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Sample records for super nintendo video

  1. Classic Nintendo Games are (NP-)Hard

    CERN Document Server

    Aloupis, Greg; Guo, Alan

    2012-01-01

    We prove NP-hardness results for five of Nintendo's largest video game franchises: Mario, Donkey Kong, Legend of Zelda, Metroid, and Pokemon. Our results apply to Super Mario Bros. 1, 3, Lost Levels, and Super Mario World; Donkey Kong Country 1-3; all Legend of Zelda games except Zelda II: The Adventure of Link; all Metroid games; and all Pokemon role-playing games. For Mario and Donkey Kong, we show NP-completeness. In addition, we observe that several games in the Zelda series are PSPACE-complete.

  2. Super resolution of images and video

    CERN Document Server

    Katsaggelos, Aggelos K

    2007-01-01

    This book focuses on the super resolution of images and video. The authors' use of the term super resolution (SR) is used to describe the process of obtaining a high resolution (HR) image, or a sequence of HR images, from a set of low resolution (LR) observations. This process has also been referred to in the literature as resolution enhancement (RE). SR has been applied primarily to spatial and temporal RE, but also to hyperspectral image enhancement. This book concentrates on motion based spatial RE, although the authors also describe motion free and hyperspectral image SR problems. Also exa

  3. Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing

    NARCIS (Netherlands)

    Pasch, Marco; Berthouze, Nadia; Dijk, van Betsy; Nijholt, Anton; Nijholt, A.; Poppe, R.W.

    2008-01-01

    Video game consoles that employ physical activity as an interaction mode can benefit from using the gamer’s movement as feedback and adapt to it. But to be able to design such systems we need to know how gamers actually move and what we can infer from this. This paper reports preliminary, qualitativ

  4. Motivations, Strategies, and Movement Patterns of Video Gamers Playing Nintendo Wii Boxing

    NARCIS (Netherlands)

    Pasch, Marco; Berthouze, Nadia; van Dijk, Elisabeth M.A.G.; Nijholt, Antinus; Nijholt, A.; Poppe, R.W.; Poppe, Ronald Walter

    2008-01-01

    Video game consoles that employ physical activity as an interaction mode can benefit from using the gamer’s movement as feedback and adapt to it. But to be able to design such systems we need to know how gamers actually move and what we can infer from this. This paper reports preliminary,

  5. Impact of Super Monkey Ball and Underground video games on basic and advanced laparoscopic skill training.

    Science.gov (United States)

    Rosser, James C; Liu, Xinwei; Jacobs, Charles; Choi, Katherine Mia; Jalink, Maarten B; Ten Cate Hoedemaker, Henk O

    2017-04-01

    This abstract profiles the comparison of correlations between previously validated Super Monkey Ball (SMB) and recently introduced Underground (U) video game on the Nintendo Wii U to multiple validated tasks used for developing basic and advanced laparoscopic skills. Sixty-eight participants, 53 residents and 15 attending surgeons, performed the Top Gun Pea Drop, FLS Peg Pass, intracorporeal suturing, and two video games (SMB and U). SMB is an over-the-counter game, and U was formulated for laparoscopic skill training. Spearman's rank correlations were performed looking at performance comparing the three validated laparoscopic training tasks, and SMB/U. The SMB score had a moderate correlation with intracorporeal suturing (ρ = 0.39, p SMB had a very significant correlation with intracorporeal suturing. U demonstrated more of a correlation with basic skills. At this point, our conclusion would be that both are effective for laparoscopic skill training, and they should be used in tandem rather than alone.

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

    DEFF Research Database (Denmark)

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

    2011-01-01

    for the joint estimation of a super-resolution sequence and its flow field. Via the calculus of variations, this leads to a coupled system of partial differential equations for image sequence and motion estimation. We solve a simplified form of this system and as a by-product we indeed provide a motion field...... for super-resolved sequences. Computing super-resolved flows has to our knowledge not been done before. Most advanced super-resolution (SR) methods found in literature cannot be applied to general video with arbitrary scene content and/or arbitrary optical flows, as it is possible with our simultaneous VSR...

  7. Generation of super-resolution stills from video

    CSIR Research Space (South Africa)

    Duvenhage, B

    2014-11-01

    Full Text Available The real-time super-resolution technique discussed in this paper increases the effective pixel density of an image sensor by combining consecutive image frames from a video. In surveillance, the higher pixel density lowers the Nyquist rate...

  8. A Super-resolution Reconstruction Algorithm for Surveillance Video

    Directory of Open Access Journals (Sweden)

    Jian Shao

    2017-01-01

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

  9. CHRISTMAS 2014 : GOING TO EXTREMES Nintendo related injuries and other problems: review

    NARCIS (Netherlands)

    Jalink, Maarten B.; Heineman, Erik; Pierie, Jean-Pierre E. N.; Hoedemaker, Henk O. ten Cate

    2014-01-01

    Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results M

  10. CHRISTMAS 2014 : GOING TO EXTREMES Nintendo related injuries and other problems: review

    NARCIS (Netherlands)

    Jalink, Maarten B.; Heineman, Erik; Pierie, Jean-Pierre E. N.; Hoedemaker, Henk O. ten Cate

    2014-01-01

    Objective To identify all reported cases of injury and other problems caused by using a Nintendo video gaming system. Design Review. Data sources and review methods Search of PubMed and Embase in June 2014 for reports on injuries and other problems caused by using a Nintendo gaming system. Results

  11. Performance Evaluations for Super-Resolution Mosaicing on UAS Surveillance Videos

    Directory of Open Access Journals (Sweden)

    Aldo Camargo

    2013-05-01

    Full Text Available Abstract Unmanned Aircraft Systems (UAS have been widely applied for reconnaissance and surveillance by exploiting information collected from the digital imaging payload. The super-resolution (SR mosaicing of low-resolution (LR UAS surveillance video frames has become a critical requirement for UAS video processing and is important for further effective image understanding. In this paper we develop a novel super-resolution framework, which does not require the construction of sparse matrices. The proposed method implements image operations in the spatial domain and applies an iterated back-projection to construct super-resolution mosaics from the overlapping UAS surveillance video frames. The Steepest Descent method, the Conjugate Gradient method and the Levenberg-Marquardt algorithm are used to numerically solve the nonlinear optimization problem for estimating a super-resolution mosaic. A quantitative performance comparison in terms of computation time and visual quality of the super-resolution mosaics through the three numerical techniques is presented.

  12. Efficient super-resolution image reconstruction applied to surveillance video captured by small unmanned aircraft systems

    Science.gov (United States)

    He, Qiang; Schultz, Richard R.; Chu, Chee-Hung Henry

    2008-04-01

    The concept surrounding super-resolution image reconstruction is to recover a highly-resolved image from a series of low-resolution images via between-frame subpixel image registration. In this paper, we propose a novel and efficient super-resolution algorithm, and then apply it to the reconstruction of real video data captured by a small Unmanned Aircraft System (UAS). Small UAS aircraft generally have a wingspan of less than four meters, so that these vehicles and their payloads can be buffeted by even light winds, resulting in potentially unstable video. This algorithm is based on a coarse-to-fine strategy, in which a coarsely super-resolved image sequence is first built from the original video data by image registration and bi-cubic interpolation between a fixed reference frame and every additional frame. It is well known that the median filter is robust to outliers. If we calculate pixel-wise medians in the coarsely super-resolved image sequence, we can restore a refined super-resolved image. The primary advantage is that this is a noniterative algorithm, unlike traditional approaches based on highly-computational iterative algorithms. Experimental results show that our coarse-to-fine super-resolution algorithm is not only robust, but also very efficient. In comparison with five well-known super-resolution algorithms, namely the robust super-resolution algorithm, bi-cubic interpolation, projection onto convex sets (POCS), the Papoulis-Gerchberg algorithm, and the iterated back projection algorithm, our proposed algorithm gives both strong efficiency and robustness, as well as good visual performance. This is particularly useful for the application of super-resolution to UAS surveillance video, where real-time processing is highly desired.

  13. The effect of a preoperative warm-up with a custom-made Nintendo video game on the performance of laparoscopic surgeons

    NARCIS (Netherlands)

    Jalink, M. B.; Heineman, E.; Pierie, J. P. E. N.; Hoedemaker, H. O. ten Cate

    2015-01-01

    It has previously been shown that short, pre-operative practice with a simulator, box trainer, or certain video games can temporarily improve one's basic laparoscopic skills; the so-called warm-up effect. In this experiment, we tested the hypothesis that Underground video game made for training basi

  14. OBJECT-BASED SUPER RESOLUTION FOR INTELLIGENT VISUAL SURVEILLANCE VIDEO

    Institute of Scientific and Technical Information of China (English)

    2008-01-01

    Construction of high resolution images from low resolution sequences is often important in surveillance applications. In this letter, an affine based multi-scale block-matching image registration algorithm is first proposed. The images to be registered are divided into overlapped blocks of different size according to its motions. The Least Square (LS) image registration algorithm is extended to match the blocks. Then an object based Super Resolution (SR) scheme is designed, the Maximum A Priori (MAP) super resolution algorithm is extended to enhance the resolution of the interest objects. Experimental results show that the proposed multi-scale registration method provides more accurate registration between frames. Further more, the object based super resolution scheme shows an enhanced performance compared with the traditional MAP method.

  15. Super deep 3D images from a 3D omnifocus video camera.

    Science.gov (United States)

    Iizuka, Keigo

    2012-02-20

    When using stereographic image pairs to create three-dimensional (3D) images, a deep depth of field in the original scene enhances the depth perception in the 3D image. The omnifocus video camera has no depth of field limitations and produces images that are in focus throughout. By installing an attachment on the omnifocus video camera, real-time super deep stereoscopic pairs of video images were obtained. The deeper depth of field creates a larger perspective image shift, which makes greater demands on the binocular fusion of human vision. A means of reducing the perspective shift without harming the depth of field was found.

  16. A Total Variation Regularization Based Super-Resolution Reconstruction Algorithm for Digital Video

    Directory of Open Access Journals (Sweden)

    Zhang Liangpei

    2007-01-01

    Full Text Available Super-resolution (SR reconstruction technique is capable of producing a high-resolution image from a sequence of low-resolution images. In this paper, we study an efficient SR algorithm for digital video. To effectively deal with the intractable problems in SR video reconstruction, such as inevitable motion estimation errors, noise, blurring, missing regions, and compression artifacts, the total variation (TV regularization is employed in the reconstruction model. We use the fixed-point iteration method and preconditioning techniques to efficiently solve the associated nonlinear Euler-Lagrange equations of the corresponding variational problem in SR. The proposed algorithm has been tested in several cases of motion and degradation. It is also compared with the Laplacian regularization-based SR algorithm and other TV-based SR algorithms. Experimental results are presented to illustrate the effectiveness of the proposed algorithm.

  17. A Novel Method to Get Super-Resolution Images from Low-Resolution Compressed Video

    Institute of Scientific and Technical Information of China (English)

    ZHOU Liang; ZHU Xiu-chang

    2005-01-01

    In order to resolve the problems of discontented restoration effect and confined applying scope which exist in the current compressed video restoration algorithms, a novel method to get super-resolution images from low-resolution compressed video is proposed in this paper. At first, a uniform model is presented and the restoration problem in the Bayesian framework is formulated under the MAP criterion, then the focus is put on the hybrid motion-compensation and transform coding schemes, at last the methods of getting the parameters are provided. The results of the simulation clearly demonstrate that our method not only has the properties of finer vision effect and wider applying scope, but also performs better than those of current classical algorithms in the aspects of Peak Signal Noise Ratio (PSNR) under the basis of the same condition.

  18. Spatiotemporal Super-Resolution Reconstruction Based on Robust Optical Flow and Zernike Moment for Video Sequences

    Directory of Open Access Journals (Sweden)

    Meiyu Liang

    2013-01-01

    Full Text Available In order to improve the spatiotemporal resolution of the video sequences, a novel spatiotemporal super-resolution reconstruction model (STSR based on robust optical flow and Zernike moment is proposed in this paper, which integrates the spatial resolution reconstruction and temporal resolution reconstruction into a unified framework. The model does not rely on accurate estimation of subpixel motion and is robust to noise and rotation. Moreover, it can effectively overcome the problems of hole and block artifacts. First we propose an efficient robust optical flow motion estimation model based on motion details preserving, then we introduce the biweighted fusion strategy to implement the spatiotemporal motion compensation. Next, combining the self-adaptive region correlation judgment strategy, we construct a fast fuzzy registration scheme based on Zernike moment for better STSR with higher efficiency, and then the final video sequences with high spatiotemporal resolution can be obtained by fusion of the complementary and redundant information with nonlocal self-similarity between the adjacent video frames. Experimental results demonstrate that the proposed method outperforms the existing methods in terms of both subjective visual and objective quantitative evaluations.

  19. Play to become a surgeon: impact of Nintendo Wii training on laparoscopic skills.

    Directory of Open Access Journals (Sweden)

    Domenico Giannotti

    Full Text Available BACKGROUND: Video-games have become an integral part of the new multimedia culture. Several studies assessed video-gaming enhancement of spatial attention and eye-hand coordination. Considering the technical difficulty of laparoscopic procedures, legal issues and time limitations, the validation of appropriate training even outside of the operating rooms is ongoing. We investigated the influence of a four-week structured Nintendo® Wii™ training on laparoscopic skills by analyzing performance metrics with a validated simulator (Lap Mentor™, Simbionix™. METHODOLOGY/PRINCIPAL FINDINGS: We performed a prospective randomized study on 42 post-graduate I-II year residents in General, Vascular and Endoscopic Surgery. All participants were tested on a validated laparoscopic simulator and then randomized to group 1 (Controls, no training with the Nintendo® Wii™, and group 2 (training with the Nintendo® Wii™ with 21 subjects in each group, according to a computer-generated list. After four weeks, all residents underwent a testing session on the laparoscopic simulator of the same tasks as in the first session. All 42 subjects in both groups improved significantly from session 1 to session 2. Compared to controls, the Wii group showed a significant improvement in performance (p<0.05 for 13 of the 16 considered performance metrics. CONCLUSIONS/SIGNIFICANCE: The Nintendo® Wii™ might be helpful, inexpensive and entertaining part of the training of young laparoscopists, in addition to a standard surgical education based on simulators and the operating room.

  20. Thematic Unity Across a Video Game Series.

    Directory of Open Access Journals (Sweden)

    Jason Brame

    2011-07-01

    Full Text Available Koji Kondo’s music is among the most recognized video game music ever written. As the composer for both Super Mario Bros. (Nintendo, 1984 and The Legend of Zelda (Nintendo, 1986, he has received international fame and recognition for his game compositions. With The Legend of Zelda series, Kondo has managed to create new music for each iteration of the series while maintaining a sense of unity across the series as a whole. Through the use of motivic and prolongational analysis, this article demonstrates how Kondo created this unity across the entire Zelda franchise, while making each game’s score unique by examining one musical element, the overworld theme, from each of the main entries in the Zelda series. A Schenkerian-like analysis is used to identify structural and motivic relationships between the various themes. This essay concludes with an examination of semiotic implications of this analysis and its impact on other aspects of the Zelda series and game music analysis as a whole. Using concepts from Barthes Elements of Semiology, I discuss the implication of the musical analysis to show how this approach can provide the basis for an in-depth look at musical signs in video games. In this discussion of thematic unity, I’m exploring both musical theme and a semiological theme.

  1. 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)

  2. Comparison of the glottic view during video-intubation in super obese patients: a series of cases

    Directory of Open Access Journals (Sweden)

    Gaszyński T

    2016-11-01

    Full Text Available Tomasz Gaszyński Department of Anaesthesiology and Intensive Therapy, Medical University of Łódź, Łódź, Poland Abstract: Videolaryngoscopes improve the view of the entry to the larynx in morbidly obese patients. Super obesity is one of the risk factors for difficult mask ventilation as well as difficult intubation. Super obese patients should be intubated awake either with a fiber-optic scope or with a videolaryngoscope. The glottic view during video-intubation in super obese patients using different devices was compared. The McGrath MAC (MGM was used in all patients and then compared to the King Vision (KV in three patients, the APA videolaryngoscope in two patients and the Airtraq Avant with a video camera in four patients. The pictures were of the same patient for two used devices. All obtained images were analyzed using the Percentage of Glottic Opening (POGO scale. The POGO score for the MGM was better than for the KV and the APA but comparable to the Airtraq device. The images were processed electronically, and the best view of the laryngeal inlet that was obtained by the evaluated devices in the same patient was superimposed onto the other one and then compared. Keywords: super obese, videolaryngoscopes, intubation, glottic visualization 

  3. Comparison of the glottic view during video-intubation in super obese patients: a series of cases.

    Science.gov (United States)

    Gaszyński, Tomasz

    2016-01-01

    Videolaryngoscopes improve the view of the entry to the larynx in morbidly obese patients. Super obesity is one of the risk factors for difficult mask ventilation as well as difficult intubation. Super obese patients should be intubated awake either with a fiber-optic scope or with a videolaryngoscope. The glottic view during video-intubation in super obese patients using different devices was compared. The McGrath MAC (MGM) was used in all patients and then compared to the King Vision (KV) in three patients, the APA videolaryngoscope in two patients and the Airtraq Avant with a video camera in four patients. The pictures were of the same patient for two used devices. All obtained images were analyzed using the Percentage of Glottic Opening (POGO) scale. The POGO score for the MGM was better than for the KV and the APA but comparable to the Airtraq device. The images were processed electronically, and the best view of the laryngeal inlet that was obtained by the evaluated devices in the same patient was superimposed onto the other one and then compared.

  4. Nintendo Creators Purgatory: Why YouTubers should think twice before registering for the Nintendo Creators Program

    Directory of Open Access Journals (Sweden)

    Yvette Ann Walker

    2015-12-01

    Full Text Available Recently, Nintendo launched the Nintendo Creators Program, designed to share profits generated from YouTube advertising revenue with YouTube creators using copyrighted Nintendo content. While the program is an insightful response to the problems many content rights holders face in policing YouTube for copyright infringement and submitting take down notices, it as has several pitfalls for creators including exposure to censorship, bureaucracy and content use and abuse.

  5. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

    NARCIS (Netherlands)

    Jelsma, Jennifer; Pronk, Marieke; Ferguson, Gillian; Jelsma-Smit, Dorothee

    2013-01-01

    Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given fo

  6. The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy

    NARCIS (Netherlands)

    Jelsma, Jennifer; Pronk, Marieke; Ferguson, Gillian; Jelsma-Smit, Dorothee

    2013-01-01

    Objective: To study the impact of training using the Nintendo Wii Fit in 14 children with spastic hemiplegic cerebral palsy. Methods: A single-subject single blinded design with multiple subjects and baselines was utilised. Interactive video gaming (IVG) in lieu of regular physiotherapy was given

  7. Super Mario brothers and sisters: Associations between coplaying video games and sibling conflict and affection.

    Science.gov (United States)

    Coyne, Sarah M; Jensen, Alexander C; Smith, Nathan J; Erickson, Daniel H

    2016-02-01

    Video games can be played in many different contexts. This study examined associations between coplaying video games between siblings and levels of affection and conflict in the relationship. Participants were 508 adolescents (M age = 16.31 years of age, SD = 1.08) who completed questionnaires on video game use and sibling relationships. Participants were recruited from a large Northwestern city and a moderate city in the Mountain West of the United States. Video games played between siblings were coded by an independent sample to assess levels of physical aggression and prosocial behavior in each game. Playing video games with a sibling was associated with higher levels of sibling affection for both boys and girls, but higher levels of conflict for boys only. Playing a violent video game with a brother was associated with lower levels of conflict in the sibling relationship, whereas playing a prosocial video game was not related to any sibling outcome. The value of video games in sibling relationships will be discussed, with a focus on the type of game and the sex of the adolescent.

  8. Super resolution reconstruction of moving objects from low resolution surveillance video

    Institute of Scientific and Technical Information of China (English)

    Wang Suyu; Shen Lansun; David Daganfeng; Li Xiaoguang

    2008-01-01

    Construction of high resolution images from low resolution sequences having rigid or semi-rigid objects with unified motions is often important in surveillance and other applications. In this paper a novel object-based super resolution reconstruction scheme was proposed, in which a six-parameter affine model-based object tracking and registration method was first used to segment and match objects among a sequence of low resolution frames. The motion model was then further extended to the traditional maximum a posterior (MAP) super resolution algorithm. The proposed object tracking and registration method was evaluated by both simulated and real acquired sequences. The results have demonstrated the high accuracy of the proposed object based method and the enhanced reconstruction performance of the extended approach.

  9. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    Science.gov (United States)

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Physical and psychosocial function in residential aged-care elders: effect of Nintendo Wii Sports games.

    Science.gov (United States)

    Keogh, Justin W L; Power, Nicola; Wooller, Leslie; Lucas, Patricia; Whatman, Chris

    2014-04-01

    This mixed-methods, quasi-experimental pilot study examined whether the Nintendo Wii Sports (NWS) active video game (exergame) system could significantly improve the functional ability, physical activity levels, and quality of life of 34 older adults (4 men and 30 women, 83 ± 8 yr) living in 2 residential aged-care (RAC) centers. Change score analyses indicated the intervention group had significantly greater increases in bicep curl muscular endurance, physical activity levels, and psychological quality of life than the control group (p < .05). Analysis of the quotes underlying the 3 themes (feeling silly, feeling good; having fun; and something to look forward to) suggested that intervention group participants developed a sense of empowerment and achievement after some initial reluctance and anxiousness. They felt that the games were fun and provided an avenue for greater socialization. These results add some further support to the utilization of NWS exergames in the RAC context.

  11. Low Cost Interactive Electronic Whiteboard Using Nintendo Wii Remote

    OpenAIRE

    2010-01-01

    Problem statement: The application of interactive whiteboard offers extensive benefits in the learning and teaching process for classroom environment. The high cost associated with commercial interactive whiteboard may hinder its application in primary or secondary school, especially in developing countries. Thus, this study describes the methods used to create a low cost interactive and viable electronic whiteboard by using the capabilities of the Nintendo Wiimotes. It also looks at the poss...

  12. Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

    Science.gov (United States)

    Kühn, S; Gleich, T; Lorenz, R C; Lindenberger, U; Gallinat, J

    2014-02-01

    Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.

  13. Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation.

    Science.gov (United States)

    Deutsch, Judith E; Brettler, Arielle; Smith, Caroline; Welsh, Jamie; John, Roshan; Guarrera-Bowlby, Phyllis; Kafri, Michal

    2011-01-01

    Interactive video gaming has become ubiquitous in the practice of rehabilitation. The Nintendo Wii is one such system. Interactive gaming can promote intensive task-based therapy in a manner that is motivating for the user. Widespread enthusiasm for consoles and their games prompted us to analyze the games for their rehabilitation elements related to improving balance and mobility for individuals poststroke. The purpose of this article is to provide a game analysis for clinical application and evaluation of the game elements for research on interactive video gaming. Using a team of game players and raters, 5 tables (1 for the Wii Sports and 4 for the Wii Fit) were developed and validated. The tables consist of 3 categories: game description, impairments targeted (strength, endurance, balance, and coordination), and feedback provided (knowledge of performance [KP] and knowledge of results [KR]). Two domain content experts established face validity. Construct validity was performed by 2 therapist-raters who had more than 15 years' clinical experience and postgraduate training in motor learning. Observations about the games including the fidelity of the interfaces, the nature of the feedback, and some of the challenges to adapting the games for rehabilitation are presented. An 80% agreement between raters set as the criterion for establishing the construct validity was met for feedback evaluation. There was 100% agreement on impairment ratings. Games provide a greater amount of KR compared with KP. Given the preponderance of KR, therapists will need to monitor motor performance. Adaptation of interactive video consoles for rehabilitation requires careful evaluation of the games' attributes using relevant rehabilitation construits.

  14. Impact of Nintendo Wii Games on Physical Literacy in Children: Motor Skills, Physical Fitness, Activity Behaviors, and Knowledge

    Directory of Open Access Journals (Sweden)

    Amanda M. George

    2016-01-01

    Full Text Available Physical literacy is the degree of fitness, behaviors, knowledge, and fundamental movement skills (agility, balance, and coordination a child has to confidently participate in physical activity. Active video games (AVG, like the Nintendo Wii, have emerged as alternatives to traditional physical activity by providing a non-threatening environment to develop physical literacy. This study examined the impact of AVGs on children’s (age 6–12, N = 15 physical literacy. For six weeks children played one of four pre-selected AVGs (minimum 20 min, twice per week. Pre and post measures of motivation, enjoyment, and physical literacy were completed. Results indicated a near significant improvement in aiming and catching (p = 0.06. Manual dexterity significantly improved in males (p = 0.001, and females felt significantly less pressured to engage in PA (p = 0.008. Overall, there appears to be some positive impact of an AVG intervention on components of physical literacy.

  15. Video Analytics

    DEFF Research Database (Denmark)

    include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...

  16. Low Cost Interactive Electronic Whiteboard Using Nintendo Wii Remote

    Directory of Open Access Journals (Sweden)

    Dalbir Singh

    2010-01-01

    Full Text Available Problem statement: The application of interactive whiteboard offers extensive benefits in the learning and teaching process for classroom environment. The high cost associated with commercial interactive whiteboard may hinder its application in primary or secondary school, especially in developing countries. Thus, this study describes the methods used to create a low cost interactive and viable electronic whiteboard by using the capabilities of the Nintendo Wiimotes. It also looks at the possibility of whether this much cheaper technology can be fully utilized to create better tools for in-class learning. Approach: Several technical aspects of the Wii Remote are examined, how this technology can be used on a low cost interactive whiteboard and how the system can be connected to your computer and LCD projector/screen. Result: This system has a stand-alone architecture, consists of a PC. The input client was responsible for getting the input data and connecting the Wii Remotes using a Bluetooth connection. The PC handles the software engine and display module. The user sends the IR source light to Wiimote by pressing the IR Pens switch button and then the Wiimote sends data to the PC via a Bluetooth connection. Conclusion/Recommendations: The genre of the system makes it more suitable in learning environments such as schools or universities. The main target groups of the system are lecturers, teachers or students (during presentation or in class exercise. Therefore, it was necessary to simplify the software design and control mechanism in order to support these main target groups.

  17. When Should Nintendo Launch its Wii? Insights From a Bivariate Successive Generation Model

    NARCIS (Netherlands)

    Ph.H.B.F. Franses (Philip Hans); C. Hernández-Mireles (Carlos)

    2006-01-01

    textabstractNovember 2006 most likely marks the launch of Sony’s PS3, the successor to PS2. Later, Nintendo is expected to launch the Wii, the successor to the GameCube. We answer the question in the title by analyzing the diffusion of the earlier generations of these consoles, and by using a new mo

  18. The Blue Ocean that disappeared – the case of Nintendo Wii

    DEFF Research Database (Denmark)

    Hollensen, Svend

    2013-01-01

    Purpose – The purpose with this article is to analyze the “Blue Ocean” phenomenon in depth. The goal is to better understand the underlying dynamic strategies in the form of interactions between theory and management practices. Design/methodology/approach – Single case study, Nintendo, which stra...

  19. Kinematic effect of Nintendo WiiTM sports program exercise on obstacle gait in elderly women with falling risk

    OpenAIRE

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-ae

    2015-01-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo WiiTM Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation...

  20. Construct and concurrent validity of a Nintendo Wii video game made for training basic laparoscopic skills

    NARCIS (Netherlands)

    Jalink, M. B.; Goris, J.; Heineman, E.; Pierie, J. P. E. N.; ten Cate Hoedemaker, H. O.

    2014-01-01

    Background Virtual reality (VR) laparoscopic simulators have been around for more than 10 years and have proven to be cost-and time-effective in laparoscopic skills training. However, most simulators are, in our experience, considered less interesting by residents and are often poorly accessible. Co

  1. Efficacy of neurodevelopmental treatment combined with the Nintendo® Wii in patients with cerebral palsy

    Science.gov (United States)

    Acar, Gönül; Altun, Gamze Polen; Yurdalan, SaadetUfuk; Polat, Mine Gülden

    2016-01-01

    [Purpose] The aim of this study was to investigate the efficiency of Nintendo® Wii games in addition to neurodevelopmental treatment in patients with cerebral palsy. [Subjects and Methods] Thirty hemiparetic cerebral palsy patients (16 females, 14 males; mean age, 6–15 years) were included in the study and divided into two groups: a neurodevelopmental treatment+Nintendo Wii group (group 1, n=15) and a neurodevelopmental treatment group (group 2, n=15). Both groups received treatment in 45-minute sessions 2 days/week for six weeks. Use of the upper extremities, speed, disability and functional independence were evaluated using the Quality of Upper Extremity Skills Test, Jebsen Taylor Hand Function Test, ABILHAND-Kids test, and Pediatric Functional Independence Measure (self-care) before and after treatment. [Results] There were statistically significant improvements in all parameters for group 1 and group 2 (except quality of function) after six weeks of treatment. Intergroup analysis showed that group 1 was superior to group 2 in mean change differences in the Jebsen Taylor Hand Function Test. [Conclusion] Our results showed that neurodevelopmental treatment is effective for improving hand functions in hemiplegic cerebral palsy. To provide a enjoyable, motivational, safe, and effective rehabilitation program, the Nintendo® Wii may be used in addition to neurodevelopmental treatment. PMID:27134357

  2. Kinematic effect of Nintendo WiiTM sports program exercise on obstacle gait in elderly women with falling risk

    Science.gov (United States)

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-Ae

    2015-01-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo WiiTM Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls. PMID:26157228

  3. Kinematic effect of Nintendo Wii(TM) sports program exercise on obstacle gait in elderly women with falling risk.

    Science.gov (United States)

    Jung, Dae-In; Ko, Dae-Sik; Jeong, Mi-Ae

    2015-05-01

    [Purpose] This study evaluated the changes in balance ability and obstacle gait after lumbar stabilization exercise and Nintendo Wii(TM) Sports in elderly at risk for falls. [Subjects and Methods] Twenty-four elderly women with at risk for falls were randomly divided into the control, lumbar stabilization exercise, and Nintendo Wii Sports groups. Static balance was measured by the Berg Balance Scale and functional reach test, dynamic balance by the timed up-and-go test, and obstacle negotiation function by crossing velocity and maximum vertical heel clearance. [Results] Both the lumbar stabilization exercise and Nintendo Wii Sports groups showed significant improvements in obstacle negotiation function after the exercise compared to the control group. Berg Balance Scale and functional reach test scores were greater in the lumbar stabilization exercise group, while the timed up-and-go test time was significantly better in the Nintendo Wii Sports groups. [Conclusion] Lumbar stabilization exercises and Nintendo Wii Sports improve falling related balance and obstacle negotiation function in elderly women at risk for falls.

  4. Change in functional balance after an exercise program with Nintendo Wii in Latino patients with cerebral palsy: a case series.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Olave-Godoy, Felipe; Villalobos-Rebolledo, David

    2016-08-01

    [Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training.

  5. When Should Nintendo Launch its Wii? Insights From a Bivariate Successive Generation Model

    OpenAIRE

    Franses, Philip Hans; Hernández-Mireles, Carlos

    2006-01-01

    textabstractNovember 2006 most likely marks the launch of Sony’s PS3, the successor to PS2. Later, Nintendo is expected to launch the Wii, the successor to the GameCube. We answer the question in the title by analyzing the diffusion of the earlier generations of these consoles, and by using a new model that extends the successive-generations model of Norton and Bass (1987) by introducing two market players. Based on interviews with consumers and with retailers, we calibrate part of this model...

  6. Super Special Codes using Super Matrices

    CERN Document Server

    Kandasamy, W B Vasantha; Ilanthenral, K

    2010-01-01

    The new classes of super special codes are constructed in this book using the specially constructed super special vector spaces. These codes mainly use the super matrices. These codes can be realized as a special type of concatenated codes. This book has four chapters. In chapter one basic properties of codes and super matrices are given. A new type of super special vector space is constructed in chapter two of this book. Three new classes of super special codes namely, super special row code, super special column code and super special codes are introduced in chapter three. Applications of these codes are given in the final chapter.

  7. The Heart Rate Response to Nintendo Wii Boxing in Young Adults

    Science.gov (United States)

    Bosch, Pamela R.; Poloni, Joseph; Thornton, Andrew; Lynskey, James V.

    2012-01-01

    Purpose To determine if 30 minutes of Nintendo Wii Sports boxing provides cardiorespiratory benefits and contributes to the daily exercise recommendations for healthy young adults. Methods Twenty healthy 23- to 27-year-olds participated in two sessions to measure maximum heart rate (HRmax) via a treadmill test and heart rate (HR) response to 30 minutes of Wii Sports boxing. Heart rate in beats per minute (bpm) was measured continuously, and exercise intensity during each minute of play was stratified as a percentage of HRmax. Mixed designs analysis of variance (ANOVA) and Pearson product moment correlations were used to analyze the data. Results Mean (SD) HR response to boxing was 143 (15) bpm or 77.5% (10.0%) of HRmax. The mean HR response for experienced participants was significantly lower than inexperienced participants, P = .007. The ANOVA revealed a significant interaction between experience and time spent at various intensities, P = .009. Experienced participants spent more time in light to vigorous intensities, inexperienced participants in moderate to very hard intensities. Fitness was not correlated with mean HR response to boxing, P = .49. Conclusion Thirty minutes of Nintendo Wii Sports boxing provides a moderate to vigorous aerobic response in healthy young adults and can contribute to daily recommendations for physical activity. PMID:22833705

  8. Intra-Rater Reproducibility and Validity of Nintendo Wii Balance Testing in Community-Dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech; Laessoe, Uffe; Hendriksen, Carsten

    2014-01-01

    The aims of the current study were to (1) examine the intra-rater inter-session reproducibility of the Nintendo Wii Agility and Stillness tests and (2) explore the concurrent validity in relation to 'gold-standard' force plate analysis. Within-day inter-session reproducibility was examined in 30...

  9. Intra-Rater Reproducibility and Validity of Nintendo Wii Balance Testing in Community-Dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech; Laessoe, Uffe; Hendriksen, Carsten;

    2014-01-01

    The aims of the current study were to (1) examine the intra-rater inter-session reproducibility of the Nintendo Wii Agility and Stillness tests and (2) explore the concurrent validity in relation to 'gold-standard' force plate analysis. Within-day inter-session reproducibility was examined in 30...

  10. Super Factories

    Indian Academy of Sciences (India)

    D G Hitlin

    2006-11-01

    Heavy-flavor physics, in particular and physics results from the factories, currently provides strong constraints on models of physics beyond the Standard Model. A new generation of colliders, Super Factories, with 50 to 100 times the luminosity of existing colliders, can, in a dialog with LHC and ILC, provide unique clarification of new physics phenomena seen at those machines.

  11. Effectiveness of a Nintendo Wii balance board exercise programme on standing balance of children with cerebral palsy: A randomised clinical trial protocol

    Directory of Open Access Journals (Sweden)

    Valeska Gatica-Rojas

    2017-06-01

    Discussion: This is the first trial that measures and compares the effects of a Nintendo Wii Balance Board exercise programme on standing balance in children with cerebral palsy compared to conventional therapy.

  12. Acute cardiovascular responses in a virtual environment simulate by Nintendo Wii. http://dx.doi.org/10.5007/1980-0037.2013v15n1p60

    Directory of Open Access Journals (Sweden)

    Renato Aparecido de Souza

    2013-01-01

    Full Text Available It has recently been verified using the Nintendo Wii in the health context. The aim of this study was to analyze the acute cardiovascular responses monitored by the behavior of heart rate, systolic blood pressure, diastolic blood pressure and double product in an environment virtually simulated by Nintendo Wii. The sample was consisted of 18 health college students with mean age 22.07 ± 1.34 years. The variables were observed with use of delta analysis (post value – prior value after 25 basketball shoots in two experimental situations: (I seating and (II jumping vertically. The results suggest the physical activity in a virtual environment emulated by Nintendo Wii is able to change the acute cardiovascular responses, mainly when performed in association with vertical jumps. Thus, the results support the feasibility use of the Nintendo Wii in training programs and favor its indication more securely.

  13. The Super Patalan Numbers

    OpenAIRE

    Richardson, Thomas M.

    2014-01-01

    We introduce the super Patalan numbers, a generalization of the super Catalan numbers in the sense of Gessel, and prove a number of properties analagous to those of the super Catalan numbers. The super Patalan numbers generalize the super Catalan numbers similarly to how the Patalan numbers generalize the Catalan numbers.

  14. Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin; Læssøe, Uffe; Hendriksen, Carsten

    2013-01-01

    . METHODS: This randomized controlled trial examined postural balance and muscle strength in community-dwelling older adults (75±6 years) pre- and post-10 weeks of biofeedback-based Nintendo Wii training (WII, n = 28) or daily use of ethylene vinyl acetate copolymer insoles (controls [CON], n = 30). Primary......BACKGROUND: Older adults show increased risk of falling and major risk factors include impaired lower extremity muscle strength and postural balance. However, the potential positive effect of biofeedback-based Nintendo Wii training on muscle strength and postural balance in older adults is unknown...... strength (18%) than the control group at follow up (between-group difference = 269 N, 95% CI = 122; 416, and p = .001). In contrast, the center of pressure velocity moment did not differ (1%) between WII and CON at follow-up (between-group difference = 0.23mm(2)/s, 95% CI = -4.1; 4.6, and p = .92...

  15. Action video game training reduces the Simon Effect.

    Science.gov (United States)

    Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry

    2016-04-01

    A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

  16. Change in functional balance after an exercise program with Nintendo Wii in Latino patients with cerebral palsy: a case series

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Olave-Godoy, Felipe; Villalobos-Rebolledo, David

    2016-01-01

    [Purpose] This study aimed to explore the possibility of improving functional balance using an exercise program with Nintendo and the Balance Board peripheral in subjects with cerebral palsy. [Subjects and Methods] This study included 4 male outpatients of a neurological center. All participants received an exercise program based on the use of Nintendo with the Balance Board peripheral. Training consisted of three 25-min sessions per week for 6 weeks. Each session was guided by a physical therapist. Timed up-and-go and one-leg standing tests were conducted before and after the intervention. [Results] All subjects showed significant improvements in the results of the timed up-and-go test. However, there were no significant changes in the results of the one-leg standing test. [Conclusion] The exercise protocol involving Nintendo with the Balance Board peripheral appears to improve functional dynamic balance in patients with cerebral palsy. However, static functional balance does not improve after 6 weeks of training. PMID:27630446

  17. Temporal super resolution using variational methods

    DEFF Research Database (Denmark)

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

    2010-01-01

    and intensities are calculated simultaneously in a multiresolution setting. A frame doubling version of our algorithm is implemented and in testing it, we focus on making the motion of high contrast edges to seem smooth and thus reestablish the illusion of motion pictures.......Temporal super resolution (TSR) is the ability to convert video from one frame rate to another and is as such a key functionality in modern video processing systems. A higher frame rate than what is recorded is desired for high frame rate displays, for super slow-motion, and for video/film format...... conversion (where also lower frame rates than recorded is sometimes required). We discuss and detail the requirements imposed by the human visual system (HVS) on TSR algorithms, of which the need for (apparent) fluid motion, also known as the phi-effect, is the principal one. This problem is typically...

  18. Walking in a Virtual Town using Nintendo Wiimote and Balance Board

    Directory of Open Access Journals (Sweden)

    Lucio Tommaso De Paolis

    2011-12-01

    Full Text Available EnThe main goal of the Human-Computer Interaction technology is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. The end point in the interface design would then lead to a paradigm in which the interaction with computers becomes similar to the one between human beings. This paper focuses on an application of navigation and interaction in a virtual environment using the Nintendo Wiimote and the Balance Board. The idea is to have a system of navigation control in a virtual environment based on a locomotion interface in order to make the interaction easier for users without any experience of navigation in a virtual world and more efficient for trained users. The application has been developed for the navigation and interaction in the virtual town. We chose Otranto as an example town; Otranto is located in the easternmost tip of the Italian peninsula and, due to its geographical position, the town was like a bridge between East and West. The virtual environment is a loyal representation of the town of Otranto in the Middle Ages.ItL'obiettivo principale della Human-Computer Interaction technology è il miglioramento delle interazioni tra utenti e computer al fine di rendere tali sistemi più usabili e più adatti a soddisfare le diverse esigenze degli utenti. Il punto di arrivo nella progettazione di un’interfaccia sarebbe, quindi, quello rendere l'interazione con i computer simile quanto più possibile a quella tra esseri umani. Questo paper presenta un'applicazione che permette la navigazione e l’interazione in un ambiente virtuale facendo uso del Wiimote e della Balance Board della Nintendo. L'idea è di disporre di un sistema di controllo della navigazione in un ambiente virtuale basato su una semplice interfaccia di locomozione in grado di rendere più semplice l'interazione per gli utenti senza alcuna esperienza di navigazione in un mondo virtuale e più efficiente

  19. An in-depth, longitudinal examination of the daily physical activity of a patient with heart failure using a Nintendo Wii at home: a case report.

    Science.gov (United States)

    Klompstra, Leonie Verheijden; Jaarsma, Tiny; Strömberg, Anna

    2013-06-01

    To explore the influence of the Nintendo Wii on the daily physical activity of a patient with chronic heart failure at home. A 74-year-old Swedish patient with heart failure had access to a Nintendo Wii at home for 12 weeks. Exercise motivation, exercise self-efficacy and exercise capacity were assessed before and after the intervention. Data on perceived physical effort, global well-being and expended energy were collected every day during the intervention. During the 12 weeks of access to the Nintendo Wii, daily physical activity increased by 200% on weekdays and 57% on weekends, compared with baseline. The patient's exercise motivation and exercise self-efficacy increased during the study, whereas perceived physical effort and global well-being did not change. The patient had no difficulties in using the system and did not suffer any major harm. The results of this case study suggest that providing patients with heart failure access to a Nintendo Wii is a promising and safe intervention. The energy expended by the patient per day increased, as did exercise capacity. Playing the Nintendo Wii did not increase the perceived physical effort, but increased motivation to exercise and decreased barriers to exercising.

  20. Color image and video enhancement

    CERN Document Server

    Lecca, Michela; Smolka, Bogdan

    2015-01-01

    This text covers state-of-the-art color image and video enhancement techniques. The book examines the multivariate nature of color image/video data as it pertains to contrast enhancement, color correction (equalization, harmonization, normalization, balancing, constancy, etc.), noise removal and smoothing. This book also discusses color and contrast enhancement in vision sensors and applications of image and video enhancement.   ·         Focuses on enhancement of color images/video ·         Addresses algorithms for enhancing color images and video ·         Presents coverage on super resolution, restoration, in painting, and colorization.

  1. A qualitative study exploring the usability of Nintendo Wii Fit among persons with multiple sclerosis.

    Science.gov (United States)

    Plow, Matthew; Finlayson, Marcia

    2014-03-01

    The purpose of this study was to examine the usability of Nintendo Wii Fit to promote physical activity in adults with multiple sclerosis. Qualitative interviews were conducted as part of a pilot study that examined the health outcomes of a 14-week Wii Fit home-exercise programme in 30 adults with multiple sclerosis. We found participants reported that Wii Fit helped build confidence in abilities, achieve goals related to engagement in leisure activities and remove barriers associated with going to a gym to exercise. However, Wii Fit induced initial reactions of intimidation and worries about falling, and feedback during game play reminded participants of their impairments. Wii Fit was limited in its customizability to accommodate different functional levels. Understanding how to improve the usability and customizability of commercially available exergaming technology could be of benefit to people with disabling conditions. Before conducting randomized controlled trials of commercially available exergaming technology in adults with disabling conditions, we recommend that strategies be identified to remove usability barriers so those with moderate impairments can be included in the trial. This will reduce the likelihood of ceiling effects and clinical irrelevance. In terms of clinical recommendations, rehabilitation professionals need to consider patients' functional level, surrounding environment and preferences when prescribing a Wii Fit-based exercise programme.

  2. Assessing the functional performance of post-call hospital doctors using a Nintendo Wii.

    LENUS (Irish Health Repository)

    Clancy, K

    2012-02-01

    Sleep deprivation is an established part of the working life for Non-Consultant Hospital Doctors (NCHDs) in Ireland. Concern exists about the effect of extended NCHD work hours. We utilised a Nintendo Wii to evaluate motor function of NCHDs both prior to their on-call shift and the day afterwards. Data was exported to SPSS ver. 15 for statistical analysis with p < 0.05 considered significant. A total of 72 NCHDs were invited to participate in this study. There was a 62.5% (45) rate of follow-up. Overall 27 (60%) NCHDs were on medical call, with 18 (40%) on surgical call. There was no statistically significant difference between NCHDs pre-and post-call motor assessment scores. The majority of study participants (75.5%, n = 34) had four or more hours sleep. On-call duty allows for a greater than anticipated amount of sleep per on-call shift and therefore has a negligible effect on the motor skills of medical staff.

  3. 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…

  4. Effectiveness and safety of Nintendo Wii Fit Plus™ training in children with migraine without aura: a preliminary study.

    Science.gov (United States)

    Esposito, Maria; Ruberto, Maria; Gimigliano, Francesca; Marotta, Rosa; Gallai, Beatrice; Parisi, Lucia; Lavano, Serena Marianna; Roccella, Michele; Carotenuto, Marco

    2013-01-01

    Migraine without aura (MoA) is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination. The study population consisted of 71 patients affected by MoA (32 females, 39 males) (mean age: 9.13±1.94 years); the control group consisted of 93 normally developing children (44 females, 49 males) (mean age: 8.97±2.03 years) recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI) skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC). Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan); training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home. The two starting populations (MoA and controls) were not significantly different for age (P=0.899) and sex (P=0.611). M-ABC and VMI performances at baseline (T0) were significantly different in dexterity, balance, and total score for M-ABC (PVMI. After 3 months of Wii training (T1), MoA children showed a significant improvement in M-ABC global performance (PVMI motor task (P<0.001). Our study reported the positive effects of the Nintendo Wii Fit Plus™ system as a rehabilitative device for the visuomotor and balance skills impairments among children affected by MoA, even if further research and longer follow-up are needed.

  5. Vestibular rehabilitation using the Nintendo® Wii Balance Board -- a user-friendly alternative for central nervous compensation.

    Science.gov (United States)

    Sparrer, Ingo; Duong Dinh, Thien An; Ilgner, Justus; Westhofen, Martin

    2013-03-01

    The Nintendo® Wii Balance Board is a cost-effective and user-friendly alternative to other popular frequently used systems that aid vestibular compensation, particularly in elderly patients. In addition, further treatment in the home environment is possible. This cohort study was designed to investigate the impact of the Nintendo® Wii Balance Board as a visual compensation device after acute vestibular neuritis. Subjects were randomly assigned to one of two treatment groups. Group A (n = 37) performed customized exercises with the Nintendo® Wii Balance Board. Group B (n = 34) performed only two elected exercises as a control group for comparison of the results. Both groups underwent additive therapy with steroids (intravenous) in decreasing doses (250 mg decreasing to 25 mg over 10 days). The Sensory Organization Test (SOT), Dizziness Handicap Inventory (DHI), Vertigo Symptom Scale (VSS), and Tinneti questionnaire were evaluated immediately before treatment (baseline), at the end of treatment, i.e. at day 5, and after 10 weeks. The early use of a visual feedback system in the context of the balance training supports the central nervous vestibular compensation after peripheral labyrinthine disorders. Patients in group B (without training) required a longer in-patient stay (average 2.4 days, SD 0.4) compared with patients following early Wii rehabilitation. The absence of nystagmus under Frenzel's goggles in group A was observed 2.1 days (SD 0.5) earlier than in group B. Group A showed significantly better results in the SOT, DHI, VSS, and Tinneti questionnaire at all time points measured (p < 0.05).

  6. Intra-rater reproducibility and validity of Nintendo Wii Balance Tests in community-dwelling Older Adults

    DEFF Research Database (Denmark)

    Jørgensen, Martin; Læssøe, Uffe; Hendriksen, C

    2014-01-01

    The aims of the current study were to examine the intrarater intersession reproducibility of the Nintendo Wii agility and stillness tests and explore the concurrent validity in relation to gold-standard force-plate analysis. Within-day intersession reproducibility was examined in 30 older adults......% of 17.9%. Likewise for the Wii agility test ICC was .73 (95% CI 0.50-0.86), CV 5.3%, LOA 1.8, and LOA% of 14.6%. Wii stillness scores correlated to force plate measures (r = .65-.82, p

  7. Reproducibility and validity of the Nintendo Wii Balance Board for measuring shoulder sensorimotor control in prone lying

    DEFF Research Database (Denmark)

    Eshøj, Henrik; Juul-Kristensen, Birgit; Gam Bender Jørgensen, René

    2017-01-01

    INTRODUCTION: For the lower limbs, the Nintendo Wii Balance Board (NWBB) has been widely used to measure postural control. However, this has not been performed for upper limb measurements. Further, the NWBB has shown to produce more background noise with decreasing loads, which may be of concern...... when used for upper limb testing. The aim was to investigate reproducibility and validity of the NWBB. METHODS: A test-retest design was performed with 68 subjects completing three different prone lying, upper limb weight-bearing balance tasks on a NWBB: two-arms, eyes closed (1) one-arm, non...

  8. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  9. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder : Neuromotor Task Training and Nintendo Wii Fit training

    NARCIS (Netherlands)

    Ferguson, G. D.; Jelsma, D.; Jelsma, J.; Smits-Engelsman, B. C. M.

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric

  10. Enabling People with Developmental Disabilities to Actively Perform Designated Occupational Activities according to Simple Instructions with a Nintendo Wii Remote Controller by Controlling Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Wang, Shu-Hui; Chang, Man-Ling; Shih, Ching-Hsiang

    2012-01-01

    The latest researches have adopted software technology, turning the Nintendo Wii Remote Controller into a high performance three-dimensional object orientation detector. This study extended Wii Remote Controller functionality to assess whether two people with developmental disabilities would be able to actively perform designated simple…

  11. Assisting People with Multiple Disabilities by Actively Keeping the Head in an Upright Position with a Nintendo Wii Remote Controller through the Control of an Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Shih, Chia-Ju; Shih, Ching-Tien

    2011-01-01

    The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior. This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple…

  12. A Limb Action Detector Enabling People with Multiple Disabilities to Control Environmental Stimulation through Limb Action with a Nintendo Wii Remote Controller

    Science.gov (United States)

    Shih, Ching-Hsiang; Chang, Man-Ling; Shih, Ching-Tien

    2010-01-01

    This study assessed whether two persons with multiple disabilities would be able to control environmental stimulation using limb action with a Nintendo Wii Remote Controller and a newly developed limb action detection program (LADP, i.e., a new software program that turns a Wii Remote Controller into a precise limb action detector). This study was…

  13. A Three-Dimensional Object Orientation Detector Assisting People with Developmental Disabilities to Control Their Environmental Stimulation through Simple Occupational Activities with a Nintendo Wii Remote Controller

    Science.gov (United States)

    Shih, Ching-Hsiang; Chang, Man-Ling; Mohua, Zhang

    2012-01-01

    This study evaluated whether two people with developmental disabilities would be able to actively perform simple occupational activities to control their preferred environmental stimulation using a Nintendo Wii Remote Controller with a newly developed three-dimensional object orientation detection program (TDOODP, i.e. a new software program,…

  14. Assisting People with Multiple Disabilities by Actively Keeping the Head in an Upright Position with a Nintendo Wii Remote Controller through the Control of an Environmental Stimulation

    Science.gov (United States)

    Shih, Ching-Hsiang; Shih, Chia-Ju; Shih, Ching-Tien

    2011-01-01

    The latest researches have adopted software technology by applying the Nintendo Wii Remote Controller to the correction of hyperactive limb behavior. This study extended Wii Remote Controller functionality for improper head position (posture) correction (i.e. actively adjusting abnormal head posture) to assess whether two people with multiple…

  15. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder : Neuromotor Task Training and Nintendo Wii Fit training

    NARCIS (Netherlands)

    Ferguson, G. D.; Jelsma, D.; Jelsma, J.; Smits-Engelsman, B. C. M.

    2013-01-01

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric str

  16. Artificial Video for Video Analysis

    Science.gov (United States)

    Gallis, Michael R.

    2010-01-01

    This paper discusses the use of video analysis software and computer-generated animations for student activities. The use of artificial video affords the opportunity for students to study phenomena for which a real video may not be easy or even possible to procure, using analysis software with which the students are already familiar. We will…

  17. 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.

  18. Effectiveness and safety of Nintendo Wii Fit PlusTM training in children with migraine without aura: a preliminary study

    Directory of Open Access Journals (Sweden)

    Esposito M

    2013-11-01

    Full Text Available Maria Esposito,1 Maria Ruberto,2 Francesca Gimigliano,1,2 Rosa Marotta,3 Beatrice Gallai,4 Lucia Parisi,5 Serena Marianna Lavano,3 Michele Roccella,5 Marco Carotenuto11Center for Childhood Headache, Child and Adolescent Neuropsychiatry Clinic, Department of Mental Health, Physical and Preventive Medicine, 2Department of Odonto-Stomathologic Disciplines, Pathology – Orthopedic Sciences, Second University of Naples, Naples, Italy; 3Department of Psychiatry, “Magna Graecia” University of Catanzaro, Catanzaro, Italy; 4Unit of Child and Adolescent Neuropsychiatry, University of Perugia, Perugia, Italy; 5Child Neuropsychiatry, Department of Psychology, University of Palermo, Palermo, ItalyBackground: Migraine without aura (MoA is a painful syndrome, particularly in childhood; it is often accompanied by severe impairments, including emotional dysfunction, absenteeism from school, and poor academic performance, as well as issues relating to poor cognitive function, sleep habits, and motor coordination.Materials and methods: The study population consisted of 71 patients affected by MoA (32 females, 39 males (mean age: 9.13±1.94 years; the control group consisted of 93 normally developing children (44 females, 49 males (mean age: 8.97±2.03 years recruited in the Campania school region. The entire population underwent a clinical evaluation to assess total intelligence quotient level, visual-motor integration (VMI skills, and motor coordination performance, the later using the Movement Assessment Battery for Children (M-ABC. Children underwent training using the Wii-balance board and Nintendo Wii Fit Plus™ software (Nintendo Co, Ltd, Kyoto, Japan; training lasted for 12 weeks and consisted of three 30-minute sessions per week at their home.Results: The two starting populations (MoA and controls were not significantly different for age (P=0.899 and sex (P=0.611. M-ABC and VMI performances at baseline (T0 were significantly different in dexterity

  19. Calculus super review

    CERN Document Server

    2012-01-01

    Get all you need to know with Super Reviews! Each Super Review is packed with in-depth, student-friendly topic reviews that fully explain everything about the subject. The Calculus I Super Review includes a review of functions, limits, basic derivatives, the definite integral, combinations, and permutations. Take the Super Review quizzes to see how much you've learned - and where you need more study. Makes an excellent study aid and textbook companion. Great for self-study!DETAILS- From cover to cover, each in-depth topic review is easy-to-follow and easy-to-grasp - Perfect when preparing for

  20. Algebra & trigonometry super review

    CERN Document Server

    2012-01-01

    Get all you need to know with Super Reviews! Each Super Review is packed with in-depth, student-friendly topic reviews that fully explain everything about the subject. The Algebra and Trigonometry Super Review includes sets and set operations, number systems and fundamental algebraic laws and operations, exponents and radicals, polynomials and rational expressions, equations, linear equations and systems of linear equations, inequalities, relations and functions, quadratic equations, equations of higher order, ratios, proportions, and variations. Take the Super Review quizzes to see how much y

  1. Active video gaming improves body coordination in survivors of childhood brain tumours

    DEFF Research Database (Denmark)

    Sabel, M.; Sjölund, A.; Broeren, J.

    2016-01-01

    Purpose: We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children’s physical functioning improved. Methods: Thirteen children, aged 7–17 years......-blinded assessments of physical functioning were done, using the Bruininks–Osteretsky Test of Motor Performance, second edition, evaluating participants before and after the intervention period, as well as comparing the randomisation groups after the first period. Results: All patients completed the study. AVG...... compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body...

  2. Super Tomboy Style

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    Sparked by Super Girl, the androgynous look is in among Chinese youth On September 8, this year's top six contestants on the Super Girl television show, a singing contest for young women, stepped into the spotlight. Nearly none of them had long black hair or wore evening gowns, traditionally associated with beauty in China. Rather, they

  3. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech

    citizens' centers and/or in the home of the elderly. The results presented in this thesis suggest that strict control of time-of-day is an important methodological aspect when evaluating postural balance in older adults, and an assessment protocol using the Nintendo Wii-Balance Board is reproducible......The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables...... in community-dwelling older adults. In Study I balance control was investigated using force plate analysis of Centre of Pressure (COP) excursion during static bilateral standing in 32 community-dwelling older adults at three different time-points (09:00, 12:30, and 16:00) throughout the day. An overall...

  4. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training.

    Science.gov (United States)

    Jørgensen, Martin Grønbech

    2014-01-01

    The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables in community-dwelling older adults. In Study I balance control was investigated using force plate analysis of Centre of Pressure (COP) excursion during static bilateral standing in 32 community-dwelling older adults at three different time-points (09:00, 12:30, and 16:00) throughout the day. An overall significant time-of-day effect was observed for all selected COP variables. The greatest change in all COP variables was observed (on average ~15%) between midday (12:30) and the afternoon (16:00), indicating that a systematic time-of-day influence on static postural balance exists in community-dwelling older adults. Consequently, longitudinal (i.e. pre-to-post training) comparisons of postural balance in in older adults with repeated assessments should be conducted at the same time-of-day. In Study II a novel approach for measuring postural balance (using the Nintendo Wii Stillness and Agility tests) was examined for reproducibility and concurrent validity in 30 community-dwelling older adults. While the Nintendo Wii Stillness test showed a high reproducibility, a systematic learning effect between successive sessions was observed for the Agility test. Moderate-to-excellent concurrent validity was seen for the Stillness test. In contrast, the Agility test revealed a poor concurrent validity. In conclusion, the Wii Stillness test seems to represent a low-cost objective reproducible test of postural balance in community-dwelling older adults and appears feasible in various clinical settings. A habituation (familiarization) period is necessary for the Wii Agility test to avoid a systematic learning effect between successive test sessions. Study III investigated the effect of ten

  5. Assessment of postural balance in community-dwelling older adults - methodological aspects and effects of biofeedback-based Nintendo Wii training

    DEFF Research Database (Denmark)

    Jørgensen, Martin Grønbech

    The overall purpose of this thesis was to examine selected methodological aspects and novel approaches for measuring postural balance older adults, and to examine the effects of biofeedback-based Nintendo Wii training on selected physiological, psychological and functional outcome variables...... (familiarization) period is necessary for the Wii Agility test to avoid a systematic learning effect between successive test sessions. Study III investigated the effect of ten weeks of biofeedback-based Nintendo Wii training on static postural balance, mechanical lower limb muscle function, and functional...... performance in 58 community-dwelling older adults. Additionally, the study investigated the participant motivation for this type of training (Exergaming). Marked improvements in maximal leg muscle strength, rapid force capacity and functional performance were observed following the period of biofeedback...

  6. 一种用于视频超分辨率重建的块匹配图像配准方法%A Block-matching Image Registration Algorithm for Video Super-resolution Reconstruction

    Institute of Scientific and Technical Information of China (English)

    孙琰玥; 何小海; 宋海英; 陈为龙

    2011-01-01

    图像配准是超分辨率重建中的一个关键问题,直接影响超分辨率重建图像的质量.本文在自适应十字搜索(Adaptive rood pattern search,ARPS)块匹配算法的基础上,根据小波域中各图像之间的相关性,提出一种分层块匹配算法-基于小波变换的改进的自适应十字模式搜索算法(Improved adaptive rood pattern search algorithm based on wavelet transform,W-IARPS),该方法在小波变换域完成匹配宏块的搜索,有效地减少了匹配点的搜索个数,且配准图像的峰值信噪比相比全搜索算法下降不到0.1dB,保持了较高的配准精度.最后采用凸集投影(Projections onto convex sets,POCS)算法对配准后的图像进行超分辨率重建,取得了较好的视觉效果.实验结果表明,该方法具有较高的配准精度和重建效果,算法稳健可靠.%Image registration is one of the key components in super-resolution reconstruction, and it directly affects the quality of the reconstructed image. On the basis of adaptive rood pattern search (ARPS) block-matching algorithm,and according to the correlation between various images in wavelet domain, an hierarchical block-matching algorithm - improved adaptive rood pattern search algorithm based on wavelet transform (W-IARPS) is proposed. Searching matched-macroblocks in wavelet domain can effectively reduce the number of search points, and the ratio of peak signal to noise of registered images decreases less than 0.1 dB compared to the exhaustive-search algorithm. It means that the high registration accuracy is guaranteed. Finally, the projections onto convex sets (POCS) method is used to reconstruct the super-resolution image from the registered images, and it can achieve better visual effects. The simulation results show that the algorithm has a high registration accuracy and reliable reconstruction results.

  7. Nonlinear Super Integrable Couplings of Super Classical-Boussinesq Hierarchy

    Directory of Open Access Journals (Sweden)

    Xiuzhi Xing

    2014-01-01

    Full Text Available Nonlinear integrable couplings of super classical-Boussinesq hierarchy based upon an enlarged matrix Lie super algebra were constructed. Then, its super Hamiltonian structures were established by using super trace identity. As its reduction, nonlinear integrable couplings of the classical integrable hierarchy were obtained.

  8. Super-resolution

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Moeslund, Thomas B.

    2014-01-01

    Super-resolution, the process of obtaining one or more high-resolution images from one or more low-resolution observations, has been a very attractive research topic over the last two decades. It has found practical applications in many real world problems in different fields, from satellite...... the contributions of different authors to the basic concepts of each group. Furthermore, common issues in super-resolution algorithms, such as imaging models and registration algorithms, optimization of the cost functions employed, dealing with color information, improvement factors, assessment of super...

  9. Wii eye injury: self-inflicted globe rupture and vision loss in a 7-year-old boy from a video game accident.

    Science.gov (United States)

    Razavi, Hessom; Lam, Geoffrey

    2011-10-01

    The Nintendo Wii is a home video game console released in November 2006. It is distinguished by its Wii Remote, a wireless controller that can be used as a handheld pointing device. We report a self-inflicted penetrating eye injury, late retinal detachment, and vision loss in a 7-year-old boy resulting from the use of a Wii Remote. To our knowledge, this is the first reported case of severe ocular trauma from use of a wireless game controller. Crown Copyright © 2011. Published by Mosby, Inc. All rights reserved.

  10. NETL Super Computer

    Data.gov (United States)

    Federal Laboratory Consortium — The NETL Super Computer was designed for performing engineering calculations that apply to fossil energy research. It is one of the world’s larger supercomputers,...

  11. Super-resolution

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Moeslund, Thomas B.

    2014-01-01

    and aerial imaging to medical image processing, to facial image analysis, text image analysis, sign and number plates reading, and biometrics recognition, to name a few. This has resulted in many research papers, each developing a new super-resolution algorithm for a specific purpose. The current......Super-resolution, the process of obtaining one or more high-resolution images from one or more low-resolution observations, has been a very attractive research topic over the last two decades. It has found practical applications in many real world problems in different fields, from satellite...... the contributions of different authors to the basic concepts of each group. Furthermore, common issues in super-resolution algorithms, such as imaging models and registration algorithms, optimization of the cost functions employed, dealing with color information, improvement factors, assessment of super...

  12. Super-Kamiokande

    Science.gov (United States)

    Magro, Lluís Martí

    2016-06-01

    The Super-Kamiokande experiment performs a large variety of studies, many of them in the neutrino sector. The archetypes are atmospheric neutrino (recently awarded with the Nobel prize for Mr. T. Kajita) and the solar neutrinos analyses. In these proceedings we report our latest results and present updates to indirect dark matter searches, our solar neutrino analysis and discuss the future upgrade of Super-Kamiokande by loading gadolinium into our ultra-pure water.

  13. The Super Girl Effect

    Institute of Scientific and Technical Information of China (English)

    WANG PEI

    2006-01-01

    @@ In recent years, Changsha,the capital city of Hunan Province, has become famous across China for its innovative TV channel, in particular the cultural phenomenon of the Super Girl talent show. And as far as culture goes, Hunan TV is merely a reflection of a renaissance happening in the city. Animation, music halls, drama festivals and a famous book market are just some of the city's cultural sectors that are benefiting from the fame and notoriety of the Super Girl show.

  14. The formation of super-rings

    CERN Document Server

    Tenorio-Tagle, G

    1980-01-01

    The author has calculated the collision of a small neutral cloud (surface density approximately 10/sup 19/ cm/sup -2/) with a constant density galactic disk. Through the collision, a large amount of energy is deposited in a small volume of the galaxy, resulting in a supersonic expansion of very hot (10/sup 6/-10/sup 7/K) gas into the Galaxy and out of the galactic disk. The expansion generates a large cavity (a super-ring) with physical characteristics (diameter, velocity of expansion, etc.) in agreement with the observations, and a large volume of hot low-density gas with properties similar to those of the observed coronal gas. (31 refs).

  15. Nonlinear Super Integrable Couplings of Super Dirac Hierarchy and Its Super Hamiltonian Structures

    Institute of Scientific and Technical Information of China (English)

    尤福财

    2012-01-01

    We construct nonlinear super integrable couplings of the super integrable Dirac hierarchy based on an enlarged matrix Lie superalgebra. Then its super Hamiltonian structure is furnished by super trace identity. As its reduction, we gain the nonlinear integrable couplings of the classical integrable Dirac hierarchy.

  16. Video classification for video quality prediction

    Institute of Scientific and Technical Information of China (English)

    LIU Yu-xin; KURCEREN Ragip; BUDHIA Udit

    2006-01-01

    In this paper we propose a novel method for video quality prediction using video classification. In essence, our approach can serve two goals: (1) To measure the video quality of compressed video sequences without referencing to the original uncompressed videos, i.e., to realize No-Reference (NR) video quality evaluation; (2) To predict quality scores for uncompressed video sequences at various bitrates without actually encoding them. The use of our approach can help realize video streaming with ideal Quality of Service (QoS). Our approach is a low complexity solution, which is specially suitable for application to mobile video streaming where the resources at the handsets are scarce.

  17. Brain activity in goal-directed movements in a real compared to a virtual environment using the Nintendo Wii.

    Science.gov (United States)

    Baumeister, Jochen; Reinecke, Kirsten; Cordes, Marjolijn; Lerch, Christiane; Weiss, Michael

    2010-08-30

    Low budget virtual environments like the Nintendo Wii increased in popularity and may play a role in motor learning related to sports and exercise. But nothing was known about the comparability of cortical activity of motor tasks in real and virtual environments. The aim of the study was to examine cortical differences between real and Wii based virtual sports performances using the golf putt as a model. Ten male golfers (26.0 +/- 0.7 years; 81.8 +/- 5.6 kg; 184.5 +/- 6.0 cm; handicap 30.0+/-10.0; 2.9+/-1.0 years of golf experience) were asked to putt for 3 min in random order in the real and the virtual Wii condition. A rest in sitting position (3 min) followed each performance. The score and cortical activity (EEG) were recorded continuously. The participants performed with a significant better score in the real condition (p memory where increased frontal Theta power indicated higher focused attention and higher Alpha-2 power was inversely related to the quantity of sensory information processing in the real putting compared to the virtual condition.

  18. Effectiveness and Limitations of Unsupervised Home-Based Balance Rehabilitation with Nintendo Wii in People with Multiple Sclerosis

    Directory of Open Access Journals (Sweden)

    Massimiliano Pau

    2015-01-01

    Full Text Available Balance training represents a critical part of the rehabilitation process of individuals living with multiple sclerosis (MS since impaired postural control is a distinctive symptom of the disease. In recent years, the use of the Nintendo Wii system has become widespread among rehabilitation specialists for this purpose, but few studies have verified the effectiveness of such an approach using quantitative measures of balance. In this study, we analyzed the postural sway features of a cohort of twenty-seven individuals with MS before and after 5 weeks of unsupervised home-based balance training with the Wii system. Center of pressure (COP time-series were recorded using a pressure platform and processed to calculate sway area, COP path length, displacements, and velocities in mediolateral (ML and anteroposterior (AP directions. Although the results show a significant reduction in sway area, COP displacements, and velocity, such improvements are essentially restricted to the ML direction, as the Wii platform appears to properly stimulate the postural control system in the frontal plane but not in the sagittal one. Available Wii games, although somewhat beneficial, appear not fully suitable for rehabilitation in MS owing to scarce flexibility and adaptability to MS needs and thus specific software should be developed.

  19. Effects of a Nintendo Wii exercise program on spasticity and static standing balance in spastic cerebral palsy.

    Science.gov (United States)

    Gatica-Rojas, Valeska; Cartes-Velásquez, Ricardo; Méndez-Rebolledo, Guillermo; Guzman-Muñoz, Eduardo; Lizama, L Eduardo Cofré

    2017-08-01

    This study sought to evaluate the effects of a Nintendo Wii Balance Board (NWBB) intervention on ankle spasticity and static standing balance in young people with spastic cerebral palsy (SCP). Ten children and adolescents (aged 72-204 months) with SCP participated in an exercise program with NWBB. The intervention lasted 6 weeks, 3 sessions per week, 25 minutes for each session. Ankle spasticity was assessed using the Modified Modified Ashworth Scale (MMAS), and static standing balance was quantified using posturographic measures (center-of-pressure [CoP] measures). Pre- and post-intervention measures were compared. Significant decreases of spasticity in the ankle plantar flexor muscles (p < 0.01). There was also a significant reduction in the CoP sway area (p = 0.04), CoP mediolateral velocity (p =0.03), and CoP anterior-posterior velocity (p = 0.03). A 6-session NWBB program reduces the spasticity at the ankle plantar flexors and improves the static standing balance in young people with SCP.

  20. Effects of virtual reality training using Nintendo Wii and treadmill walking exercise on balance and walking for stroke patients.

    Science.gov (United States)

    Bang, Yo-Soon; Son, Kyung Hyun; Kim, Hyun Jin

    2016-11-01

    [Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.

  1. Deforming super Riemann surfaces with gravitinos and super Schottky groups

    Energy Technology Data Exchange (ETDEWEB)

    Playle, Sam [Dipartimento di Fisica, Università di Torino and INFN, Sezione di Torino,Via P. Giuria 1, I-10125 Torino (Italy)

    2016-12-12

    The (super) Schottky uniformization of compact (super) Riemann surfaces is briefly reviewed. Deformations of super Riemann surface by gravitinos and Beltrami parameters are recast in terms of super Schottky group cohomology. It is checked that the super Schottky group formula for the period matrix of a non-split surface matches its expression in terms of a gravitino and Beltrami parameter on a split surface. The relationship between (super) Schottky groups and the construction of surfaces by gluing pairs of punctures is discussed in an appendix.

  2. EI Videos

    CERN Document Server

    Courtney, Michael; Courtney, Amy

    2012-01-01

    The Quantitative Reasoning Center (QRC) at USAFA has the institution's primary responsibility for offering after hours extra instruction (EI) in core technical disciplines (mathematics, chemistry, physics, and engineering mechanics). Demand has been tremendous, totaling over 3600 evening EI sessions in the Fall of 2010. Meeting this demand with only four (now five) full time faculty has been challenging. EI Videos have been produced to help serve cadets in need of well-modeled solutions to homework-type problems. These videos have been warmly received, being viewed over 14,000 times in Fall 2010 and probably contributing to a significant increase in the first attempt success rate on the Algebra Fundamental Skills Exam in Calculus 1. EI Video production is being extended to better support Calculus 2, Calculus 3, and Physics 1.

  3. Video doorphone

    OpenAIRE

    Horyna, Miroslav

    2015-01-01

    Tato diplomová práce se zabývá návrhem dveřního video telefonu na platformě Raspberry Pi. Je zde popsána platforma Raspberry Pi, modul Raspberry Pi Camera, operační systémy pro Raspberry Pi a popis instalace a nastavení softwaru. Dále je zde popsán návrh a popis programů vytvořených pro dveřní video telefon a návrh přídavných modulů. This thesis deals with door video phone on the platform Raspberry Pi. There is described the platform Raspberry Pi, Raspberry Pi Camera module, operating syst...

  4. 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...... in podcasts that included designed activities, and moreover – although to a lesser degree – that students engaged actively in podcasts that did not include additional activities, suggesting that learning via podcast does not always mean learning by passive listening....

  5. Video Gaming Increases Physical Activity

    Science.gov (United States)

    Wittman, Grace

    2010-01-01

    The "2005 Dietary Guidelines for Americans" and "Mypramid" recommend that children get 60 minutes of moderate level exercise each day. Obesity has become a serious health concern for children and adolescents. Idaho currently has an obesity rate of 10.1% for children ages 10-17. As a response to this, the Nintendo Wii was…

  6. Fabrication and Process Optimization of Super-wettability Metal Mesh

    Directory of Open Access Journals (Sweden)

    CHEN Hong-xia

    2017-09-01

    Full Text Available Super-wettability Cu mesh(200PPI was successfully fabricated by direct oxidation, liquid deposition and vapor deposition in order to expand its application ranges and enhance microstructure effect. The structure, morphology and wettability of Cu mesh were characterized by scanning electron microscopy(SEM, transmission electron microscopy(TEM, X-ray diffraction, contact angle instrument and high speed video, and the optimum preparation process of film layer was obtained. The copper mesh with a layer of knife-like flower film shows super-hydrophilic wettability on which the spread velocity of water is 3.5m/s; moreover, the super-hydrophilic mesh with hybrid structures can be switched into super-hydrophobic material (>150° by liquid deposition and vapor deposition methods; the optimum fabrication conditions to achieve super-hydrophobic performance >150° are oxidation time of 15min, oxidation temperature of 96℃, liquid deposition time of 30min and the treat temperature of 180℃ for 20min. Meantime, hybrid gaps of knife-like flowers are considered as the main reason of the super-wettability of meshes.

  7. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2016-01-01

    Dette kapitel har fokus på metodiske og systemiske problemstillinger vedrørende forskerens positionering i forhold til at formidle på digitale medier, særligt med video. De systemiske problemer omfatter en Janus dobbelthed; forskeren vil måske gerne formidle på digitale platforme, men er tynget...... indadtil af ansvar, tidspres, renomé, kvalitetskrav, og digitale platformes flygtighed. De metodiske problemer inkluderer at videoanalyse trækker på mange traditioner, men er underudviklet i forhold til den digitale kontekst. Empirien består af eksempler på online formidling i form af “akademisk video......”. Analysen anvender narrativ, multimodal analyse af video, primært to videoer på platformen audiovisualthinking.org, hvor forskeren optræder som fortæller eller “storyteller”. En video er lavet af forfatteren. Videoanalysen er valideret gennem kollaboration med en af audiovisualthinking.org stifterne. De...

  8. Raspberry Pi super cluster

    CERN Document Server

    Dennis, Andrew K

    2013-01-01

    This book follows a step-by-step, tutorial-based approach which will teach you how to develop your own super cluster using Raspberry Pi computers quickly and efficiently.Raspberry Pi Super Cluster is an introductory guide for those interested in experimenting with parallel computing at home. Aimed at Raspberry Pi enthusiasts, this book is a primer for getting your first cluster up and running.Basic knowledge of C or Java would be helpful but no prior knowledge of parallel computing is necessary.

  9. SuperQuant

    DEFF Research Database (Denmark)

    Gorshkov, Vladimir; Verano-Braga, Thiago; Kjeldsen, Frank

    2015-01-01

    SuperQuant is a quantitative proteomics data processing approach that uses complementary fragment ions to identify multiple co-isolated peptides in tandem mass spectra allowing for their quantification. This approach can be applied to any shotgun proteomics data set acquired with high mass accura...... of the same proteins were close to the values typical for other precursor ion-based quantification methods. The raw data is deposited to ProteomeXchange (PXD001907). The developed node is available for testing at https://github.com/caetera/SuperQuantNode....

  10. Gibbs artifact reduction for POCS super-resolution image reconstruction

    Institute of Scientific and Technical Information of China (English)

    Chuangbai XIAO; Jing YU; Kaina SU

    2008-01-01

    The topic of super-resolution image reconstruc-tion has recently received considerable attention among the research community. Super-resolution image reconstruc-tion methods attempt to create a single high-resolution image from a number of low-resolution images (or a video sequence). The method of projections onto convex sets (POCS) for super-resolution image reconstruction attracts many researchers' attention. In this paper, we propose an improvement to reduce the amount of Gibbs artifacts pre-senting on the edges of the high-resolution image recon-structed by the POCS method. The proposed method weights the blur PSF centered at an edge pixel with an exponential function, and consequently decreases the coef-ficients of the PSF in the direction orthogonal to the edge. Experiment results show that the modification reduces effectively the visibility of Gibbs artifacts on edges and improves obviously the quality of the reconstructed high-resolution image.

  11. Super-Resolution for Traditional and Omnidirectional Image Sequences

    Directory of Open Access Journals (Sweden)

    Attila Nagy

    2009-03-01

    Full Text Available This article presents a simple method on how to implement a super-resolutionbased video enhancement technique in .NET using the functions of the OpenCV library.First, we outline the goal of this project and after that, a short review of the steps of superresolutiontechnique is given. As a part of the discussion about the implementation itself,the general design aspects are detailed in short. Then, the different optical flow algorithmsare analyzed and the super-resolution calculation of omnidirectional image sequences isdiscussed. After all that, the achieved results can be seen and finally, a short generalconclusion can be read. This paper is a revision of our previous work [1]. In this edition,we focus on the super-resolution of omnidirectional image sequences rather than thetechnological issues that were discussed in our previous article. Further information aboutthe implementation and wrapper development can be found in [1 and 12].

  12. Feasibility of the Nintendo WiiFit™ for improving walking in individuals with a lower limb amputation

    Directory of Open Access Journals (Sweden)

    Bita Imam

    2013-08-01

    Full Text Available Objectives: To evaluate the feasibility of the Nintendo WiiFit™ as an adjunct to usual therapy in individuals with a lower limb amputation. Methods: The study was a Multiple Baseline (AB Single Subject Research Design. Subjects were ≥19 years old, had their first unilateral transtibial or transfemoral amputation  ≤12 months ago, and were participating in prosthetic training. WiiFit training was provided for 30 min, 5 times a week, for a minimum of 2 and a maximum of 6 weeks in addition to usual therapy. Feasibility indicators were safety, post-intervention fatigue and pain levels, adherence, and subject’s acceptability of the program as measured by the Short Feedback Questionnaire–modified (SFQ-M. The primary clinical outcome was walking capacity assessed by the 2 Minute Walk Test (2MWT. The secondary clinical outcomes were the Short Physical Performance Battery, L-test, and Activities-Specific Balance Confidence. Results: Subjects (4 transtibial; 2 transfemoral had a median age of 48.5 years (range = 45–59 years. No adverse events associated with the intervention occurred. Median pain and fatigue levels were 1.3 (range = 0.5–3.5 and 3.1 (range = 1.4–4.1, respectively. Median adherence was 80%. Subjects found the WiiFit enjoyable and acceptable (median SFQ-M = 35. Five subjects showed statistical improvement on the 2MWT and four on the secondary outcomes (p < 0.05. Conclusion: The WiiFit intervention was found to be feasible in individuals with unilateral lower limb amputation. This research provides the foundation for future clinical research investigating the use of the WiiFit as a viable adjunctive therapy to improve outcomes in individuals with unilateral lower limb amputation who are participating in prosthetic training.

  13. "Super Roman Pots"

    CERN Multimedia

    CERN PhotoLab

    1975-01-01

    Remotely controlled re-entrant vacuum vessels, with very thin (0.17 mm) central windows, that will be installed in each downstream arm of intersection I-8. Detectors for a coming physics experiment, placed inside these "Super Roman Pots", can be moved very close to the circulating ISR beams.

  14. A Super Roman Pot

    CERN Multimedia

    1975-01-01

    Remotely controlled re-entrant vacuum vessels, with very thin (0.17 mm) central windows, that were installed in each downstream arm of the ISR intersection I-8. Detectors placed inside these Super Roman Pots could be moved very close to the circulating ISR beams. (See Annual Report 1974 p. 110.)

  15. Resolution enhancement of low quality videos using a high-resolution frame

    NARCIS (Netherlands)

    Pham, T.Q.; Van Vliet, L.J.; Schutte, K.

    2006-01-01

    This paper proposes an example-based Super-Resolution (SR) algorithm of compressed videos in the Discrete Cosine Transform (DCT) domain. Input to the system is a Low-Resolution (LR) compressed video together with a High-Resolution (HR) still image of similar content. Using a training set of correspo

  16. Experiência de treinamento com Nintendo Wii sobre a funcionalidade, equilíbrio e qualidade de vida de idosas

    Directory of Open Access Journals (Sweden)

    Letícia Aparecida Calderão Sposito

    2013-06-01

    Full Text Available O objetivo desse relato de experiência foi analisar a funcionalidade, equilíbrio e qualidade de vida em duas idosas não institucionalizadas, após serem submetidas a um protocolo de treinamento em Realidade Virtual composto por nove sessões com duração de 50 minutos cada e frequência de três vezes por semana. Para tanto, utilizou-se os jogos do software Wii Fit, bem como o acessório Balance Board do console Nintendo Wii, a partir de um programa de treinamento elaborado fundamentado em diretrizes gerais de agência de saúde, tais como o Colégio Americano de Medicina do Esporte (ASCM. A avaliação da funcionalidade foi realizada com o uso dos Testes de Aptidão Física para Idosos (TAFI, o equilíbrio foi avaliado com a Escala de Berg e a qualidade de vida foi mensurada com o questionário SF-36. Os resultados apontaram melhora nos valores absolutos de todos os testes analisados, permitindo concluir acerca do potencial do programa de treinamento elaborado para a melhora da independência funcional de idosos. Esperamos que este estudo auxilie pesquisadores a dar continuidade à pesquisa e às ações envolvendo o uso do Nintendo Wii como ferramenta assistiva a idosos.

  17. Feasibility and Efficacy of the Nintendo Wii Gaming System to Improve Balance Performance Post-Stroke: Protocol of a Phase II Randomized Controlled Trial in an Inpatient Rehabilitation Setting.

    Science.gov (United States)

    Bower, Kelly J; Clark, Ross A; McGinley, Jennifer L; Martin, Clarissa L; Miller, Kimberly J

    2013-04-01

    Balance deficits following stroke are common and debilitating. Commercially available gaming systems, such as the Nintendo(®) (Kyoto, Japan) Wii™, have been widely adopted clinically; however, there is limited evidence supporting their feasibility and efficacy for improving balance performance following stroke. The aim of this trial is to investigate the clinical feasibility and efficacy of using the Nintendo Wii gaming system as an adjunct to standard care to improve balance performance following stroke in an inpatient rehabilitation setting. Thirty participants undergoing inpatient stroke rehabilitation will be recruited into this Phase II, single-blind, randomized controlled trial. Participants will be allocated into a Balance or Upper Limb Group, and both groups will perform activities using the Nintendo Wii in addition to their standard care. Participants will attend three 45-minute sessions per week, for a minimum of 2 and a maximum of 4 weeks. The main focus of the study is to investigate the feasibility of the intervention protocol. This will be evaluated through recruitment, retention, adherence, acceptability, and safety. The Step Test and Functional Reach Test will be the primary efficacy outcomes. Secondary outcomes will include force platform, mobility, and upper limb measures. Assessments will occur at baseline, 2 weeks, and 4 weeks after study entry. To the authors' knowledge, this will be the largest randomized clinical trial to investigate the feasibility and efficacy of the Nintendo Wii gaming system for improving balance performance in a stroke population. The results will inform the design of a Phase III multicenter trial.

  18. SuperSegger

    DEFF Research Database (Denmark)

    Stylianidou, Stella; Brennan, Connor; Nissen, Silas B

    2016-01-01

    -colonies with many cells, facilitating the analysis of cell-cycle dynamics in bacteria as well as cell-contact mediated phenomena. This package has a range of built-in capabilities for characterizing bacterial cells, including the identification of cell division events, mother, daughter, and neighboring cells......Many quantitative cell biology questions require fast yet reliable automated image segmentation to identify and link cells from frame-to-frame, and characterize the cell morphology and fluorescence. We present SuperSegger, an automated MATLAB-based image processing package well......-suited to quantitative analysis of high-throughput live-cell fluorescence microscopy of bacterial cells. SuperSegger incorporates machine-learning algorithms to optimize cellular boundaries and automated error resolution to reliably link cells from frame-to-frame. Unlike existing packages, it can reliably segment micro...

  19. NASA Super Pressure Balloon

    Science.gov (United States)

    Fairbrother, Debbie

    2017-01-01

    NASA is in the process of qualifying the mid-size Super Pressure Balloon (SPB) to provide constant density altitude flight for science investigations at polar and mid-latitudes. The status of the development of the 18.8 million cubic foot SPB capable of carrying one-tone of science to 110,000 feet, will be given. In addition, the operating considerations such as launch sites, flight safety considerations, and recovery will be discussed.

  20. Super-diversité

    NARCIS (Netherlands)

    Crul, M.R.J.; Schneider, J.; Lelie, F.

    2013-01-01

    Le concept de super-diversité, en cernant les conditions d'un scénario 'avenir optimiste, offre un nouvel éclairage au débat sur l'intégration. Nous sommes à la croisée des chemins. Cette étude comparative internationale montre qu'un avenir souriant se profile dans les villes qui donnent des chances

  1. Performing the Super Instrument

    DEFF Research Database (Denmark)

    Kallionpaa, Maria

    2016-01-01

    The genre of contemporary classical music has seen significant innovation and research related to new super, hyper, and hybrid instruments, which opens up a vast palette of expressive potential. An increasing number of composers, performers, instrument designers, engineers, and computer programmers...... provides the performer extensive virtuoso capabilities in terms of instrumental range, harmony, timbre, or spatial, textural, acoustic, technical, or technological qualities. The discussion will be illustrated by a composition case study involving augmented musical instrument electromagnetic resonator...

  2. Performing the Super Instrument

    DEFF Research Database (Denmark)

    Kallionpaa, Maria

    2016-01-01

    provides the performer extensive virtuoso capabilities in terms of instrumental range, harmony, timbre, or spatial, textural, acoustic, technical, or technological qualities. The discussion will be illustrated by a composition case study involving augmented musical instrument electromagnetic resonator......The genre of contemporary classical music has seen significant innovation and research related to new super, hyper, and hybrid instruments, which opens up a vast palette of expressive potential. An increasing number of composers, performers, instrument designers, engineers, and computer programmers...

  3. Characterising Super-Earths

    Directory of Open Access Journals (Sweden)

    Valencia D.

    2011-02-01

    Full Text Available The era of Super-Earths has formally begun with the detection of transiting low-mass exoplanets CoRoT-7b and GJ 1214b. In the path of characterising super-Earths, the first step is to infer their composition. While the discovery data for CoRoT-7b, in combination with the high atmospheric mass loss rate inferred from the high insolation, suggested that it was a rocky planet, the new proposed mass values have widened the possibilities. The combined mass range 1−10 M⊕ allows for a volatile-rich (and requires it if the mass is less than 4 M⊕ , an Earth-like or a super-Mercury-like composition. In contrast, the radius of GJ 1214b is too large to admit a solid composition, thus it necessarily to have a substantial gas layer. Some evidence suggests that within this gas layer H/He is a small but non-negligible component. These two planets are the first of many transiting low-mass exoplanets expected to be detected and they exemplify the limitations faced when inferring composition, which come from the degenerate character of the problem and the large error bars in the data.

  4. Super Fuzzy Matrices and Super Fuzzy Models for Social Scientists

    CERN Document Server

    Kandasamy, W B Vasantha; Amal, K

    2008-01-01

    This book introduces the concept of fuzzy super matrices and operations on them. This book will be highly useful to social scientists who wish to work with multi-expert models. Super fuzzy models using Fuzzy Cognitive Maps, Fuzzy Relational Maps, Bidirectional Associative Memories and Fuzzy Associative Memories are defined here. The authors introduce 13 multi-expert models using the notion of fuzzy supermatrices. These models are described with illustrative examples. This book has three chapters. In the first chaper, the basic concepts about super matrices and fuzzy super matrices are recalled. Chapter two introduces the notion of fuzzy super matrices adn their properties. The final chapter introduces many super fuzzy multi expert models.

  5. Super-quantum curves from super-eigenvalue models

    CERN Document Server

    Ciosmak, Paweł; Manabe, Masahide; Sułkowski, Piotr

    2016-01-01

    In modern mathematical and theoretical physics various generalizations, in particular supersymmetric or quantum, of Riemann surfaces and complex algebraic curves play a prominent role. We show that such supersymmetric and quantum generalizations can be combined together, and construct supersymmetric quantum curves, or super-quantum curves for short. Our analysis is conducted in the formalism of super-eigenvalue models: we introduce $\\beta$-deformed version of those models, and derive differential equations for associated $\\alpha/\\beta$-deformed super-matrix integrals. We show that for a given model there exists an infinite number of such differential equations, which we identify as super-quantum curves, and which are in one-to-one correspondence with, and have the structure of, super-Virasoro singular vectors. We discuss potential applications of super-quantum curves and prospects of other generalizations.

  6. Super-quantum curves from super-eigenvalue models

    Science.gov (United States)

    Ciosmak, Paweł; Hadasz, Leszek; Manabe, Masahide; Sułkowski, Piotr

    2016-10-01

    In modern mathematical and theoretical physics various generalizations, in particular supersymmetric or quantum, of Riemann surfaces and complex algebraic curves play a prominent role. We show that such supersymmetric and quantum generalizations can be combined together, and construct supersymmetric quantum curves, or super-quantum curves for short. Our analysis is conducted in the formalism of super-eigenvalue models: we introduce β-deformed version of those models, and derive differential equations for associated α/ β-deformed super-matrix integrals. We show that for a given model there exists an infinite number of such differential equations, which we identify as super-quantum curves, and which are in one-to-one correspondence with, and have the structure of, super-Virasoro singular vectors. We discuss potential applications of super-quantum curves and prospects of other generalizations.

  7. Super-quantum curves from super-eigenvalue models

    Energy Technology Data Exchange (ETDEWEB)

    Ciosmak, Paweł [Faculty of Mathematics, Informatics and Mechanics, University of Warsaw,ul. Banacha 2, 02-097 Warsaw (Poland); Hadasz, Leszek [M. Smoluchowski Institute of Physics, Jagiellonian University,ul. Łojasiewicza 11, 30-348 Kraków (Poland); Manabe, Masahide [Faculty of Physics, University of Warsaw,ul. Pasteura 5, 02-093 Warsaw (Poland); Sułkowski, Piotr [Faculty of Physics, University of Warsaw,ul. Pasteura 5, 02-093 Warsaw (Poland); Walter Burke Institute for Theoretical Physics, California Institute of Technology,1200 E. California Blvd, Pasadena, CA 91125 (United States)

    2016-10-10

    In modern mathematical and theoretical physics various generalizations, in particular supersymmetric or quantum, of Riemann surfaces and complex algebraic curves play a prominent role. We show that such supersymmetric and quantum generalizations can be combined together, and construct supersymmetric quantum curves, or super-quantum curves for short. Our analysis is conducted in the formalism of super-eigenvalue models: we introduce β-deformed version of those models, and derive differential equations for associated α/β-deformed super-matrix integrals. We show that for a given model there exists an infinite number of such differential equations, which we identify as super-quantum curves, and which are in one-to-one correspondence with, and have the structure of, super-Virasoro singular vectors. We discuss potential applications of super-quantum curves and prospects of other generalizations.

  8. The effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with sub-acute stroke: a randomized controlled study.

    Science.gov (United States)

    Şimşek, Tülay Tarsuslu; Çekok, Kübra

    2016-12-01

    The aim of this study was to investigate the effects of Nintendo Wii(TM)-based balance and upper extremity training on activities of daily living and quality of life in patients with subacute stroke. 42 adults with stroke (mean age (SD) = 58.04 (16.56) years and mean time since stroke (SD) = (55.2 ± 22.02 days (∼8 weeks)) were included in the study. Participants were enrolled from the rehabilitation department of a medical center (a single inpatient rehabilitation facility). Participants were randomly assigned to Nintendo Wii group (n = 20) or Bobath neurodevelopmental treatment (NDT) (n = 22). The treatments were applied for 10 weeks (45-60 minutes/day, 3 days/week) for both of two groups. Nintendo Wii group used five games selected from the Wii sports and Wii Fit packages for upper limb and balance training, respectively. The patients in Bobath NDT group were applied a therapy program included upper extremity activites, strength, balance gait and functional training. The functional independence in daily life activities and health-related quality of life was assessed with Functional Independence Measure (FIM) and Nottingham Health Profile (NHP), respectively. Participant's treatment satisfaction was recorded by using Visual Analogue Scale. A second evaluation (FIM and NHP) occurred after 10 weeks at the end of rehabilitative treatment (post-training). Treatment satisfaction was measured after 10 sessions. There were significant difference between FIM and NHP values in NDT and Nintendo Wii group (p 0.05). The patients in Nintendo Wii group were detected to be better satisfied from the therapy (p Bobath NDT on daily living functions and quality of life in subacute stroke patients.

  9. Super-resolution inpainting

    Institute of Scientific and Technical Information of China (English)

    SHIH Timothy K; CHANG Rong-chi

    2005-01-01

    Image or video resources are often received in poor condition, mostly with noise or defects making the resources hard to read. We propose an effective algorithm based on digital image inpainting. The mechanism can be used in restoring images or video frames with very high noise or defect ratio (e.g., 90%). The algorithm is based on the concept of image subdivision and estimation of color variations. Noises inside blocks of different sizes are inpainted with different levels of surrounding information.The results showed that an almost unrecognizable image can be recovered with visually good result. The algorithm can be further extended for processing motion picture with high percentage of noise.

  10. Evaluation of Nintendo Wii Balance Board as a Tool for Measuring Postural Stability After Sport-Related Concussion.

    Science.gov (United States)

    Merchant-Borna, Kian; Jones, Courtney Marie Cora; Janigro, Mattia; Wasserman, Erin B; Clark, Ross A; Bazarian, Jeffrey J

    2017-03-01

    Recent changes to postconcussion guidelines indicate that postural-stability assessment may augment traditional neurocognitive testing when making return-to-participation decisions. The Balance Error Scoring System (BESS) has been proposed as 1 measure of balance assessment. A new, freely available software program to accompany the Nintendo Wii Balance Board (WBB) system has recently been developed but has not been tested in concussed patients. To evaluate the feasibility of using the WBB to assess postural stability across 3 time points (baseline and postconcussion days 3 and 7) and to assess concurrent and convergent validity of the WBB with other traditional measures (BESS and Immediate Post-Concussion Assessment and Cognitive Test [ImPACT] battery) of assessing concussion recovery. Cohort study. Athletic training room and collegiate sports arena. We collected preseason baseline data from 403 National Collegiate Athletic Association Division I and III student-athletes participating in contact sports and studied 19 participants (age = 19.2 ± 1.2 years, height = 177.7 ± 8.0 cm, mass = 75.3 ± 16.6 kg, time from baseline to day 3 postconcussion = 27.1 ± 36.6 weeks) who sustained concussions. We assessed balance using single-legged and double-legged stances for both the BESS and WBB, focusing on the double-legged, eyes-closed stance for the WBB, and used ImPACT to assess neurocognition at 3 time points. Descriptive statistics were used to characterize the sample. Mean differences and Spearman rank correlation coefficients were used to determine differences within and between metrics over the 3 time points. Individual-level changes over time were also assessed graphically. The WBB demonstrated mean changes between baseline and day 3 postconcussion and between days 3 and 7 postconcussion. It was correlated with the BESS and ImPACT for several measures and identified 2 cases of abnormal balance postconcussion that would not have been identified via the BESS. When

  11. Deep Learning based Super-Resolution for Improved Action Recognition

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Guerrero, Sergio Escalera; Rasti, Pejman

    2015-01-01

    Action recognition systems mostly work with videos of proper quality and resolution. Even most challenging bench- mark databases for action recognition, hardly include videos of low-resolution from, e.g., surveillance cameras. In videos recorded by such cameras, due to the distance between people...... and cameras, people are pictured very small and hence challenge action recognition algorithms. Simple upsampling methods, like bicubic interpolation, cannot retrieve all the detailed information that can help the recognition. To deal with this problem, in this paper we combine results of bicubic interpolation...... with results of a state-of- the-art deep learning-based super-resolution algorithm, through an alpha-blending approach. The experimental results obtained on down-sampled version of a large subset of Hoolywood2 benchmark database show the importance of the proposed system in increasing the recognition rate...

  12. Development and use of an observation tool for active gaming and movement (OTAGM) to measure children's movement skill components during active video game play.

    Science.gov (United States)

    Rosa, Rita L; Ridgers, Nicola D; Barnett, Lisa M

    2013-12-01

    This article presents a direct observational tool for assessing children's body movements and movement skills during active video games. The Observation Tool of Active Gaming and Movement (OTGAM) was informed by the Test of Gross Motor Development-2. 18 elementary school children (12 boys, 6 girls; M age = 6.1 yr., SD = 0.9) were observed during Nintendo Wii game play. Using the OTAGM, researchers were able to capture and quantify the children's body movements and movement skills during active play of video games. Furthermore, the OTAGM captured specific components of object control skills: strike, throw, and roll. Game designers, health promotion practitioners, and researchers could use this information to enhance children's physical activity and movement skills.

  13. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... ANA's First 25 Years Video Support Group Video Library Mark Ruffalo Story Patient Journeys ANA Public Webinars ... Groups Map Scheduled Meetings Support Group Meeting Video Library Start a Support Group ANA Discussion Forum ANetwork, ...

  14. Marketing through Video Presentations.

    Science.gov (United States)

    Newhart, Donna

    1989-01-01

    Discusses the advantages of using video presentations as marketing tools. Includes information about video news releases, public service announcements, and sales/marketing presentations. Describes the three stages in creating a marketing video: preproduction planning; production; and postproduction. (JOW)

  15. Trends In Academic Content for Mobile Devices [video

    Directory of Open Access Journals (Sweden)

    Dan D'Agostino

    2012-06-01

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

  16. Integrating virtual reality video games into practice: clinicians' experiences.

    Science.gov (United States)

    Levac, Danielle E; Miller, Patricia A

    2013-10-01

    The Nintendo Wii is a popular virtual reality (VR) video gaming system in rehabilitation practice and research. As evidence emerges related to its effectiveness as a physical therapy training method, clinicians require information about the pragmatics of its use in practice. The purpose of this descriptive qualitative study is to explore observations and insights from a sample of physical therapists (PTs) working with children with acquired brain injury regarding practical implications of using the Wii as a physical therapy intervention. Six PTs employed at a children's rehabilitation center participated in semi-structured interviews, which were transcribed and analyzed using content analysis. Two themes summarize the practical implications of Wii use: 1) technology meets clinical practice; and 2) onus is on the therapist. Therapists described both beneficial and challenging implications arising from the intersection of technology and practice, and reported the personal commitment required to orient oneself to the gaming system and capably implement this intervention. Findings include issues that may be relevant to professional development in a broader rehabilitation context, including suggestions for the content of educational initiatives and the need for institutional support from managers in the form of physical resources for VR implementation.

  17. Commercially available interactive video games in burn rehabilitation: therapeutic potential.

    Science.gov (United States)

    Parry, Ingrid S; Bagley, Anita; Kawada, Jason; Sen, Soman; Greenhalgh, David G; Palmieri, Tina L

    2012-06-01

    Commercially available interactive video games (IVG) like the Nintendo Wii™ (NW) and PlayStation™II Eye Toy (PE) are increasingly used in the rehabilitation of patients with burn. Such games have gained popularity in burn rehabilitation because they encourage range of motion (ROM) while distracting from pain. However, IVGs were not originally designed for rehabilitation purposes but rather for entertainment and may lack specificity for achieving rehabilitative goals. Objectively evaluating the specific demands of IVGs in relation to common burn therapy goals will determine their true therapeutic benefit and guide their use in burn rehabilitation. Upper extremity (UE) motion of 24 normal children was measured using 3D motion analysis during play with the two types of IVGs most commonly described for use after burn: NW and PE. Data was analyzed using t-tests and One-way Analysis of Variance. Active range of motion for shoulder flexion and abduction during play with both PE and NW was within functional range, thus supporting the idea that IVGs offer activities with therapeutic potential to improve ROM. PE resulted in higher demands and longer duration of UE motion than NW, and therefore may be the preferred tool when UE ROM or muscular endurance are the goals of rehabilitation. When choosing a suitable IVG for application in rehabilitation, the user's impairment together with the therapeutic attributes of the IVG should be considered to optimize outcome.

  18. The Video Genome

    CERN Document Server

    Bronstein, Alexander M; Kimmel, Ron

    2010-01-01

    Fast evolution of Internet technologies has led to an explosive growth of video data available in the public domain and created unprecedented challenges in the analysis, organization, management, and control of such content. The problems encountered in video analysis such as identifying a video in a large database (e.g. detecting pirated content in YouTube), putting together video fragments, finding similarities and common ancestry between different versions of a video, have analogous counterpart problems in genetic research and analysis of DNA and protein sequences. In this paper, we exploit the analogy between genetic sequences and videos and propose an approach to video analysis motivated by genomic research. Representing video information as video DNA sequences and applying bioinformatic algorithms allows to search, match, and compare videos in large-scale databases. We show an application for content-based metadata mapping between versions of annotated video.

  19. Super insulating aerogel glazing

    DEFF Research Database (Denmark)

    Schultz, Jørgen Munthe; Jensen, Karsten Ingerslev; Kristiansen, Finn Harken

    2004-01-01

    Monolithic silica aerogel offers the possibility of combining super insulation and high solar energy transmittance, which has been the background for a previous and a current EU project on research and development of monolithic silica aerogel as transparent insulation in windows. Generally, windows...... form the weakest part of the thermal envelope with respect to heat loss coefficient, but on the other hand also play an important role for passive solar energy utilisation. For window orientations other than south, the net energy balance will be close to or below zero. However, the properties...

  20. Super insulating aerogel glazing

    DEFF Research Database (Denmark)

    Schultz, Jørgen Munthe; Jensen, Karsten Ingerslev; Kristiansen, Finn Harken

    2005-01-01

    This paper describes the application results of a previous and current EU-project on super insulating glazing based on monolithic silica aerogel. Prototypes measuring approx. 55´55 cm2 have been made with 15 mm evacuated aerogel between two layers of low-iron glass. Anti-reflective treatment...... of the glass and a heat-treatment of the aerogel increases the visible quality and the solar energy transmittance. A low-conductive rim seal solution with the required vacuum barrier properties has been developed along with a reliable assembly and evacuation process. The prototypes have a centre heat loss...

  1. Super-heptazethrene

    KAUST Repository

    Zeng, Wangdong

    2016-05-30

    The challenging synthesis of a laterally extended heptazethrene molecule, the super-heptazethrene derivative SHZ-CF3, is reported. This molecule was prepared using a strategy involving a multiple selective intramolecular Friedel–Crafts alkylation followed by oxidative dehydrogenation. Compound SHZ-CF3 exhibits an open-shell singlet diradical ground state with a much larger diradical character compared with the heptazethrene derivatives. An intermediate dibenzo-terrylene SHZ-2H was also obtained during the synthesis. This study provides a new synthetic method to access large-size quinoidal polycyclic hydrocarbons with unique physical properties.

  2. The 3D Human Motion Control Through Refined Video Gesture Annotation

    Science.gov (United States)

    Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.

    In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.

  3. Quantitative super-resolution microscopy

    NARCIS (Netherlands)

    Harkes, Rolf

    2016-01-01

    Super-Resolution Microscopy is an optical fluorescence technique. In this thesis we focus on single molecule super-resolution, where the position of single molecules is determined. Typically these molecules can be localized with a 10 to 30nm precision. This technique is applied in four different s

  4. Video Design Games

    DEFF Research Database (Denmark)

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

    2016-01-01

    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...

  5. 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...

  6. MULTI LEVEL SEMANTIC EXTRACTION FOR CRICKET VIDEO BY TEXT PROCESSING

    Directory of Open Access Journals (Sweden)

    Dr. SUNITHA ABBURU

    2010-10-01

    Full Text Available Semantic video analysis, indexing and retrieval are necessary for effective utilization of video repositories. The semantics can be extracted from the semantic carriers such as voice and video text. Super imposed text is the proper source to extract semantics of the video which will increase the efficiency of retrieval system. This paper proposes a semiautomatic method to generate annotation for cricket videos and an automated tool- DLER, to extract the semantics of cricket video. The DLER tool provides a fast and robust approach for text Detection, Localization, Extraction, and Reorganization in video frames, which is flexible and customer friendly. The DLER integrates all the pre-processing steps and the OCR steps in to a single unit. The annotator can pick the ROI, increase or decrease the threshold, contrast, brightness or inverse the image based on the typeof the broadcasted video. The tool has been implemented and tested with cricket video and the results of the experiments are promising. Finally conclusion and future work has been discussed.

  7. Overcoming Registration Uncertainty in Image Super-Resolution: Maximize or Marginalize?

    Directory of Open Access Journals (Sweden)

    Andrew Zisserman

    2007-01-01

    Full Text Available In multiple-image super-resolution, a high-resolution image is estimated from a number of lower-resolution images. This usually involves computing the parameters of a generative imaging model (such as geometric and photometric registration, and blur and obtaining a MAP estimate by minimizing a cost function including an appropriate prior. Two alternative approaches are examined. First, both registrations and the super-resolution image are found simultaneously using a joint MAP optimization. Second, we perform Bayesian integration over the unknown image registration parameters, deriving a cost function whose only variables of interest are the pixel values of the super-resolution image. We also introduce a scheme to learn the parameters of the image prior as part of the super-resolution algorithm. We show examples on a number of real sequences including multiple stills, digital video, and DVDs of movies.

  8. Super insulating aerogel glazing

    DEFF Research Database (Denmark)

    Schultz, Jørgen Munthe; Jensen, Karsten Ingerslev; Kristiansen, Finn Harken

    2004-01-01

    Monolithic silica aerogel offers the possibility of combining super insulation and high solar energy transmittance, which has been the background for a previous and a current EU project on research and development of monolithic silica aerogel as transparent insulation in windows. Generally, windows...... form the weakest part of the thermal envelope with respect to heat loss coefficient, but on the other hand also play an important role for passive solar energy utilisation. For window orientations other than south, the net energy balance will be close to or below zero. However, the properties...... of aerogel glazing will allow for a positive net energy gain even for north facing vertical windows in a Danish climate during the heating season. This means that high quality daylight can be obtained even with additional energy gain. On behalf of the partners of the two EU projects, results related...

  9. Adaptive Super-Spatial Prediction Approach For Lossless Image Compression

    Directory of Open Access Journals (Sweden)

    Arpita C. Raut,

    2014-04-01

    Full Text Available Existing prediction based lossless image compression schemes perform prediction of an image data using their spatial neighborhood technique which can’t predict high-frequency image structure components, such as edges, patterns, and textures very well which will limit the image compression efficiency. To exploit these structure components, adaptive super-spatial prediction approach is developed. The super-spatial prediction approach is adaptive to compress high frequency structure components from the grayscale image. The motivation behind the proposed prediction approach is taken from motion prediction in video coding, which attempts to find an optimal prediction of structure components within the previously encoded image regions. This prediction approach is efficient for image regions with significant structure components with respect to parameters as compression ratio, bit rate as compared to CALIC (Context-based adaptive lossless image coding.

  10. Xinjiang Girl World Super Model

    Institute of Scientific and Technical Information of China (English)

    1999-01-01

    Leading Chinese model Yue Mei won thetitle of World Super Model at the ’98 WorldSuper Model Competition held in FranceSeptember 6 - 17. Yue, a university studentfrom the Xinjiang Uygur AutonomousRegion, had won the top title at ’98 ChinaSuper Model Competition held in Beijingone month earier.After that, she underwentone month’s professional modeling trainingwith the New Silk Road ModelingManagement Company before setting off forthe world competition. In France, Yueimpressed the judges with her strikingfeatures, and display of oriental elegance and

  11. SuperB Progress Reports Accelerator

    CERN Document Server

    Biagini, Maria Enrica; Boscolo, M; Buonomo, B; Demma, T; Drago, A; Esposito, M; Guiducci, S; Mazzitelli, G; Pellegrino, L; Preger, M A; Raimondi, P; Ricci, R; Rotundo, U; Sanelli, C; Serio, M; Stella, A; Tomassini, S; Zobov, M; Bertsche, K; Brachman, A; Cai, Y; Chao, A; Chesnut, R; Donald, M.H; Field, C; Fisher, A; Kharakh, D; Krasnykh, A; Moffeit, K; Nosochkov, Y; Pivi, M; Seeman, J; Sullivan, M.K; Weathersby, S; Weidemann, A; Weisend, J; Wienands, U; Wittmer, W; Woods, M; Yocky, G; Bogomiagkov, A; Koop, I; Levichev, E; Nikitin, S; Okunev, I; Piminov, P; Sinyatkin, S; Shatilov, D; Vobly, P; Bosi, F; Liuzzo, S; Paoloni, E; Bonis, J; Chehab, R; Le Meur, G; Lepercq, P; Letellier-Cohen, F; Mercier, B; Poirier, F; Prevost, C; Rimbault, C; Touze, F; Variola, A; Bolzon, B; Brunetti, L; Jeremie, A; Baylac, M; Bourrion, O; De Conto, J M; Gomez, Y; Meot, F; Monseu, N; Tourres, D; Vescovi, C; Chanci, A; Napoly, O; Barber, D P; Bettoni, S; Quatraro, D

    2010-01-01

    This report details the present status of the Accelerator design for the SuperB Project. It is one of four separate progress reports that, taken collectively, describe progress made on the SuperB Project since the publication of the SuperB Conceptual Design Report in 2007 and the Proceedings of SuperB Workshop VI in Valencia in 2008.

  12. SuperB Progress Report: Detector

    Energy Technology Data Exchange (ETDEWEB)

    Grauges, E.; /Barcelona U., ECM; Donvito, G.; Spinoso, V.; /INFN, Bari /Bari U.; Manghisoni, M.; Re, V.; Traversi, G.; /INFN, Pavia /Bergamo U., Ingengneria Dept.; Eigen, G.; Fehlker, D.; Helleve, L.; /Bergen U.; Carbone, A.; Di Sipio, R.; Gabrielli, A.; Galli, D.; Giorgi, F.; Marconi, U.; Perazzini, S.; Sbarra, C.; Vagnoni, V.; Valentinetti, S.; Villa, M.; Zoccoli, A.; /INFN, Bologna /Bologna U. /Caltech /Carleton U. /Cincinnati U. /INFN, CNAF /INFN, Ferrara /Ferrara U. /UC, Irvine /Taras Shevchenko U. /Orsay, LAL /LBL, Berkeley /UC, Berkeley /Frascati /INFN, Legnaro /Orsay, IPN /Maryland U. /McGill U. /INFN, Milan /Milan U. /INFN, Naples /Naples U. /Novosibirsk, IYF /INFN, Padua /Padua U. /INFN, Pavia /Pavia U. /INFN, Perugia /Perugia U. /INFN, Perugia /Caltech /INFN, Pisa /Pisa U. /Pisa, Scuola Normale Superiore /PNL, Richland /Queen Mary, U. of London /Rutherford /INFN, Rome /Rome U. /INFN, Rome2 /Rome U.,Tor Vergata /INFN, Rome3 /Rome III U. /SLAC /Tel Aviv U. /INFN, Turin /Turin U. /INFN, Padua /Trento U. /INFN, Trieste /Trieste U. /TRIUMF /British Columbia U. /Montreal U. /Victoria U.

    2012-02-14

    This report describes the present status of the detector design for SuperB. It is one of four separate progress reports that, taken collectively, describe progress made on the SuperB Project since the publication of the SuperB Conceptual Design Report in 2007 and the Proceedings of SuperB Workshop VI in Valencia in 2008.

  13. Semantic home video categorization

    Science.gov (United States)

    Min, Hyun-Seok; Lee, Young Bok; De Neve, Wesley; Ro, Yong Man

    2009-02-01

    Nowadays, a strong need exists for the efficient organization of an increasing amount of home video content. To create an efficient system for the management of home video content, it is required to categorize home video content in a semantic way. So far, a significant amount of research has already been dedicated to semantic video categorization. However, conventional categorization approaches often rely on unnecessary concepts and complicated algorithms that are not suited in the context of home video categorization. To overcome the aforementioned problem, this paper proposes a novel home video categorization method that adopts semantic home photo categorization. To use home photo categorization in the context of home video, we segment video content into shots and extract key frames that represent each shot. To extract the semantics from key frames, we divide each key frame into ten local regions and extract lowlevel features. Based on the low level features extracted for each local region, we can predict the semantics of a particular key frame. To verify the usefulness of the proposed home video categorization method, experiments were performed with home video sequences, labeled by concepts part of the MPEG-7 VCE2 dataset. To verify the usefulness of the proposed home video categorization method, experiments were performed with 70 home video sequences. For the home video sequences used, the proposed system produced a recall of 77% and an accuracy of 78%.

  14. What's So Super about Superfoods?

    Science.gov (United States)

    ... with meals. The Skinny on Common Super Foods Salmon is a fatty fish that’s low in saturated ... soy nuts are high in polyunsaturated fat, fiber, vitamins and minerals but low in saturated fat. They ...

  15. Super Ministries,Better Administration

    Institute of Scientific and Technical Information of China (English)

    2008-01-01

    @@ Chinese lawmakers on March 15th endorsed a State Counci l proposal for institutional overhaul of the tentral government,which involves the establishment of"super ministries"concerning energy,transport,industry and environmental protection.

  16. What are super-enhancers?

    Science.gov (United States)

    Pott, Sebastian; Lieb, Jason D

    2015-01-01

    The term 'super-enhancer' has been used to describe groups of putative enhancers in close genomic proximity with unusually high levels of Mediator binding, as measured by chromatin immunoprecipitation and sequencing (ChIP-seq). Here we review the identification and composition of super-enhancers, describe links between super-enhancers, gene regulation and disease, and discuss the functional significance of enhancer clustering. We also provide our perspective regarding the proposition that super-enhancers are a regulatory entity conceptually distinct from what was known before the introduction of the term. Our opinion is that there is not yet strong evidence that super-enhancers are a novel paradigm in gene regulation and that use of the term in this context is not currently justified. However, the term likely identifies strong enhancers that exhibit behaviors consistent with previous models and concepts of transcriptional regulation. In this respect, the super-enhancer definition is useful in identifying regulatory elements likely to control genes important for cell type specification.

  17. 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 ...

  18. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

    This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.

  19. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Providers Patient Surveys Related Links Health Care Insurance Toolkit ANA Store Clinical Trials.gov Additional Resources Videos ... Providers Patient Surveys Related Links Health Care Insurance Toolkit ANA Store Clinical Trials.gov Additional Resources Videos ...

  20. Holography based super resolution

    Science.gov (United States)

    Hussain, Anwar; Mudassar, Asloob A.

    2012-05-01

    This paper describes the simulation of a simple technique of superresolution based on holographic imaging in spectral domain. The input beam assembly containing 25 optical fibers with different orientations and positions is placed to illuminate the object in the 4f optical system. The position and orientation of each fiber is calculated with respect to the central fiber in the array. The positions and orientations of the fibers are related to the shift of object spectrum at aperture plane. During the imaging process each fiber is operated once in the whole procedure to illuminate the input object transparency which gives shift to the object spectrum in the spectral domain. This shift of the spectrum is equal to the integral multiple of the pass band aperture width. During the operation of single fiber (ON-state) all other fibers are in OFF-state at that time. The hologram recorded by each fiber at the CCD plane is stored in computer memory. At the end of illumination process total 25 holograms are recorded by the whole fiber array and by applying some post processing and specific algorithm single super resolved image is obtained. The superresolved image is five times better than the band-limited image. The work is demonstrated using computer simulation only.

  1. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply:...

  2. Video analysis platform

    OpenAIRE

    FLORES, Pablo; Arias, Pablo; Lecumberry, Federico; Pardo, Álvaro

    2006-01-01

    In this article we present the Video Analysis Platform (VAP) which is an open source software framework for video analysis, processing and description. The main goals of VAP are: to provide a multiplatform system which allows the easy implementation of video algorithms, provide structures and algorithms for the segmentation of video data in its different levels of abstraction: shots, frames, objects, regions, etc, permit the generation and comparison of MPEG7-like descriptors, and develop tes...

  3. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

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

  4. The use of commercial video games in rehabilitation: a systematic review.

    Science.gov (United States)

    Bonnechère, Bruno; Jansen, Bart; Omelina, Lubos; Van Sint Jan, Serge

    2016-12-01

    The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame was not restricted and the end of the search time frame was 31 December 2015. Only randomized controlled trial, cohort, and observational studies evaluating the effect of VGs on physical rehabilitation were included in the review. A total of 4728 abstracts were screened, 275 were fully reviewed, and 126 papers were eventually included. The following information was extracted from the selected studies: device type, number and type of patients, intervention, and main outcomes. The integration of VGs into physical rehabilitation has been tested for various pathological conditions, including stroke, cerebral palsy, Parkinson's disease, balance training, weight loss, and aging. There was large variability in the protocols used (e.g. number of sessions, intervention duration, outcome measures, and sample size). The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy. Therefore, VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation. VGs could also be used at home to maintain rehabilitation benefits.

  5. INTERACTIVE VIDEO-GAMING AND THE NEW POSSIBILITIES FOR BODILY ACTION AND IMAGINATION

    Directory of Open Access Journals (Sweden)

    Nino Ferrin

    2015-09-01

    Full Text Available Video games can open possibilities for bodily action and imagination of the youths, especially the newer forms of video games. We will discuss it through two case studies of media sporting activities with the game “Nintendo Wii”, in which the game is handled by corporal movements. The performative use of new media enables the actor-actant to recognize or misrecognize his/her abilities, since the media changes radically one’s world- and self-views. In order to deal with these basic assumptions a symmetrical anthropology of “human” and “things” is proposed as consequence of the concept of technography as field research is introduced. The examples of two young contenders playing the Wii-Sports game “boxing” and a 40-year old man playing bowling reveal the interconnectedness between player and avatar, body and image of the body as well as between image and imagination. http://dx.doi.org/10.14572/nuances.v26i1.3823

  6. 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,…

  7. Waisda?: video labeling game

    NARCIS (Netherlands)

    Hildebrand, M.; Brinkerink, M.; Gligorov, R.; Steenbergen, M. van; Huijkman, J.; Oomen, J.

    2013-01-01

    The Waisda? video labeling game is a crowsourcing tool to collect user-generated metadata for video clips. It follows the paradigm of games-with-a-purpose, where two or more users play against each other by entering tags that describe the content of the video. Players score points by entering the sa

  8. Video: Modalities and Methodologies

    Science.gov (United States)

    Hadfield, Mark; Haw, Kaye

    2012-01-01

    In this article, we set out to explore what we describe as the use of video in various modalities. For us, modality is a synthesizing construct that draws together and differentiates between the notion of "video" both as a method and as a methodology. It encompasses the use of the term video as both product and process, and as a data collection…

  9. Developing a Promotional Video

    Science.gov (United States)

    Epley, Hannah K.

    2014-01-01

    There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…

  10. Pavideoge: A New Video Processing Method in Video Search Engine

    CERN Document Server

    Yang, Pu; Chen, Guang

    2009-01-01

    In this paper, we study the problems of video processing in video search engine. Video has now become a very important kind of data in Internet; while searching for video is still a challenging task due to the inner properties of video: requiring enormous storage space, being independent, expressing information hiddenly. To handle the properties of video more effectively, in this paper, we propose a new video processing method in video search engine. In detail, the core of the new video processing method is creating pavideoge--a new data type, which contains the video advantages and webpage advantages. The pavideoge has four attributes: real link, videorank, text information and playnum. Each of them combines video's properties with webpage's. Video search engine based on the pavideoge can retrieve video more effectively. The experiment results show the encouraging performance of our approach. Based on the pavideoge, our video search engine can retrieve more precise videos in comparsion with previous related ...

  11. Video Meteor Fluxes

    Science.gov (United States)

    Campbell-Brown, M. D.; Braid, D.

    2011-01-01

    The flux of meteoroids, or number of meteoroids per unit area per unit time, is critical for calibrating models of meteoroid stream formation and for estimating the hazard to spacecraft from shower and sporadic meteors. Although observations of meteors in the millimetre to centimetre size range are common, flux measurements (particularly for sporadic meteors, which make up the majority of meteoroid flux) are less so. It is necessary to know the collecting area and collection time for a given set of observations, and to correct for observing biases and the sensitivity of the system. Previous measurements of sporadic fluxes are summarized in Figure 1; the values are given as a total number of meteoroids striking the earth in one year to a given limiting mass. The Gr n et al. (1985) flux model is included in the figure for reference. Fluxes for sporadic meteoroids impacting the Earth have been calculated for objects in the centimeter size range using Super-Schmidt observations (Hawkins & Upton, 1958); this study used about 300 meteors, and used only the physical area of overlap of the cameras at 90 km to calculate the flux, corrected for angular speed of meteors, since a large angular speed reduces the maximum brightness of the meteor on the film, and radiant elevation, which takes into account the geometric reduction in flux when the meteors are not perpendicular to the horizontal. They bring up corrections for both partial trails (which tends to increase the collecting area) and incomplete overlap at heights other than 90 km (which tends to decrease it) as effects that will affect the flux, but estimated that the two effects cancelled one another. Halliday et al. (1984) calculated the flux of meteorite-dropping fireballs with fragment masses greater than 50 g, over the physical area of sky accessible to the MORP fireball cameras, counting only observations in clear weather. In the micron size range, LDEF measurements of small craters on spacecraft have been used to

  12. 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

  13. 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.

  14. 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

  15. 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

  16. Electrically tuned super-capacitors

    CERN Document Server

    Chowdhury, Tazima S

    2015-01-01

    Fast charging and discharging of large amounts of electrical energy make super-capacitors ideal for short-term energy storage [1-5]. In its simplest form, the super-capacitor is an electrolytic capacitor made of an anode and a cathode immersed in an electrolyte. As for an ordinary capacitor, minimizing the charge separation distance and increasing the electrode area increase capacitance. In super-capacitors, charge separation is of nano-meter scale at each of the electrode interface (the Helmholtz double layer). Making the electrodes porous increases their effective surface area [6-8]. A separating layer between the anode and the cathode electrodes is used to minimize unintentional electrical discharge (Figure 1). Here we show how to increase the capacitance of super-capacitors by more than 45 percent when modifying the otherwise passive separator layer into an active diode-like structure. Active control of super-capacitors may increase their efficiency during charge and discharge cycles. Controlling ion flow...

  17. Quantization of super Teichmueller spaces

    Energy Technology Data Exchange (ETDEWEB)

    Aghaei, Nezhla

    2016-08-15

    The quantization of the Teichmueller spaces of Riemann surfaces has found important applications to conformal field theory and N=2 supersymmetric gauge theories. We construct a quantization of the Teichmueller spaces of super Riemann surfaces, using coordinates associated to the ideal triangulations of super Riemann surfaces. A new feature is the non-trivial dependence on the choice of a spin structure which can be encoded combinatorially in a certain refinement of the ideal triangulation. We construct a projective unitary representation of the groupoid of changes of refined ideal triangulations. Therefore, we demonstrate that the dependence of the resulting quantum theory on the choice of a triangulation is inessential. In the quantum Teichmueller theory, it was observed that the key object defining the Teichmueller theory has a close relation to the representation theory of the Borel half of U{sub q}(sl(2)). In our research we observed that the role of U{sub q}(sl(2)) is taken by quantum superalgebra U{sub q}(osp(1 vertical stroke 2)). A Borel half of U{sub q}(osp(1 vertical stroke 2)) is the super quantum plane. The canonical element of the Heisenberg double of the quantum super plane is evaluated in certain infinite dimensional representations on L{sup 2}(R) x C{sup 1} {sup vertical} {sup stroke} {sup 1} and compared to the flip operator from the Teichmueller theory of super Riemann surfaces.

  18. Home-based Nintendo Wii training to improve upper-limb function in children ages 7 to 12 with spastic hemiplegic cerebral palsy.

    Science.gov (United States)

    Kassee, Caroline; Hunt, Carolyn; Holmes, Michael W R; Lloyd, Meghann

    2017-05-17

    This pilot study compared a Nintendo Wii intervention to single-joint resistance training for the upper limb in children ages 7 to 12 with spastic hemiplegic cerebral palsy (CP). Children were randomized to Wii training (n= 3), or resistance training (n= 3) and trained at home for 6 weeks. Pre, post and 4-week follow-up measures were collected. Outcome measures were the Melbourne Assessment (MA2), and ABILHAND-Kids, and grip strength. Compliance, motivation and feasibility of each intervention was explored using daily logbook responses and questionnaires. Descriptive statistics were used. Three children improved in the MA2, two of which were in the Wii training group. Improvements in the ABILHAND-Kids were minimal for all participants. Grip strength improvements were observed in 3 participants, two of which were in the resistance training group. The Wii training group reported higher compliance and more consistently positive responses to motivation and feasibility questions. Therefore, Wii training may be an effective home-based rehabilitation strategy, and is worth exploring in a larger trial. Implications of Wii training in the context of motivation theory are discussed.

  19. Using the Nintendo® Wii Fit™ plus platform in the sensorimotor training of freezing of gait in Parkinson’s disease

    Directory of Open Access Journals (Sweden)

    Giovanna Barros Goncalves

    2013-10-01

    Full Text Available Gait disturbances are one of the main limiting factors for autonomy and quality of life in individuals with Parkinson’s disease (PD, and freezing of gait (FoG is a common phenomenon that affects one-third of this population. Thus the effect of the implementation of a therapeutic program in a sensorimotor virtual environment through the Nintendo® Wii Fit™ plus platform on the motor impairment caused by FoG in individuals with PD is analyzed. A sample of 30 volunteers with PD was subdivided into a control group (CG, consisting of participants without FoG, and the experimental group (EG, consisting of individuals with FoG. Those selected were assessed before and after the experiment through the motor segment of the Unified Parkinson’s Disease Rating Scale of daily activities by Schwab and England, the Quality of Life for PD, Time Up and Go Test, and the FoG identification questionnaire, the last one being only in the EG. The training was divided into three categories: aerobic (step and boxing, balance (ski slalom, ski jump, head shots and tightrope, and exercise plus (segway and cycling. Both groups improved gait performance, with significant improvement of the impairments originated by the FoG, as well as improvement in motor bouts, quality of life and independence in their daily activities.

  20. EXercising with Computers in Later Life (EXCELL - pilot and feasibility study of the acceptability of the Nintendo® WiiFit in community-dwelling fallers

    Directory of Open Access Journals (Sweden)

    Williams Marie A

    2010-09-01

    Full Text Available Abstract Background Falls management programmes have been instituted to attempt to reduce falls. This pilot study was undertaken to determine whether the Nintendo® WiiFit was a feasible and acceptable intervention in community-dwelling older fallers. Findings Community-dwelling fallers over 70 years were recruited and attended for computer-based exercises (n = 15 or standard care (n = 6. Balance and fear of falling were assessed at weeks 0, 4 and 12. Participants were interviewed on completion of the study to determine whether the intervention was acceptable. Eighty percent of participants attended 75% or more of the exercise sessions. An improvement in Berg Score was seen at four weeks (p = 0.02 and in Wii Age at 12 weeks (p = 0.03 in the intervention group. There was no improvement in balance scores in the standard care group. Conclusion WiiFit exercise is acceptable in self-referred older people with a history of falls. The WiiFit has the potential to improve balance but further work is required. Trial Registration ClinicalTrials.gov - NCT01082042

  1. Super-Virasoro anomaly, super-Weyl anomaly and the super-Liouville action for 2D supergravity

    CERN Document Server

    Fujiwara, T; Suzuki, T; Fujiwara, Takanori; Igarashi, Hiroshi; Suzuki, Tadao

    1996-01-01

    The relation between super-Virasoro anomaly and super-Weyl anomaly in N=1 NSR superstring coupled with 2D supergravity is investigated from canonical theoretical view point. The WZW action canceling the super-Virasoro anomaly is explicitly constructed. It is super-Weyl invariant but nonlocal functional of 2D supergravity. The nonlocality can be remedied by the super-Liouvlle action, which in turn recovers the super-Weyl anomaly. The final gravitational effective action turns out to be local but noncovariant super-Liouville action, describing the dynamical behavior of the super-Liouville fields. The BRST invariance of this approach is examined in the superconformal gauge and in the light-cone gauge.

  2. Wii, Kinect, and Move. Heart Rate, Oxygen Consumption, Energy Expenditure, and Ventilation due to Different Physically Active Video Game Systems in College Students.

    Science.gov (United States)

    Scheer, Krista S; Siebrant, Sarah M; Brown, Gregory A; Shaw, Brandon S; Shaw, Ina

    Nintendo Wii, Sony Playstation Move, and Microsoft XBOX Kinect are home video gaming systems that involve player movement to control on-screen game play. Numerous investigations have demonstrated that playing Wii is moderate physical activity at best, but Move and Kinect have not been as thoroughly investigated. The purpose of this study was to compare heart rate, oxygen consumption, and ventilation while playing the games Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat. Heart rate, oxygen consumption, and ventilation were measured at rest and during a graded exercise test in 10 males and 9 females (19.8 ± 0.33 y, 175.4 ± 2.0 cm, 80.2 ± 7.7 kg,). On another day, in a randomized order, the participants played Wii Boxing, Kinect Boxing, and Move Gladiatorial Combat while heart rate, ventilation, and oxygen consumption were measured. There were no differences in heart rate (116.0 ± 18.3 vs. 119.3 ± 17.6 vs. 120.1 ± 17.6 beats/min), oxygen consumption (9.2 ± 3.0 vs. 10.6 ± 2.4 vs. 9.6 ± 2.4 ml/kg/min), or minute ventilation (18.9 ± 5.7 vs. 20.8 ± 8.0 vs. 19.7 ± 6.4 L/min) when playing Wii boxing, Kinect boxing, or Move Gladiatorial Combat (respectively). Playing Nintendo Wii Boxing, XBOX Kinect Boxing, and Sony PlayStation Move Gladiatorial Combat all increase heart rate, oxygen consumption, and ventilation above resting levels but there were no significant differences between gaming systems. Overall, playing a "physically active" home video game system does not meet the minimal threshold for moderate intensity physical activity, regardless of gaming system.

  3. The Super-Kamiokande Experiment

    CERN Document Server

    Walter, C W

    2008-01-01

    Super-Kamiokande is a 50 kiloton water Cherenkov detector located at the Kamioka Observatory of the Institute for Cosmic Ray Research, University of Tokyo. It was designed to study neutrino oscillations and carry out searches for the decay of the nucleon. The Super-Kamiokande experiment began in 1996 and in the ensuing decade of running has produced extremely important results in the fields of atmospheric and solar neutrino oscillations, along with setting stringent limits on the decay of the nucleon and the existence of dark matter and astrophysical sources of neutrinos. Perhaps most crucially, Super-Kamiokande for the first time definitively showed that neutrinos have mass and undergo flavor oscillations. This chapter will summarize the published scientific output of the experiment with a particular emphasis on the atmospheric neutrino results.

  4. 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 academi......, and distribute publications online through new digital media platforms, including blogs, open-access research databases etc. It involves a critical (re)examination of our authorial voice as researchers....... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...... approaches involving researchers and researcher participants. The general challenges of designing academic video include negotiating copyrights, gaining mastery of video editing, and considering online distribution (e.g. maintaining some control). A progression toward researchers designing video also begs...

  5. Microsphere Super-resolution Imaging

    CERN Document Server

    Wang, Zengbo

    2015-01-01

    Recently, it was discovered that microsphere can generate super-resolution focusing beyond diffraction limit. This has led to the development of an exciting super-resolution imaging technique -microsphere nanoscopy- that features a record resolution of 50 nm under white lights. Different samples have been directly imaged in high resolution and real time without labelling, including both non-biological (nano devices, structures and materials) and biological (subcellular details, viruses) samples. This chapter reviews the technique, which covers its background, fundamentals, experiments, mechanisms as well as the future outlook.

  6. Interactive Super Mario Bros Evolution

    DEFF Research Database (Denmark)

    Sørensen, Patrikk D.; Olsen, Jeppeh M.; Risi, Sebastian

    2016-01-01

    to encourage the evolution of desired behaviors. In this paper, we show how casual users can create controllers for \\emph{Super Mario Bros} through an interactive evolutionary computation (IEC) approach, without prior domain or programming knowledge. By iteratively selecting Super Mario behaviors from a set...... of candidates, users are able to guide evolution towards a variety of different behaviors, which would be difficult with an automated approach. Additionally, the user-evolved controllers perform similarly well as controllers evolved with a traditional fitness-based approach when comparing distance traveled...

  7. Quantisation of super Teichmueller theory

    Energy Technology Data Exchange (ETDEWEB)

    Aghaei, Nezhla [DESY Hamburg (Germany). Theory Group; Hamburg Univ. (Germany). Dept. of Mathematics; Pawelkiewicz, Michal; Techner, Joerg [DESY Hamburg (Germany). Theory Group

    2015-12-15

    We construct a quantisation of the Teichmueller spaces of super Riemann surfaces using coordinates associated to ideal triangulations of super Riemann surfaces. A new feature is the non-trivial dependence on the choice of a spin structure which can be encoded combinatorially in a certain refinement of the ideal triangulation. By constructing a projective unitary representation of the groupoid of changes of refined ideal triangulations we demonstrate that the dependence of the resulting quantum theory on the choice of a triangulation is inessential.

  8. Quantisation of super Teichmueller theory

    CERN Document Server

    Aghaei, Nezhla; Teschner, Joerg

    2015-01-01

    We construct a quantisation of the Teichmueller spaces of super Riemann surfaces using coordinates associated to ideal triangulations of super Riemann surfaces. A new feature is the non-trivial dependence on the choice of a spin structure which can be encoded combinatorially in a certain refinement of the ideal triangulation. By constructing a projective unitary representation of the groupoid of changes of refined ideal triangulations we demonstrate that the dependence of the resulting quantum theory on the choice of a triangulation is inessential.

  9. The construction of orthodox super rpp semigroups

    Institute of Scientific and Technical Information of China (English)

    HE Yong; GUO Yuqi; Kar Ping Shum

    2004-01-01

    We define orthodox super rpp semigroups and study their semilattice decompositions. Standard representation theorem of orthodox super rpp semigroups whose subband of idempotents is in the varieties of bands described by an identity with at most three variables are obtained.

  10. Understanding Video Games

    DEFF Research Database (Denmark)

    Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon

    From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...

  11. Content Based Video Retrieval

    Directory of Open Access Journals (Sweden)

    B. V. Patel

    2012-10-01

    Full Text Available Content based video retrieval is an approach for facilitating the searching and browsing of large image collections over World Wide Web. In this approach, video analysis is conducted on low level visual properties extracted from video frame. We believed that in order to create an effective video retrieval system, visual perception must be taken into account. We conjectured that a technique which employs multiple features for indexing and retrieval would be more effective in the discrimination and search tasks of videos. In order to validate this claim, content based indexing and retrieval systems were implemented using color histogram, various texture features and other approaches. Videos were stored in Oracle 9i Database and a user study measured correctness of response.

  12. Cataloguing artists' videos

    OpenAIRE

    Cooke, Jacqueline

    2009-01-01

    Artist’s videos present some challenges to cataloguers. How to select the source of information, how to describe them in ways which will help library users to find them, and particularly how to facilitate subject access are matters addressed in this article. With reference to the artist’s video collections at Goldsmiths, I consider interpretations of the rules for cataloguing art documentation and moving image material and discuss how they can be applied to video works and art documentation f...

  13. 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

  14. Super-resolution Phase Tomography

    KAUST Repository

    Depeursinge, Christian

    2013-04-21

    Digital Holographic Microscopy (DHM) yields reconstructed complex wavefields. It allows synthesizing the aperture of a virtual microscope up to 2π, offering super-resolution phase images. Live images of micro-organisms and neurons with resolution less than 100 nm are presented.

  15. Super Rice Breeding in China

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    @@I. Demand for super high yield rice in China   Rice is one of the main staple food in China. The performance of rice sector in production and yield had been very impressive in the last four decades. However, rice production and yield has stagnated since 1990.

  16. Super Girls Still Center Stage

    Institute of Scientific and Technical Information of China (English)

    2006-01-01

    The TV singing contest continues to draw a devoted audience, but will its impact on Chinese culture fall away like a shooting star? Ask any teenage girl in China to name the finalists of last year's Super Girl show and chances are she will instantly come up with the three big names.She'll probable

  17. Analysis of Forensic Super Timelines

    Science.gov (United States)

    2012-06-14

    BIB .1  vii List of Figures Figure Page...Hacker disconnects from User’s system  User clicks off Screen Saver  User closes Solitaire program  User logs off system BIB .1...analysis- tapestry_33836. BIB .2 Guðjónsson, K. (2010). Mastering the super timeline with log2timeline. SANS Gold Paper accepted June 29,2010

  18. A computerized system for video analysis of the aortic valve.

    Science.gov (United States)

    Vesely, I; Menkis, A; Campbell, G

    1990-10-01

    A novel technique was developed to study the dynamic behavior of the porcine aortic valve in an isolated heart preparation. Under the control of a personal computer, a video frame grabber board continuously acquired and digitized images of the aortic valve, and an analog-to-digital (A/D) converter read four channels of physiological data (flow rate, aortic and ventricular pressure, and aortic root diameter). The valve was illuminated with a strobe light synchronized to fire at the field acquisition rate of the CCD video camera. Using the overlay bits in the video board, the measured parameters were super-imposed over the live video as graphical tracing, and the resultant composite images were recorded on-line to video tape. The overlaying of the valve images with the graphical tracings of acquired data enabled the data tracings to be precisely synchronized with the video images of the aortic valve. This technique enabled us to observe the relationship between aortic root expansion and valve function.

  19. 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 ...

  20. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... 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 ...

  1. 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 was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  2. Distributed Video Coding: Iterative Improvements

    DEFF Research Database (Denmark)

    Luong, Huynh Van

    Nowadays, emerging applications such as wireless visual sensor networks and wireless video surveillance are requiring lightweight video encoding with high coding efficiency and error-resilience. Distributed Video Coding (DVC) is a new coding paradigm which exploits the source statistics...

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  4. 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 ...

  5. 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 ...

  6. 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/preventio......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...

  7. Writing in Video.

    Science.gov (United States)

    Carraher, David; Nemirovsky, Ricardo; DiMattia, Cara; Lara-Meloy, Teresa; Earnest, Darrell

    1999-01-01

    Video and electronic media have the potential to bridge the gap between classroom research and practice by providing rich and detailed data for grounded discussions about teaching and learning. Describes attempts to use digital video technologies to increase collaboration between researchers and practitioners. (WRM)

  8. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...

  9. 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.

  10. Digital Video Editing

    Science.gov (United States)

    McConnell, Terry

    2004-01-01

    Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.

  11. Personal Digital Video Stories

    DEFF Research Database (Denmark)

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

    2016-01-01

    agenda focusing on video productions in combination with digital storytelling, followed by a presentation of the digital storytelling features. The paper concludes with a suggestion to initiate research in what is identified as Personal Digital Video (PDV) Stories within longitudinal settings, while...

  12. AudioMove Video

    DEFF Research Database (Denmark)

    2012-01-01

    Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult.......Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult....

  13. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

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

  14. Creating Photomontage Videos

    Science.gov (United States)

    Nitzberg, Kevan

    2008-01-01

    Several years ago, the author began exploring the use of digital film and video as an art-making media when he took over instructing the video computer art class at the high school where he teaches. He found numerous ways to integrate a variety of multimedia technologies and software with more traditional types of visual art processes and…

  15. The efficacy of two task-orientated interventions for children with Developmental Coordination Disorder: Neuromotor Task Training and Nintendo Wii Fit Training.

    Science.gov (United States)

    Ferguson, G D; Jelsma, D; Jelsma, J; Smits-Engelsman, B C M

    2013-09-01

    Neuromotor Task Training (NTT) and Nintendo Wii Fit Training (Wii training) are both task-based interventions used to improve performance in children with motor coordination problems. The aim of this study was to compare the efficacy of these two interventions on the motor performance, isometric strength and cardiorespiratory fitness (aerobic and anaerobic capacity) of children with Developmental Coordination Disorder (DCD) attending mainstream schools in a low-income setting. A pragmatic, quasi-experimental study design was utilized. Children between the ages of 6-10 years, who scored at or below the 16th percentile on the Movement Assessment Battery for Children-2 (MABC-2) and whose teacher reported a functional motor problem, were allocated to either NTT (n=37) or Wii training (n=19) groups depending on school of attendance. The MABC-2, a hand-held dynamometer, the Functional Strength Measure, the Muscle Power Sprint Test and the 20m Shuttle Run Test were used to assess performance at baseline and after the intervention. The main findings show that the mean motor performance scores of both groups improved over the study period. However, significant differences in improvement were detected between groups, with the NTT group showing greater improvement in motor performance, functional strength and cardiorespiratory fitness. No improvements in isometric strength were seen in either group. The Wii training group showed significant improvement in anaerobic performance. This study provides evidence to support the use of both the Wii Training and NTT for children with DCD. However, in comparison to Wii training, the NTT approach yields superior results across measures of motor proficiency, cardiorespiratory fitness and functional strength. The decision to use either approach may be influenced by resources and time constraints. Copyright © 2013 Elsevier Ltd. All rights reserved.

  16. Novel Use of the Nintendo Wii Board for Measuring Isometric Lower Limb Strength: A Reproducible and Valid Method in Older Adults.

    Directory of Open Access Journals (Sweden)

    Martin Gronbech Jorgensen

    Full Text Available Portable, low-cost, objective and reproducible assessment of muscle strength in the lower limbs is important as it allows clinicians to precisly track progression of patients undergoing rehabilitation. The Nintendo Wii Balance Board (WBB is portable, inexpensive, durable, available worldwide, and may serve the above function.The purpose of the study was to evaluate (1 reproducibility and (2 concurrent validity of the WBB for measuring isometric muscle strength in the lower limb.A custom hardware and software was developed to utilize the WBB for assessment of isometric muscle strength. Thirty older adults (69.0 ± 4.2 years of age were studied on two separate occasions on both the WBB and a stationary isometric dynamometer (SID. On each occasion, three recordings were obtained from each device. For the first recording, means and maximum values were used for further analysis. The test-retest reproducibility was examined using intraclass correlation coefficients (ICC, Standard Error of Measurement (SEM, and limits of agreement (LOA. Bland-Altman plots (BAP and ICC's were used to explore concurrent validity.No systematic difference between test-retest was detected for the WBB. ICC within-device were between 0.90 and 0.96 and between-devices were from 0.80 to 0.84. SEM ranged for the WBB from 9.7 to 13.9%, and for the SID from 11.9 to 13.1%. LOA ranged for the WBB from 20.3 to 28.7% and for the SID from 24.2 to 26.6%. The BAP showed no relationship between the difference and the mean.A high relative and an acceptable absolute reproducibility combined with a good validity was found for the novel method using the WBB for measuring isometric lower limb strength in older adults. Further research using the WBB for assessing lower limb strength should be conducted in different study-populations.

  17. 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...

  18. Super-translations and super-rotations at the horizon

    CERN Document Server

    Donnay, Laura; Gonzalez, Hernan A; Pino, Miguel

    2015-01-01

    We show that the asymptotic symmetries close to non-extremal black hole horizons are generated by an extension of super-translations. This group is generated by a semi-direct sum of Virasoro and abelian currents. The charges associated to the asymptotic Killing symmetries satisfy the same algebra. When considering the special case of the stationary black hole, the zero mode charges correspond to the angular momentum and the entropy at the horizon.

  19. A Pilot Study on Neurofeedback Training for Enhancement of Balance Ability in Healthy People Measured by Nintendo Wii Balance Board%基于 Nintendo Wii Balance Board的平衡测量及神经反馈训练提高健康人平衡能力的初步研究

    Institute of Scientific and Technical Information of China (English)

    南文雅; 曲晓婷; 万峰; 韦孟宇; 胡勇; Rosa Agostiho

    2015-01-01

    神经反馈训练在提高认知能力及治疗精神疾病方面具有积极效果,但其在健康人平衡能力方面的作用还没有研究。本文对神经反馈训练用于提高健康人平衡能力进行了初步研究。为了经济有效地检测平衡能力及神经反馈后的平衡能力变化,首先研究了作为平衡测量系统的Nintendo Wii Balance Board(WBB),实验结果表明WBB具有良好的可靠性及灵敏度。对一位年轻健康的受试者做了连续5天的神经反馈训练,并在神经反馈训练前后用WBB测量了其平衡能力。神经反馈训练以后,该受试者左脚睁眼站立的平衡能力得到了改善。%Neurofeedback training has shown the benefits on the improvement of cognition and successful treatment of many mental disorders, but its effects on physical balance in healthy people have not been reported.This paper presents a pilot study on improving balance ability in healthy people by neurofeed-back training.To evaluate balance ability and its change after neurofeedback training in an economical and effective way, we first investigated the Nintendo Wii Balance Board ( WBB) as a balance measure-ment system and the experimental results showed good reliability and sensitivity of WBB in the test.Then one young healthy participant performed neurofeedback training over 5 consecutive days with his balance measured using a WBB before and after training.The participant’ s balance was found improved in the posture of left leg standing with eyes open after training.

  20. 伦敦SuperDesign展

    Institute of Scientific and Technical Information of China (English)

    柚子

    2011-01-01

    近日,英国伦敦Super Design展在伦敦Wakefield大街的The Dairy展厅如期举行。本次展览展出了来自包括知名设计师和新兴设计师的特别定制的工作室作品:到如今已经是第五个年头的伦敦Super Deslgn展,力图强发展,展出形式别出心裁、独树一帜,从一个崭新.活跃的角度集展示当代艺术。

  1. Super-stable Poissonian structures

    Science.gov (United States)

    Eliazar, Iddo

    2012-10-01

    In this paper we characterize classes of Poisson processes whose statistical structures are super-stable. We consider a flow generated by a one-dimensional ordinary differential equation, and an ensemble of particles ‘surfing’ the flow. The particles start from random initial positions, and are propagated along the flow by stochastic ‘wave processes’ with general statistics and general cross correlations. Setting the initial positions to be Poisson processes, we characterize the classes of Poisson processes that render the particles’ positions—at all times, and invariantly with respect to the wave processes—statistically identical to their initial positions. These Poisson processes are termed ‘super-stable’ and facilitate the generalization of the notion of stationary distributions far beyond the realm of Markov dynamics.

  2. Super-Kamiokande atmospheric neutrinos

    Energy Technology Data Exchange (ETDEWEB)

    Moriyama, S. [Kamioka Observatory, Institute for Cosmic Ray Research, University of Tokyo, Higashi Mozumi, Hida city, Gifu prefecture (Japan)

    2005-08-15

    Results on atmospheric neutrino analysis at Super-Kamiokande I is presented. The whole data set of atmospheric neutrino sample in Super-Kamiokande I is consistently explained with an assumption of pure {nu}{sub {mu}}-{nu}{sub {tau}} oscillations. The allowed range of parameters is 1.5x10{sup -3}<{delta}m{sup 2}<3.4x10{sup -3} eV{sup 2} and sin{sup 2}2{theta}>0.92 at 90% C.L. In the oscillation analysis, we improved the treatment of systematic errors so that they can be considered as independent. This makes possible to find which systematic errors have larger effect on the analysis results. Some sensitivity studies under several assumptions of improvements in systematic errors are presented.

  3. The Era of Super Capitalism

    Institute of Scientific and Technical Information of China (English)

    2008-01-01

    The world has entered the "super capitalism" era when one third of its economic activities are controlled by less than 3 percent of global financial capital. This year,a global economic recession,triggered by the U.S. subprime mortgage crisis,seems unavoidable. To tackle international financial problems,Tao Dong,Chief Economist for Asia at Credit Suisse First Boston in Hong Kong,shared his insights with China Business Journal. Excerpts follow.

  4. Interactive video algorithms and technologies

    CERN Document Server

    Hammoud, Riad

    2006-01-01

    This book covers both algorithms and technologies of interactive videos, so that businesses in IT and data managements, scientists and software engineers in video processing and computer vision, coaches and instructors that use video technology in teaching, and finally end-users will greatly benefit from it. This book contains excellent scientific contributions made by a number of pioneering scientists and experts from around the globe. It consists of five parts. The first part introduces the reader to interactive video and video summarization and presents effective methodologies for automatic abstraction of a single video sequence, a set of video sequences, and a combined audio-video sequence. In the second part, a list of advanced algorithms and methodologies for automatic and semi-automatic analysis and editing of audio-video documents are presented. The third part tackles a more challenging level of automatic video re-structuring, filtering of video stream by extracting of highlights, events, and meaningf...

  5. Interventional video tomography

    Science.gov (United States)

    Truppe, Michael J.; Pongracz, Ferenc; Ploder, Oliver; Wagner, Arne; Ewers, Rolf

    1995-05-01

    Interventional Video Tomography (IVT) is a new imaging modality for Image Directed Surgery to visualize in real-time intraoperatively the spatial position of surgical instruments relative to the patient's anatomy. The video imaging detector is based on a special camera equipped with an optical viewing and lighting system and electronic 3D sensors. When combined with an endoscope it is used for examining the inside of cavities or hollow organs of the body from many different angles. The surface topography of objects is reconstructed from a sequence of monocular video or endoscopic images. To increase accuracy and speed of the reconstruction the relative movement between objects and endoscope is continuously tracked by electronic sensors. The IVT image sequence represents a 4D data set in stereotactic space and contains image, surface topography and motion data. In ENT surgery an IVT image sequence of the planned and so far accessible surgical path is acquired prior to surgery. To simulate the surgical procedure the cross sectional imaging data is superimposed with the digitally stored IVT image sequence. During surgery the video sequence component of the IVT simulation is substituted by the live video source. The IVT technology makes obsolete the use of 3D digitizing probes for the patient image coordinate transformation. The image fusion of medical imaging data with live video sources is the first practical use of augmented reality in medicine. During surgery a head-up display is used to overlay real-time reformatted cross sectional imaging data with the live video image.

  6. 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-...

  7. 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.

  8. BEWARE OF...SUPER GLUES!!

    CERN Multimedia

    2006-01-01

    What happened? A number of accidents have occurred with the use of 'Super Glues'. Some individuals have suffered injuries - severe irritation, or skin bonded together - through getting glue on their face and in their eyes. What are the hazards associated with glues? 'Super Glues' (i.e. cyanoacrylates): Are harmful if swallowed and are chemical irritants to the eyes, respiratory system and skin. Present the risk of polymerization (hardening) leading to skin damage. Be careful ! 'Super Glues' can bond to skin and eyes in seconds. Note: Other glues, resins and hardeners are also chemicals and as such can cause serious damage to the skin, eyes, respiratory or digestive tract. (For example: some components can be toxic, harmful, corrosive, sensitizing agents, etc.). How to prevent accidents in the future? Read the Material Safety Data Sheet (MSDS) for all of the glues you work with. Check the label on the container to find out which of the materials you work with are hazardous. Wear the right Per...

  9. Super-Eccentric Migrating Jupiters

    CERN Document Server

    Socrates, Aristotle; Dong, Subo; Tremaine, Scott

    2011-01-01

    An important class of formation theories for hot Jupiters involves the excitation of extreme orbital eccentricity (e=0.99 or even larger) followed by tidal dissipation at periastron passage that eventually circularizes the planetary orbit at a period less than 10 days. In a steady state, this mechanism requires the existence of a significant population of super-eccentric (e>0.9) migrating Jupiters with long orbital periods and periastron distances of only a few stellar radii. For these super-eccentric planets, the periastron is fixed due to conservation of orbital angular momentum and the energy dissipated per orbit is constant, implying that the rate of change in semi-major axis a is \\dot a \\propto a^0.5 and consequently the number distribution satisfies dN/dlog a\\propto a^0.5. If this formation process produces most hot Jupiters, Kepler should detect several super-eccentric migrating progenitors of hot Jupiters, allowing for a test of high-eccentricity migration scenarios.

  10. SUPER-ECCENTRIC MIGRATING JUPITERS

    Energy Technology Data Exchange (ETDEWEB)

    Socrates, Aristotle; Katz, Boaz; Dong Subo; Tremaine, Scott [Institute for Advanced Study, Princeton, NJ 08540 (United States)

    2012-05-10

    An important class of formation theories for hot Jupiters involves the excitation of extreme orbital eccentricity (e = 0.99 or even larger) followed by tidal dissipation at periastron passage that eventually circularizes the planetary orbit at a period less than 10 days. In a steady state, this mechanism requires the existence of a significant population of super-eccentric (e > 0.9) migrating Jupiters with long orbital periods and periastron distances of only a few stellar radii. For these super-eccentric planets, the periastron is fixed due to conservation of orbital angular momentum and the energy dissipated per orbit is constant, implying that the rate of change in semi-major axis a is a-dot {proportional_to}a{sup 1/2} and consequently the number distribution satisfies dN/d log a{proportional_to}a{sup 1/2}. If this formation process produces most hot Jupiters, Kepler should detect several super-eccentric migrating progenitors of hot Jupiters, allowing for a test of high-eccentricity migration scenarios.

  11. Feedback from video for virtual reality Navigation

    Energy Technology Data Exchange (ETDEWEB)

    Tsap, L V

    2000-10-27

    Important preconditions for wide acceptance of virtual reality (VR) systems include their comfort, ease and naturalness to use. Most existing trackers super from discomfort-related issues. For example, body-based trackers (hand controllers, joysticks, helmet attachments, etc.) restrict spontaneity and naturalness of motion, while ground-based devices (e.g., hand controllers) limit the workspace by literally binding an operator to the ground. There are similar problems with controls. This paper describes using real-time video with registered depth information (from a commercially available camera) for virtual reality navigation. Camera-based setup can replace cumbersome trackers. The method includes selective depth processing for increased speed, and a robust skin-color segmentation for accounting illumination variations.

  12. Video game epilepsy.

    Directory of Open Access Journals (Sweden)

    Singh R

    2001-10-01

    Full Text Available Reflex epilepsy is the commonest form of epilepsy in which seizures are provoked by specific external stimulus. Photosensitive reflex epilepsy is provoked by environmental flicker stimuli. Video game epilepsy is considered to be its variant or a pattern sensitive epilepsy. The mean age of onset is around puberty and boys suffer more commonly as they are more inclined to play video games. Television set or computer screen is the commonest precipitants. The treatment remains the removal of the offending stimulus along with drug therapy. Long term prognosis in these patients is better as photosensitivity gradually declines with increasing age. We present two such case of epilepsy induced by video game.

  13. 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

  14. 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

  15. Video a les aules

    OpenAIRE

    Ramírez León, Vanessa

    2012-01-01

    Memòria del Projecte Final de Màster "Vídeo a les aules", consistent en una plataforma col·laborativa online per potenciar l'ús didàctic del vídeo a l'aula. "Video in the classroom" is an online collaborative platform to promote the educational use of video in the classroom. Memoria del Proyecto Final de Máster "Video en las aulas", consistente en una plataforma colaborativa online para potenciar el uso didáctico del vídeo en el aula.

  16. It’s me, Mario!: Movies, video games and pop culture in the realization of a fan made trailer

    Directory of Open Access Journals (Sweden)

    Camila Schäfer

    2013-09-01

    Full Text Available This article takes as its object the fan made trailer Mario: The movie, which brings the narrative of the video game Super Mario in the form of a movie trailer. Our analysis part of this appropriation, made by fans, language and aesthetics of the movie trailer and the narrative of a video game, to think about how certain elements of pop culture and movie universe are already part of the culturaland aesthetic references of many people.

  17. 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 NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  18. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... resource Click to learn more... LOGIN EVENTS DONATE Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video OrangeTheory AN Warriors Laurie of ...

  19. 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...

  20. The video violence debate.

    Science.gov (United States)

    Lande, R G

    1993-04-01

    Some researchers and theorists are convinced that graphic scenes of violence on television and in movies are inextricably linked to human aggression. Others insist that a link has not been conclusively established. This paper summarizes scientific studies that have informed these two perspectives. Although many instances of children and adults imitating video violence have been documented, no court has imposed liability for harm allegedly resulting from a video program, an indication that considerable doubt still exists about the role of video violence in stimulating human aggression. The author suggests that a small group of vulnerable viewers are probably more impressionable and therefore more likely to suffer deleterious effects from violent programming. He proposes that research on video violence be narrowed to identifying and describing the vulnerable viewer.

  1. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... For Clinicians For Policymakers For Family Caregivers Menu In this section RESOURCES Links News Videos, Podcasts & Livechats ... Care Can Support You at Diagnosis March, 2017 In our previous blog post we noted how a ...

  2. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... acoustic neuroma resource Click to learn more... LOGIN EVENTS DONATE Home Learn Back Learn about acoustic neuroma ... support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ...

  3. Video i VIA

    DEFF Research Database (Denmark)

    2012-01-01

    Artiklen beskriver et udviklingsprojekt, hvor 13 grupper af lærere på tværs af fag og uddannelser producerede video til undervsioningsbrug. Der beskrives forskellige tilgange og anvendelser samt læringen i projektet...

  4. SEFIS Video Data

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This is a fishery-independent survey that collects data on reef fish in southeast US waters using multiple gears, including chevron traps, video cameras, ROVs,...

  5. Watching the Birth of Super Star Clusters

    CERN Document Server

    Turner, J L; Turner, Jean L.; Beck, Sara C.

    2003-01-01

    Subarcsecond infrared and radio observations yield important information about the formation of super star clusters from their surrounding gas. We discuss the general properties of ionized and molecular gas near young, forming SSCs, as illustrated by the prototypical young forming super star cluster nebula in the dwarf galaxy, NGC 5253. This super star cluster appears to have a gravitationally bound nebula. The lack of molecular gas suggests a very high star formation efficiency, consistent with the formation of a large, bound star cluster.

  6. Video Editing System

    Science.gov (United States)

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

    1998-01-01

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

  7. Music Video Studies

    Directory of Open Access Journals (Sweden)

    Sérgio Dias Branco

    2014-07-01

    Full Text Available Book review of  Sound and Vision: The Music Video Reader, ed. by S. Frith, A. Goodwin and L. Grossberg (1993; Rocking Around the Clock: Music Television, Postmodernism, & Consumer Culture, by E. Ann Kaplan (1987; Le clip: histoire et esthétique, by L. Jullier and J. Péquignot (2013; and Experiencing Music Video: Aesthetics and Cultural Context, by Carol Vernallis (2003.

  8. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    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...... 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....

  9. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    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...... 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....

  10. Two-Component Super AKNS Equations and Their Finite-Dimensional Integrable Super Hamiltonian System

    OpenAIRE

    Jing Yu; Jingwei Han

    2014-01-01

    Starting from a matrix Lie superalgebra, two-component super AKNS system is constructed. By making use of monononlinearization technique of Lax pairs, we find that the obtained two-component super AKNS system is a finite-dimensional integrable super Hamiltonian system. And its Lax representation and $r$ -matrix are also given in this paper.

  11. Two-Component Super AKNS Equations and Their Finite-Dimensional Integrable Super Hamiltonian System

    Directory of Open Access Journals (Sweden)

    Jing Yu

    2014-01-01

    Full Text Available Starting from a matrix Lie superalgebra, two-component super AKNS system is constructed. By making use of monononlinearization technique of Lax pairs, we find that the obtained two-component super AKNS system is a finite-dimensional integrable super Hamiltonian system. And its Lax representation and r-matrix are also given in this paper.

  12. Highlights from Super-Kamiokande

    Science.gov (United States)

    Okumura, Kimihiro

    2016-11-01

    Recent results from Super-Kamiokande experiment are reviewed in this paper; Neutrino mass hierarchy and CP violation in the lepton sector are investigated via νμ → νe oscillation of the atmospheric neutrinos. The event rate, correlation with solar activity, energy spectrum of the solar neutrinos are measured via electron elastic scattering interactions. Neutrino emission from the WIMP annihilation at the center of the Sun are searched in the GeV energy regions. New project, SK-Gd project, to enhance anti-neutrino identification capability, has been approved inside the collaboration group.

  13. Highlights from Super-Kamiokande

    Directory of Open Access Journals (Sweden)

    Okumura Kimihiro

    2016-01-01

    Full Text Available Recent results from Super-Kamiokande experiment are reviewed in this paper; Neutrino mass hierarchy and CP violation in the lepton sector are investigated via νμ → νe oscillation of the atmospheric neutrinos. The event rate, correlation with solar activity, energy spectrum of the solar neutrinos are measured via electron elastic scattering interactions. Neutrino emission from the WIMP annihilation at the center of the Sun are searched in the GeV energy regions. New project, SK-Gd project, to enhance anti-neutrino identification capability, has been approved inside the collaboration group.

  14. Active video gaming improves body coordination in survivors of childhood brain tumours.

    Science.gov (United States)

    Sabel, Magnus; Sjölund, Anette; Broeren, Jürgen; Arvidsson, Daniel; Saury, Jean-Michel; Blomgren, Klas; Lannering, Birgitta; Emanuelson, Ingrid

    2016-10-01

    We investigated whether active video gaming (AVG) could bring about regular, enjoyable, physical exercise in children treated for brain tumours, what level of physical activity could be reached and if the children's physical functioning improved. Thirteen children, aged 7-17 years, were randomised to either AVG or waiting-list. After 10-12 weeks they crossed-over. Weekly Internet coaching sessions were used to sustain motivation and evaluate enjoyment. Energy expenditure (EE) levels were measured as Metabolic Equivalent of Task (MET), using a multisensory activity monitor. Single-blinded assessments of physical functioning were done, using the Bruininks-Osteretsky Test of Motor Performance, second edition, evaluating participants before and after the intervention period, as well as comparing the randomisation groups after the first period. All patients completed the study. AVG sessions (mean duration 47 minutes) were performed on 72% of all days. Mean EE level during AVG sessions was 3.0 MET, corresponding to moderate physical activity. The Body Coordination score improved by 15% (p = 0.021) over the intervention period. In this group of childhood brain tumour survivors, home-based AVG, supported by a coach, was a feasible, enjoyable and moderately intense form of exercise that improved Body Coordination. Implications for Rehabilitation Childhood brain tumour survivors frequently have cognitive problems, inferior physical functioning and are less physically active compared to their healthy peers. Active video gaming (AVG), supported by Internet coaching, is a feasible home-based intervention in children treated for brain tumours, promoting enjoyable, regular physical exercise of moderate intensity. In this pilot study, AVG with Nintendo Wii improved Body Coordination.

  15. Super Normal Vector for Human Activity Recognition with Depth Cameras.

    Science.gov (United States)

    Yang, Xiaodong; Tian, YingLi

    2017-05-01

    The advent of cost-effectiveness and easy-operation depth cameras has facilitated a variety of visual recognition tasks including human activity recognition. This paper presents a novel framework for recognizing human activities from video sequences captured by depth cameras. We extend the surface normal to polynormal by assembling local neighboring hypersurface normals from a depth sequence to jointly characterize local motion and shape information. We then propose a general scheme of super normal vector (SNV) to aggregate the low-level polynormals into a discriminative representation, which can be viewed as a simplified version of the Fisher kernel representation. In order to globally capture the spatial layout and temporal order, an adaptive spatio-temporal pyramid is introduced to subdivide a depth video into a set of space-time cells. In the extensive experiments, the proposed approach achieves superior performance to the state-of-the-art methods on the four public benchmark datasets, i.e., MSRAction3D, MSRDailyActivity3D, MSRGesture3D, and MSRActionPairs3D.

  16. Optical trapping with Super-Gaussian beams

    CSIR Research Space (South Africa)

    McLaren, M

    2013-04-01

    Full Text Available We outline the possibility of optical trapping and tweezing with Super-Gaussian beam profiles. We show that the trapping strength can be tuned continuously by adjusting the order of a Super-Gaussian beam, approaching that of a perfect Gaussian...

  17. Tetrahedral Units: For Dodecahedral Super-Structures

    CERN Document Server

    Ortiz, Y; Liebman, J F

    2016-01-01

    Different novel organic-chemical possibilities for tetrahedral building units are considered, with attention to their utility in constructing different super-structures. As a representative construction we consider the use of sets of 20 such identical tetrahedral units to form a super-dodecahedron.

  18. Computationally efficient image restoration and super-resolution algorithns for real-time implementation

    Science.gov (United States)

    Sundareshan, Malur K.

    2002-07-01

    Computational complexity is a major impediment to the real- time implementation of image restoration and super- resolution algorithms. Although powerful restoration algorithms have been developed within the last few years utilizing sophisticated mathematical machinery (based on statistical optimization and convex set theory), these algorithms are typically iterative in nature and require enough number of iterations to be executed to achieve desired resolution gains in order to meaningfully perform detection and recognition tasks in practice. Additionally, recent technological breakthroughs have facilitated novel sensor designs (focal plane arrays, for instance) that make it possible to capture mega-pixel imagery data at video frame rates. A major challenge in the processing of these large format images is to complete the execution of the image processing steps within the frame capture times and to keep up with the output rate of the sensor so that all data captured by the sensor can be efficiently utilized. Consequently, development of novel methods that facilitate real-time implementation of image restoration and super- resolution algorithms is of significant practical interest and will be the primary focus of this paper. The key to designing computationally efficient processing schemes lies in strategically introducing appropriate pre-processing and post-processing steps together with the super-resolution iterations in order to tailor optimized overall processing sequences for imagery data of specific formats. Three distinct methods for tailoring a pre-processing filter and integrating it with the super-resolution processing steps will be outlined in this paper. These methods consist of a Region-of-Interest (ROI) extraction scheme, a background- detail separation procedure, and a scene-derived information extraction step for implementing a set-theoretic restoration of the image that is less demanding in computation compared to the super-resolution iterations. A

  19. dbSUPER: a database of super-enhancers in mouse and human genome.

    Science.gov (United States)

    Khan, Aziz; Zhang, Xuegong

    2016-01-04

    Super-enhancers are clusters of transcriptional enhancers that drive cell-type-specific gene expression and are crucial to cell identity. Many disease-associated sequence variations are enriched in super-enhancer regions of disease-relevant cell types. Thus, super-enhancers can be used as potential biomarkers for disease diagnosis and therapeutics. Current studies have identified super-enhancers in more than 100 cell types and demonstrated their functional importance. However, a centralized resource to integrate all these findings is not currently available. We developed dbSUPER (http://bioinfo.au.tsinghua.edu.cn/dbsuper/), the first integrated and interactive database of super-enhancers, with the primary goal of providing a resource for assistance in further studies related to transcriptional control of cell identity and disease. dbSUPER provides a responsive and user-friendly web interface to facilitate efficient and comprehensive search and browsing. The data can be easily sent to Galaxy instances, GREAT and Cistrome web-servers for downstream analysis, and can also be visualized in the UCSC genome browser where custom tracks can be added automatically. The data can be downloaded and exported in variety of formats. Furthermore, dbSUPER lists genes associated with super-enhancers and also links to external databases such as GeneCards, UniProt and Entrez. dbSUPER also provides an overlap analysis tool to annotate user-defined regions. We believe dbSUPER is a valuable resource for the biology and genetic research communities.

  20. Ending Aging in Super Glassy Polymer Membranes

    Energy Technology Data Exchange (ETDEWEB)

    Lau, CH; Nguyen, PT; Hill, MR; Thornton, AW; Konstas, K; Doherty, CM; Mulder, RJ; Bourgeois, L; Liu, ACY; Sprouster, DJ; Sullivan, JP; Bastow, TJ; Hill, AJ; Gin, DL; Noble, RD

    2014-04-16

    Aging in super glassy polymers such as poly(trimethylsilylpropyne) (PTMSP), poly(4-methyl-2-pentyne) (PMP), and polymers with intrinsic microporosity (PIM-1) reduces gas permeabilities and limits their application as gas-separation membranes. While super glassy polymers are initially very porous, and ultra-permeable, they quickly pack into a denser phase becoming less porous and permeable. This age-old problem has been solved by adding an ultraporous additive that maintains the low density, porous, initial stage of super glassy polymers through absorbing a portion of the polymer chains within its pores thereby holding the chains in their open position. This result is the first time that aging in super glassy polymers is inhibited whilst maintaining enhanced CO2 permeability for one year and improving CO2/N-2 selectivity. This approach could allow super glassy polymers to be revisited for commercial application in gas separations.

  1. 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.

  2. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

    communication as project oriented group work. We also welcome international students for this unique learning experience combining traditional intellectual virtues with experimental aesthetics and modern media. The paper will present the aims, methods and results of this teaching and discuss lines of future...... 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...... it seems vital that students, scholars and intellectuals begin to utilize the enormous potentials of communication and reflection inherent in the production of moving images and sound. At Roskilde University in Denmark we have a remarkable tradition of teaching documentary, video essays and video...

  3. low bit rate video coding low bit rate video coding

    African Journals Online (AJOL)

    eobe

    ariable length bit rate (VLBR) broadly encompasses video coding which broadly encompasses ... for motion estimation and compensation to reduce the prediction sation to reduce the ... a special interest among the video coding community ...

  4. CERN Video News

    CERN Multimedia

    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. 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

  7. Finding and Improving the Key-Frames of Long Video Sequences for Face Recognition

    DEFF Research Database (Denmark)

    Nasrollahi, Kamal; Moeslund, Thomas B.

    2010-01-01

    Face recognition systems are very sensitive to the quality and resolution of their input face images. This makes such systems unreliable when working with long surveillance video sequences without employing some selection and enhancement algorithms. On the other hand, processing all the frames...... of such video sequences by any enhancement or even face recognition algorithm is demanding. Thus, there is a need for a mechanism to summarize the input video sequence to a set of key-frames and then applying an enhancement algorithm to this subset. This paper presents a system doing exactly this. The system...... uses face quality assessment to select the key-frames and a hybrid super-resolution to enhance the face image quality. The suggested system that employs a linear associator face recognizer to evaluate the enhanced results has been tested on real surveillance video sequences and the experimental results...

  8. 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…

  9. A video annotation methodology for interactive video sequence generation

    NARCIS (Netherlands)

    Lindley, C.A.; Earnshaw, R.A.; Vince, J.A.

    2001-01-01

    The FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) has developed an experimental environment for dynamic virtual video sequence synthesis from databases of video data. A major issue for the development of dynamic interactive video applications of this type

  10. 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…

  11. Understanding Your Cancer Prognosis Video

    Science.gov (United States)

    Understanding Your Cancer Prognosis is the main video in the NCI Prognosis Video Series, which offers the perspectives of three cancer patients and their doctor, an oncologist who is also a national expert in doctor-patient communication.

  12. 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 ...

  13. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Grants and Funding Extramural Research Division of Extramural Science Programs Division of Extramural Activities Extramural Contacts NEI ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  14. Developing a Video Steganography Toolkit

    OpenAIRE

    Ridgway, James; Stannett, Mike

    2014-01-01

    Although techniques for separate image and audio steganography are widely known, relatively little has been described concerning the hiding of information within video streams ("video steganography"). In this paper we review the current state of the art in this field, and describe the key issues we have encountered in developing a practical video steganography system. A supporting video is also available online at http://www.youtube.com/watch?v=YhnlHmZolRM

  15. 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

  16. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    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 they ...

  17. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    as for TED Talks, podcasting and e-learning projects hosted by universities, museums and other institutions. These new audiovisual digital storytelling practices are considered “video” texts in this paper. The increasing adaptation of video for academic purposes reflects overarching changes in digital media...

  18. 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....

  19. 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...

  20. 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...

  1. 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 (EC

  2. Diverse Screenings: Multicultural Videos.

    Science.gov (United States)

    Mitchell-Powell, Brenda

    1994-01-01

    The videos in this selected, annotated bibliography combine educational and entertainment elements. All 35 are suitable for classroom, library, and family use, but those designed specifically for educational use are designated. Subjects include minority issues in the United States and abroad and race hatred. (SLD)

  3. 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…

  4. Online Library Videos

    Science.gov (United States)

    Power, June

    2010-01-01

    One of the challenges of access services is letting patrons know what one has to offer at his or her library, and then communicating how they may avail themselves of those services. Increasingly, libraries are doing this through more than the traditional handouts and newsletters, but also through blogs, Facebook pages, podcasts, and videos. This…

  5. Streaming-video produktion

    DEFF Research Database (Denmark)

    Grønkjær, Poul

    2004-01-01

     E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele produktionsf...... E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele...... produktionsforløbet: fra ide til færdigt produkt, forskellige typer af præsentationer, dramaturgiske overvejelser samt en konceptskitse. Streaming-video teknologien er nu så udviklet med et så tilfredsstillende audiovisuelt udtryk at vi kan begynde at fokusere på, hvilket indhold der er velegnet til at blive gjort...... tilgængeligt uafhængigt af tid og sted. Afslutningsvis er der en række kildehenvisninger, blandt andet en oversigt over de streaming-video produktioner, som denne artikel bygger på....

  6. Streaming-video produktion

    Directory of Open Access Journals (Sweden)

    Poul Grønkjær

    2004-05-01

    Full Text Available

    Første gang publiceret i UNEV nr. 3: Internet Video: Teknik og pædagogik mødes på nettet, april - juni 2004, red. Jens Dørup. ISSN 1603-5518.

    E-learning Lab på Aalborg Universitet har i forbindelse med forskningsprojektet Virtuelle Læringsformer og Læringsmiljøer foretaget en række praktiske eksperimenter med streaming-video produktioner. Hensigten med denne artikel er at formidle disse erfaringer. Artiklen beskriver hele produktionsforløbet: fra ide til færdigt produkt, forskellige typer af præsentationer, dramaturgiske overvejelser samt en konceptskitse. Streaming-video teknologien er nu så udviklet med et så tilfredsstillende audiovisuelt udtryk at vi kan begynde at fokusere på, hvilket indhold der er velegnet til at blive gjort tilgængeligt uafhængigt af tid og sted. Afslutningsvis er der en række kildehenvisninger, blandt andet en oversigt over de streaming-video produktioner, som denne artikel bygger på.

  7. Extracting Text from Video

    Directory of Open Access Journals (Sweden)

    Jayshree Ghorpade

    2011-09-01

    Full Text Available The text data present in images and video contain certain useful information for automatic annotation,indexing, and structuring of images. However variations of the text due to differences in text style, font, size, orientation, alignment as well as low image contrast and complex background make the problem of automatic text extraction extremely difficult and challenging job. A large number of techniques have been proposed to address this problem and the purpose of this paper is to design algorithms for each phase of extracting text from a video using java libraries and classes. Here first we frame the input video into stream of images using the Java Media Framework (JMF with the input being a real time or a video from the database. Then we apply pre processing algorithms to convert the image to gray scale and remove the disturbances like superimposed lines over the text, discontinuity removal, and dot removal.Then we continue with the algorithms for localization, segmentation and recognition for which we use the neural network pattern matching technique. The performance of our approach is demonstrated by presenting experimental results for a set of static images.

  8. EXTRACTING TEXT FROM VIDEO

    Directory of Open Access Journals (Sweden)

    Jayshree Ghorpade

    2011-06-01

    Full Text Available The text data present in images and video contain certain useful information for automatic annotation,indexing, and structuring of images. However variations of the text due to differences in text style, font, size, orientation, alignment as well as low image contrast and complex background make the problem of automatic text extraction extremely difficult and challenging job. A large number of techniques have been proposed to address this problem and the purpose of this paper is to design algorithms for each phase of extracting text from a video using java libraries and classes. Here first we frame the input video into stream of images using the Java Media Framework (JMF with the input being a real time or a video from the database. Then we apply pre processing algorithms to convert the image to gray scale and remove the disturbances like superimposed lines over the text, discontinuity removal, and dot removal.Then we continue with the algorithms for localization, segmentation and recognition for which we use the neural network pattern matching technique. The performance of our approach is demonstrated by presenting experimental results for a set of static images.

  9. Video: reprogramming cells.

    Science.gov (United States)

    2008-12-19

    This video introduction to Science's year-end special issue features Shinya Yamanaka of Kyoto University, George Daley of Harvard University, and Science's Gretchen Vogel reviewing some of the work that led studies in reprogramming cells to be tagged the top scientific story for 2008.

  10. 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.

  11. A Multi-Frame Post-Processing Approach to Improved Decoding of H.264/AVC Video

    DEFF Research Database (Denmark)

    Huang, Xin; Li, Huiying; Forchhammer, Søren

    2007-01-01

    Video compression techniques may yield visually annoying artifacts for limited bitrate coding. In order to improve video quality, a multi-frame based motion compensated filtering algorithm is reported based on combining multiple pictures to form a single super-resolution picture and decimation...... to the desired format. The algorithm is applied to H.264/AVC decoded sequences and the processing involves a quality estimation based on picture type and local quantization value. Compared with directly decoding, the peak signal to noise ratio (PSNR) of the sequence obtained by the proposed algorithm is improved...

  12. SPECIAL REPORT: Creating Conference Video

    Directory of Open Access Journals (Sweden)

    Noel F. Peden

    2008-12-01

    Full Text Available Capturing video at a conference is easy. Doing it so the product is useful is another matter. Many subtle problems come into play so that video and audio obtained can be used to create a final product. This article discusses what the author learned in the two years of shooting and editing video for Code4Lib conference.

  13. 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

  14. 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.

  15. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  16. We All Stream for Video

    Science.gov (United States)

    Technology & Learning, 2008

    2008-01-01

    More than ever, teachers are using digital video to enhance their lessons. In fact, the number of schools using video streaming increased from 30 percent to 45 percent between 2004 and 2006, according to Market Data Retrieval. Why the popularity? For starters, video-streaming products are easy to use. They allow teachers to punctuate lessons with…

  17. Video Games and Digital Literacies

    Science.gov (United States)

    Steinkuehler, Constance

    2010-01-01

    Today's youth are situated in a complex information ecology that includes video games and print texts. At the basic level, video game play itself is a form of digital literacy practice. If we widen our focus from the "individual player + technology" to the online communities that play them, we find that video games also lie at the nexus of a…

  18. Video Analytics for Indexing, Summarization and Searching of Video Archives

    Energy Technology Data Exchange (ETDEWEB)

    Trease, Harold E.; Trease, Lynn L.

    2009-08-01

    This paper will be submitted to the proceedings The Eleventh IASTED International Conference on. Signal and Image Processing. Given a video or video archive how does one effectively and quickly summarize, classify, and search the information contained within the data? This paper addresses these issues by describing a process for the automated generation of a table-of-contents and keyword, topic-based index tables that can be used to catalogue, summarize, and search large amounts of video data. Having the ability to index and search the information contained within the videos, beyond just metadata tags, provides a mechanism to extract and identify "useful" content from image and video data.

  19. A Brief Study of Video Encryption Algorithms

    Directory of Open Access Journals (Sweden)

    Pranali Pasalkar,

    2015-02-01

    Full Text Available Video is a set of images .Video encryption is encrypting those set of images .Thus video encryption is simply hiding your video from prying eyes .Video monitoring has always been in concerned .Multimedia security is very important for multimedia commerce on Internet such as video on demand and Real time video multicast. There are various video encryption algorithm. All have some kind of weakness .In this paper classification of various existing algorithm, its advantages and disadvantages is discussed.

  20. SuperB Progress Report for Physics

    Energy Technology Data Exchange (ETDEWEB)

    O' Leary, B.; /Aachen, Tech. Hochsch.; Matias, J.; Ramon, M.; /Barcelona, IFAE; Pous, E.; /Barcelona U.; De Fazio, F.; Palano, A.; /INFN, Bari; Eigen, G.; /Bergen U.; Asgeirsson, D.; /British Columbia U.; Cheng, C.H.; Chivukula, A.; Echenard, B.; Hitlin, D.G.; Porter, F.; Rakitin, A.; /Caltech; Heinemeyer, S.; /Cantabria Inst. of Phys.; McElrath, B.; /CERN; Andreassen, R.; Meadows, B.; Sokoloff, M.; /Cincinnati U.; Blanke, M.; /Cornell U., Phys. Dept.; Lesiak, T.; /Cracow, INP /DESY /Zurich, ETH /INFN, Ferrara /Frascati /INFN, Genoa /Glasgow U. /Indiana U. /Mainz U., Inst. Phys. /Karlsruhe, Inst. Technol. /KEK, Tsukuba /LBL, Berkeley /UC, Berkeley /Lisbon, IST /Ljubljana U. /Madrid, Autonoma U. /Maryland U. /MIT /INFN, Milan /McGill U. /Munich, Tech. U. /Notre Dame U. /PNL, Richland /INFN, Padua /Paris U., VI-VII /Orsay, LAL /Orsay, LPT /INFN, Pavia /INFN, Perugia /INFN, Pisa /Queen Mary, U. of London /Regensburg U. /Republica U., Montevideo /Frascati /INFN, Rome /INFN, Rome /INFN, Rome /Rutherford /Sassari U. /Siegen U. /SLAC /Southern Methodist U. /Tel Aviv U. /Tohoku U. /INFN, Turin /INFN, Trieste /Uppsala U. /Valencia U., IFIC /Victoria U. /Wayne State U. /Wisconsin U., Madison

    2012-02-14

    SuperB is a high luminosity e{sup +}e{sup -} collider that will be able to indirectly probe new physics at energy scales far beyond the reach of any man made accelerator planned or in existence. Just as detailed understanding of the Standard Model of particle physics was developed from stringent constraints imposed by flavour changing processes between quarks, the detailed structure of any new physics is severely constrained by flavour processes. In order to elucidate this structure it is necessary to perform a number of complementary studies of a set of golden channels. With these measurements in hand, the pattern of deviations from the Standard Model behavior can be used as a test of the structure of new physics. If new physics is found at the LHC, then the many golden measurements from SuperB will help decode the subtle nature of the new physics. However if no new particles are found at the LHC, SuperB will be able to search for new physics at energy scales up to 10-100 TeV. In either scenario, flavour physics measurements that can be made at SuperB play a pivotal role in understanding the nature of physics beyond the Standard Model. Examples for using the interplay between measurements to discriminate New Physics models are discussed in this document. SuperB is a Super Flavour Factory, in addition to studying large samples of B{sub u,d,s}, D and {tau} decays, SuperB has a broad physics programme that includes spectroscopy both in terms of the Standard Model and exotica, and precision measurements of sin{sup 2} {theta}{sub W}. In addition to performing CP violation measurements at the {Upsilon}(4S) and {phi}(3770), SuperB will test CPT in these systems, and lepton universality in a number of different processes. The multitude of rare decay measurements possible at SuperB can be used to constrain scenarios of physics beyond the Standard Model. In terms of other precision tests of the Standard Model, this experiment will be able to perform precision over

  1. The superB silicon vertex tracker

    Energy Technology Data Exchange (ETDEWEB)

    Rizzo, G., E-mail: giuliana.rizzo@pi.infn.i [INFN-Pisa and Universita di Pisa (Italy); Avanzini, C.; Batignani, G.; Bettarini, S.; Bosi, F.; Calderini, G.; Ceccanti, M.; Cenci, R.; Cervelli, A.; Crescioli, F.; Dell' Orso, M.; Forti, F.; Giannetti, P.; Giorgi, M.A. [INFN-Pisa and Universita di Pisa (Italy); Lusiani, A. [Scuola Normale Superiore and INFN-Pisa (Italy); Gregucci, S.; Mammini, P.; Marchiori, G.; Massa, M.; Morsani, F. [INFN-Pisa and Universita di Pisa (Italy)

    2010-05-21

    The SuperB asymmetric e{sup +}-e{sup -} collider has been designed to deliver a luminosity greater than 10{sup 36}cm{sup -2}s{sup -1} with moderate beam currents. Comparing to current B-Factories, the reduced center of mass boost of the SuperB machine requires improved vertex resolution to allow precision measurements sensitive to New Physics. We present the conceptual design of the silicon vertex tracker (SVT) for the SuperB detector with the present status of the R and D on the different options under study for its innermost Layer0.

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

    Science.gov (United States)

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

    2015-01-01

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

  3. Functional near-infrared spectroscopy (fNIRS) of brain function during active balancing using a video game system.

    Science.gov (United States)

    Karim, Helmet; Schmidt, Benjamin; Dart, Dwight; Beluk, Nancy; Huppert, Theodore

    2012-03-01

    Functional near-infrared spectroscopy (fNIRS) is a portable, non-invasive, brain imaging technology that uses low levels of non-ionizing light to record changes in cerebral blood flow in the brain through optical sensors placed on the surface of the scalp. These signals are recorded via flexible fiber optic cables, which allow neuroimaging experiments to be conducted on participants while performing tasks such as standing or walking. FNIRS has the potential to provide new insights into the evolution of brain activation during ambulatory motor learning tasks and standing tasks to probe balance and vestibular function. In this study, a 32 channel fNIRS system was used to record blood flow changes in the frontal, motor, sensory, and temporal cortices during active balancing associated with playing a video game simulating downhill skiing (Nintendo Wii™; Wii-fit™). Using fNIRS, we found activation of superior temporal gyrus, which was modulated by the difficulty of the balance task. This region had been previously implicated in vestibular function from other animal and human studies. Copyright © 2011 Elsevier B.V. All rights reserved.

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

    Science.gov (United States)

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

    2015-07-01

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

  5. N=2 Super - $W_{3}$ Algebra and N=2 Super Boussinesq Equations

    CERN Document Server

    Ivanov, E; Malik, R P

    1995-01-01

    We study classical $N=2$ super-$W_3$ algebra and its interplay with $N=2$ supersymmetric extensions of the Boussinesq equation in the framework of the nonlinear realization method and the inverse Higgs - covariant reduction approach. These techniques have been previously applied by us in the bosonic $W_3$ case to give a new geometric interpretation of the Boussinesq hierarchy. Here we deduce the most general $N=2$ super Boussinesq equation and two kinds of the modified $N=2$ super Boussinesq equations, as well as the super Miura maps relating these systems to each other, by applying the covariant reduction to certain coset manifolds of linear $N=2$ super-$W_3^{\\infty}$ symmetry associated with $N=2$ super-$W_3$. We discuss the integrability properties of the equations obtained and their correspondence with the formulation based on the notion of the second hamiltonian structure.

  6. SuperVision : controler spatialement les objets connectés dans une maison intelligente

    OpenAIRE

    Sarthak, Gosh; Gilles, Bailly; Robin, Despouys; Eric, Lecolinet; Rémi, Sharrock

    2014-01-01

    National audience; In this paper, we propose SuperVision, a novel interaction technique for controlling distant connect objects in smart-home. Users point an object with their remote control to visualize its state, and select its functionalities. To achieve this goal, 1) we present a novel remote control augmented with a video-projector and a slider; 2) we introduce a visualization allowing users to see through the walls in order to control objects in the line of sight as well as objects in a...

  7. Principles of Video Segmentation Scenarios

    Directory of Open Access Journals (Sweden)

    M. R. KHAMMAR

    2013-05-01

    Full Text Available Video segmentation is the first step toward automatic video processing such as browsing, retrieval, and indexing. Many algorithms and techniques have been proposed a few years ago. They can cover the topic of video segmentation from different angles and it is beneficial to review the most important properties of them in brief in order to clarify the subject and find out the latest challenges and drawbacks. In this paper, the important parameters which are involved in video segmentation are discussed and video shot detection systems are compared together.

  8. Digital Video Teach Yourself VISUALLY

    CERN Document Server

    Watson, Lonzell

    2010-01-01

    Tips and techniques for shooting and sharing superb digital videos. Never before has video been more popular-or more accessible to the home photographer. Now you can create YouTube-worthy, professional-looking video, with the help of this richly illustrated guide. In a straightforward, simple, highly visual format, Teach Yourself VISUALLY Digital Video demystifies the secrets of great video. With colorful screenshots and illustrations plus step-by-step instructions, the book explains the features of your camera and their capabilities, and shows you how to go beyond "auto" to manually

  9. Repeat-PPM Super-Symbol Synchronization

    Science.gov (United States)

    Connelly, J.

    2016-11-01

    To attain a wider range of data rates in pulse position modulation (PPM) schemes with constrained pulse durations, the sender can repeat a PPM symbol multiple times, forming a super-symbol. In addition to the slot and symbol synchronization typically required for PPM, the receiver must also properly align the noisy super-symbols. We present a low-complexity approximation of the maximum-likelihood method for performing super-symbol synchronization without use of synchronization sequences. We provide simulation results demonstrating performance advantage when PPM symbols are spread by a pseudo-noise sequence, as opposed to simply repeating. Additionally, the results suggest that this super-symbol synchronization technique requires signal levels below those required for reliable communication. This validates that the PPM spreading approach proposed to CCSDS can work properly as part of the overall scheme.

  10. Axial Super-resolution Evanescent Wave Tomography

    CERN Document Server

    Pendharker, Sarang; Newman, Ward; Ogg, Stephen; Nazemifard, Neda; Jacob, Zubin

    2016-01-01

    Optical tomographic reconstruction of a 3D nanoscale specimen is hindered by the axial diffraction limit, which is 2-3 times worse than the focal plane resolution. We propose and experimentally demonstrate an axial super-resolution evanescent wave tomography (AxSET) method that enables the use of regular evanescent wave microscopes like Total Internal Reflection Fluorescence Microscope (TIRF) beyond surface imaging, and achieve tomographic reconstruction with axial super-resolution. Our proposed method based on Fourier reconstruction achieves axial super-resolution by extracting information from multiple sets of three-dimensional fluorescence images when the sample is illuminated by an evanescent wave. We propose a procedure to extract super-resolution features from the incremental penetration of an evanescent wave and support our theory by 1D (along the optical axis) and 3D simulations. We validate our claims by experimentally demonstrating tomographic reconstruction of microtubules in HeLa cells with an axi...

  11. Mirror-enhanced super-resolution microscopy

    OpenAIRE

    2016-01-01

    Axial excitation confinement beyond the diffraction limit is crucial to the development of next-generation, super-resolution microscopy. STimulated Emission Depletion (STED) nanoscopy offers lateral super-resolution using a donut-beam depletion, but its axial resolution is still over 500 nm. Total internal reflection fluorescence microscopy is widely used for single-molecule localization, but its ability to detect molecules is limited to within the evanescent field of ~ 100 nm from the cell a...

  12. Correction of spatially varying image and video motion blur using a hybrid camera.

    Science.gov (United States)

    Tai, Yu-Wing; Du, Hao; Brown, Michael S; Lin, Stephen

    2010-06-01

    We describe a novel approach to reduce spatially varying motion blur in video and images using a hybrid camera system. A hybrid camera is a standard video camera that is coupled with an auxiliary low-resolution camera sharing the same optical path but capturing at a significantly higher frame rate. The auxiliary video is temporally sharper but at a lower resolution, while the lower frame-rate video has higher spatial resolution but is susceptible to motion blur. Our deblurring approach uses the data from these two video streams to reduce spatially varying motion blur in the high-resolution camera with a technique that combines both deconvolution and super-resolution. Our algorithm also incorporates a refinement of the spatially varying blur kernels to further improve results. Our approach can reduce motion blur from the high-resolution video as well as estimate new high-resolution frames at a higher frame rate. Experimental results on a variety of inputs demonstrate notable improvement over current state-of-the-art methods in image/video deblurring.

  13. Threshold value for acceptable video quality using signal-to-noise ratio

    Science.gov (United States)

    Vaahteranoksa, Mikko; Vuori, Tero

    2007-01-01

    Noise decreases video quality considerably, particularly in dark environments. In a video clip, noise can be seen as an unwanted spatial or temporal variation in pixel values. The object of the study was to find a threshold value for signal-to-noise ratio (SNR) in which the video quality is perceived to be good enough. Different illumination levels for video shooting were studied using both subjective and objective (SNR measurements) methodologies. Five camcorders were selected to cover different sensor technologies, recording formats and price categories. The test material for the subjective test was recorded in an environment simulator, where it was possible to adjust lighting levels. Double staircase test was used as the subjective test method. The test videos for objective measurements were recorded using an ISO 15739 based environment. There was a correlation found between objective and subjective measurements, between measured SNR and perceived quality. Good enough video quality was reached between SNR values of 15.3 dB and 17.2 dB. With 3CCD and super HAD-CCD technologies, video quality was brighter, less noisy, and the SNR was better in low light conditions compared to the quality with conventional CCDs.

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

    Directory of Open Access Journals (Sweden)

    Markos Avlonitis

    2014-01-01

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

  15. CARACTERIZACION VOZ Y VIDEO

    Directory of Open Access Journals (Sweden)

    Octavio José Salcedo Parra

    2011-11-01

    Full Text Available La motivación para caracterizar el tráfico de voz y video está en la necesidad de las empresas proveedoras de servicio en mantener redes de transporte de información con capacidades acordes a los requerimientos de los usuarios.  Poder determinar en forma oportuna como los elementos técnicos que hacen parte de las redes afectan su desempeño, teniendo en cuenta que cada tipo de servicio es afectado en mayor o menor medida por dichos elementos dentro de los que tenemos el jitter, las demoras y las pérdidas de paquetes entre otros. El presente trabajo muestra varios casos de caracterización de tráfico tanto de voz como de video en las que se utilizan una diversidad de técnicas para diferentes tipos de servicio.

  16. High Speed Video Insertion

    Science.gov (United States)

    Janess, Don C.

    1984-11-01

    This paper describes a means of inserting alphanumeric characters and graphics into a high speed video signal and locking that signal to an IRIG B time code. A model V-91 IRIG processor, developed by Instrumentation Technology Systems under contract to Instrumentation Marketing Corporation has been designed to operate in conjunction with the NAC model FHS-200 High Speed Video Camera which operates at 200 fields per second. The system provides for synchronizing the vertical and horizontal drive signals such that the vertical sync precisely coincides with five millisecond transitions in the IRIG time code. Additionally, the unit allows for the insertion of an IRIG time message as well as other data and symbols.

  17. Video animation system

    Energy Technology Data Exchange (ETDEWEB)

    Mareda, J.

    1985-01-01

    A video animation system is being used at Sandia Laboratories in Albuquerque to record computer generated images directly onto 3/4'' videocassettes. The system serves as a quick turn around process for previewing sequences prior to sending them to a Dicomed film recorder. It is also used when videocassette is appropriate for final output. The video animation system in place at Sandia is described. The system consists of a medium resolution graphics display system, a 3/4'' professional quality videocassette recorder, and a controller that allows single frame recording of computer generated images to be performed under program control. Examples of output produced using this system are presented which will include animated sequences of scientific data produced by DISSPLA programs.

  18. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

    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...... it seems vital that students, scholars and intellectuals begin to utilize the enormous potentials of communication and reflection inherent in the production of moving images and sound. At Roskilde University in Denmark we have a remarkable tradition of teaching documentary, video essays and video...... communication as project oriented group work. We also welcome international students for this unique learning experience combining traditional intellectual virtues with experimental aesthetics and modern media. The paper will present the aims, methods and results of this teaching and discuss lines of future...

  19. EXercising with

    omputers in
      L
    ater
      L
    ife (EXCELL) - pilot and feasibility study of the acceptability of the Nintendo® WiiFit in community-dwelling fallers

    OpenAIRE

    Williams Marie A; Soiza Roy L; Jenkinson Alison; Stewart Alison

    2010-01-01

    Abstract Background Falls management programmes have been instituted to attempt to reduce falls. This pilot study was undertaken to determine whether the Nintendo® WiiFit was a feasible and acceptable intervention in community-dwelling older fallers. Findings Community-dwelling fallers over 70 years were recruited and attended for computer-based exercises (n = 15) or standard care (n = 6). Balance and fear of falling were assessed at weeks 0, 4 and 12. Participants were interviewed on complet...

  20. 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.

  1. Modeling Digital Video Database

    Institute of Scientific and Technical Information of China (English)

    2001-01-01

    The main purpose of the model is to present how the UnifiedModeling L anguage (UML) can be used for modeling digital video database system (VDBS). It demonstrates the modeling process that can be followed during the analysis phase of complex applications. In order to guarantee the continuity mapping of the mo dels, the authors propose some suggestions to transform the use case diagrams in to an object diagram, which is one of the main diagrams for the next development phases.

  2. 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...

  3. 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...

  4. SuperHILAC Upgrade Project

    Energy Technology Data Exchange (ETDEWEB)

    Feinberg, B.; Brown, I.G.

    1986-06-01

    A high current MEtal Vapor Vacuum Arc (MEVVA) ion source is to be installed in the third injector (Abel) at the SuperHILAC, representing the first accelerator use of this novel ion source. The MEVVA source has produced over 1 A of uranium in all charge states, with typically more than 100 electrical mA (emA) of U/sup 5 +/. A substantial fraction of this high current, heavy ion beam must be successfully transported to the entrance of the Wideroe linac to approach the 10 emA space-charge output limit of the Wideroe. Calculations show that up to 50 emA of U/sup 5 +/ can be transported through the present high voltage column. A bouncer will be added to the Cockcroft-Walton supply to handle the increased beam current. The Low Energy Beam Transport line vacuum will be improved to reduce charge exchange, and the phase matching between the 23 MHz Wideroe and the 70 MHz Alvarez linacs will be improved by the addition of two 70 HMz bunchers. The installation of the MEVVA source along with the modifications described above are expected to result in a five-fold increase in beam delivered to Bevatron experiments, increasing the extracted uranium beam to 5 x 10/sup 7/ ions/pulse.

  5. Super-B Project Overview

    Energy Technology Data Exchange (ETDEWEB)

    Biagini, M.E.; Boni, R.; Boscolo, M.; Demma, T.; Drago, A.; Guiducci, S.; Raimondi, P.; Tomassini, S.; Zobov, M.; /Frascati; Bertsche, K.; Donald, M.; Nosochkov, Y.; Novokhatski, A.; Seeman, J.; Sullivan, M.; Yocky, G.; Wienands, U.; Wittmer, W.; /SLAC; Koop, I.; Levichev, E.; Nikitin, S.; /Novosibirsk, IYF /KEK, Tsukuba /Pisa U. /CERN

    2010-08-26

    The SuperB project aims at the construction of an asymmetric very high luminosity B-Factory on the Frascati/Tor Vergata (Italy) area, providing a uniquely sensitive probe of New Physics in the flavour sector of the Standard Model. The luminosity goal of 10{sup 36} cm{sup -2} s{sup -1} can be reached with a new collision scheme with 'large Piwinski angle' (LPA) and the use of 'crab waist sextupoles' (CW). A LPA&CW Interaction Region (IR) has been successfully tested at the DA{Phi}NE {Phi}-Factory at LNF-Frascati in 2008. The LPA&CW scheme, together with very low {beta}*, will allow for operation with relatively low beam currents and reasonable bunch length, comparable to those of PEP-II and KEKB. In the High Energy Ring (HER), two spin rotators will bring longitudinally polarized beams into collision at the IP. The lattice has been designed with a very low intrinsic emittance and is quite compact, less than 2 km long. The tight focusing requires the final doublet quadrupoles to be very close to the IP and very compact. A Conceptual Design Report was published in March 2007, and beam dynamics and collective effects R&D studies are in progress in order to publish a Technical Design Report by the end of 2010.

  6. SUPER-B LATTICE STUDIES

    Energy Technology Data Exchange (ETDEWEB)

    Biagini, M.E.; Raimondi, P.; /Frascati; Piminov, P.; Sinyatkin, S.; /Novosibirsk, IYF; Nosochkov, Y.; Wittmer, W.; /SLAC

    2010-08-25

    The SuperB asymmetric e{sup +}e{sup -} collider is designed for 10{sup 36} cm{sup -2} s{sup -1} luminosity and beam energies of 6.7 and 4.18 GeV for e{sup +} and e{sup -} respectively. The High and Low Energy Rings (HER and LER) have one Interaction Point (IP) with 66 mrad crossing angle. The 1258 m rings fit to the INFN-LNF site at Frascati. The ring emittance is minimized for the high luminosity. The Final Focus (FF) chromaticity correction is optimized for maximum transverse acceptance and energy bandwidth. Included Crab Waist sextupoles suppress betatron resonances induced in the collisions with a large Piwinski angle. The LER Spin Rotator sections provide longitudinally polarized electron beam at the IP. The lattice is flexible for tuning the machine parameters and compatible with reusing the PEP-II magnets, RF cavities and other components. Details of the lattice design are presented.

  7. Studies of the Super VELO

    CERN Document Server

    AUTHOR|(CDS)2156302

    2016-01-01

    The Super VELO is the Run 5 upgrade of the VeloPix detector of the LHCb experiment. Its most challenging task is to cope with a luminosity increase of the factor 10. This study examines the potential physics performance of a detector based on the VeloPix design at high luminosity conditions. It is found that an unmodified VeloPix detector shows poor performance when exposed to 10x design luminosity, most gravely high ghost rates of 40 %. When applying basic assumptions about material changes such as cutting the silicon thickness by half and removing the RF foil, the ghost rate drops by 20 %. When using thin silicon and re-optimizing the tracking algorithm, the ghost rate can even be reduced by 60 %. Applying the additional modification of a pixel area size four times smaller, the ghost rate drops by 88 % and the IP resolution improves. Finally, in a dream scenario with thin silicon, smaller pixels and no RF foil, big gains in resolution and a ghost rate of less than 4 % can be achieved.

  8. 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.

  9. Launch Support Video Site

    Science.gov (United States)

    OFarrell, Zachary L.

    2013-01-01

    The goal of this project is to create a website that displays video, countdown clock, and event times to customers during launches, without needing to be connected to the internal operations network. The requirements of this project are to also minimize the delay in the clock and events to be less than two seconds. The two parts of this are the webpage, which will display the data and videos to the user, and a server to send clock and event data to the webpage. The webpage is written in HTML with CSS and JavaScript. The JavaScript is responsible for connecting to the server, receiving new clock data, and updating the webpage. JavaScript is used for this because it can send custom HTTP requests from the webpage, and provides the ability to update parts of the webpage without having to refresh the entire page. The server application will act as a relay between the operations network, and the open internet. On the operations network side, the application receives multicast packets that contain countdown clock and events data. It will then parse the data into current countdown times and events, and create a packet with that information that can be sent to webpages. The other part will accept HTTP requests from the webpage, and respond to them with current data. The server is written in C# with some C++ files used to define the structure of data packets. The videos for the webpage will be shown in an embedded player from UStream.

  10. Video Analysis: Lessons from Professional Video Editing Practice

    Directory of Open Access Journals (Sweden)

    Eric Laurier

    2008-09-01

    Full Text Available In this paper we join a growing body of studies that learn from vernacular video analysts quite what video analysis as an intelligible course of action might be. Rather than pursuing epistemic questions regarding video as a number of other studies of video analysis have done, our concern here is with the crafts of producing the filmic. As such we examine how audio and video clips are indexed and brought to hand during the logging process, how a first assembly of the film is built at the editing bench and how logics of shot sequencing relate to wider concerns of plotting, genre and so on. In its conclusion we make a number of suggestions about the future directions of studying video and film editors at work. URN: urn:nbn:de:0114-fqs0803378

  11. Method for endobronchial video parsing

    Science.gov (United States)

    Byrnes, Patrick D.; Higgins, William E.

    2016-03-01

    Endoscopic examination of the lungs during bronchoscopy produces a considerable amount of endobronchial video. A physician uses the video stream as a guide to navigate the airway tree for various purposes such as general airway examinations, collecting tissue samples, or administering disease treatment. Aside from its intraoperative utility, the recorded video provides high-resolution detail of the airway mucosal surfaces and a record of the endoscopic procedure. Unfortunately, due to a lack of robust automatic video-analysis methods to summarize this immense data source, it is essentially discarded after the procedure. To address this problem, we present a fully-automatic method for parsing endobronchial video for the purpose of summarization. Endoscopic- shot segmentation is first performed to parse the video sequence into structurally similar groups according to a geometric model. Bronchoscope-motion analysis then identifies motion sequences performed during bronchoscopy and extracts relevant information. Finally, representative key frames are selected based on the derived motion information to present a drastically reduced summary of the processed video. The potential of our method is demonstrated on four endobronchial video sequences from both phantom and human data. Preliminary tests show that, on average, our method reduces the number of frames required to represent an input video sequence by approximately 96% and consistently selects salient key frames appropriately distributed throughout the video sequence, enabling quick and accurate post-operative review of the endoscopic examination.

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

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

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

  13. 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.

  14. Video Tracking dalam Digital Compositing untuk Paska Produksi Video

    Directory of Open Access Journals (Sweden)

    Ardiyan Ardiyan

    2012-04-01

    Full Text Available Video Tracking is one of the processes in video postproduction and motion picture digitally. The ability of video tracking method in the production is helpful to realize the concept of the visual. It is considered in the process of visual effects making. This paper presents how the tracking process and its benefits in visual needs, especially for video and motion picture production. Some of the things involved in the process of tracking such as failure to do so are made clear in this discussion. 

  15. Video Tracking dalam Digital Compositing untuk Paska Produksi Video

    OpenAIRE

    Ardiyan

    2012-01-01

    Video Tracking is one of the processes in video postproduction and motion picture digitally. The ability of video tracking method in the production is helpful to realize the concept of the visual. It is considered in the process of visual effects making. This paper presents how the tracking process and its benefits in visual needs, especially for video and motion picture production. Some of the things involved in the process of tracking such as failure to do so are made clear in this discussi...

  16. Super-multiplex vibrational imaging

    Science.gov (United States)

    Wei, Lu; Chen, Zhixing; Shi, Lixue; Long, Rong; Anzalone, Andrew V.; Zhang, Luyuan; Hu, Fanghao; Yuste, Rafael; Cornish, Virginia W.; Min, Wei

    2017-04-01

    potential of this 24-colour (super-multiplex) optical imaging approach for elucidating intricate interactions in complex biological systems.

  17. Video – ned med overliggeren

    DEFF Research Database (Denmark)

    Langebæk, Rikke

    2010-01-01

    Århus – nov 2010 ’Podcast og Video i Undervisningen’ Video – helt ned på jorden Rikke Langebæk, DVM, Phd-studerende, Seniordyrlæge, Institut for Mindre Husdyrs Sygdomme, LIFE, KU Anvendelsen af video i undervisningen har mange iøjnefaldende fordele, og der er nok mange, der drømmer om at implemen......Århus – nov 2010 ’Podcast og Video i Undervisningen’ Video – helt ned på jorden Rikke Langebæk, DVM, Phd-studerende, Seniordyrlæge, Institut for Mindre Husdyrs Sygdomme, LIFE, KU Anvendelsen af video i undervisningen har mange iøjnefaldende fordele, og der er nok mange, der drømmer om...

  18. Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review.

    Science.gov (United States)

    Page, Zoey E; Barrington, Stephanie; Edwards, Jacqueline; Barnett, Lisa M

    2017-05-18

    The use of interactive video gaming, known as 'exergames' or 'active video games (AVG)' may provide an opportunity for motor skill development. Youth with non-typical patterns of development may have deficits in gross motor skill capacities and are therefore an intervention target. The aim was to determine the effectiveness of AVG use on motor skill development in non-typically developing children and adolescents. Review article. The PRISMA protocol was used to conduct a systematic review of EBSCOhost, Embase, Gale Cengage, Informit, Ovid, ProQuest, PubMed, Scopus and Web of Science databases. A total of 19 articles met inclusion criteria (non-typically developing participants such as those with a learning or developmental delay aged 3-18, use of an AVG console, assessed one or more gross motor skills). Studies were excluded if gross motor skill outcomes encompassed fine motor skills or reflected mobility related to daily living. Interventions included children and adolescents with eight different conditions. The Nintendo Wii was the most utilised gaming platform (14/19 studies). Studies examined a combination of skills, with most examining balance (15/19), five studies examining ball skills, and other gross motor skills such as coordination (3 studies), running (3 studies) and jumping (3 studies). There was strong evidence that AVG's improved balance. AVG's also appeared to benefit participants with Cerebral Palsy. AVG's could be a valuable tool to improve gross motor skills of non-typically developing children. There is scope for further exploration, particularly of ball, coordination and locomotor skills and varying platforms to draw more conclusive evaluations. Copyright © 2017 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  19. Video Games and Adolescent Fighting

    OpenAIRE

    Ward, Michael R

    2010-01-01

    Psychologists have found positive correlations between playing violent video games and violent and antisocial attitudes. However, these studies typically do not control for other covariates, particularly sex, that are known to be associated with both video game play and aggression. This study exploits the Youth Risk Behavior Survey, which includes questions on video game play and fighting as well as basic demographic information. With both parametric and nonparametric estimators, as there is ...

  20. Canadian Content in Video Games

    OpenAIRE

    Paul, Leonard

    2005-01-01

    THEME: Internationalism: Worlds at Play Topics: Internationalism, Identity in Gaming and Learning to Play Abstract: How does Canada fit into the global cultural context of video games? This paper investigates the culture being reflected in video games being produced in Canada as Canada is one of the world's leading producers of video games. It examines the how Canadian culture is represented in current new media artistic output against the culture, or lack of culture, being represented in vid...

  1. Video-analisi e videografia

    OpenAIRE

    Hubert Knoblauch; René Tuma; Bernt Schnettler

    2016-01-01

    In this article, we discuss the use of video data for qualitative social research and its particular practicality for studying face-to-face interaction. The special focus is on naturally occurring data and its analysis. Whereas ‘video analysis’ refers to the process of analysing audio-visual data, videography means the encompassing process of collection video data in the field, its interpretation and its analysis.

  2. 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.

  3. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Spondylitis News Osteoarthritis News Gout News Osteoporosis News Lupus News Fibromyalgia News Patient Corner Arthritis Drug Information Sheets Managing Your Arthritis Educational Videos for Patients ...

  4. CHARACTER RECOGNITION OF VIDEO SUBTITLES\\

    Directory of Open Access Journals (Sweden)

    Satish S Hiremath

    2016-11-01

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

  5. Video games and violence

    OpenAIRE

    Moebus José Retondar; Elisabeth Rose Assumpção Harris

    2013-01-01

    http://dx.doi.org/10.5007/2175-8042.2013v25n40p183O objetivo do estudo é refletir sobre a possível relação entre jogos eletrônicos e violência à luz da resignificação das aulas de Educação Física Escolar, considerando novas subjetividades formadas pela realidade virtual. The aim is to reflect on the appropriation of video games and violence. Also, think ofthe physical education classes, considering the universe of virtual reality.

  6. Axial super-resolution evanescent wave tomography.

    Science.gov (United States)

    Pendharker, Sarang; Shende, Swapnali; Newman, Ward; Ogg, Stephen; Nazemifard, Neda; Jacob, Zubin

    2016-12-01

    Optical tomographic reconstruction of a three-dimensional (3D) nanoscale specimen is hindered by the axial diffraction limit, which is 2-3 times worse than the focal plane resolution. We propose and experimentally demonstrate an axial super-resolution evanescent wave tomography method that enables the use of regular evanescent wave microscopes like the total internal reflection fluorescence microscope beyond surface imaging and achieve a tomographic reconstruction with axial super-resolution. Our proposed method based on Fourier reconstruction achieves axial super-resolution by extracting information from multiple sets of 3D fluorescence images when the sample is illuminated by an evanescent wave. We propose a procedure to extract super-resolution features from the incremental penetration of an evanescent wave and support our theory by one-dimensional (along the optical axis) and 3D simulations. We validate our claims by experimentally demonstrating tomographic reconstruction of microtubules in HeLa cells with an axial resolution of ∼130  nm. Our method does not require any additional optical components or sample preparation. The proposed method can be combined with focal plane super-resolution techniques like stochastic optical reconstruction microscopy and can also be adapted for THz and microwave near-field tomography.

  7. Axial super-resolution evanescent wave tomography

    Science.gov (United States)

    Pendharker, Sarang; Shende, Swapnali; Newman, Ward; Ogg, Stephen; Nazemifard, Neda; Jacob, Zubin

    2016-12-01

    Optical tomographic reconstruction of a 3D nanoscale specimen is hindered by the axial diffraction limit, which is 2-3 times worse than the focal plane resolution. We propose and experimentally demonstrate an axial super-resolution evanescent wave tomography (AxSET) method that enables the use of regular evanescent wave microscopes like Total Internal Reflection Fluorescence Microscope (TIRF) beyond surface imaging, and achieve tomographic reconstruction with axial super-resolution. Our proposed method based on Fourier reconstruction achieves axial super-resolution by extracting information from multiple sets of three-dimensional fluorescence images when the sample is illuminated by an evanescent wave. We propose a procedure to extract super-resolution features from the incremental penetration of an evanescent wave and support our theory by 1D (along the optical axis) and 3D simulations. We validate our claims by experimentally demonstrating tomographic reconstruction of microtubules in HeLa cells with an axial resolution of $\\sim$130 nm. Our method does not require any additional optical components or sample preparation. The proposed method can be combined with focal plane super-resolution techniques like STORM and can also be adapted for THz and microwave near-field tomography.

  8. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

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

  9. Unattended video surveillance systems for international safeguards

    Energy Technology Data Exchange (ETDEWEB)

    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.

  10. Perancangan dan Pengembangan Permainan “Super Sigi” Menggunakan Stencyl Sebagai Media Pengenalan Menyikat Gigi

    Directory of Open Access Journals (Sweden)

    Yusnia Alfi Syahrin

    2015-01-01

    Full Text Available To maintain and preserve healthy teeth is very important to prevent damage inflicted due to ignore. The introduction for maintaining and preserving the healthy teeth since early seems necessary because the damage of teeth which allowed too long would be bad for children later. The introduction about healthy teeth care for children also can use the role of technology nowadays like multimedia. Based on those things, there is an idea to design and build a game application for helping that issue. Through this “Super Sigi” game, hopefully become an instrumentality of a healthy teeth care introduction especially of brushing the teeth for children. The “Super Sigi” game is made from Stencyl. Stencyl is a toolkit for creating 2D video games that will run on many different mobile and desktop devices. This game developed by the method of Multimedia Development Life Cycle (MDLC that consists of concept, design, collecting material, assembly, and distribution. The result of this research is a “Super Sigi” game application that can be a utility for children containing an introduction about how to care the teeth. Based on the black-box testing, the whole function of the menu that is in the game has successfully and run according to each function.

  11. Towards the Use of Super-Resolution in Biomedical Systems-on-Chip

    Directory of Open Access Journals (Sweden)

    Gustavo M. Callico

    2013-08-01

    Full Text Available Super-resolution is a smart process capable of generating images with a higher resolution than the resolution of the sensor used to acquire the images. Due to this reason, it has acquired a significant relevance within the medical community during the last years, especially for those specialties closely related with the medical imaging field. However, the super-resolution algorithms used in this field are normally extremely complex and thus, they tend to be slow and difficult to be implemented in hardware. This paper proposes a new super-resolution algorithm for video sequences that, while maintaining excellent levels in the objective and subjective visual quality of the processed images, presents a reduced computational cost due to its non-iterative nature and the use of fast motion estimation techniques. Additionally, the algorithm has been successfully implemented in a low-cost hardware platform, which guarantees the viability of the proposed solution for real-time biomedical systems-on-chip.

  12. Preferred Length of Video Segments in Interactive Video Programs.

    Science.gov (United States)

    Verhagen, P. W.

    This study investigated questions related to the length of video segments in interactive video programs: (1) the preferred segment length if learners decide how much information they want presented before stopping to answer question; (2) the relationship between segment length and direct recall of factual information when segment length is…

  13. Motivating Calculus-Based Kinematics Instruction with Super Mario Bros

    Science.gov (United States)

    Nordine, Jeffrey C.

    2011-09-01

    High-quality physics instruction is contextualized, motivates students to learn, and represents the discipline as a way of investigating the world rather than as a collection of facts and equations. Inquiry-oriented pedagogy, such as problem-based instruction, holds great promise for both teaching physics content and representing the process of doing real science.2 A challenge for physics teachers is to find instructional contexts that are meaningful, accessible, and motivating for students. Today's students are spending a growing fraction of their lives interacting with virtual environments, and these environments—physically realistic or not—can provide valuable contexts for physics explorations3-5 and lead to thoughtful discussions about decisions that programmers make when designing virtual environments. In this article, I describe a problem-based approach to calculus-based kinematics instruction that contextualizes students' learning within the Super Mario Bros. video game—a game that is more than 20 years old, but still remarkably popular with today's high school and college students.

  14. Simulated activity but real trauma: a systematic review on Nintendo Wii injuries based on a case report of an acute anterior cruciate ligament rupture.

    Science.gov (United States)

    Müller, Sebastian A; Vavken, Patrick; Pagenstert, Geert

    2015-03-01

    Video gaming injuries are classically regarded as eccentric accidents and novelty diagnoses. A case of an anterior cruciate ligament (ACL) tear sustained during Wii boxing spurned us to review the literature for other Wii-related injuries and Wii-based posttraumatic rehabilitation. The English literature listed in PubMed was systematically reviewed by searching for "Wii (trauma or injury or fracture)." Full-text articles were included after duplicate, blinded review. The type and treatment of injury as well as the Wii-based rehabilitation programs found were analyzed. Additionally, a new case of an acute ACL tear-sustained playing, Wii boxing, is additionally presented. After exclusion of irrelevant articles, 13 articles describing Wii-related injuries were included reporting on 3 fractures, 6 nonosseous, 2 overuse injuries, and 2 rehabilitation programs using Wii for posttraumatic rehabilitation. Among the presented Wii-related injuries, only 12.5% were treated conservatively, whereas 87.5% underwent either surgical or interventional treatment. Because of the reported case, the literature search was limited to Wii-related injuries excluding other video games. Another limitation of this article lies in the fact that mainly case reports but no controlled trials exist on the topic. Assumingly, primarily the more severe injuries are reported in the literature with an unknown number of possibly minor injuries. Motion-controlled video games, such as Wii, are becoming increasingly popular as a recreational entertainment. Because of their wide acceptance and entertaining nature, they are also increasingly recognized as a tool in rehabilitation. However, although the activity is simulated, injuries are real. Our systematic review shows that Wii gaming can lead to severe injuries, sometimes with lasting limitations.

  15. Stream Station video server system; Video saba sochi `Stream station`

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1999-03-01

    A video server system Stream Station is developed for delivering moving images to the client on the VOD (video on demand) basis. In this system, video data compressed using the MPEG (Moving Picture Experts Group) technique are stored in a RAID (redundant arrays of independent disks) system, and is outputted as analog video data after expansion in a decoder provided at the output stage. The server system easily realizes a VOD system using the existing in-house cable TV facilities for instance for hotel rooms. The data for this purpose may be either in the MPEG1 or MPEG2 format, pictures may be simultaneously transmitted via as many as 32 channels at the maximum, and the storage holds 256 gigabytes at the maximum. It incorporates a video server architecture developed by Toshiba Corporation, and the data transfer rate from data readout to transmission is totally warranted. (translated by NEDO)

  16. Assessing resolution in super-resolution imaging.

    Science.gov (United States)

    Demmerle, Justin; Wegel, Eva; Schermelleh, Lothar; Dobbie, Ian M

    2015-10-15

    Resolution is a central concept in all imaging fields, and particularly in optical microscopy, but it can be easily misinterpreted. The mathematical definition of optical resolution was codified by Abbe, and practically defined by the Rayleigh Criterion in the late 19th century. The limit of conventional resolution was also achieved in this period, and it was thought that fundamental constraints of physics prevented further increases in resolution. With the recent development of a range of super-resolution techniques, it is necessary to revisit the concept of optical resolution. Fundamental differences in super-resolution modalities mean that resolution is not a directly transferrable metric between techniques. This article considers the issues in resolution raised by these new technologies, and presents approaches for comparing resolution between different super-resolution methods.

  17. Architectural Engineering to Super-Light Structures

    DEFF Research Database (Denmark)

    Castberg, Niels Andreas

    with architectural engineering as a starting point. The thesis is based on a two stringed hypothesis: Architectural engineering gives rise to better architecture and Super-Light Structures support and enables a static, challenging architecture. The aim of the thesis is to clarify architectural engineering's impact...... on the work process between architects and engineers in the design development. Using architectural engineering, Super-Light Structures are examined in an architectural context, and it is explained how digital tools can support architectural engineering and design of Super-Light Structures. The experiences...... to be subjects of examination for this thesis. The research results show that architectural engineering has a significant impact on a design process. The projects illustrate that simple explanations, underpinned by visualisations of the challenges between shape versus structure, often creates a shared...

  18. Breeding Super-Earths and Birthing Super-Puffs in Transitional Disks

    CERN Document Server

    Lee, Eve J

    2015-01-01

    The riddle posed by super-Earths (1-4$R_\\oplus$, 2-20$M_\\oplus$) is that they are not Jupiters: their core masses are large enough to trigger runaway gas accretion, yet somehow super-Earths accreted atmospheres that weigh only a few percent of their total mass. We show that this puzzle is solved if super-Earths formed late, as the last vestiges of their parent gas disks were about to clear. This scenario would seem to present fine-tuning problems, but we show that there are none. Ambient gas densities can span many (up to 9) orders of magnitude, and super-Earths can still robustly emerge after $\\sim$0.1-1 Myr with percent-by-weight atmospheres. Super-Earth cores are naturally bred in gas-poor environments where gas dynamical friction has weakened sufficiently to allow constituent protocores to merge. So little gas is present at the time of core assembly that cores hardly migrate by disk torques: formation of super-Earths can be in situ. The picture --- that close-in super-Earths form in a gas-poor (but not ga...

  19. KML Super Overlay to WMS Translator

    Science.gov (United States)

    Plesea, Lucian

    2007-01-01

    This translator is a server-based application that automatically generates KML super overlay configuration files required by Google Earth for map data access via the Open Geospatial Consortium WMS (Web Map Service) standard. The translator uses a set of URL parameters that mirror the WMS parameters as much as possible, and it also can generate a super overlay subdivision of any given area that is only loaded when needed, enabling very large areas of coverage at very high resolutions. It can make almost any dataset available as a WMS service visible and usable in any KML application, without the need to reformat the data.

  20. Super-resolution optical microscopy: multiple choices.

    Science.gov (United States)

    Huang, Bo

    2010-02-01

    The recent invention of super-resolution optical microscopy enables the visualization of fine features in biological samples with unprecedented clarity. It creates numerous opportunities in biology because vast amount of previously obscured subcellular processes now can be directly observed. Rapid development in this field in the past two years offers many imaging modalities that address different needs but they also complicates the choice of the 'perfect' method for answering a specific question. Here I will briefly describe the principles of super-resolution optical microscopy techniques and then focus on comparing their characteristics in various aspects of practical applications.

  1. Super-Laplacians and their symmetries

    Science.gov (United States)

    Howe, P. S.; Lindström, U.

    2017-05-01

    A super-Laplacian is a set of differential operators in superspace whose highestdimensional component is given by the spacetime Laplacian. Symmetries of super-Laplacians are given by linear differential operators of arbitrary finite degree and are determined by superconformal Killing tensors. We investigate these in flat superspaces. The differential operators determining the symmetries give rise to algebras which can be identified in many cases with the tensor algebras of the relevant superconformal Lie algebras modulo certain ideals. They have applications to Higher Spin theories.

  2. Video image stabilization and registration--plus

    Science.gov (United States)

    Hathaway, David H. (Inventor)

    2009-01-01

    A method of stabilizing a video image displayed in multiple video fields of a video sequence includes the steps of: subdividing a selected area of a first video field into nested pixel blocks; determining horizontal and vertical translation of each of the pixel blocks in each of the pixel block subdivision levels from the first video field to a second video field; and determining translation of the image from the first video field to the second video field by determining a change in magnification of the image from the first video field to the second video field in each of horizontal and vertical directions, and determining shear of the image from the first video field to the second video field in each of the horizontal and vertical directions.

  3. 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…

  4. Video Methods for Speechreading Instruction.

    Science.gov (United States)

    Sims, Donald G.

    1988-01-01

    Addressed are the history, methodology, and instructional benefits of self-instruction video as a component of speechreading instruction with adolescent and adult hearing-impaired individuals, focusing on: factors in video lesson design, advantages of various hardware alternatives and computer-assisted learning, instructional evaluation methods,…

  5. 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…

  6. 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…

  7. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Ovrelid, 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.

  8. Video interpretations in Danish hospitals

    DEFF Research Database (Denmark)

    Søbjerg, Lene Mosegaard; Noesgaard, Susanne; Henriksen, Jan Erik;

    2013-01-01

    This article presents a study of an RCT comparing video interpretation with in-person interpretation at the Endocrinology Ward at Odense University Hospital.......This article presents a study of an RCT comparing video interpretation with in-person interpretation at the Endocrinology Ward at Odense University Hospital....

  9. Video Histories, Memories, and Coincidences

    DEFF Research Database (Denmark)

    Kacunko, Slavko

    2012-01-01

    Looping images allows us to notice things that we have never noticed before. Looping a small but exquisite selection of the video tapes of Marcel Odenbach, Dieter Kiessling and Matthias Neuenhofer may allow the discovering of Histories, Coincidences, and Infinitesimal Aesthetics inscribed...... into the Video medium as its unsurpassed topicality....

  10. Analyzing video concept detectors visually

    NARCIS (Netherlands)

    Snoek, C.G.M.; van Balen, R.; Koelma, D.C.; Smeulders, A.W.M.; Worring, M.

    2008-01-01

    In this demonstration we showcase an interactive analysis tool for researchers working on concept-based video retrieval. By visualizing intermediate concept detection analysis stages, the tool aids in understanding the success and failure of video concept detection methods. We demonstrate the tool o

  11. Analyzing video concept detectors visually

    NARCIS (Netherlands)

    Snoek, C.G.M.; van Balen, R.; Koelma, D.C.; Smeulders, A.W.M.; Worring, M.

    2008-01-01

    In this demonstration we showcase an interactive analysis tool for researchers working on concept-based video retrieval. By visualizing intermediate concept detection analysis stages, the tool aids in understanding the success and failure of video concept detection methods. We demonstrate the tool o

  12. 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…

  13. 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…

  14. New method for making super-plastic glasses

    Institute of Scientific and Technical Information of China (English)

    2007-01-01

    @@ It was a long-cherished dream for materials scientists to find a nearly ideal metallic alloy with high strength and super-plasticity concurrently as a super-material both extremely strong and exceptionally hard for human use.

  15. Second invariant for two-dimensional classical super systems

    Indian Academy of Sciences (India)

    S C Mishra; Roshan Lal; Veena Mishra

    2003-10-01

    Construction of superpotentials for two-dimensional classical super systems (for ≥ 2) is carried out. Some interesting potentials have been studied in their super form and also their integrability.

  16. An integrable generalization of the super AKNS hierarchy and its bi-Hamiltonian formulation

    Science.gov (United States)

    Yu, Jing; Ma, Wen-Xiu; Han, Jingwei; Chen, Shouting

    2017-02-01

    Based on a Lie super-algebra B(0, 1), an integrable generalization of the super AKNS iso-spectral problem is introduced and its corresponding generalized super AKNS hierarchy is generated. By making use of the super-trace identity (or the super variational identity), the resulting super soliton hierarchy can be put into a super bi-Hamiltonian form. A generalized super AKNS soliton hierarchy with self-consistent sources is also presented.

  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. Distributed source coding of video

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Van Luong, Huynh

    2015-01-01

    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......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...... 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...

  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. Explosive Super-eruptions: Problems and Prejudices

    Science.gov (United States)

    Self, S.

    2010-12-01

    A super-eruption is defined as one with a magma yield > 10^15 kg (magnitude (M) 8). The term has mainly been applied to large-scale, caldera and ignimbrite-forming explosive eruptions, but it can be applied to all eruptions that released > 10^15 kg of magma. For effusive volcanism, evidence suggests that individual eruptions of this size ( > ~ 370 km^3 of typical basalt or > 450 km^3 of rhyolite flood lava) arise only during periods of LIP formation. The super-eruption concept raises interesting questions about genesis and storage of magmas that feed these vast events. Deposits of major explosive eruptions are Plinian fallout, ignimbrite sheets, and co-ignimbrite ash fall. Based on earlier suggestions and evidence, widespread outflow ignimbrite (O), co-ignimbrite ash (A), and inter-caldera ignimbrite (I) are all major components of the total super-eruption deposit and may tend towards being subequal. In super-eruption deposits, the reported volume of vent-derived Plinian eruption column fallout is often a minor component of the total volume, yet in several cases (Oruanui, Taupo, 26 ka ago, M 8.1; Bishop Tuff, 760 ka, M 8.2; Bandelier (Otowi) Tuff, 1.6 Ma, M8) it is now recognized that vent-derived columns persisted for most of the eruption. Thus, distally, the ash-fall derived from co-ignimbrite ash clouds may be mixed with contemporaneous fallout from a vertical column. Some major ignimbrites have no reported associated Plinian deposit; the huge Young Toba Tuff (YTT, 74 ka, M 8.8) is a significant example. However, the very widespread Toba ash-fall deposit constitutes ~ 40 % of the total mass of magma erupted and is presumed to be co-ignimbrite. Timing of the onset of column collapse probably controls whether a recognizable Plinian deposit is laid down. All super-eruptions probably produce extensive fallout deposits, and this is generally of vent-derived and pyroclastic-flow-derived origin. Establishing the relationships between large-scale ignimbrites and their

  1. Flight Qualification of the NASA's Super Pressure Balloon

    Science.gov (United States)

    Cathey, Henry; Said, Magdi; Fairbrother, Debora

    flight by successfully demonstrated balloon vehicle performance, obtained a large amount of videos, measured balloon differential pressure, obtained temperature and altitude data, assessed structure strength through pressurization, and demonstrated the balloon vehicles altitude stability. This flight was the first of several to qualify this design for the science community. Results of the most recent flights will be presented. Some of the related material characterization testing which is vital to the balloon design development for the balloon will also be presented. Additionally, this paper will provide a current overview of the development and qualification approach pursued for the NASA’s Super Pressure Balloon. Future plans and goals of future test flights will also be presented. This will include the projected balloon volumes, payload capabilities, test flight locations, and proposed flight schedule.

  2. On super edge-graceful trees of diameter four

    CERN Document Server

    Krop, E; Raridan, C

    2011-01-01

    In "On the super edge graceful trees of even orders," Chung, Lee, Gao, and Schaffer posed the following problem: Characterize trees of diameter 4 which are super edge-graceful. In this paper, we provide super edge-graceful labelings for all caterpillars and even size lobsters of diameter 4 which permit such labelings. We also provide super edge-graceful labelings for several families of odd size lobsters of diameter 4.

  3. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    The Master programme in Problem-Based Learning in Engineering and Science, MPBL (www.mpbl.aau.dk), at Aalborg University, is an international programme offering formalized staff development. The programme is also offered in smaller parts as single subject courses (SSC). Passed single subject...... courses are accredited to the master programme. The programme is online, worldwide and on demand. It recruits students from all over the world. The programme is organized exemplary in accordance the principles in the problem-based and project-based learning method used at Aalborg University where students...... 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...

  4. Marin Tsunami (video)

    Science.gov (United States)

    Filmed and edited by: Loeffler, Kurt; Gesell, Justine

    2010-01-01

    Tsunamis are a constant threat to the coasts of our world. Although tsunamis are infrequent along the West coast of the United States, it is possible and necessary to prepare for potential tsunami hazards to minimize loss of life and property. Community awareness programs are important, as they strive to create an informed society by providing education and training. The Marin coast could be struck by a tsunami. Whether you live in Marin County, visit the beaches, or rent or own a home near the coast, it is vital to understand the tsunami threat and take preparation seriously. Marin Tsunami tells the story of what several West Marin communities are doing to be prepared. This video was produced by the US Geological Survey (USGS) in cooperation with the Marin Office of Emergency Services.

  5. Assisting children with attention deficit hyperactivity disorder to reduce the hyperactive behavior of arbitrary standing in class with a Nintendo Wii remote controller through an active reminder and preferred reward stimulation.

    Science.gov (United States)

    Shih, Ching-Hsiang; Wang, Shu-Hui; Wang, Yun-Ting

    2014-09-01

    Recent studies in the field of special education have shown that in combination with software technology, high-tech commercial products can be applied as useful assistive technology devices to help people with disabilities. This study extended this concept to turn a Nintendo Wii Remote Controller into a high-performance limb action detector, in order to evaluate whether two students with Attention Deficit Hyperactivity Disorder (ADHD) could reduce their hyperactive behavior through an active reminder and stimulation in the form of the participants' preferred rewards. This study focused on one particular hyperactive behavior common to both students: standing up arbitrarily during class. The active reminder was in the form of vibration feedback provided via the built-in function of the Wii Remote Controller, which was controlled and triggered by a control system to remind participants when they were engaging in standing behavior. This study was performed according to a multiple baseline design across participants. The results showed that both participants significantly improved their control over their hyperactive behavior during the intervention phase, and retained this effective performance in the maintenance phase. The practical and developmental implications of the findings are discussed.

  6. The structure of the super-W∞(λ) algebra

    NARCIS (Netherlands)

    Bergshoeff, E.; Wit, B. de; Vasiliev, M.

    1991-01-01

    We give a comprehensive treatment of the super-W∞(λ) algebra, an extension of the super-Virasoro algebra that contains generators of spin s ≥ ½. The parameter λ defines the embedding of the Virasoro subalgebra. We describe how to obtain the super-W∞(λ) algebra from the associative algebra of

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

    Science.gov (United States)

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

    2016-11-01

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

  8. Video 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.

  9. Intelligent network video understanding modern video surveillance systems

    CERN Document Server

    Nilsson, Fredrik

    2008-01-01

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

  10. Super ready: how a regional approach to Super Bowl EMS paid off.

    Science.gov (United States)

    Clancy, Terry; Cortacans, Henry P

    2014-07-01

    The Super Bowl and its associated activities represent one of the largest special events in the world. Super Bowl XLVIII was geographically unique because the NFL's and Super Bowl Host Committee's activities, venues and events encompassed two states and fell across numerous jurisdictions within six counties (Bergen, Hudson, Morris, Essex, Middlesex, and Manhattan).This Super Bowl was the first to do this. EMS was one of the largest operational components during this event. Last and most important, it is the people and relationships that make any planning initiative and event a success. Sit down and have a cup a coffee with your colleagues, partners and neighbors in and out of state to discuss your planning initiatives. Do it early-it will make your efforts less painful should an event of this magnitude come to a city near you!

  11. Acoustic Design of Super-light Structures

    DEFF Research Database (Denmark)

    Christensen, Jacob Ellehauge; Hertz, Kristian Dahl; Brunskog, Jonas

    aggregate (leca) along with a newly developed technology called pearl-chain reinforcement, which is a system for post-tensioning. Here, it is shown how to combine these technologies within a precast super-light slab element, while honoring the requirements of a holistic design. Acoustic experiments...

  12. Folded shapes with Super-Light Structures

    DEFF Research Database (Denmark)

    Castberg, Niels Andreas; Hertz, Kristian Dahl

    2012-01-01

    The use of folded shapes in structures has become more common, but it still costs problems because of construction issues and bending moments. The present paper deals with how the newly patented structural concept Super-Light structures (SLS) can be used to create folded shapes. SLS gives lighter...

  13. Single Image Super Resolution via Sparse Reconstruction

    NARCIS (Netherlands)

    Kruithof, M.C.; Eekeren, A.W.M. van; Dijk, J.; Schutte, K.

    2012-01-01

    High resolution sensors are required for recognition purposes. Low resolution sensors, however, are still widely used. Software can be used to increase the resolution of such sensors. One way of increasing the resolution of the images produced is using multi-frame super resolution algorithms. Limita

  14. Conformal anomaly of super Wilson loop

    Energy Technology Data Exchange (ETDEWEB)

    Belitsky, A.V., E-mail: andrei.belitsky@asu.edu [Department of Physics, Arizona State University, Tempe, AZ 85287-1504 (United States)

    2012-09-11

    Classically supersymmetric Wilson loop on a null polygonal contour possesses all symmetries required to match it onto non-MHV amplitudes in maximally supersymmetric Yang-Mills theory. However, to define it quantum mechanically, one is forced to regularize it since perturbative loop diagrams are not well defined due to presence of ultraviolet divergences stemming from integration in the vicinity of the cusps. A regularization that is adopted by practitioners by allowing one to use spinor helicity formalism, on the one hand, and systematically go to higher orders of perturbation theory is based on a version of dimensional regularization, known as Four-Dimensional Helicity scheme. Recently it was demonstrated that its use for the super Wilson loop at one loop breaks both conformal symmetry and Poincare supersymmetry. Presently, we exhibit the origin for these effects and demonstrate how one can undo this breaking. The phenomenon is alike the one emerging in renormalization group mixing of conformal operators in conformal theories when one uses dimensional regularization. The rotation matrix to the diagonal basis is found by means of computing the anomaly in the Ward identity for the conformal boost. Presently, we apply this ideology to the super Wilson loop. We compute the one-loop conformal anomaly for the super Wilson loop and find that the anomaly depends on its Grassmann coordinates. By subtracting this anomalous contribution from the super Wilson loop we restore its interpretation as a dual description for reduced non-MHV amplitudes which are expressed in terms of superconformal invariants.

  15. Super-Kamiokande worth full restoration

    CERN Multimedia

    Mishima, I

    2002-01-01

    While prospects are good that the SuperKamiokande facility will be partially repaired after an accident last November, the government has yet to confirm whether it will spend the estimated 2.5 billion yen needed for a full-scale restoration (1 page).

  16. Structural optimization of super-repellent surfaces

    DEFF Research Database (Denmark)

    Cavalli, Andrea; Bøggild, Peter; Okkels, Fridolin

    2013-01-01

    Micro-patterning is an effective way to achieve surfaces with extreme liquid repellency. This technique does not rely on chemical coatings and is therefore a promising concept for application in food processing and bio-compatibile coatings. This super-repellent behaviour is obtained by suspending...

  17. Facile preparation of super durable superhydrophobic materials.

    Science.gov (United States)

    Wu, Lei; Zhang, Junping; Li, Bucheng; Fan, Ling; Li, Lingxiao; Wang, Aiqin

    2014-10-15

    The low stability, complicated and expensive fabrication procedures seriously hinder practical applications of superhydrophobic materials. Here we report an extremely simple method for preparing super durable superhydrophobic materials, e.g., textiles and sponges, by dip coating in fluoropolymers (FPs). The morphology, surface chemical composition, mechanical, chemical and environmental stabilities of the superhydrophobic textiles were investigated. The results show how simple the preparation of super durable superhydrophobic textiles can be! The superhydrophobic textiles outperform their natural counterparts and most of the state-of-the-art synthetic superhydrophobic materials in stability. The intensive mechanical abrasion, long time immersion in various liquids and repeated washing have no obvious influence on the superhydrophobicity. Water drops are spherical in shape on the samples and could easily roll off after these harsh stability tests. In addition, this simple dip coating approach is applicable to various synthetic and natural textiles and can be easily scaled up. Furthermore, the results prove that a two-tier roughness is helpful but not essential with regard to the creation of super durable superhydrophobic textiles. The combination of microscale roughness of textiles and materials with very low surface tension is enough to form super durable superhydrophobic textiles. According to the same procedure, superhydrophobic polyurethane sponges can be prepared, which show high oil absorbency, oil/water separation efficiency and stability. Copyright © 2014 Elsevier Inc. All rights reserved.

  18. Pavement behaviour under the super single tyre

    CSIR Research Space (South Africa)

    Viljoen, AW

    1982-06-01

    Full Text Available Pavement behaviour under the super single tyre (SST) was investigated and compared with that under a conventional dual tyre (CDT). Contact areas and contact pressures over a range of loading conditions were measured and compared. Two approaches were...

  19. Typhoon effects on super-tall buildings

    Science.gov (United States)

    Li, Q. S.; Xiao, Y. Q.; Wu, J. R.; Fu, J. Y.; Li, Z. N.

    2008-06-01

    Full-scale measurement is considered to be the most reliable method for evaluating wind effects on buildings and structures. This paper presents selected results of wind characteristics and structural responses measured from four super-tall buildings, The Center (350 m high, 79 floors) in Hong Kong, Di Wang Tower (384 m high, 78 floors) in Shenzhen, CITIC Plaza Tower (391 m high, 80 floors) in Guangzhou and Jin Mao Building (421 m high, 88 floors) in Shanghai, during the passages of three typhoons. The field data such as wind speed, wind direction and acceleration responses, etc., were continuously measured from the super-tall buildings during the typhoons. Detailed analysis of the field data was conducted to investigate the characteristics of typhoon-generated wind and wind-induced vibrations of these super-tall buildings under typhoon conditions. The dynamic characteristics of the tall buildings were determined from the field measurements and comparisons with those calculated from the finite element (FE) models of the structures were made. Furthermore, the full-scale measurements were compared with wind tunnel results to evaluate the accuracy of the model test results and the adequacy of the techniques used in the wind tunnel tests. The results presented in this paper are expected to be of considerable interest and of use to researchers and professionals involved in designing super-tall buildings.

  20. Searching for Frozen Super Earth via Microlensing

    Science.gov (United States)

    Batista, V.; Beaulieu, J. P.; Cassan, A.; Coutures, C.; Donatowicz, J.; Fouqué, P.; Kubas, D.; Marquette, J. B.

    2009-04-01

    Microlensing planet hunt is a unique method to probe efficiently for frozen Super Earth orbiting the most common stars of our galaxy. It is nicely complementing the parameter space probed by very high accuracy radial velocity measurements and future space based detections of low mass transiting planets. In order to maximize the planet catch, the microlensing community is engaged in a total cooperation among the different groups (OGLE, MicroFUN, MOA, PLANET/RoboNET) by making the real time data available, and mutual informing/reporting about modeling efforts. Eight planets have been published so far by combinations of the different groups, 4 Jovian analogues, one Neptune and two Super Earth. Given the microlensing detection efficiency, it suggests that these Neptunes/Super Earths may be quite common. Using networks of dedicated 1-2m class telescopes, the microlensing community has entered a new phase of planet discoveries, and will be able to provide constraints on the abundance of frozen Super-Earths in the near future. Statistics about Mars to Earth mass planets, extending to the habitable zone will be achieved with space based wide field imagers (EUCLID) at the horizon 2017.

  1. Folded shapes with Super-Light Structures

    DEFF Research Database (Denmark)

    Castberg, Niels Andreas; Hertz, Kristian Dahl

    2012-01-01

    The use of folded shapes in structures has become more common, but it still costs problems because of construction issues and bending moments. The present paper deals with how the newly patented structural concept Super-Light structures (SLS) can be used to create folded shapes. SLS gives lighter...

  2. Advantages of super-light structures

    DEFF Research Database (Denmark)

    Hertz, Kristian Dahl

    2009-01-01

    Super-light structures with pearl-chain reinforcement is a new revolutionary technology that opens possibilities of building load-bearing structures much cheaper and with several other advantages compared to traditional constructions of concrete and steel. Some benefits are: 1 Half price or less. 2...

  3. Super-resolution near field imaging device

    DEFF Research Database (Denmark)

    2014-01-01

    Super-resolution imaging device comprising at least a first and a second elongated coupling element, each having a first transverse dimension at a first end and a second transverse dimension at a second end and being adapted for guiding light between their respective first and second ends, each...

  4. BREEDING SUPER-EARTHS AND BIRTHING SUPER-PUFFS IN TRANSITIONAL DISKS

    Energy Technology Data Exchange (ETDEWEB)

    Lee, Eve J.; Chiang, Eugene, E-mail: evelee@berkeley.edu, E-mail: echiang@astro.berkeley.edu [Department of Astronomy, University of California Berkeley, Berkeley, CA 94720-3411 (United States)

    2016-02-01

    The riddle posed by super-Earths (1–4R{sub ⊕}, 2–20M{sub ⊕}) is that they are not Jupiters: their core masses are large enough to trigger runaway gas accretion, yet somehow super-Earths accreted atmospheres that weigh only a few percent of their total mass. We show that this puzzle is solved if super-Earths formed late, as the last vestiges of their parent gas disks were about to clear. This scenario would seem to present fine-tuning problems, but we show that there are none. Ambient gas densities can span many (in one case up to 9) orders of magnitude, and super-Earths can still robustly emerge after ∼0.1–1 Myr with percent-by-weight atmospheres. Super-Earth cores are naturally bred in gas-poor environments where gas dynamical friction has weakened sufficiently to allow constituent protocores to gravitationally stir one another and merge. So little gas is present at the time of core assembly that cores hardly migrate by disk torques: formation of super-Earths can be in situ. The basic picture—that close-in super-Earths form in a gas-poor (but not gas-empty) inner disk, fed continuously by gas that bleeds inward from a more massive outer disk—recalls the largely evacuated but still accreting inner cavities of transitional protoplanetary disks. We also address the inverse problem presented by super-puffs: an uncommon class of short-period planets seemingly too voluminous for their small masses (4–10R{sub ⊕}, 2–6M{sub ⊕}). Super-puffs most easily acquire their thick atmospheres as dust-free, rapidly cooling worlds outside ∼1 AU where nebular gas is colder, less dense, and therefore less opaque. Unlike super-Earths, which can form in situ, super-puffs probably migrated in to their current orbits; they are expected to form the outer links of mean-motion resonant chains, and to exhibit greater water content. We close by confronting observations and itemizing remaining questions.

  5. SuperB A High-Luminosity Asymmetric $e^+ e^-$ Super Flavour Factory : Conceptual Design Report

    CERN Document Server

    Bona, M.; Grauges Pous, E.; Colangelo, P.; De Fazio, F.; Palano, A.; Manghisoni, M.; Re, V.; Traversi, G.; Eigen, G.; Venturini, M.; Soni, N.; Bruschi, M.; De Castro, S.; Faccioli, P.; Gabrieli, A.; Giacobbe, B.; Semprini Cesare, N.; Spighi, R.; Villa, M.; Zoccoli, A.; Hearty, C.; McKenna, J.; Soni, A.; Khan, A.; Barniakov, A.Y.; Barniakov, M.Y.; Blinov, V.E.; Druzhinin, V.P.; Golubev, V.B.; Kononov, S.A.; Koop, I.A.; Kravchenko, E.A.; Levichev, E.B.; Nikitin, S.A.; Onuchin, A.P.; Piminov, P.A.; Serednyakov, S.I.; Shatilov, D.N.; Skovpen, Y.I.; Solodov, E.A.; Cheng, C.H.; Echenard, B.; Fang, F.; Hitlin, D.J.; Porter, F.C.; Asner, D.M.; Pham, T.N.; Fleischer, R.; Giudice, G.F.; Hurth, T.; Mangano, M.; Mancinelli, G.; Meadows, B.T.; Schwartz, A.J.; Sokoloff, M.D.; Soffer, A.; Beard, C.D.; Haas, T.; Mankel, R.; Hiller, G.; Ball, P.; Pappagallo, M.; Pennington, M.R.; Gradl, W.; Playfer, S.; Abada, A.; Becirevic, D.; Descotes-Genon, S.; Pene, O.; Andreotti, D.; Andreotti, M.; Bettoni, D.; Bozzi, C.; Calabresi, R.; Cecchi, A.; Cibinetto, G.; Franchini, P.; Luppi, E.; Negrini, M.; Petrella, A.; Piemontese, L.; Prencipe, E.; Santoro, V.; Stancari, G.; Anulli, F.; Baldini-Ferroli, R.; Biagini, M.E.; Boscolo, M.; Calcaterra, A.; Drago, A.; Finocchiaro, G.; Guiducci, S.; Isidori, G.; Pacetti, S.; Patteri, P.; Peruzzi, I.M.; Piccolo, M.; Preger, M.A.; Raimondi, P.; Rama, M.; Vaccarezza, C.; Zallo, A.; Zobov, M.; De Sangro, R.; Buzzo, A.; Lo Vetere, M.; Macri, M.; Monge, M.R.; Passaggio, S.; Patrignani, C.; Robutti, E.; Tosi, S.; Matias, J.; Panduro Vazquez, W.; Borzumati, F.; Eyges, V.; Prell, S.A.; Pedlar, T.K.; Korpar, S.; Pestonik, R.; Staric, M.; Neubert, M.; Denig, A.G.; Nierste, U.; Agoh, T.; Ohmi, K.; Ohnishi, Y.; Fry, J.R.; Touramanis, C.; Wolski, A.; Golob, B.; Krizan, P.; Flaecher, H.; Bevan, A.J.; Di Lodovico, F.; George, K.A.; Barlow, R.; Lafferty, G.; Jawahery, A.; Roberts, D.A.; Simi, G.; Patel, P.M.; Robertson, S.H.; Lazzaro, A.; Palombo, F.; Kaidalov, A.; Buras, A.J.; Tarantino, C.; Buchalla, G.; Sanda, A.I.; D'Ambrosio, G.; Ricciardi, G.; Bigi, I.; Jessop, C.P.; Losecco, J.M.; Honscheid, K.; Arnaud, N.; Chehab, R.; Fedala, Y.; Polci, F.; Roudeau, P.; Sordini, V.; Soskov, V.; Stocchi, A.; Variola, A.; Vivoli, A.; Wormser, G.; Zomer, F.; Bertolin, A.; Brugnera, R.; Gagliardi, N.; Gaz, A.; Margoni, M.; Morandin, M.; Posocco, M.; Rotondo, M.; Simonetto, F.; Stroili, R.; Bonneaud, G.R.; Lombardo, V.; Calderini, G.; Ratti, L.; Speziali, V.; Biasini, M.; Covarelli, R.; Manoni, E.; Servoli, L.; Angelini, C.; Batignani, G.; Bettarini, S.; Bosi, F.; Carpinelli, M.; Cenci, R.; Cervelli, A.; Dell'Orso, M.; Forti, F.; Giannetti, P.; Giorgi, M.; Lusiani, A.; Marchiori, G.; Massa, M.; Mazur, M.A.; Morsani, F.; Neri, N.; Paoloni, E.; Raffaelli, F.; Rizzo, G.; Walsh, J.; Braun, V.; Lenz, A.; Adams, G.S.; Danko, I.Z.; Baracchini, E.; Bellini, F.; Cavoto, G.; D'Orazio, A.; Del Re, D.; Di Marco, E.; Faccini, R.; Ferrarotto, F.; Gaspero, Mario; Jackson, P.; Martinelli, G.; Mazzoni, M.A.; Morganti, Silvio; Piredda, G.; Renga, F.; Silvestrini, L.; Voena, C.; Catani, L.; Di Ciaccio, A.; Messi, R.; Santovetti, E.; Satta, A.; Ciuchini, M.; Lubicz, V.; Wilson, F.F.; Godang, R.; Chen, X.; Liu, H.; Park, W.; Purohit, M.; Trivedi, A.; White, R.M.; Wilson, J.R.; Allen, M.T.; Aston, D.; Bartoldus, R.; Brodsky, S.J.; Cai, Y.; Coleman, J.; Convery, M.R.; DeBarger, S.; Dingfelder, J.C.; Dubois-Felsmann, G.P.; Ecklund, S.; Fisher, A.S.; Haller, G.; Heifets, S.A.; Kaminski, J.; Kelsey, M.H.; Kocian, M.L.; Leith, D.W.G.S.; Li, N.; Luitz, S.; Luth, V.; MacFarlane, D.; Messner, R.; Muller, D.R.; Nosochkov, Y.; Novokhatski, A.; Pivi, M.; Ratcliff, B.N.; Roodman, A.; Schwiening, J.; Seeman, J.; Snyder, A.; Sullivan, M.; Va'Vra, J.; Wienands, U.; Wisniewski, W.; Stoeck, H.; Cheng, H.Y.; Li, H.N.; Keum, Y.Y.; Gronau, M.; Grossman, Y.; Bianchi, F.; Gamba, D.; Gambino, P.; Marchetto, F.; Menichetti, Ezio A.; Mussa, R.; Pelliccioni, M.; Dalla Betta, G.F.; Bomben, M.; Bosisio, L.; Cartaro, C.; Lanceri, L.; Vitale, L.; Azzolini, V.; Bernabeu, J.; Lopez-March, N.; Martinez-Vidal, F.; Milanes, D.A.; Oyanguren, A.; Paradisi, P.; Pich, A.; Sanchis-Lozano, M.A.; Kowalewski, Robert V.; Roney, J.M.; Back, J.J.; Gershon, T.J.; Harrison, P.F.; Latham, T.E.; Mohanty, G.B.; Petrov, A.A.; Pierini, M.; INFN

    2007-01-01

    The physics objectives of SuperB, an asymmetric electron-positron collider with a luminosity above 10^36/cm^2/s are described, together with the conceptual design of a novel low emittance design that achieves this performance with wallplug power comparable to that of the current B Factories, and an upgraded detector capable of doing the physics in the SuperB environment.

  6. Properties of Super-Poisson Processes and Super-Random Walks with Spatially Dependent Branching Rates

    Institute of Scientific and Technical Information of China (English)

    Yan Xia REN

    2008-01-01

    The global supports of super-Poisson processes and super-random walks with a branching mechanism ψ(z)=z2 and constant branching rate are known to be noncompact. It turns out that, for any spatially dependent branching rate, this property remains true. However, the asymptotic extinction property for these two kinds of superprocesses depends on the decay rate of the branching-rate function at infinity.

  7. 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.

  8. Deblocking of mobile stereo video

    Science.gov (United States)

    Azzari, Lucio; Gotchev, Atanas; Egiazarian, Karen

    2012-02-01

    Most of candidate methods for compression of mobile stereo video apply block-transform based compression based on the H-264 standard with quantization of transform coefficients driven by quantization parameter (QP). The compression ratio and the resulting bit rate are directly determined by the QP level and high compression is achieved for the price of visually noticeable blocking artifacts. Previous studies on perceived quality of mobile stereo video have revealed that blocking artifacts are the most annoying and most influential in the acceptance/rejection of mobile stereo video and can even completely cancel the 3D effect and the corresponding quality added value. In this work, we address the problem of deblocking of mobile stereo video. We modify a powerful non-local transform-domain collaborative filtering method originally developed for denoising of images and video. The method employs grouping of similar block patches residing in spatial and temporal vicinity of a reference block in filtering them collaboratively in a suitable transform domain. We study the most suitable way of finding similar patches in both channels of stereo video and suggest a hybrid four-dimensional transform to process the collected synchronized (stereo) volumes of grouped blocks. The results benefit from the additional correlation available between the left and right channel of the stereo video. Furthermore, addition sharpening is applied through an embedded alpha-rooting in transform domain, which improve the visual appearance of the deblocked frames.

  9. A generalized super AKNS hierarchy associated with Lie superalgebra sl(2|1) and its super bi-Hamiltonian structure

    Science.gov (United States)

    Han, Jingwei; Yu, Jing

    2017-03-01

    Starting from a 3 × 3 matrix-valued spectral problem associated with a Lie superalgebra sl(2|1), a generalized super Ablowitz-Kaup-Newell-Segur (AKNS) hierarchy is derived. The resulting super AKNS hierarchy has a super bi-Hamiltonian structure by the supertrace identity.

  10. Super SI燃烧方式试验研究%Super SI Combustion Mode

    Institute of Scientific and Technical Information of China (English)

    沈义涛; 吕世亮; 尹琪; 杨嘉林; 高卫民

    2011-01-01

    The super spark ignition (Super SI) combustion mode, which was the ignition combustion of lean mixture at the temperature of close spontaneous combustion, was researched and its combustion characteristic and feasibility were analyzed.The results indicate that the increase of intake temperature can reduce the cyclic variation of Pmi obviously, shorten the combustion duration and extend the lean limit of SI combustion under the condition of lean mixture. Accordingly, Super SI combustion has the advantages of high thermal efficiency and controllable combustion process.%研究了Super Spark Ignition(Super SI)燃烧方式,即稀薄混合气在近自燃温度状态下点燃燃烧,分析了这种燃烧方式的可行性和燃烧特性.研究结果表明,混合气稀薄时提高发动机的进气温度可显著降低平均指示压力(pmi)的循环波动,缩短燃烧持续期,拓展点燃燃烧的稀薄极限;Super SI燃烧方式具有热效率高、燃烧过程可控的优点.

  11. The 2015 super-resolution microscopy roadmap

    Science.gov (United States)

    Hell, Stefan W.; Sahl, Steffen J.; Bates, Mark; Zhuang, Xiaowei; Heintzmann, Rainer; Booth, Martin J.; Bewersdorf, Joerg; Shtengel, Gleb; Hess, Harald; Tinnefeld, Philip; Honigmann, Alf; Jakobs, Stefan; Testa, Ilaria; Cognet, Laurent; Lounis, Brahim; Ewers, Helge; Davis, Simon J.; Eggeling, Christian; Klenerman, David; Willig, Katrin I.; Vicidomini, Giuseppe; Castello, Marco; Diaspro, Alberto; Cordes, Thorben

    2015-11-01

    Far-field optical microscopy using focused light is an important tool in a number of scientific disciplines including chemical, (bio)physical and biomedical research, particularly with respect to the study of living cells and organisms. Unfortunately, the applicability of the optical microscope is limited, since the diffraction of light imposes limitations on the spatial resolution of the image. Consequently the details of, for example, cellular protein distributions, can be visualized only to a certain extent. Fortunately, recent years have witnessed the development of ‘super-resolution’ far-field optical microscopy (nanoscopy) techniques such as stimulated emission depletion (STED), ground state depletion (GSD), reversible saturated optical (fluorescence) transitions (RESOLFT), photoactivation localization microscopy (PALM), stochastic optical reconstruction microscopy (STORM), structured illumination microscopy (SIM) or saturated structured illumination microscopy (SSIM), all in one way or another addressing the problem of the limited spatial resolution of far-field optical microscopy. While SIM achieves a two-fold improvement in spatial resolution compared to conventional optical microscopy, STED, RESOLFT, PALM/STORM, or SSIM have all gone beyond, pushing the limits of optical image resolution to the nanometer scale. Consequently, all super-resolution techniques open new avenues of biomedical research. Because the field is so young, the potential capabilities of different super-resolution microscopy approaches have yet to be fully explored, and uncertainties remain when considering the best choice of methodology. Thus, even for experts, the road to the future is sometimes shrouded in mist. The super-resolution optical microscopy roadmap of Journal of Physics D: Applied Physics addresses this need for clarity. It provides guidance to the outstanding questions through a collection of short review articles from experts in the field, giving a thorough

  12. IMPROVED PROTECTION IN VIDEO STEGANOGRAPHY USED COMPRESSED VIDEO BITSTREAMS

    Directory of Open Access Journals (Sweden)

    S. Suma Christal Mary M.E

    2010-05-01

    Full Text Available In this paper propose a new method for the real-time hiding of information used in compressed video bitstreams. This method is based on the real-time hiding of information in audio steganography. This method of steganography is very similar to the two discussions ofimage steganography and video steganography. A new compressed video secure steganography(CVSS algorithm is proposed. In this algorithm, embedding and detection operations are both executed entirely in the compressed domain, with no need for the decompression process. Thenew criteria employing statistical invisibility of contiguous frames is used to adjust the embedding strategy and capacity, which increases the security of proposed algorithm. Therefore, the collusion resistant properties are obtained. Video steganalysis with closed loop feedback manner is design as a checker to find out obvious bugs.

  13. 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.

  14. Toy Trucks in Video Analysis

    DEFF Research Database (Denmark)

    2015-01-01

    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...... 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...

  15. The Solution Construction of Heterotic Super-Liouville Model

    Institute of Scientific and Technical Information of China (English)

    YANG Zhan-Ying; ZHEN Yi

    2001-01-01

    We investigate the heterotic super-Liouville model on the base of the basic Lie super-algebra Osp(1|2).Using the super extension of Leznov-Saveliev analysis and Drinfeld Sokolov linear system, we construct the explicit solution of the heterotic super-Liouville system in component form. We also show that the solutions are local and periodic by calculating the exchange relation of the solution. Finally starting from the action of heterotic super-Liou ville model, we obtain the conserved current and conserved charge which possessed the BR ST properties.

  16. Video and Cable: Emerging Forms of Library Service.

    Science.gov (United States)

    Genova, B. K. L.

    1979-01-01

    Sketches the history of video and cable communications use in libraries, current library activities in video collection and production, problems with some library video projects, trends in video services, and plans for future video uses within libraries. (FM)

  17. Improved Techniques for Video Compression and Communication

    Science.gov (United States)

    Chen, Haoming

    2016-01-01

    Video compression and communication has been an important field over the past decades and critical for many applications, e.g., video on demand, video-conferencing, and remote education. In many applications, providing low-delay and error-resilient video transmission and increasing the coding efficiency are two major challenges. Low-delay and…

  18. Indexing, Browsing, and Searching of Digital Video.

    Science.gov (United States)

    Smeaton, Alan F.

    2004-01-01

    Presents a literature review that covers the following topics related to indexing, browsing, and searching of digital video: video coding and standards; conventional approaches to accessing digital video; automatically structuring and indexing digital video; searching, browsing, and summarization; measurement and evaluation of the effectiveness of…

  19. Using Video to Analyze One's Own Teaching

    Science.gov (United States)

    Tripp, Tonya; Rich, Peter

    2012-01-01

    Recently, interest in using video to facilitate teacher reflection has increased. Despite this increase, the frameworks employed to help teachers use video to reflect on their teaching are not based on the results of prior video analysis research. There is a need to better understand how and in what ways video has been used to reflect on one's own…

  20. Creating interactive video broadcasting system for VBLHEP

    Science.gov (United States)

    Slepov, I. P.

    2016-09-01

    The article describes the creation of a web service, which combines the possibility of organizing video broadcasts and video conferences for the VBLHEP, JINR events. Software and hardware components used for the organization of video streaming and video conferencing are presented.

  1. Handheld CAT Video Game Project

    Data.gov (United States)

    National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...

  2. Video in foreign language teaching

    Directory of Open Access Journals (Sweden)

    Joe Hambrook

    2013-02-01

    Full Text Available Much of the attention paid to video in foreign language teaching is focused upon a relatively small amount of commercially produced and distributed material. This paper briefly describes the development of this material in the EFLIESL field; looks at some current issues and concerns, and considers future possibilities with particular reference to computer assisted interactive video. Heelwat van die aandag wat video geniet as hulpmiddel by tweedetaalonderrig is toegespits op 'n relatief klein hoeveelheid kommersieel vervaardigde en verspreide materiaal. Hierdie artikel beskryf kortliks die ontwikkeling van bogenoemde materiaal waar dit Engels as tweede of vreemde taal betref. Verder word daar aandag gegee aan huidige tendense en toekomstige moontlikhede word oorweeg, met spesifieke verwysing na rekenaarondersteunde interaktiewe video.

  3. Multimedia-Video for Learning

    CERN Document Server

    Chua, Kah Hean; Wee, Loo Kang; Tan, Ching

    2015-01-01

    Multimedia engages an audience through a combination of text, audio, still images, animation, video, or interactivity-based content formats. Along this vein, free platforms have been seen to allow budding enthusiasts to create multimedia content. For example, Google sites (Wee, 2012b) offer creative opportunities in website development that enable text insertion, still image, video and animation embedding, along with audio and hyper-interactive links to simulations (Christian & Esquembre, 2012; Wee, 2013; Wee, Goh, & Chew, 2013; Wee, Goh, & Lim, 2013; Wee, Lee, Chew, Wong, & Tan, 2015). This chapter focuses on the video aspect of multimedia, which can be positioned as a component to any effective self-paced on-line lesson that would be available anytime, anywhere via computer or mobile devices. The multimedia video approach aims to help users overcome barriers in creating engaging, effective and meaningful content (Barron & Darling-Hammond, 2008) for teaching and learning in an online envi...

  4. Breaking the Digital Video Steganography

    Directory of Open Access Journals (Sweden)

    Yueqiang LI

    2013-01-01

    Full Text Available In this paper we provide a new digital video steganalysis algorithm.  When frames of the cover video are embedded with secret messages, both number of connected component and number of holes will change dramatically, thus Euler number of the stego-frame will has pulsing increase. This proposed steganalysis algorithm is applied to stego-video, estimating steganographic algorithm for frames chosen and estimating steganographic capacity. Experimental results indicate that it’s much simpler and faster, more sensitive and robust, steganography rate as small as 0.0154% can be reliably detected. It’s effective and efficient to detect any format video, because this algorithm is only correlated with the connected components number and holes number of the frames.

  5. 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...

  6. Video summarization using motion descriptors

    Science.gov (United States)

    Divakaran, Ajay; Peker, Kadir A.; Sun, Huifang

    2001-01-01

    We describe a technique for video summarization that uses motion descriptors computed in the compressed domain to speed up conventional color based video summarization technique. The basic hypothesis of the work is that the intensity of motion activity of a video segment is a direct indication of its 'summarizability.' We present experimental verification of this hypothesis. We are thus able to quickly identify easy to summarize segments of a video sequence since they have a low intensity of motion activity. Moreover, the compressed domain extraction of motion activity intensity is much simpler than the color-based calculations. We are able to easily summarize these segments by simply choosing a key-frame at random from each low- activity segment. We can then apply conventional color-based summarization techniques to the remaining segments. We are thus able to speed up color-based summarization techniques by reducing the number of segments on which computationally more expensive color-based computation is needed.

  7. Video Production with Fewer Errors.

    Science.gov (United States)

    Veilleux, Rene G.

    1991-01-01

    Ten steps to avoid postproduction video revision are needs analysis; use of production, review, and management teams; demonstration for the scriptwriter; script approval; rehearsal; revision; final taping; editing; and final review. (SK)

  8. Multiview video quality enhancement

    Science.gov (United States)

    Jovanov, Ljubomir; Luong, Hiêp; Philips, Wilfried

    2016-01-01

    Realistic visualization is crucial for a more intuitive representation of complex data, medical imaging, simulation, and entertainment systems. In this respect, multiview autostereoscopic displays are a great step toward achieving the complete immersive user experience, although providing high-quality content for these types of displays is still a great challenge. Due to the different characteristics/settings of the cameras in the multiview setup and varying photometric characteristics of the objects in the scene, the same object may have a different appearance in the sequences acquired by the different cameras. Images representing views recorded using different cameras, in practice, have different local noise, color, and sharpness characteristics. View synthesis algorithms introduce artifacts due to errors in disparity estimation/bad occlusion handling or due to an erroneous warping function estimation. If the input multiview images are not of sufficient quality and have mismatching color and sharpness characteristics, these artifacts may become even more disturbing. Accordingly, the main goal of our method is to simultaneously perform multiview image sequence denoising, color correction, and the improvement of sharpness in slightly defocused regions. Results show that the proposed method significantly reduces the amount of the artifacts in multiview video sequences, resulting in a better visual experience.

  9. Documenting Laboratory Procedures with Video.

    Science.gov (United States)

    Wyttenbach, Robert A

    2015-01-01

    Demonstrating laboratory procedures in person during class time can be time-consuming. When procedures are done under a microscope, live demonstration is also impractical because of the limited number of students who can view the demonstration at once. Creating videos beforehand, which students can watch before class and review during lab sessions, solves both of these problems. This article suggests ways to make and distribute high quality video of microscopic procedures.

  10. Interactive Video in Medical Education

    OpenAIRE

    Chandrasekhar, Arcot J.; Price, Ronald N.

    1989-01-01

    A variety of attributes have to be taught to a medical student. Various formats of these skills are currently in vogue, namely lectures, small group sessions, preceptorships, etc. The objective of this project is to evaluate the utility of interactive video in medical education. Lessons using interactive video were developed to teach history taking skills, procedural skills, problem solving skills and to acquire knowledge base. Evaluation strategies are being developed to assess which format,...

  11. Video i VIA - et udviklingsprojekt

    DEFF Research Database (Denmark)

    Kjærgaard, Hanne Wacher; Jelsbak, Vibe Alopaeus

    2012-01-01

    Tekst- og videorapport over projekt, hvor 15 grupper af undervisere i VIA UC arbejdede med produktion og pædagogisk anvendelse af video i deres undervisning. Forskellige kategorier, anvendelser og respons.......Tekst- og videorapport over projekt, hvor 15 grupper af undervisere i VIA UC arbejdede med produktion og pædagogisk anvendelse af video i deres undervisning. Forskellige kategorier, anvendelser og respons....

  12. 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.

  13. Video compressive sensing using Gaussian mixture models.

    Science.gov (United States)

    Yang, Jianbo; Yuan, Xin; Liao, Xuejun; Llull, Patrick; Brady, David J; Sapiro, Guillermo; Carin, Lawrence

    2014-11-01

    A Gaussian mixture model (GMM)-based algorithm is proposed for video reconstruction from temporally compressed video measurements. The GMM is used to model spatio-temporal video patches, and the reconstruction can be efficiently computed based on analytic expressions. The GMM-based inversion method benefits from online adaptive learning and parallel computation. We demonstrate the efficacy of the proposed inversion method with videos reconstructed from simulated compressive video measurements, and from a real compressive video camera. We also use the GMM as a tool to investigate adaptive video compressive sensing, i.e., adaptive rate of temporal compression.

  14. Medan Video Game Center (High Tech Architecture)

    OpenAIRE

    Roni

    2014-01-01

    Medan Video Game Center construction is intended to facilitate the people who are enthusiast about video game in Medan. This building also can be a place for organized event – event that is related to video game such as video game exhibition, or video game competition. Besides that, Medan Video Game Center construction also as education place which there is contain a video game academy and vehicle simulator room. The building design use double skin façade concept that highlights the supportin...

  15. 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

  16. Digital video technology, today and tomorrow

    Science.gov (United States)

    Liberman, J.

    1994-10-01

    Digital video is probably computing's fastest moving technology today. Just three years ago, the zenith of digital video technology on the PC was the successful marriage of digital text and graphics with analog audio and video by means of expensive analog laser disc players and video overlay boards. The state of the art involves two different approaches to fully digital video on computers: hardware-assisted and software-only solutions.

  17. 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.

  18. V-NIP Ceaser: Video Stabilization System

    Science.gov (United States)

    Manzoor, Kamran; Ahmed, Atique; Ahmad, Sohail; Manzoor, Umar; Nefti, Samia

    In this paper, we propose a practical and robust approach of video stabilization that produces full-frame stabilized videos with good visual quality. While most previous methods end up with producing low resolution stabilized videos, our completion method produces full-frame videos by temporally filling in missing frame parts by locally aligning required data from neighboring frames. The proposed system has been evaluated on large number of real life videos; results were very promising and support the implementation of the solution.

  19. SuperTools Test and Evaluation Plan

    Energy Technology Data Exchange (ETDEWEB)

    Mannos, Tom J. [Sandia National Lab. (SNL-NM), Albuquerque, NM (United States). Mixed Signal ASIC Design

    2017-01-01

    Superconducting electronics (SCE) represents a potential path to efficient exascale computing for HPC and data center applications, but SCE-based circuit design lags far behind its CMOS equivalent. IARPA’s ongoing C3 program and its developing SuperTools program aim to jumpstart SCE R&D with the near-term goal of producing a high-speed, low-energy, 64-bit RISC processor using Josephson Junction based logic cells. SuperTools performers will develop software tools for efficient SCE design and accurate simulation and characterization of JJ-based circuits, which include the RSFQ, RQL, and AQFP logic families. T&E teams from NIST, MIT Lincoln Lab, Berkeley Lab, and Sandia National Labs will evaluate the tools and fabricate test circuits to compare with simulated results. The five-year, three-phase program includes 48 performer deliverables, three annual technical exchange meetings, and annual site visits.

  20. Italian super-eruption larger than thought

    Science.gov (United States)

    Schultz, Colin

    2012-07-01

    Recent research suggested that the super-eruption of the Campi Flegrei caldera volcano in southern Italy about 40,000 years ago may have played a part in wiping out, or forcing the migration of, the Neanderthal and modern human populations in the eastern Mediterranean regions that were covered in ash. Now a new modeling study by Costa et al. suggests that this eruption may have been even larger than previously thought. This Campi Flegrei eruption produced a widespread ash layer known as Campanian Ignimbrite (CI). Using ash thickness measurements collected at 115 sites and a three-dimensional ash dispersal model, the researchers found that the CI super-eruption would have spread 250-300 cubic kilometers of ash across a 3.7-million-square kilometer region—2 to 3 times previous ash volume estimates.

  1. Optical super-resolution microscopy in neurobiology.

    Science.gov (United States)

    Sigrist, Stephan J; Sabatini, Bernardo L

    2012-02-01

    Understanding the highly plastic nature of neurons requires the dynamic visualization of their molecular and cellular organization in a native context. However, due to the limited resolution of standard light microscopy, many of the structural specializations of neurons cannot be resolved. A recent revolution in light microscopy has given rise to several super-resolution light microscopy methods yielding 2-10-fold higher resolution than conventional microscopy. We here describe the principles behind these techniques as well as their application to the analysis of the molecular architecture of the synapse. Furthermore, we discuss the potential for continued development of super-resolution microscopy as necessary for live imaging of neuronal structure and function in the brain.

  2. Super-resolution microscopy: a comparative treatment.

    Science.gov (United States)

    Kasuboski, James M; Sigal, Yury J; Joens, Matthew S; Lillemeier, Bjorn F; Fitzpatrick, James A J

    2012-10-01

    One of the fundamental limitations of optical microscopy is that of diffraction, or in essence, how small a beam of light can be focused by using an optical lens system. This constraint, or barrier if you will, was theoretically described by Ernst Abbe in 1873 and is roughly equal to half the wavelength of light used to probe the system. Many structures, particularly those within cells, are much smaller than this limit and thus are difficult to visualize. Over the last two decades, a new field of super-resolution imaging has been created and been developed into a broad range of techniques that allow routine imaging beyond the far-field diffraction limit of light. In this unit we outline the basic principles of the various super-resolution imaging modalities, paying particular attention to the technical considerations for biological imaging. Furthermore, we discuss their various applications in the imaging of both fixed and live biological samples.

  3. (Super-)renormalizably dressed black holes

    CERN Document Server

    Ayón-Beato, Eloy; Méndez-Zavaleta, Julio A

    2015-01-01

    Black holes supported by self-interacting conformal scalar fields can be considered as renormalizably dressed since the conformal potential is nothing but the top power-counting renormalizable self-interaction in the relevant dimension. On the other hand, potentials defined by powers which are lower than the conformal one are also phenomenologically relevant since they are in fact super-renormalizable. In this work we provide a new map that allows to build black holes dressed with all the (super-)renormalizable contributions starting from known conformal seeds. We explicitly construct several new examples of these solutions in dimensions $D=3$ and $D=4$, including not only stationary configurations but also time-dependent ones.

  4. Super/subradiant second harmonic generation

    Science.gov (United States)

    Koganov, Gennady A.; Shuker, Reuben

    2017-04-01

    A scheme for active second harmonics generation is suggested. The system comprises N three-level atoms in ladder configuration, situated into a resonant cavity. The system generates the field whose frequency is twice the frequency of the pumping laser, and the field phase is locked to the phase of the pumping field. It is found that the system can lase in either superradiant or subradiant regime, depending on the number of atoms N. When N passes some critical value the transition from the super to subradiance occurs in a phase-transition-like manner. Stability study of the steady state supports this conclusion. For experimental realization of the super/subradiant second harmonics generation we propose semiconductor quantum well structures, superconducting quantum circuits, and evanescently coupled waveguides in which equally spaced levels relevant to this study exist.

  5. Pulsating stars in SuperWASP

    Directory of Open Access Journals (Sweden)

    Holdsworth Daniel L.

    2017-01-01

    Full Text Available SuperWASP is one of the largest ground-based surveys for transiting exoplanets. To date, it has observed over 31 million stars. Such an extensive database of time resolved photometry holds the potential for extensive searches of stellar variability, and provide solid candidates for the upcoming TESS mission. Previous work by e.g. [15], [5], [12] has shown that the WASP archive provides a wealth of pulsationally variable stars. In this talk I will provide an overview of the SuperWASP project, present some of the published results from the survey, and some of the on-going work to identify key targets for the TESS mission.

  6. Robust super-resolution without regularization

    Energy Technology Data Exchange (ETDEWEB)

    Pham, T Q [Canon Information Systems Research Australia, 1 Thomas Holt drive, North Ryde, NSW 2113 (Australia); Vliet, L J v [Quantitative Imaging Group, Department of Imaging Science and Technology, Faculty of Applied Sciences, Delft University of Technology, Lorentzweg 1, 2628 CJ Delft (Netherlands); Schutte, K [Electro-Optics Group, TNO Defence, Security and Safety, PO Box 96864, 2509 JG The Hague (Netherlands)

    2008-07-15

    Super-resolution restoration is the problem of restoring a high-resolution scene from multiple degraded low-resolution images under motion. Due to imaging blur and noise, this problem is ill-posed. Additional constraints such as smoothness of the solution (i.e. regularization) is often required to obtain a stable solution. While regularizing the cost function is a standard practice in image restoration, we propose a restoration algorithm that does not require this extra regularization term. The robustness of the algorithm is achieved by a robust error norm that does not response to intensity outliers. With the outliers suppressed, our solution behaves similarly to a maximum-likelihood solution under the presence of Gaussian noise. The effectiveness of our algorithm is demonstrated with super-resolution restoration of real infrared image sequences under severe aliasing and intensity outliers.

  7. Penrose Pixels for Super-Resolution.

    Science.gov (United States)

    Ben-Ezra, M; Lin, Zhouchen; Wilburn, Bennett; Zhang, Wei

    2011-07-01

    We present a novel approach to reconstruction-based super-resolution that uses aperiodic pixel tilings, such as a Penrose tiling or a biological retina, for improved performance. To this aim, we develop a new variant of the well-known error back projection super-resolution algorithm that makes use of the exact detector model in its back projection operator for better accuracy. Pixels in our model can vary in shape and size, and there may be gaps between adjacent pixels. The algorithm applies equally well to periodic or aperiodic pixel tilings. We present analysis and extensive tests using synthetic and real images to show that our approach using aperiodic layouts substantially outperforms existing reconstruction-based algorithms for regular pixel arrays. We close with a discussion of the feasibility of manufacturing CMOS or CCD chips with pixels arranged in Penrose tilings.

  8. TEM Video Compressive Sensing

    Energy Technology Data Exchange (ETDEWEB)

    Stevens, Andrew J.; Kovarik, Libor; Abellan, Patricia; Yuan, Xin; Carin, Lawrence; Browning, Nigel D.

    2015-08-02

    One of the main limitations of imaging at high spatial and temporal resolution during in-situ TEM experiments is the frame rate of the camera being used to image the dynamic process. While the recent development of direct detectors has provided the hardware to achieve frame rates approaching 0.1ms, the cameras are expensive and must replace existing detectors. In this paper, we examine the use of coded aperture compressive sensing methods [1, 2, 3, 4] to increase the framerate of any camera with simple, low-cost hardware modifications. The coded aperture approach allows multiple sub-frames to be coded and integrated into a single camera frame during the acquisition process, and then extracted upon readout using statistical compressive sensing inversion. Our simulations show that it should be possible to increase the speed of any camera by at least an order of magnitude. Compressive Sensing (CS) combines sensing and compression in one operation, and thus provides an approach that could further improve the temporal resolution while correspondingly reducing the electron dose rate. Because the signal is measured in a compressive manner, fewer total measurements are required. When applied to TEM video capture, compressive imaging couled improve acquisition speed and reduce the electron dose rate. CS is a recent concept, and has come to the forefront due the seminal work of Candès [5]. Since the publication of Candès, there has been enormous growth in the application of CS and development of CS variants. For electron microscopy applications, the concept of CS has also been recently applied to electron tomography [6], and reduction of electron dose in scanning transmission electron microscopy (STEM) imaging [7]. To demonstrate the applicability of coded aperture CS video reconstruction for atomic level imaging, we simulate compressive sensing on observations of Pd nanoparticles and Ag nanoparticles during exposure to high temperatures and other environmental

  9. Super-pharm的生意经

    Institute of Scientific and Technical Information of China (English)

    韦少雯

    2006-01-01

    Super-pharm,这家可直译为“超级药店”的以色列最大的药品、化妆品及个人护理品零售企业,是由全球排名前几十位的亿万富翁、犹太人Murray Koffler创立的家族企业。

  10. Super Resolution Imaging Applied to Scientific Images

    Science.gov (United States)

    2007-05-01

    investigator, (3) development of Papoulis -Gerchberg method to implement the analytic continuation of spectral details, (4) exploration of contourlet and...off with noise present in the observation. In [30] we make use of Papoulis -Gerchberg algorithm of signal extrapolation to perform Image super...we have used a training database consisting of high resolution images. For Papoulis -Gerchberg method number of iterations and the filter used both

  11. The SuperNova Early Warning System

    OpenAIRE

    Scholberg, K.

    2008-01-01

    A core collapse in the Milky Way will produce an enormous burst of neutrinos in detectors world-wide. Such a burst has the potential to provide an early warning of a supernova's appearance. I will describe the nature of the signal, the sensitivity of current detectors, and SNEWS, the SuperNova Early Warning System, a network designed to alert astronomers as soon as possible after the detected neutrino signal.

  12. (Super-)renormalizably dressed black holes

    OpenAIRE

    Ayón-Beato, Eloy; Hassaïne, Mokhtar; Méndez-Zavaleta, Julio A.

    2015-01-01

    Black holes supported by self-interacting conformal scalar fields can be considered as renormalizably dressed since the conformal potential is nothing but the top power-counting renormalizable self-interaction in the relevant dimension. On the other hand, potentials defined by powers which are lower than the conformal one are also phenomenologically relevant since they are in fact super-renormalizable. In this work we provide a new map that allows to build black holes dressed with all the (su...

  13. Dating With Super Junior-M

    Institute of Scientific and Technical Information of China (English)

    2009-01-01

    担心情人节没人陪?还在幻想能与谁约会?2009年2月14日,梦想照进现实,SJ-M将在上海举办“情人Superman-Super Junior-M 2009上海歌会”,化身你的甜蜜情人,与你一起共度浪漫情人节。

  14. Super-Kamiokande - Present and Future

    Energy Technology Data Exchange (ETDEWEB)

    Suzuki, Y. [Kamioka Observatory, Institute for Cosmic Ray Research, University of Tokyo, Higashi-Mozumi, Kamioka-chou, Hida-city, Gifu 506-1205 (Japan)

    2004-12-15

    We summarize the latest results on the atmospheric and solar neutrinos from Super-Kamiokande. The atmospheric neutrino oscillation analyses with two flavors and with three flavor are discussed and the new results based on the L/E analysis are shown. New solar neutrino results based on the un-binned method is discussed. The current status of SK-II and the future prospects for SK neutrino oscillation experiment are summarized.

  15. The (Super)String Theories' Problems

    CERN Document Server

    Naboulsi, R

    2003-01-01

    (Super)String theories are theoretical ideas that go beyond the standard model of particle and high energy physics and show promise for unifying all forces in nature including the gravitational one. In this unification a prominent role is played by the duality symmetries which relate different theories. I present a review of these developements and discuss their problems and possible impact in low-energy physics. We explain and discuss some ideas concerning string field theories from noncommutative geometry.

  16. T-Duality from super Lie n-algebra cocycles for super p-branes

    CERN Document Server

    Fiorenza, Domenico; Schreiber, Urs

    2016-01-01

    We compute the $L_\\infty$-theoretic dimensional reduction of the F1/D$p$-brane super $L_\\infty$-cocycles with coefficients in rationalized twisted K-theory from the 10d type IIA and type IIB super Lie algebras down to 9d. We show that the two resulting coefficient $L_\\infty$-algebras are naturally related by an $L_\\infty$-isomorphism which we find to act on the super $p$-brane cocycles by the infinitesimal version of the rules of topological T-duality and inducing an isomorphism between $K^0$ and $K^1$, rationally. Moreover, we show that these $L_\\infty$-algebras are the homotopy quotients of the RR-charge coefficients by the "T-duality Lie 2-algebra". We find that the induced $L_\\infty$-extension is a gerby extension of a 9+(1+1) dimensional (i.e. "doubled") T-duality correspondence super-spacetime, which serves as a local model for T-folds. We observe that this still extends, via the D0-brane cocycle of its type IIA factor, to a 10+(1+1)-dimensional super Lie algebra. Finally we observe that this satisfies ...

  17. Automated analysis and annotation of basketball video

    Science.gov (United States)

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

    1997-01-01

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

  18. SuperB Progress Reports - Physics

    CERN Document Server

    O'Leary, B.; Ramon, M.; Pous, E.; De Fazio, F.; Palano, A.; Eigen, G.; Asgeirsson, D.; Cheng, C.H.; Chivukula, A.; Echenard, B.; Hitlin, D.G.; Porter, F.; Rakitin, A.; Heinemeyer, S.; McElrath, B.; Andreassen, R.; Meadows, B.; Sokoloff, M.; Blanke, M.; Lesiak, T.; Shindou, T.; Ronga, F.; Baldini, W.; Bettoni, D.; Calabrese, R.; Cibinetto, G.; Luppi, E.; Rama, M.; Bossi, F.; Guido, E.; Patrignani, C.; Tosi, S.; Davies, C.; Lunghi, E.; Haisch, U.; Hurth, T.; Westhoff, S.; Crivellin, A.; Hofer, L.; Goto, T.; Brown, David Nathan; Branco, G.C.; Zupan, J.; Herrero, M.; Rodriguez-Sanchez, A.; Simi, G.; Tackmann, F.J.; Biassoni, P.; Lazzaro, A.; Lombardo, V.; Palombo, F.; Stracka, S.; Lindemann, D.M.; Robertson, S.H.; Duling, B.; Gemmler, K.; Gorbahn, M.; Jager, S.; Paradisi, P.; Straub, D.M.; Bigi, I.; Asner, D.M.; Fast, J.E.; Kouzes, R.T.; Morandin, M.; Rotondo, M.; Ben-Haim, E.; Arnaud, N.; Burmistrov, L.; Kou, E.; Perez, A.; Stocchi, A.; Viaud, B.; Domingo, F.; Piccinini, F.; Manoni, E.; Batignani, G.; Cervelli, A.; Forti, F.; Giorgi, M.; Lusiani, A.; Oberhof, B.; Paoloni, E.; Neri, N.; Walsh, J.; Bevan, A.; Bona, M.; Walker, C.; Weiland, C.; Lenz, A.; Gonzalez-Sprinberg, G.; Faccini, R.; Renga, F.; Polosa, A.; Silvestrini, L.; Virto, J.; Ciuchini, M.; Lubicz, V.; Tarantino, C.; Wilson, F.F.; Carpinelli, M.; Huber, T.; Mannel, T.; Graham, M.; Ratcliff, B.N.; Santoro, V.; Sekula, S.; Shougaev, K.; Soffer, A.; Shimizu, Y.; Gambino, P.; Mussa, R.; Nardecchia, M.; Stal, O.; Bernabeu, J.; Botella, F.; Jung, M.; Lopez March, N.; Martinez Vidal, F.; Oyanguren, A.; Pich, A.; Lozano, M.A.Sanchis; Vidal, J.; Vives, O.; Banerjee, S.; Roney, J.M.; Petrov, A.A.; Flood, K.

    2010-01-01

    SuperB is a high luminosity e+e- collider that will be able to indirectly probe new physics at energy scales far beyond the reach of any man made accelerator planned or in existence. Just as detailed understanding of the Standard Model of particle physics was developed from stringent constraints imposed by flavour changing processes between quarks, the detailed structure of any new physics is severely constrained by flavour processes. In order to elucidate this structure it is necessary to perform a number of complementary studies of a set of golden channels. With these measurements in hand, the pattern of deviations from the Standard Model behavior can be used as a test of the structure of new physics. If new physics is found at the LHC, then the many golden measurements from SuperB will help decode the subtle nature of the new physics. However if no new particles are found at the LHC, SuperB will be able to search for new physics at energy scales up to 10-100 TeV. In either scenario, flavour physics measure...

  19. Super Marx Generator for Thermonuclear Ignition

    CERN Document Server

    Winterberg, Friedwardt

    2008-01-01

    In ongoing electric pulse power driven inertial confinement fusion experiments, Marx generators are connected in parallel with the target in the center of a ring of the Marx generators. There the currents, not the voltages add up. Instead of connecting a bank of Marx generator in parallel, one may connect them in series, adding up their voltages, not the currents. If, for example, fifty 20 MV Marx generators are connected in series, they would add up to a gigavolt. But to prevent breakdown, the adding up of the voltages in such a super-Marx generator must be fast. For this reason, it is proposed that each of the Marx generators charges up a fast discharge capacitor, with the thusly charged fast capacitors becoming the elements of a second stage super Marx generator. In a super Marx generator, the Marx generators also assume the role of the resistors in the original Marx circuit. With a voltage of 10^9 Volt and a discharge current of 10^7 Ampere, the generation of a 10^16 Watt GeV proton beam becomes possible,...

  20. The SuperNEMO tracking detector

    CERN Document Server

    Cascella, M

    2015-01-01

    The SuperNEMO detector will search for neutrinoless double beta decay at the Modane Underground Laboratory on the French-Italian border. This decay mode, if observed, would be proof that the neutrino is its own antiparticle, would constitute evidence for total lepton number violation, and could allow a measurement of the absolute neutrino mass. The SuperNEMO experiment is designed to reach a half-life sensitivity of $10^{26}$ years corresponding to an effective Majorana neutrino mass of $50-100~$meV. The SuperNEMO detector design allows complete topological reconstruction of the double beta decay event enabling excellent levels of background rejection. In the event of a discovery, such topological measurements will be vital in determining the nature of the lepton number violating process. This reconstruction will be performed by a gaseous tracking detector, consisting of 2034 drift cells per module operated in Geiger mode. The tracker of the Demonstrator Module is currently under construction in the UK. This ...

  1. SuperB Technical Design Report

    CERN Document Server

    Baszczyk, M; Kolodziej, J; Kucewicz, W; Sapor, M; Jeremie, A; Pous, E Grauges; Bruno, G E; De Robertis, G; Diacono, D; Donvito, G; Fusco, P; Gargano, F; Giordano, F; Loddo, F; Loparco, F; Maggi, G P; Manzari, V; Mazziotta, M N; Nappi, E; Palano, A; Santeramo, B; Sgura, I; Silvestris, L; Spinoso, V; Eigen, G; Zalieckas, J; Zhuo, Z; Jenkovszky, L; Balbi, G; Boldini, M; Bonacorsi, D; Cafaro, V; D'Antone, I; Dallavalle, G M; Di Sipio, R; Fabbri, F; Fabbri, L; Gabrielli, A; Galli, D; Giacomelli, P; Giordano, V; Giorgi, F M; Grandi, C; Lax, I; Meo, S Lo; Marconi, U; Montanari, A; Pellegrini, G; Piccinini, M; Rovelli, T; Cesari, N Semprini; Torromeo, G; Tosi, N; Travaglini, R; Vagnoni, V M; Valentinetti, S; Villa, M; Zoccoli, A; Caron, J -F; Hearty, C; Lu, P F -T; Mattison, T S; McKenna, J A; So, R Y -C; Barnyakov, M Yu; Blinov, V E; Botov, A A; Druzhinin, V P; Golubev, V B; Kononov, S A; Kravchenko, E A; Levichev, E B; Onuchin, A P; Serednyakov, S I; Shtol, D A; Skovpen, Y I; Solodov, E P; Cardini, A; Carpinelli, M; Chao, D S -T; Cheng, C H; Doll, D A; Echenard, B; Flood, K; Hanson, J; Hitlin, D G; Ongmongkolkul, P; Porter, F C; Zhu, R Y; Randazzo, N; Burelo, E De La Cruz; Zheng, Y; Campos, P; De Silva, M; Kathirgamaraju, A; Meadows, B; Pushpawela, B; Shi, Y; Sokoloff, M; Castro, G Lopez; Ciaschini, V; Franchini, P; Giacomini, F; Paolini, A; Polania, G A Calderon; Laczek, S; Romanowicz, P; Szybinski, B; Czuchry, M; Flis, L; Harezlak, D; Kocot, J; Radecki, M; Sterzel, M; Szepieniec, T; Szymocha, T; Wójcik, P; Andreotti, M; Baldini, W; Calabrese, R; Carassiti, V; Cibinetto, G; Ramusino, A Cotta; Evangelisti, F; Gianoli, A; Luppi, E; Malaguti, R; Manzali, M; Melchiorri, M; Munerato, M; Padoan, C; Santoro, V; Tomassetti, L; Beretta, M M; Biagini, M; Boscolo, M; Capitolo, E; de Sangro, R; Esposito, M; Felici, G; Finocchiaro, G; Gatta, M; Gatti, C; Guiducci, S; Lauciani, S; Patteri, P; Peruzzi, I; Piccolo, M; Raimondi, P; Rama, M; Sanelli, C; Tomassini, S; Fabbricatore, P; Delepine, D; Santos, M A Reyes; Chrzaszcz, M; Grzymkowski, R; Knap, P; Kotula, J; Lesiak, T; Ludwin, J; Michalowski, J; Pawlik, B; Rachwal, B; Stodulski, M; Wiechczynski, J; Witek, M; Zawiejski, L; Zdybal, M; Aushev, V Y; Ustynov, A; Arnaud, N; Bambade, P; Beigbeder, C; Bogard, F; Borsato, M; Breton, D; Brossard, J; Burmistrov, L; Charlet, D; Chaumat, V; Dadoun, O; Berni, M El; Maalmi, J; Puill, V; Rimbault, C; Stocchi, A; Tocut, V; Variola, A; Wallon, S; Wormser, G; Grancagnolo, F; Ben-Haim, E; Sitt, S; Baylac, M; Bourrion, O; Deconto, J -M; Martinez, Y Gomez; Monseu, N; Muraz, J -F; Real, J -S; Vescovi, C; Cenci, R; Jawahery, A; Roberts, D; Twedt, E W; Cheaib, R; Lindemann, D; Nderitu, S; Patel, P; Robertson, S H; Swersky, D; Warburton, A; Flores, E Cuautle; Sanchez, G Toledo; Biassoni, P; Bombelli, L; Citterio, M; Coelli, S; Fiorini, C; Liberali, V; Monti, M; Nasri, B; Neri, N; Palombo, F; Sabatini, F; Stabile, A; Berra, A; Giachero, A; Gotti, C; Lietti, D; Maino, M; Pessina, G; Prest, M; Martin, J -P; Simard, M; Starinski, N; Taras, P; Drutskoy, A; Makarychev, S; Nefediev, A V; Aloisio, A; Cavaliere, S; De Nardo, G; Della Pietra, M; Doria, A; Giordano, R; Ordine, A; Pardi, S; Russo, G; Sciacca, C; Bigi, I I; Jessop, C P; Wang, W; Bellato, M; Benettoni, M; Corvo, M; Crescente, A; Corso, F Dal; Dosselli, U; Fanin, C; Gianelle, A; Longo, S; Michelotto, M; Montecassiano, F; Morandin, M; Pengo, R; Posocco, M; Rotondo, M; Simi, G; Stroili, R; Gaioni, L; Manazza, A; Manghisoni, M; Ratti, L; Re, V; Traversi, G; Zucca, S; Bizzaglia, S; Bizzarri, M; Cecchi, C; Germani, S; Lebeau, M; Lubrano, P; Manoni, E; Papi, A; Rossi, A; Scolieri, G; Batignani, G; Bettarini, S; Casarosa, G; Cervelli, A; Fella, A; Forti, F; Giorgi, M; Lilli, L; Lusiani, A; Oberhof, B; Paladino, A; Pantaleo, F; Paoloni, E; Perez, A L Perez; Rizzo, G; Walsh, J; Téllez, A Fernández; Beck, G; Berman, M; Bevan, A; Gannaway, F; Inguglia, G; Martin, A J; Morris, J; Bocci, V; Capodiferro, M; Chiodi, G; Dafinei, I; Drenska, N V; Faccini, R; Ferroni, F; Gargiulo, C; Gauzzi, P; Luci, C; Lunadei, R; Martellotti, G; Pellegrino, F; Pettinacci, V; Pinci, D; Recchia, L; Ruggeri, D; Zullo, A; Camarri, P; Cardarelli, R; De Santis, C; Di Ciaccio, A; Di Felice, V; Di Palma, F; Di Simone, A; Marcelli, L; Messi, R; Moricciani, D; Sparvoli, R; Tammaro, S; Branchini, P; Budano, A; Bussino, S; Ciuchini, M; Nguyen, F; Passeri, A; Ruggieri, F; Spiriti, E; Wilson, F; Monzon, I Leon; Millan-Almaraz, J R; Podesta-Lerma, P L M; Aston, D; Dey, B; Fisher, A; Jackson, P D; Leith, D W G S; Luitz, S; MacFarlane, D; McCulloch, M; Metcalfe, S; Novokhatski, A; Osier, S; Prepost, R; Ratcliff, B; Seeman, J; Sullivan, M; Va'vra, J; Wienands, U; Wisniewski, W; Altschul, B D; Purohit, M V; Baudot, J; Ripp-Baudot, I; Cirrone, G A P; Cuttone, G; Bezshyyko, O; Dolinska, G; Soffer, A; Bianchi, F; De Mori, F; Filippi, A; Gamba, D; Marcello, S; Bomben, M; Bosisio, L; Cristaudo, P; Lanceri, L; Liberti, B; Rashevskaya, I; Stella, C; Vallazza, E S; Vitale, L; Auriemma, G; Satriano, C; Vidal, F Martinez; de Cos, J Mazorra; Oyanguren, A; Valls, P Ruiz; Beaulieu, A; Dejong, S; Franta, J; Lewczuk, M J; Roney, M; Sobie, R

    2013-01-01

    In this Technical Design Report (TDR) we describe the SuperB detector that was to be installed on the SuperB e+e- high luminosity collider. The SuperB asymmetric collider, which was to be constructed on the Tor Vergata campus near the INFN Frascati National Laboratory, was designed to operate both at the Upsilon(4S) center-of-mass energy with a luminosity of 10^{36} cm^{-2}s^{-1} and at the tau/charm production threshold with a luminosity of 10^{35} cm^{-2}s^{-1}. This high luminosity, producing a data sample about a factor 100 larger than present B Factories, would allow investigation of new physics effects in rare decays, CP Violation and Lepton Flavour Violation. This document details the detector design presented in the Conceptual Design Report (CDR) in 2007. The R&D and engineering studies performed to arrive at the full detector design are described, and an updated cost estimate is presented. A combination of a more realistic cost estimates and the unavailability of funds due of the global economic ...

  2. Predicting the occurrence of super-storms

    Directory of Open Access Journals (Sweden)

    N. Srivastava

    2005-11-01

    Full Text Available A comparative study of five super-storms (Dst<-300 nT of the current solar cycle after the launch of SoHO, to identify solar and interplanetary variables that influence the magnitude of resulting geomagnetic storms, is described. Amongst solar variables, the initial speed of a CME is considered the most reliable predictor of the strength of the associated geomagnetic storm because fast mass ejections are responsible for building up the ram pressure at the Earth's magnetosphere. However, although most of the super-storms studied were associated with high speed CMEs, the Dst index of the resulting geomagnetic storms varied between -300 to -472 nT. The most intense storm of 20 November 2003, (Dst ~ -472 nT had its source in a comparatively smaller active region and was associated with a relatively weaker, M-class flare while all other super-storms had their origins in large active regions and were associated with strong X-class flares. However, this superstorm did not show any associated extraordinary solar and interplanetary characteristics. The study also reveals the challenge in the reliable prediction of the magnitude of a geomagnetic storm from solar and interplanetary variables.

  3. Video Search: New Challenges in the Pervasive Digital Video Era

    Directory of Open Access Journals (Sweden)

    Stelios Piperidis

    2007-05-01

    Full Text Available The explosion of multimedia digital content and the development of technologies that go beyond traditional broadcast and TV have rendered access to such content important for all end-users of these technologies. While originally developed for providing access to multimedia digital libraries, video search technologies assume now a more demanding role. In this paper, we attempt to shed light onto this new role of video search technologies, looking at the rapid developments in the related market, the lessons learned from state of art video search prototypes developed mainly in the digital libraries context and the new technological challenges that have risen. We focus on one of the latter, i.e., the development of cross-media decision mechanisms, drawing examples from REVEAL THIS, an FP6 project on the retrieval of video and language for the home user. We argue, that efficient video search holds a key to the usability of the new ”pervasive digital video” technologies and that it should involve cross-media decision mechanisms.

  4. Video Steganography: Text Hiding In Video By LSB Substitution

    Directory of Open Access Journals (Sweden)

    Kamred Udham Singh

    2014-05-01

    Full Text Available The development of high speed computer networks and Internet has increased the easiness of Information Communication. In contrast with Analog media and Digital media provide several different advantages such as high quality, simple editing, high loyalty copying and authenticity. But in the field of data communication this type of development has increased the fear of sneaking the data while sending data from the sender to the receiver. Due to this reason Information Security is main problem of Data Communication. Steganography plays an important role in field of Information Security. Video and images are very common choice for hiding data. It is very important for effective and successful embedding process to select appropriate pixels in the video frames, which are used to store the secret data. We use video based Steganography because of large size and memory requirements. Hiding information in a carrier file we use least significant bit (LSB insertion technique. In Least significant bit (LSB insertion technique, for hiding information we change LSB of video file with the information bits .This paper will focus on hiding information in specific frames of the video and in specific position of the frame by LSB substitution.

  5. Multiple sclerosis: changes in microarchitecture of white matter tracts after training with a video game balance board.

    Science.gov (United States)

    Prosperini, Luca; Fanelli, Fulvia; Petsas, Nikolaos; Sbardella, Emilia; Tona, Francesca; Raz, Eytan; Fortuna, Deborah; De Angelis, Floriana; Pozzilli, Carlo; Pantano, Patrizia

    2014-11-01

    To determine if high-intensity, task-oriented, visual feedback training with a video game balance board (Nintendo Wii) induces significant changes in diffusion-tensor imaging ( DTI diffusion-tensor imaging ) parameters of cerebellar connections and other supratentorial associative bundles and if these changes are related to clinical improvement in patients with multiple sclerosis. The protocol was approved by local ethical committee; each participant provided written informed consent. In this 24-week, randomized, two-period crossover pilot study, 27 patients underwent static posturography and brain magnetic resonance (MR) imaging at study entry, after the first 12-week period, and at study termination. Thirteen patients started a 12-week training program followed by a 12-week period without any intervention, while 14 patients received the intervention in reverse order. Fifteen healthy subjects also underwent MR imaging once and underwent static posturography. Virtual dissection of white matter tracts was performed with streamline tractography; values of DTI diffusion-tensor imaging parameters were then obtained for each dissected tract. Repeated measures analyses of variance were performed to evaluate whether DTI diffusion-tensor imaging parameters significantly changed after intervention, with false discovery rate correction for multiple hypothesis testing. There were relevant differences between patients and healthy control subjects in postural sway and DTI diffusion-tensor imaging parameters (P board system modified the microstructure of superior cerebellar peduncles. The clinical improvement observed after training might be mediated by enhanced myelination-related processes, suggesting that high-intensity, task-oriented exercises could induce favorable microstructural changes in the brains of patients with multiple sclerosis.

  6. Does the use of Nintendo Wii Sports™ improve arm function and is it acceptable to patients after stroke? Publication of the Protocol of the Trial of Wii™ in Stroke – TWIST

    Directory of Open Access Journals (Sweden)

    Adie K

    2014-10-01

    Full Text Available Katja Adie,1 Christine Schofield,1 Margie Berrow,2 Jennifer Wingham,3 Janet Freeman,1 John Humfryes,1 Colin Pritchard3 1Royal Cornwall Hospital Trust, Cornwall, UK; 2Peninsula Clinical Trials Unit, Plymouth University Schools of Medicine and Dentistry, Plymouth, Devon, UK; 3Royal Cornwall Hospital, Truro, Cornwall, UKIntroduction: Many stroke patients experience loss of arm function requiring rehabilitation, which is expensive, repetitive, and does not always translate into “real life.” Nintendo Wii Sports™ (Wii™ may offer task-specific training that is repetitive and motivating. The Trial of Wii™ in Stroke (TWIST is designed to investigate feasibility, efficacy, and acceptability using Wii™ to improve affected arm function for patients after stroke.Method: This is a randomized controlled trial (RCT, incorporating a qualitative study and health economics analysis that compares playing Wii™ versus arm exercises in patients receiving standard rehabilitation in a home setting within 6 months of stroke with a motor deficit of less than 5 on the MRC (Medical Research Council scale (arm. In this study, we expect to randomize 240 participants.Outcome measures: Primary outcome is change in affected arm function at 6 weeks follow-up in intervention and control group using the Action Research Arm Test. Secondary outcomes include occupational performance using the Canadian Occupational Performance Measure, quality of life using the Stroke Impact Scale, cost effectiveness analysis, and a qualitative study investigating factors that influence use of Wii™ for patients and carers.Conclusion: TWIST is the first UK RCT assessing the feasibility, cost effectiveness, and acceptability of Wii™ in stroke rehabilitation. The trial has been registered with ISRCTN 06807619 and UK CRN 11030. Results of the study will be published after completion of study in August 2014.Keywords: virtual reality, rehabilitation

  7. Hazmat Cam Wireless Video System

    Energy Technology Data Exchange (ETDEWEB)

    Kevin L. Young

    2006-02-01

    This paper describes the Hazmat Cam Wireless Video System and its application to emergency response involving chemical, biological or radiological contamination. The Idaho National Laboratory designed the Hazmat Cam Wireless Video System to assist the National Guard Weapons of Mass Destruction - Civil Support Teams during their mission of emergency response to incidents involving weapons of mass destruction. The lightweight, handheld camera transmits encrypted, real-time video from inside a contaminated area, or hot-zone, to a command post located a safe distance away. The system includes a small wireless video camera, a true-diversity receiver, viewing console, and an optional extension link that allows the command post to be placed up to five miles from danger. It can be fully deployed by one person in a standalone configuration in less than 10 minutes. The complete system is battery powered. Each rechargeable camera battery powers the camera for 3 hours with the receiver and video monitor battery lasting 22 hours on a single charge. The camera transmits encrypted, low frequency analog video signals to a true-diversity receiver with three antennas. This unique combination of encryption and transmission technologies delivers encrypted, interference-free images to the command post under conditions where other wireless systems fail. The lightweight camera is completely waterproof for quick and easy decontamination after use. The Hazmat Cam Wireless Video System is currently being used by several National Guard Teams, the US Army, and by fire fighters. The system has been proven to greatly enhance situational awareness during the crucial, initial phase of a hazardous response allowing commanders to make better, faster, safer decisions.

  8. A Video Game-Based Framework for Analyzing Human-Robot Interaction: Characterizing Interface Design in Real-Time Interactive Multimedia Applications

    Science.gov (United States)

    2006-01-01

    breathing more heavily when it reaches the limits of its stamina [ Eternal Darkness: Sanity’s Requiem]. 3.2.3 Non-Visual Output Non-visual output...distinct level in a game in the case of [Super Mario Sunshine ] (for example). A use of voice in a video game might occur when a player’s character has...a direct connection between an input and an output response; picture a button push causing a character to jump [Super Mario Sunshine ]. Natural

  9. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

    Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video...... demonstrate that, due to the propagation of the identity variable over time, a degeneracy in posterior probability of the identity variable is achieved to give improved recognition. The gallery is generalized to videos in order to realize video-to-video recognition. An exemplar-based learning strategy...

  10. Intersubjectivity in video interview.

    Science.gov (United States)

    Haddouk, Lise

    2014-01-01

    The concept of relationship has rapidly evolved over the past few years, since the emergence of the internet network and the development of remote communication and exchanges. The emergence of cyberculture with the development of the internet has led to a new representation of the social link, in which communication never stops. In this context, computer mediated intersubjective relationships represent a main line of thinking and research. Thus, can we consider for example that relationship is only composed of an informational exchange? Would there be other dimensions possibly missing in computer mediated relationships? In this case, how could we re-introduce these aspects, "re-humanize" the remote relationships? New practices in psychology emerge with the ICT usage, both in the fields of research and for therapeutic purposes. Some fields like medicine already use remote health platforms that have proven useful in certain situations. In the field of remote clinical psychology, different media are used that contribute to the framework definition of the remote clinical interview, where the concept of relation holds a central place. Videoconference enables the introduction of an important element from the point of view of sensoriality: the body image, which engages the subjects' interaction in a different way than in a written or verbal exchange. But is the use of videoconference sufficient to establish a clinical framework comparable to the traditional one? How can the computer-mediated relationship enable and establish a potential object relation, rather than a mirrored one? Thinking through an online adaptation of the clinical interview framework led to the elaboration of a specific tool dedicated to this purpose and to research into the access to intersubjectivity in clinical video interview. This study's encouraging results have fostered the pursuit of this experience in the form of a platform dedicated to the conduction of clinical interviews through

  11. Virtual Team and Trust Relationship: Focus Group Interviews in Multimedia Super Corridor Status Companies

    Directory of Open Access Journals (Sweden)

    Norizah Aripin

    2011-12-01

    Full Text Available This paper aims to discuss the trust relationship in virtual teams in Multimedia Super Corridor (MSC status companies. The study used qualitative method that is phenomenology approach through focus group interviews. In-depth interview were also used with semi-structured and openended questions. The interviews involved six staffs at different position in virtual team (two team leaders, and four team members. The interviews were recorded, transcribed and analyzed according to the thematic analysis. Results showed that dimensions on virtual team trust relationship including interpersonal communication, personality, team members size, face-to-face meeting needs, safety information when discussing face-to-face in public places, and difficulty to recall interaction via video conferencing with other team members.

  12. Instructional video for teaching venepuncture.

    Science.gov (United States)

    Pan, Michael; Harcharik, Sara; Moskalenko, Marina; Luber, Adam; Bernardo, Sebastian; Levitt, Jacob

    2014-10-01

    Safe venepuncture technique is a critical skill for health care professionals, to avoid accidental occupational injury. This study investigates whether watching an instructional video improves medical students' ability to perform venepuncture safely. This was a randomised, controlled, assessor-blinded trial that evaluated the utility of an instructional video, with the primary outcome of the ability to perform venepuncture safely. Forty-two second-year medical students were recruited and randomised to receive either video instruction (group A, n = 20) or no intervention (group B, n = 22). Prior to the study, all students attended an instructor-led workshop on venepuncture. During the study, students were paired and instructed to perform venepuncture on a partner. Performance was assessed using a points-based checklist. Pre- and post-study surveys were conducted to assess confidence with technique. The mean total checklist score was higher in group A than in group B, with values of 14.15 and 9.18, respectively (p instructional video performed venepuncture more effectively and reported greater confidence with the technique. Medical students can benefit from having access to an instructional video on venepuncture as an adjunct to the standard curriculum. Safe venepuncture technique is a critical skill for health care professionals. © 2014 John Wiley & Sons Ltd.

  13. Monocular Video Guided Garment Simulation

    Institute of Scientific and Technical Information of China (English)

    Fa-Ming Li; Xiao-Wu Chen∗; Bin Zhou; Fei-Xiang Lu; Kan Guo; Qiang Fu

    2015-01-01

    We present a prototype to generate a garment-shape sequence guided by a monocular video sequence. It is a combination of a physically-based simulation and a boundary-based modification. Given a garment in the video worn on a mannequin, the simulation generates a garment initial shape by exploiting the mannequin shapes estimated from the video. The modification then deforms the simulated 3D shape into such a shape that matches the garment 2D boundary extracted from the video. According to the matching correspondences between the vertices on the shape and the points on the boundary, the modification is implemented by attracting the matched vertices and their neighboring vertices. For best-matching correspondences and efficient performance, three criteria are introduced to select the candidate vertices for matching. Since modifying each garment shape independently may cause inter-frame oscillations, changes by the modification are also propagated from one frame to the next frame. As a result, the generated garment 3D shape sequence is stable and similar to the garment video sequence. We demonstrate the effectiveness of our prototype with a number of examples.

  14. Super-Resolution Imaging on Microfluidic Super-Resolution Near-Field Structure

    Institute of Scientific and Technical Information of China (English)

    WANG Pei; TANG Lin; ZHANG Dou-Guo; LU Yong-Hua; JIAO Xiao-Jin; XIE Jian-Ping; MING Hai

    2005-01-01

    @@ We present a new concept of the microfluidic super-resolution near-field structure (MSRENS) based on a microfluidic structure and a super-resolution near-field structure. The near-field distance control, "nano-probe"and scanning can be realized simultaneously using the MSRENS, which is similar to a near-field scanning optical microscope. The design and simulation results are presented. Numerical simulation has demonstrated that the MSRENS with spatial resolution beyond the diffraction limit could be applicable in chemistry, biologics, and many other fields.

  15. SuperB: An opportunity to study baryons with beauty and bottom super-nuclei

    Energy Technology Data Exchange (ETDEWEB)

    Feliciello, A., E-mail: Alessandro.Feliciello@to.infn.it [Istituto Nazionale di Fisica Nucleare, Sezione di Torino, Via P. Giuria 1, I-10125 Torino (Italy)

    2012-05-01

    SuperB is an INFN flagship project for a new high-luminosity heavy-flavor factory. Along with its companion detector, it is dedicated to the search for CP violation effects in the B meson sector with the aim of looking for direct and indirect signals of new physics, beyond the Standard Model. However it could offer as well the opportunity for a systematic, high-statistics study of b baryon properties and for a search for bottom super-nuclei, that is bound nuclear systems with an explicit content of beauty.

  16. RESEARCH NOTES On the support of super-Brownian motion with super-Brownian immigration

    Institute of Scientific and Technical Information of China (English)

    洪文明; 钟惠芳

    2001-01-01

    The support properties of the super Brownian motion with random immigration Xρ1 are considered,where the immigration rate is governed by the trajectory of another super-Brownian motion ρ. When both the initial state Xρo of the process and the immigration rate process ρo are of finite measure and with compact supports, the probability of the support of the process Xρi dominated by a ball is given by the solutions of a singular elliptic boundary value problem.

  17. Super-hybrid composites - An emerging structural material

    Science.gov (United States)

    Chamis, C. C.; Lark, R. F.; Sullivan, T. L.

    1975-01-01

    Specimens of super-hybrids and advanced fiber composites were subjected to extensive tests to determine their mechanical properties, including impact and thermal fatigue. The super-hybrids were fabricated by a procedure similar to that reported by Chamis et al., (1975). Super-hybrids subjected to 1000 cycles of thermal fatigue from -100 to 300 F retained over 90% of their longitudinal flexural strength and over 75% of their transverse flexural strength; their transverse flexural strength may be as high as 8 times that of a commercially supplied boron/1100-Al composite. The thin specimen Izod longitudinal impact resistance of the super-hybrids was twice that of the boron/110-Al material. Super-hybrids subjected to transverse tensile loads exhibited nonlinear stress-strain relationships. The experimentally determined initial membrane (in-plane) and bending elastic properties of super-hybrids were predicted adequately by linear laminate analysis.

  18. Mengolah Data Video Analog menjadi Video Digital Sederhana

    Directory of Open Access Journals (Sweden)

    Nick Soedarso

    2010-10-01

    Full Text Available Nowadays, editing technology has entered the digital age. Technology will demonstrate the evidence of processing analog to digital data has become simpler since editing technology has been integrated in the society in all aspects. Understanding the technique of processing analog to digital data is important in producing a video. To utilize this technology, the introduction of equipments is fundamental to understand the features. The next phase is the capturing process that supports the preparation in editing process from scene to scene; therefore, it will become a watchable video.   

  19. MENGOLAH DATA VIDEO ANALOG MENJADI VIDEO DIGITAL SEDERHANA

    Directory of Open Access Journals (Sweden)

    Nick

    2010-09-01

    Full Text Available Nowadays, editing technology has entered the digital age. Technology will demonstrate the evidence of processing analog to digital data has become simpler since editing technology has been integrated in the society in all aspects. Understanding the technique of processing analog to digital data is important in producing a video. To utilize this technology, the introduction of equipments is fundamental to understand the features. The next phase is the capturing process that supports the preparation in editing process from scene to scene; therefore, it will become a watchable video.

  20. Playing the Tune: Video Game Music, Gamers, and Genre

    Directory of Open Access Journals (Sweden)

    Tim Summers

    2011-07-01

    Full Text Available This article proposes a particular approach to video game music, advocating the usefulness of genre-based enquiry. Two generic levels are active in video game music: ‘interactive genre’ (the type of game/interactive mechanism and ‘environmental genre’ (the ‘setting’ of the game. The interaction between these levels produces the game’s music. By examining games within the same interactive genre, even if the environmental genre is markedly different, we can begin to uncover similar concerns, functions and methodologies of game music. Ultimately, such ‘roles’ of game music are significant in their relevance for the player, to whom such strategies are directed. The player reads, interprets and learns from the music as well as being emotionally affected by the scores. Three interactive genres are briefly examined (survival horror games, strategy games, fighting games, in order to demonstrate how musical-strategic similarities can be seen to weave through game genres, as dictated by the interactive demands of each interactive genre. Survival horror games borrow many tropes and strategies from horror film. Close reading of a level from Alone in the Dark reveals the creative unsettling and manipulation of the player by the score. Strategy games (here primarily represented by Dune II and Rome: Total War, prize musical communication and player engagement with the game-universe, while fighting games, such as Street Fighter II and Super Smash Bros. Brawl, prioritize character-individualization in order to facilitate virtuosic playing. Future detailed research might hope to further reveal the nature of player interaction with music in the video game.

  1. Evaluation of Skybox Video and Still Image products

    Science.gov (United States)

    d'Angelo, P.; Kuschk, G.; Reinartz, P.

    2014-11-01

    The SkySat-1 satellite lauched by Skybox Imaging on November 21 in 2013 opens a new chapter in civilian earth observation as it is the first civilian satellite to image a target in high definition panchromatic video for up to 90 seconds. The small satellite with a mass of 100 kg carries a telescope with 3 frame sensors. Two products are available: Panchromatic video with a resolution of around 1 meter and a frame size of 2560 × 1080 pixels at 30 frames per second. Additionally, the satellite can collect still imagery with a swath of 8 km in the panchromatic band, and multispectral images with 4 bands. Using super-resolution techniques, sub-meter accuracy is reached for the still imagery. The paper provides an overview of the satellite design and imaging products. The still imagery product consists of 3 stripes of frame images with a footprint of approximately 2.6 × 1.1 km. Using bundle block adjustment, the frames are registered, and their accuracy is evaluated. Image quality of the panchromatic, multispectral and pansharpened products are evaluated. The video product used in this evaluation consists of a 60 second gazing acquisition of Las Vegas. A DSM is generated by dense stereo matching. Multiple techniques such as pairwise matching or multi image matching are used and compared. As no ground truth height reference model is availble to the authors, comparisons on flat surface and compare differently matched DSMs are performed. Additionally, visual inspection of DSM and DSM profiles show a detailed reconstruction of small features and large skyscrapers.

  2. On Super Edge-Antimagicness of Subdivided Stars

    Directory of Open Access Journals (Sweden)

    Raheem A.

    2015-11-01

    Full Text Available Enomoto, Llado, Nakamigawa and Ringel (1998 defined the concept of a super (a, 0-edge-antimagic total labeling and proposed the conjecture that every tree is a super (a, 0-edge-antimagic total graph. In the support of this conjecture, the present paper deals with different results on super (a, d-edge-antimagic total labeling of subdivided stars for d ∈ {0, 1, 2, 3}.

  3. Super-resolution optical telescopes with local light diffraction shrinkage

    OpenAIRE

    Changtao Wang; Dongliang Tang; Yanqin Wang; Zeyu Zhao; Jiong Wang; Mingbo Pu; Yudong Zhang; Wei Yan; Ping Gao; Xiangang Luo

    2015-01-01

    Suffering from giant size of objective lenses and infeasible manipulations of distant targets, telescopes could not seek helps from present super-resolution imaging, such as scanning near-field optical microscopy, perfect lens and stimulated emission depletion microscopy. In this paper, local light diffraction shrinkage associated with optical super-oscillatory phenomenon is proposed for real-time and optically restoring super-resolution imaging information in a telescope system. It is found ...

  4. The Robotic Super-LOTIS Telescope: Results & Future Plans

    OpenAIRE

    Williams, G. G.; Milne, P. A.; Park, H.S.; Barthelmy, S. D.; Hartmann, D. H.; Updike, A.; Hurley, K.

    2008-01-01

    We provide an overview of the robotic Super-LOTIS (Livermore Optical Transient Imaging System) telescope and present results from gamma-ray burst (GRB) afterglow observations using Super-LOTIS and other Steward Observatory telescopes. The 0.6-m Super-LOTIS telescope is a fully robotic system dedicated to the measurement of prompt and early time optical emission from GRBs. The system began routine operations from its Steward Observatory site atop Kitt Peak in April 2000 and currently operates ...

  5. File format for storage of scalable video

    Institute of Scientific and Technical Information of China (English)

    BAI Gang; SUN Xiao-yan; WU Feng; YIN Bao-cai; LI Shi-peng

    2006-01-01

    A file format for storage of scalable video is proposed in this paper. A generic model is presented to enable a codec independent description of scalable video stream. The relationships, especially the dependencies, among sub-streams in a scalable video stream are specified sufficiently and effectively in the proposed model. Complying with the presented scalable video stream model, the file format for scalable video is proposed based on ISO Base Media File Format, which is simple and flexible enough to address the demands of scalable video application as well as the non-scalable ones.

  6. Video game addiction: Impact on teenagers' lifestyle.

    Science.gov (United States)

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers.

  7. Joint source-channel video transmission

    CERN Document Server

    Zhai, Fan

    2007-01-01

    This book deals with the problem of joint source-channel video transmission, i.e., the joint optimal allocation of resources at the application layer and the other network layers, such as data rate adaptation, channel coding, power adaptation in wireless networks, quality of service (QoS) support from the network, and packet scheduling, for efficient video transmission. Real-time video communication applications, such as videoconferencing, video telephony, and on-demand video streaming, have gained increased popularity. However, a key problem in video transmission over the existing Internet an

  8. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

    Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...

  9. Spin groups of super metrics and a theorem of Rogers

    Science.gov (United States)

    Fulp, Ronald

    2017-01-01

    We derive the canonical forms of super Riemannian metrics and the local isometry groups of such metrics. For certain super metrics we also compute the simply connected covering groups of the local isometry groups and interpret these as local spin groups of the super metric. Super metrics define reductions OSg of the relevant frame bundle. When principal bundles S˜g exist with structure group the simply connected covering group G ˜ of the structure group of OSg , representations of G ˜ define vector bundles associated to S˜g whose sections are "spinor fields" associated with the super metric g . Using a generalization of a Theorem of Rogers, which is itself one of the main results of this paper, we show that for super metrics we call body reducible, each such simply connected covering group G ˜ is a super Lie group with a conventional super Lie algebra as its corresponding super Lie algebra. Some of our results were known to DeWitt (1984) using formal Grassmann series and others were known by Rogers using finitely many Grassmann generators and passing to a direct limit. We work exclusively in the category of G∞ supermanifolds with G∞ mappings. Our supernumbers are infinite series of products of Grassmann generators subject to convergence in the ℓ1 norm introduced by Rogers (1980, 2007).

  10. New Results from Super-K and K2K

    CERN Document Server

    Wilkes, R J

    2002-01-01

    This paper summarizes recent (as of SSI-02, in some cases updated in November, 2002) results from the Super-Kamiokande and K2K experiments. The interpretation of Super-Kamiokande results on atmospheric and solar neutrinos provides strong evidence for neutrino oscillations, hence non-zero neutrino mass. While statistics are still limited, K2K data are consistent with Super-Kamiokande results on neutrino oscillations. The effort to reconstruct Super-Kamiokande following a cascade of phototube implosions in November, 2001 is described. Plans for the future are also discussed.

  11. Integral three-dimensional television with video system using pixel-offset method.

    Science.gov (United States)

    Arai, Jun; Kawakita, Masahiro; Yamashita, Takayuki; Sasaki, Hisayuki; Miura, Masato; Hiura, Hitoshi; Okui, Makoto; Okano, Fumio

    2013-02-11

    Integral three-dimensional (3D) television based on integral imaging requires huge amounts of information. Previously, we constructed an Integral 3D television using Super Hi-Vision (SHV) technology, with 7680 pixels horizontally and 4320 pixels vertically. We report on improved image quality through the development of video system with an equivalent of 8000 scan lines for use with Integral 3D television. We conducted experiments to evaluate the resolution of 3D images using an experimental setup and were able to show that by using the pixel-offset method we have eliminated aliasing produced by full-resolution SHV video equipment. We confirmed that the application of the pixel-offset method to integral 3D television is effective in increasing the resolution of reconstructed images.

  12. Sexist games=sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes.

    Science.gov (United States)

    Breuer, Johannes; Kowert, Rachel; Festl, Ruth; Quandt, Thorsten

    2015-04-01

    From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact one's beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.

  13. The art of digital video

    CERN Document Server

    Watkinson, John

    2013-01-01

    The industry ""bible"" is back and it's better than ever. The Art of Digital Video has served as the ultimate reference guide for those working with digital video for generations. Now this classic has been revised and re-written by international consultant and industry leader John Watkinson to include important technical updates on this ever-evolving topic. The format has also been improved to include optional sections that provide additional information that you can choose to skip or investigate further, depending on your interests and comfort level with the s

  14. 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 oppose...... how both police and protesters enact strategies that condition the possibility for images to figure in and impact post-conflict debate, the article explores how both governance and resistance is currently constituted by means of images. It ultimately considers what this means in terms...

  15. 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

  16. From the eyes and the heart: a novel eye-gaze metric that predicts video preferences of a large audience.

    Directory of Open Access Journals (Sweden)

    Christoforos eChristoforou

    2015-05-01

    Full Text Available Eye-tracking has been extensively used to quantify audience preferences in the context of marketing and advertising research, primarily in methodologies involving static images or stimuli (i.e. advertising, shelf testing, and website usability. However, these methodologies do not generalize to narrative-based video stimuli where a specific storyline is meant to be communicated to the audience. In this paper, a novel metric based on eye-gaze dispersion (both within and across viewings that quantifies the impact of narrative-based video stimuli to the preferences of large audiences is presented. The metric is validated in predicting the performance of video advertisements aired during the 2014 Super Bowl final. In particular, the metric is shown to explain 70% of the variance in likeability scores of the 2014 Super Bowl ads as measured by the USA TODAY Ad Meter. In addition, by comparing the proposed metric with Heart Rate Variability (HRV indices, we have associated the metric with biological processes relating to attention allocation. The underlying idea behind the proposed metric suggests a shift in perspective when it comes to evaluating narrative-based video stimuli. In particular, it suggests that audience preferences on video are modulated by the level of viewer’s lack of attention allocation. The proposed metric can be calculated on any narrative-based video stimuli (i.e. movie, narrative content, emotional content, etc., and thus has the potential to facilitate the use of such stimuli in several contexts: prediction of audience preferences of movies, quantitative assessment of entertainment pieces, prediction of the impact of movie trailers, identification of group and individual differences in the study of attention-deficit disorders and, the study of desensitization to media violence.

  17. From the eyes and the heart: a novel eye-gaze metric that predicts video preferences of a large audience.

    Science.gov (United States)

    Christoforou, Christoforos; Christou-Champi, Spyros; Constantinidou, Fofi; Theodorou, Maria

    2015-01-01

    Eye-tracking has been extensively used to quantify audience preferences in the context of marketing and advertising research, primarily in methodologies involving static images or stimuli (i.e., advertising, shelf testing, and website usability). However, these methodologies do not generalize to narrative-based video stimuli where a specific storyline is meant to be communicated to the audience. In this paper, a novel metric based on eye-gaze dispersion (both within and across viewings) that quantifies the impact of narrative-based video stimuli to the preferences of large audiences is presented. The metric is validated in predicting the performance of video advertisements aired during the 2014 Super Bowl final. In particular, the metric is shown to explain 70% of the variance in likeability scores of the 2014 Super Bowl ads as measured by the USA TODAY Ad-Meter. In addition, by comparing the proposed metric with Heart Rate Variability (HRV) indices, we have associated the metric with biological processes relating to attention allocation. The underlying idea behind the proposed metric suggests a shift in perspective when it comes to evaluating narrative-based video stimuli. In particular, it suggests that audience preferences on video are modulated by the level of viewers lack of attention allocation. The proposed metric can be calculated on any narrative-based video stimuli (i.e., movie, narrative content, emotional content, etc.), and thus has the potential to facilitate the use of such stimuli in several contexts: prediction of audience preferences of movies, quantitative assessment of entertainment pieces, prediction of the impact of movie trailers, identification of group, and individual differences in the study of attention-deficit disorders, and the study of desensitization to media violence.

  18. Super-Hamiltonian Structures and Conservation Laws of a New Six-Component Super-Ablowitz-Kaup-Newell-Segur Hierarchy

    Directory of Open Access Journals (Sweden)

    Fucai You

    2014-01-01

    Full Text Available A six-component super-Ablowitz-Kaup-Newell-Segur (-AKNS hierarchy is proposed by the zero curvature equation associated with Lie superalgebras. Supertrace identity is used to furnish the super-Hamiltonian structures for the resulting nonlinear superintegrable hierarchy. Furthermore, we derive the infinite conservation laws of the first two nonlinear super-AKNS equations in the hierarchy by utilizing spectral parameter expansions. PACS: 02.30.Ik; 02.30.Jr; 02.20.Sv.

  19. Super-Liouville - Double Liouville correspondence

    CERN Document Server

    Hadasz, Leszek

    2014-01-01

    The AGT motivated relation between the tensor product of the N=1 super-Liouville field theory with the imaginary free fermion (SL) and a certain projected tensor products of the real and the imaginary Liouville field theories (LL) is analyzed. Using conformal field theory techniques we give a complete proof of the equivalence in the NS sector. It is shown that SL-LL correspondence is based on the equivalence of chiral objects including suitably chosen chiral structure constants of all three Liouville theories involved.

  20. A Trio of Super-Earths

    Science.gov (United States)

    2008-06-01

    Today, at an international conference, a team of European astronomers announced a remarkable breakthrough in the field of extra-solar planets. Using the HARPS instrument at the ESO La Silla Observatory, they have found a triple system of super-Earths around the star HD 40307. Moreover, looking at their entire sample studied with HARPS, the astronomers count a total of 45 candidate planets with a mass below 30 Earth masses and an orbital period shorter than 50 days. This implies that one solar-like star out of three harbours such planets. A trio of Super-Earths ESO PR Photo 19a/08 A trio of Super-Earths "Does every single star harbour planets and, if yes, how many?" wonders planet hunter Michel Mayor from Geneva Observatory. "We may not yet know the answer but we are making huge progress towards it." Since the discovery in 1995 of a planet around the star 51 Pegasi by Mayor and Didier Queloz, more than 270 exoplanets have been found, mostly around solar-like stars. Most of these planets are giants, such as Jupiter or Saturn, and current statistics show that about 1 out of 14 stars harbours this kind of planet. "With the advent of much more precise instruments such as the HARPS spectrograph on ESO's 3.6-m telescope at La Silla, we can now discover smaller planets, with masses between 2 and 10 times the Earth's mass," says Stéphane Udry, one of Mayor's colleagues. Such planets are called super-Earths, as they are more massive than the Earth but less massive than Uranus and Neptune (about 15 Earth masses). The group of astronomers have now discovered a system of three super-Earths around a rather normal star, which is slightly less massive than our Sun, and is located 42 light-years away towards the southern Doradus and Pictor constellations. "We have made very precise measurements of the velocity of the star HD 40307 over the last five years, which clearly reveal the presence of three planets," says Mayor. The planets, having 4.2, 6.7, and 9.4 times the mass of the