WorldWideScience

Sample records for team video dan

  1. Team Learning Ditinjau dari Team Diversity dan Team Efficacy

    OpenAIRE

    Pohan, Vivi Gusrini Rahmadani; Ancok, Djamaludin

    2010-01-01

    This research attempted to observe team learning from the level of team diversity and team efficacy of work teams. This research used an individual level of analysis rather than the group level. The team members measured the level of team diversity, team efficacy and team learning of the teams through three scales, namely team learning scale, team diversity scale, and team efficacy scale. Respondents in this research were the active team members in a company, PT. Alkindo Mitraraya. The total ...

  2. Team Learning Ditinjau dari Team Diversity dan Team Efficacy

    OpenAIRE

    Vivi Gusrini Rahmadani Pohan; Djamaludin Ancok

    2015-01-01

    This research attempted to observe team learning from the level of team diversity and team efficacy of work teams. This research used an individual level of analysis rather than the group level. The team members measured the level of team diversity, team efficacy and team learning of the teams through three scales, namely team learning scale, team diversity scale, and team efficacy scale. Respondents in this research were the active team members in a company, PT. Alkindo Mitraraya. The total ...

  3. PROTOTIPE VIDEO EDITOR DENGAN MENGGUNAKAN DIRECT X DAN DIRECT SHOW

    Directory of Open Access Journals (Sweden)

    Djoni Haryadi Setiabudi

    2004-01-01

    kompresi dan dekompresi file video, kemudian dilanjutkan dengan proses editing terhadap file video digital. Selain itu program juga dilengkapi dengan fasilitas untuk mendukung proses editing. Aplikasi tersebut dibuat dengan Microsoft Visual C++ dengan menggunakan teknologi DirectX, khususnya DirectShow. Aplikasi tersebut meyediakan fasilitas - fasilitas dasar yang membantu proses editing pada video digital. Dengan aplikasi tersebut dihasilkan file video baru dalam format AVI yang terbentuk dari proses editing yang dilakukan. Hasil pengujian menunjukkan kemampuan aplikasi melakukan proses pemotongan dan penyisipan file video dalam format AVI, MPEG, MPG dan DAT. Proses pemotongan dan penyisipan dilakukan dengan urutan yang statis. Selain itu aplikasi juga menyediakan efek antara masing - masing clip. Dan yang terakhir melakukan proses penyimpanan satu file dalam format AVI yang terbentuk dari proses editing dalam aplikasi. Kata kunci: Multimedia, Video Editor, Direct-X, Direct-Show, AVI, MPG.

  4. Penyembunyian Data pada File Video Menggunakan Metode LSB dan DCT

    Directory of Open Access Journals (Sweden)

    Mahmuddin Yunus

    2014-01-01

    Full Text Available Abstrak Penyembunyian data pada file video dikenal dengan istilah steganografi video. Metode steganografi yang dikenal diantaranya metode Least Significant Bit (LSB dan Discrete Cosine Transform (DCT. Dalam penelitian ini dilakukan penyembunyian data pada file video dengan menggunakan metode LSB, metode DCT, dan gabungan metode LSB-DCT. Sedangkan kualitas file video yang dihasilkan setelah penyisipan dihitung dengan menggunakan Mean Square Error (MSE dan Peak Signal to Noise Ratio (PSNR.Uji eksperimen dilakukan berdasarkan ukuran file video, ukuran file berkas rahasia yang disisipkan, dan resolusi video. Hasil pengujian menunjukkan tingkat keberhasilan steganografi video dengan menggunakan metode LSB adalah 38%, metode DCT adalah 90%, dan gabungan metode LSB-DCT adalah 64%. Sedangkan hasil perhitungan MSE, nilai MSE metode DCT paling rendah dibandingkan metode LSB dan gabungan metode LSB-DCT. Sedangkan metode LSB-DCT mempunyai nilai yang lebih kecil dibandingkan metode LSB. Pada pengujian PSNR diperoleh databahwa nilai PSNR metode DCTlebih tinggi dibandingkan metode LSB dan gabungan metode LSB-DCT. Sedangkan nilai PSNR metode gabungan LSB-DCT lebih tinggi dibandingkan metode LSB.   Kata Kunci— Steganografi, Video, Least Significant Bit (LSB, Discrete Cosine Transform (DCT, Mean Square Error (MSE, Peak Signal to Noise Ratio (PSNR                             Abstract Hiding data in video files is known as video steganography. Some of the well known steganography methods areLeast Significant Bit (LSB and Discrete Cosine Transform (DCT method. In this research, data will be hidden on the video file with LSB method, DCT method, and the combined method of LSB-DCT. While the quality result of video file after insertion is calculated using the Mean Square Error (MSE and Peak Signal to Noise Ratio (PSNR. The experiments were conducted based on the size of the video file, the file size of the inserted secret files, and

  5. Video Retrieval Berdasarkan Teks dan Gambar

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    Rahmi Hidayati

    2013-01-01

    Abstract Retrieval video has been used to search a video based on the query entered by user which were text and image. This system could increase the searching ability on video browsing and expected to reduce the video’s retrieval time. The research purposes were designing and creating a software application of retrieval video based on the text and image on the video. The index process for the text is tokenizing, filtering (stopword, stemming. The results of stemming to saved in the text index table. Index process for the image is to create an image color histogram and compute the mean and standard deviation at each primary color red, green and blue (RGB of each image. The results of feature extraction is stored in the image table The process of video retrieval using the query text, images or both. To text query system to process the text query by looking at the text index tables. If there is a text query on the index table system will display information of the video according to the text query. To image query system to process the image query by finding the value of the feature extraction means red, green means, means blue, red standard deviation, standard deviation and standard deviation of blue green. If the value of the six features extracted query image on the index table image will display the video information system according to the query image. To query text and query images, the system will display the video information if the query text and query images have a relationship that is query text and query image has the same film title.   Keywords—  video, index, retrieval, text, image

  6. Trauma team leaders' non-verbal communication: video registration during trauma team training.

    Science.gov (United States)

    Härgestam, Maria; Hultin, Magnus; Brulin, Christine; Jacobsson, Maritha

    2016-03-25

    There is widespread consensus on the importance of safe and secure communication in healthcare, especially in trauma care where time is a limiting factor. Although non-verbal communication has an impact on communication between individuals, there is only limited knowledge of how trauma team leaders communicate. The purpose of this study was to investigate how trauma team members are positioned in the emergency room, and how leaders communicate in terms of gaze direction, vocal nuances, and gestures during trauma team training. Eighteen trauma teams were audio and video recorded during trauma team training in the emergency department of a hospital in northern Sweden. Quantitative content analysis was used to categorize the team members' positions and the leaders' non-verbal communication: gaze direction, vocal nuances, and gestures. The quantitative data were interpreted in relation to the specific context. Time sequences of the leaders' gaze direction, speech time, and gestures were identified separately and registered as time (seconds) and proportions (%) of the total training time. The team leaders who gained control over the most important area in the emergency room, the "inner circle", positioned themselves as heads over the team, using gaze direction, gestures, vocal nuances, and verbal commands that solidified their verbal message. Changes in position required both attention and collaboration. Leaders who spoke in a hesitant voice, or were silent, expressed ambiguity in their non-verbal communication: and other team members took over the leader's tasks. In teams where the leader had control over the inner circle, the members seemed to have an awareness of each other's roles and tasks, knowing when in time and where in space these tasks needed to be executed. Deviations in the leaders' communication increased the ambiguity in the communication, which had consequences for the teamwork. Communication cannot be taken for granted; it needs to be practiced

  7. ANALISA OPTIMALISASI TEKNIK ESTIMASI DAN KOMPENSASI GERAK PADA ENKODER VIDEO H.263

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    Oka Widyantara

    2009-05-01

    Full Text Available Mode baseline encoder video H.263 menerapkan teknik estimasi dan kompensasi gerak dengan satu vector gerak untuk setiap macroblock. Prosedur area pencarian menggunakan pencarian penuh dengan akurasi setengah pixel pada bidang [16,15.5] membuat prediksi di tepian frame tidak dapat diprediksi dengan baik. Peningkatan unjuk kerja pengkodean prediksi interframe encoder video H.263 dengan optimalisasi teknik estimasi dan kompensasi gerak diimplementasikan dengan penambahan area pencarian [31.5,31.5] (unrestricted motion vector, Annex D dan 4 motion vector (advanced prediction mode, Annex F. Hasil penelitian menunjukkan bahwa advanced mode mampu meningkatkan nilai SNR sebesar 0.03 dB untuk sequence video claire, 0.2 dB untuk sequence video foreman, 0.041 dB untuk sequence video Glasgow, dan juga mampu menurunkan bit rate pengkodean sebesar 2.3 % untuk video Claire, 15.63 % untuk video Foreman,  dan 9.8% untuk video Glasgow dibandingkan dengan implementasi 1 motion vector pada pengkodean baseline mode.

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

    OpenAIRE

    Ma, Maggie Jiao; Denando, John

    2011-01-01

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

  9. Bring It to the Pitch: Combining Video and Movement Data to Enhance Team Sport Analysis.

    Science.gov (United States)

    Stein, Manuel; Janetzko, Halldor; Lamprecht, Andreas; Breitkreutz, Thorsten; Zimmermann, Philipp; Goldlucke, Bastian; Schreck, Tobias; Andrienko, Gennady; Grossniklaus, Michael; Keim, Daniel A

    2018-01-01

    Analysts in professional team sport regularly perform analysis to gain strategic and tactical insights into player and team behavior. Goals of team sport analysis regularly include identification of weaknesses of opposing teams, or assessing performance and improvement potential of a coached team. Current analysis workflows are typically based on the analysis of team videos. Also, analysts can rely on techniques from Information Visualization, to depict e.g., player or ball trajectories. However, video analysis is typically a time-consuming process, where the analyst needs to memorize and annotate scenes. In contrast, visualization typically relies on an abstract data model, often using abstract visual mappings, and is not directly linked to the observed movement context anymore. We propose a visual analytics system that tightly integrates team sport video recordings with abstract visualization of underlying trajectory data. We apply appropriate computer vision techniques to extract trajectory data from video input. Furthermore, we apply advanced trajectory and movement analysis techniques to derive relevant team sport analytic measures for region, event and player analysis in the case of soccer analysis. Our system seamlessly integrates video and visualization modalities, enabling analysts to draw on the advantages of both analysis forms. Several expert studies conducted with team sport analysts indicate the effectiveness of our integrated approach.

  10. Pengaruh Metode Student Teams Achievement Division (STAD dan Pemahaman Struktur Kalimat terhadap Keterampilan Menulis Narasi

    Directory of Open Access Journals (Sweden)

    Sigit Widiyarto

    2017-02-01

    Full Text Available Tujuan penelitian ini  untuk mengetahui pengaruh metode Teams Achievment Division dan pemahaman  struktur kalimat terhadap keterampilan menulis Bahasa kalimat narasi. Metode penelitian ini menggunakan metode eksperimen dengan analisis dua jalur (Anova.Data  di lapangan  memakai hasil tes. Sampel diambil pada kelas VII SMP Swasta Future Gate Jatikramat Kota Bekasi. Jumlah siswa pada kelas kontrol dan eksperimen sebanyak 50 siswa. Berdasarkan analisis data yang dihitung dengan memakai Spss 22 dapat disimpulkan : 1.   Terdapat pengaruh signifikan metode Student Teams Achievment Division( STAD terhadap keterampilan menulis. 2 Tidak terdapat Pengaruh Struktur Kalimat terhadap Keterampilan menulis narasi. . 3. Tidak terdapat pengaruh  Metode STAD dan pemahaman  struktur kalimat secara bersama-sama terhadap keterampilan menulis narasi Kata Kunci  :  metode STAD, Penguasaan struktur kalimat dan keterampilan menulis narasi 

  11. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

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    Adam Duell

    2014-11-01

    Full Text Available Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS video game DayZ (Bohemia Interactive, 2014.  Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997, I show how a group of players evolved their interactions from team play to squad play. I argue that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies.

  12. PENGARUH EMOTIONAL INTELLEGENCE, KNOWLEDGE SHARING DAN TEAM CONFLICT TERHADAP TEAM PERFORMANCE DI RUMAH SAKIT UNDATA PALU

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    Lukman Setiawan

    2017-08-01

    Full Text Available This research aimed to: (1 analyze the influence of emotional intellegence to performance team at Undata Hospital, (2 to analyze the influence of Knowledge Sharing to the performance team at Undata Hospital, (3 to analyze the influence of  team conflict to the team Performance at Undata Hospital, (4 to analyze the influence of emotional intellegence, Knowledge Sharing and team Conflict to the team Performance at Undata Hospital, (5 to know the dominant variable affecting the performance team at Undata Hospital. This study uses primary data through survey as many as 31 employees of the leadership element as a sample, the survey conducted for 2 (two months of May s.d July 2017. Data were analyzed using the program SPSS.22 The results showed that: (1 Emotional Intelligence and knowledge sharing have positive and significant influence on performance team at Undata Hospital, (2 Emotional Intellegence dominant influence to performance team at Undata Hospital. This means that emotional intellegence, knowledge sharing and team conflict can improve team performance at Undata Hospital with scientific facts found in this study indicate that emotional intellegence is the dominant variable of influence on team performance at Undata Hospital

  13. The Impact of Cooperative Video Games on Team Cohesion

    Science.gov (United States)

    Anderson, Greg

    2010-01-01

    In today's economy, productivity and efficiency require collaboration between employees. In order to improve collaboration the factors affecting teamwork must be examined to identify where changes can be made in order to increase performance. One factor contributing to teamwork is team cohesion and represents a process whereby members are joined…

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

    Directory of Open Access Journals (Sweden)

    Ma, Maggie Jiao

    2011-01-01

    Full Text Available This Crew Resource Management (CRM video storytelling project asks students to work in a team (4-5 people per team to create (write and produce a video story. The story should demonstrate lacking and ill practices of CRM knowledge and skills, or positive skills used to create a successful scenario in aviation (e. g. , flight training, commercial aviation, airport management. The activity is composed of two parts: (1 creating a video story of CRM in aviation, and (2 delivering a group presentation. Each tem creates a 5-8 minute long video clip of its story. The story must be originally created by the team to educate pilot and/or aviation management students on good practices of CRM in aviation. Accidents and incidents can be used as a reference to inspire ideas. However, this project is not to re-create any previous CRM accidents/incidents. The video story needs to be self-contained and address two or more aspects of CRM specified in the Federal Aviation Administration’s Advisory Circular 120-51. The presentation must include the use of PowerPoint or similar software and additional multimedia visual aids. The presentation itself will last no more than 17 minutes in length; including the actual video story (each group has additional 3 minutes to set up prior to the presentation. During the presentation following the video each team will discuss the CRM problems (or invite audience to identify CRM problems and explain what CRM practices were performed, and should have been performed. This presentation also should describe how each team worked together in order to complete this project (i. e. , good and bad CRM practiced

  15. From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games

    OpenAIRE

    Adam Duell

    2014-01-01

    Since the onset of E-sports we have seen the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In this short paper I explore how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014).  Utilising the key components of team interaction in the context of di...

  16. Analisis Resepsi Penonton Atas Popularitas Instan Video Youtube Keong Racun Sinta dan Jojoe

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    Any Suryani

    2013-01-01

    Full Text Available ‘Keong Racun’ Sinta dan Jojo YouTube Video is the beggining of instant popularity phenomena. Video maker’s popularity is the result of viewers reception by watching their lipsync style singing a song titled ‘Keong Racun’. Reception analysis conducted by semiotic analysis based on Triangle Meaning Theory by Pierce consisting of sign, object, and interpretant of the video. The result of the semiotic analysis is the meaning as preferred reading which show narcissism’expression of the video maker to attrack viewers attention. Further, the research did indepth interview with four informants who randomly selected based on specific criterias (purposive sampling to get their reception. The data of interview categorized and compared with preferred reading of the video so there are three positions of reception analysis : dominant-hegemonic reading, negotiated reading, and oppositional-hegemonic reading.

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

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    Astrid Novita Putri

    2018-04-01

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

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

    Directory of Open Access Journals (Sweden)

    Dian Mariya Ulfah

    2017-01-01

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

  19. VIDEO ANIMASI 3D PENGENALAN RUMAH ADAT DAN ALAT MUSIK KEPRI DENGAN MENGUNAKAN TEKNIK RENDER CEL-SHADING

    OpenAIRE

    Jianfranco Irfian Asnawi; Afdhol Dzikri

    2016-01-01

    Animasi ini berjudul "video animasi 3D rumah adat dan alat musik Kepulauan Riau dengan menggunakan teknik render cel-shading" merupakan video yang bertujuan memperkenalkan alat-alat musik yang berasal dari kepulauan riau, Animasi ini akan diterapkan dengan menggunakan teknik render cel-shading. Cel-shading adalah teknik render yang menampilkan grafik 3D yang menyerupai gambar tangan, seperti gambar komik dan kartun. Teknik ini juga sudah di terapkan dalam game 3D yang ternyata menarik banyak ...

  20. Video conferencing versus telephone calls for team work across hospitals: a qualitative study on simulated emergencies

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    Hagen Oddvar

    2009-11-01

    Full Text Available Abstract Background Teamwork is important for patient care and outcome in emergencies. In rural areas, efficient communication between rural hospitals and regional trauma centers optimise decisions and treatment of trauma patients. Little is known on potentials and effects of virtual team to team cooperation between rural and regional trauma teams. Methods We adapted a video conferencing (VC system to the work process between multidisciplinary teams responsible for trauma as well as medical emergencies between one rural and one regional (university hospital. We studied how the teams cooperated during simulated critical scenarios, and compared VC with standard telephone communication. We used qualitative observations and interviews to evaluate results. Results The team members found VC to be a useful tool during emergencies and for building "virtual emergency teams" across distant hospitals. Visual communication combined with visual patient information is superior to information gained during ordinary telephone calls, but VC may also cause interruptions in the local teamwork. Conclusion VC can improve clinical cooperation and decision processes in virtual teams during critical patient care. Such team interaction requires thoughtful organisation, training, and new rules for communication.

  1. Qualitative Video Analysis of Track-Cycling Team Pursuit in World-Class Athletes.

    Science.gov (United States)

    Sigrist, Samuel; Maier, Thomas; Faiss, Raphael

    2017-11-01

    Track-cycling team pursuit (TP) is a highly technical effort involving 4 athletes completing 4 km from a standing start, often in less than 240 s. Transitions between athletes leading the team are obviously of utmost importance. To perform qualitative video analyses of transitions of world-class athletes in TP competitions. Videos captured at 100 Hz were recorded for 77 races (including 96 different athletes) in 5 international track-cycling competitions (eg, UCI World Cups and World Championships) and analyzed for the 12 best teams in the UCI Track Cycling TP Olympic ranking. During TP, 1013 transitions were evaluated individually to extract quantitative (eg, average lead time, transition number, length, duration, height in the curve) and qualitative (quality of transition start, quality of return at the back of the team, distance between third and returning rider score) variables. Determination of correlation coefficients between extracted variables and end time allowed assessment of relationships between variables and relevance of the video analyses. Overall quality of transitions and end time were significantly correlated (r = .35, P = .002). Similarly, transition distance (r = .26, P = .02) and duration (r = .35, P = .002) were positively correlated with end time. Conversely, no relationship was observed between transition number, average lead time, or height reached in the curve and end time. Video analysis of TP races highlights the importance of quality transitions between riders, with preferably swift and short relays rather than longer lead times for faster race times.

  2. EFEKTIVITAS PENERAPAN METODE PEMBELAJARAN STUDENT TEAMS ACHIEVEMENT DIVISIONS DAN TEAM ASSISTED INDIVIDUALIZATION PADA MATERI REGRESI LINIER

    Directory of Open Access Journals (Sweden)

    Andhita Dessy Wulansari

    2016-03-01

    ملخص: كان تدريس مادة الاحصائيات –عامة- لا يسير سيرا متوازنا، لأن المدرس هو المهيمن والفاعل والطلاب صامتون. أدى هذا النوع من التدريس إلى أن يحفظ الطلاب ويعملون رسميا ولا يفهمون حقيقة النظريات. يري هودوجو أن تطبيق طريقة التعليم الاشتراكي يعطى الطلاب الفرصة الواسعة للتنمية الذاتية. وطبعا أن جميع أنواع التعلم الأشتراكي لا يمكن تطبيقها، بل لابد من اختيار الأنسب منها بالواقع. يختار هذا البحث تطبيق التعليم الاشتراكي نوع TAI (Team Assited Individualization  و STAD (Student Team Achievement Division   . وأهداف هذا البحث هي المقارنة واقعيا بين تطبيق التعليم الاشتراكي نوع TAI AND STAD  والتقليدي، عبر نتائج تعلم الاحصائيات (2 مادة REGRESI LINIER  لدى طلاب الجامعة الإسلامية الحكومية فونوروغو المستوى الخامس العام الدراسى 2013/2014 . اعتمادا على تحليل البيانات باستخدام طريقة احصائية One Way ANOVA  يستنتج منها نتائج أن هناك فرق في نتائج تعلم مادة الاحصائيات (2 في مادة regresi linier بين الصف المستخدم طريقة التعليم TAI, STAD  والطريقة التقليدية. وتكون طريقة TAI أكثر فعالا بالنسبة إلى طريقة STAD  والطريقة التقليدية ، وطريقة STAD  أكثر فعالا بالنسبة إلى الطريقة التقليدية. Keywords: Efektivitas, TAI, STAD, Statistika

  3. Important Non-Technical Skills in Video-Assisted Thoracoscopic Surgery Lobectomy: Team Perspectives.

    Science.gov (United States)

    Gjeraa, Kirsten; Mundt, Anna S; Spanager, Lene; Hansen, Henrik J; Konge, Lars; Petersen, René H; Østergaard, Doris

    2017-07-01

    Safety in the operating room is dependent on the team's non-technical skills. The importance of non-technical skills appears to be different for minimally invasive surgery as compared with open surgery. The aim of this study was to identify which non-technical skills are perceived by team members to be most important for patient safety, in the setting of video-assisted thoracoscopic surgery (VATS) lobectomy. This was an explorative, semistructured interview-based study with 21 participants from all four thoracic surgery centers in Denmark that perform VATS lobectomy. Data analysis was deductive, and directed content analysis was used to code the text into the Oxford Non-Technical Skills system for evaluating operating teams' non-technical skills. The most important non-technical skills described by the VATS teams were planning and preparation, situation awareness, problem solving, leadership, risk assessment, and teamwork. These non-technical skills enabled the team to achieve shared mental models, which in turn facilitated their efforts to anticipate next steps. This was viewed as important by the participants as they saw VATS lobectomy as a high-risk procedure with complementary and overlapping scopes of practice between surgical and anesthesia subteams. This study identified six non-technical skills that serve as the foundation for shared mental models of the patient, the current situation, and team resources. These findings contribute three important additions to the shared mental model construct: planning and preparation, risk assessment, and leadership. Shared mental models are crucial for patient safety because they enable VATS teams to anticipate problems through adaptive patterns of both implicit and explicit coordination. Copyright © 2017 The Society of Thoracic Surgeons. Published by Elsevier Inc. All rights reserved.

  4. VIDEO ANIMASI 3D PENGENALAN RUMAH ADAT DAN ALAT MUSIK KEPRI DENGAN MENGUNAKAN TEKNIK RENDER CEL-SHADING

    Directory of Open Access Journals (Sweden)

    Jianfranco Irfian Asnawi

    2016-11-01

    Full Text Available Animasi ini berjudul "video animasi 3D rumah adat dan alat musik Kepulauan Riau dengan menggunakan teknik render cel-shading" merupakan video yang bertujuan memperkenalkan alat-alat musik yang berasal dari kepulauan riau, Animasi ini akan diterapkan dengan menggunakan teknik render cel-shading. Cel-shading adalah teknik render yang menampilkan grafik 3D yang menyerupai gambar tangan, seperti gambar komik dan kartun. Teknik ini juga sudah di terapkan dalam game 3D yang ternyata menarik banyak perhatian peminat. Teknik ini akan di terapkan kedalam animasi 3D "video animasi rumah adat dan alat musik kepulauan riau dengan menggunakan teknik render cel-shading" Animasi di rancang menggunakan skenario dan storyboard kemudian di implementasikan dalam software 3D MAYA AUTODESK dengan menggunakan teknik render cel-shading. Setelah diterapkan maka di dapatkan definisi keberhasilan dari teknik render cel shading di bandingkan dengan teknik render global illumination seperti dari kecepatan dalam merender dan tingkat kecerahan warna pada video. Kata kunci: animasi, game 3D, cel-shading.

  5. PERBANDINGAN METODE PEMBELAJARAN TEAMS GAMES TOURNAMENT DAN NUMBERRED HEADS TOGETHER DALAM MENINGKATKAN HASIL BELAJAR SISWA

    Directory of Open Access Journals (Sweden)

    Alfiatush Shoolihah

    2012-10-01

    Full Text Available Pembelajaran merupakan proses interaksi yang terjadi antara guru dengan siswa agar siswa mendapatkan pengalaman belajar dari kegiatan tersebut. Hasil observasi awal menunjukan banyak siswa kelas VIII mata pelajaran IPS SMP N 1 Mandiraja, Banjarnegara belum memenuhi KKM. Tujuan dalam penelitian ini adalah untuk menganalisis ada atau tidaknya perbedaan hasil belajar antara yang menggunakan metode pembelajaran Teams Games Tournament dan Numberred Heads Together; serta menganalisis hasil belajar lebih tinggi yang mana hasil belajar yang menggunakan metode pembelajaran Teams Games Tournament atau Numberred Heads Together. Populasi dalam penelitian ini adalah siswa kelas VIII SMP N 1 Mandiraja, Banjarnegara, dengan teknik pengambilan sampel menggunkan cluster random sampling yang menghasilkan kelas VIII C sebagai kelas eksperimen dan VIII D sebagai kelas kontrol. Berdasarkan hasil uji tahap akhir, terdapat perbedaan hasil belajar antara kelas yang menggunakan metode pembelajaran Teams Games Tournament dan Numberred Heads Together. Serta hasil belajar kelas yang menggunakan metode pembelajaran Teams Games Tournament lebih tinggi dari pada kelas yang menggunakan metode pembelajaran Numberred Heads Together. � In teaching and learning education, teachers play an important role as a facilitator in optimizing the activity of students. Teachers are expected to use appropriate teaching methods to involve more students in the teaching-learning process. The results of preliminary observations suggest that class VIII (65,3% who have not completed the economic value of the material perpetrators of the economic activities in Indonesia. Results are not optimal because attention of students are less, participation of children less comprehensive, students have a fairly good activity, but not channeled properly. The procedure of this research is a cyclical activity that consists of two cycles where each cycle includes planning, implementation of the action

  6. Improving Video Game Development: Facilitating Heterogeneous Team Collaboration through Flexible Software Processes

    Science.gov (United States)

    Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan

    Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.

  7. PENERAPAN MODEL STUDENT TEAMS ACHIEVEMENT DIVISION UNTUK MENINGKATKAN HASIL BELAJAR DAN KREATIVITAS BELAJAR EKONOMI

    Directory of Open Access Journals (Sweden)

    Dearlina Sinaga

    2016-10-01

    Full Text Available Abstrak: Penelitian ini bertujuan untuk meningkatkan hasil belajar dan kreativitas belajar ekonomi. Penelitian tindakan kelas ini menggunakan model pembelajaran kooperatif tipe Student Teams Achievement Division. Subjek penelitian adalah siswa kelas VIII-2 SMP Negeri-1 Pancur Batu yang berjumlah 38 orang. Data hasil belajar diperoleh lewat teknik tes, sedangkan data kreativitas belajar siswa lewat teknik observasi. Analisis data menggunakan metode analisis deskriptif kuantatif. Hasil penelitian menunjukkan bahwa hasil rata-rata pretes adalah 62,89 dimana hanya 37% siswa yang memenuhi Standart Ketuntasan Belajar Minimal (SKBM. Setelah diadakan tindakan siklus I nilai rata-rata meningkat menjadi 75 dengan 71% siswa mencapai SKBM, pada siklus II nilai rata-rata meningkat menjadi 79 dengan 87% siswa memenuhi ketuntasan. Kreativitas juga mengalami peningkatan dari 59% pada siklus I menjadi 78% pada siklus II. Dengan demikian, penerapan model STAD hasil belajar ekonomi meningkat sebesar 16% dari siklus I ke II serta dapat meningkatkan kreativitas sebesar 19% dari perbandingan siklus I dan siklus II. Kata Kunci: model STAD, hasil belajar, kreativitas belajar THE APPLICATION OF STUDENT TEAMS ACHIEVEMENT DIVISION LEARNING MODEL TO IMPROVE THE LEARNING OUTCOMES AND CREATIVITY IN LEARNING ECONOMICS Abstract: The purpose of this research is to improve the learning outcomes and creativity in learning economics. This Classroom Action Research (CAR was carried out using the model of Student Teams Achievement Division. The research subjects were students of class VIII-2 of SMP N 1 Pancur Batu with the total of 38 students. Data for outcomes analysis were collected through test and observation sheet. The results show that the average value of the pre-test is 62.89 in which only 37% of students meet the Minimum Standards Mastery Learning (SKBM. After the first cycle, the average value increases to 75 with 71% of students achieving SKBM, and after the second cycle

  8. Correlation between two-dimensional video analysis and subjective assessment in evaluating knee control among elite female team handball players

    DEFF Research Database (Denmark)

    Stensrud, Silje; Myklebust, Grethe; Kristianslund, Eirik

    2011-01-01

    . The present study investigated the correlation between a two-dimensional (2D) video analysis and subjective assessment performed by one physiotherapist in evaluating knee control. We also tested the correlation between three simple clinical tests using both methods. A cohort of 186 female elite team handball...

  9. Peningkatan Keterampilan Proses Sains dan Hasil Belajar Fisika Siswa pada Model Pembelajaran Kooperatif Tipe Student Team Achievement Division

    Directory of Open Access Journals (Sweden)

    Happy Komike Sari

    2016-06-01

    Full Text Available Berdasarkan observasi di SMA Negeri 15 Bandarlampung, proses pelaksanaan pembelajaran fisika masih belum meraih hasil yang maksimal terutama pada siswa kelas X. Tujuan utama dari penelitian ini adalah untuk mendeskripsikan peningkatan Keterampilan Proses Sains (KPS dan hasil belajar fisika siswa menggunakan model pembelajaran kooperatif tipe Student Team Achievement Division (STAD. Penelitian ini merupakan jenis penelitian tindakan kelas yang dilaksanakan dalam tiga siklus pada 30 siswa di kelas X5 SMA Negeri 15 Bandarlampung. Setiap siklus terdiri dari perencanaan, tindakan dan pengamatan, dan refleksi. Data penelitian dikumpulkan dengan menggunakan lembar observasi untuk Keterampilan Proses Sains (KPS dan soal uraian untuk hasil belajar. Dari hasil penelitian menunjukkan bahwa model pembelajaran kooperatif tipe Student Team Achievement Division (STAD dapat meningkatkan Keterampilan Proses Sains (KPS dan hasil belajar fisika siswa dari siswa ke siswa. Based on observations in SMA NegerI 15 Bandarlampung, the implementation process of learning physics is still not achieve the maximum results, especially in class X. The main purpose of this study is to describe the increase of KPS and students’ learning achievement in learning physics using a cooperative learning model type Student Team Achievement Division (STAD. This classroom action research has been conducted in three cycles with 30 students of X5 Class of SMA Negeri 15 Bandarlampung. Every cycle consists of planning, action and observation, and reflection. The data were collected using observation sheet for KPS and essay test for learning achievement. Based on the results indicate that the cooperative learning model type STAD effectively could increase KPS and students’ learning achievement in learning physics from cycle to cycle

  10. Hubungan Kecanduan Bermain Video Games Kekerasan dengan Perilaku Agresif pada Murid Laki-laki Kelas IV dan V di SD Negeri 02 Cupak Tangah Pauh Kota Padang

    OpenAIRE

    Rivo Armanda Satria; Adnil Edwin Nurdin; Hafni Bachtiar

    2015-01-01

    AbstrakPerilaku agresif adalah perilaku yang bertujuan untuk menyakiti orang lain, untuk mengekspresikan perasaan negatifnya seperti permusuhan untuk mencapai tujuan yang diinginkan. Terdapat 4 aspek agresivitas, yaitu kemarahan, permusuhan, agresi verbal, dan agresi fisik. Salah satu faktor yang diduga mempengaruhi perilaku agresif adalah kebiasaan bermain video games yang mengandung unsur kekerasan. Tujuan penelitian ini adalah untuk mengetahui hubungan perilaku kecanduan bermain video game...

  11. TEAM.

    Science.gov (United States)

    National Highway Traffic Safety Administration (DOT), Washington, DC.

    This document presents materials covering the television campaign against drunk driving called "TEAM" (Techniques for Effective Alcohol Management). It is noted that TEAM's purpose is to promote effective alcohol management in public facilities and other establishments that serve alcoholic beverages. TEAM sponsors are listed, including…

  12. A simple video-based timing system for on-ice team testing in ice hockey: a technical report.

    Science.gov (United States)

    Larson, David P; Noonan, Benjamin C

    2014-09-01

    The purpose of this study was to describe and evaluate a newly developed on-ice timing system for team evaluation in the sport of ice hockey. We hypothesized that this new, simple, inexpensive, timing system would prove to be highly accurate and reliable. Six adult subjects (age 30.4 ± 6.2 years) performed on ice tests of acceleration and conditioning. The performance times of the subjects were recorded using a handheld stopwatch, photocell, and high-speed (240 frames per second) video. These results were then compared to allow for accuracy calculations of the stopwatch and video as compared with filtered photocell timing that was used as the "gold standard." Accuracy was evaluated using maximal differences, typical error/coefficient of variation (CV), and intraclass correlation coefficients (ICCs) between the timing methods. The reliability of the video method was evaluated using the same variables in a test-retest analysis both within and between evaluators. The video timing method proved to be both highly accurate (ICC: 0.96-0.99 and CV: 0.1-0.6% as compared with the photocell method) and reliable (ICC and CV within and between evaluators: 0.99 and 0.08%, respectively). This video-based timing method provides a very rapid means of collecting a high volume of very accurate and reliable on-ice measures of skating speed and conditioning, and can easily be adapted to other testing surfaces and parameters.

  13. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Science.gov (United States)

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  14. PENGARUH PEMBELAJARAN STUDENT TEAM ACHIEVEMENT DIVISION DAN DISKUSI TERHADAP HASIL BELAJAR IPA KELAS IV SD

    Directory of Open Access Journals (Sweden)

    Lalu Warige Hadinata

    2017-07-01

    Full Text Available The research aims to determine the effect of STAD and discussion on learning outcomes of classroom learning for science at 4th grade. The design of this research used a quasi-experimental design with nonequivalent control group design. Research was conducted in the 4th grade students of SDN 2 Kekeri West Lombok It’s consist of 19 students in 4th grade/a as an STAD and 19 students at 4th grade/b as the discussion. Analysis of learning outcomes data using the Independent Sample T Test with IBM SPSS 24. The analysis showed: (1 there were no significant differences in learning outcomes among students that learned STAD and students that learned discussion. (2 STAD and discussion has an effect on student learning outcomes of 4th grade. Penelitian bertujuan untuk mengetahui perbedaan hasil belajar STAD dan diskusi pelajaran IPA kelas IV. Rancangan penelitian ini menggunakan eksperimen semu dengan bentuk nonequivalent control group design. Penelitian dilaksanakan pada siswa kelas IV SDN 2 Kekeri Lombok Barat terdiri dari 19 siswa kelas IV/a dengan STAD dan 19 siswa kelas IV/b dengan diskusi. Analisis data hasil belajar menggunakan Independent Sample T Test dengan IBM SPSS 24. Hasil analisis menunjukkan (1 tidak ada perbedaan hasil belajar yang signifikan antara siswa yang dibelajarkan STAD dan siswa yang dibelajarkan diskusi. (2 STAD dan diskusi mampu meningkatkan hasil belajar siswa pada kelas IV.

  15. Video registration of trauma team performance in the emergency department: the results of a 2-year analysis in a Level 1 trauma center.

    Science.gov (United States)

    Lubbert, Pieter H W; Kaasschieter, Edgar G; Hoorntje, Lidewij E; Leenen, Loek P H

    2009-12-01

    Trauma teams responsible for the first response to patients with multiple injuries upon arrival in a hospital consist of medical specialists or resident physicians. We hypothesized that 24-hour video registration in the trauma room would allow for precise evaluation of team functioning and deviations from Advanced Trauma Life Support (ATLS) protocols. We analyzed all video registrations of trauma patients who visited the emergency room of a Level I trauma center in the Netherlands between September 1, 2000, and September 1, 2002. Analysis was performed with a score list based on ATLS protocols. From a total of 1,256 trauma room presentations, we found a total of 387 video registrations suitable for analysis. The majority of patients had an injury severity score lower than 17 (264 patients), whereas 123 patients were classified as multiple injuries (injury severity score >or=17). Errors in team organization (omission of prehospital report, no evident leadership, unorganized resuscitation, not working according to protocol, and no continued supervision of the patient) lead to significantly more deviations in the treatment than when team organization was uncomplicated. Video registration of diagnostic and therapeutic procedures by a multidisciplinary trauma team facilitates an accurate analysis of possible deviations from protocol. In addition to identifying technical errors, the role of the team leader can clearly be analyzed and related to team actions. Registration strongly depends on availability of video tapes, timely started registration, and hardware functioning. The results from this study were used to develop a training program for trauma teams in our hospital that specifically focuses on the team leader's functioning.

  16. Hubungan Kecanduan Bermain Video Games Kekerasan dengan Perilaku Agresif pada Murid Laki-laki Kelas IV dan V di SD Negeri 02 Cupak Tangah Pauh Kota Padang

    Directory of Open Access Journals (Sweden)

    Rivo Armanda Satria

    2015-01-01

    Full Text Available AbstrakPerilaku agresif adalah perilaku yang bertujuan untuk menyakiti orang lain, untuk mengekspresikan perasaan negatifnya seperti permusuhan untuk mencapai tujuan yang diinginkan. Terdapat 4 aspek agresivitas, yaitu kemarahan, permusuhan, agresi verbal, dan agresi fisik. Salah satu faktor yang diduga mempengaruhi perilaku agresif adalah kebiasaan bermain video games yang mengandung unsur kekerasan. Tujuan penelitian ini adalah untuk mengetahui hubungan perilaku kecanduan bermain video games yang mengandung unsur kekerasan terhadap prilaku agresif pada murid laki-laki kelas IV dan V di SD Negeri 02 Cupak Tangah Pauh Kota Padang Tahun 2014. Penelitian ini menggunakan disain cross sectional study dengan jumlah sampel sebanyak 83 orang murid laki-laki dari kelas IV dan V di SD N 02 Cupak Tangah Pauh. Data dikumpulkan melalui wawancara kepada responden menggunakan kuesioner yang kemudian di analisis dengan uji statistik chi-square dengan derajat kepercayaan 95% (0,05.Hasil penelitian menunjukkan persentase responden yang memiliki perilaku agresif lebih tinggi pada responden yang mengalami kecanduan bermain video games yang mengandung unsur kekerasan jika dibandingkan dengan responden yang tidak mengalami kecanduan bermain video games yang mengandung unsur kekerasan (67,6%:20,4% dan terdapat hubungan yang bermakna antara kecanduan bermain video games yang mengandung unsur kekerasan dengan perilaku agresif (p-value=0,000.Disarankan bagi pihak sekolah agar memiliki program konseling psikologis anak misalnya dalam bentuk UKESWA (usaha kesehatan jiwa yang termasuk dalam program UKS (usaha kesehatan sekolah untuk mendeteksi sejak dini perilaku kecanduan anak terhadap video games yang mengandung unsur kekerasan dan perilaku agresif anak sehingga dapat diberikan bimbingan untuk mengatasi kecanduan dan perilaku agresif tersebut agar tidak berlanjut dan menjadi conduct disorder atau perilaku anti sosialKata kunci : agresif, kecanduan, video games

  17. Perancangan Dan Pembuatan Pengamanan Video Chat Dengan Menggunakan Metode Enkripsi RC4

    OpenAIRE

    Putra, Stevie Suwanto; Budhi, Gregorius Satia; Andjarwirawan, Justinus

    2015-01-01

    Technological development at this time has been growing rapidly with the internet. Along with the development the more the usefulness of the Internet. Not only used for browsing, now the Internet is also used for communication. Such as email, chat, and etc. The increasing development of communication technology, then people start to think about the secure of the communication technology. As in a video chat, only the person entitled to know the information in the video chat. But the encryption...

  18. Kerjasama Guru Bimbingan dan Konseling dengan Orangtua dalam Pengentasan Masalah Siswa Menonton Video Porno

    Directory of Open Access Journals (Sweden)

    Hotnarida Witasari

    2014-01-01

    Full Text Available The research shows that, Padangsidimpuan Public Senior High School 3 students’ behavior of watching porn video occured during teaching and learning process, during break time and when they getting bored with the routine activities. The media they use to watch porn video is handphone and Laptop. The problems found  are parents prefer hide the problem, the lackness of facility given by the headmaster, and the lackness of parents’ understanding on the importance of this cooperation.

  19. Kerjasama Guru Bimbingan dan Konseling dengan Orangtua dalam Pengentasan Masalah Siswa Menonton Video Porno

    OpenAIRE

    Hotnarida Witasari

    2014-01-01

    The research shows that, Padangsidimpuan Public Senior High School 3 students’ behavior of watching porn video occured during teaching and learning process, during break time and when they getting bored with the routine activities. The media they use to watch porn video is handphone and Laptop. The problems found  are parents prefer hide the problem, the lackness of facility given by the headmaster, and the lackness of parents’ understanding on the importance of this cooperation.

  20. IMPLEMENTASI METODE PENUGASAN ANALISIS VIDEO PADA MATERI PERKEMBANGAN KOGNITIF, SOSIAL, DAN MORAL

    Directory of Open Access Journals (Sweden)

    A. Kurniawati

    2013-10-01

    Full Text Available Tujuan penelitian ini untuk mengetahui kelayakan media clue in puzzle yang digunakan dalam pembelajaran IPA pada tema bunyi serta pengaruh penggunaan clue in puzzle terhadap aktivitas belajar siswa. Metode penelitian ini adalah Research and Development (R & D. Hasil penelitian pengembangan meliputi hasil validasi pakar materi dan pakar media, aktivitas siswa dan hasil belajar. Validasi dari pakar media mencapai skor 97,5% dan validasi pakar meteri mencapai skor 93,75% dengan pencapaian kriteria masing-masing sangat baik. Hasil belajar kelas eksperimen juga lebih baik dari kelas control. Hasil penelitian menunjukkan pengembangan media clue in puzzle layak digunakan dalam pembelajaran IPA pada tema Bunyi dan dapat meningkatkan akivitas siswa. The purpose of this study is to determine the feasibility of media clue in the puzzle that used in science teaching on the theme of sound and to determine the effect of the use of clue in the puzzle in the students’ learning activities. The metode of this research is Research and Development (R & D.The research and development outcomes include the validation results of matter and media expert, student activities and learning outcomes. The validation of media experts reach score 97.5% and validation of matter reach score 93.75% and include in very well criteria. The learning outcomes of experimental class also better than the control class. The results shows that development of clue in the puzzle media is feasible to use in science teaching on the theme of sound and to increase the learning activity of students.

  1. KEMAHIRAN MENULIS CERITA PENDEK DENGAN MODE SUGESTI IMAJINASI MEDIA LAGU DAN VIDEO KLIP PESERTA DIDIK BERINTELEGENSI MUSIK TINGGI DAN BERINTELEGENSI MUSIK RENDAH SMA 1 MEJOBO

    Directory of Open Access Journals (Sweden)

    Ratri Kusumarini

    2013-05-01

    Full Text Available Unit Penelitian dan Pengabdian pada Masyarakat merupakan salah satu unit di Universitas Respati Yogyakarta yang bertugas untuk mengelola kegiatan penelitian dan pengabdian kepada masyarakat yang dilakukan oleh dosen. Dalam proses pengolahan data kegiatan kegiatan penelitian dan pengabdian kepada masyarakat masih mengalami beberapa permasalahan yaitu belum adanya basis data yang digunakan untuk pengumpulan data rekam jejak kegiatan penelitian dan pengabdian kepada masyarakat oleh dosen dan sistem pengarsipan dokumen masih berbentuk kertas yang berdampak pada kerusakan dokumen, hilangnya dokumen, efisiensi ruang dan pencarian data. Penelitian yang dilakukan bertujuan menghasilkan luaran sistem informasi yang dapat melakukan proses pengolahan data penelitian dan kegiatan pengabdian kepada masyarakat yang dikelola oleh Unit Penelitian dan Pengabdian pada Masyarakat di Universitas Respati Yogyakarta. Pengolahan data mengacu pada komponen beban kerja dosen dibidang penelitian dan pengabdian kepada masyarakat. Metode pengembangan dilakukan dengan tahapan analisa sistem, perancangan sistem, coding dan implementasi sistem. Hasil pengembangan sistem informasi penelitian dan pengabdian masyarakat yaitu sebuah sistem yang dapat membantu Unit Penelitian dan Pengabdian pada Masyarakat dalam proses pengolahan data rekam jejak kegiatan penelitian dan kegiatan pengabdian kepada masyarakat yang dilakukan dosen.

  2. Perbandingan Algoritma Enkripsi GGHN(8,8 dan RC4 Untuk Video Conference

    Directory of Open Access Journals (Sweden)

    Satriyo Satriyo

    2012-01-01

    Full Text Available Encryption is a solutions to secure the information transmitted through the medium of communication that can not be intercepted by unauthorized parties. This study implemented two algorithms i.e. RC4 and GGHN (8.8 in video conference. This study compared the speed  of  both  encryption  and  decryption  of  the  encryption  algorithm,  and  perform  measurements  of  bandwidth .  From  the  results  of measurements of the speed can be concluded that the RC4 algorithm is 1.53 times and 1.34 times faster than GGHN(8,8 for encryption and  decryption  audio  data.  The  encryption  and  decryption  video  data  RC4  are  1.44  times  and  1.09  times  faster  than  GHN(8,8. Bandwidth  usage  for  video  conferencing  without  encryption  and  bandwidth  usage  on  a  video  conference  with  RC4  encryption  and GGHN (8.8 is the same.Keywords: Video Conference; RC4; GGHN(8,8; Real Time Protocol.

  3. Renal telemedicine through video-as-a-service delivered to patients on home dialysis: A qualitative study on the renal care team members' experience.

    Science.gov (United States)

    Ditchburn, Jae-Llane; Marshall, Alison

    2017-09-01

    The Lancashire Teaching Hospitals NHS Trust in the UK has been providing renal care through video-as-a-service (VAAS) to patients since 2013, with support from the North West NHS Shared Infrastructure Service, a collaborative team that supports information and communication technology use in the UK National Health Service. Renal telemedicine offered remotely to patients on home dialysis supports renal care through the provision of a live high-quality video link directly to unsupported patients undergoing haemodialysis at home. Home haemodialysis is known to provide benefits to patients, particularly in making them more independent. The use of a telemedicine video-link in Lancashire and South Cumbria, UK, further reduces patient dependence on the professional team. The purpose of this paper is to present the perspectives of the renal care team members using the renal telemedicine service to understand the perceived benefits and issues with the service. Ten semi-structured interviews with members of the renal care team (two renal specialists, one matron, two renal nurses, one business manager, one renal technical services manager, two IT technicians and one hardware maintenance technician) were conducted. Thematic analysis was undertaken to analyse the qualitative data. A range of incremental benefits to the renal team members were reported, including more efficient use of staff time, reduced travel, peace of mind and a strong sense of job satisfaction. Healthcare staff believed that remote renal care through video was useful, encouraged concordance and could nurture confidence in patients. Key technological issues and adjustments which would improve the renal telemedicine service were also identified. The impact of renal telemedicine was positive on the renal team members. The use of telemedicine has been demonstrated to make home dialysis delivery more efficient and safe. The learning from staff feedback could inform development of services elsewhere. © 2017

  4. Pemanfaatan Video Dalam Pembelajaran Pancasila Dan Kewarganegaraan Untuk Meningkatkan Kemampuan Berpikir Kritis Siswa Terhadap Kebijakan Publik

    Directory of Open Access Journals (Sweden)

    Jossapat Hendra Prijanto

    2017-10-01

    Full Text Available The learning objectives of Pancasila and Citizenship should be used as a way in increasing nationalism, and that form of nationalism should be embodied in concerning of public policy. Every Indonesian citizen participates in increasing society’s life which is fair, peaceful, and prosperous in Pancasila and Citizenship subject, the researcher asks the students to make LOC (Letter of Concern video which should be uploaded on YouTube. The authorities are also expected to be able in taking wise public decisions. This research method is using literature study that is finding theory reference which is relevant with a case or problems that is found. This is the role of Pancasila and Citizenship learning as a tool in character building, especially for increasing the concern of Indonesian citizens in society, nation, and state’s life. Keywords: LOC (Letter of Concern Video, Pancasila and Citizenship Learning, Critical Thinking, Public Policy   http://dx.doi.org/10.17977/um022v2i12017p006

  5. Videos, Podcasts and Livechats

    Medline Plus

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

  6. Study protocol for a framework analysis using video review to identify latent safety threats: trauma resuscitation using in situ simulation team training (TRUST).

    Science.gov (United States)

    Fan, Mark; Petrosoniak, Andrew; Pinkney, Sonia; Hicks, Christopher; White, Kari; Almeida, Ana Paula Siquiera Silva; Campbell, Douglas; McGowan, Melissa; Gray, Alice; Trbovich, Patricia

    2016-11-07

    Errors in trauma resuscitation are common and have been attributed to breakdowns in the coordination of system elements (eg, tools/technology, physical environment and layout, individual skills/knowledge, team interaction). These breakdowns are triggered by unique circumstances and may go unrecognised by trauma team members or hospital administrators; they can be described as latent safety threats (LSTs). Retrospective approaches to identifying LSTs (ie, after they occur) are likely to be incomplete and prone to bias. To date, prospective studies have not used video review as the primary mechanism to identify any and all LSTs in trauma resuscitation. A series of 12 unannounced in situ simulations (ISS) will be conducted to prospectively identify LSTs at a level 1 Canadian trauma centre (over 800 dedicated trauma team activations annually). 4 scenarios have already been designed as part of this protocol based on 5 recurring themes found in the hospital's mortality and morbidity process. The actual trauma team will be activated to participate in the study. Each simulation will be audio/video recorded from 4 different camera angles and transcribed to conduct a framework analysis. Video reviewers will code the videos deductively based on a priori themes of LSTs identified from the literature, and/or inductively based on the events occurring in the simulation. LSTs will be prioritised to target interventions in future work. Institutional research ethics approval has been acquired (SMH REB #15-046). Results will be published in peer-reviewed journals and presented at relevant conferences. Findings will also be presented to key institutional stakeholders to inform mitigation strategies for improved patient safety. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  7. Desain dan Implementasi Aplikasi Video Surveillance System Berbasis Web-SIG

    Directory of Open Access Journals (Sweden)

    I M.O. Widyantara

    2015-06-01

    Full Text Available Video surveillance system (VSS is an monitoring system based-on IP-camera. VSS implemented in live streaming and serves to observe and monitor a site remotely. Typically, IP- camera in the VSS has a management software application. However, for ad hoc applications, where the user wants to manage VSS independently, application management software has become ineffective. In the IP-camera installation spread over a large area, an administrator would be difficult to describe the location of the IP-camera. In addition, monitoring an area of IP- Camera will also become more difficult. By looking at some of the flaws in VSS, this paper has proposed a VSS application for easy monitoring of each IP Camera. Applications that have been proposed to integrate the concept of web-based geographical information system with the Google Maps API (Web-GIS. VSS applications built with smart features include maps ip-camera, live streaming of events, information on the info window and marker cluster. Test results showed that the application is able to display all the features built well

  8. STUDI KOMPARASI HASIL BELAJAR SISWA DENGAN PENERAPAN METODE PEMBELAJARAN TEAM ASSISTED INDIVIDUALIZATION (TAI DAN METODE PEMBELAJARAN CERAMAH BERVARIASI BERBANTUAN KARTU SOAL KOMPETENSI DASAR JURNAL KHUSUS

    Directory of Open Access Journals (Sweden)

    Devina Asri Laras

    2016-03-01

    Full Text Available Tujuan penelitian ini yaitu untuk mengetahui: adanya peningkatan hasil belajar siswa dengan penerapan metode Team Assisted Individualization berbantuan kartu soal pada kompetensi dasar jurnal khusus. Penelitian ini termasuk penelitian quasi experiment nonequivalent control group. Populasi penelitian ini adalah seluruh siswa kelas XII IPS SMA N 2 Purbalingga. Sampel penelitian adalah XII IPS 1 sebagai kelas eksperimen dan XII IPS 2 sebagai kelas kontrol. Metode pengumpulan data yaitu dengan metode tes dan metode observasi. Pengujian hipotesis menggunakan independent sample t-test dan paired sample t-test. Hasil penelitian menunjukkan adanya peningkatan hasil belajar siswa setelah diterapkan metode TAI sebesar 22,23. Rata-rata hasil belajar siswa dengan metode TAI sebesar 84,11 lebih tinggi dibandingkan dengan metode ceramah bervariasi sebesar 79,88. Kesimpulan penelitian ini adalah penerapan metode TAI lebih efektif meningkatkan hasil belajar siswa dibandingkan metode ceramah bervariasi berbantuan kartu soal. The purpose of this study is to determine: the improvement of student learning achievement with Team Assisted Individualization using card question about the basic competence special journal. This study is a quasi-experimental nonequivalent control group. The study population was all students in class XII IPS SMA N 2 Purbalingga. The samples were XII IPS 1 as the experimental class and class XII IPS 2 as a control. The method of collecting data in this study is the test and observation method. Hypothesis testing using independent sample t-test and paired sample t-test. The results showed an increase in student learning achievement after treatment TAI method of 22.23. Average student learning outcomes with TAI method of 84.11 is higher than the lecture method varies by 79.88. The conclusion of this research is the application of the method is more effective TAI improve student learning outcomes than the lecture variation method using question

  9. Student-Directed Video Validation of Psychomotor Skills Performance: A Strategy to Facilitate Deliberate Practice, Peer Review, and Team Skill Sets.

    Science.gov (United States)

    DeBourgh, Gregory A; Prion, Susan K

    2017-03-22

    Background Essential nursing skills for safe practice are not limited to technical skills, but include abilities for determining salience among clinical data within dynamic practice environments, demonstrating clinical judgment and reasoning, problem-solving abilities, and teamwork competence. Effective instructional methods are needed to prepare new nurses for entry-to-practice in contemporary healthcare settings. Method This mixed-methods descriptive study explored self-reported perceptions of a process to self-record videos for psychomotor skill performance evaluation in a convenience sample of 102 pre-licensure students. Results Students reported gains in confidence and skill acquisition using team skills to record individual videos of skill performance, and described the importance of teamwork, peer support, and deliberate practice. Conclusion Although time consuming, the production of student-directed video validations of psychomotor skill performance is an authentic task with meaningful accountabilities that is well-received by students as an effective, satisfying learner experience to increase confidence and competence in performing psychomotor skills.

  10. 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 ...

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

    OpenAIRE

    Setiansah, Mite

    2009-01-01

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

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

    OpenAIRE

    Mite Setiansah

    2013-01-01

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

  13. Videos, Podcasts and Livechats

    Medline Plus

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

  14. Self-controlled video feedback on tactical skills for soccer teams results in more active involvement of players.

    Science.gov (United States)

    van Maarseveen, Mariëtte J J; Oudejans, Raôul R D; Savelsbergh, Geert J P

    2018-02-01

    Many studies have shown that self-controlled feedback is beneficial for learning motor tasks, and that learners prefer to receive feedback after supposedly good trials. However, to date all studies conducted on self-controlled learning have used individual tasks and mainly relatively simple skills. Therefore, the aim of this study was to examine self-controlled feedback on tactical skills in small-sided soccer games. Highly talented youth soccer players were assigned to a self-control or yoked group and received video feedback on their offensive performance in 3 vs. 2 small-sided games. The results showed that the self-control group requested feedback mostly after good trials, that is, after they scored a goal. In addition, the perceived performance of the self-control group was higher on feedback than on no-feedback trials. Analyses of the conversations around the video feedback revealed that the players and coach discussed good and poor elements of performance and how to improve it. Although the coach had a major role in these conversations, the players of the self-control group spoke more and showed more initiative compared to the yoked group. The results revealed no significant beneficial effect of self-controlled feedback on performance as judged by the coach. Overall, the findings suggest that in such a complex situation as small-sided soccer games, self-controlled feedback is used both to confirm correct performance elements and to determine and correct errors, and that self-controlled learning stimulates the involvement of the learner in the learning process. Copyright © 2017 Elsevier B.V. All rights reserved.

  15. PENERAPAN TEAM GAMES TOURNAMENT (TGT DALAM UPAYA MENINGKATKAN KREATIVITAS DAN MINAT BELAJAR PADA STANDAR KOMPETENSI PROSES PENGELOLAAN KREDIT

    Directory of Open Access Journals (Sweden)

    Nining Mariyaningsih

    2016-01-01

    Full Text Available The objectives of this study are: (1 to know the effectiveness of Team Games Tournament (TGT method to improve the accounting creativity learning for accounting students in SMK Negeri 1 Salatiga (2 to know the improvement of students’ interest in accounting learning through Team Games Tournament (TGT method in SMK Negeri 1 Salatiga, and (3 to know the improvement of students’ creativity and learning interest through Team Games Tournament (TGT method in SMK Negeri 1 Salatiga. This study was class action research which was designed into three main cycles; they were 1st cycle, 2nd cycle and 3rd cycle.  Each cycle consisted of four stages started from planning - implementation - evaluation - analysis and reflection. The study was conducted for XI class in SMK Negeri 1 Salatiga. The collected data were: (1 students' activities during learning, (2 teacher and students’ interaction, (3 the level of students' creativity and interest, (4 student achievement and (5 students' response toward the learning process. The observation of learning process was conducted by the collaborators. The result showed that the good quality of learning process was if teachers were able to motivate students to learn actively and creatively. After analyzing the data, it showed that the students’ activeness to raise the new ideas was up to 91% while the students’ activeness to join the discussion group was only 84%. Then, the students’ enthusiasm in joining the game was up to 95%, it meant that the students were very interested in the game. In the first cycle, the students’ learning mastery increased from 24% to 62%, the increase of the second cycle was 8%. And finally, in the third cycle, it increased significantly by 22%. Thus; it can be concluded that the cooperative learning model with TGT type can improve students' understanding on the concepts learned.

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

    Directory of Open Access Journals (Sweden)

    Mite Setiansah

    2013-12-01

    Full Text Available Abstract: This research is a qualitative descriptive research which is aims to get an explanation about process of reality reconstruction doing by mass media, various kind of framing devices that is used, and woman representation at Kompas and Suara Merdeka news reporting about circulation of Yahya Zaini-Maria Eva porn video. In its execution, this research is using framing analysis method to gain information about way of mass media’s telling story. The data are collected by using qualitative content analysis applied to Kompas and Suara Merdeka news articles publish during December 2006. Unit of analysis determined based on Pan and Kosicki framing analysis model. Data validity is measured by triangulation technique. Data analysis is conducted by using the interactive data analysis technique. The result of this research shows that Kompas and Suara Merdeka have different point of view in reconstruction this case. Kompas showed careful news reporting while Suara Merdeka is more market oriented. Both of newspapers are uses same framing devices, including syntactic, script, thematic, and rhetoric. In representing woman, Kompas and Suara Merdeka are tending to frame woman in unfavorable ways.

  17. Acoustic Neuroma Educational Video

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

  18. Structuring Successful Global Virtual Teams

    Science.gov (United States)

    2015-01-01

    e.g., email) to a lot (e.g., video conferencing ). Finally, global teams can vary in their level of synchronicity, or the degree to which a team’s... electronic communication. Thus, we view these types of teams as analogous enough that they can be discussed together under the overarching term of “global...emergence. Balthazard, Waldman, and Warren (2009) found that communication media that mim- ics face-to-face interactions (e.g., video conferencing

  19. PERBEDAAN METODE TEAM GAME TOURNAMENT DAN CERAMAH TERHADAP PENINGKATAN PENGETAHUAN PEMILIHAN JAJANAN SEHAT (THE DIFFERENCE BETWEEN TEAM GAME TOURNAMENT AND LECTURE IN INCREASING THE KNOWLEDGE OF CHOOSING HEALTHY SNACKS

    Directory of Open Access Journals (Sweden)

    Cynthia Herdiana Safitri

    2014-12-01

    Elementary school students is one of the most vulnerable groups to become victims food poisoning. The incidence occurring in the school environment reaches 17,26 to 25,15% cases, which was due to PJAS (snack for aged school children not fulfilling the health requirements. Providing a Lecture is the basic learning method often used, but this method is occasionally boring due to passive respondents, while  playing in childhood is an important educational tool to explore brain. Team Game Tournament (TGT is  one of the educational methods combining educationional concept and play activities. This study aims to determine the method differences of TGT and lectures to increase students’s knowledge of grade 5 students in SDN Tumpakrejo 1 and SDN Tumpakrejo 2 electoral district of Malang concerning healthy snacks. This research was an experimental study in which the research design was quasy experimental study with  pretest-posttest design. The sampling method in this research was 41 samples from grade 5 students in class B of SDN Tumpakrejo 1 and grade 5 students of SDN Tumpakrejo 2. The variables studied and analyzed in the respondents are nutritional knowledge concerning healthy snacks related to the lecture group and TGT group based on the value of the pretest and posttest. The results showed that there were significant differences between the increased knowledge of TGT group and lecture group (p<0.05, accounting for 2,93% higher average value in the former group. Team Game Tournament is then recommended as an educational method, more appropriate to target  school-aged children. Keywords: Team Game Tournament (TGT, Lecture , Knowledge, Healthy Snacks

  20. Are real teams healthy teams?

    NARCIS (Netherlands)

    Buljac, M.; van Woerkom, M.; van Wijngaarden, P.

    2013-01-01

    This study examines the impact of real-team--as opposed to a team in name only--characteristics (i.e., team boundaries, stability of membership, and task interdependence) on team processes (i.e., team learning and emotional support) and team effectiveness in the long-term care sector. We employed a

  1. PERBEDAAN PENGARUH MODEL STUDENT TEAMS ACHIEVEMENT DIVISION (STAD DAN NUMBERED HEADS TOGETHER (NHT TERHADAP HASIL BELAJAR MATEMATIKA SISWA KELAS V SD

    Directory of Open Access Journals (Sweden)

    Nur Halimah

    2017-09-01

    Full Text Available This study aimed to determine the significance of the influence differences between the use of Student Teams Achievement Division (STAD model and Numbered Heads Together (NHT model on the 5th grade mathematics learning outcomes in SD Negeri Sumberejo 01 and SD Negeri Sumberejo 02. The type of research used was a quasi experiment with an unpredictable Pretest Posttest design. The subjects of the study were students of grade 5 in SD N Sumberejo 01 as experimental class 1 and grade V SD N of Sumberejo 02 as experiment class 2. The variables in this study consisted of independent variables, namely Student Teams Achievement Division (STAD model, Numbered Heads Together (NHT model and dependent variable was learning outcome. Data collection was done by test technique. The data analysis technique used T test with Independent T test Sample applied to posttest value. Result of t test of posttest value of experiment group 1 and experiment  group 2 showed that the value was in significance 0,019 ˂ 0,05, because the significance ˂ 0,05 hence Ho rejected and Ha accepted with conclusion there was significant difference between the model of STAD and NHT to the result of learning of mathematics at student grade 5 in SD Negeri Sumberejo 01 and SD Sumberejo 02. The significant difference in mathematics learning outcomes was supported by the difference average of two research samples, where the average of learning outcomes on the application of STAD learning model was 77.89, While the average of learning outcomes on the application of NHT learning model was 85.53. This meant that the learning treatment with NHT model has different significant impact compared to the STAD learning model on mathematics learning outcomes of grade 5 SD Sumberejo 01 and SD N Sumberejo 02 Semester II of 2016/2017academic year. Kata Kunci : Student Teams Achievement Division (STAD, Numbered Heads Together (NHT, Learning Outcomes, Mathematics, 5th grade primary school students

  2. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  3. The Use of Video in Knowledge Transfer of Teacher-Led Psychosocial Interventions: Feeling Competent to Adopt a Different Role in the Classroom / L’utilisation de la vidéo dans le transfert de connaissances dans les interventions psychosociales

    Directory of Open Access Journals (Sweden)

    Caroline Beauregard

    2015-03-01

    Full Text Available Because they propose a form of modeling, videos have been recognised to be useful to transfer knowledge about practices requiring teachers to adopt a different role. This paper describes the results of a satisfaction survey with 98 teachers, school administrators and professionals regarding their appreciation of training videos showing teacher-led psychosocial interventions. The association between teachers’ appreciation of the video and their desire to implement the intervention are explored in terms of authenticity, vicarious learning and self-efficacy, in an attempt to further comprehend how the use of video supports different aspects of modeling (skills - know-how, attitudes - know-how to be. The authors suggest that training videos featuring teachers leading psychosocial interventions support knowledge transfer because learners can relate to successful peers and can think of themselves as competent to replicate the intervention and comfortable to adopt a different role in the classroom. Parce qu’elles proposent une forme de modelage, les vidéos ont été reconnues comme utiles pour le transfert de connaissances au sujet des pratiques exigeant que les enseignants jouent un rôle différent. Cet article décrit les résultats d’une enquête sur la satisfaction réalisée auprès de 98 enseignants, administrateurs et professionnels scolaires quant à leur appréciation des vidéos de formation montrant des interventions psychosociales menées par des enseignants. Le lien entre l’appréciation de la vidéo par les enseignants et leur désir de mettre en pratique l’intervention est exploré en matière d’authenticité, d’apprentissage par procuration et d’auto-efficacité, pour tenter de mieux comprendre comment l’usage de la vidéo appuie différents aspects du modelage (aptitudes, savoir-faire, attitudes, savoir-être. Les auteurs suggèrent que les vidéos de formation montrant des enseignants menant des interventions

  4. Videos, Podcasts and Livechats

    Medline Plus

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

  5. PENERAPAN MODEL PEMBELAJARAN STAD (STUDENTS TEAMS ACHIEVEMENT DIVISIONS SEBAGAI UPAYA MENINGKATKAN KEAKTIFAN DAN PRESTASI BELAJAR SISWA KELAS XI DI SMK MUHAMMADIYAH 3 YOGYAKARTA TAHUN AJARAN 2015/2016

    Directory of Open Access Journals (Sweden)

    Ilyasa Ilyasa

    2016-06-01

    Full Text Available Application of Learning Model Students teams achievement divisions (STAD As Efforts to Improve Achievement Motivation and Learning Theory Tool Engineering Students in grade XI In SMK Muhammadiyah 3 Yogyakarta Academic Year 2015/2016. Thesis Mechanical Engineering Study Program of the Faculty of Education University of Sarjanawiyata Tamansiswa Yogyakarta, 2016.             The purpose of research to enhance the activity and student achievement by improving the learning process engineering theory subjects lathe through learning model Students Teams Achievement Divisions (STAD. Teachers presents the objectives, learning issues, students carry out group discussions, exercises and debriefing, strengthening and conclusions on the subjects of engineering theory lathe in SMK Muhammadiyah 3 Yogyakarta academic year 2015/2016, the study subjects were students of class XI TP 1 as 31 students. This research is a classroom action research (Classroom Action Research were carried out with 3 cycles. Each cycle begins meetings held twice a planning stage action, action execution, observation, and reflection. Methods of data collection is done by observation and tests. Data analysis was carried out by comparison between the results in the first cycle, second cycle and third cycle with descriptive techniques. This means that from the data obtained in this study are presented what was then analyse descriptively to obtain an overview of the facts and the corresponding descriptions phenomenon. As well as to measure student achievement using the system the difference in value between pretest and posttest on evaluation of each cycle. The results represent that the activity and student achievement class XI TP 1 SMK Muhammadiyah 3 Yogyakarta in theory lessons lathe techniques of the first cycle, second cycle and third cycle increased. Students' learning activeness of the first cycle of 34,11% increase the second cycle to be 51,16% and the third cycle increased

  6. Management Teams

    CERN Document Server

    Belbin, R Meredith Meredith

    2012-01-01

    Meredith Belbin's work on teams has become part of everyday language in organizations all over the world. All kinds of teams and team behaviours are covered. At the end of the book is a self-perception inventory so that readers can match their own personalities to particular team roles. Management Teams is required reading for managers concerned with achieving results by getting the best from their key personnel.

  7. 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…

  8. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  9. MENINGKATKAN HASIL BELAJAR BOLA VOLI MELALUI MODIFIKASI PERATURAN PERMAINAN DAN MENGGUNAKAN MEDIA VIDEO DI SMK NEGERI 1 SEDAN TAHUN AJARAN 2013/2014

    Directory of Open Access Journals (Sweden)

    Agung Tri Nugroho

    2015-12-01

    Full Text Available Researchers is to determine whether to modify the rules and using video media can improve learning outcomes of students in volleyball at SMK Negeri 1 Sedan Regency Rembang year 2013/2014. This study is an examination of class action (PTK in which there are two siklus.The results showed that before applying the reflective learning or students who complete the initial data is only 19.35% (4. Once applied reflective learning in learning volleyball on students who complete the first cycle of 51.61% (17 people, so there is an increase from the initial data with the percentage of 32.26%. In the second cycle the number of students who complete a percentage of 87.09% (27 people, and has increased from the first cycle of 35.48%. Based on our results it can be concluded that the modification rules of the game in the volleyball learning can improve student learning outcomes volleyball at SMK Negeri 1 Sedan, Thus said the study results. ©

  10. Team Sports

    Science.gov (United States)

    ... Games. USA Hockey offers additional information and resources. Softball It's not easy to field full teams of ... an annual tournament sponsored by the National Wheelchair Softball Association , where thirty or so teams show up ...

  11. Performansi Video on Demand (VOD) Pada Virtual Private Network (VPN) Menggunakan OpenVPN

    OpenAIRE

    Priyambudi, Henry Okta

    2013-01-01

    Multimedia streaming menggunakanmedia video, sebagai cara penyampaian informasi yanglebih baik dibandingkan dengan teks atau suara. Salahsatu jenis multimedia streaming adalah Video OnDemand (VOD). Pada sistem video on demand, file videotelah disimpan terlebih dahulu di dalam server. Clientmerequest file video yang diinginkan dan prosesstreaming dapat dilakukan.. Salah satu kelemahan darivideo on demand adalah tidak ada sistem authentifikasipada client. Setiap client dapat melakukan streaming...

  12. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  13. CERN Video News

    CERN Document Server

    2003-01-01

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

  14. Video pedagogy

    OpenAIRE

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

    2016-01-01

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

  15. Teaming up

    DEFF Research Database (Denmark)

    Warhuus, Jan; Günzel-Jensen, Franziska; Robinson, Sarah

    2016-01-01

    types of team formation: random teacher pre-assigned, student selection, and teacher directed diversity. In each of these modules, ethnographic methods (interviews and observations) were employed. Additionally, we had access to students learning logs, formative and summative assessments, and final exams...... functioning entrepreneurial student teams as most teams lack personal chemistry which makes them anchor their work too much in a pre-defined project. In contrast, we find that students that can form their own teams aim for less diverse teams than what is achieved by random assignment. However, the homophily......Questions we care about (Objectives): When students have to work on challenging tasks, as it is often the case in entrepreneurship classrooms that leverage experiential learning, team success becomes central to the students learning. Yet, the formation of teams is often left up to the students...

  16. 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.

  17. Teaming up

    DEFF Research Database (Denmark)

    Warhuus, Jan; Günzel-Jensen, Franziska; Robinson, Sarah

    or pre-arranged at random. Therefore we investigate the importance of team formation in the entrepreneurial classroom and ask: (i) What are the underlying factors that influence outcomes of teamwork in student groups? (ii) How does team formation influence student perception of learning?, and (iii) Do...... different team formation strategies produce different teamwork and learning outcomes? Approach: We employed a multiple case study design comprising of 38 student teams to uncover potential links between team formation and student perception of learning. This research draws on data from three different....... A rigorous coding and inductive analysis process was undertaken. Pattern and relationship coding were used to reveal underlying factors, which helped to unveil important similarities and differences between student in different teams’ project progress and perception of learning. Results: When students...

  18. Objective assessment of IP video calls with Asterisk

    OpenAIRE

    Kapičák, Lukáš; Nevlud, Pavel; Mikulec, Martin; Zdrálek, Jaroslav

    2012-01-01

    The paper deals with an objective assessment of IP video calls transmission over GSM and UMTS networks. Video transmission is affected by many factors in mobile network. Among these factors belong packet loss, latency and transmission rate of the mobile network. Network properties were simulated by Simena network simulator. Our team have developed a unique technique for finding defects in video appearing in video calls. This technique is built on modified Asterisk SW PBX with enabled video re...

  19. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  20. Video Field Studies with your Cell Phone

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan

    2010-01-01

    Pod? Or with the GoPRO sports camera? Our approach has a strong focus on how to use video in design, rather than on the technical side. The goal is to engage design teams in meaningful discussions based on user empathy, rather than to produce beautiful videos. Basically it is a search for a minimalist way...

  1. Virtual Teams.

    Science.gov (United States)

    Geber, Beverly

    1995-01-01

    Virtual work teams scattered around the globe are becoming a feature of corporate workplaces. Although most people prefer face-to-face meetings and interactions, reality often requires telecommuting. (JOW)

  2. Overcoming distance in virtual teams : Effects of communication media, experience, and time pressure on distributed teamwork

    NARCIS (Netherlands)

    Kleij, R. van der

    2007-01-01

    Een virtueel team is een team waarvan de leden elkaar niet of zelden in levenden lijve ontmoeten, bijvoorbeeld omdat de teamleden verschillende werktijden hebben of op verschillende vestigingen van een organisatie werken. Anders dan reguliere teams zijn virtuele teams in grote mate afhankelijk van

  3. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet ...

  4. PROBLEM PENDIDIKAN VIDEO GAMES DALAM PERSPEKTIF TEORI SIMULACRA JEAN BAUDRILLARD

    Directory of Open Access Journals (Sweden)

    Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin

    2013-05-01

    Full Text Available Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data were collected from bibliographi­cal sources that related to data. In the second step, the data were analyzed to examine the pedagogical-philosophical properties of the video games. The results indicate that video games change the way children view the world. Video games present the world as hiper-reality. Bu putting aside the negative values and maximizing the positive ones, the understanding of hiper-reality allows for the inculcation of children. Abstrak: Problem Pendidikan Video Games dalam Perspectif Teori Simulacra Jean Baudrillard. Permainan video games diyakini berdampak positif sekaligus negatif pada proses kognitif dan afektif anak.-anak. Terutama, video games berpengaruh pada proses internalisasi nilai-nilai dan pembentukan identitas mereka. Teknologi virtual yang disajikan oleh video games, seperti didekati oleh teori simulacra Jean Baudrillard, menyuguhkan jebakan akan realitas palsu. Melalui riset pustaka dengan metode "filsafat her­meneutis", dianalisis data untuk membangun refleksi filsafat pendidikan atas permainan video games itu. Hasil penelitian ini menyatakan video games menyuguhkan sebuah hiper-realitas dari simulasi realitas, atau simulacra dalam teori Jean Baudrillard. Simulacra adalah dunia yang terbentuk dari salinan realitas, yang menjadi acuan melebihi realitas asli. Disimpulkan bahwa video games menjadi semacam “ruang konseptual”, yang dibentuk oleh simulacra. Dengan mengenali hakikat hiper-realitas, video games dapat

  5. 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...

  6. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

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

  7. Team Learning and Team Composition in Nursing

    Science.gov (United States)

    Timmermans, Olaf; Van Linge, Roland; Van Petegem, Peter; Elseviers, Monique; Denekens, Joke

    2011-01-01

    Purpose: This study aims to explore team learning activities in nursing teams and to test the effect of team composition on team learning to extend conceptually an initial model of team learning and to examine empirically a new model of ambidextrous team learning in nursing. Design/methodology/approach: Quantitative research utilising exploratory…

  8. DIFFERENT DIMENSIONS OF TEAMS

    OpenAIRE

    Goparaju Purna SUDHAKAR

    2013-01-01

    Popularity of teams is growing in 21st Century. Organizations are getting their work done through different types of teams. Teams have proved that the collective performance is more than the sum of the individual performances. Thus, the teams have got different dimensions such as quantitative dimensions and qualitative dimensions. The Quantitative dimensions of teams such as team performance, team productivity, team innovation, team effectiveness, team efficiency, team decision making and tea...

  9. TEAM ORGANISERING

    DEFF Research Database (Denmark)

    Levisen, Vinie; Haugaard, Lena

    2004-01-01

    organisation som denne? Når teams i samtiden anses for at være en organisationsform, der fremmer organisatorisk læring, beror det på, at teamet antages at udgøre et ikke-hierarkisk arbejdsfællesskab, hvor erfaringer udveksles og problemer løses. Teamorganisering kan imidlertid udformes på mange forskellige...

  10. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

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

  11. 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.

  12. Analisa Pengaruh Empowering Leadership Terhadap Team Performance Management Dengan Team Cohesion Sebagai Variabel Intervening Di Hachi-hachi Surabaya

    OpenAIRE

    Alexandra, Meggie; Theola, Devina

    2016-01-01

    Tujuan dari penelitian ini adalah untuk mengetahui apakah Empowering Empowering Leadership berpengaruh atau tidak terhadap Team Performance Management dengan Team Cohesion sebagai variabel intervening di restoran Hachi-Hachi Surabaya. Teknik analisa yang digunakan dalam penelitian ini adalah analisa statistik deskriptif dan analisa Structural Equation Modeling (SEM) dengan alat penelitian berupa Partial Least Square (PLS). Hasil penelitian menunjukkan bahwa Empowering Leadership berpengaruh t...

  13. Sounds like Team Spirit

    Science.gov (United States)

    Hoffman, Edward

    2002-01-01

    I recently accompanied my son Dan to one of his guitar lessons. As I sat in a separate room, I focused on the music he was playing and the beautiful, robust sound that comes from a well-played guitar. Later that night, I woke up around 3 am. I tend to have my best thoughts at this hour. The trouble is I usually roll over and fall back asleep. This time I was still awake an hour later, so I got up and jotted some notes down in my study. I was thinking about the pure, honest sound of a well-played instrument. From there my mind wandered into the realm of high-performance teams and successful projects. (I know this sounds weird, but this is the sort of thing I think about at 3 am. Maybe you have your own weird thoughts around that time.) Consider a team in relation to music. It seems to me that a crack team can achieve a beautiful, perfect unity in the same way that a band of brilliant musicians can when they're in harmony with one another. With more than a little satisfaction I have to admit, I started to think about the great work performed for you by the Knowledge Sharing team, including this magazine you are reading. Over the past two years I personally have received some of my greatest pleasures as the APPL Director from the Knowledge Sharing activities - the Masters Forums, NASA Center visits, ASK Magazine. The Knowledge Sharing team expresses such passion for their work, just like great musicians convey their passion in the music they play. In the case of Knowledge Sharing, there are many factors that have made this so enjoyable (and hopefully worthwhile for NASA). Three ingredients come to mind -- ingredients that have produced a signature sound. First, through the crazy, passionate playing of Alex Laufer, Michelle Collins, Denise Lee, and Todd Post, I always know that something startling and original is going to come out of their activities. This team has consistently done things that are unique and innovative. For me, best of all is that they are always

  14. Video Golf

    Science.gov (United States)

    1995-01-01

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

  15. Asteroid team

    International Nuclear Information System (INIS)

    Matson, D.L.

    1988-01-01

    The purpose of this task is to support asteroid research and the operation of an Asteroid Team within the Earth and Space Sciences Division at the Jet Propulsion Laboratory (JPL). The Asteroid Team carries out original research on asteroids in order to discover, better characterize and define asteroid properties. This information is needed for the planning and design of NASA asteroid flyby and rendezvous missions. The asteroid Team also provides scientific and technical advice to NASA and JPL on asteroid related programs. Work on asteroid classification continued and the discovery of two Earth-approaching M asteroids was published. In the asteroid photometry program researchers obtained N or Q photometry for more than 50 asteroids, including the two M-earth-crossers. Compositional analysis of infrared spectra (0.8 to 2.6 micrometer) of asteroids is continuing. Over the next year the work on asteroid classification and composition will continue with the analysis of the 60 reduced infrared spectra which we now have at hand. The radiometry program will continue with the reduction of the N and Q bandpass data for the 57 asteroids in order to obtain albedos and diameters. This year the emphasis will shift to IRAS follow-up observations; which includes objects not observed by IRAS and objects with poor or peculiar IRAS data. As in previous year, we plan to give top priority to any opportunities for observing near-Earth asteroids and the support (through radiometric lightcurve observations from the IRTF) of any stellar occultations by asteroids for which occultation observation expeditions are fielded. Support of preparing of IRAS data for publication and of D. Matson for his participation in the NASA Planetary Astronomy Management and Operations Working Group will continue

  16. Asteroid team

    Science.gov (United States)

    Matson, D. L.

    1988-01-01

    The purpose of this task is to support asteroid research and the operation of an Asteroid Team within the Earth and Space Sciences Division at the Jet Propulsion Laboratory (JPL). The Asteroid Team carries out original research on asteroids in order to discover, better characterize and define asteroid properties. This information is needed for the planning and design of NASA asteroid flyby and rendezvous missions. The asteroid Team also provides scientific and technical advice to NASA and JPL on asteroid related programs. Work on asteroid classification continued and the discovery of two Earth-approaching M asteroids was published. In the asteroid photometry program researchers obtained N or Q photometry for more than 50 asteroids, including the two M-earth-crossers. Compositional analysis of infrared spectra (0.8 to 2.6 micrometer) of asteroids is continuing. Over the next year the work on asteroid classification and composition will continue with the analysis of the 60 reduced infrared spectra which we now have at hand. The radiometry program will continue with the reduction of the N and Q bandpass data for the 57 asteroids in order to obtain albedos and diameters. This year the emphasis will shift to IRAS follow-up observations; which includes objects not observed by IRAS and objects with poor or peculiar IRAS data. As in previous year, we plan to give top priority to any opportunities for observing near-Earth asteroids and the support (through radiometric lightcurve observations from the IRTF) of any stellar occultations by asteroids for which occultation observation expeditions are fielded. Support of preparing of IRAS data for publication and of D. Matson for his participation in the NASA Planetary Astronomy Management and Operations Working Group will continue.

  17. DESAIN KOMUNIKASI VISUAL DAN PERILAKU KONSUMEN

    Directory of Open Access Journals (Sweden)

    Bagus Limandoko

    2000-01-01

    Full Text Available The word design is a word with different meanings. In the visual communication context it has became part of the team in the communication industry - the world of advertising%2C magazine and newspaper publishing%2C marketing and public relations%2C and%2C indeed%2C it has became one of the influential aspects to shape the behavior of a society and its economic development. Abstract in Bahasa Indonesia : Desain merupakan sebuah kata dengan banyak makna. Dalam konteks komunikasi visual%2C desain sudah menjadi bagian dari tim dalam industri komunikasi. Dunia advertising%2C publikasi majalah dan suratkabar%2C pemasaran dan public relations%2C dan yang pasti desain juga sudah menjadi salah satu aspek yang berpengaruh dalam membentuk perilaku suatu masyarakat dan perkembangan ekonominya. design%2C designer%2C visual communication design%2C behavior%2C consumer

  18. The Use of Video in Knowledge Transfer of Teacher-Led Psychosocial Interventions: Feeling Competent to Adopt a Different Role in the Classroom (L'utilisation de la vidéo dans le transfert de connaissances dans les interventions psychosociales menées par les enseignants : sentir que l'on a la compétence d'adopter un rôle différent dans la salle de classe)

    Science.gov (United States)

    Beauregard, Caroline; Rousseau, Cécile; Mustafa, Sally

    2015-01-01

    Because they propose a form of modeling, videos have been recognised to be useful to transfer knowledge about practices requiring teachers to adopt a different role. This paper describes the results of a satisfaction survey with 98 teachers, school administrators and professionals regarding their appreciation of training videos showing teacher-led…

  19. OAS :: Videos

    Science.gov (United States)

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

  20. Team designing

    DEFF Research Database (Denmark)

    Denise J. Stokholm, Marianne

    2012-01-01

    Future wellbeing is depending on human competences in order to strengthen a sustainable development. This requires system thinking and ability to deal with complexity, dynamic and a vast of information. `We need to move away from present principles of breaking down problems into components and gi...... thinking and communication in design. Trying to answer the question: How can visual system models facilitate learning in design thinking and team designing?......Future wellbeing is depending on human competences in order to strengthen a sustainable development. This requires system thinking and ability to deal with complexity, dynamic and a vast of information. `We need to move away from present principles of breaking down problems into components and give...... in relation to a design-engineering education at Aalborg University. It will exemplify how the model has been used in workshops on team designing, challenged design learning and affected design competence. In specific it will investigate the influence of visual models of the perception of design, design...

  1. MEDIA PEMBELAJARAN MATEMATIKA PENJUMLAHAN DAN PENGURANGAN UNTUK SISWA SLB/C

    Directory of Open Access Journals (Sweden)

    Ni Ketut Kertiasih

    2013-01-01

    Full Text Available Media pembelajaran matematika penjumlahan dan pengurangan untuk siswa SLB/C merupakan media yang dikembangkan untuk membantu pengajar dalam memberikan bahan ajaran kepada siswa yang masih belum mengerti tentang belajar berhitung. Adapun materi yang disajikan adalah mulai dari belajar mengenal angka,  penjumlahan dan pengurangan, animasi berhitung, evaluasi, latihan berhitung, video, dan cara pemakaian media. Tahapan yang digunakan dalam pengembangan media ini yaitu analysis, desain, development, implementation, dan evalution. Pembuatan coding dan animasi menggunakan Adobe Flash CS5, Adobe Pothoshop CS5, Adobe Illustrator CS5 sebagai editor gambar dan Cool Edit Pro 2.0 sebagai perekam dan editor suara. Hasil pengembangan berupa sebuah media yang dapat digunakan dalam proses pembelajaran matematika khususnya materi penjumlahan dan pengurangan untuk siswa SLB/C.   Kata-kata kunci: Media Pembelajaran, Matematika, Siswa SLB/C, Penjumlahan, Pengurangan

  2. An interdisciplinary team communication framework and its application to healthcare 'e-teams' systems design.

    Science.gov (United States)

    Kuziemsky, Craig E; Borycki, Elizabeth M; Purkis, Mary Ellen; Black, Fraser; Boyle, Michael; Cloutier-Fisher, Denise; Fox, Lee Ann; MacKenzie, Patricia; Syme, Ann; Tschanz, Coby; Wainwright, Wendy; Wong, Helen

    2009-09-15

    There are few studies that examine the processes that interdisciplinary teams engage in and how we can design health information systems (HIS) to support those team processes. This was an exploratory study with two purposes: (1) To develop a framework for interdisciplinary team communication based on structures, processes and outcomes that were identified as having occurred during weekly team meetings. (2) To use the framework to guide 'e-teams' HIS design to support interdisciplinary team meeting communication. An ethnographic approach was used to collect data on two interdisciplinary teams. Qualitative content analysis was used to analyze the data according to structures, processes and outcomes. We present details for team meta-concepts of structures, processes and outcomes and the concepts and sub concepts within each meta-concept. We also provide an exploratory framework for interdisciplinary team communication and describe how the framework can guide HIS design to support 'e-teams'. The structures, processes and outcomes that describe interdisciplinary teams are complex and often occur in a non-linear fashion. Electronic data support, process facilitation and team video conferencing are three HIS tools that can enhance team function.

  3. An interdisciplinary team communication framework and its application to healthcare 'e-teams' systems design

    Directory of Open Access Journals (Sweden)

    MacKenzie Patricia

    2009-09-01

    Full Text Available Abstract Background There are few studies that examine the processes that interdisciplinary teams engage in and how we can design health information systems (HIS to support those team processes. This was an exploratory study with two purposes: (1 To develop a framework for interdisciplinary team communication based on structures, processes and outcomes that were identified as having occurred during weekly team meetings. (2 To use the framework to guide 'e-teams' HIS design to support interdisciplinary team meeting communication. Methods An ethnographic approach was used to collect data on two interdisciplinary teams. Qualitative content analysis was used to analyze the data according to structures, processes and outcomes. Results We present details for team meta-concepts of structures, processes and outcomes and the concepts and sub concepts within each meta-concept. We also provide an exploratory framework for interdisciplinary team communication and describe how the framework can guide HIS design to support 'e-teams'. Conclusion The structures, processes and outcomes that describe interdisciplinary teams are complex and often occur in a non-linear fashion. Electronic data support, process facilitation and team video conferencing are three HIS tools that can enhance team function.

  4. Penerimaan Penggemar K-pop Terhadap Sensualitas Dalam Video Klip Girls Day “Something”

    OpenAIRE

    Madayanti, Ratna Kartika Dewi

    2015-01-01

    Penerimaan penggemar terhadap media massa seperti video klip berbeda satu dengan lainnya. Seperti dalam video klip Girls Day “Something” terdapat sensualitas yang diterima secara berbeda-beda oleh penggemar K-pop baik penggemar Girls Day. Penelitian ini menggunakan teori resepsi dan konsep sensualitas, di mana dalam sensualitas itu sendiri terdapat tiga unsur yaitu tampilan tubuh, perilaku, dan aktivitas. Jenis penelitian ini adalah deskriptif dengan pendekatan kualitatif, dengan m...

  5. Travelling with football teams

    African Journals Online (AJOL)

    ultimately on the performance of the teams on the playing field and not so much ... However, travelling with a football team presents the team physician .... physician to determine the nutritional ..... diarrhoea in elite athletes: an audit of one team.

  6. Study on team evaluation. Team process model for team evaluation

    International Nuclear Information System (INIS)

    Sasou Kunihide; Ebisu, Mitsuhiro; Hirose, Ayako

    2004-01-01

    Several studies have been done to evaluate or improve team performance in nuclear and aviation industries. Crew resource management is the typical example. In addition, team evaluation recently gathers interests in other teams of lawyers, medical staff, accountants, psychiatrics, executive, etc. However, the most evaluation methods focus on the results of team behavior that can be observed through training or actual business situations. What is expected team is not only resolving problems but also training younger members being destined to lead the next generation. Therefore, the authors set the final goal of this study establishing a series of methods to evaluate and improve teams inclusively such as decision making, motivation, staffing, etc. As the first step, this study develops team process model describing viewpoints for the evaluation. The team process is defined as some kinds of power that activate or inactivate competency of individuals that is the components of team's competency. To find the team process, the authors discussed the merits of team behavior with the experienced training instructors and shift supervisors of nuclear/thermal power plants. The discussion finds four team merits and many components to realize those team merits. Classifying those components into eight groups of team processes such as 'Orientation', 'Decision Making', 'Power and Responsibility', 'Workload Management', 'Professional Trust', 'Motivation', 'Training' and 'staffing', the authors propose Team Process Model with two to four sub processes in each team process. In the future, the authors will develop methods to evaluate some of the team processes for nuclear/thermal power plant operation teams. (author)

  7. Eksperimentasi Model Pembelajaran Kooperatif Tipe Teams Games Tournament (Tgt) dan Fan-n-pick pada Prestasi Belajar Matematika Ditinjau dari Kecemasan pada Matematika Siswa SMP Negeri di Kabupaten Magelang

    OpenAIRE

    Setyowati, Anna; Budiyono, Budiyono; Riyadi, Riyadi

    2013-01-01

    The aim of the research was to determine the effect of learning models on mathematics achievement viewed from the student's mathematics anxiety. The learning model compared were Teams Games Tournament of cooperative learning model, Fan-N-Pick of coopeartive learning model, and direct instruction model The method which was applied in this research was quasi-experimental with 3×3 factorial design done in class VIII second semester of Junior High School (SMP) In Magelang Regency Academic Year 20...

  8. Team responsibility structure and team performance

    NARCIS (Netherlands)

    Doorewaard, J.A.C.M.; Hootegem, G. van; Huys, R.

    2002-01-01

    The purpose is to analyse the impact of team responsibility (the division of job regulation tasks between team leader and team members) on team performance. It bases an analysis on 36 case studies in The Netherlands which are known to have implemented team‐based work. The case studies were executed

  9. Better team management--better team care?

    Science.gov (United States)

    Shelley, P; Powney, B

    1994-01-01

    Team building should not be a 'bolt-on' extra, it should be a well planned, integrated part of developing teams and assisting their leaders. When asked to facilitate team building by a group of NHS managers we developed a framework which enabled individual members of staff to become more effective in the way they communicated with each other, their teams and in turn within the organization. Facing the challenge posed by complex organizational changes, staff were able to use 3 training days to increase and develop their awareness of the principles of teamwork, better team management, and how a process of leadership and team building could help yield better patient care.

  10. How to make sense of team sport data

    DEFF Research Database (Denmark)

    Stein, Manuel; Janetzko, Halldór; Seebacher, Daniel

    2017-01-01

    commercial and research interest. The analysis of team ball games can serve many goals, e.g., in coaching to understand effects of strategies and tactics, or to derive insights improving performance. Also, it is often decisive to trainers and analysts to understand why a certain movement of a player...... data perspectives, including high-dimensional, video, and movement data, as well as considering team behavior and rules (constraints) given in the particular team sport. We identify important components of team sport data, exemplified by the soccer case, and explain how to analyze team sport data...

  11. Work team

    Directory of Open Access Journals (Sweden)

    RBE Editorial

    2016-06-01

    Full Text Available Work Team 2016 (Jan-Jul1. Editorial TeamChief-editorsBayardo Bapstista Torres, Instituto de Química (USP, BrasilEduardo Galembeck, Depto. Bioquímica, Instituto de Biologia, Universidade de Campinas (Unicamp, Brasil Co-editorsGabriel Gerber Hornink, Depto. Bioquímica, Instituto de Ciências Biomédicas, Universidade - Federal de Alfenas (Unifal-MG, BrasilVera Maria Treis Trindade, Departamento de Bioquímica, Instituto de Ciências Básicas da Saúde, Universidade Federal do Rio Grande do Sul (UFRGS, Brasil Editorial BoardAdriana Cassina, Department of Biochemistry, Facultad de Medicina, Universidad de la República, UruguayAngel Herráez, Departamento de Bioquímica y Biología molecular, Universidad de Alcalá de Henares, Madrid, SpainAndré Amaral Gonçalves Bianco, Universidade Federal de São Paulo (Unifesp, BrasilDenise Vaz de Macedo, Depto. Bioquímica, Instituto de Biologia, Universidade Estadual de Campinas (Unicamp, BrasilEneida de Paula, Depto. Bioquímica, Instituto de Biologia, Universidade Estadual de Campinas (Unicamp, BrasilJose Antonio Martinez Oyanedel, Universidad de Concepción, ChileJosep Maria Fernández Novell, Department of Molecular Biology & Biochemistry, Universitat de Barcelona, SpainLeila Maria Beltramini, Instituto de Física de São Carlos, Universidade Estadual de São Paulo (USP, BrasilManuel João da Costa, Escola de Ciências da Saúde, Universidade do Minho, PortugalMaria Lucia Bianconi, Instituto de Bioquímica Médica, Universidade Federal do Rio de Janeiro (UFRJ, BrasilMaría Noel Alvarez, Department of Biochemistry, Facultad de Medicina, Universidad de la República, UruguayMiguel Ángel Medina Torres, Department of Molecular Biology & Biochemistry Faculty of Sciences University of Málaga, SpainNelma Regina Segnini Bossolan, Instituto de Física de São Carlos, Universidade de São Paulo (USP, BrasilPaulo De Avila Junior, Centro de Ciências Naturais e Humanas (CCNH Universidade Federal do ABC (UFABC

  12. Team Orientations, Interpersonal Relations, and Team Success

    Science.gov (United States)

    Nixon, Howard L.

    1976-01-01

    Contradictions in post research on the concepts of "cohesiveness" and team success seem to arise from the ways in which cohesiveness is measured and the nature of the teams investigated in each study. (MB)

  13. Team cohesion and team success in sport.

    Science.gov (United States)

    Carron, Albert V; Bray, Steven R; Eys, Mark A

    2002-02-01

    The main aim of this study was to examine the relationship between task cohesiveness and team success in elite teams using composite team estimates of cohesion. A secondary aim was to determine statistically the consistency (i.e. 'groupness') present in team members' perceptions of cohesion. Elite university basketball teams (n = 18) and club soccer teams (n = 9) were assessed for cohesiveness and winning percentages. Measures were recorded towards the end of each team's competitive season. Our results indicate that cohesiveness is a shared perception, thereby providing statistical support for the use of composite team scores. Further analyses indicated a strong relationship between cohesion and success (r = 0.55-0.67). Further research using multi-level statistical techniques is recommended.

  14. Recognizing team formation in american football

    KAUST Repository

    Atmosukarto, Indriyati

    2014-01-01

    Most existing software packages for sports video analysis require manual annotation of important events in the video. Despite being the most popular sport in the United States, most American football game analysis is still done manually. Line of scrimmage and offensive team formation recognition are two statistics that must be tagged by American Football coaches when watching and evaluating past play video clips, a process which takesmanyman hours per week. These two statistics are the building blocks for more high-level analysis such as play strategy inference and automatic statistic generation. In this chapter, we propose a novel framework where given an American football play clip, we automatically identify the video frame in which the offensive team lines in formation (formation frame), the line of scrimmage for that play, and the type of player formation the offensive team takes on. The proposed framework achieves 95% accuracy in detecting the formation frame, 98% accuracy in detecting the line of scrimmage, and up to 67%accuracy in classifying the offensive team’s formation. To validate our framework, we compiled a large dataset comprising more than 800 play-clips of standard and high definition resolution from real-world football games. This dataset will be made publicly available for future comparison.

  15. [Video games, a therapeutic mediator for teens].

    Science.gov (United States)

    Nickler, Christophe

    2015-10-01

    Teenagers love video games and other multimedia tools. Sometimes they love them too much, leading to addictive use. A child psychiatry team in Nancy has developed a therapeutic multimedia workshop to contribute to treating teens. Copyright © 2015 Elsevier Masson SAS. All rights reserved.

  16. Your cancer care team

    Science.gov (United States)

    ... gov/ency/patientinstructions/000929.htm Your cancer care team To use the sharing features on this page, ... help your body heal. Working with Your Care Team Each member of your care team plays an ...

  17. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

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

  18. IMPLEMENTASI TEAMS GAMES TOURNAMENTS (TGT BERBANTUAN MEDIA KARTU 4-1 UNTUK MENINGKATKAN KETERAMPILAN SOSIAL DAN HASIL BELAJAR IPS PESERTA DIDIK KELAS IX F DI SMPN 1 KANDEMAN BATANG 2014/2015

    Directory of Open Access Journals (Sweden)

    Wulan Dwi Aryani

    2017-03-01

    Full Text Available This research aims to: (1 know the implementation of Teams Games Tournaments (TGT Assisted by Card 4-1,  (2 improve student social skills (3 increase social sciences learning outcome of IX F graders at SMPN 1 Kandeman Batang with the implementation of TGT Assisted by Card 4-1.This is a class action research using the spiral design of Kemmis & Taggart. Research subject is 37 students of IX F graders of SMP Negeri 1 Kandeman Batang in genap semester academic year of 2014/2015. There are 2 cycles in this research, each of which consists of two meetings. Each cycle uses 4 stages, they are: planning, implementation, observation and reflection. The action in cycle 1 uses card          4-1 with the materials of geographical elements and population in South East Asia. Cycle 2 uses card 4-1 with the material of earth surface division as continent and ocean. The research is conducted from January to March 2015. Data collecting technique used in this research is: (1 observation, (2 interview, (3 learning outcome test, (4 documentation, and (5field note. The instrument used is (1 observation guidance for teacher and students, (2 interview guidance for students, (3 exercise sheet for learning outcome test, and (4 daily journal. Data analysiss uses qualitative analysis. The results of the research are: (1 The cooperative TGT Assisted by Card 4-1 learning model can be implemented in social sciences learning of IX F graders at SMP N 1 Kandeman Batang, there is average increase from 6 cycles of TGT, the average score of cycle I is 68,75 (good and cycle II is 85 (very good (2 there is average increase of 10 indicators of student social skills, the average score of cycle I is 51,30 (skilled, cycle II is 76,80 (hihgly skilled. (3 there is an increase in the result of students' social sciences learning, learning mastery at cycle I is 72,97% with the average score of 74,86, cycle II is 86,49% with the average value of 85. With the implementation of Teams

  19. Characteristics of team briefings in gynecological surgery.

    Science.gov (United States)

    Forsyth, Katherine L; Hildebrand, Emily A; Hallbeck, M Susan; Branaghan, Russell J; Blocker, Renaldo C

    2018-02-24

    Preoperative briefings have been proven beneficial for improving team performance in the operating room. However, there has been minimal research regarding team briefings in specific surgical domains. As part of a larger project to develop a briefing structure for gynecological surgery, the study aimed to better understand the current state of pre-operative team briefings in one department of an academic hospital. Twenty-four team briefings were observed and video recorded. Communication was analyzed and social network metrics were created based on the team member verbal interactions. Introductions occurred in only 25% of the briefings. Network analysis revealed that average team briefings exhibited a hierarchical structure of communication, with the surgeon speaking the most frequently. The average network for resident-led briefings displayed a non-hierarchical structure with all team members communicating with the resident. Briefings conducted without a standardized protocol can produce variable communication between the role leading and the team members present. Copyright © 2018 Elsevier Ltd. All rights reserved.

  20. The Effects of an Educational Video Game on Mathematical Engagement

    Science.gov (United States)

    Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz

    2016-01-01

    In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…

  1. Meet EPA's Dan Nelson

    Science.gov (United States)

    EPA’s Dan Nelson is the Director of the Human Research Protocol Office at the National Health and Environmental Effect Research Laboratory, Dan works to protect the rights and welfare of EPA’s research participants.

  2. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

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

  3. Team Learning in Teacher Teams: Team Entitativity as a Bridge between Teams-in-Theory and Teams-in-Practice

    Science.gov (United States)

    Vangrieken, Katrien; Dochy, Filip; Raes, Elisabeth

    2016-01-01

    This study aimed to investigate team learning in the context of teacher teams in higher vocational education. As teacher teams often do not meet all criteria included in theoretical team definitions, the construct "team entitativity" was introduced. Defined as the degree to which a group of individuals possesses the quality of being a…

  4. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  5. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

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

  6. Bahasa, Simbol, dan Religi

    OpenAIRE

    Supriyadi, Supriyadi

    1999-01-01

    Manusia sering disebut sebagai makhluk sosial, makhluk berakal, makhluk berseni, dan sebagainya. Tulisan ini secara tidak langsung membicarakan manusia sebagai makhluk berbahasa, bersimbol, dan bereligi . Meskipun demikian, titik tolaknya bukan pada manusia itu sendiri, tetapi pada bahasa, simbol, dan religinya, terutama pada hubungan di antara ketiganya . Hubungan antara bahasa dan simbol tidak diragukan lagi karena bahasa merupakan jenis simbol . Demikian juga hubungan antara simbol dengan ...

  7. Speeding Up Team Learning.

    Science.gov (United States)

    Edmondson, Amy; Bohmer, Richard; Pisano, Gary

    2001-01-01

    A study of 16 cardiac surgery teams looked at how the teams adapted to new ways of working. The challenge of team management is to implement new processes as quickly as possible. Steps for creating a learning team include selecting a mix of skills and expertise, framing the challenge, and creating an environment of psychological safety. (JOW)

  8. 2017 Landsat Science Team Summer Meeting Summary

    Science.gov (United States)

    Crawford, Christopher J.; Loveland, Thomas R.; Wulder, Michael A.; Irons, James R.

    2018-01-01

    The summer meeting of the U.S. Geological Survey (USGS)-NASA Landsat Science Team (LST) was held June 11-13, 2017, at the USGS’s Earth Resources Observation and Science (EROS) Center near Sioux Falls, SD. This was the final meeting of the Second (2012-2017) LST.1 Frank Kelly [EROS—Center Director] welcomed the attendees and expressed his thanks to the LST members for their contributions. He then introduced video-recorded messages from South Dakota’s U.S. senators, John Thune and Mike Rounds, in which they acknowledged the efforts of the team in advancing the societal impacts of the Landsat Program.

  9. Team Leader Structuring for Team Effectiveness and Team Learning in Command-and-Control Teams

    Science.gov (United States)

    van der Haar, Selma; Koeslag-Kreunen, Mieke; Euwe, Eline; Segers, Mien

    2017-01-01

    Due to their crucial and highly consequential task, it is of utmost importance to understand the levers leading to effectiveness of multidisciplinary emergency management command-and-control (EMCC) teams. We argue that the formal EMCC team leader needs to initiate structure in the team meetings to support organizing the work as well as facilitate team learning, especially the team learning process of constructive conflict. In a sample of 17 EMCC teams performing a realistic EMCC exercise, including one or two team meetings (28 in sum), we coded the team leader’s verbal structuring behaviors (1,704 events), rated constructive conflict by external experts, and rated team effectiveness by field experts. Results show that leaders of effective teams use structuring behaviors more often (except asking procedural questions) but decreasingly over time. They support constructive conflict by clarifying and by making summaries that conclude in a command or decision in a decreasing frequency over time. PMID:28490856

  10. Team Leader Structuring for Team Effectiveness and Team Learning in Command-and-Control Teams.

    Science.gov (United States)

    van der Haar, Selma; Koeslag-Kreunen, Mieke; Euwe, Eline; Segers, Mien

    2017-04-01

    Due to their crucial and highly consequential task, it is of utmost importance to understand the levers leading to effectiveness of multidisciplinary emergency management command-and-control (EMCC) teams. We argue that the formal EMCC team leader needs to initiate structure in the team meetings to support organizing the work as well as facilitate team learning, especially the team learning process of constructive conflict. In a sample of 17 EMCC teams performing a realistic EMCC exercise, including one or two team meetings (28 in sum), we coded the team leader's verbal structuring behaviors (1,704 events), rated constructive conflict by external experts, and rated team effectiveness by field experts. Results show that leaders of effective teams use structuring behaviors more often (except asking procedural questions) but decreasingly over time. They support constructive conflict by clarifying and by making summaries that conclude in a command or decision in a decreasing frequency over time.

  11. Trust in Diverse Teams

    DEFF Research Database (Denmark)

    Clausen, Lisbeth

    , maintaining team cohesiveness in multicultural teams to collaborate effectively presents a number of challenges. The present study employs the concept of trust to explore influences on team collaboration in high performing teams. The study is based on observation of teams in seven multinational corporations...... and interviews with managers from the US, Europe, China and Japan. The study presents a conceptual framework - a ‘trust buffer’ – which enables analysis and exemplification of the dynamics and challenges of teams as drivers of change. Each team has strategically important tasks, unique capacities and deal...... with change in particular ways: Each team is analyzed in relation to its global (HQ) mandate, local (national) stakeholders and organizational context. It is found that communication energy, resources and team mandate underscore the sense of trust in high performing teams. Diversity is understood...

  12. Pengembangan Mobile Collaborative Learning System Menggunakan Kerangka Kerja Zachman dan DICE

    Directory of Open Access Journals (Sweden)

    M Husni Syahbani

    2017-07-01

    Full Text Available Mobile Learning adalah proses pembelajaran yang menggunakan teknologi perangkat mobile dan jaringan nirkabel, Ada banyak media yang bisa digunakan untuk membuat proses belajar lebih mudah dan menyenangkan, salah satunya adalah dengan menggunakan perangkat mobile seperti telepon seluler, tablet dan komputer desktop, dengan Teknologi ini setiap materi pembelajaran dapat hadir dalam banyak format seperti yang video, suara dll. Kombinasi antara teknologi perangkat mobile dan jaringan nirkabel dapat memecahkan masalah dalam proses belajar, banyak pelajar merasa sulit untuk mengelola materi pembelajaran yang sesuai dengan kebutuhan mereka dan bagaimana belajar dengan efektif dan efisien. Jadi penelitian ini mencoba untuk mengembangkan sistem yang berupa kombinasi antara teknologi perangkat mobile dan jaringan nirkabel yang disebut Mobile Collaboration Learning System (MCLs. Dalam pengembangan MCLs menggunakan kerangka pendekatan Zachman untuk mengidentifikasi kegiatan dan proses dalam pembelajaran yang dapat membantu studi pelajar dengan mudah dan interaktif dan berkolaborasi. Dengan kerangka pendekatan Zachman membuat MCLs menyelaraskan dengan kebutuhan peserta didik dan dosen di sekolah. Pendekatan ini menghasilkan sistem persyaratan yang dianalisis menggunakan kerangka DICE untuk mengetahui bagaimana risiko pengembangan sistem ini untuk direalisasikan.

  13. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

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

  14. Evaluasi User Interface Video Interaktif Manusia Purba dengan Menggunakan Metode Heuristik

    Directory of Open Access Journals (Sweden)

    Emi Iryanti

    2014-11-01

    Full Text Available Aplikasi video interaktif mengenai manusia purba didesain dan diimplementasikan bertujuan agar materi mengenai manusia purba yang salah satu tujuannya ialah menjadi bagian dari alat peraga di museum tertentu memiliki tampilan yang lebih interaktif dan tidak melupakan unsur pendidikan. Aplikasi ini memungkinkan pengguna mendapatkan pengalaman baru dalam pembelajaran dan memotivasi pengguna untuk menyukai pengetahuan sejarah. Proses evaluasi pada aplikasi ini dilakukan untuk  mengenali masalah-masalah usability pada rancangan antarmuka, metode yang digunakan yaitu evaluasi heuristik berdasarkan 10 panduan kriteria yang dikembangkan oleh Jacob Nielsen. Langkah-langkah dalam melakukan evaluasi ini adalah menentukan kriteria evaluator, melakukan evaluasi dan menganilisi hasil evaluasi. Setelah dilakukan evaluasi, evaluator menemukan 8 isu permasalahan interface usability dan desain konten sebagai bahan perbaikan dan pengembangan produk.

  15. Developing Your Dream Team

    Science.gov (United States)

    Gatlin, Kenda

    2005-01-01

    Almost anyone has held various roles on a team, be it a family unit, sports team, or a project-oriented team. As an educator, one must make a conscious decision to build and invest in a team. Gathering the best team possible will help one achieve one's goals. This article explores some of the key reasons why it is important to focus on the team…

  16. Enjeux de la médiatisation du travail coopératif distribué dans les équipes de projets de conception Stakes of Computer Supported Cooperative Work in Design Project Teams Desafíos que presenta la mediatización del trabajo cooperativo distribuido en los equipos de proyectos de diseño

    Directory of Open Access Journals (Sweden)

    Jacqueline Vacherand-Revel

    2007-10-01

    Full Text Available Les mutations organisationnelles que connaissent de nombreuses entreprises globalisées encouragent le développement de nouvelles pratiques collectives de travail pour s’affranchir de l’espace et du temps et mettre en synergie des compétences dispersées géographiquement. L’objet de cet article est d’examiner les spécificités du travail coopératif distribué au sein d’équipes qui réalisent des projets de conception d’envergure. Une forte coopération entre les coéquipiers et la gestion de multiples activités coopératives distribuées nécessitent une utilisation massive des technologies de l’information et de la communication pour interagir régulièrement et travailler ensemble dans des espaces virtuels partagés. Avec de telles conditions de travail, les enjeux sont nombreux et les risques pour la santé des coéquipiers ne doivent pas être négligés. Dans cette perspective, nous examinons les risques liés à la fragmentation du travail, à sa dispersion et les différentes tensions et surcharges qui pèsent sur le travailleur intellectuel et peuvent présenter des effets délétères sur la santé.The organizational changes that many global companies are undergoing are fostering the development of new collective work practices freeing workers from the constraints of space and time and marshalling geographically dispersed skills. The object of this article is to examine the specificities of distributed cooperative work within teams that carry out large-scale design projects. Close cooperation between the team members and the management of multiple distributed cooperative activities require a massive use of information and communication technologies so that they can interact regularly and work together in shared virtual spaces. With such working conditions, there are many issues, and the health risks must not be overlooked. From this perspective, we examine the risks of fragmented work, its dispersion, and various

  17. PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE TEAM GAMESTURNAMENT(TGT UNTUK MENINGKATKAN AKTIFITAS DAN HASIL BELAJAR PADA KOMPETENSI KELISTRIKAN BODI SISWA KELAS XI OTOMOTIFSMK NAWA BAKTI KEBUMEN 2015/2016

    Directory of Open Access Journals (Sweden)

    Imam Khanif Mustofa

    2016-06-01

    Full Text Available The Application of Cooperative Learning Model Teams Games Tournament (TGT To Increase Activity and Learning Outcomes of the Competence Electrical Body grade XI Automotive Students at SMK NawaBaktiKebumen. Mechanical Engineering Study Program thesis, Faculty of Teachers Training and Education SarjanawiyataTamansiswa University Yogyakarta, 2015. The aim of the research was to find out the type of cooperative learning methods TGT able to enhance students' learning activities and learning outcomes of the Competence Electrical Body grade XI Automotive Students at SMK NawaBaktiKebumen. The type of this research is a classroom action research (PTK with 2 cycles. Each cycle consists of four stages: planning, action, observation, and reflection. The subject of the research were the XI grade students of NawaBakti which consists of 30 students. The data obtained was analyzed qualitatively. The data collection techniques observation and tests. The data were analyzed through qualitative descriptive technique. The result of this study indicate that the use of methods of cooperative TGT type can improve student learning activity from the pre-cycle students who pay attention and respond with enthusiasm what was conveyed by the teacher in learning activity 53%, while the percentage of students who brave to express opinions 33%, brave to respond to what is conveyed by peers 30% and seriousness in the evaluation step is only 60%. Addressing positive response was still low. In the first cycle, students who pay attention and respond enthusiastically what is conveyed by the teacher in learning activity 60%, while the percentage of students who brave to express opinions 36.67%, brave to respond to what is conveyed by peers 33.33% and seriousness in the evaluation step only 66.67%. Addressing a positive response is well developed. Whereas for the second cycle, students who pay attention and respond enthusiastically what is conveyed by the teacher in learning activity

  18. Designing and Using Videos in Undergraduate Geoscience Education - a workshop and resource website review

    Science.gov (United States)

    Wiese, K.; Mcconnell, D. A.

    2014-12-01

    Do you use video in your teaching? Do you make your own video? Interested in joining our growing community of geoscience educators designing and using video inside and outside the classroom? Over four months in Spring 2014, 22 educators of varying video design and development expertise participated in an NSF-funded On the Cutting Edge virtual workshop to review the best educational research on video design and use; to share video-development/use strategies and experiences; and to develop a website of resources for a growing community of geoscience educators who use video: http://serc.carleton.edu/NAGTWorkshops/video/workshop2014/index.html. The site includes links to workshop presentations, teaching activity collections, and a growing collection of online video resources, including "How-To" videos for various video editing or video-making software and hardware options. Additional web resources support several topical themes including: using videos to flip classes, handling ADA access and copyright issues, assessing the effectiveness of videos inside and outside the classroom, best design principles for video learning, and lists and links of the best videos publicly available for use. The workshop represents an initial step in the creation of an informal team of collaborators devoted to the development and support of an ongoing network of geoscience educators designing and using video. Instructors who are interested in joining this effort are encouraged to contact the lead author.

  19. Team Effectiveness and Team Development in CSCL

    Science.gov (United States)

    Fransen, Jos; Weinberger, Armin; Kirschner, Paul A.

    2013-01-01

    There is a wealth of research on computer-supported cooperative work (CSCW) that is neglected in computer-supported collaborative learning (CSCL) research. CSCW research is concerned with contextual factors, however, that may strongly influence collaborative learning processes as well, such as task characteristics, team formation, team members'…

  20. MANAGING MULTICULTURAL PROJECT TEAMS

    Directory of Open Access Journals (Sweden)

    Cezar SCARLAT

    2014-06-01

    Full Text Available The article is based on literature review and authors’ own recent experience in managing multicultural project teams, in international environment. This comparative study considers two groups of projects: technical assistance (TA projects versus information technology (IT projects. The aim is to explore the size and structure of the project teams – according to the team formation and its lifecycle, and to identify some distinctive attributes of the project teams – both similarities and differences between the above mentioned types of projects. Distinct focus of the research is on the multiculturalism of the project teams: how the cultural background of the team members influences the team performance and team management. Besides the results of the study are the managerial implications: how the team managers could soften the cultural clash, and avoid inter-cultural misunderstandings and even conflicts – in order to get a better performance. Some practical examples are provided as well.

  1. Analisis Kebijakan dan Efektivitas Organisasi

    Directory of Open Access Journals (Sweden)

    Amir Syarifudin Kiwang

    2015-05-01

    Full Text Available Penerapan Peraturan Gubernur Nusa Tenggara Timur Nomor 8 Tahun 2011 tentang Organisasi dan Tata Kerja Unit Pelaksana Teknis Pendidikan dan Pelatihan Koperasi dan Usaha Mikro Kecil dan Menengah pada Dinas Koperasi dan Usaha Mikro Kecil dan Menengah Provinsi Nusa Tenggara Timur adalah dalam rangka untuk meningkatkan efektivitas kerja organisasi pada UPT Diklat Koperasi dan UMKM. Penelitian ini berusaha untuk melihat dampak kebijakan organisasi terhadap efektivitas organisasi dengan menggunakan enam elemen variabel dari kebijakan dan praktik manajemen. Keenam elemen tersebut adalah penetapan tujuan strategis, pencarian dan pemanfaatan sumber daya, lingkungan prestasi, proses komunikasi, kepemimpinan dan pengambilan keputusan, serta adaptasi dan inovasi organisasi. Penelitian kualitatif ini menggunakan pendekatan studi kasus. Teknik analisis data yang digunakan adalah analisis data model Miles dan Huberman, yang terdiri atas reduksi data, display/penyajian data, dan kesimpulan/verifikasi. Hasil penelitian menunjukkan bahwa efektivitas organisasi pada UPT Diklat koperasi dan UMKM belum berjalan secara baik, hal ini dapat dilihat dari beberapa hal antara lain, belum adanya tenaga spesialisasi pengelola diklat dan tenaga khusus (sarjana di bidang perkoperasian dan kondisi lingkungan kerja (lingkungan prestasi pada UPT Diklat koperasi dan UMKM yang belum efektif. Penempatan pegawai juga belum tepat, mutasi ke UPT Diklat Koperasi dan UMKM tidak memperhatikan latar belakang pendidikan dan spesialisasi/keahlian pegawai sehingga membutuhkan waktu dalam proses penyesuaian serta menurunkan jumlah pelaksanaan diklat dikarenakan keterbatasan alokasi dana.

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

    Directory of Open Access Journals (Sweden)

    . Muktamir

    2017-07-01

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

  3. Using video in teacher education

    Directory of Open Access Journals (Sweden)

    Jo Towers

    2007-06-01

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

  4. Tiger Team audits

    International Nuclear Information System (INIS)

    Cheney, G.T.

    1992-01-01

    This paper will address the purpose, scope, and approach of the Department of Energy Tiger Team Assessments. It will use the Tiger Team Assessment experience of Sandia National Laboratories at Albuquerque, New Mexico, as illustration

  5. Transforming Virtual Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    2005-01-01

    Investigating virtual team collaboration in industry using grounded theory this paper presents the in-dept analysis of empirical work conducted in a global organization of 100.000 employees where a global virtual team with participants from Sweden, United Kingdom, Canada, and North America were...... studied. The research question investigated is how collaboration is negotiated within virtual teams? This paper presents findings concerning how collaboration is negotiated within a virtual team and elaborate the difficulties due to invisible articulation work and managing multiple communities...... in transforming the virtual team into a community. It is argued that translucence in communication structures within the virtual team and between team and management is essential for engaging in a positive transformation process of trustworthiness supporting the team becoming a community, managing the immanent...

  6. Leadership Team | Wind | NREL

    Science.gov (United States)

    Leadership Team Leadership Team Learn more about the expertise and technical skills of the wind Initiative and provides leadership in the focus areas of high-fidelity modeling, wind power plant controls

  7. Teaming up for learning

    NARCIS (Netherlands)

    Fransen, Jos

    2012-01-01

    Fransen, J. (2012). Teaming up for learning: Team effectiveness in collaborative learning in higher education (Doctoral dissertation). November, 16, 2012, Open University in the Netherlands (CELSTEC), Heerlen, The Netherlands.

  8. Culture and teams.

    Science.gov (United States)

    Kirkman, Bradley L; Shapiro, Debra L; Lu, Shuye; McGurrin, Daniel P

    2016-04-01

    We first review research on culture effects in teams, illustrating that mean levels of team cultural values have main (i.e. direct) effects, indirect effects (i.e. mediated by intervening variables), and moderating influences on team processes and outcomes. Variance in team cultural values or on country of origin (i.e. nationality diversity) also has main effects on team functioning, and we highlight contextual variables that strengthen or weaken these main effects. We next review research examining the effect of variance in team cultural values on global virtual teams, specifically. Finally, we review research on how cultural values shape employees' receptivity to empowering leadership behavior in teams. We conclude by discussing critical areas for future research. Published by Elsevier Ltd.

  9. Your Dialysis Care Team

    Science.gov (United States)

    ... A to Z Health Guide Your Dialysis Care Team Tweet Share Print Email Good health care is ... dialyzers (artificial kidneys) for reuse. Vascular Access Care Team If you are a hemodialysis patient, another group ...

  10. Automatic recognition of offensive team formation in american football plays

    KAUST Repository

    Atmosukarto, Indriyati

    2013-06-01

    Compared to security surveillance and military applications, where automated action analysis is prevalent, the sports domain is extremely under-served. Most existing software packages for sports video analysis require manual annotation of important events in the video. American football is the most popular sport in the United States, however most game analysis is still done manually. Line of scrimmage and offensive team formation recognition are two statistics that must be tagged by American Football coaches when watching and evaluating past play video clips, a process which takes many man hours per week. These two statistics are also the building blocks for more high-level analysis such as play strategy inference and automatic statistic generation. In this paper, we propose a novel framework where given an American football play clip, we automatically identify the video frame in which the offensive team lines in formation (formation frame), the line of scrimmage for that play, and the type of player formation the offensive team takes on. The proposed framework achieves 95% accuracy in detecting the formation frame, 98% accuracy in detecting the line of scrimmage, and up to 67% accuracy in classifying the offensive team\\'s formation. To validate our framework, we compiled a large dataset comprising more than 800 play-clips of standard and high definition resolution from real-world football games. This dataset will be made publicly available for future comparison. © 2013 IEEE.

  11. Building multidisciplinary business teams

    International Nuclear Information System (INIS)

    Dyson, C.J.; Winte, N.C.

    1991-01-01

    This paper is a description of an approach to managing Exploration and Production assets through the operation of multidisciplinary business teams. The business team approach can assist in improved asset performance in terms of efficiency, motivation and business results, compared with more traditional matrix style hierarchies. Within this paper certain critical success factors for the long term success of multidiscipline teams are outlined, together with some of the risk of business team operation

  12. Toward Learning Teams

    DEFF Research Database (Denmark)

    Hoda, Rashina; Babb, Jeff; Nørbjerg, Jacob

    2013-01-01

    to sacrifice learning-focused practices. Effective learning under pressure involves conscious efforts to implement original agile practices such as retrospectives and adapted strategies such as learning spikes. Teams, their management, and customers must all recognize the importance of creating learning teams......Today's software development challenges require learning teams that can continuously apply new engineering and management practices, new and complex technical skills, cross-functional skills, and experiential lessons learned. The pressure of delivering working software often forces software teams...

  13. Formalization of Team Creation

    OpenAIRE

    Cerman, Tomáš

    2010-01-01

    This paper is divided to practical and theoretical part. Theoretical part defines essential background of personality and work psychology which are pillars for using the personality and roles typology in practical part. I also define conceptions such as group, team, procedures of making the team. Practical part is focused at making the repertoary grid which outlines proximity of team roles, anchored in the repertoary grids upon personal atributes basis and picked team positions.

  14. TANGKI SEPTIK DAN MASALAHNYA

    Directory of Open Access Journals (Sweden)

    Sri Soewasti Soesanto

    2012-10-01

    Full Text Available Manusia yang sehat tiap hari membuang tinja yang harus ditampung dan/atau diolah secara saniter. Meskipun Indonesia telah 55 tahun merdeka dan telah memiliki banyak ahli sanitasi/teknik penyehatan baik lulusan dalam maupun luar negeri, namun cara pengelolaan tinja yang ada kebanyakan masih belum memenuhi syarat kesehatan. Tangki septik dianggap sebagai cara penampungan tinja yang terbaik, padahal sebenarnya masih terjadi pencemaran tanah dan air melalui saluran perembesan.Tangki septik (septic tank merupakan salah satu macam sarana pengolahan tinja manusia yang pada garis besarnya terdiri dari sebuah tangki pembusukan lumpur (sludge digester dan saluran perembesan efluen. Tangki pembusukan harus memenuhi syarat mengenai perbandingan panjang dan lebar serta syarat kedalaman maksimum dan minimum, agar pembusukan lumpur dari tinja manusia dapat berjalan sempurna malahan tidak berbau busuk lagi.

  15. Structuring Effective Student Teams.

    Science.gov (United States)

    Dickson, Ellen L.

    1997-01-01

    Experience with student teams working on policy analysis projects indicates the need for faculty supervision of teams in the process of addressing complex issues. The problem-solving approach adopted in one policy analysis course is described, including assignments and tasks, issues and sponsors, team dynamics, conflict management, and the…

  16. Fostering teachers' team learning

    NARCIS (Netherlands)

    Bouwmans, Machiel; Runhaar, Piety; Wesselink, Renate; Mulder, Martin

    2017-01-01

    The implementation of educational innovations by teachers seems to benefit from a team approach and team learning. The study's goal is to examine to what extent transformational leadership is associated with team learning, and to investigate the mediating roles of participative decision-making,

  17. Leadership for Distributed Teams

    NARCIS (Netherlands)

    De Rooij, J.P.G.

    2009-01-01

    The aim of this dissertation was to study the little examined, yet important issue of leadership for distributed teams. Distributed teams are defined as: “teams of which members are geographically distributed and are therefore working predominantly via mediated communication means on an

  18. 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 ...

  19. TINJAUAN KRIMINOLOGIS TERHADAP KEJAHATAN PENYEBARAN VIDEO PORNO (Studi Kasus di Kota Makassar Tahun 2010 s/d 2013)

    OpenAIRE

    DEVANI. K, PUTRI

    2014-01-01

    - PUTRI DEVANI. K. (B 111 06 644). Tinjauan Kriminologis Terhadap Kejahatan Penyebaran Video Porno (Studi Kasus di Kota Makassar Tahun 2010 s/d 2013). Penelitian ini bertujuan untuk mengetahui faktor-faktor yang menyebabkan terjadinya penyebaran video porno di kota Makassar serta untuk mengetahui upaya pemberantasan penyebaran video porno di kota Makassar. Pelaksanaan penelitian ini dilaksanakan di Polrestabes Makassar dan Makassar Trade Centre (MTC). Untuk Polrestabes karena pada le...

  20. The impact of team familiarity and team leader experience on team coordination errors: A panel analysis of professional basketball teams

    NARCIS (Netherlands)

    Sieweke, Jost; Zhao, B.

    2015-01-01

    To explore the dynamics involved in team coordination, we examine the impact of team familiarity and team leader experience on team coordination errors (TCEs). We argue that team familiarity has a U-shaped effect on TCEs. We study the moderating effects of team leader prior experience and team

  1. Pengenalan Doa-doa Pendek Melalui Video Animasi Untuk Anak Usia 3-4 Tahun

    OpenAIRE

    Muriana,; Marmawi R; Sutarmanto

    2017-01-01

    Penelitian ini menggunakan metode penelitian tindakan kelas. Sedangkan media yang digunakan adalah video animasi. Tujuan penelitian ini untuk mengetahui pengenalan doa-doa pendek melalui vodeo animasi untuk anak usia 3-4 tahun. Subjek dalam penelitian ini adalah anak yang berjumlah 10 orang, yang terdiri 3 anak laki-laki dan 7 anak perempuan. Lokasi penelitian ini adalah TPA Taman Pena Kabupaten Kubu Raya. Berdasarkan hasil penelitian yang telah dilakukan dan hasil analisis data, maka secara ...

  2. Video Design Games

    DEFF Research Database (Denmark)

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

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

  3. DEPRESI DAN GANGGUAN TIDUR

    Directory of Open Access Journals (Sweden)

    Wayan Eko Radityo

    2012-12-01

    Full Text Available Depresi merupakan gangguan mood berupa kesedihan yang intens, berlangsung dalamwaktu lama, dan mengganggu kehidupan normal yang insidennya semakin meningkatseiring dengan meningkatnya tekanan hidup. Tahun 2020, depresi diperkirakanmenempati urutan kedua penyakit di dunia. Gejala-gejala depresi terdiri dari gangguanemosi, gangguan kognitif, keluhan somatik, gangguan psikomotor, dan gangguanvegetatif. Salah satu gejala depresi yang muncul adalah gangguan tidur yang bisaberupa insomnia, bangun secara tiba-tiba, dan hipersomnia. Hal ini disebabkan olehgangguan neurotransmiter dan regulasi hormon. Selain sebagai gejala depresi, gangguantidur juga bisa merupakan penyebab depresi. Beberapa penelitian memberikanhubungan gangguan tidur dapat meningkatkan risiko depresi di kemudian hari.

  4. Analisa Performansi Algoritma Penjadwalan Proportional Fairness Dan Log Rule Dengan Skenario Multicell Pada Sistem 3GPP LTE

    Directory of Open Access Journals (Sweden)

    Muhammad Dimas Arfianto

    2016-05-01

    Full Text Available Teknologi Long Term Evolution (LTE dikembangkan dengan tujuan untuk mengurangi biaya yang dikeluarkan oleh pengguna maupun operator jasa telekomunikasi, memperluas daerah jangkauan, menambah kapasitas sistem, dan mengurangi delay. Dengan spesifikasi yang tinggi, LTE diharapkan mampu memberikan kemudahan pelanggan dalam mengakses layanan Voice over IP, Streaming, dan Video Conference. LTE diharapkan mampu memberikan layanan dengan besar throughput yang tinggi dan delay yang rendah. Padahal tidak semua user membutuhkan throughput yang sama besar namun yang dibutuhkan adalah kesesuaian pengendalian delay dan fairness index untuk setiap user dengan tetap memperhatikan batasan throughput. Untuk mendapatkan kinerja dan hasil yang maksimal tersebut pada LTE diperlukan sistem algoritma penjadwalan yang baik. Pada penelitian ini, dianalisis performansi LTE dengan parameter Delay, Packet loss, Throughput, dan Fairness Index menggunakan algoritma penjadwalan Proportional Fairness dan Log Rule pada LTE-Simulator dengan skenario menggunakan trafik VoIP, Video dan Best Effort. Hasil penelitian ini menunjukan bahwa penjadwalan algoritma Proportional Fairness lebih baik dalam menangani layanan VoIP, sedangkan algoritma Log Rule lebih baik dalam menangani layanan Video. Hal ini menandakan kedua algoritma ini sangat cocok digunakan untuk jaringan LTE dengan kondisi trafik layanan real-time, tetapi tidak untuk layanan non real-time seperti layanan Best Effort

  5. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

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

  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. Creating engagement with old research videos

    DEFF Research Database (Denmark)

    Caglio, Agnese; Buur, Jacob

    User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... as source of inspiration or knowledge of a particular context or user group -- if it were practically feasible to engage with the material later on. In this paper we explore the potentials of using old research footage to stimulate reflection, conversations and creativity by presenting it on pervasive...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...

  8. VIDEO ETNOGRAFI: PENGALAMAN PENELITIAN SOSIAL DENGAN VIDEO KAMERA DI SULAWESI SELATAN

    Directory of Open Access Journals (Sweden)

    Moh Yasir Alimi

    2013-04-01

    Full Text Available Tujuan penelitian ini adalah untuk mengeksplorasi bagaimana video kamera dapat membantu focus pikiran peneliti, mempertajam naluri etnografi, memperbagus hubungan dengan masyarakat dan memperbagus laporan penelitian. Penelitian dilakukan di Sulawesi Selatan selama satu tahun dengan menggunakan handycam Sony DCR-TRV27, handycam Sony yang dilengkapi dengan fitur screen dan layar pengintip untuk siang hari. Kecanggihan teknologi kamera bertemu dengan kekayaan kehidupan social di Sulawesi Selatan, sebagaimana terefleksikan paling baik dalam upacara pernikahan. Video kamera secara sistematik mempunyai tempat yang penting dalam system knowledge/power local. Melakukan hal ini, artikel ini tidak hanya mendiskusikan tentang penggunaan kamera di praktek etnografis, tetapi juga mendiskusikan dunia sosial yang memungkinkan kamera mempunyai peran yang sangat penting didalamnya. In this article, the author explores how a video camera can refocus researcher’s mind, sharpens ethnographic senses, and improve relation with the community. This sophisticated feature of technology has met with the vibrancy of social life in South Sulawesi, best reflected in wedding ceremonies, placing camera nicely in the existing local system of knowledge/power. The research was done for one year using Sony handycam Sony DCR-TRV27. The study is drawn from a year fieldwork experience in South Sulawesi. This article does not only discuss  the use of camera in an ethnographic practice, but also discusses the social world that has enabled the camera to have a central place in it.

  9. 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.

  10. 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

  11. 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

  12. The Role of Visual Rhetoric in the Vegetarian Movement: “Meet Your Meat” Video of Animal Torture on the PETA Website

    Directory of Open Access Journals (Sweden)

    Desideria C. W. Murti

    2013-11-01

    Full Text Available Abstract: Images have the power to create natural representation of reality, vividness in human memory and have rhetorical effect. However, visual rhetoric can create positive and negative feeling to persuade people. Negative feelings can be designed to make emotional reactions and spark action. Consequently, humans will consider ways to deal with the negative and discomfort feelings. In this paper, the writer analyzes the connection between visual rhetoric and emotional appeal by examining the controversial PETA video “Meet your Meat”. The writer will use the visual rhetoric, emotions, and cognitive dissonance theory to analyze the video and increase the understanding about the human emotions, especially disgust and guilt. Abstrak: Gambar memiliki kekuatan untuk menciptakan gambaran realitas yang alami, membuat kejelasan dalam ingatan manusia dan memiliki efek retoris. Namun, retorika visual dapat menciptakan perasaan positif dan negatif untuk membujuk orang. Perasaan negatif dapat dirancang untuk membuat reaksi emosional dan memicu tindakan. Akibatnya, manusia akan mempertimbangkan cara-cara untuk mengatasi perasaan-perasaan negatif dan ketidaknyamanan. Dalam tulisan ini, penulis akan menganalisis hubungan antara retorika visual dan daya tarik emosional dengan mengkaji video kontroversial PETA “Meet your Meat”. Penulis akan menggunakan teori retorika visual, emosi, dan disonansi kognitif untuk menganalisis video dan meningkatkan pemahaman tentang emosi manusia, terutama perasaan jijik dan rasa bersalah.

  13. Predicting Team Performance through Human Behavioral Sensing and Quantitative Workflow Instrumentation

    Science.gov (United States)

    2016-07-27

    3. Fig. 3. An illustration of viewport instrumentation. The game client (left) is viewing a portion of the scenario video , whose viewport...in the video and the x-axis representing the number of minutes elapsed since the start of the game . Similarly, Fig. 5 illustrates the teams...courses of action strength) and reflects the overall strategy for how they decide to approach the game ( aggressive to risk-averse). 5.3 Team

  14. Keragaman dan Peran Biologi Arthrophoda pada Sawah Irigasi dan Tegalan

    OpenAIRE

    Suwarno, Suwarno

    2016-01-01

    Penelitian ini bertujuan untuk mengetahui keragaman arthropoda dan peran biologinya pada tanah sawah irigasi dan tegalan. Penelitian ini dilaksanakan di daerah persawahan di daerah Sragen pada bulan Maret – Mei 2016. Metode Penelitian dengan menggunakan pitfall trap atau perangkap jebakan yang diletakkan area persawahan dan tegalan. Teknik pengumpulan data dengan menggunakan purposive sampling. Sampel arthropoda yang diperoleh diidentifikasi dan dianalisis di Laboratorium pendidikan Biologi. ...

  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. A Collaborative Video Sketching Model in the Making

    DEFF Research Database (Denmark)

    Gundersen, Peter Bukovica; Ørngreen, Rikke; Hautopp, Heidi

    model, where we explore the relation between the educational research design team, their sketching and video sketching activities. The results show how sketching can be done in different modes and how it supports thinking, communication, reflection and distributed cognition in design teams when......The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching...

  17. A collaborative video sketching model in the making

    DEFF Research Database (Denmark)

    Gundersen, Peter; Ørngreen, Rikke; Henningsen, Birgitte

    2018-01-01

    model, where we explore the relation between the educational research design team, their sketching and video sketching activities. The results show how sketching can be done in different modes and how it supports thinking, communication, reflection and distributed cognition in design teams when......The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching...

  18. When Teams Fail to Self-Regulate: Predictors and Outcomes of Team Procrastination Among Debating Teams.

    Science.gov (United States)

    Van Hooft, Edwin A J; Van Mierlo, Heleen

    2018-01-01

    Models of team development have indicated that teams typically engage in task delay during the first stages of the team's life cycle. An important question is to what extent this equally applies to all teams, or whether there is variation across teams in the amount of task delay. The present study introduces the concept of team procrastination as a lens through which we can examine whether teams collectively engage in unplanned, voluntary, and irrational delay of team tasks. Based on theory and research on self-regulation, team processes, and team motivation we developed a conceptual multilevel model of predictors and outcomes of team procrastination. In a sample of 209 student debating teams, we investigated whether and why teams engage in collective procrastination as a team, and what consequences team procrastination has in terms of team member well-being and team performance. The results supported the existence of team procrastination as a team-level construct that has some stability over time. The teams' composition in terms of individual-level trait procrastination, as well as the teams' motivational states (i.e., team learning goal orientation, team performance-approach goal orientation in interaction with team efficacy) predicted team procrastination. Team procrastination related positively to team members' stress levels, especially for those low on trait procrastination. Furthermore, team procrastination had an indirect negative relationship with team performance, through teams' collective stress levels. These findings add to the theoretical understanding of self-regulatory processes of teams, and highlight the practical importance of paying attention to team-level states and processes such as team goal orientation and team procrastination.

  19. Interpersonal team leadership skills.

    Science.gov (United States)

    Nelson, M

    1995-05-01

    To say that a team leader's job is a tough one is certainly not saying enough. It is up to the team leader to manage a group of people to be individuals but yet work as a team. The team leader must keep the peace and yet create a revolution with this group all at the same time. The good leader will require a lot of education, training, and tons of practical application to be a success. The good news, however, is that the team leader's job is a rewarding one, one that they'll always feel good about if they do it right. How many of us get the opportunity to take a group of wonderful, thinking individual minds and pull from them ideas that a whole team can take to success? Yes, the job is indeed tough, but the paybacks are many.

  20. Evaluasi Sifat Morpologi dan Teknologi Pengolahan pada Gabah dan Beras

    OpenAIRE

    Santosa, Susilo

    2017-01-01

    Penelitian evaluasi dan beras terhadap mutu dan jumlah hasil ditekankan pada lr36 , lr38 dan Cisadane. Penelitian dilakukan di laboratorium Balai Penelitian Tanaman Pangan Karawang. Hasil studi menunjukkan diantara ketiga varitas, Cisadane mempunyai ukuran dimensi butiran yang lebih besar daripada Ir36 dan Ir38. Di antara ketiga varitas, persen kulit sekam yang tertinggi didapat 23,57 % pada lr38 diikuti 22,32% pada Ir36 dan 19,5% pada Cisadane. Persen beras pecah kulit tertinggi diperoleh pa...

  1. Evaluasi Sifat Morpologi Dan Teknologi Pengolahan Pada Gabah Dan Beras

    OpenAIRE

    Santosa, Susilo

    1982-01-01

    Penelitian evaluasi dan beras terhadap mutu dan jumlah hasil ditekankan pada lr36 , lr38 dan Cisadane. Penelitian dilakukan di laboratorium Balai Penelitian Tanaman Pangan Karawang. Hasil studi menunjukkan diantara ketiga varitas, Cisadane mempunyai ukuran dimensi butiran yang lebih besar daripada Ir36 dan Ir38. Di antara ketiga varitas, persen kulit sekam yang tertinggi didapat 23,57 % pada lr38 diikuti 22,32% pada Ir36 dan 19,5% pada Cisadane. Persen beras pecah kulit tertinggi diperoleh pa...

  2. Perancangan Implementasi E-Learning Berbasis Moodle Dalam Matakuliah Statistika Program Studi Pendidikan Teknik Informatika Dan Komputer

    Directory of Open Access Journals (Sweden)

    Affni Syaviera Nova

    2017-06-01

    Full Text Available Penelitian dilakukan dengan tujuan merancang implementasi e-learning berbasis Moodle berupa website dalam matakuliah Statistika program studi Pendidikan Teknik Informatika dan Komputer. Sistem e-learning ini dirancang untuk diimpelementasikan pada semua matakuliah yang ada pada program studi Pendidikan Teknik Informatika dan Komputer, sehingga membantu kegiatan perkuliahan. Sebagai pengembangan awal, sistem e- learning ini diuji coba pada matakuliah statistika. Penelitian ini menggunakan desain penelitian dan pengembangan (Research and Development menurut Sugiyono (2010. Subyek penelitian yaitu dosen statistika dan mahasiswa yang telah mengikuti perkuliahan Statistika ditentukan secara purposive sampling. Data yang diambil adalah kelayakan dari segi materi dan media melalui angket, dan tanggapan mahasiswa melalui angket. Tanggapan ahli menunjukkan e-learning berbasis Moodle sangat baaik dari segi media dan bagus dari segi materi. Hasil angket tanggapan siswa pada uji coba skala kecil menunjukkan bahwa mayoritas siswa memberikan tanggapan positif terhadap kegiatan pembelajaran menggunakan media e-learning berbasis Moodle. Produk final e-learning berbasis Moodle berisi modul, video, ppt, chat, kelas virtual dan forum diskusi. Berbagai konten dan fasilitas yang dimiliki e-learning yang dikembangkan membuat pembelajaran Sistem Gerak menjadi lebih menarik. Berdasarkan hasil analisis dan pembahasan dapat disimpulkan bahwa e-learning berbasis Moodle sesuai dan layak diterapkan pada matakuliah Statistika.

  3. Partially Flipped Linear Algebra: A Team-Based Approach

    Science.gov (United States)

    Carney, Debra; Ormes, Nicholas; Swanson, Rebecca

    2015-01-01

    In this article we describe a partially flipped Introductory Linear Algebra course developed by three faculty members at two different universities. We give motivation for our partially flipped design and describe our implementation in detail. Two main features of our course design are team-developed preview videos and related in-class activities.…

  4. Managing multicultural teams.

    Science.gov (United States)

    Brett, Jeanne; Behfar, Kristin; Kern, Mary C

    2006-11-01

    Multicultural teams offer a number of advantages to international firms, including deep knowledge of different product markets, culturally sensitive customer service, and 24-hour work rotations. But those advantages may be outweighed by problems stemming from cultural differences, which can seriously impair the effectiveness of a team or even bring itto a stalemate. How can managers best cope with culture-based challenges? The authors conducted in-depth interviews with managers and members of multicultural teams from all over the world. Drawing on their extensive research on dispute resolution and teamwork and those interviews, they identify four problem categories that can create barriers to a team's success: direct versus indirect communication, trouble with accents and fluency, differing attitudes toward hierarchy and authority, and conflicting norms for decision making. If a manager--or a team member--can pinpoint the root cause of the problem, he or she is likelier to select an appropriate strategy for solving it. The most successful teams and managers, the authors found, dealt with multicultural challenges in one of four ways: adaptation (acknowledging cultural gaps openly and working around them), structural intervention (changing the shape or makeup of the team), managerial intervention (setting norms early or bringing in a higher-level manager), and exit (removing a team member when other options have failed). Which strategy is best depends on the particular circumstances--and each has potential complications. In general, though, managers who intervene early and set norms; teams and managers who try to engage everyone on the team; and teams that can see challenges as stemming from culture, not personality, succeed in solving culture-based problems with good humor and creativity. They are the likeliest to harvest the benefits inherent in multicultural teams.

  5. RANCANG BANGUN APLIKASI PEMBELAJARAN AGAMA ISLAM UNTUK ANAK-ANAK BERBASIS MULTIMEDIA INTERAKTIF DAN WEB

    Directory of Open Access Journals (Sweden)

    Idhawati Hestiningsih

    2012-07-01

    Full Text Available Saat ini pembelajaran agama Islam untuk anak-anak semakin diutamakan. Orang tua dituntut untuk mengenalkan sejak dini pada anak tentang ajaran Islam. Dengan perkembangan internet yang telah memasuki aspek kehidupan manusia di berbagai sektor, anak-anak kini sudah tidak asing dengan internet. Situs web di internet memiliki konten yang jauh lebih banyak dibandingkan dengan buku cetak biasa sehingga situs web dapat menjadi media pembelajaran interaktif yang disukai oleh anak-anak. Tujuan dibuatnya media pembelajaran agama Islam untuk anak-anak berbasis multimedia interaktif dan web diantaranya adalah memberikan kemudahan bagi anak-anak dalam mendapatkan dan pengaksesan suatu informasi tentang agama Islam yang disampaikan secara terstruktur dan konsisten dalam format teks, gambar, grafik, video animasi dan suara yang dikemas dalam satu paket situs web multimedia. Aplikasi yang diberi nama Anak Sholeh ini dibangun menggunakan Adobe Flex dan Zend Frameworks dengan database MySQL dan PHP sebagai bahasa pemrogramannya. Aplikasi diuji untuk mengetahui stabilitas, aksesibilitas, dan koneksitas sistem serta tingkat kepuasan pengguna. Dari hasil pengujian aplikasi ini dapat diakses dengan peramban web Mozilla, Opera, Safari, IE, dan Chrome dan layak diterapkan sebagai panduan dalam media pembelajaran Islami untuk anak-anak

  6. RANCANG BANGUN APLIKASI PEMBELAJARAN AGAMA ISLAM UNTUK ANAK-ANAK BERBASIS MULTIMEDIA INTERAKTIF DAN WEB

    Directory of Open Access Journals (Sweden)

    Idhawati Hestiningsih

    2013-04-01

    Full Text Available Saat ini pembelajaran agama Islam untuk anak-anak semakin diutamakan. Orang tua dituntut untuk mengenalkan sejak dini pada anak tentang ajaran Islam. Dengan perkembangan internet yang telah memasuki aspek kehidupan manusia di berbagai sektor, anak-anak kini sudah tidak asing dengan internet. Situs web di internet memiliki konten yang jauh lebih banyak dibandingkan dengan buku cetak biasa sehingga situs web dapat menjadi media pembelajaran interaktif yang disukai oleh anak-anak. Tujuan dibuatnya media pembelajaran agama Islam untuk anak-anak berbasis multimedia interaktif dan web diantaranya adalah memberikan kemudahan bagi anak-anak dalam mendapatkan dan pengaksesan suatu informasi tentang agama Islam yang disampaikan secara terstruktur dan konsisten dalam format teks, gambar, grafik, video animasi dan suara yang dikemas dalam satu paket situs web multimedia. Aplikasi yang diberi nama Anak Sholeh ini dibangun menggunakan Adobe Flex dan Zend Frameworks dengan database MySQL dan PHP sebagai bahasa pemrogramannya. Aplikasi diuji untuk mengetahui stabilitas, aksesibilitas, dan koneksitas sistem serta tingkat kepuasan pengguna. Dari hasil pengujian aplikasi ini dapat diakses dengan peramban web Mozilla, Opera, Safari, IE, dan Chrome dan layak diterapkan sebagai panduan dalam media pembelajaran Islami untuk anak-anak

  7. Perancangan dan Implementasi Sistem Pengaturan Optimal LQR untuk Menjaga Kestabilan Hover pada Quadcopter

    Directory of Open Access Journals (Sweden)

    Kardono Kardono

    2012-09-01

    Full Text Available Quadcopter adalah pesawat terbang yang memiliki potensi untuk lepas landas, hover, terbang manuver, dan mendarat bahkan di daerah kecil. Seiring dengan perkembangan teknologi modern, saat ini quadcopter banyak digunakan untuk pengawasan area, pengambilan foto/video, pelaksanaan misi yang beresiko tinggi dan lain-lain. Kestabilan hover pada quadcopter sangatlah penting dan harus dimiliki quadcopter agar pemanfaatannya dapat maksimal. Kontrol hover merupakan prioritas utama dalam setiap upaya pengendalian quadcopter baik pada pengendalian fase take-off, landing, dan trajectory, hal ini dikarenakan kesalahan yang kecil saja yang terjadi pada sudut dan atau ketinggian quadcopter dapat menyebabkan quadcopter bergerak baik terhadap sumbu x, y, maupun z. Dalam Tugas Akhir ini dibahas desain sistem kontrol pada quadcopter agar dapat melakukan proses hover secara otomatis dengan stabil dan metode yang digunakan adalah kontroler Linier Quadratic Regulator (LQR. Pada Tugas Akhir ini, didapatkan nilai parameter kontrol LQR dari hasil tuning diperoleh parameter R=1 dan Q=Q4 yang pada simulasi dapat terbang hover pada ketinggian 2 m, dan dapat mengatasi gangguan dengan rise time selama 0,1332detik. Respon hasil implementasi pada quadcopter tidak sebaik dengan hasil simulasi, terbang hover dengan set point ketinggian 100 cm masih berisolasi antara 50cm sampai 200cm, dan respon kestabilan sudut lebih lambat yaitu 0,23detik.

  8. The NPD team conflict

    DEFF Research Database (Denmark)

    Ma, Zheng; Lin, Chih-Cheng; Tanev, Stoyan

    2012-01-01

    elaborates on the role of culture diversity and geographical dispersion in NPD team conflict. A simulation is conducted where organizations may be regarded as complex systems to affect the team conflict with a variety of influences. The results firstly indicate that there are two dimensions of NPD team...... conflict: stable and unstable dimensions with four elements: task characteristics, group members’ relationship, cultural diversity and geographical dispersion; secondly, there are two phenomena whereby the geographical dispersion influences the NPD team interaction, and the influence between cultural...

  9. The Hopelessly Compromised: Independent Games as a Movement against Mainstream AAA Video Games

    DEFF Research Database (Denmark)

    Juul, Jesper

    2016-01-01

    The last 10-15 years have seen the rise of a loosely defined independent games movement, often promoted as a more authentic type of video game than mainstream big budget video games (Juul 2014). For example, developer Dan Cook claims that “Indie games let me be a fan who is cheering on someone...... of the design and values of mainstream video games. As such, mainstream video games play the role of the morally and aesthetically compromised other, an other from which video games must be saved; an other that independent games are assumed to be rebelling against. In this paper I will analyze independent games...... as a number of specific (and sometimes contradictory) rejections of particular aspects of mainstream video game design. I am examining the game design of selected high-profile independent games, as well as game reviews and developer statement about their games. Here I am presenting general results...

  10. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

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

    2004-08-10

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

  11. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

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

  12. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  13. Expanding the Advising Team.

    Science.gov (United States)

    Glennen, Robert E.; And Others

    1989-01-01

    The process and results of team building by Emporia State University's centralized advising center are examined from the perspectives of president, enrollment management, centralized advising, and faculty. The effort demonstrates that administrative, state, and team commitment can produce positive results in freshman retention, higher graduation…

  14. Cooperative Team Networks

    Science.gov (United States)

    2016-06-01

    team processes, such as identifying motifs of dynamic communication exchanges which goes well beyond simple dyadic and triadic configurations; as well...new metrics and ways to formulate team processes, such as identifying motifs of dynamic communication exchanges which goes well beyond simple dyadic ...sensing, communication , information, and decision networks - Darryl Ahner (AFIT: Air Force Inst Tech) Panel Session: Mathematical Models of

  15. Interactive Team Cognition

    Science.gov (United States)

    Cooke, Nancy J.; Gorman, Jamie C.; Myers, Christopher W.; Duran, Jasmine L.

    2013-01-01

    Cognition in work teams has been predominantly understood and explained in terms of shared cognition with a focus on the similarity of static knowledge structures across individual team members. Inspired by the current zeitgeist in cognitive science, as well as by empirical data and pragmatic concerns, we offer an alternative theory of team…

  16. Climate Action Team

    Science.gov (United States)

    Science Partnerships Contact Us Climate Action Team & Climate Action Initiative The Climate Action programs and the state's Climate Adaptation Strategy. The CAT members are state agency secretaries and the . See CAT reports Climate Action Team Pages CAT Home Members Working Groups Reports Back to Top

  17. Team Leadership in Practice.

    Science.gov (United States)

    Neck, Christopher; Manz, Charles C.; Manz, Karen P.

    1998-01-01

    Although educational teams can help reduce teachers' feelings of isolation and enhance instruction, ineffective leadership often dooms their efforts. This article describes four team leadership approaches: "strong-man,""transactor,""visionary hero," and "SuperLeadership." The last is superior, since it…

  18. Gender diversity in teams

    OpenAIRE

    Ghazala Azmat

    2014-01-01

    Women’s representation on corporate boards, political committees, and other teams is increasing, in part because of legal mandates. Data on team dynamics and gender differences in preferences (risk-taking behavior, taste for competition, prosocial behavior) show how gender composition influences group decision-making and subsequent performance through channels such as investment decisions, internal management, corporate governance, and social responsibility.

  19. Trust in agile teams

    DEFF Research Database (Denmark)

    Tjørnehøj, Gitte; Fransgård, Mette; Skalkam, Signe

    2012-01-01

    actions influenced this. We see two important lessons from the analysis. First the agile practices of daily Scrum and self organizing team can empower DSD teams to manage their own development of trust and thereby alleviate the obstacles of DSD. Second if management fails to support the development...

  20. 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

  1. A mixed methods observational simulation-based study of interprofessional team communication

    DEFF Research Database (Denmark)

    Paltved, Charlotte; Nielsen, Kurt; Musaeus, Peter

    2013-01-01

    Interprofessional team communication has been identified as an important focus for safety in medical emergency care. However, in-depth insight into the complexity of team communication is limited. Video observational studies might fill a gap in terms of understanding the meaning of specific commu...

  2. Match Performance and Physiological Capacity of Female Elite Team Handball Players

    DEFF Research Database (Denmark)

    Michalsik, L B; Madsen, K; Aagaard, Per

    2014-01-01

    The present study evaluated the physical demands imposed on female elite team handball players in relation to playing position. Female elite team handball field players were examined during match-play over a 5-year period using video based computerized locomotion analysis of tournament matches...

  3. Video interview with Michael Dell

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    Michael Dell, founder and presently Chairman of the Board of Directors and Chief Executive Office of the DELL computer company visited CERN on Tuesday 26th January 2010. The Bulletin and the Video productions team had the opportunity to meet him. The video interview is transcribed for your convenience.   Michael S. Dell with CERN Director-General Rolf Heuer. What motivated you to come and visit CERN? I obviously heard about the great science and research has going on here, and DELL is very pleased to be a partner and providing a lot of the computers to analyse the data and I really wanted to see for myself in person, some of the great science that is going on here. What is your view on fundamental research in IT, and in general? I think if you look at the field of science in the last hundred years, we have been able to solve a lot of problems, but there are still lots of unsolved problems and unsolved mysteries. And it is only through basic fundamental research that we will address these probl...

  4. Videos, Podcasts and Livechats

    Medline Plus

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

  5. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Meeting Host a Meeting Volunteer Become a Volunteer Opportunities Support Overview Patient Events Fundraising Programs Join Team ... Host a meeting Volunteer Back Volunteering with ANA Opportunities Fundraising Programs Back Join Team ANA Legacy Society ...

  6. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... How to Get It Talk to your Doctor Find a Provider Meet the Team Blog Articles & Stories ... How to Get It Talk to your Doctor Find a Provider Meet the Team Blog Articles & Stories ...

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Opportunities Support Overview Patient Events Fundraising Programs Join Team ANA Legacy Society Ways to Give Help us ... Volunteering with ANA Opportunities Fundraising Programs Back Join Team ANA Legacy Society Ways to give Help us ...

  8. On the passage of time : Temporal differences in video-mediated and face-to-face interaction

    NARCIS (Netherlands)

    Kleij, R. van der; Paashuis, R.M.; Schraagen, J.M.C.

    2005-01-01

    This paper examines team work over time in video-mediated non-collocated and traditional face-to-face same-room teams. In a longitudinal between-groups design, 22 three-person teams were tested in 4 1-h test sessions at 2-week intervals. A paper-folding task was designed for the experiment that had

  9. When Teams Fail to Self-Regulate: Predictors and Outcomes of Team Procrastination Among Debating Teams

    Science.gov (United States)

    Van Hooft, Edwin A. J.; Van Mierlo, Heleen

    2018-01-01

    Models of team development have indicated that teams typically engage in task delay during the first stages of the team’s life cycle. An important question is to what extent this equally applies to all teams, or whether there is variation across teams in the amount of task delay. The present study introduces the concept of team procrastination as a lens through which we can examine whether teams collectively engage in unplanned, voluntary, and irrational delay of team tasks. Based on theory and research on self-regulation, team processes, and team motivation we developed a conceptual multilevel model of predictors and outcomes of team procrastination. In a sample of 209 student debating teams, we investigated whether and why teams engage in collective procrastination as a team, and what consequences team procrastination has in terms of team member well-being and team performance. The results supported the existence of team procrastination as a team-level construct that has some stability over time. The teams’ composition in terms of individual-level trait procrastination, as well as the teams’ motivational states (i.e., team learning goal orientation, team performance-approach goal orientation in interaction with team efficacy) predicted team procrastination. Team procrastination related positively to team members’ stress levels, especially for those low on trait procrastination. Furthermore, team procrastination had an indirect negative relationship with team performance, through teams’ collective stress levels. These findings add to the theoretical understanding of self-regulatory processes of teams, and highlight the practical importance of paying attention to team-level states and processes such as team goal orientation and team procrastination. PMID:29674991

  10. When Teams Fail to Self-Regulate: Predictors and Outcomes of Team Procrastination Among Debating Teams

    Directory of Open Access Journals (Sweden)

    Edwin A. J. Van Hooft

    2018-04-01

    Full Text Available Models of team development have indicated that teams typically engage in task delay during the first stages of the team’s life cycle. An important question is to what extent this equally applies to all teams, or whether there is variation across teams in the amount of task delay. The present study introduces the concept of team procrastination as a lens through which we can examine whether teams collectively engage in unplanned, voluntary, and irrational delay of team tasks. Based on theory and research on self-regulation, team processes, and team motivation we developed a conceptual multilevel model of predictors and outcomes of team procrastination. In a sample of 209 student debating teams, we investigated whether and why teams engage in collective procrastination as a team, and what consequences team procrastination has in terms of team member well-being and team performance. The results supported the existence of team procrastination as a team-level construct that has some stability over time. The teams’ composition in terms of individual-level trait procrastination, as well as the teams’ motivational states (i.e., team learning goal orientation, team performance-approach goal orientation in interaction with team efficacy predicted team procrastination. Team procrastination related positively to team members’ stress levels, especially for those low on trait procrastination. Furthermore, team procrastination had an indirect negative relationship with team performance, through teams’ collective stress levels. These findings add to the theoretical understanding of self-regulatory processes of teams, and highlight the practical importance of paying attention to team-level states and processes such as team goal orientation and team procrastination.

  11. Innovative Video Feedback on Jump Landing Improves Landing Technique in Males

    NARCIS (Netherlands)

    Dallinga, Joan; Benjaminse, Anne; Gokeler, Alli; Cortes, Nelson; Otten, Egbert; Lemmink, Koen

    Video feedback may be a powerful tool to change biomechanical landing patterns associated with anterior cruciate ligament (ACL) injury risk. This study investigated the effect of video feedback on drop vertical jump (DVJ) landing strategies in team sport athletes. 59 athletes were assigned to a

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

    Science.gov (United States)

    Woodard, Rebecca; Machado, Emily

    2017-01-01

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

  13. Innovative video feedback on jump landing improves landing technique in males

    NARCIS (Netherlands)

    Dallinga, Joan; Benjaminse, Anne; Gokeler, Alli; Cortes, N.; Otten, E.; Lemmink, Koen

    2016-01-01

    Video feedback may be a powerful tool to change biomechanical landing patterns associated with anterior cruciate ligament (ACL) injury risk. This study investigated the effect of video feedback on drop vertical jump (DVJ) landing strategies in team sport athletes. 59 athletes were assigned to a

  14. Leading Teams of Leaders: What Helps Team Member Learning?

    Science.gov (United States)

    Higgins, Monica; Young, Lissa; Weiner, Jennie; Wlodarczyk, Steven

    2010-01-01

    School districts are moving toward a new form of management in which superintendents need to form and nurture leadership teams. A study of 25 such teams in Connecticut suggests that a team's effectiveness is maximized when the team members are coached by other team members, not the superintendent, and when they are coached on task-related…

  15. Team Psychological Safety and Team Learning: A Cultural Perspective

    Science.gov (United States)

    Cauwelier, Peter; Ribière, Vincent M.; Bennet, Alex

    2016-01-01

    Purpose: The purpose of this paper was to evaluate if the concept of team psychological safety, a key driver of team learning and originally studied in the West, can be applied in teams from different national cultures. The model originally validated for teams in the West is applied to teams in Thailand to evaluate its validity, and the views team…

  16. Measuring Team Learning Behaviours through Observing Verbal Team Interaction

    Science.gov (United States)

    Raes, Elisabeth; Boon, Anne; Kyndt, Eva; Dochy, Filip

    2015-01-01

    Purpose: This study aims to explore, as an answer to the observed lack of knowledge about actual team learning behaviours, the characteristics of the actual observed basic team learning behaviours and facilitating team learning behaviours more in-depth of three project teams. Over time, team learning in an organisational context has been…

  17. Team Learning Beliefs and Behaviours in Response Teams

    Science.gov (United States)

    Boon, Anne; Raes, Elisabeth; Kyndt, Eva; Dochy, Filip

    2013-01-01

    Purpose: Teams, teamwork and team learning have been the subject of many research studies over the last decades. This article aims at investigating and confirming the Team Learning Beliefs and Behaviours (TLB&B) model within a very specific population, i.e. police and firemen teams. Within this context, the paper asks whether the team's…

  18. Groups Meet . . . Teams Improve: Building Teams That Learn

    Science.gov (United States)

    Hillier, Janet; Dunn-Jensen, Linda M.

    2013-01-01

    Although most business students participate in team-based projects during undergraduate or graduate course work, the team experience does not always teach team skills or capture the team members' potential: Students complete the task at hand but the explicit process of becoming a team is often not learned. Drawing from organizational learning…

  19. Building the team for team science

    Science.gov (United States)

    Read, Emily K.; O'Rourke, M.; Hong, G. S.; Hanson, P. C.; Winslow, Luke A.; Crowley, S.; Brewer, C. A.; Weathers, K. C.

    2016-01-01

    The ability to effectively exchange information and develop trusting, collaborative relationships across disciplinary boundaries is essential for 21st century scientists charged with solving complex and large-scale societal and environmental challenges, yet these communication skills are rarely taught. Here, we describe an adaptable training program designed to increase the capacity of scientists to engage in information exchange and relationship development in team science settings. A pilot of the program, developed by a leader in ecological network science, the Global Lake Ecological Observatory Network (GLEON), indicates that the training program resulted in improvement in early career scientists’ confidence in team-based network science collaborations within and outside of the program. Fellows in the program navigated human-network challenges, expanded communication skills, and improved their ability to build professional relationships, all in the context of producing collaborative scientific outcomes. Here, we describe the rationale for key communication training elements and provide evidence that such training is effective in building essential team science skills.

  20. Liever kraanwater dan bronwater

    NARCIS (Netherlands)

    Kole, A.P.W.

    2011-01-01

    Een test in het Restaurant van de Toekomst van de invloed van CO2-labels op het aankoopgedrag van consumenten, heeft nog geen duidelijk beeld opgeleverd. Wel pakten mensen vaker kraanwater dan bronwater.

  1. Dan Performer Mei Lanfang

    DEFF Research Database (Denmark)

    Risum, Janne

    2010-01-01

    The convention of performing female characters (dan characters) in Beijing opera, as practised by its most prominent male performer of female characters Mei Lanfang, and its and his cultural context and aesthetic aim...

  2. Next generation red teaming

    CERN Document Server

    Dalziel, Henry

    2015-01-01

    Red Teaming is can be described as a type of wargaming.In private business, penetration testers audit and test organization security, often in a secretive setting. The entire point of the Red Team is to see how weak or otherwise the organization's security posture is. This course is particularly suited to CISO's and CTO's that need to learn how to build a successful Red Team, as well as budding cyber security professionals who would like to learn more about the world of information security. Teaches readers how to dentify systemic security issues based on the analysis of vulnerability and con

  3. Project team motyvation

    OpenAIRE

    Jasionis, Dominykas

    2016-01-01

    The term paper is to analyze the formation of the team and its - motyvation, and interviews from four different companies and find out the leaders in terms of your team, and what principle he tries to motivate her. The Tasks of this paper is to review the organization formed by a team; investigate the promotion of employees in enterprises; The four firms interviewed; Assess how you can work in different organizations. Methods used To analyze the topic, I decided to interview four different co...

  4. 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)

  5. 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.

  6. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  7. Videos - The National Guard

    Science.gov (United States)

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

  8. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

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

  9. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  11. The MediaMill TRECVID 2010 semantic video search engine

    NARCIS (Netherlands)

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

    2010-01-01

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

  12. The MediaMill TRECVID 2012 semantic video search engine

    NARCIS (Netherlands)

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

    2012-01-01

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

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

    Science.gov (United States)

    Willmott, Christopher J. R.

    2015-01-01

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

  14. The Video Toaster Meets Science + English + At-Risk Students.

    Science.gov (United States)

    Perryess, Charlie

    1992-01-01

    Describes an experimental Science-English class for at-risk students which was team taught and used technology--particularly a Video Toaster (a videotape editing machine)--as a motivator. Discusses procedures for turning videotape taken on field trips into three- to five-minute student productions on California's water crisis. (SR)

  15. The MediaMill TRECVID 2011 semantic video search engine

    NARCIS (Netherlands)

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

    2011-01-01

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

  16. 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...

  17. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

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

  18. Hearing Conservation Team

    Data.gov (United States)

    Federal Laboratory Consortium — The Hearing Conservation Team focuses on ways to identify the early stages of noise-induced damage to the human ear.Our current research involves the evaluation of...

  19. Forging Provincial Reconstruction Teams

    National Research Council Canada - National Science Library

    Honore, Russel L; Boslego, David V

    2007-01-01

    The Provincial Reconstruction Team (PRT) training mission completed by First U.S. Army in April 2006 was a joint Service effort to meet a requirement from the combatant commander to support goals in Afghanistan...

  20. Critical Care Team

    Science.gov (United States)

    ... often uphold the patient's wishes. The critical care nurse becomes an important part of decision-making with the patient, the family and the care team. A registered nurse (RN) who is certified in critical care is ...

  1. Integrated Transdisciplinary Teams.

    Science.gov (United States)

    Gallivan-Fenlon, Amanda

    1994-01-01

    This article reviews the use of transdisciplinary teaming and integrated therapy for young children with multiple disabilities. It presents examples and suggestions for implementation, in the areas of flexibility, Individualized Education Program development, and parent participation. (JDD)

  2. Submarine Medicine Team

    Data.gov (United States)

    Federal Laboratory Consortium — The Submarine Medicine Team conducts basic and applied research on biomedical aspects of submarine and diving environments. It focuses on ways to optimize the health...

  3. Virtual Project Teams

    DEFF Research Database (Denmark)

    Bjørn, Pernille

    technology in six real-life virtual teams, two in industry and four in education, applying interpretative research and action research methods. Two main lines of investigation are pursued: the first involves an examination of the organisational issues related to groupware adaptation in virtual project teams......, professional disciplines, time differences and technology. This thesis comprises a general introduction, referred to as the summary report, and seven research papers, which deal in detail with the results and findings of the empirical cases. The summary report provides a general introduction to the research......, while the second looks at the social context and practices of virtual project teams. Two of the key findings are 1) that the process of groupware adaptation by virtual project teams can be viewed as a process of expanding and aligning the technological frames of the participants, which includes mutual...

  4. Virtual team collaboration

    DEFF Research Database (Denmark)

    Bjørn, Pernille; Ngwenyama, Ojelanki

    2009-01-01

    Managing international teams with geographically distributed participants is a complex task. The risk of communication breakdowns increases due to cultural and organizational differences grounded in the geographical distribution of the participants. Such breakdowns indicate general misunderstandi...

  5. Media and Security Team

    Data.gov (United States)

    Federal Laboratory Consortium — The Media And Security Team led by Prof. Min Wu was established in Fall 2001 at University of Maryland, College Park. A number of research and education activities...

  6. PPB | Study Team

    Science.gov (United States)

    The Pleuropulmonary Blastoma (PPB) DICER1 Syndrome Study team is made up of researchers from the National Cancer Institute, Children¹s National Medical Center, the International Pleuropulmonary Blastoma Registry, and Washington University in St. Louis.

  7. Leading Strategic Leader Teams

    National Research Council Canada - National Science Library

    Burleson, Willard M

    2008-01-01

    .... Although only 1 to 2 percent of the Army's senior leaders will attain a command position of strategic leadership, they are assisted by others, not only by teams specifically designed and structured...

  8. Making Teamwork Work: Team Knowledge for Team Effectiveness.

    Science.gov (United States)

    Guchait, Priyanko; Lei, Puiwa; Tews, Michael J

    2016-01-01

    This study examined the impact of two types of team knowledge on team effectiveness. The study assessed the impact of taskwork knowledge and teamwork knowledge on team satisfaction and performance. A longitudinal study was conducted with 27 service-management teams involving 178 students in a real-life restaurant setting. Teamwork knowledge was found to impact both team outcomes. Furthermore, team learning behavior was found to mediate the relationships between teamwork knowledge and team outcomes. Educators and managers should therefore ensure these types of knowledge are developed in teams along with learning behavior for maximum effectiveness.

  9. Teams make it work: how team work engagement mediates between social resources and performance in teams.

    Science.gov (United States)

    Torrente, Pedro; Salanova, Marisa; Llorens, Susana; Schaufeli, Wilmar B

    2012-02-01

    In this study we analyze the mediating role of team work engagement between team social resources (i.e., supportive team climate, coordination, teamwork), and team performance (i.e., in-role and extra-role performance) as predicted by the Job Demands-Resources Model. Aggregated data of 533 employees nested within 62 teams and 13 organizations were used, whereas team performance was assessed by supervisor ratings. Structural equation modeling revealed that, as expected, team work engagement plays a mediating role between social resources perceived at the team level and team performance as assessed by the supervisor.

  10. When teams fail to self-regulate: Predictors and outcomes of team procrastination among debating teams

    NARCIS (Netherlands)

    E.A.J. van Hooft (Edwin); H. van Mierlo (Heleen)

    2018-01-01

    textabstractModels of team development have indicated that teams typically engage in task delay during the first stages of the team's life cycle. An important question is to what extent this equally applies to all teams, or whether there is variation across teams in the amount of task delay. The

  11. Analisis Kualitas Layanan Video Live Streaming pada Jaringan Lokal Universitas Telkom

    Directory of Open Access Journals (Sweden)

    Anggelina I Diwi

    2014-09-01

    Full Text Available Streaming adalah salah satu bentuk teknologi yang memperkenankan file digunakan secara langsung tanpa menunggu selesainya unggahan (download dan berlangsung secara kontinyu tanpa interupsi. Untuk mengaplikasikan video streaming kedalam jaringan, diperlukan pertama-tama untuk mengkalkulasi bandwidth yang tersedia, untuk mendukung transmisi data. Bandwidth merupakan parameter penting untuk streaming di dalam jaringan. Makin besar bandwidth yang tersedia, makin baik kualitas video yang ditampilkan. Penelitian ini bertujuan untuk mengetahui kebutuhan bandwidth untuk layanan video live streaming; metode yang digunakan di dalam penelitian ini adalah dengan mengadakan pengukuran unjuk kerja jaringan secara langsung di lapangan, yaitu LAN di lingkungan Universitas Telkom. Implementasi media streaming server-client di dalam penelitian ini menggunakan file video yang berbeda, berdasarkan jumlah frame yang dikirim (fps. Skenario video streaming ini dilakukan dengan menggunakan latar belakang  trafik  yang  bervariasi,  untuk  melihat  pengaruhnya terhadap parameter QoS jaringan. Pengujian performansi Quality of Service (QoS dalam implementasi video live streaming ini menggunakan software network analyzer Wireshark. Hasil penilitian menunjukkan, bahwa video dengan laju frame lebih besar dari 15 fps, memberikan jitter dan throughput yang besar pula.

  12. Collaborative and Competitive Video Games for Teaching Computing in Higher Education

    Science.gov (United States)

    Smith, Spencer; Chan, Samantha

    2017-01-01

    This study measures the success of using a collaborative and competitive video game, named Space Race, to teach computing to first year engineering students. Space Race is played by teams of four, each with their own tablet, collaborating to compete against the other teams in the class. The impact of the game on student learning was studied…

  13. PREFERENSI PEMBIAYAAN USAHA MIKRO DAN KECIL : PERSPEKTIF GENDER DAN ENTREPRENEURABILITY

    Directory of Open Access Journals (Sweden)

    Khaira Amalia Fachrudin

    2013-06-01

    Full Text Available Preferensi pembiayaan dalam perusahaan besar lebih didasarkan pada karakteristik perusahaan tersebut.  Namun dalam usaha mikro dan kecil hal ini mungkin berbeda dan bergantung pada karakteristik pemiliknya seperti gender dan entrepreneurability.   Perbedaan gender mungkin juga membedakan entrepreneurability dan dukungan yang diterima.  Penelitian ini akan menguji apakah terdapat perbedaan preferensi pembiayaan berdasarkan gender, entrepreneurability berdasarkan gender dan berdasarkan preferensi pembiayaan, serta perbedaan dukungan berdasarkan gender.  Sampel dari usaha mikro dan kecil yang bergerak dalam bidang kuliner  diuji dengan uji beda Independent Sample t Test dan kemudian dengan Crosstabulation untuk lebih memperinci hasilnya.  Hasil uji menunjukkan bahwa tidak terdapat perbedaan yang signifikan preferensi pembiayaan berdasarkan gender dan berdasarkan  entrepreneurability, namun entrepreneurability berbeda signifikan berdasarkan gender dan juga ditemukan bahwa dukungan moral, tenaga, dan modal yang diterima pemilik usaha pria dan wanita tidak berbeda signifikan (p value lebih kecil dari 0.05.   Hasil ini menunjukkan bahwa terdapat kesetaraan gender dalam pembiayaan usaha dan entrepreneurability lebih tinggi pada pria.  Pria pemilik usaha juga mendapatkan dukungan tenaga kerja yang lebih banyak daripada wanita.  Dukungan tenaga ini adalah salah satu bentuk  financial bootstrapping karena dapat mengurangi pembiayaan usaha

  14. Relationships among Team Trust, Team Cohesion, Team Satisfaction and Project Team Effectiveness as Perceived by Project Managers in Malaysia

    OpenAIRE

    Han-Ping Fung

    2014-01-01

    Today, more and more project teams are formed to achieve organizational objectives as organizations generally recognized the importance and benefits of project teams. There is a compelling reason to study what are the team outcome factors that can predict project team effectiveness as it is unclear whether these team outcome factors can yield the same result in project setting whereby there is resource and time constraint compare to normal work teams which are ongoing and operational in natur...

  15. 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-...

  16. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

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

  17. 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.

  18. Medical video server construction.

    Science.gov (United States)

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

    2003-01-01

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

  19. The Research of Self-Management Team and Superior-Direction Team in Team Learning Influential Factors

    OpenAIRE

    Zhang Wei

    2013-01-01

    Team learning is a cure for bureaucracy; it facilitates team innovation and team performance. But team learning occurs only when necessary conditions were met. This research focused on differences of team learning influential factors between self-management team and superior-direction team. Four variables were chosen as predictors of team learning though literature review and pilot interview. The 4 variables are team motivation, team trust, team conflict and team leadership. Selected 54 self ...

  20. TEKNIK ESTIMASI GERAK PENCARIAN PENUH DENGAN AKURASI SETENGAH PIKSEL UNTUK FRAME RATE UP CONVERSION VIDEO

    Directory of Open Access Journals (Sweden)

    ary satya prabhawa

    2014-10-01

    Full Text Available ABSTRAK Saat ini Teknologi video digital banyak digunakan pada aplikasi hiburan, contohnya adalah TV Digital dengan format HD. Dengan frame rate tinggi, pengkodean video akan menghasil laju bit lebih tinggi yaitu sampai 15 – 30 fps. Permasalahannya adalah kapasitas saluran transmisi memiliki kapasitas terbatas. Solusinya adalah menurunkan laju bit dengan menurunkan jumlah frame video ke penerima. Skema ini dikenal dengan Frame Rate Up-Conversion (FRUC video, dimana frame yang di encoder akan direkonstruksi kembali di decoder dengan membangkitkan frame intermediate (FI. FI dibangkitkan dengan teknik Motion Compensation Interpolation (MCI. Terkait dengan metode FRUC, penelitian ini mengajukan skema MCI unidirectional dengan pencarian gerak akurasi setengah piksel. Pada skema ini, sebuah motion vector (MV kandidat akan dicari di frame referensi, proses estimasi gerak dilakukan dengan menambah piksel sisipan diantara piksel eksisting. Sasarannya adalah meningkatkan akurasi MV kandidat. Hasil simulasi menunjukkan bahwa metode yang diajukan lebih baik sampai sebesar masing – masing 3,21 dB dan 3,11 dB pada wilayah pencarian 7 dan 15 piksel dibandingkan dengan metode frame repetition untuk sekuen video foreman dan hall monitor.

  1. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

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

  2. Evaluating trauma team performance in a Level I trauma center: Validation of the trauma team communication assessment (TTCA-24).

    Science.gov (United States)

    DeMoor, Stephanie; Abdel-Rehim, Shady; Olmsted, Richard; Myers, John G; Parker-Raley, Jessica

    2017-07-01

    Nontechnical skills (NTS), such as team communication, are well-recognized determinants of trauma team performance and good patient care. Measuring these competencies during trauma resuscitations is essential, yet few valid and reliable tools are available. We aimed to demonstrate that the Trauma Team Communication Assessment (TTCA-24) is a valid and reliable instrument that measures communication effectiveness during activations. Two tools with adequate psychometric strength (Trauma Nontechnical Skills Scale [T-NOTECHS], Team Emergency Assessment Measure [TEAM]) were identified during a systematic review of medical literature and compared with TTCA-24. Three coders used each tool to evaluate 35 stable and 35 unstable patient activations (defined according to Advanced Trauma Life Support criteria). Interrater reliability was calculated between coders using the intraclass correlation coefficient. Spearman rank correlation coefficient was used to establish concurrent validity between TTCA-24 and the other two validated tools. Coders achieved an intraclass correlation coefficient of 0.87 for stable patient activations and 0.78 for unstable activations scoring excellent on the interrater agreement guidelines. The median score for each assessment showed good team communication for all 70 videos (TEAM, 39.8 of 54; T-NOTECHS, 17.4 of 25; and TTCA-24, 87.4 of 96). A significant correlation between TTTC-24 and T-NOTECHS was revealed (p = 0.029), but no significant correlation between TTCA-24 and TEAM (p = 0.77). Team communication was rated slightly better across all assessments for stable versus unstable patient activations, but not statistically significant. TTCA-24 correlated with T-NOTECHS, an instrument measuring nontechnical skills for trauma teams, but not TEAM, a tool that assesses communication in generic emergency settings. TTCA-24 is a reliable and valid assessment that can be a useful adjunct when evaluating interpersonal and team communication during trauma

  3. VIDEO EDUKASI ANIMASI 2 DIMENSI MENGENAI BAHAYA MERKURI TERHADAP MASYARAKAT KABUPATEN LOMBOK TENGAH SEBAGAI DAMPAK PENAMBANGAN EMAS ILEGAL

    Directory of Open Access Journals (Sweden)

    I Made Marthana Yusa

    2017-08-01

    Full Text Available Abstrak Merkuri adalah salah satu jenis logam berat yang banyak ditemukan di alam dan tersebar dalam batuan, tanah, air dan udara sebagai senyawa anorganik dan organik. Merkuri dapat dimanfaatkan dalam berbagai bidang industri, salah satunya industri emas. Pengelolaan limbah hasil industri pengolahan emas yang tidak sesuai dengan prosedur yang baik dan benar akan menyebabkan pencemaran lingkungan. Merkuri yang telah mengontaminasi lingkungan dalam jangka waktu panjang akan membawa dampak buruk bagi kesehatan manusia yang sering berinteraksi dengan bahan merkuri ini. Dalam penelitian ini, dilakukan perancangan video berbasis animasi 2 dimensi, sebagai salah satu rekomendasi solusi edukasi, untuk pencegahan dampak kesehatan, akibat pencemaran lingkungan oleh merkuri di Lombok Tengah. Dari hasil penelitian didapatkan fakta bahwa responden yang terdiri dari staf Konservasi dan Sumber Daya Alam serta staf Pengawasan dan Pengendalian Lingkungan Kantor Lingkungan Hidup Kabupaten Lombok Tengah menilai video edukasi berbasis animasi 2 dimensi yang dihasilkan sangat baik dari segi desain maupun penyampaian informasinya. Video ini juga bermanfaat untuk mengedukasi masyarakat penambang emas di Lombok Tengah agar lebih mewaspadai merkuri dan bahayanya, juga menghargai kesehatan diri dan keselamatan kerja. Kata Kunci: Animasi 2 Dimensi, Bahaya Merkuri, Merkuri, Metil Merkuri, Video Edukasi Abstract Mercury is one of the heavy metals found in nature and spread in rocks, soil, water and air as inorganic and organic compounds. Mercury can be utilized in various industrial fields, one of which is the gold industry. Waste management of gold processing industry that is not in accordance with good and correct procedures will cause environmental pollution. Mercury that has been contaminating the environment over the long term will have adverse effects on human health that often interact with these mercury ingredients. A 2-dimensional animation based video has been

  4. DETEKSI DAN MANAJEMEN REFEEDING SYNDROME

    OpenAIRE

    Darmadi Darmadi; Riska Habriel Ruslie

    2012-01-01

    AbstrakRefeeding syndrome (RFS) dideskripsikan sebagai perubahan biokimiawi, manifestasi klinis dan komplikasi sebagai konsekuensi pemberian nutrisi pada pasien kurang gizi. Refeeding syndrome ini menyebabkan dampak buruk dan kematian. Sindroma ini lebih sering terjadi pada kelompok risiko. Refeeding syndrome merupakan suatu sindroma yang sering tak terdiagnosis oleh karena itu perlu peningkatan pengetahuan dan kesadaran dari tenaga medis untuk mengurangi morbiditas dan mortalitas dari RFS. K...

  5. Video frame processor

    International Nuclear Information System (INIS)

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

    1993-01-01

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

  6. 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

  7. 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

  8. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  9. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  10. INOVASI DAN STRATEGI PENCAPAIANNYA

    Directory of Open Access Journals (Sweden)

    Liem Ferryanto

    2009-01-01

    Full Text Available Innovation is the way of life of any institution to profitably sustain its life. It starts with empathy, the ability to reach outside of ourselves and walk in someone else’s shoes, and optimal implementation of the newly advanced technology. Innovation shows its results through continuously hard working efforts known as "10 Thousand Hours Rule". As world uncertainty creates complexity we, instead of predicting, should therefore anticipate the future by creating and managing real options on contingent projects or elements of alternative optimal strategies. This should reflect into our portfolio strategy. Abstract in Bahasa Indonesia: Inovasi merupakan darah bagi suatu institusi untuk bisa hidup berkelanjutan serta menguntungkan. Inovasi berupa penemuan baru secara sistematis yang berawal dari empati, kemampuan untuk melihat dunia melalui mata orang lain, dan pemanfaatan secara optimal kemajuan teknologi yang ada. Inovasi baru menghasilkan buahnya melalui kerja keras, yaitu dengan mengikuti “Aturan 10 Ribu Jam” secara berkesinambungan. Ketidakpastian, interaksi, keterbatasan dan degradasi menciptakan kompleksitas tentang kebutuhan dan solusi di masa depan. Oleh sebab itu daripada meramalkan risiko yang bakal terjadi, kita sebaiknya memasang strategi berupa skenario untuk mereduksi akibat dari risiko masa depan yang tidak kita mengerti. Skenario ini dapat diperoleh lewat penciptaan dan penanganan beberapa pilihan nyata atas semua proyek antisipatif yang ada. Kata kunci: Inovasi, ketidakpastian dan kompleksitas, aturan 10 ribu jam, paradoks strategi, peta jalan, empati, kerja berkesinambungan.

  11. The Relationship between Management Team Size and Team Performance: The Mediating Effect of Team Psychological Safety

    OpenAIRE

    Midthaug, Mari Bratterud

    2017-01-01

    The purpose of this thesis is to explore the relationship between team size (number of team members) and team performance in management teams. There is a lack of empirical research exploring the potential links between these two elements within management teams. Further, little attention has been paid to potential mechanisms affecting this relationship. In this study, team psychological safety has been examined as a potential mediator in the size-performance relationship, hypothesizing that t...

  12. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Help with Freezing Episodes? OHSU - Parkinson's Disease: Pharmacological Management of ... or Team Approach Important? OHSU - Therapeutic Approaches for PD: Depression, Anxiety & ...

  13. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... CareMAP: Dealing with Dementia OHSU - Parkinson's Disease: Pharmacological Management of Depression, ... Care or Team Approach Important? What Is the Relationship Between Depression and ...

  14. PENGELOLAAN PENELITIAN DAN PENGEMBANGAN KESEHATAN DI THAILAND, MYANMAR, DAN INDIA

    Directory of Open Access Journals (Sweden)

    Anorital, SKM Anorital, SKM

    2012-09-01

    Full Text Available Dalam bulan Januari 1991 yang lalu, Sdr. Anorital, SKM (Ka. Subbag. Pengumpulan dan PengolahanData Badan Litbangkes dan H. Syafwani Mirin, SKM (Ka. Bag. Keuangan Badan Litbangkes memperoleh fellowship dari WHO untuk melakukan studi perbandingan ke institusi-institusi penelitian kesehatan di Thailand,Myanmar, dan India.Berikut di bawah ini tulisan bersangkutan yang menggambarkan secara garis besar pengelolaan penelitian dan pengembangan kesehatan pada masing-masing negara obyek studi. Semoga informasi yang terkandung pada tulisan ini dapat bermanfaat bagi pengembangan Badan Penelitian dan Pengembangan Kesehatan.

  15. Team skills training

    International Nuclear Information System (INIS)

    Coe, R.P.; Carl, D.R.

    1991-01-01

    Numerous reports and articles have been written recently on the importance of team skills training for nuclear reactor operators, but little has appeared on the practical application of this theoretical guidance. This paper describes the activities of the Training and Education Department at GPU Nuclear (GPUN). In 1987, GPUN undertook a significant initiative in its licensed operator training programs to design and develop initial and requalification team skills training. Prior to that time, human interaction skills training (communication, stress management, supervisory skills, etc.) focused more on the individual rather than a group. Today, GPU Nuclear conducts team training at both its Three Mile Island (YMI), PA and Oyster Creek (OC), NJ generating stations. Videotaped feedback is sued extensively to critique and reinforce targeted behaviors. In fact, the TMI simulator trainer has a built-in, four camera system specifically designed for team training. Evaluations conducted on this training indicated these newly acquired skills are being carried over to the work environment. Team training is now an important and on-going part of GPUN operator training

  16. Science and Team Development

    Directory of Open Access Journals (Sweden)

    Bryan R. Cole

    2006-07-01

    Full Text Available This paper explores a new idea about the future development of science and teams, and predicts its possible applications in science, education, workforce development and research. The inter-relatedness of science and teamwork developments suggests a growing importance of team facilitators’ quality, as well as the criticality of detailed studies of teamwork processes and team consortiums to address the increasing complexity of exponential knowledge growth and work interdependency. In the future, it will become much easier to produce a highly specialised workforce, such as brain surgeons or genome engineers, than to identify, educate and develop individuals capable of the delicate and complex work of multi-team facilitation. Such individuals will become the new scientists of the millennium, having extraordinary knowledge in variety of scientific fields, unusual mix of abilities, possessing highly developed interpersonal and teamwork skills, and visionary ideas in illuminating bold strategies for new scientific discoveries. The new scientists of the millennium, through team consortium facilitation, will be able to build bridges between the multitude of diverse and extremely specialised knowledge and interdependent functions to improve systems for the further benefit of mankind.

  17. Increasing Student-Learning Team Effectiveness with Team Charters

    Science.gov (United States)

    Hunsaker, Phillip; Pavett, Cynthia; Hunsaker, Johanna

    2011-01-01

    Because teams are a ubiquitous part of most organizations today, it is common for business educators to use team assignments to help students experientially learn about course concepts and team process. Unfortunately, students frequently experience a number of problems during team assignments. The authors describe the results of their research and…

  18. Parkinson's Disease Videos

    Medline Plus

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

  19. Acoustic Neuroma Educational Video

    Medline Plus

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

  20. Acoustic Neuroma Educational Video

    Medline Plus

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

  1. Videos, Podcasts and Livechats

    Medline Plus

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

  2. Acoustic Neuroma Educational Video

    Medline Plus

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

  3. 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...

  4. Acoustic Neuroma Educational Video

    Medline Plus

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

  5. Videos, Podcasts and Livechats

    Medline Plus

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

  6. Acoustic Neuroma Educational Video

    Medline Plus

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

  7. Acoustic Neuroma Educational Video

    Medline Plus

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

  8. Acoustic Neuroma Educational Video

    Medline Plus

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

  9. Videos, Podcasts and Livechats

    Medline Plus

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

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

    OpenAIRE

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

    2014-01-01

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

  11. Deception Detection in Videos

    OpenAIRE

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

    2017-01-01

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

  12. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

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

  13. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  15. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

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

  16. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  17. When Teams Go Crazy

    DEFF Research Database (Denmark)

    Kuhrmann, Marco; Münch, Jürgen

    2016-01-01

    Software development consists to a large extend of human-based processes with continuously increasing demands regarding interdisciplinary team work. Understanding the dynamics of software teams can be seen as highly important to successful project execution. Hence, for future project managers......, knowledge about non-technical processes in teams is significant. In this paper, we present a course unit that provides an environment in which students can learn and experience the impact of group dynamics on project performance and quality. The course unit uses the Tuckman model as theoretical framework......, and borrows from controlled experiments to organize and implement its practical parts in which students then experience the effects of, e.g., time pressure, resource bottlenecks, staff turnover, loss of key personnel, and other stress factors. We provide a detailed design of the course unit to allow...

  18. Creativity and Creative Teams

    Science.gov (United States)

    Wood, Richard M.; Bauer, Steven X. S.; Hunter, Craig A.

    2001-01-01

    A review of the linkage between knowledge, creativity, and design is presented and related to the best practices of multidisciplinary design teams. The discussion related to design and design teams is presented in the context of both the complete aerodynamic design community and specifically the work environment at the NASA Langley Research Center. To explore ways to introduce knowledge and creativity into the research and design environment at NASA Langley Research Center a creative design activity was executed within the context of a national product development activity. The success of the creative design team activity gave rise to a need to communicate the experience in a straightforward and managed approach. As a result the concept of creative potential its formulated and assessed with a survey of a small portion of the aeronautics research staff at NASA Langley Research Center. The final section of the paper provides recommendations for future creative organizations and work environments.

  19. Team Leadership: Leadership Role Achievement in Supervision Teams in Turkey

    OpenAIRE

    Ali Sabanci; Izzet Ozdemir

    2015-01-01

    The purpose of this paper is to explore the views of team leaders and team members of supervision teams about the extent that team leaders achieve their team leadership roles in Turkey. This research was conducted as a survey. The population of the study consisted of approximately 2650 supervisors (inspectors) working in 81 provinces distributed to seven geographical regions in Turkey. The sample consisted of 563 supervisors which were selected out by random sampling. The data were gathered b...

  20. Beautiful Teams Inspiring and Cautionary Tales from Veteran Team Leaders

    CERN Document Server

    Stellman, Andrew

    2009-01-01

    What's it like to work on a great software development team facing an impossible problem? How do you build an effective team? Beautiful Teams takes you behind the scenes with some of the most interesting teams in software engineering history. You'll learn from veteran team leaders' successes and failures, told through a series of engaging personal stories -- and interviews -- by leading programmers, architects, project managers, and thought leaders.

  1. Robust video object cosegmentation.

    Science.gov (United States)

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

    2015-10-01

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

  2. The Effects of 10 Communication Modes on the Behavior of Teams During Co-Operative Problem-Solving

    Science.gov (United States)

    Ochsman, Richard B.; Chapanis, Alphonse

    1974-01-01

    Sixty teams of two college students each solved credible "real world" problems co-operatively. Conversations were carried on in one of 10 modes of communication: (1) typewriting only, (2) handwriting only, (3) handwriting and typewriting, (4) typewriting and video, (5) handwriting and video, (6) voice only, (7) voice and typewriting, (8) voice and…

  3. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

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

  4. Violence and weapon carrying in music videos. A content analysis.

    Science.gov (United States)

    DuRant, R H; Rich, M; Emans, S J; Rome, E S; Allred, E; Woods, E R

    1997-05-01

    The positive portrayal of violence and weapon carrying in televised music videos is thought to have a considerable influence on the normative expectations of adolescents about these behaviors. To perform a content analysis of the depictions of violence and weapon carrying in music videos, including 5 genres of music (rock, rap, adult contemporary, rhythm and blues, and country), from 4 television networks and to analyze the degree of sexuality or eroticism portrayed in each video and its association with violence and weapon carrying, as an indicator of the desirability of violent behaviors. Five hundred eighteen videos were recorded during randomly selected days and times of the day from the Music Television, Video Hits One, Black Entertainment Television, and Country Music Television networks. Four female and 4 male observers aged 17 to 24 years were trained to use a standardized content analysis instrument. Interobserver reliability testing resulted in a mean (+/- SD) percentage agreement of 89.25% +/- 7.10% and a mean (+/- SD) kappa of 0.73 +/- 0.20. All videos were observed by rotating 2-person, male-female teams that were required to reach agreement on each behavior that was scored. Music genre and network differences in behaviors were analyzed with chi 2 tests. A higher percentage (22.4%) of Music Television videos portrayed overt violence than Video Hits One (11.8%), Country Music Television (11.8%), and Black Entertainment Television (11.5%) videos (P = .02). Rap (20.4%) had the highest portrayal of violence, followed by rock (19.8%), country (10.8%), adult contemporary (9.7%), and rhythm and blues (5.9%) (P = .006). Weapon carrying was higher on Music Television (25.0%) than on Black Entertainment Television (11.5%), Video Hits One (8.4%), and Country Music Television (6.9%) (P violence (P violence and weapon carrying, which is glamorized by music artists, actors, and actresses.

  5. SPQR Team Description Paper

    OpenAIRE

    Cherubini , Andrea; Leonetti , M; Marchetti , L; De Luca , A; Iocchi , L; Nardi , D; Oriolo , G; Vendittelli , M

    2008-01-01

    International audience; SPQR is the group of the Faculty of Engineering at Sapienza University of Rome in Italy, that is involved in RoboCup competitions since 1998 in different leagues (Middle-size 1998-2002, Four-legged since 2000, Real-rescue-robots 2003-2006, Virtual-rescue since 2006 and @Home in 2006). In RoboCup 2008, SPQR team will participate in the Standard Platform League with Nao humanoid robots and in the Virtual Rescue League.The team for 2008 is composed by two groups from the C...

  6. Autonomous mobile robot teams

    Science.gov (United States)

    Agah, Arvin; Bekey, George A.

    1994-01-01

    This paper describes autonomous mobile robot teams performing tasks in unstructured environments. The behavior and the intelligence of the group is distributed, and the system does not include a central command base or leader. The novel concept of the Tropism-Based Cognitive Architecture is introduced, which is used by the robots in order to produce behavior transforming their sensory information to proper action. The results of a number of simulation experiments are presented. These experiments include worlds where the robot teams must locate, decompose, and gather objects, and defend themselves against hostile predators, while navigating around stationary and mobile obstacles.

  7. Team play in surgical education: a simulation-based study.

    Science.gov (United States)

    Marr, Mollie; Hemmert, Keith; Nguyen, Andrew H; Combs, Ronnie; Annamalai, Alagappan; Miller, George; Pachter, H Leon; Turner, James; Rifkind, Kenneth; Cohen, Steven M

    2012-01-01

    Simulation-based training provides a low-stress learning environment where real-life emergencies can be practiced. Simulation can improve surgical education and patient care in crisis situations through a team approach emphasizing interpersonal and communication skills. This study assessed the effects of simulation-based training in the context of trauma resuscitation in teams of trainees. In a New York State-certified level I trauma center, trauma alerts were assessed by a standardized video review process. Simulation training was provided in various trauma situations followed by a debriefing period. The outcomes measured included the number of healthcare workers involved in the resuscitation, the percentage of healthcare workers in role position, time to intubation, time to intubation from paralysis, time to obtain first imaging study, time to leave trauma bay for computed tomography scan or the operating room, presence of team leader, and presence of spinal stabilization. Thirty cases were video analyzed presimulation and postsimulation training. The two data sets were compared via a 1-sided t test for significance (p role positions increased from 57.8% to 83.6% (p = 0.46). The time to intubation from paralysis decreased from 3.9 to 2.8 minutes (p team leader increased from 64% to 90% (p team interaction and educational competencies. Providing simulation training as a tool for surgical education may enhance patient care. Copyright © 2012 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  8. Predictors of Team Work Satisfaction

    Science.gov (United States)

    Hamlyn-Harris, James H.; Hurst, Barbara J.; von Baggo, Karola; Bayley, Anthony J.

    2006-01-01

    The ability to work in teams is an attribute highly valued by employers of information technology (IT) graduates. For IT students to effectively engage in team work tasks, the process of working in teams should be satisfying for the students. This work explored whether university students who were involved in compulsory team work were satisfied…

  9. Kinerja Dan Efisiensi Bank Pemerintah (Bumn) Dan Busn Yang Go Publik Di Indonesia

    OpenAIRE

    Haryanto, Sugeng

    2012-01-01

    Penelitian ini menganalisis kinerja dan tingkat efisiensi bank-bank BUMN dan BUSN yang go Publik di Bursa Efek Indonesia. Sample penelitian ini mengambil tiga bank BUMN Bank BNI 46, Bank Mandiri dan Bank BRI) dan tiga bank BUSN (Bank BCA, Bank Niaga dan Bank Panin) dengan periode analisis tahun 2005-2011. Varibael yang digunakan meliputi ROA, ROE, LAR. LDR, NPL dan BOPO. Tujuan dari penelitian ini adalah melihat dan menganalisis perbedaan kinerja antara Bank BUMN dan BUSN yang go public di...

  10. Kondisi oral higiene dan karies gigi pada vegetarian dan non vegetarian di Maha Vihara Maitreya Medan

    OpenAIRE

    Prawira, Albert

    2011-01-01

    Perbedaan pola makan antara vegetarian dan non vegetarian dapat mempengaruhi kesehatan gigi dan mulut. Tujuan penelitian adalah untuk mengetahui kondisi oral higiene dan karies gigi pada umat vegetarian dan non vegetarian di Maha Vihara Maitreya Medan. Jenis penelitian adalah survei deskriptif. Sampel terdiri atas 74 vegetarian dan 65 non vegetarian. Pemeriksaan oral higiene dan karies gigi masing-masing menggunakan indeks OHIS Greene dan Vermillion dan indeks DMFT Klein, se...

  11. Ability Dispersion and Team Performance

    DEFF Research Database (Denmark)

    Hoogendoorn, Sander; Parker, Simon C.; Van Praag, Mirjam

    What is the effect of dispersed levels of cognitive ability of members of a (business) team on their team's performance? This paper reports the results of a field experiment in which 573 students in 49 (student) teams start up and manage real companies under identical circumstances for one year. We...... ensured exogenous variation in otherwise random team composition by assigning students to teams based on their measured cognitive abilities. Each team performs a variety of tasks, often involving complex decision making. The key result of the experiment is that the performance of business teams first...... increases and then decreases with ability dispersion. We seek to understand this finding by developing a model in which team members of different ability levels form sub- teams with other team members with similar ability levels to specialize in different productive tasks. Diversity spreads production over...

  12. Affirmative action and team performance

    OpenAIRE

    Kölle, Felix

    2016-01-01

    We experimentally investigate spillover effects of affirmative action policies in tournaments on subsequent team performance and the willingness to work in teams. In three different team environments, we find that such policies in form of gender quotas do not harm performance and cooperation within teams, and do not weaken people's willingness to work in teams. Our results, thus, provide further evidence that gender quotas can have the desired effect of promoting women without harming efficie...

  13. DIVERSITAS TIM MANAJEMEN PUNCAK, KEKOMPREHENSIFAN PENGAMBILAN KEPUTUSAN, INTEGRASI SOSIAL DAN KINERJA PERUSAHAAN: STUDI PADA BANK PERKREDITAN RAKYAT

    Directory of Open Access Journals (Sweden)

    Arief Prima Johan

    2014-07-01

    Full Text Available AbstractAlthough research on diversity management team had been widely conducted, previous research defined diversity in many different ways and many studies focused their research on top management team of big companies and big industries. This study examined the influence of several type of diversity of top management team on decision-making comprehensiveness and social integration, and tests these last two variables on performance. Using data Rural Banks (banking industry, the results showed that several variables of diversity of top management team affect decision-making comprehensiveness and social integration. The study also confirmed that the company's performance is affected by decision-making comprehensiveness and social integration.Keywords:Team Management, Diversity, Decision-Making Comprehensiveness, Social Integration, Performance.AbstrakMeskipun penelitian mengenai diversitas tim manajemen sudah banyak dilakukan, tetapi penelitian yang lalu mendefinisikan diversitas dengan cara yang berbeda-beda dan banyak berfokus pada tim manajemen puncak perusahaan besar dan industri besar. Penelitian ini menguji pengaruh variable-variabel diversitas tim manajemen puncak perusahaan terhadap kekomprehensifan pengambilan keputusan dan integrasi sosial, serta menguji dua variable terakhir ini pada kinerja. Dengan menggunakan data Bank Perkreditan Rakyat (industri perbankan, hasil penelitian memperlihatkan bahwa beberapa variable diversitas manajemen puncak mempengaruhi kekomprehensifan pengambilan keputusan dan integrasi sosial.Penelitian juga mengkonfirmasi bahwa kinerja perusahaan dipengaruhi oleh kekomprehensifan pengambilan keputusan dan integrasi sosial.Kata Kunci:Tim Manajemen Puncak, Diversitas, Kekomprehensifan, Pengambilan Keputusan, Integrasi Sosial, Kinerja Perusahaan.

  14. AA magnet measurement team

    CERN Multimedia

    CERN PhotoLab

    1978-01-01

    Quickly improvised measurement equipment for the AA (Antiproton Accumulator) was all the tight schedule permitted, but the high motivation of the team made up for the lack of convenience. From left to right: Roy Billinge (Joint AA Project Leader, the other one was Simon van der Meer); Bruno Autin, Brian Pincott, Colin Johnson.

  15. Materials Technical Team Roadmap

    Energy Technology Data Exchange (ETDEWEB)

    none,

    2013-08-01

    Roadmap identifying the efforts of the Materials Technical Team (MTT) to focus primarily on reducing the mass of structural systems such as the body and chassis in light-duty vehicles (including passenger cars and light trucks) which enables improved vehicle efficiency regardless of the vehicle size or propulsion system employed.

  16. Aircrew team management program

    Science.gov (United States)

    Margerison, Charles; Mccann, Dick; Davies, Rod

    1987-01-01

    The key features of the Aircrew Team Management Workshop which was designed for and in consultation with Trans Australia Airlines are outlined. Five major sections are presented dealing with: (1) A profile of the airline and the designers; (2) Aircrew consultation and involvement; (3) Educational design and development; (4) Implementation and instruction; and (5) Evaluation and assessment. These areas are detailed.

  17. The Team We Got.

    Science.gov (United States)

    Soos, Frank

    1992-01-01

    Discusses the importance of high school basketball in rural West Virginia and what it felt like to win and to lose. Reflects on how playing team sports builds character, and suggests that, although life goes on regardless of game outcomes, it is still difficult to think of high school basketball as just a game. (LP)

  18. Web Team Development

    Science.gov (United States)

    Church, Jennifer; Felker, Kyle

    2005-01-01

    The dynamic world of the Web has provided libraries with a wealth of opportunities, including new approaches to the provision of information and varied internal staffing structures. The development of self-managed Web teams, endowed with authority and resources, can create an adaptable and responsive culture within libraries. This new working team…

  19. National Response Team

    Science.gov (United States)

    Response planning and coordination (not direct response itself) is accomplished at the federal level through the U.S. National Response Team (NRT), an interagency group co-chaired by EPA and U.S. Coast Guard. NRT distributes information, plans, and trains.

  20. Multidisciplinary team functioning.

    Science.gov (United States)

    Kovitz, K E; Dougan, P; Riese, R; Brummitt, J R

    1984-01-01

    This paper advocates the need to move beyond interdisciplinary team composition as a minimum criterion for multidisciplinary functioning in child abuse treatment. Recent developments within the field reflect the practice of shared professional responsibility for detection, case management and treatment. Adherence to this particular model for intervention requires cooperative service planning and implementation as task related functions. Implicitly, this model also carries the potential to incorporate the supportive functioning essential to effective group process. However, explicit attention to the dynamics and process of small groups has been neglected in prescriptive accounts of multidisciplinary child abuse team organization. The present paper therefore focuses upon the maintenance and enhancement aspects of multidisciplinary group functioning. First, the development and philosophy of service for the Alberta Children's Hospital Child Abuse Program are reviewed. Second, composition of the team, it's mandate for service, and the population it serves are briefly described. Third, the conceptual framework within which the program functions is outlined. Strategies for effective group functioning are presented and the difficulties encountered with this model are highlighted. Finally, recommendations are offered for planning and implementing a multidisciplinary child abuse team and for maintaining its effective group functioning.

  1. The CHIK Team

    Indian Academy of Sciences (India)

    The CHIK Team. Arankalle VA, Mishra AC. Tandale BV Clinical. Yergolkar P, Sudeep Balan Virus Isolations. Cherian S, Walimbe A Bioinformatics. Sathe PS, Supriya Serology. Swati, Shubham, Supriya Sequence analysis. Tripathy AS Immunological. Parashar D Real time PCR. Gokhale M, Jacob George Entomological ...

  2. Interdisciplinarity and Team Teaching

    Science.gov (United States)

    Goodwin, William M.; LeBold, William K.

    1975-01-01

    Describes eight experimental courses in a series called the Man Series, instituted at Purdue University to improve the social dimensions of engineering education. Each course is team taught by engineering, humanities, and social science faculty members and is interdisciplinary in nature. (MLH)

  3. PENGARUH INTERNET DALAM PENGEMBANGAN BAHASA DAN BUDAYA DI KALANGAN REMAJA KOTA PADANG

    Directory of Open Access Journals (Sweden)

    Lilimiwirdi Lilimiwirdi

    2016-10-01

    Full Text Available Penggunaan internet di kalangan remaja berpengaruh terhadap bahasa dan budayanya. Dia menggunakan internet untuk berbagai ranah kehidupan. Metode yang digunakan adalah metode simak. Pengambilan data dilakukan dengan penyimakan data bahasa yang dituturkan oleh remaja dan disesuaikan dengan data yang ditampilkan oleh internet. Hasilnya, yaitu banyaknya kosakata di bidang komputer dalam bahasa Inggris yang masuk ke dalam bahasa Indonesia, baik dalam bentuk pemungutan, penyesuaian atau adaptasi, dan pengambilan secara lansung atau adopsi. Bahkan, remaja ini lebih kenal istilah dalam bahasa Inggris daripada bahasa Indonesia karena istilah dalam bidang komputer dan internet yang mereka gunakan masih dalam bahasa Inggris. Melalui internet, juga terbangun kemampuan berbahasa Indonesia dengan baik karena meningkatnya budaya menulis atau mengetik, membaca, bercerita, dan mengekspos diri. Dengan adanya peningkatan budaya tadi, lahirlah bahasa-bahasa gaul di kalangan netizen atau remaja. Keberadaan internet ini juga membangun budaya, baik positif maupun negatif. Budaya positifnya adalah menulis atau mengetik, membaca, mencari informasi dengan secara cepat, belajar secara online, berkirim surat secara online, tes online, adanya situs pemerintahan secara online, berbelanja online, toko online, budaya pertemanan, mengekspos diri, dan sebagainya. Kemudian, ada juga budaya negatif, seperti budaya kriminal, menimbulkan kecanduan ketika bermain game, membuka video porno, membuka facebook orang, mengurangi produktivitas, merusak otak, sulit tidur, kurangnya berinteraksi dengan lingkungan, dan sebagainya.

  4. A Project Team: a Team or Just a Group?

    Directory of Open Access Journals (Sweden)

    Kateřina

    2014-06-01

    Full Text Available This paper deals with issues related to work in either teams or groups. The theoretical part discusses a team and a group with regards to its definition, classification and basic distinction, brings in more on the typology of team roles, personality assessment and sociometric methods. The analytical part tests the project (work team of a medical center represented in terms of personality and motivational types, team roles and interpersonal team relations concerning the willingness of cooperation and communication. The main objective of this work is to verify the validity of the assumptions that the analyzed team represents a very disparate group as for its composition from the perspective of personality types, types of motivation, team roles and interpersonal relations in terms of the willingness of cooperation and communication. A separate output shall focus on sociometric investigation of those team members where willingness to work together and communicate is based on the authors’ assumption of tight interdependence.

  5. Effects of team emotional authenticity on virtual team performance

    Directory of Open Access Journals (Sweden)

    Catherine E Connelly

    2016-08-01

    Full Text Available Members of virtual teams lack many of the visual or auditory cues that are usually used as the basis for impressions about fellow team members. We focus on the effects of the impressions formed in this context, and use social exchange theory to understand how these impressions affect team performance. Our pilot study, using content analysis (n = 191 students, suggested that most individuals believe that they can assess others’ emotional authenticity in online settings by focusing on the content and tone of the messages. Our quantitative study examined the effects of these assessments. Structural equation modeling (SEM analysis (n = 81 student teams suggested that team-level trust and teamwork behaviors mediate the relationship between team emotional authenticity and team performance, and illuminate the importance of team emotional authenticity for team processes and outcomes.

  6. Imagery Integration Team

    Science.gov (United States)

    Calhoun, Tracy; Melendrez, Dave

    2014-01-01

    The Human Exploration Science Office (KX) provides leadership for NASA's Imagery Integration (Integration 2) Team, an affiliation of experts in the use of engineering-class imagery intended to monitor the performance of launch vehicles and crewed spacecraft in flight. Typical engineering imagery assessments include studying and characterizing the liftoff and ascent debris environments; launch vehicle and propulsion element performance; in-flight activities; and entry, landing, and recovery operations. Integration 2 support has been provided not only for U.S. Government spaceflight (e.g., Space Shuttle, Ares I-X) but also for commercial launch providers, such as Space Exploration Technologies Corporation (SpaceX) and Orbital Sciences Corporation, servicing the International Space Station. The NASA Integration 2 Team is composed of imagery integration specialists from JSC, the Marshall Space Flight Center (MSFC), and the Kennedy Space Center (KSC), who have access to a vast pool of experience and capabilities related to program integration, deployment and management of imagery assets, imagery data management, and photogrammetric analysis. The Integration 2 team is currently providing integration services to commercial demonstration flights, Exploration Flight Test-1 (EFT-1), and the Space Launch System (SLS)-based Exploration Missions (EM)-1 and EM-2. EM-2 will be the first attempt to fly a piloted mission with the Orion spacecraft. The Integration 2 Team provides the customer (both commercial and Government) with access to a wide array of imagery options - ground-based, airborne, seaborne, or vehicle-based - that are available through the Government and commercial vendors. The team guides the customer in assembling the appropriate complement of imagery acquisition assets at the customer's facilities, minimizing costs associated with market research and the risk of purchasing inadequate assets. The NASA Integration 2 capability simplifies the process of securing one

  7. Team dynamics within quality improvement teams: a scoping review.

    Science.gov (United States)

    Rowland, Paula; Lising, Dean; Sinclair, Lynne; Baker, G Ross

    2018-03-31

    This scoping review examines what is known about the processes of quality improvement (QI) teams, particularly related to how teams impact outcomes. The aim is to provide research-informed guidance for QI leaders and to inform future research questions. Databases searched included: MedLINE, EMBASE, CINAHL, Web of Science and SCOPUS. Eligible publications were written in English, published between 1999 and 2016. Articles were included in the review if they examined processes of the QI team, were related to healthcare QI and were primary research studies. Studies were excluded if they had insufficient detail regarding QI team processes. Descriptive detail extracted included: authors, geographical region and health sector. The Integrated (Health Care) Team Effectiveness Model was used to synthesize findings of studies along domains of team effectiveness: task design, team process, psychosocial traits and organizational context. Over two stages of searching, 4813 citations were reviewed. Of those, 48 full-text articles are included in the synthesis. This review demonstrates that QI teams are not immune from dysfunction. Further, a dysfunctional QI team is not likely to influence practice. However, a functional QI team alone is unlikely to create change. A positive QI team dynamic may be a necessary but insufficient condition for implementing QI strategies. Areas for further research include: interactions between QI teams and clinical microsystems, understanding the role of interprofessional representation on QI teams and exploring interactions between QI team task, composition and process.

  8. 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.

  9. Putting the "Team" in the Fine Arts Team: An Application of Business Management Team Concepts

    Science.gov (United States)

    Fisher, Ryan

    2007-01-01

    In this article, the author discusses current challenges to the idea of teamwork in fine arts teams, redefines the terms team and collaboration using a business management perspective, discusses the success of effective teams in the business world and the characteristics of those teams, and proposes the implementation of the business model of…

  10. Employee Knowledge Sharing in Work Teams: Effects of Team Diversity, Emergent States, and Team Leadership

    Science.gov (United States)

    Noh, Jae Hang

    2013-01-01

    Knowledge sharing in work teams is one of the critical team processes. Without sharing of knowledge, work teams and organizations may not be able to fully utilize the diverse knowledge brought into work teams by their members. The purpose of this study was to investigate antecedents and underlying mechanisms influencing the extent to which team…

  11. Video Streaming for Creative Writing at International Elementary School

    Directory of Open Access Journals (Sweden)

    Deni Darmawan

    2013-02-01

    Full Text Available This study aims at overcoming difficulty in learning language, both in Indonesian Language and English at international elementary school, especially in creative writing. Creative writing as part of human activity is creativity with language medium as prose (narrative, description, poem (old, new and modern, as well as drama (dialogue, role play, and sosio drama. Specific target to be achieved is the design of Video Streaming for all kinds of creative writing in the language of Indonesian and English. This investigation is a continuation of the previos investigation that has managed to make a video leaning in English for Math and Science as integrated learning to early class at international elementary school. The method used follow the principles of developmental reasearch. The firts stage is script writing video streaming through brainstorming with teachers, lecturers, teams of investigators Indonesia (UPI and Malaysia (USM. The second stage manuscript, making finalization Video Streaming, make the Web, media experts and creative writing material team investigators. The third stage, testing the Video Streaming, Web and dissemination of results into all the international elementary school in Indonesia and Malaysia.

  12. Improving Care Teams' Functioning: Recommendations from Team Science.

    Science.gov (United States)

    Fiscella, Kevin; Mauksch, Larry; Bodenheimer, Thomas; Salas, Eduardo

    2017-07-01

    Team science has been applied to many sectors including health care. Yet there has been relatively little attention paid to the application of team science to developing and sustaining primary care teams. Application of team science to primary care requires adaptation of core team elements to different types of primary care teams. Six elements of teams are particularly relevant to primary care: practice conditions that support or hinder effective teamwork; team cognition, including shared understanding of team goals, roles, and how members will work together as a team; leadership and coaching, including mutual feedback among members that promotes teamwork and moves the team closer to achieving its goals; cooperation supported by an emotionally safe climate that supports expression and resolution of conflict and builds team trust and cohesion; coordination, including adoption of processes that optimize efficient performance of interdependent activities among team members; and communication, particularly regular, recursive team cycles involving planning, action, and debriefing. These six core elements are adapted to three prototypical primary care teams: teamlets, health coaching, and complex care coordination. Implementation of effective team-based models in primary care requires adaptation of core team science elements coupled with relevant, practical training and organizational support, including adequate time to train, plan, and debrief. Training should be based on assessment of needs and tasks and the use of simulations and feedback, and it should extend to live action. Teamlets represent a potential launch point for team development and diffusion of teamwork principles within primary care practices. Copyright © 2017 The Joint Commission. Published by Elsevier Inc. All rights reserved.

  13. Virtual Team Communication and Collaboration in Army and Corporate Applications

    Science.gov (United States)

    2009-06-12

    including e-mail, instant messaging, net meetings, audio conferences, and a virtual team work space (Lipnack and Stamps 2007, 1). This case study...Figure 15. Digital Avatar Filing System Example Source: Joe Fernandez, IBM Uses 3D Imaging to Visualise Patient Records...Use of multiple modes of media to transmit data. Examples include audio , video videoconference, and e-mail Structured Problem or Task Clearly

  14. PENGEMBANGAN WANA WISATA WATU SUMONG SEBAGAI KAWASAN EKOWISATA BERBASIS POHON AREN DAN PEMBERDAYAAN MASYARAKAT SECARA BERKELANJUTAN DI DESA PERON, LIMBANGAN, KENDAL

    Directory of Open Access Journals (Sweden)

    Eram Tunggul Pawenang

    2015-12-01

    Full Text Available Tujuan dari kegiatan ini adalah untuk memperdalam pengertian, penghayatan, dan pengalaman mahasiswa tentang cara berfikir dan bekerja interdisipliner pada lintas sektoral yaitu bidang ilmu Kesehatan Masyarakat, Hukum dan Akuntansi Manajemen, kegunaan hasil pendidikan dan penelitian bagi pembangunan pada umumnya dan pembangunan daerah pedesaan khususnya Desa Peron dalam membudidayakan pohon aren dalam fungsi konservasi dan pemberdayaan hasil pengolahan aren sebagai fungsi produksi, bagi perguruan tinggi dapat mengembangkan IPTEKS yang lebih bermanfaat dalam pengelolaan dan penyelesaian berbagai masalah pembangunan. Masalah utama yang ada di Desa Peron adalah petani aren dalam pemasaran hasil masih tergantung dengan tengkulak, kurangnya diversifikasi dari aren menjadi produk-produk yang lain, pengemasan hasil diversifikasi olahan aren kurang menarik konsumen, pemanfaatan ijuk, akar dan daun dari pohon aren yang tidak maksimal, potensi Wisata Watu Sumong yang belum dieksplorasi secara optimal serta kurangnya pengetahuan masyarakat tentang pengolahan limbah aren. Hasil dari kegiatan KKN PPM meliputi Program pengemasan gula aren dilaksanakan dengan 3 variasi bentuk pengemasan yaitu Gula aren cetak, Gula Semut dan Sirup Aren dengan label “Arenku” dan sedang dalam proses permintaan no PIRT. Program pemasaran gula aren telah terlaksana yaitu dengan memasarkan produk gula aren berupa gula semut aren, gula cetak dan sirup aren di beberapa tempat yaitu di KPRI Handayani, UNSEC UNNES, dan Sekatul. Kegiatan Pengenalan Watu Sumong telah dilaksanakan dan mendapat apresiasi positif dari Bupati Kendal dan Dinas Kebudayaan dan Pariwisata Kendal dan akan dikembangkan menjadi Desa Wisata. Pengenalan juga dilaksanakan pada saat Peron Expo dengan menampilkan Video dan Pemasangan papan sejarah Watu Sumong dan Denah Lokasi Wisata di Desa Peron. Pengembangan desa Wisata akan dilanjutkan oleh Kelompok sadar wisata “Wikir Sari”. Program

  15. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

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

  16. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

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

    2014-01-01

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

  17. Personality and community prevention teams: Dimensions of team leader and member personality predicting team functioning.

    Science.gov (United States)

    Feinberg, Mark E; Kim, Ji-Yeon; Greenberg, Mark T

    2008-11-01

    The predictors and correlates of positive functioning among community prevention teams have been examined in a number of research studies; however, the role of personality has been neglected. In this study, we examined whether team member and leader personality dimensions assessed at the time of team formation predicted local prevention team functioning 2.5-3.5 years later. Participants were 159 prevention team members in 14 communities participating in the PROSPER study of prevention program dissemination. Three aspects of personality, aggregated at the team level, were examined as predictors: Openness to Experience, Conscientiousness, and Agreeableness. A series of multivariate regression analyses were performed that accounted for the interdependency of five categories of team functioning. Results showed that average team member Openness was negatively, and Conscientiousness was positively linked to team functioning. The findings have implications for decisions about the level and nature of technical assistance support provided to community prevention teams.

  18. IDE DAN DESAIN

    Directory of Open Access Journals (Sweden)

    Priscilia Yunita Wijaya

    1999-01-01

    Full Text Available We have seen many desain all around our everyday living. Design exist in the form of brochures%2C posters%2C banners%2C signages%2C book covers%2C and etcetera. Some are nice and easy to understand%2C some are ok%2C and some look like they are not fully develop and thought. A word that run across our mind whrn we enjoying a design is idea . A good design almost always associated with a good idea%2C is it tru? This paper is going to discuss about desain and its relationship to idea. Abstract in Bahasa Indonesia : Banyak desain yang diamati dalam kehidupan kita sehari-hari. Desain hadir dalam bentuk brosur%2C poster%2C spanduk%2C tanda-tanda%2C sampul buku%2C dan lain sebagainya. Ada beberapa yang bagus dan mudah untuk dimengerti%2C beberapa yang biasa%2C dan beberapa yang tampak asal dibuat. Sebuah kata yang terlintas dalam pemikiran kita dalam menikmati sebuah desain adalah ide . Sebuah desain yang baik selalu di identikan dengan ide yang baik%2C benarkah hal ini? Apakah desain dan apa hubungannya dengan ide akan dibahas pada tulisan ini.

  19. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

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

  20. On teams, teamwork, and team performance: discoveries and developments.

    Science.gov (United States)

    Salas, Eduardo; Cooke, Nancy J; Rosen, Michael A

    2008-06-01

    We highlight some of the key discoveries and developments in the area of team performance over the past 50 years, especially as reflected in the pages of Human Factors. Teams increasingly have become a way of life in many organizations, and research has kept up with the pace. We have characterized progress in the field in terms of eight discoveries and five challenges. Discoveries pertain to the importance of shared cognition, the measurement of shared cognition, advances in team training, the use of synthetic task environments for research, factors influencing team effectiveness, models of team effectiveness, a multidisciplinary perspective, and training and technological interventions designed to improve team effectiveness. Challenges that are faced in the coming decades include an increased emphasis on team cognition; reconfigurable, adaptive teams; multicultural influences; and the need for naturalistic study and better measurement. Work in human factors has contributed significantly to the science and practice of teams, teamwork, and team performance. Future work must keep pace with the increasing use of teams in organizations. The science of teams contributes to team effectiveness in the same way that the science of individual performance contributes to individual effectiveness.

  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. 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

  3. 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.

  4. CS Seminar Videos

    OpenAIRE

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

    2013-01-01

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

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

    Science.gov (United States)

    2010-04-01

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

  6. Career Concerns in Teams

    OpenAIRE

    Auriol, Emmanuelle; Friebel, Guido; Pechlivanos, Lambros

    2002-01-01

    We investigate how changes in the commitment power of a principal affect cooperation among agents who work in a team. When the principal and her agents are symmetrically uncertain about the agents' innate abilities, workers have career concerns. Then, unless the principal can commit herself to long-term wage contracts, an implicit sabotage incentive emerges. Agents become reluctant to help their teammates. Anticipating this risk, and in order to induce the desired level of cooperation, the pr...

  7. Professional Team Sports Clubs

    DEFF Research Database (Denmark)

    Storm, Rasmus K.

    Professional football in Europe is characterized by persistent deficits, growing debts and additional financial problems among the majority of the top league clubs. Despite these problems, these clubs have an abnormally high survival rate. This paper focuses on this apparent paradox and poses the...... in Europe, this paper argues that professional team sports clubs (PTSCs) are cases of an economic phenomenon normally found in socialist or post-socialist economies....

  8. The Motivated Project Team

    Science.gov (United States)

    2009-12-01

    Financial incentives that match level of achievement • Regular, constructive feedback. Hierarchy of Needs ( Abraham H. Maslow ) Team members can be...Much has been written regarding motivational Defense AT&L: November-December 2009 58 theory . To further complicate mat- ters, some motivational... theories clearly contradict others, and a manager’s ability to motivate is, to no small degree, related to his or her leadership approach and inter

  9. Rapid improvement teams.

    Science.gov (United States)

    Alemi, F; Moore, S; Headrick, L; Neuhauser, D; Hekelman, F; Kizys, N

    1998-03-01

    Suggestions, most of which are supported by empirical studies, are provided on how total quality management (TQM) teams can be used to bring about faster organizationwide improvements. Ideas are offered on how to identify the right problem, have rapid meetings, plan rapidly, collect data rapidly, and make rapid whole-system changes. Suggestions for identifying the right problem include (1) postpone benchmarking when problems are obvious, (2) define the problem in terms of customer experience so as not to blame employees nor embed a solution in the problem statement, (3) communicate with the rest of the organization from the start, (4) state the problem from different perspectives, and (5) break large problems into smaller units. Suggestions for having rapid meetings include (1) choose a nonparticipating facilitator to expedite meetings, (2) meet with each team member before the team meeting, (3) postpone evaluation of ideas, and (4) rethink conclusions of a meeting before acting on them. Suggestions for rapid planning include reducing time spent on flowcharting by focusing on the future, not the present. Suggestions for rapid data collection include (1) sample patients for surveys, (2) rely on numerical estimates by process owners, and (3) plan for rapid data collection. Suggestions for rapid organizationwide implementation include (1) change membership on cross-functional teams, (2) get outside perspectives, (3) use unfolding storyboards, and (4) go beyond self-interest to motivate lasting change in the organization. Additional empirical investigations of time saved as a consequence of the strategies provided are needed. If organizations solve their problems rapidly, fewer unresolved problems may remain.

  10. Building multidisciplinary business teams

    International Nuclear Information System (INIS)

    Dyson, C.J.; Winter, N.C.

    1992-01-01

    This paper describes an approach to managing oil and gas industry E and P assets through the operation of multidisciplinary business teams (MBT's). This approach can result in improved asset performance in terms of efficiency, motivation, and business results compared with more traditional matrix-style hierarchies. This paper also outlines certain critical success factors for the long-term success of MBT's and discusses some of the risks of MBT operation

  11. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Nutrition and Parkinson's Disease 2010 Expert Briefings: Legal Issues: Planning Ahead When You are Living with Parkinson's ... Care or Team Approach Important? Expert Briefings: Cognitive Issues: Advice for Parkinson's Care Partners Jose Maria Lobo: ...

  12. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Need to Know? Why Is Comprehensive Care or Team Approach Important? Expert Briefings: Cognitive Issues: Advice for ... Conference: Lessons Learned How Does the DBS Device Work? CareMAP: Cambios para Realizar en Casa, Parte 1 ...

  13. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Progression of the Disease? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis What Are Some Strategies ... to Know? Why Is Comprehensive Care or Team Approach Important? 2013 PSA Featuring Katie Couric What Are ...

  14. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... to Know? Why Is Comprehensive Care or Team Approach Important? 2013 PSA Featuring Katie Couric What Are ... About Sexual Dysfunction? Attachment: consultation.jpg OHSU - Therapeutic Approaches for PD: Depression, Anxiety & Psychosis CareMAP: Travel and ...

  15. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... How to Improve Your Quality of Life by Managing Fatigue Improving quality of life for people living ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources ...

  16. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Opportunities Support Overview Patient Events Fundraising Programs Join Team ANA Legacy Society Ways to Give Help us fundraise Caregiver Overview Resources Support Groups Back Is a support group for me? Find ...

  17. URGENSI DAN PROSPEK PENGATURAN (IUS CONSTITUENDUM UU TENTANG CONTEMPT OF COURT UNTUK MENEGAKKAN MARTABAT DAN WIBAWA PERADILAN

    Directory of Open Access Journals (Sweden)

    Lilik Mulyadi

    2015-07-01

    Full Text Available UU Contempt of Court merupakan kebutuhan yang bersifat urgent, segera dan mendesak, sehingga perlu dilakukan kajian dan penelitian secara kritis, akademis dan bersifat komprehensif untuk menjaga keluhuran dan menegakkan martabat dan wibawa peradilan.

  18. Nutrition in team sports.

    Science.gov (United States)

    Mujika, Iñigo; Burke, Louise M

    2010-01-01

    Team sports are based on intermittent high-intensity activity patterns, but the exact characteristics vary between and within codes, and from one game to the next. Despite the challenge of predicting exact game demands, performance in team sports is often dependent on nutritional factors. Chronic issues include achieving ideal levels of muscle mass and body fat, and supporting the nutrient needs of the training program. Acute issues, both for training and in games, include strategies that allow the player to be well fuelled and hydrated over the duration of exercise. Each player should develop a plan of consuming fluid and carbohydrate according to the needs of their activity patterns, within the breaks that are provided in their sport. In seasonal fixtures, competition varies from a weekly game in some codes to 2-3 games over a weekend road trip in others, and a tournament fixture usually involves 1-3 days between matches. Recovery between events is a major priority, involving rehydration, refuelling and repair/adaptation activities. Some sports supplements may be of value to the team athlete. Sports drinks, gels and liquid meals may be valuable in allowing nutritional goals to be met, while caffeine, creatine and buffering agents may directly enhance performance. Copyright © 2011 S. Karger AG, Basel.

  19. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

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

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

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

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

  1. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

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

  2. Collocation Impact on Team Effectiveness

    Directory of Open Access Journals (Sweden)

    M Eccles

    2010-11-01

    Full Text Available The collocation of software development teams is common, specially in agile software development environments. However little is known about the impact of collocation on the team’s effectiveness. This paper explores the impact of collocating agile software development teams on a number of team effectiveness factors. The study focused on South African software development teams and gathered data through the use of questionnaires and interviews. The key finding was that collocation has a positive impact on a number of team effectiveness factors which can be categorised under team composition, team support, team management and structure and team communication. Some of the negative impact collocation had on team effectiveness relate to the fact that team members perceived that less emphasis was placed on roles, that morale of the group was influenced by individuals, and that collocation was invasive, reduced level of privacy and increased frequency of interruptions. Overall through it is proposed that companies should consider collocating their agile software development teams, as collocation might leverage overall team effectiveness.

  3. Cohesion in Online Student Teams versus Traditional Teams

    Science.gov (United States)

    Hansen, David E.

    2016-01-01

    Researchers have found that the electronic methods in use for online team communication today increase communication quality in project-based work situations. Because communication quality is known to influence group cohesion, the present research examined whether online student project teams are more cohesive than traditional teams. We tested…

  4. Using artificial team members for team training in virtual environments

    NARCIS (Netherlands)

    Diggelen, J. van; Muller, T.; Bosch, K. van den

    2010-01-01

    In a good team, members do not only perform their individual task, they also coordinate their actions with other members of the team. Developing such team skills usually involves exercises with all members playing their role. This approach is costly and has organizational and educational drawbacks.

  5. Hoe teams deadlines halen : een aanzet tot team-timemanagement

    NARCIS (Netherlands)

    Gevers, J.M.P.; Rutte, C.G.

    2014-01-01

    Dit artikel geeft een overzicht van de stand van zaken in de wetenschappelijk literatuur ten aanzien van de vraag hoe teams hun deadlines halen. Het beschikbare materiaal wijst erop dat teams beter in staat zijn om deadlines te halen als teamleden, naast een gemeenschappelijke visie op het team en

  6. Teams, Team Motivation, and the Theory of the Firm

    DEFF Research Database (Denmark)

    Foss, Nicolai Juul; Lindenberg, Siegwart

    A concern with teams was central to early attempts to grasp the nature of the firm, but fell out of favor in later work. We encourage a return to the emphasis on teams, but argue that the idea of teams as central to the nature of the firm needs to be grounded in an appreciation of the importance...

  7. Virtual Teams In Malaysia: A Qualitative Investigation In Multimedia Super Corridor Status Companies

    Directory of Open Access Journals (Sweden)

    Norizah Aripin

    2011-10-01

    Full Text Available The proliferation of various communication technologies such as e-mail, Instant Messaging, video conferencing, audio conferencing and others in organizations today has led to the development of a special group called virtual team. A virtual team is defined as a group of people who interact through interdependent tasks by common purpose and work across space and organizational boundaries with links strengthened by webs of communication technologies. A virtual team works with its members scattered across regions with time and cultural differences. These factors pose a challenge to team members in creating and developing a dynamic and productive team. Thus, the aim of this study is to understand virtual teams and its working environment in MSC status organizations. The study uses qualitative method that is indepth interview with semi-structured and open ended questions. Interviews involving three staffs (project manager, leader and employee from three multinational organizations such as Motorola, software development and hardware design. The interviews were recorded, transcribed and analyzed according to the thematic analysis. Study results show that work in virtual teams involving team members scattered or geographically dispersed team, the use of communication technologies and team relationship. In addition, the study also found that factors team culture, time zone differences and language contribute to virtual team working environment.

  8. Epistemologi dan Keterbatasan Teori Gravitasi

    Directory of Open Access Journals (Sweden)

    Erwin Erwin

    2017-08-01

    Full Text Available Peristiwa tentang kecenderungan jatuhnya benda-benda menuju pusat bumi dan keteraturan peredaran planet dan benda-benda langit lainnya dalam tata surya dahulu dianggap dua fenomena yang berbeda. Mekanika benda langit dan mekanika bumi yang sebelumnya merupakan dua pengetahuan yang terpisah, dianggap satu kesatuan oleh Sir Isaac Newton. Newton mengemukakan hukum gravitasi umum yaitu gaya tarik menarik antara dua benda besarnya sebanding dengan massa masing-masing benda dan berbanding terbalik dengan kuadrat jarak antara kedua benda. Hukum gravitasi ini sukses menjalaskan bagaimana benda cendrung jatuh menuju pusat bumi dan peredaran planet dan benda-benda langit lain mengelilingi matahari dalam sistem tata surya. Namun hukum gravitasi Newton ternyata tidak sepenuhnya tepat, beberapa hal dapat dijelaskan dengan hukum relativitas Einstein, namun demikian hukum relativitas Einstein juga dicurigai masih perlu diamandemen agar dapat menjelaskan fenomena alam dengan tepat.

  9. EPISTEMOLOGI DAN KETERBATASAN TEORI GRAVITASI

    Directory of Open Access Journals (Sweden)

    Erwin Erwin

    2017-08-01

    Full Text Available Peristiwa tentang kecenderungan jatuhnya benda-benda menuju pusat bumi dan keteraturan peredaran planet dan benda-benda langit lainnya dalam tata surya dahulu dianggap dua fenomena yang berbeda. Mekanika benda langit dan mekanika bumi yang sebelumnya merupakan dua pengetahuan yang terpisah, dianggap satu kesatuan oleh Sir Isaac Newton. Newton mengemukakan hukum gravitasi umum yaitu gaya tarik menarik antara dua benda besarnya sebanding dengan massa masing-masing benda dan berbanding terbalik dengan kuadrat jarak antara kedua benda. Hukum gravitasi ini sukses menjalaskan bagaimana benda cendrung jatuh menuju pusat bumi dan peredaran planet dan benda-benda langit lain mengelilingi matahari dalam sistem tata surya. Namun hukum gravitasi Newton ternyata tidak sepenuhnya tepat, beberapa hal dapat dijelaskan dengan hukum relativitas Einstein, namun demikian hukum relativitas Einstein juga dicurigai masih perlu diamandemen agar dapat menjelaskan fenomena alam dengan tepat.

  10. ISLAM DAN RADIKALISME: Upaya Antisipasi dan Penanggulangannya

    Directory of Open Access Journals (Sweden)

    Idrus Ruslan

    2017-02-01

    Full Text Available Sejak tragedi pemboman WTC tanggal 11 September 2001 yang disusul dengan rangkaian peledakan bom di sejumlah negara, banyak orang non Muslim yang berasumsi bahwa ajaran Islam identik dengan radikalisme. Walaupun assumsi yang berkembang itu dapat dimaklumi, namun keyakinan tersebut tentu saja tidak sepenuhnya benar. Karena meskipun terdapat sekelompok orang Islam yang berbuat radikal, akan tetapi mayoritas Muslim justru bertentangan dengan mereka. Lagi pula, jika dicermati secara mendalam, sesungguhnya Islam sama sekali tidak mentolerir tindakan radikal. Ia adalah agama kasih sayang yang sangat mendodrong penganutnya untuk berbuat baik terhadap orang lain, termasuk kepada orang-orang non-Muslim. Artikel ini menawarkan beberapa upaya strategis dalam mengantisipasi dan menanggulangi bahaya radikalisme-terorisme.

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

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

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

  12. 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…

  13. Implementasi Algoritma K-Means Clustering Untuk Mengetahui Bidang Skripsi Mahasiswa Multimedia Pendidikan Teknik Informatika Dan Komputer Universitas Negeri Jakarta

    Directory of Open Access Journals (Sweden)

    Widodo

    2017-12-01

    Full Text Available Penelitian ini bertujuan untuk mengetahui bidang skripsi mahasiswa peminatan multimedia PTIK UNJ angkatan 2010 yang dapat digunakan sebagai saran bagi mahasiswa yang belum mengajukan skripsi. Sedangkan bagi mahasiswa yang telah mengajukan skripsi dapat dijadikan sebagai perbandingan antara hasil program bantu dengan bidang skripsi yang diteliti. Penelitian dilakukan dengan menggunakan implementasi dari algoritma K-Means clustering, yaitu setiap data dikelompokkan berdasarkan jarak minimum terdekat dengan centroid. Data yang diolah merupakan rata-rata nilai mata kuliah Proyek Video Digital, Desain Grafis, dan Animasi Komputer untuk cluster 1 yaitu bidang video dan animasi. Untuk cluster 2 yaitu bidang aplikasi pengembangan perangkat lunak menggunakan rata-rata nilai mata kuliah Algoritma dan Pemrograman, Struktur Data, serta Pemrograman Web. Proses perhitungan menggunakan software MATLAB. Input data nilai berjumlah 53 mahasiswa dengan lima kali uji centroid. Hasil saran bidang skripsi untuk 19 mahasiswa yang belum mengajukan skripsi adalah 2 mahasiswa di bidang video dan animasi dan 17 mahasiswa di bidang aplikasi pengembangan perangkat lunak. Untuk 34 mahasiswa yang telah mengajukan skripsi, dilakukan perbandingan hasil bidang skripsi dengan menggunakan sign test. Berdasarkan hasil uji diketahui X2hitung < X2 tabel yaitu terima H0 dengan kesimpulan tidak terdapat perbedaan antara bidang skripsi hasil perhitungan program bantu algoritma K-Means dengan bidang skripsi yang telah diajukan mahasiswa.

  14. Leadership Team | Water Power | NREL

    Science.gov (United States)

    Leadership Team Leadership Team Learn more about the expertise and technical skills of the water Initiative and provides leadership in the focus areas of high-fidelity modeling, wind power plant controls

  15. Diverse Teams Drive Leadership Development

    DEFF Research Database (Denmark)

    Holck, Lotte; Hjortlund Andersen, Lotte

    New research from ISS Denmark shows that leading diverse teams strengthens leaders’ competencies within communication, relationship building and talent development and ensures inclusion. This has a reinforcing effect as the better the leadership, the better the heterogeneous team will function....

  16. Team Dynamics. Implications for Coaching.

    Science.gov (United States)

    Freishlag, Jerry

    1985-01-01

    A recent survey of coaches ranks team cohesion as the most critical problem coaches face. Optimal interpersonal relationships among athletes and their coaches can maximize collective performance. Team dynamics are discussed and coaching tips are provided. (MT)

  17. Cultural Diversity and Team Performance

    DEFF Research Database (Denmark)

    Hoogendoorn, Sander; Van Praag, Mirjam

    One of the most salient and relevant dimensions of team heterogeneity is cultural background. We measure the impact of cultural diversity on the performance of business teams using a field experiment. Companies are set up by teams of undergraduate students in business studies in realistic though...... similar circumstances. We vary the cultural composition of otherwise randomly composed teams in a multi-cultural student population. Our data indicate that a moderate level of cultural diversity has no effect on team performance in terms of business outcomes (sales, profits and profits per share). However......, if at least the majority of team members is culturally diverse then more cultural diversity seems to affect the performance of teams positively. Our data suggest that this might be related to the more diverse pool of relevant knowledge facilitating (mutual) learning within culturally diverse teams....

  18. Unattended digital video surveillance: A system prototype for EURATOM safeguards

    International Nuclear Information System (INIS)

    Chare, P.; Goerten, J.; Wagner, H.; Rodriguez, C.; Brown, J.E.

    1994-01-01

    Ever increasing capabilities in video and computer technology have changed the face of video surveillance. From yesterday's film and analog video tape-based systems, we now emerge into the digital era with surveillance systems capable of digital image processing, image analysis, decision control logic, and random data access features -- all of which provide greater versatility with the potential for increased effectiveness in video surveillance. Digital systems also offer other advantages such as the ability to ''compress'' data, providing increased storage capacities and the potential for allowing longer surveillance Periods. Remote surveillance and system to system communications are also a benefit that can be derived from digital surveillance systems. All of these features are extremely important in today's climate Of increasing safeguards activity and decreasing budgets -- Los Alamos National Laboratory's Safeguards Systems Group and the EURATOM Safeguards Directorate have teamed to design and implement a period surveillance system that will take advantage of the versatility of digital video for facility surveillance system that will take advantage of the versatility of digital video for facility surveillance and data review. In this Paper we will familiarize you with system components and features and report on progress in developmental areas such as image compression and region of interest processing

  19. Video Vectorization via Tetrahedral Remeshing.

    Science.gov (United States)

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

    2017-02-09

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

  20. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

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

  1. 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 ...

  2. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  3. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  4. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

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

  5. Flexible knowledge repertoires: communication by leaders in trauma teams

    Directory of Open Access Journals (Sweden)

    Jacobsson Maritha

    2012-07-01

    Full Text Available Abstract Background In emergency situations, it is important for the trauma team to efficiently communicate their observations and assessments. One common communication strategy is “closed-loop communication”, which can be described as a transmission model in which feedback is of great importance. The role of the leader is to create a shared goal in order to achieve consensus in the work for the safety of the patient. The purpose of this study was to analyze how formal leaders communicate knowledge, create consensus, and position themselves in relation to others in the team. Methods Sixteen trauma teams were audio- and video-recorded during high fidelity training in an emergency department. Each team consisted of six members: one surgeon or emergency physician (the designated team leader, one anaesthesiologist, one nurse anaesthetist, one enrolled nurse from the theatre ward, one registered nurse and one enrolled nurse from the emergency department (ED. The communication was transcribed and analyzed, inspired by discourse psychology and Strauss’ concept of “negotiated order”. The data were organized and coded in NVivo 9. Results The findings suggest that leaders use coercive, educational, discussing and negotiating strategies to work things through. The leaders in this study used different repertoires to convey their knowledge to the team, in order to create a common goal of the priorities of the work. Changes in repertoires were dependent on the urgency of the situation and the interaction between team members. When using these repertoires, the leaders positioned themselves in different ways, either on an authoritarian or a more egalitarian level. Conclusion This study indicates that communication in trauma teams is complex and consists of more than just transferring messages quickly. It also concerns what the leaders express, and even more importantly, how they speak to and involve other team members.

  6. Flexible knowledge repertoires: communication by leaders in trauma teams

    Science.gov (United States)

    2012-01-01

    Background In emergency situations, it is important for the trauma team to efficiently communicate their observations and assessments. One common communication strategy is “closed-loop communication”, which can be described as a transmission model in which feedback is of great importance. The role of the leader is to create a shared goal in order to achieve consensus in the work for the safety of the patient. The purpose of this study was to analyze how formal leaders communicate knowledge, create consensus, and position themselves in relation to others in the team. Methods Sixteen trauma teams were audio- and video-recorded during high fidelity training in an emergency department. Each team consisted of six members: one surgeon or emergency physician (the designated team leader), one anaesthesiologist, one nurse anaesthetist, one enrolled nurse from the theatre ward, one registered nurse and one enrolled nurse from the emergency department (ED). The communication was transcribed and analyzed, inspired by discourse psychology and Strauss’ concept of “negotiated order”. The data were organized and coded in NVivo 9. Results The findings suggest that leaders use coercive, educational, discussing and negotiating strategies to work things through. The leaders in this study used different repertoires to convey their knowledge to the team, in order to create a common goal of the priorities of the work. Changes in repertoires were dependent on the urgency of the situation and the interaction between team members. When using these repertoires, the leaders positioned themselves in different ways, either on an authoritarian or a more egalitarian level. Conclusion This study indicates that communication in trauma teams is complex and consists of more than just transferring messages quickly. It also concerns what the leaders express, and even more importantly, how they speak to and involve other team members. PMID:22747848

  7. Flexible knowledge repertoires: communication by leaders in trauma teams.

    Science.gov (United States)

    Jacobsson, Maritha; Hargestam, Maria; Hultin, Magnus; Brulin, Christine

    2012-07-02

    In emergency situations, it is important for the trauma team to efficiently communicate their observations and assessments. One common communication strategy is "closed-loop communication", which can be described as a transmission model in which feedback is of great importance. The role of the leader is to create a shared goal in order to achieve consensus in the work for the safety of the patient. The purpose of this study was to analyze how formal leaders communicate knowledge, create consensus, and position themselves in relation to others in the team. Sixteen trauma teams were audio- and video-recorded during high fidelity training in an emergency department. Each team consisted of six members: one surgeon or emergency physician (the designated team leader), one anaesthesiologist, one nurse anaesthetist, one enrolled nurse from the theatre ward, one registered nurse and one enrolled nurse from the emergency department (ED). The communication was transcribed and analyzed, inspired by discourse psychology and Strauss' concept of "negotiated order". The data were organized and coded in NVivo 9. The findings suggest that leaders use coercive, educational, discussing and negotiating strategies to work things through. The leaders in this study used different repertoires to convey their knowledge to the team, in order to create a common goal of the priorities of the work. Changes in repertoires were dependent on the urgency of the situation and the interaction between team members. When using these repertoires, the leaders positioned themselves in different ways, either on an authoritarian or a more egalitarian level. This study indicates that communication in trauma teams is complex and consists of more than just transferring messages quickly. It also concerns what the leaders express, and even more importantly, how they speak to and involve other team members.

  8. Perlakuan Pemerintah Myanmar terhadap Minoritas Muslim Rohingya Perspektif Sejarah dan Hukum Internasional

    Directory of Open Access Journals (Sweden)

    Jawahir Thontowi

    2013-04-01

    Full Text Available Penelitian ini didasarkan pada permasalahan mengapa minoritas Muslim Rohingya diabaikan hak-hak dasarnya, dan upaya apakah yang harus dilakukan secara hukum internasional agar genosida dan kebijakan diskriminatif dapat dicegah di Myanmar. Hasil penelitian menyimpulkan bahwa kebijakan politik dan hukum Pemerintahan Myanmar telah melanggar ketentuan Konvensi tentang diskriminasi, bukan saja dibuktikan melalui fakta minoritas Muslim Rohingya tidak memiliki kewarganegaraan, tetapi juga aparat keamanan negara dan penduduk mayoritas Budha telah melakukan genosida dan massacre, serta pengusiran lainnya. Untuk mencegah kelangsungan praktek kejahatan genosida tersebut di Myanmar, bantuan kemanusiaan dan intervensi kemanusiaan dan penghukuman secara diplomatis oleh negara-negara Asean sangat diperlukan. This research is based on the following problematics, why Moslem minorities of Rohingya are neglected their basic rights, and what efforts must be made in according to international law in order that genocide and discrimination do not occur again in Myanmar government. This research has concluded that The Myanmar government has violated international law such as violent action and expulsion continuesly take place against Rohingya minority Moslem. It is important to urge for any state and political entity to take necessary action. In order to stop violent action occurs in Rohingya’s humanitarian intervention is important to take into account. But because of an uneasy decission to be made it is important to propose an independent fact finding team, and need countries to impose diplomatic sanctions.

  9. Parkinson's Disease Videos

    Medline Plus

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

  10. Fermilab | Publications and Videos

    Science.gov (United States)

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

  11. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

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

  12. 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…

  13. Acoustic Neuroma Educational Video

    Medline Plus

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

  14. 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

  15. Characteristics of Instructional Videos

    Science.gov (United States)

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

    2018-01-01

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

  16. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  17. 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.

  18. 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...

  19. DIVERSITAS DAN KERAPATAN MANGROVE, GASTROPODA DAN BIVALVIA DI ESTUARI PERANCAK, BALI

    OpenAIRE

    Susiana; Ali, Syamsu Alam; Rukminasari, Nita

    2011-01-01

    Penelitian ini bertujuan membandingkan diversitas dan kerapatan mangrove dengan kepadatan gastropoda dan bivalvia di mangrove alami dan rehabilitasi. Pengukuran ekosistem mangrove menggunakan transek kuadrat 10 m x 10 m. Kelimpahan dan kepadatan gastropoda dan bialvia menggunakan transek kuadrat berukuran 1 m x 1 m. Analisis nMDS, cluster untuk melihat hubungan karekteristik mangrove alami dan rehabilitasi dianalisis secara deskriptif dan analisis regresi untuk mendetermi...

  20. It's a team game: exploring factors that influence team experience

    OpenAIRE

    Martin, Eleanor

    2015-01-01

    Many multiplayer games feature teams, and whether they are pitted against each other or against the game itself it seems likely that the way these teams bond will affect the players' experience. What are the factors that influence the experience of being a team member in a game? To what extent can the game designer manipulate the cohesion of the teams by changing the game design? How does the satisfaction of the player with their team relate to their feeling of cohesion? How does cohesion dif...

  1. Surgeons' Leadership Styles and Team Behavior in the Operating Room

    Science.gov (United States)

    Hu, Yue-Yung; Parker, Sarah Henrickson; Lipsitz, Stuart R; Arriaga, Alexander F; Peyre, Sarah E; Corso, Katherine A; Roth, Emilie M; Yule, Steven J; Greenberg, Caprice C

    2016-01-01

    Background The importance of leadership is recognized in surgery, but the specific impact of leadership style on team behavior is not well understood. In other industries, leadership is a well-characterized construct. One dominant theory proposes that transactional (task-focused) leaders achieve minimum standards, whereas transformational (team-oriented) leaders inspire performance beyond expectations. Study Design We video-recorded 5 surgeons performing complex operations. Each surgeon was scored on the Multifactor Leadership Questionnaire, a validated method for scoring transformational and transactional leadership style, by an organizational psychologist and a surgeon-researcher. Independent coders assessed surgeons' leadership behaviors according to the Surgical Leadership Inventory and team behaviors (information-sharing, cooperative, and voice behaviors). All coders were blinded. Leadership style (MLQ) was correlated with surgeon behavior (SLI) and team behavior using Poisson regression, controlling for time and the total number of behaviors, respectively. Results All surgeons scored similarly on transactional leadership (2.38-2.69), but varied more widely on transformational leadership (1.98-3.60). Each 1-point increase in transformational score corresponded to 3× more information-sharing behaviors (psupportive behaviors (pleadership and its impact on team performance in the OR. As in other fields, our data suggest that transformational leadership is associated with improved team behavior. Surgeon leadership development therefore has the potential to improve the efficiency and safety of operative care. PMID:26481409

  2. The cohesiveness of sourcing teams

    DEFF Research Database (Denmark)

    Lidegaard, Nina

    2015-01-01

    Sourcing teams are introduced as an approach to achieving the interdepartmental integration necessary for companies to address the complexity of strategic sourcing. Companies aim at facilitating teams capable of balancing the goals and tasks of the team with departmental expectations; however...

  3. Entrepreneurial team cognition: A review

    NARCIS (Netherlands)

    de Mol, E.; Khapova, S.N.; Elfring, T.

    2015-01-01

    Entrepreneurial team scholars highlight the importance of studying entrepreneurial team cognition in gaining a better understanding of why some entrepreneurial teams are capable of developing teamwork leading to successful entrepreneurial outcomes while others are not. However, in the absence of a

  4. Ability Dispersion and Team Performance

    DEFF Research Database (Denmark)

    Hoogendoorn, Sander; Parker, Simon C.; Van Praag, Mirjam

    What is the effect of dispersed levels of cognitive ability of members of a (business) team on their team's performance? This paper reports the results of a field experiment in which 573 students in 49 teams start up and manage real companies under identical circumstances. We ensured exogenous va...

  5. Team Based Engineering Design Thinking

    Science.gov (United States)

    Mentzer, Nathan

    2014-01-01

    The objective of this research was to explore design thinking among teams of high school students. This objective was encompassed in the research question driving the inquiry: How do teams of high school students allocate time across stages of design? Design thinking on the professional level typically occurs in a team environment. Many…

  6. Enabling Team Learning in Healthcare

    Science.gov (United States)

    Boak, George

    2016-01-01

    This paper is based on a study of learning processes within 35 healthcare therapy teams that took action to improve their services. The published research on team learning is introduced, and the paper suggests it is an activity that has similarities with action research and with those forms of action learning where teams address collective…

  7. Kondisi Kesehatan Lingkungan Pesantren dan Perilaku Hidup Bersih dan Sehat Siswa dengan Kejadian Hepatitis

    Directory of Open Access Journals (Sweden)

    Ii Sumarni

    2014-12-01

    Full Text Available Kejadian luar biasa hepatitis A di Kabupaten Ciamis telah terjadi beberapa kali, satu di antaranya terjadi di Pondok Pesantren X. Penelitian ini bertujuan untuk menganalisis kondisi kesehatan lingkungan serta perilaku hidup bersih dan sehat dengan kejadian hepatitis A siswa/siswi di Pondok Pesantren X Kabupaten Ciamis. Rancangan penelitian menggunakan desain kasus kontrol dengan jumlah kasus 40 orang dan kontrol 80 orang, total sampel 120 orang. Populasi penelitian adalah siswa/siswi madrasah tsanawiyah dan madrasah aliyah negeri yang tinggal di asrama pondok pesantren. Data kasus merupakan data sekunder yang diperoleh dari Tim Surveilans Kabupaten Ciamis, dengan hasil pemeriksaan serologis positif. Sedangkan kontrol berdasarkan tidak adanya gejala klinis. Data kondisi kesehatan lingkungan serta perilaku hidup bersih dan sehat diperoleh langsung dengan observasi dan wawancara menggunakan kuesioner. Hasil analisis bivariat menunjukan, usia, kebiasaan minum air masak, kebiasaan makan bersama antar teman, tukar menukar alat makan, dan kebiasaan jajan merupakan variabel yang berhubungan dengan kejadian hepatitis A. Hasil analisis multivariat dengan uji regresi logistik ganda diperoleh tiga variabel yang berhubungan dengan kejadian hepatitis A, yaitu kebiasaan makan bersama dalam satu tempat (OR = 21,48, kebiasaan tukar menukar alat makan (OR = 6,15, dan status imunisasi sebagai faktor pencegah hepatitis A (OR = 0,056. Risiko responden apabila belum diimunisasi hepatitis A serta terbiasa tukar menukar alat dan makan bersama dalam satu tempat adalah 3, 36 kali untuk terjadinya hepatitis A. Boarding School Environment Health Conditions and Personal Hygiene Students with Hepatitis Incident Hepatitis A outbreaks in Ciamis District has occurred several times, one of them has occurred in X Islamic Boarding School in 2012. This research aimed to analyze environment health condition dan personal hygiene with incident of hepatitis A among students in X

  8. High-performing trauma teams: frequency of behavioral markers of a shared mental model displayed by team leaders and quality of medical performance.

    Science.gov (United States)

    Johnsen, Bjørn Helge; Westli, Heidi Kristina; Espevik, Roar; Wisborg, Torben; Brattebø, Guttorm

    2017-11-10

    High quality team leadership is important for the outcome of medical emergencies. However, the behavioral marker of leadership are not well defined. The present study investigated frequency of behavioral markers of shared mental models (SMM) on quality of medical management. Training video recordings of 27 trauma teams simulating emergencies were analyzed according to team -leader's frequency of shared mental model behavioral markers. The results showed a positive correlation of quality of medical management with leaders sharing information without an explicit demand for the information ("push" of information) and with leaders communicating their situational awareness (SA) and demonstrating implicit supporting behavior. When separating the sample into higher versus lower performing teams, the higher performing teams had leaders who displayed a greater frequency of "push" of information and communication of SA and supportive behavior. No difference was found for the behavioral marker of team initiative, measured as bringing up suggestions to other teammembers. The results of this study emphasize the team leader's role in initiating and updating a team's shared mental model. Team leaders should also set expectations for acceptable interaction patterns (e.g., promoting information exchange) and create a team climate that encourages behaviors, such as mutual performance monitoring, backup behavior, and adaptability to enhance SMM.

  9. A Project Team: A Team or Just a Group?

    Directory of Open Access Journals (Sweden)

    Katerina Hrazdilova Bockova

    2013-11-01

    Full Text Available This paper deals with issues related to work in either teams or groups. The theoretical part which discusses a team and a group with regards to its definition, classification and basic distinction brings in more on the typology of team roles, personality assessment and sociometric methods. The analytical part tests the project (work team of a medical center represented in terms of personality and motivational types, team roles and interpersonal team relations concerning the willingness of cooperation and communication. The main objective of this work was to determine whether the existing team is not by its nature rather a working group that contributes to the generally perceived stagnation of that field.

  10. Social Properties of Mobile Video

    Science.gov (United States)

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

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

  11. Putting Your Camp on Video.

    Science.gov (United States)

    Peterson, Michael

    1997-01-01

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

  12. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  13. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

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

  14. 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

  15. DAKWAH DAN PEMBERDAYAAN PEREMPUAN

    Directory of Open Access Journals (Sweden)

    Siti Nurmahyati

    2017-02-01

    Full Text Available Da’wah is an attempt to persuade and influence others in realizing the teachings of Islam, to achieve worldly prosperity and welfare of the hereafter. The success was fueled by propaganda aspects are interrelated, anatara preachers, propaganda material, propaganda strategy, mad’u (target da’wah. The number of women in this country nearly half of people (49.36. therefore, it is important to empower women in da’wah to build their own people in consciousness and religious activities that provide the basics of life prosperous world and hereafter.   Dakwah merupakan suatu upaya untuk mengajak dan mempengaruhi orang lain dalam merealisasikan ajaran Islam, untuk mencapai tujuan kesejahteraan duniawi maupun kesejahteraan ukhrawi. Keberhasilan tersebut pun dipicu oleh berbagai aspek dakwah yang saling terkait, antara juru dakwah, materi dakwah, strategi dakwah, mad’u (sasaran dakwah. Jumlah kaum perempuan di negara ini hampir mencapai separuh dari jumlah masyarakatnya (49,36. Oleh karena itu, sangat penting sekali pemberdayaan perempuan dalam dakwah untuk membangun kaumnya sendiri dalam kesadaran dan aktivitas-aktivitas keagamaan yang memberikan dasar kehidupan sejahtera duniawi dan ukhrawi.

  16. ASIMETRI INFORMASI DAN UNDERPRICING

    Directory of Open Access Journals (Sweden)

    Tety Anggita Safitri

    2013-03-01

    Full Text Available Tujuan penelitian ini adalah untuk menguji pengaruh asimetri informasi terhadap underpricing. Penelitian ini menggunakan sampel 63 perusahaan yang melakukan penawaran umum perdana di Bursa Efek Indonesia dalam kurun waktu 2005-2010. Analisis data menggunakan regresi linier berganda, yaitu menguji proksi asimetri informasi yang terdiri atas ukuran perusahaan, umur perusahaan, proporsi saham yang ditawarkan kepada masyarakat, reputasi underwriter dan reputasi auditor terhadap underpricing. Hasil penelitian ini mengindikasikan bahwa reputasi underwriter dan reputasi auditor berpengaruh terhadap underpricing. Ukuran perusahaan, umur perusahaan dan proporsi saham yang ditawarkan tidak berpengaruh terhadap underpricing.The aim of this research is to examine the effect of assymetric information on underpricing. This research used a sample of 63 companies that make initial public offering on the Indonesia Stock Exchange in the period of 2005-2010. The data analysis is using multiple linear regression, which is testing the proxy of asymmetric information which consists of the firm size, the firm age, the proportion of shares offered to the public, underwriter reputation and auditor reputation on underpricing. This research indicates that underwriter reputation and auditor reputation have a significant effect on underpricing. The firm size, the firm age and the proportion of shares offered to the public have no significant effect on underpricing.

  17. Geospatial Information Response Team

    Science.gov (United States)

    Witt, Emitt C.

    2010-01-01

    Extreme emergency events of national significance that include manmade and natural disasters seem to have become more frequent during the past two decades. The Nation is becoming more resilient to these emergencies through better preparedness, reduced duplication, and establishing better communications so every response and recovery effort saves lives and mitigates the long-term social and economic impacts on the Nation. The National Response Framework (NRF) (http://www.fema.gov/NRF) was developed to provide the guiding principles that enable all response partners to prepare for and provide a unified national response to disasters and emergencies. The NRF provides five key principles for better preparation, coordination, and response: 1) engaged partnerships, 2) a tiered response, 3) scalable, flexible, and adaptable operations, 4) unity of effort, and 5) readiness to act. The NRF also describes how communities, tribes, States, Federal Government, privatesector, and non-governmental partners apply these principles for a coordinated, effective national response. The U.S. Geological Survey (USGS) has adopted the NRF doctrine by establishing several earth-sciences, discipline-level teams to ensure that USGS science, data, and individual expertise are readily available during emergencies. The Geospatial Information Response Team (GIRT) is one of these teams. The USGS established the GIRT to facilitate the effective collection, storage, and dissemination of geospatial data information and products during an emergency. The GIRT ensures that timely geospatial data are available for use by emergency responders, land and resource managers, and for scientific analysis. In an emergency and response capacity, the GIRT is responsible for establishing procedures for geospatial data acquisition, processing, and archiving; discovery, access, and delivery of data; anticipating geospatial needs; and providing coordinated products and services utilizing the USGS' exceptional pool of

  18. Survey team on

    DEFF Research Database (Denmark)

    Niss, Mogens Allan; Bruder, Regina; Planas, Núria

    2016-01-01

    This paper presents the outcomes of the work of the ICME 13 Survey Team on ‘Conceptualisation and the role of competencies, knowing and knowledge in mathematics education research’. It surveys a variety of historical and contemporary views and conceptualisations of what it means to master...... mathematics, focusing on notions such as mathematical competence and competencies, mathematical proficiency, and mathematical practices, amongst others. The paper provides theoretical analyses of these notions—under the generic heading of mathematical competencies—and gives an overview of selected research...

  19. Volunteer Team Management

    OpenAIRE

    Monych, Maria

    2015-01-01

    This thesis looked into volunteer team management in a project in AIESEC in Finland through the action research method. AIESEC in Finland is a non-profit non-government organization with a purpose of “peace and fulfilment of humankinds potential” through development of the youth’s future leadership. AIESEC was not a commissioning party; the project was the basis for the thesis without the supervision of the company. The thesis is based on a project that the author was in charge of, in ...

  20. Launch team training system

    Science.gov (United States)

    Webb, J. T.

    1988-01-01

    A new approach to the training, certification, recertification, and proficiency maintenance of the Shuttle launch team is proposed. Previous training approaches are first reviewed. Short term program goals include expanding current training methods, improving the existing simulation capability, and scheduling training exercises with the same priority as hardware tests. Long-term goals include developing user requirements which would take advantage of state-of-the-art tools and techniques. Training requirements for the different groups of people to be trained are identified, and future goals are outlined.

  1. Comparison of cardiopulmonary resuscitation techniques using video camera recordings.

    OpenAIRE

    Mann, C J; Heyworth, J

    1996-01-01

    OBJECTIVE--To use video recordings to compare the performance of resuscitation teams in relation to their previous training in cardiac resuscitation. METHODS--Over a 10 month period all cardiopulmonary resuscitations carried out in an accident and emergency (A&E) resuscitation room were videotaped. The following variables were monitored: (1) time to perform three defibrillatory shocks; (2) time to give intravenous adrenaline (centrally or peripherally); (3) the numbers and grade of medical an...

  2. Team player styles, team design variables and team work effectiveness in Egypt

    OpenAIRE

    El-Kot, Ghada Awed Hassan

    2001-01-01

    The literature has revealed few studies of management in Arab countries in general and particularly in Egypt. Many Egyptian organisations implemented the team concept a number of years ago, however, there do not appear to be any studies investicitaýt inc",D team work effectiveness in Egypt. The literature review and the findings of a pilot study emphasised the need for empirical research in team work in Egypt. Team effectiveness models are examined in order to identify the fact...

  3. PELACAKAN DAN PENGENALAN WAJAH MENGGUNAKAN METODE EMBEDDED HIDDEN MARKOV MODELS

    Directory of Open Access Journals (Sweden)

    Arie Wirawan Margono

    2004-01-01

    Full Text Available Tracking and recognizing human face becomes one of the important research subjects nowadays, where it is applicable in security system like room access, surveillance, as well as searching for person identity in police database. Because of applying in security case, it is necessary to have robust system for certain conditions such as: background influence, non-frontal face pose of male or female in different age and race. The aim of this research is to develop software which combines human face tracking using CamShift algorithm and face recognition system using Embedded Hidden Markov Models. The software uses video camera (webcam for real-time input, video AVI for dynamic input, and image file for static input. The software uses Object Oriented Programming (OOP coding style with C++ programming language, Microsoft Visual C++ 6.0® compiler, and assisted by some libraries of Intel Image Processing Library (IPL and Intel Open Source Computer Vision (OpenCV. System testing shows that object tracking based on skin complexion using CamShift algorithm comes out well, for tracking of single or even two face objects at once. Human face recognition system using Embedded Hidden Markov Models method has reach accuracy percentage of 82.76%, using 341 human faces in database that consists of 31 individuals with 11 poses and 29 human face testers. Abstract in Bahasa Indonesia : Pelacakan dan pengenalan wajah manusia merupakan salah satu bidang yang cukup berkembang dewasa ini, dimana aplikasi dapat diterapkan dalam bidang keamanan (security system seperti ijin akses masuk ruangan, pengawasan lokasi (surveillance, maupun pencarian identitas individu pada database kepolisian. Karena diterapkan dalam kasus keamanan, dibutuhkan sistem yang handal terhadap beberapa kondisi, seperti: pengaruh latar belakang, pose wajah non-frontal terhadap pria maupun wanita dalam perbedaan usia dan ras. Tujuan penelitiam ini adalah untuk membuat perangkat lunak yang menggabungkan

  4. Approach to team skills training

    International Nuclear Information System (INIS)

    Koontz, J.L.; Roe, M.L.; Gaddy, C.D.

    1987-01-01

    The US commercial nuclear power industry has recognized the importance of team skills in control room operation. The desire to combine training of team interaction skills, like communications, with technical knowledge of reactor operations requires a unique approach to training. An NRC-sponsored study identified a five-phase approach to team skills training designed to be consistent with the systems approach to training currently endorsed by the NRC Policy Statement on Training and Qualification. This paper describes an approach to team skills training with emphasis on the nuclear power plant control room crew. An approach to team skills training

  5. Leadership by Confidence in Teams

    OpenAIRE

    Kobayashi, Hajime; Suehiro, Hideo

    2008-01-01

    We study endogenous signaling by analyzing a team production problem with endogenous timing. Each agent of the team is privately endowed with some level of confidence about team productivity. Each of them must then commit a level of effort in one of two periods. At the end of each period, each agent observes his partner' s move in this period. Both agents are rewarded by a team output determined by team productivity and total invested effort. Each agent must personally incur the cost of effor...

  6. Professional Team Foundation Server 2010

    CERN Document Server

    Blankenship, Ed; Holliday, Grant; Keller, Brian

    2011-01-01

    Authoritative guide to TFS 2010 from a dream team of Microsoft insiders and MVPs!Microsoft Visual Studio Team Foundation Server (TFS) has evolved until it is now an essential tool for Microsoft?s Application Lifestyle Management suite of productivity tools, enabling collaboration within and among software development teams. By 2011, TFS will replace Microsoft?s leading source control system, VisualSourceSafe, resulting in an even greater demand for information about it. Professional Team Foundation Server 2010, written by an accomplished team of Microsoft insiders and Microsoft MVPs, provides

  7. Analisis Kebutuhan Bandwidth Pada Pemanfaatan Web Streaming Justin.tv Sebagai Media E-Learning Dengan Menggunakan Wirecast Dan Desktop Presenter

    Directory of Open Access Journals (Sweden)

    Muhammad Ubaidilah

    2014-05-01

    Full Text Available Perkembangan teknologi informasi begitu cepat seperti sekarang telah banyak mengubah sudut pandang banyak orang, antara lain sudut pandang orang untuk mengubah dunia pendidikan menjadi lebih baik. Salah satu contohnya pembelajaran berbasis Information and Communication Technologies (ICT yaitu pembelajaran menggunakan video streaming. Dengan instalasi software open source Wirecast dan Desktop presenter digunakan untuk membuat video pembelajaran Streaming, disiarkan secara real time melalui media broadcast justin.tv (internet TV Channel, diharapkan dapat lebih mendukung konsep pembelajaran kapan dan dimana saja. Masalah terbesar dari teknologi ini adalah keterbatasan bandwidth. Bandwidth adalah parameter penting untuk melakukan streaming dalam jaringan. Sedangkan proses komunikasi menggunakan video digital ini menghabiskan resource yang cukup besar. Sehingga penggunaan wireshark di sini sangat diperlukan untuk menganalisis bandwidth pada paket yang diterima oleh client. Dari hasil pengukuran video dengan standar H.264 resolusi (720 x 540, dengan rata-rata 20 menit dalam pengambilan sampel, sebanyak 30 pengujian sampel streaming video menggunakan wireshark, diperoleh rata-rata throughput keseluruhan 0,343 Mbps, rata-rata throughput terendah 0,309 Mbps dan throughput tertinggi 0,372 Mbps. Dapat disimpulkan bahwa jika dihasilkan throughput yang lebih besar maka kualitas video streaming akan lebih baik, tetapi jika throughput dihasilkan semakin kecil maka kualitas video streaming akan menurun

  8. Leading Teams of Higher Education Administrators: Integrating Goal Setting, Team Role, and Team Life Cycle Theories

    Science.gov (United States)

    Posthuma, Richard; Al-Riyami, Said

    2012-01-01

    Leaders of higher education institutions can create top management teams of academic administrators to guide and improve their organizations. This study illustrates how the leadership of top management teams can be accomplished successfully through a combination of goal setting (Doran, 1981; Locke & Latham, 1990), understanding of team roles…

  9. Peningkatan Keterampilan Memberi Umpan Balik Guru Pendidikan Jasmani dan Kesehatan Kecamatan Taman Kabupaten Sidoarjo

    Directory of Open Access Journals (Sweden)

    Muhammad Yanuar Rizky

    2016-05-01

    Full Text Available Penelitian ini bertujuan untuk mengetahui tindakan pendampingan yang mampu meningkatkan keterampilan mengajar terutama pada aspek memberi umpan balik guru pendidikan jasmani olahraga dan kesehatan Sekolah Dasar Negeri di Kecamatan Taman kabupaten sidoarjo setelah diberikan pendampingan. Jenis penelitian ini merupakan penelitian tindakan (action reseach. Tindakan dalam penelitian ini yaitu, 1. Pemberian tayangan video keterampilan memberi umpan balik pada data primer, 2. Pendampingan perekaman dan diskusi hasil dilapangan, 3. Refleksi. Subjek dari penelitian ini ada 4 Guru Pendidikan Jasmani Olahraga dan Kesehatan SDN di Kecamatan Taman Kabupaten Sidoarjo. Data hasil dari penelitian yang diperoleh dari nilai keterampilan memberi umpan balik pada 4 guru pendidikan jasmani olahraga dan kesehatan yaitu: (1 SDN Sepanjang I sebelumnya mendapatkan nilai 2 menjadi 5, (2 SDN Ketegan I sebelumnya mendapatkan nilai 2 menjadi 5, (3 SDN Trosobo I sebelumnya mendapatkan nilai 0 menjadi 2, (4 SDN Kramat Jegu II sebelumnya mendapatkan nilai 0 menjadi 2. Rata- rata pre-test 1 dan rata-rata post-test 3.5. Berdasarkan perhitungan statistik diketahui bahwa nilai 8.70 > 2.35 sehingga dapat disumpulkan bahwa terdapat perbedaan signifikan antara pre-test dan post-test, dimana nilai pre-test lebih rendah dibandingkan dengan nilai post-test.

  10. Team-based global organizations

    DEFF Research Database (Denmark)

    Zander, Lena; Butler, Christina; Mockaitis, Audra

    2015-01-01

    diversity in enhancing team creativity and performance, and 2) the sharing of knowledge in team-based organizations, while the other two themes address global team leadership: 3) the unprecedented significance of social capital for the success of global team leader roles; and 4) the link between shared......This chapter draws on a panel discussion of the future of global organizing as a team-based organization at EIBA 2014 in Uppsala, Sweden. We began by discussing contemporary developments of hybrid forms of hierarchy and teams-based organizing, but we venture to propose that as organizations become...... characterized by decreased importance of hierarchal structures, more fluidity across borders, even a possible dissolution of firm boundaries, we move towards team-based organizing as an alternative to more traditional forms of hierarchical-based organizing in global firms. To provide input for a discussion...

  11. Team errors: definition and taxonomy

    International Nuclear Information System (INIS)

    Sasou, Kunihide; Reason, James

    1999-01-01

    In error analysis or error management, the focus is usually upon individuals who have made errors. In large complex systems, however, most people work in teams or groups. Considering this working environment, insufficient emphasis has been given to 'team errors'. This paper discusses the definition of team errors and its taxonomy. These notions are also applied to events that have occurred in the nuclear power industry, aviation industry and shipping industry. The paper also discusses the relations between team errors and Performance Shaping Factors (PSFs). As a result, the proposed definition and taxonomy are found to be useful in categorizing team errors. The analysis also reveals that deficiencies in communication, resource/task management, excessive authority gradient, excessive professional courtesy will cause team errors. Handling human errors as team errors provides an opportunity to reduce human errors

  12. DAMPAK NEGATIF PERKEMBANGAN TEKNOLOGI INFORMATIKA DAN KOMUNIKASI DAN CARA ANTISIFASINYA

    Directory of Open Access Journals (Sweden)

    I Gede Ratnaya

    2011-03-01

    Full Text Available Sampai saat ini perkembangan ilmu pengetahuan telah menghantarkan masyarakat menuju babak baru yaitu babak yang memanfaatkan peralatan-peralatan yang merupakan hasil dari teknologi. Penggunaan tenaga manusia yang semakin hari semakin kecil volumenya sering kali menyebabkan orang kehilangan pekerjaannya karena tugasnya telah tergantikan oleh peralatan atau mesin. Sebagai sarana penyampaian informasi dan komunikasi, komputer bisa dipakai sebagai sarana berinternetan. Lewat internet orang bisa mencari bermacam-macam informasi dan berkomunikasi. Peran yang dapat diberikan oleh aplikasi teknologi informasi ini adalah mendapatkan informasi untuk kehidupan pribadi seperti informasi tentang kesehatan, hobi, rekreasi, dan rohani. Selain memberikan keuntungan, ternyata peralatan teknologi informasi dan komunikasi juga memberikan dampak negatif bagi penggunanya. Dampak negatif tersebut muncul sebagai akibat dari penggunaan yang salah atau tidak bertanggung jawab dari yang menggunakan. Beberapa dampak negatif tersebut adalah 1. Anak lebih banyak menghabiskan waktu menonton TV ketimbang melakukan hal lainnya (seperti belajar dan olah raga, 2. Anak kehilangan kemampuan berbaur dengan masyarakat dan cenderung nyaman dengan kehidupan online, 3 Adanya pelanggaran hak cipta, 4.  Kejahatan di internet, 5. Penyebaran virus komputer, dan 6. Pornografi, perjudian, penipuan, tayangan kekerasan. Adapun cara mengatasi dampak-dampak negatif tersebut adalah : 1. Gunakan teknologi untuk menjalin hubungan dengan orang yang sudah dikenal, 2. Cari komunitas positif  yang sering melakukan pertemuan didunia nyata, 3. Perlunya penegakkan hukum yang berlaku dengan dibentuknya polisi internet, 4. Menghindari pemakaian telepon seluler yang berfitur canggih oleh anak-anak dibawah umur dan lebih mengawasi penggunaan telepon seluler, 5. Perbanyak membaca buku-buku yang bersifat edukatif dan bersifat keimanan serta aplikasi komputer yang bersifat mendidik, dan 6. Perlunya pengaturan

  13. KETERGANTUNGAN ONLINE GAME DAN PENANGANANNYA

    Directory of Open Access Journals (Sweden)

    Ridwan Syahran

    2015-06-01

    Full Text Available Penelitian ini dimaksudkan untuk mengetahui perilaku yang ditimbulkan dari kecanduan bermaian online game pada siswa SMP Negeri 1 Palu yang meliputi faktor-faktor penyebab kecanduan, keadaan psikologis yang ditimbulkan dari kecanduan bermain online game dan dampak-dampak yang ditimbulkan dari kecanduan bermain online game.Pendekatan penelitian ini adalah penelitian kualitatif dengan jenis penelitian studi kasus dengan berdasarkan responden dan informan sebagai bahan sumber data. Dalam proses pengumpulan data digunakan teknik observasi dan wawancara, dimana setelah data diperoleh selanjutnya dianalisis dengan menggunakan analisis deskriptif kualitatif.Berdasarkan hasil penelitian ini, bahwa subyek (RZ dan (MT, kedua subyek penelitian menjadi ketergantungan atau kecanduan untuk bermain online game yang dikarenakan tersedianya beberapa fasilitas pendukung untuk bermain game di rumah, adanya faktor sosial dari pertemanan dengan teman bermain dan keingintahuan yang sangat besar terhadap suatu jenis game. Penanganan ketergantungan game online dengan bantuan dari berbagai pihak terutama pihak sekolah memberikan kepercayaan kepada konselor sekolah atau guru BK untuk mengadakan seminar kepada orang tua siswa tentang game online dan masalah yang akan ditimbulkan, mengatur waktu belajar dan bermain anak, memasukkan materi tentang game online dan dampaknya kepada siswa serta memberikan penyaluran yang baik dalam memilih game yang edukatif serta Menjalin komunikasi interpersonal agar anak dapat terbuka dengan orang tua.

  14. Cheap Talk: “Team Factors and Management Practices Influence on Team Trust”

    OpenAIRE

    Doris Padmini Selvaratnam; Aini Aman; Muhamad Maziz Mahyuddin Bin Kamaludin; Gary Lynn; Richard Reilly

    2016-01-01

    Team trust has been cited as a contributing factor towards team performance. This paper looks at the antecedents of team trust and to what extent they influence team trust. The antecedents of team trust are team factors like team autonomy, team stability and team member experience; and the management practices are top management involvement and management support. The results demonstrated that team factors and management practices influence team trust individually. The key find...

  15. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

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

  16. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

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

  17. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

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

  18. Video material and epilepsy.

    Science.gov (United States)

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

    1994-01-01

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

  19. 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.

  20. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

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

  1. Video Bandwidth Compression System.

    Science.gov (United States)

    1980-08-01

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

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

    Science.gov (United States)

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

    2018-06-06

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

  4. Video segmentation using keywords

    Science.gov (United States)

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

    2018-04-01

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

  5. 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.

  6. Individual and team performance in team-handball: a review.

    Science.gov (United States)

    Wagner, Herbert; Finkenzeller, Thomas; Würth, Sabine; von Duvillard, Serge P

    2014-12-01

    Team handball is a complex sport game that is determined by the individual performance of each player as well as tactical components and interaction of the team. The aim of this review was to specify the elements of team-handball performance based on scientific studies and practical experience, and to convey perspectives for practical implication. Scientific studies were identified via data bases of PubMed, Web of Knowledge, SPORT Discus, Google Scholar, and Hercules. A total of 56 articles met the inclusion criteria. In addition, we supplemented the review with 13 additional articles, proceedings and book sections. It was found that the specific characteristics of team-handball with frequent intensity changes, team-handball techniques, hard body confrontations, mental skills and social factors specify the determinants of coordination, endurance, strength and cognition. Although we found comprehensive studies examining individual performance in team-handball players of different experience level, sex or age, there is a lack of studies, particularly for team-handball specific training, as well as cognition and social factors. Key PointsThe specific characteristics of team-handball with frequent intensity changes, specific skills, hard body confrontations, mental skills and social factors define the determinants of coordination, endurance, strength and cognition.To increase individual and team performance in team-handball specific training based on these determinants have been suggested.Although there are comprehensive studies examining individual performance in team-handball players of different experience level, sex, or age are published, there is a lack of training studies, particularly for team-handball specific techniques and endurance, as well as cognition and social factors.

  7. Team communication patterns in emergency resuscitation: a mixed methods qualitative analysis.

    Science.gov (United States)

    Calder, Lisa Anne; Mastoras, George; Rahimpour, Mitra; Sohmer, Benjamin; Weitzman, Brian; Cwinn, A Adam; Hobin, Tara; Parush, Avi

    2017-12-01

    In order to enhance patient safety during resuscitation of critically ill patients, we need to optimize team communication and enhance team situational awareness but little is known about resuscitation team communication patterns. The objective of this study is to understand how teams communicate during resuscitation; specifically to assess for a shared mental model (organized understanding of a team's relationships) and information needs. We triangulated 3 methods to evaluate resuscitation team communication at a tertiary care academic trauma center: (1) interviews; (2) simulated resuscitation observations; (3) live resuscitation observations. We interviewed 18 resuscitation team members about shared mental models, roles and goals of team members and procedural expectations. We observed 30 simulated resuscitation video recordings and documented the timing, source and destination of communication and the information category. We observed 12 live resuscitations in the emergency department and recorded baseline characteristics of the type of resuscitations, nature of teams present and type and content of information exchanges. The data were analyzed using a qualitative communication analysis method. We found that resuscitation team members described a shared mental model. Respondents understood the roles and goals of each team member in order to provide rapid, efficient and life-saving care with an overall need for situational awareness. The information flow described in the interviews was reflected during the simulated and live resuscitations with the most responsible physician and charting nurse being central to team communication. We consolidated communicated information into six categories: (1) time; (2) patient status; (3) patient history; (4) interventions; (5) assistance and consultations; 6) team members present. Resuscitation team members expressed a shared mental model and prioritized situational awareness. Our findings support a need for cognitive aids to

  8. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... PD Expert Briefings: Parkinson's and Parenting Expert Briefings: Occupational Therapy and Parkinson's: Tips for Healthy Living Expert Briefings: ... Is Comprehensive Care or Team Approach Important? OHSU - Therapeutic Approaches for PD: Depression, Anxiety & ... Bathroom: Part 1 CareMAP: Cambios en el ...

  9. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Caregivers Need to Know? CareMAP: Ayudando a una Persona con la Enfermedad de Parkinson Why Is Comprehensive Care or Team Approach ... el Sueño, Parte 2 Panel de Expertos: Sesión de Preguntas y Respuestas con todos los ... Se Trata el Parkinson? CareMAP: Cambios para Realizar en Casa, ...

  10. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... CareMAP: Dealing with Dementia OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis CareMAP: Cambios en el ... to Know? Why Is Comprehensive Care or Team Approach Important? What Is the Relationship Between Depression and ...

  11. Role confusion and self-assessment in interprofessional trauma teams.

    Science.gov (United States)

    Steinemann, Susan; Kurosawa, Gene; Wei, Alexander; Ho, Nina; Lim, Eunjung; Suares, Gregory; Bhatt, Ajay; Berg, Benjamin

    2016-02-01

    Trauma care requires coordinating an interprofessional team, with formative feedback on teamwork skills. We hypothesized nurses and surgeons have different perceptions regarding roles during resuscitation; that nurses' teamwork self-assessment differs from experts', and that video debriefing might improve accuracy of self-assessment. Trauma nurses and surgeons were surveyed regarding resuscitation responsibilities. Subsequently, nurses joined interprofessional teams in simulated trauma resuscitations. After each resuscitation, nurses and teamwork experts independently scored teamwork (T-NOTECHS). After video debriefing, nurses repeated T-NOTECHS self-assessment. Nurses and surgeons assumed significantly more responsibility by their own profession for 71% of resuscitation tasks. Nurses' overall T-NOTECHS ratings were slightly higher than experts'. This was evident in all T-NOTECHS subdomains except "leadership," but despite statistical significance the difference was small and clinically irrelevant. Video debriefing did not improve the accuracy of self-assessment. Nurses and physicians demonstrated discordant perceptions of responsibilities. Nurses' self-assessment of teamwork was statistically, but not clinically significantly, higher than experts' in all domains except physician leadership. Copyright © 2016 Elsevier Inc. All rights reserved.

  12. PEMBELAJARAN DASAR ALGORITMA DAN PEMROGRAMAN MENGGUNAKAN EL-GORITMA BERBASIS WEB

    Directory of Open Access Journals (Sweden)

    Gun Gun Maulana

    2017-03-01

    Full Text Available Algoritma adalah metode efektif yang diekspresikan sebagai rangkaian terbatas. Algoritma juga merupakan kumpulan perintah untuk menyelesaikan suatu masalah dimana masalah di selesaikan di tuntut secara sistematis, terstruktur dan logis.  Dalam penyelesaian lagoritma itu sendiri, tak jarang sering terdapat berbagai masalah yang timbul contohnya struktur yang tidak tepat, algoritma yang tidak logis, serta kebingungan dalam menyelesaikan algortma itu sendiri. Metode yang penulis buat di berinama “EL-Goritma” atau singkatan dari e-learning algoritma. EL-Goritma itu sendiri penulis memasukkan beberapa fasilitas yang nantinya akan menunjang pembelajaran seperti lve chat, video call, room diskusi, dan uang belajar.Target dari metode ini adalah mampu mempermudah mahasiswa maupun pelajar dalam menyelesaikan tugas-tugas algoritma dengan mendapatkan referensi dan sumber-sumber dari para dosen maupun pengajar lain.

  13. Development of the TeamOBS-PPH - targeting clinical performance in postpartum hemorrhage.

    Science.gov (United States)

    Brogaard, Lise; Hvidman, Lone; Hinshaw, Kim; Kierkegaard, Ole; Manser, Tanja; Musaeus, Peter; Arafeh, Julie; Daniels, Kay I; Judy, Amy E; Uldbjerg, Niels

    2018-06-01

    This study aimed to develop a valid and reliable TeamOBS-PPH tool for assessing clinical performance in the management of postpartum hemorrhage (PPH). The tool was evaluated using video-recordings of teams managing PPH in both real-life and simulated settings. A Delphi panel consisting of 12 obstetricians from the UK, Norway, Sweden, Iceland, and Denmark achieved consensus on (i) the elements to include in the assessment tool, (ii) the weighting of each element, and (iii) the final tool. The validity and reliability were evaluated according to Cook and Beckman. (Level 1) Four raters scored four video-recordings of in situ simulations of PPH. (Level 2) Two raters scored 85 video-recordings of real-life teams managing patients with PPH ≥1000 mL in two Danish hospitals. (Level 3) Two raters scored 15 video-recordings of in situ simulations of PPH from a US hospital. The tool was designed with scores from 0 to 100. (Level 1) Teams of novices had a median score of 54 (95% CI 48-60), whereas experienced teams had a median score of 75 (95% CI 71-79; p < 0.001). (Level 2) The intra-rater [intra-class correlation (ICC) = 0.96] and inter-rater (ICC = 0.83) agreements for real-life PPH were strong. The tool was applicable in all cases: atony, retained placenta, and lacerations. (Level 3) The tool was easily adapted to in situ simulation settings in the USA (ICC = 0.86). The TeamOBS-PPH tool appears to be valid and reliable for assessing clinical performance in real-life and simulated settings. The tool will be shared as the free TeamOBS App. © 2018 Nordic Federation of Societies of Obstetrics and Gynecology.

  14. Virtual Teams and Knowledge Communication

    DEFF Research Database (Denmark)

    Lehtonen, Miikka; Kampf, Constance Elizabeth

    2014-01-01

    How does culture affect virtual teams and the knowledge communication processes in which they engage? As virtual spaces are increasingly used to support teams and establish collaboration in cross-cultural projects, the notion of cross-cultural communication can be understood as shifting from...... contextual perspective to a semiotic perspective. That is to say, although the team members are using the same vocabulary they might attach different meanings to and have different knowledge about them thus highlighting the importance of approaching virtual teams and collaboration from a semiotic perspective....... To look at how knowledge about virtual work is established in a multinational context, we interviewed members of a team that connects Finland and India. Results reveal five objects shared between the team members with varying knowledge about them. By making these differences in knowledge visible through...

  15. 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...

  16. Roles in Innovative Software Teams

    DEFF Research Database (Denmark)

    Aaen, Ivan

    2010-01-01

    With inspiration from role-play and improvisational theater, we are developing a framework for innovation in software teams called Essence. Based on agile principles, Essence is designed for teams of developers and an onsite customer. This paper reports from teaching experiments inspired by design...... science, where we tried to assign differentiated roles to team members. The experiments provided valuable insights into the design of roles in Essence. These insights are used for redesigning how roles are described and conveyed in Essence....

  17. New lenses on team learning

    DEFF Research Database (Denmark)

    Musaeus, Peter

    Team læring er sjældent blevet studeret fra et sociokulturelt perspektiv (vygotskiansk). Denne poster er et teoretisk bidrag til team læring, der fokuserer på dialog, tegn-mediering og kulturel historisk praksis for at udvikle en forståelse af team læring som mere end forøgelse i adfærd, viden og...

  18. Team Training through Communications Control

    Science.gov (United States)

    1982-02-01

    training * operational environment * team training research issues * training approach * team communications * models of operator beharior e...on the market soon, it certainly would be investigated carefully for its applicability to the team training problem. ce A text-to-speech voice...generation system. Votrax has recently marketed such a device, and others may soon follow suit. ’ d. A speech replay system designed to produce speech from

  19. 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.

  20. Video Quality Prediction over Wireless 4G

    KAUST Repository

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

    2013-01-01

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

  1. Team performance: Pitfalls and solutions

    International Nuclear Information System (INIS)

    Lee, R.R.; Eckert, M.J.

    1988-01-01

    Team building is often used as a focal point and process for improving performance. In many cases these efforts are successful in achieving the desired goals and the team building is confirmed as an effective approach. The authors have been involved in a number of successful, and some unsuccessful, efforts. This paper is concerned primarily with those cases where a team approach did not achieve the desired improvement. These experiences offer an opportunity to better understand the conditions under which team building works and to identify how a complete assessment of the prevailing conditions can provide corrections to improve the probability of success

  2. Commodity team motivation and performance

    DEFF Research Database (Denmark)

    Englyst, Linda; Jørgensen, Frances; Johansen, John

    2008-01-01

    In this article, an in-depth single case study is presented in order to explore and discuss the functioning of commodity teams in a global sourcing context. Specifically, the study aimed at identifying factors that may influence team members' motivation to participate in activities that create...... opportunities for synergy and coordination of purchasing. In the teams studied, motivation appeared to be influenced to some degree by a number of factors, including rewards, leadership behaviours, goal setting, and the career goals of the commodity team members. In some cases, inconsistencies between...

  3. Commodity Team Motivation and Performance

    DEFF Research Database (Denmark)

    Englyst, Linda; Jørgensen, Frances; Johansen, John

    2008-01-01

    In this article, an in-depth single case study is presented in order to explore and discuss the functioning of commodity teams in a global sourcing context. Specifically, the study aimed at identifying factors that may influence team members' motivation to participate in activities that create...... opportunities for synergy and coordination of purchasing. In the teams studied, motivation appeared to be influenced to some degree by a number of factors, including rewards, leadership behaviours, goal setting, and the career goals of the commodity team members. In some cases, inconsistencies between...

  4. Red Teaming: Past and Present

    National Research Council Canada - National Science Library

    Longbine, David F

    2008-01-01

    .... Key aspects of the Army red teaming definition are its emphasis on independent thinking, challenging organizational thinking, incorporating alternative perspectives, and incorporating alternative analysis...

  5. Investigating Team Learning in a Military Context

    Science.gov (United States)

    Veestraeten, Marlies; Kyndt, Eva; Dochy, Filip

    2014-01-01

    As teams have become fundamental parts of today's organisations, the need for these teams to function and learn efficiently and effectively is widely emphasised. Also in military contexts team learning is vital. The current article examines team learning behaviour in military teams as it aims to cross-validate a team learning model that was…

  6. GAMBARAN JENIS DAN JUMLAH KONSUMSI FAST FOOD DAN SOFT DRINK PADA MAHASISWA OBESITAS DI UNIVERSITAS HASANUDDIN

    OpenAIRE

    Suryanti, Rut; Jafar, Nurhaedar; Syam, Aminuddin

    2013-01-01

    Konsumsi fast food dan soft drink dapat menyebabkan kelebihan berat badan dan obesitas.Penelitian ini bertujuan untuk mengetahui gambaran jenis dan jumlah zat gizi makro dari konsumsi fast food dan soft drink pada mahasiswa yang obesitas.Jenis penelitian adalah deskriptif, dilaksanakan pada bulan Mei-Juni 2013 di Universitas Hasanuddin dengan jumlah responden 60 orang. Instrument penelitian adalah kuesioner identitas diri dan food frekuensiSemiQuantitatif fast food dan soft drink, food pictur...

  7. PERSEPSI DAN TRANSFORMASI VISI DAN MISI PADA CIVITAS AKADEMIKA STAIN PEKALONGAN

    Directory of Open Access Journals (Sweden)

    Imam Khanafi

    2013-05-01

    Full Text Available Penelitian ini mengukur tingkat persepsi visi dan misi civitas akademika STAIN Pekalongan, dan mengukur juga tingkat implementasi sebagai transformasi visi misi tersebut serta menemukan hubungan antara persepsi dengan implementasinya. Kajian ini memiliki signifikan yang strategis dalam konteks manajemen dan pengembangan Pendidikan di STAIN Pekalongan dan lembaga pendidikan lainnya. Hal ini karena posisi visi dan misi sebagai kerangka acuan (frame of reference yang mengarahkan dan menjelaskan kepada keseluruh unsur civitas akademika dalam setiap program kerjanya.

  8. Implementasi Dan Perancangan Online Charging System (OCS IPTV Multichannel pada Jaringan IPv6

    Directory of Open Access Journals (Sweden)

    Bagus Wahyu Nugraha

    2014-03-01

    Full Text Available IPTV didefinisikan sebagai layanan multimedia berbentuk data seperti televisi, video, audio, text, grafik yang dikirimkan melalui jaringan berbasisi IP tetapi harus diberikan dengan persyaratan seperti QOS dan experience, security, interactivity dan reliability.  Beberapa  feature yang  dimiliki oleh IPTV ini adalah IPTV dapat menyiarkan secara live  atau prerecorded digital video program-program pendidikan, komersial, scheduling / penjadwalan program dsb. Tentunya hal ini menggunakan IPTV akan menguntungkan dari sisi bisnis mengingat semakin banyaknya pengguna broadband. Dengan konvergen antara televisi, telephone dan access internet, IPTV dapat berkembang sesuai dengan tren masa kini yaitu IP based, sehingga mudah di akses oleh pengguna dan proses charging/billing yang sesuai dengan standar bisnis yang ada. Oleh karena itu, “Design and Implementation Online Charging System (OCS IPTV Multichannel on IPv6 Network“ dibuat sebagai layanan konten yang dapat digunakan untuk teknologi yang menggunakan IP based. Dalam pembuatan rancang bangun system billing pada IPTV ini dihasilkan sebuah software yang user friendly sehingga penyedia layanan IPTV dapat dengan mudah menggunakan software yang telah dibuat.

  9. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

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

  10. Leadership for Team Learning: The Case of University Teacher Teams

    Science.gov (United States)

    Koeslag-Kreunen, Mieke G. M.; Van der Klink, Marcel R.; Van den Bossche, Piet; Gijselaers, Wim H.

    2018-01-01

    Teacher team involvement is considered a key factor in achieving sustainable innovation in higher education. This requires engaging in team learning behaviors that should result in new knowledge and solutions. However, university teachers are not used to discussing their work practices with one another and tend to neglect any innovation in their…

  11. Practice effects on intra-team synergies in football teams.

    Science.gov (United States)

    Silva, Pedro; Chung, Dante; Carvalho, Thiago; Cardoso, Tiago; Davids, Keith; Araújo, Duarte; Garganta, Júlio

    2016-04-01

    Developing synchronised player movements for fluent competitive match play is a common goal for coaches of team games. An ecological dynamics approach advocates that intra-team synchronization is governed by locally created information, which specifies shared affordances responsible for synergy formation. To verify this claim we evaluated coordination tendencies in two newly-formed teams of recreational players during association football practice games, weekly, for fifteen weeks (thirteen matches). We investigated practice effects on two central features of synergies in sports teams - dimensional compression and reciprocal compensation here captured through near in-phase modes of coordination and time delays between coupled players during forward and backwards movements on field while attacking and defending. Results verified that synergies were formed and dissolved rapidly as a result of the dynamic creation of informational properties, perceived as shared affordances among performers. Practising once a week led to small improvements in the readjustment delays between co-positioning team members, enabling faster regulation of coordinated team actions. Mean values of the number of player and team synergies displayed only limited improvements, possibly due to the timescales of practice. No relationship between improvements in dimensional compression and reciprocal compensation were found for number of shots, amount of ball possession and number of ball recoveries made. Findings open up new perspectives for monitoring team coordination processes in sport. Copyright © 2015 Elsevier B.V. All rights reserved.

  12. The impact of team and work characteristics on team functioning

    NARCIS (Netherlands)

    Molleman, E.; Slomp, J.

    2006-01-01

    In this article, the authors seek to strengthen the theoretical foundation of team and cell formation through the inclusion of human factors. They distinguish three types of team characteristics: global, shared, and compositional attributes. In this last category, they also deal with diversity in

  13. Facilitating Team Cognition : How designers mirror what NPD teams do

    NARCIS (Netherlands)

    Stompff, G.

    2012-01-01

    Products are developed by large multi-disciplinary teams. The teams deal with many topics requiring the expertise of several specialists simultaneously. They have to decide together if something is a problem; propose multi-disciplinary solutions; and align their activities into a seamless whole.

  14. Stimulating teachers’ team performance through team-oriented HR practices

    NARCIS (Netherlands)

    Bouwmans, Machiel; Runhaar, Piety; Wesselink, Renate; Mulder, Martin

    2017-01-01

    Teams of teachers are increasingly held accountable for the quality of education and educational reforms in vocational education and training institutions. However, historically teachers have not been required to engage in deep-level collaboration, thus team-oriented HR practices are being used

  15. Diversity in goal orientation, team reflexivity, and team performance

    NARCIS (Netherlands)

    Pieterse, Anne Nederveen; van Knippenberg, Daan; van Ginkel, Wendy P.

    Although recent research highlights the role of team member goal orientation in team functioning, research has neglected the effects of diversity in goal orientation. In a laboratory study with groups working on a problem-solving task, we show that diversity in learning and performance orientation

  16. The innovative rehabilitation team: an experiment in team building.

    Science.gov (United States)

    Halstead, L S; Rintala, D H; Kanellos, M; Griffin, B; Higgins, L; Rheinecker, S; Whiteside, W; Healy, J E

    1986-06-01

    This article describes an effort by one rehabilitation team to create innovative approaches to team care in a medical rehabilitation hospital. The major arena for implementing change was the weekly patient rounds. We worked to increase patient involvement, developed a rounds coordinator role, used a structured format, and tried to integrate research findings into team decision making. Other innovations included use of a preadmission questionnaire, a discharge check list, and a rounds evaluation questionnaire. The impact of these changes was evaluated using the Group Environment Scale and by analyzing participation in rounds based on verbatim transcripts obtained prior to and 20 months after formation of the Innovative Rehabilitation Team (IRT). The results showed decreased participation by medical personnel during rounds, and increased participation by patients. The rounds coordinator role increased participation rates of staff from all disciplines and the group environment improved within the IRT. These data are compared with similar evaluations made of two other groups, which served as control teams. The problems inherent in making effective, lasting changes in interdisciplinary rehabilitation teams are reviewed, and a plea is made for other teams to explore additional ways to use the collective creativity and resources latent in the team membership.

  17. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-02-01

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

  18. 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.

  19. Women as Video Game Consumers

    OpenAIRE

    Kiviranta, Hanna

    2017-01-01

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

  20. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

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

  1. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

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

  2. Provocative Video Scenarios

    DEFF Research Database (Denmark)

    Caglio, Agnese

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

  3. Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment

    Directory of Open Access Journals (Sweden)

    Pratama Wirya Atmaja

    2016-07-01

    Full Text Available AbstrakPermainan video adalah perangkat lunak hiburan, sehingga kepuasan pemainnya adalah tolok ukur utama kualitasnya. Satu elemen penting dari kepuasan pemain adalah tingkat kesulitan yang tepat, yang tidak terlalu mudah maupun sukar. Dewasa ini, cara termutakhir untuk menerapkan tingkat kesulitan yang tepat adalah Pengaturan Kesulitan Dinamis (PKD, yang dapat memodifikasi tingkat kesulitan permainan pada saat run-time. Tipe PKD yang paling populer pada saat ini adalah PKD pasif. Di sisi lain, Dokumen Desain Permainan (DDP adalah artefak penting dalam pengembangan perangkat lunak permainan video, dan belum ditemukan format DDP yang mendukung perancangan mekanisme PKD pasif. Tujuan penelitian ini adalah menemukan format DDP baru yang mendukung perancangan tersebut. Kami memodifikasi sebuah format DDP yang bersifat umum dengan menambahkan bagian-bagian baru untuk perancangan mekanisme PKD pasif. Format hasil modifikasi tersebut diuji dalam proses pengujian yang melibatkan sejumlah pengembang dan sejumlah pemain. Para pengembang mengembangkan sejumlah permainan video menggunakan format DDP yang dimodifikasi dan format yang umum. Proses pengembangan yang mereka jalani diamati dan dinilai kelancarannya. Permainan-permainan video yang dihasilkan dengan kedua format DDP dimainkan oleh para pemain untuk menguji kualitas mekanisme PKD pasifnya. Hasil pengujian oleh para pengembang menyatakan bahwa format DDP yang dimodifikasi lebih baik dari format yang umum. Hasil pengujian oleh para pemain menunjukkan keunggulan permainan-permainan video yang dihasilkan dengan format DDP yang dimodifikasi, walau keunggulan itu tidak signifikan. Berdasarkan hasil tersebut, kami menyatakan bahwa format DDP yang dimodifikasi berhasil mencapai tujuannya.Kata kunci: permainan video, rekayasa kebutuhan, Pengaturan Kesulitan Dinamis, dokumen desain permainan, pengembangan perangkat lunak. AbstractVideo game is a type of entertainment software, and therefore the

  4. Basketball Teams as Strategic Networks

    Science.gov (United States)

    Fewell, Jennifer H.; Armbruster, Dieter; Ingraham, John; Petersen, Alexander; Waters, James S.

    2012-01-01

    We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1) whether teams consistently moved the ball towards their shooting specialists, measured as “uphill/downhill” flux, and (2) whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players) and network entropy (unpredictability of ball movement) had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness. PMID:23139744

  5. Basketball teams as strategic networks.

    Science.gov (United States)

    Fewell, Jennifer H; Armbruster, Dieter; Ingraham, John; Petersen, Alexander; Waters, James S

    2012-01-01

    We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1) whether teams consistently moved the ball towards their shooting specialists, measured as "uphill/downhill" flux, and (2) whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players) and network entropy (unpredictability of ball movement) had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness.

  6. Basketball teams as strategic networks.

    Directory of Open Access Journals (Sweden)

    Jennifer H Fewell

    Full Text Available We asked how team dynamics can be captured in relation to function by considering games in the first round of the NBA 2010 play-offs as networks. Defining players as nodes and ball movements as links, we analyzed the network properties of degree centrality, clustering, entropy and flow centrality across teams and positions, to characterize the game from a network perspective and to determine whether we can assess differences in team offensive strategy by their network properties. The compiled network structure across teams reflected a fundamental attribute of basketball strategy. They primarily showed a centralized ball distribution pattern with the point guard in a leadership role. However, individual play-off teams showed variation in their relative involvement of other players/positions in ball distribution, reflected quantitatively by differences in clustering and degree centrality. We also characterized two potential alternate offensive strategies by associated variation in network structure: (1 whether teams consistently moved the ball towards their shooting specialists, measured as "uphill/downhill" flux, and (2 whether they distributed the ball in a way that reduced predictability, measured as team entropy. These network metrics quantified different aspects of team strategy, with no single metric wholly predictive of success. However, in the context of the 2010 play-offs, the values of clustering (connectedness across players and network entropy (unpredictability of ball movement had the most consistent association with team advancement. Our analyses demonstrate the utility of network approaches in quantifying team strategy and show that testable hypotheses can be evaluated using this approach. These analyses also highlight the richness of basketball networks as a dataset for exploring the relationships between network structure and dynamics with team organization and effectiveness.

  7. Team work on international projects

    International Nuclear Information System (INIS)

    Hayfield, F.

    1983-01-01

    A successful team will result in Project efficiency and so lead to a better achievement of the Project objectives. Such a team will be self-motivating and have a high level of morale. An effective team will also create a better context for transfer of know-how and so better prepare its members for greater roles on future Project teams. The nature of Project work forces the process of team building to recognize several facts of life. A Project team can have a life as short as one year and as long as ten years. A team usually consists of people on temporary transfer from different departments yet retaining a link of some sort to their departments of origin. It may consist of members of one company only or of several as in a joint-venture and may include Client personnel. On International Projects, the members of a team may have different nationalities and be working in a language foreign to many of them. Many of the Project people may be expatriates to the Project area on a bachelor or on a married status well away from their head or usual office. Team building is a complex organizational and human process, with no mathematical formula for the ideal solution. It starts with the selection of the right Project Manager who should be a leader, a technocrat manager and an integrator all at the same time. The Project Manager must have the authority to create the organizational and human climate that will motivate to a maximum each member of the team. Each member must understand clearly his role and realize that this contribution to the Project will influence his career development. Loyalty to the Project Manager must be possible and the Departmental Manager has to recognize this necessity. This presentation will indicate the basic steps of a team building process on a typical major international Project

  8. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

  9. Remote Video Auditing in the Surgical Setting.

    Science.gov (United States)

    Pedersen, Anne; Getty Ritter, Elizabeth; Beaton, Megan; Gibbons, David

    2017-02-01

    Remote video auditing, a method first adopted by the food preparation industry, was later introduced to the health care industry as a novel approach to improving hand hygiene practices. This strategy yielded tremendous and sustained improvement, causing leaders to consider the potential effects of such technology on the complex surgical environment. This article outlines the implementation of remote video auditing and the first year of activity, outcomes, and measurable successes in a busy surgery department in the eastern United States. A team of anesthesia care providers, surgeons, and OR personnel used low-resolution cameras, large-screen displays, and cell phone alerts to make significant progress in three domains: application of the Universal Protocol for preventing wrong site, wrong procedure, wrong person surgery; efficiency metrics; and cleaning compliance. The use of cameras with real-time auditing and results-sharing created an environment of continuous learning, compliance, and synergy, which has resulted in a safer, cleaner, and more efficient OR. Copyright © 2017 AORN, Inc. Published by Elsevier Inc. All rights reserved.

  10. Perancangan dan Analisis Redistribution Routing Protocol OSPF dan EIGRP

    Directory of Open Access Journals (Sweden)

    DWI ARYANTA

    2016-02-01

    Full Text Available Abstrak OSPF (Open Shortest Path First dan EIGRP (Enhanced Interior Gateway Routing Protocol adalah dua routing protokol yang banyak digunakan dalam jaringan komputer. Perbedaan karakteristik antar routing protokol menimbulkan masalah dalam pengiriman paket data. Teknik redistribution adalah solusi untuk melakukan komunikasi antar routing protokol. Dengan menggunakan software Cisco Packet Tracer 5.3 pada penelitian ini dibuat simulasi OSPF dan EIGRP yang dihubungkan oleh teknik redistribution, kemudian dibandingkan kualitasnya dengan single routing protokol EIGRP dan OSPF. Parameter pengujian dalam penelitian ini adalah nilai time delay dan trace route. Nilai trace route berdasarkan perhitungan langsung cost dan metric dibandingkan dengan hasil simulasi. Hasilnya dapat dilakukan proses redistribution OSPF dan EIGRP. Nilai delay redistribution lebih baik 1% dibanding OSPF dan 2-3% di bawah EIGRP tergantung kepadatan traffic. Dalam perhitungan trace route redistribution dilakukan 2 perhitungan, yaitu cost untuk area OSPF dan metric pada area EIGRP. Pengambilan jalur utama dan alternatif pengiriman paket berdasarkan nilai cost dan metric yang terkecil, hal ini terbukti berdasarkan perhitungan dan simulasi. Kata kunci: OSPF, EIGRP, Redistribution, Delay, Cost, Metric. Abstract OSPF (Open Shortest Path First and EIGRP (Enhanced Interior Gateway Routing Protocol are two routing protocols are widely used in computer networks. Differences between the characteristics of routing protocols pose a problem in the delivery of data packets. Redistribution technique is the solution for communication between routing protocols. By using the software Cisco Packet Tracer 5.3 in this study were made simulating OSPF and EIGRP redistribution linked by technique, then compared its quality with a single EIGRP and OSPF routing protocols. Testing parameters in this study is the value of the time delay and trace route. Value trace route based on direct calculation of cost

  11. PERBANDINGAN KOMUNIKASI NONVERBAL PENUTUR ASLI DAN PENUTUR ASING BAHASA INGGRIS DALAM PUBLIC SPEAKING

    Directory of Open Access Journals (Sweden)

    I Made Suta Paramarta

    2016-08-01

    Full Text Available Abstrak Tujuan penelitian ini adalah untuk membandingkan fitur-fitur nonverbal penutur asli dan penutur asing dalam public speaking. Perbedaan budaya antara kedua kelompok penutur tersebut menimbulkan perbedaan penggunaan fitur nonverbal dalam public speaking. Desain penelitian ini adalah desain deskriptif kualitatif dengan 10 subjek. 5 subjek adalah video penutur asli Bahasa Inggris dan 5 video subjek yang lain adalah video mahasiswa Jurusan D III Bahasa Inggris Universitas Pendidikan Ganesha. Penutur asli menunjukkan gerakan nonverbal yang jauh lebih variatif dari penutur asing Bahasa Inggris. Penutur asli memiliki gerakan-gerakan spesifik yang mengacu pada makna yang spesifik juga. Di lain pihak, penutur asing menunjukkan gerakan nonverbal yang bersifat umum tanpa rujukan pasti pada maksud yang spesifik. Fitur nonverbal yang dicermati dikelompokkan pada gerakan kepala, gerakan badan, dan kontak mata. Kata kunci: perbandingan, nonverbal, public speaking Abstract The purpose of this research is to compare the nonverbal features of the native speakers and the non-native speakers of English in public speaking. Cultural differences between the two groups make significant differences on using the nonverbal features in public speaking. The design of this research was a descriptive-qualitative design with 10 subjects. 5 subjects were videos of 5 English native speakers and the other 5 subjects were the videos of 5 students of Diploma III English Department Universitas Pendidikan Ganesha. The native speakers showed more variative nonverbal movements compared to the non-native speakers. The native speakers made specific gestures which refered to certain specific meanings. On the other hand, the non-native speakers applied general nonverbal movements without specific referents. The investigated nonverbal features were grouped into head movements, body movements, and eye contacts. Keywords: comparison, nonverbal, public speaking

  12. Developing team cognition: A role for simulation

    Science.gov (United States)

    Fernandez, Rosemarie; Shah, Sachita; Rosenman, Elizabeth D.; Kozlowski, Steve W. J.; Parker, Sarah Henrickson; Grand, James A.

    2016-01-01

    SUMMARY STATEMENT Simulation has had a major impact in the advancement of healthcare team training and assessment. To date, the majority of simulation-based training and assessment focuses on the teamwork behaviors that impact team performance, often ignoring critical cognitive, motivational, and affective team processes. Evidence from team science research demonstrates a strong relationship between team cognition and team performance and suggests a role for simulation in the development of this team-level construct. In this article we synthesize research from the broader team science literature to provide foundational knowledge regarding team cognition and highlight best practices for using simulation to target team cognition. PMID:28704287

  13. Data Teams for School Improvement

    Science.gov (United States)

    Schildkamp, Kim; Poortman, Cindy L.; Handelzalts, Adam

    2016-01-01

    The use of data for educational decision making has never been more prevalent. However, teachers and school leaders need support in data use. Support can be provided by means of professional development in the form of "data teams". This study followed the functioning of 4 data teams over a period of 2 years, applying a qualitative case…

  14. Diversity Management in Global Teams

    DEFF Research Database (Denmark)

    Clausen, Lisbeth

    2016-01-01

    implemented in the local organization? How are organizational culture, vision and images aligned with the team processes to accomplish the task? Does professional (functional) expertise influence team collaboration and finally how do individual experiences and coping strategies matter? The US and Japan...

  15. Team Teaching. IDEA Paper #55

    Science.gov (United States)

    Plank, Kathryn M.

    2013-01-01

    Team teaching has the potential to have a profound impact on both teaching and learning. Many who have taught as part of a team report the break from solitary practice brings renewed excitement for teaching and the course that makes them better teachers. It also creates a learning environment in which students can explore multiple perspectives and…

  16. The Benefits of Team Teaching.

    Science.gov (United States)

    Morganti, Deena J.; Buckalew, Flora C.

    1991-01-01

    Discussion of team teaching focuses on librarians team teaching a course on information search strategy at the Pennsylvania State Berks Campus Library. Course requirements are described, planning for the course is discussed, grading practices are reviewed, and course and instructor evaluations are described. (two references) (LRW)

  17. Improving supervision: a team approach.

    Science.gov (United States)

    1993-01-01

    This issue of "The Family Planning Manager" outlines an interactive team supervision strategy as a means of improving family planning service quality and enabling staff to perform to their maximum potential. Such an approach to supervision requires a shift from a monitoring to a facilitative role. Because supervisory visits to the field are infrequent, the regional supervisor, clinic manager, and staff should form a team to share ongoing supervisory responsibilities. The team approach removes individual blame and builds consensus. An effective team is characterized by shared leadership roles, concrete work problems, mutual accountability, an emphasis on achieving team objectives, and problem resolution within the group. The team supervision process includes the following steps: prepare a visit plan and schedule; meet with the clinic manager and staff to explain how the visit will be conducted; supervise key activity areas (clinical, management, and personnel); conduct a problem-solving team meeting; conduct a debriefing meeting with the clinic manager; and prepare a report on the visit, including recommendations and follow-up plans. In Guatemala's Family Planning Unit, teams identify problem areas on the basis of agreement that a problem exists, belief that the problem can be solved with available resources, and individual willingness to accept responsibility for the specific actions identified to correct the problem.

  18. 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…

  19. Unattended video surveillance systems for international safeguards

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1979-01-01

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

  20. Potret Diri Digital dalam Seni dan Budaya Visual

    Directory of Open Access Journals (Sweden)

    Kusrini Kusrini

    2015-10-01

    Full Text Available Selfie merupakan bentuk tidak resmi (slang dari potret diri digital (digital self-portraits. Keberadaannya semakin berkembang. National #Selfie Gallery di London pada 2013 menunjukkan bahwa jenis foto ini memiliki kelayakan untuk masuk galeri dan disebut sebagai karya seni. Sejumlah 19 seniman berfoto selfie dan hasilnya dipamerkan dalam bentuk video berdurasi singkat, masing-masing sekitar 30 detik. Untuk sampai di ruang pamer galeri, foto-foto selfie tersebut melalui tahap kurasi oleh kurator. Terdapat seleksi teknik dengan perangkat yang ada di dunia seni. Pada tahap selanjutnya, foto-foto selfie tersebut masuk galeri. Saat lolos seleksi dan dipamerkan di ruang galeri, serta dinikmati audiens seni, digital self-portraits menjadi sebuah karya seni dengan nilai isi makna seni, termasuk nilai estetis, serta nominal tertentu saat dibeli oleh kolektor. Jenis foto yang mengelilingi masyarakat kota tidak hanya selfie dan potret diri, namun semakin beragam. Di mana pun bertemu dengan foto, hingga dalam pengambilan keputusan maupun tindakan, berdasarkan pada apa yang dilihat. Di ranah ini, foto sudah menjadi bagian dari budaya masyarakat membentuk budaya visual. Dari budaya visual ini, bidang-bidang kehidupan lain ikut terpengaruh. Ketika foto menjadi bagian tidak terpisahkan dari kehidupan ataupun cara hidup masyarakat, bidang lain seperti ekonomi dan sosial turut larut di dalamnya. Perekonomian menjadikan dunia visual sebagai lahan bisnis yang menjanjikan. Dari sisi sosial, masyarakat menggantikan interaksi dan komunikasi langsung dengan media digital. Melihat dan mengukur seseorang dari relasi dari di media sosial, dan menilainya dari visual yang tertampil di jejaring sosial tersebut   Selfie is a slang form of digital self-portrait. Now, its development has been increasing. National #Selfie Gallery in London in 2013 showed the eligibility of this type to enter the gallery and called it as a work of art. There were 19 artists taking their selfie