCs have played their part in this rise since these new modes of online learning deliver learning through a series of (short) videos. Both for teachers and Teaching & Learning Centers, like IFRES at the University of Liège, designing, shooting, editing, ornamenting, and locating such videos in the instructional design of...

  9. Training basic laparoscopic skills using a custom-made video game.

    Science.gov (United States)

    Goris, Jetse; Jalink, Maarten B; Ten Cate Hoedemaker, Henk O

    2014-09-01

    Video games are accepted and used for a wide variety of applications. In the medical world, research on the positive effects of playing games on basic laparoscopic skills is rapidly increasing. Although these benefits have been proven several times, no institution actually uses video games for surgical training. This Short Communication describes some of the theoretical backgrounds, development and underlying educational foundations of a specifically designed video game and custom-made hardware that takes advantage of the positive effects of games on basic laparoscopic skills.

  10. Bidirectional Long Short-Term Memory Network for Vehicle Behavior Recognition

    Directory of Open Access Journals (Sweden)

    Jiasong Zhu

    2018-06-01

    Full Text Available Vehicle behavior recognition is an attractive research field which is useful for many computer vision and intelligent traffic analysis tasks. This paper presents an all-in-one behavior recognition framework for moving vehicles based on the latest deep learning techniques. Unlike traditional traffic analysis methods which rely on low-resolution videos captured by road cameras, we capture 4K ( 3840 × 2178 traffic videos at a busy road intersection of a modern megacity by flying a unmanned aerial vehicle (UAV during the rush hours. We then manually annotate locations and types of road vehicles. The proposed method consists of the following three steps: (1 vehicle detection and type recognition based on deep neural networks; (2 vehicle tracking by data association and vehicle trajectory modeling; (3 vehicle behavior recognition by nearest neighbor search and by bidirectional long short-term memory network, respectively. This paper also presents experimental results of the proposed framework in comparison with state-of-the-art approaches on the 4K testing traffic video, which demonstrated the effectiveness and superiority of the proposed method.

  11. Frequent video game players resist perceptual interference.

    Directory of Open Access Journals (Sweden)

    Aaron V Berard

    Full Text Available Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT, a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  12. Frequent video game players resist perceptual interference.

    Science.gov (United States)

    Berard, Aaron V; Cain, Matthew S; Watanabe, Takeo; Sasaki, Yuka

    2015-01-01

    Playing certain types of video games for a long time can improve a wide range of mental processes, from visual acuity to cognitive control. Frequent gamers have also displayed generalized improvements in perceptual learning. In the Texture Discrimination Task (TDT), a widely used perceptual learning paradigm, participants report the orientation of a target embedded in a field of lines and demonstrate robust over-night improvement. However, changing the orientation of the background lines midway through TDT training interferes with overnight improvements in overall performance on TDT. Interestingly, prior research has suggested that this effect will not occur if a one-hour break is allowed in between the changes. These results have suggested that after training is over, it may take some time for learning to become stabilized and resilient against interference. Here, we tested whether frequent gamers have faster stabilization of perceptual learning compared to non-gamers and examined the effect of daily video game playing on interference of training of TDT with one background orientation on perceptual learning of TDT with a different background orientation. As a result, we found that non-gamers showed overnight performance improvement only on one background orientation, replicating previous results with the interference in TDT. In contrast, frequent gamers demonstrated overnight improvements in performance with both background orientations, suggesting that they are better able to overcome interference in perceptual learning. This resistance to interference suggests that video game playing not only enhances the amplitude and speed of perceptual learning but also leads to faster and/or more robust stabilization of perceptual learning.

  13. The impact of video games on training surgeons in the 21st century.

    Science.gov (United States)

    Rosser, James C; Lynch, Paul J; Cuddihy, Laurie; Gentile, Douglas A; Klonsky, Jonathan; Merrell, Ronald

    2007-02-01

    Video games have become extensively integrated into popular culture. Anecdotal observations of young surgeons suggest that video game play contributes to performance excellence in laparoscopic surgery. Training benefits for surgeons who play video games should be quantifiable. There is a potential link between video game play and laparoscopic surgical skill and suturing. Cross-sectional analysis of the performance of surgical residents and attending physicians participating in the Rosser Top Gun Laparoscopic Skills and Suturing Program (Top Gun). Three different video game exercises were performed, and surveys were completed to assess past experience with video games and current level of play, and each subject's level of surgical training, number of laparoscopic cases performed, and number of years in medical practice. Academic medical center and surgical training program. Thirty-three residents and attending physicians participating in Top Gun from May 10 to August 24, 2002. The primary outcome measures were compared between participants' laparoscopic skills and suturing capability, video game scores, and video game experience. Past video game play in excess of 3 h/wk correlated with 37% fewer errors (Pvideo game players and 42% better (Pvideo game players made 32% fewer errors (P=.04), performed 24% faster (Pvideo gaming skills, those in the top tertile made 47% fewer errors, performed 39% faster, and scored 41% better (Pvideo game skill and past video game experience are significant predictors of demonstrated laparoscopic skills. Video game skill correlates with laparoscopic surgical skills. Training curricula that include video games may help thin the technical interface between surgeons and screen-mediated applications, such as laparoscopic surgery. Video games may be a practical teaching tool to help train surgeons.

  14. Empirical Taxonomies of Gameplay Enjoyment: Personality and Video Game Preference

    Science.gov (United States)

    Quick, John M.; Atkinson, Robert K.; Lin, Lijia

    2012-01-01

    A survey study was conducted to better understand how gameplay enjoyment relates to players' personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce…

  15. Violent Video Games as Exemplary Teachers: A Conceptual Analysis

    Science.gov (United States)

    Gentile, Douglas A.; Gentile, J. Ronald

    2008-01-01

    This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…

  16. Progress in motion estimation for video format conversion

    NARCIS (Netherlands)

    Haan, de G.

    2000-01-01

    There are now two generations of ICs for motion-compensated video format conversion (MC-VFC). Real-time DSP software for MC-VFC has previously been demonstrated, with the breakthroughs enabling this progress coming from motion estimation. The paper gives an overview.

  17. Video narratives: creativity and growth in teacher education

    NARCIS (Netherlands)

    Admiraal, W.; Boesenkool, F.; van Duin, G.; van de Kamp, M.-T.; Montane, M.; Salazar, J.

    2010-01-01

    Portfolios are widely used as instruments in initial teacher education in order to assess teacher competences. Video footages provides the opportunity to capture the richness ad complexity of work practices. This means that not only a larger variety of teacher competences can be demonstrated, but

  18. Frame Rate versus Spatial Quality: Which Video Characteristics Do Matter?

    DEFF Research Database (Denmark)

    Korhonen, Jari; Reiter, Ulrich; Ukhanova, Ann

    2013-01-01

    and temporal quality levels. We also propose simple yet powerful metrics for characterizing spatial and temporal properties of a video sequence, and demonstrate how these metrics can be applied for evaluating the relative impact of spatial and temporal quality on the perceived overall quality....

  19. Innovative technology demonstration

    International Nuclear Information System (INIS)

    Anderson, D.B.; Luttrell, S.P.; Hartley, J.N.; Hinchee, R.

    1992-04-01

    The Innovative Technology Demonstration (ITD) program at Tinker Air Force Base (TAFB), Oklahoma City, Oklahoma, will demonstrate the overall utility and effectiveness of innovative technologies for site characterization, monitoring, and remediation of selected contaminated test sites. The current demonstration test sites include a CERCLA site on the NPL list, located under a building (Building 3001) that houses a large active industrial complex used for rebuilding military aircraft, and a site beneath and surrounding an abandoned underground tank vault used for storage of jet fuels and solvents. The site under Building 3001 (the NW Test Site) is contaminated with TCE and Cr +6 ; the site with the fuel storage vault (the SW Tanks Site) is contaminated with fuels, BTEX and TCE. These sites and others have been identified for cleanup under the Air Force's Installation Restoration Program (IRP). This document describes the demonstrations that have been conducted or are planned for the TAFB

  20. Laser Communications Relay Demonstration

    Data.gov (United States)

    National Aeronautics and Space Administration — LCRD is a minimum two year flight demonstration in geosynchronous Earth orbit to advance optical communications technology toward infusion into Deep Space and Near...