WorldWideScience

Sample records for tv movies video

  1. A validity test of movie, television, and video-game ratings.

    Science.gov (United States)

    Walsh, D A; Gentile, D A

    2001-06-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. To test the validity of the current movie-, television-, and video game-rating systems. Panel study. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video games on 10 aspects, including the appropriateness of the media product for children based on age. When an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. As 1 part of a solution to the complex public health problems posed by violent and sexually explicit media products, ratings can have value if used with caution. Parents and caregivers relying on the ratings systems to guide their children's use of media products should continue to monitor content independently. Industry ratings systems should be revised with input

  2. Parents rate the ratings: a test of the validity of the American movie, television, and video game ratings.

    Science.gov (United States)

    Walsh, D A; Gentile, D A; Van Brederode, T M

    2002-02-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. We conducted a panel study to test the validity of the current movie, television, and video game rating systems. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video and computer games on 10 aspects, including the appropriateness of the media product for children on the basis of age. Results revealed that when an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. Short-term and long-term recommendations are suggested.

  3. Induced Recall of Jane Austen's Novels: Films, Television, Videos.

    Science.gov (United States)

    Diaz de Chumaceiro, Cora L.

    2000-01-01

    Notes that the popularity of Jane Austen adaptations in theaters, television, and videos increases the probability that patients and therapists may recall these movies in treatment. Underscores excerpts from a comparison of an Austen novel with the psychoanalytic process and highlights available film adaptations in video format. (SC)

  4. A analysis of differences between common types of 3D stereoscopic movie & TV technology

    Directory of Open Access Journals (Sweden)

    CHEN Shuangyin

    2013-06-01

    Full Text Available 3D stereoscopic movie & TV technology develops rapidly.It is spreading into common people's life day by day.In this thesis,the author analyzes 3D stereoscopic movie & TV technology thoroughly.By comparing and studying the different technical solutions of the stereoscopic photography and video recording,production process and playing back,the author generalizes the characteristics of various programs and analyzes their strength and weakness.Eventually,the thesis gives the specific application of existing technical solutions and the future development.At last,it puts improvement goals of 3D stereoscopic movie & TV technology and gives large future development.

  5. Distribution of Video-on-Demand Service over Cable Television Networks

    Directory of Open Access Journals (Sweden)

    L. T. Jordanova

    2009-06-01

    Full Text Available The paper deals with investigations carried out to increase the effectiveness of video-on-demand (VoD systems when cable television networks are used. A comparative analysis of the existing VoD architectures is made with respect to the equipment cost and the traffic load over the central transport network. Through statistical studies the main characteristics of a particular hybrid VoD are determined (such as twenty-four-hour distribution of the video traffic, average inter-arrival time of the VoD requests, average duration of video streams demanded, movies distribution according to the subscribers’ preferences. An algorithm for the videocontent flexible distribution among the distribution hubs is suggested. Thus a higher effectiveness of the system is achieved without significantly increasing the equipment cost.

  6. Using Short Movie and Television Clips in the Economics Principles Class

    Science.gov (United States)

    Sexton, Robert L.

    2006-01-01

    The author describes a teaching method that uses powerful contemporary media, movie and television clips, to demonstrate the enormous breadth and depth of economic concepts. Many different movie and television clips can be used to show the power of economic analysis. The author describes the scenes and the economic concepts within those scenes for…

  7. Fat stigmatization in television shows and movies: a content analysis.

    Science.gov (United States)

    Himes, Susan M; Thompson, J Kevin

    2007-03-01

    To examine the phenomenon of fat stigmatization messages presented in television shows and movies, a content analysis was used to quantify and categorize fat-specific commentary and humor. Fat stigmatization vignettes were identified using a targeted sampling procedure, and 135 scenes were excised from movies and television shows. The material was coded by trained raters. Reliability indices were uniformly high for the seven categories (percentage agreement ranged from 0.90 to 0.98; kappas ranged from 0.66 to 0.94). Results indicated that fat stigmatization commentary and fat humor were often verbal, directed toward another person, and often presented directly in the presence of the overweight target. Results also indicated that male characters were three times more likely to engage in fat stigmatization commentary or fat humor than female characters. To our knowledge, these findings provide the first information regarding the specific gender, age, and types of fat stigmatization that occur frequently in movies and television shows. The stimuli should prove useful in future research examining the role of individual difference factors (e.g., BMI) in the reaction to viewing such vignettes.

  8. Based on a True Story? The Portrayal of ECT in International Movies and Television Programs.

    Science.gov (United States)

    Sienaert, Pascal

    Movies and television (TV) programs are an important source of public information about ECT. To narratively review the portrayal of ECT in international movies and TV programs from 1948 until present. Several Internet movie databases and a database of phrases appearing in movies and TV programs were searched, supplemented with a Medline-search. No language restrictions were applied. ECT was portrayed in 52 movies (57 scenes), 21 TV programs (23 scenes), and 2 animated sitcoms (2 scenes). In movies, the main indication for ECT is behavioral control or torture (17/57, 29.8%), whereas in TV programs, the most frequent indication is erasing memories (7/25, 28%). In most scenes (47/82; 57.3%) ECT is given without consent, and without anesthesia (59/82; 72%). Unmodified ECT is depicted more frequently in American scenes (48/64, 75%), as opposed to scenes from other countries (11/18; 64.7%). Bilateral electrode placement is used in almost all (89%, 73/82) scenes. The vast majority of movies (46/57, 80.7%) and TV programs (18/25, 72%) show a negative and inaccurate image of the treatment. In the majority of scenes, ECT is used as a metaphor for repression, mind and behavior control, and is shown as a memory-erasing, painful and damaging treatment, adding to the stigma already associated with ECT. Only a few exceptions paint a truthful picture of this indispensable treatment in modern psychiatry. Copyright © 2016 Elsevier Inc. All rights reserved.

  9. Movie and TV Nostalgia. Factfile No. 7.

    Science.gov (United States)

    Elsas, Diana, Ed.; And Others

    This guide to movie and TV nostalgia lists organizations and events, both with descriptive information. Sources include U.S. stores and outlets which carry publications, stills, posters, and other memorabilia related to movies and TV, as well as a selected list of sources of 8mm and 16mm films in the public domain. The annotated bibliography lists…

  10. 26 CFR 7.48-2 - Election of forty-percent method of determining investment credit for movie and television films...

    Science.gov (United States)

    2010-04-01

    ... investment credit for movie and television films placed in service in a taxable year beginning before January... Election of forty-percent method of determining investment credit for movie and television films placed in... the Tax Reform Act of 1976 (90 Stat. 1595), taxpayers who placed movie or television films (here...

  11. Influence of video compression on the measurement error of the television system

    Science.gov (United States)

    Sotnik, A. V.; Yarishev, S. N.; Korotaev, V. V.

    2015-05-01

    Video data require a very large memory capacity. Optimal ratio quality / volume video encoding method is one of the most actual problem due to the urgent need to transfer large amounts of video over various networks. The technology of digital TV signal compression reduces the amount of data used for video stream representation. Video compression allows effective reduce the stream required for transmission and storage. It is important to take into account the uncertainties caused by compression of the video signal in the case of television measuring systems using. There are a lot digital compression methods. The aim of proposed work is research of video compression influence on the measurement error in television systems. Measurement error of the object parameter is the main characteristic of television measuring systems. Accuracy characterizes the difference between the measured value abd the actual parameter value. Errors caused by the optical system can be selected as a source of error in the television systems measurements. Method of the received video signal processing is also a source of error. Presence of error leads to large distortions in case of compression with constant data stream rate. Presence of errors increases the amount of data required to transmit or record an image frame in case of constant quality. The purpose of the intra-coding is reducing of the spatial redundancy within a frame (or field) of television image. This redundancy caused by the strong correlation between the elements of the image. It is possible to convert an array of image samples into a matrix of coefficients that are not correlated with each other, if one can find corresponding orthogonal transformation. It is possible to apply entropy coding to these uncorrelated coefficients and achieve a reduction in the digital stream. One can select such transformation that most of the matrix coefficients will be almost zero for typical images . Excluding these zero coefficients also

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

    Science.gov (United States)

    Ivory, James D; Magee, Robert G

    2009-06-01

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

  13. 26 CFR 7.48-1 - Election to have investment credit for movie and television films determined in accordance with...

    Science.gov (United States)

    2010-04-01

    ... movie and television films determined in accordance with previous litigation. (a) Generally. Under... 26 Internal Revenue 14 2010-04-01 2010-04-01 false Election to have investment credit for movie and television films determined in accordance with previous litigation. 7.48-1 Section 7.48-1 Internal...

  14. Television viewing and physical activity among Latino children

    Science.gov (United States)

    Watching television and using other forms of media such as video games, computers, print, music and movies takes up a surprisingly large amount of our children’s time. U.S. children spend more time watching television than any other activity except sleep. According to a recent nationwide report on c...

  15. Television and video game exposure and the development of attention problems.

    Science.gov (United States)

    Swing, Edward L; Gentile, Douglas A; Anderson, Craig A; Walsh, David A

    2010-08-01

    Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-reported attention problems. Another sample of 210 late adolescent/early adult participants provided self-reports of television exposure, video game exposure, and attention problems. Exposure to television and video games was associated with greater attention problems. The association of television and video games to attention problems in the middle childhood sample remained significant when earlier attention problems and gender were statistically controlled. The associations of screen media and attention problems were similar across media type (television or video games) and age (middle childhood or late adolescent/early adult). Viewing television and playing video games each are associated with increased subsequent attention problems in childhood. It seems that a similar association among television, video games, and attention problems exists in late adolescence and early adulthood. Research on potential risk factors for attention problems should be expanded to include video games in addition to television.

  16. Tackling action-based video abstraction of animated movies for video browsing

    Science.gov (United States)

    Ionescu, Bogdan; Ott, Laurent; Lambert, Patrick; Coquin, Didier; Pacureanu, Alexandra; Buzuloiu, Vasile

    2010-07-01

    We address the issue of producing automatic video abstracts in the context of the video indexing of animated movies. For a quick browse of a movie's visual content, we propose a storyboard-like summary, which follows the movie's events by retaining one key frame for each specific scene. To capture the shot's visual activity, we use histograms of cumulative interframe distances, and the key frames are selected according to the distribution of the histogram's modes. For a preview of the movie's exciting action parts, we propose a trailer-like video highlight, whose aim is to show only the most interesting parts of the movie. Our method is based on a relatively standard approach, i.e., highlighting action through the analysis of the movie's rhythm and visual activity information. To suit every type of movie content, including predominantly static movies or movies without exciting parts, the concept of action depends on the movie's average rhythm. The efficiency of our approach is confirmed through several end-user studies.

  17. Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?

    Science.gov (United States)

    Funk, Jeanne B; Baldacci, Heidi Bechtoldt; Pasold, Tracie; Baumgardner, Jennifer

    2004-02-01

    It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples' relatively low exposure to real-life violence may have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined.

  18. High-resolution X-ray television and high-resolution video recorders

    International Nuclear Information System (INIS)

    Haendle, J.; Horbaschek, H.; Alexandrescu, M.

    1977-01-01

    The improved transmission properties of the high-resolution X-ray television chain described here make it possible to transmit more information per television image. The resolution in the fluoroscopic image, which is visually determined, depends on the dose rate and the inertia of the television pick-up tube. This connection is discussed. In the last few years, video recorders have been increasingly used in X-ray diagnostics. The video recorder is a further quality-limiting element in X-ray television. The development of function patterns of high-resolution magnetic video recorders shows that this quality drop may be largely overcome. The influence of electrical band width and number of lines on the resolution in the X-ray television image stored is explained in more detail. (orig.) [de

  19. Edgar Buchanan: dentist and popular character actor in movies and television.

    Science.gov (United States)

    Christen, A G; Christen, J A

    2001-07-01

    Edgar Buchanan, D.D.S., pursued a diverse mix of careers during his lifetime: as he practiced dentistry, he also worked as a popular film and television actor. Although he eventually relinquished a full-time dental practice for acting, he continued his commitment to clinical dentistry. Acting in 100 films and four television series across a 35-year span (1939-1975). He personified a scheming, yet well-meaning rustic who specialized in "cracker-barrel" philosophy. Typically, he was cast in classic western movies as a bewhiskered character actor. In several films he played a frontier dentist who was always portrayed in a sympathetic and authentic manner. His unique gravelly voice, subtle facial expressions, folksy mannerisms and portly build enabled Buchanan to step into a wide variety of character roles. His most memorable television role was in the classic situation comedy, "Petticoat Junction," (1963-1970), where he played Uncle Joe, a folksy, lovable, free-loader whose many entertaining schemes created chaos.

  20. Scratch's Third Body: Video Talks Back to Television

    Directory of Open Access Journals (Sweden)

    Leo Goldsmith

    2015-12-01

    Full Text Available Emerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video technologies, artists like George Barber, The Gorilla Tapes, and Sandra Goldbacher and Kim Flitcroft deployed a style characterized by the rapid sampling and manipulation of dissociated images drawn from broadcast television. Inspired by the cut-up methods of William Burroughs and the audio sampling practiced by contemporary black American musicians, these artists developed strategies for intervening in the audiovisual archive of television and disseminating its images in new contexts: in galleries and nightclubs, and on home video. Reconceptualizing video's “body,” Scratch's appropriation of televisual images of the human form imagined a new hybrid image of the post-industrial body, a “third body” representing a new convergence of human and machine.

  1. Emotional and Physiological Desensitization to Real-Life and Movie Violence

    Science.gov (United States)

    Mrug, Sylvie; Madan, Anjana; Cook, Edwin W.; Wright, Rex A.

    2014-01-01

    Youth are exposed to large amounts of violence in real life and media, which may lead to desensitization. Given evidence of curvilinear associations between exposure to violence and emotional distress, we examined linear and curvilinear associations of exposure to real-life and movie violence with PTSD symptoms, empathy, and physiological arousal, as well emotional and physiological reactivity to movie violence. College students (N=209; mean age=18.74) reported on their exposure to real-life and televised violence, PTSD symptoms, and empathy. Then, students were randomly assigned to view a series of violent or nonviolent high-action movie scenes, providing ratings of emotional distress after each clip. Blood pressure was measured at rest and during video viewing. Results showed that with increasing exposure to real-life violence, youth reported more PTSD symptoms and greater identification with fictional characters. Cognitive and emotional empathy increased from low to medium levels of exposure to violence, but declined at higher levels. For males, exposure to higher levels of real-life violence was associated with diminishing (vs. increasing) emotional distress when viewing violent videos. Exposure to televised violence was generally unrelated to emotional functioning. However, those with medium levels of exposure to TV/movie violence experienced lower elevations of blood pressure when viewing violent videos compared to those with low exposure, and those with higher levels of exposure evidenced rapid increase in blood pressure that quickly declined over time. The results point to diminished empathy and reduced emotional reactivity to violence as key aspects of desensitization to real-life violence, and more limited evidence of physiological desensitization to movie violence among those exposed to high levels of televised violence. PMID:25326900

  2. ANALYZING THE RELATIONSHIP BETWEEN MOVIES AND TV COMMERCIALS TYPES

    Directory of Open Access Journals (Sweden)

    Frank Van Der Valk

    2017-09-01

    Full Text Available The aim of this paper is to shed some light on whether there is any connection between the types of movies broadcasted on TV and types of commercials or not. A total of 20 different movies of Polish channels have been recorded and visually analyzed including the contents of the commercials broadcasted before, after and, during them. The different types of movies examined include comedies of manners, romantic comedies, thrillers, action movies, dramas, crimes, science-fiction and adventures. The research results show that there is a relationship between the types of movies broadcasted and the commercials before, during and after them. This connection is based on the needs and consuming behavior of each movie’s viewers.

  3. Streaming movies, media, and instant access

    CERN Document Server

    Dixon, Wheeler Winston

    2013-01-01

    Film stocks are vanishing, but the iconic images of the silver screen remain -- albeit in new, sleeker formats. Today, viewers can instantly stream movies on televisions, computers, and smartphones. Gone are the days when films could only be seen in theaters or rented at video stores: movies are now accessible at the click of a button, and there are no reels, tapes, or discs to store. Any film or show worth keeping may be collected in the virtual cloud and accessed at will through services like Netflix, Hulu, and Amazon Instant.The movies have changed, and we are changing with them.

  4. Movie collection - TogoTV | LSDB Archive [Life Science Database Archive metadata

    Lifescience Database Archive (English)

    Full Text Available switchLanguage; BLAST Search Image Search Home About Archive Update History Data ...ols. Data file File name: movie File URL: ftp://ftp.biosciencedbc.jp/archive/togotv/movie/ File size: 200 GB...ata entries 1169 entries - About This Database Database Description Download License Update History of This Database Site Policy | Contact Us Movie collection - TogoTV | LSDB Archive ...

  5. MovieRemix: Having Fun Playing with Videos

    Directory of Open Access Journals (Sweden)

    Nicola Dusi

    2011-01-01

    scenario. Known as remix or video remix, the produced video may have new and different meanings with respect to the source material. Unfortunately, when managing audiovisual objects, the technological aspect can be a burden for many creative users. Motivated by the large success of the gaming market, we propose a novel game and an architecture to make the remix process a pleasant and stimulating gaming experience. MovieRemix allows people to act like a movie director, but instead of dealing with cast and cameras, the player has to create a remixed video starting from a given screenplay and from video shots retrieved from the provided catalog. MovieRemix is not a simple video editing tool nor is a simple game: it is a challenging environment that stimulates creativity. To temp to play the game, players can access different levels of screenplay (original, outline, derived and can also challenge other players. Computational and storage issues are kept at the server side, whereas the client device just needs to have the capability of playing streaming videos.

  6. Automatic topics segmentation for TV news video

    Science.gov (United States)

    Hmayda, Mounira; Ejbali, Ridha; Zaied, Mourad

    2017-03-01

    Automatic identification of television programs in the TV stream is an important task for operating archives. This article proposes a new spatio-temporal approach to identify the programs in TV stream into two main steps: First, a reference catalogue for video features visual jingles built. We operate the features that characterize the instances of the same program type to identify the different types of programs in the flow of television. The role of video features is to represent the visual invariants for each visual jingle using appropriate automatic descriptors for each television program. On the other hand, programs in television streams are identified by examining the similarity of the video signal for visual grammars in the catalogue. The main idea of the identification process is to compare the visual similarity of the video signal features in the flow of television to the catalogue. After presenting the proposed approach, the paper overviews encouraging experimental results on several streams extracted from different channels and compounds of several programs.

  7. Social Interaction Design for Online Video and Television

    NARCIS (Netherlands)

    P.S. Cesar Garcia (Pablo Santiago); D. Geerts (David)

    2016-01-01

    textabstractIn recent years social networking and social interactions have challenged old conceptions in the media landscape. Web applications that offer video content, connected television sets and set-top boxes, tablets and smartphones as second screens, and online TV widgets have radically

  8. Linking Obesity and Activity Level with Children's Television and Video Game Use

    Science.gov (United States)

    Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G.

    2004-01-01

    This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…

  9. TV Recommendation and Personalization Systems: Integrating Broadcast and Video On demand Services

    Directory of Open Access Journals (Sweden)

    SOARES, M.

    2014-02-01

    Full Text Available The expansion of Digital Television and the convergence between conventional broadcasting and television over IP contributed to the gradual increase of the number of available channels and on demand video content. Moreover, the dissemination of the use of mobile devices like laptops, smartphones and tablets on everyday activities resulted in a shift of the traditional television viewing paradigm from the couch to everywhere, anytime from any device. Although this new scenario enables a great improvement in viewing experiences, it also brings new challenges given the overload of information that the viewer faces. Recommendation systems stand out as a possible solution to help a watcher on the selection of the content that best fits his/her preferences. This paper describes a web based system that helps the user navigating on broadcasted and online television content by implementing recommendations based on collaborative and content based filtering. The algorithms developed estimate the similarity between items and users and predict the rating that a user would assign to a particular item (television program, movie, etc.. To enable interoperability between different systems, programs? characteristics (title, genre, actors, etc. are stored according to the TV-Anytime standard. The set of recommendations produced are presented through a Web Application that allows the user to interact with the system based on the obtained recommendations.

  10. Television and music video exposure and risk of adolescent alcohol use.

    Science.gov (United States)

    Robinson, T N; Chen, H L; Killen, J D

    1998-11-01

    Alcohol use is frequently portrayed in television programming and advertising. Exposure to media portrayals of alcohol use may lead to increased drinking. To address this issue, we examined prospectively the associations between media exposure and alcohol use in adolescents. Prospective cohort study. Setting. Six public high schools in San Jose, California. Participants. Ninth-grade students (N = 1533; mean age = 14.6 years). Students reported hours of television, music video, and videotape viewing; computer and video game use; and lifetime and past 30 days' alcohol use at baseline and 18 months later. Associations between baseline media exposure and subsequent alcohol use were examined with multiple logistic regression. During the 18-month follow-up, 36.2% of baseline nondrinkers began drinking and 50.7% of baseline drinkers continued to drink. Onset of drinking was significantly associated with baseline hours of television viewing (odds ratio [OR] = 1.09; 95% confidence interval [95% CI] = 1.01-1.18), music video viewing (OR = 1.31; 95% CI = 1. 17-1.47), and videotape viewing (OR = 0.89; 95% CI = 0.79-0.99), controlling for age, sex, ethnicity, and other media use. Computer and video game use was not significantly associated with the subsequent onset of drinking. Among baseline drinkers, there were no significant associations between baseline media use and maintenance of drinking. Increased television and music video viewing are risk factors for the onset of alcohol use in adolescents. Attempts to prevent adolescent alcohol use should address the adverse influences of alcohol use in the media.

  11. Bugs and Movies: Using Film to Teach Microbiology

    OpenAIRE

    Sánchez, Manuel

    2011-01-01

    A YouTube channel has been created to watch commented video fragments from famous movies or TV series that can be used to teach microbiology. Although microbes are usually depicted in terms of their roles in causing infectious disease, numerous movies reflect other scientific aspects, such as biotechnological applications or bioethical issues.

  12. Bugs and Movies: Using Film to Teach Microbiology

    Directory of Open Access Journals (Sweden)

    Manuel Sánchez

    2011-09-01

    Full Text Available A YouTube channel has been created to watch commented video fragments from famous movies or TV series that can be used to teach microbiology. Although microbes are usually depicted in terms of their roles in causing infectious disease, numerous movies reflect other scientific aspects, such as biotechnological applications or bioethical issues.

  13. 75 FR 7370 - Closed Captioning of Video Programming; Closed Captioning Requirements for Digital Television...

    Science.gov (United States)

    2010-02-19

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 79 [CG Docket No. 05-231; ET Docket No. 99-254; FCC 08-255] Closed Captioning of Video Programming; Closed Captioning Requirements for Digital Television... Captioning of Video Programming; Closed Captioning Requirements for Digital Television Receivers, Declaratory...

  14. Sexy media matter: exposure to sexual content in music, movies, television, and magazines predicts black and white adolescents' sexual behavior.

    Science.gov (United States)

    Brown, Jane D; L'Engle, Kelly Ladin; Pardun, Carol J; Guo, Guang; Kenneavy, Kristin; Jackson, Christine

    2006-04-01

    To assess over time whether exposure to sexual content in 4 mass media (television, movies, music, and magazines) used by early adolescents predicts sexual behavior in middle adolescence. An in-home longitudinal survey of 1017 black and white adolescents from 14 middle schools in central North Carolina was conducted. Each teen was interviewed at baseline when he or she was 12 to 14 years old and again 2 years later using a computer-assisted self interview (audio computer-assisted self-interview) to ensure confidentiality. A new measure of each teen's sexual media diet (SMD) was constructed by weighting the frequency of use of 4 media by the frequency of sexual content in each television show, movie, music album, and magazine the teen used regularly. White adolescents in the top quintile of sexual media diet when 12 to 14 years old were 2.2 times more likely to have had sexual intercourse when 14 to 16 years old than those who were in the lowest SMD quintile, even after a number of other relevant factors, including baseline sexual behavior, were introduced. The relationship was not statistically significant for black adolescents after controlling for other factors that were more predictive, including parental disapproval of teen sex and perceived permissive peer sexual norms. Exposure to sexual content in music, movies, television, and magazines accelerates white adolescents' sexual activity and increases their risk of engaging in early sexual intercourse. Black teens appear more influenced by perceptions of their parents' expectations and their friends' sexual behavior than by what they see and hear in the media.

  15. Tv & video engineer's reference book

    CERN Document Server

    Jackson, K G

    1991-01-01

    TV & Video Engineer's Reference Book presents an extensive examination of the basic television standards and broadcasting spectrum. It discusses the fundamental concepts in analogue and digital circuit theory. It addresses studies in the engineering mathematics, formulas, and calculations. Some of the topics covered in the book are the conductors and insulators, passive components, alternating current circuits; broadcast transmission; radio frequency propagation; electron optics in cathode ray tube; color encoding and decoding systems; television transmitters; and remote supervision of unatten

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

    Science.gov (United States)

    Bowes, David R.

    2014-01-01

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

  17. How Television News Programs Use Video News Releases.

    Science.gov (United States)

    Harmon, Mark D.; White, Candace

    2001-01-01

    Examines actual use in television news broadcasts of video news releases (VNRs). Finds that all sizes of markets were likely to use VNRs. Finds that the most common use was as a voice-over story in an early evening newscast, and that VNRs associated with children and their safety or health got the greatest number of uses. (SR)

  18. Are 3-D Movies Bad for Your Eyes?

    Medline Plus

    Full Text Available ... ophthalmologists say there is no reason to be concerned that 3-D movies, TV or video games will damage the eyes or visual system. Some people complain of headaches or motion sickness when viewing ...

  19. Are 3-D Movies Bad for Your Eyes?

    Medline Plus

    Full Text Available ... be concerned that 3-D movies, TV or video games will damage the eyes or visual system. Some ... Academy Jobs at the Academy Financial Relationships with Industry Medical Disclaimer Privacy Policy Terms of Service For ...

  20. The energy expenditure of an activity-promoting video game compared to sedentary video games and TV watching.

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A

    2011-01-01

    In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure in obese and lean children. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game console. Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console. When examining movement with accelerometry, children moved significantly more when playing the video game on the Nintendo Wii console. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living.

  1. Are 3-D Movies Bad for Your Eyes?

    Medline Plus

    Full Text Available ... Subspecialties & More Academy Publications EyeNet Ophthalmology Ophthalmology ... no reason to be concerned that 3-D movies, TV or video games will damage the eyes or visual system. Some people complain of headaches or motion sickness ...

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

    Science.gov (United States)

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

    2011-01-01

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

  3. Television, video game and social media use among children with ASD and typically developing siblings.

    Science.gov (United States)

    Mazurek, Micah O; Wenstrup, Colleen

    2013-06-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children with ASD spent approximately 62% more time watching television and playing video games than in all non-screen activities combined. Compared with TD siblings, children with ASD spent more hours per day playing video games (2.4 vs. 1.6 for boys, and 1.8 vs. 0.8 for girls), and had higher levels of problematic video game use. In contrast, children with ASD spent little time using social media or socially interactive video games.

  4. Teaching Surgical Procedures with Movies: Tips for High-quality Video Clips

    OpenAIRE

    Jacquemart, Mathieu; Bouletreau, Pierre; Breton, Pierre; Mojallal, Ali; Sigaux, Nicolas

    2016-01-01

    Summary: Video must now be considered as a precious tool for learning surgery. However, the medium does present production challenges, and currently, quality movies are not always accessible. We developed a series of 7 surgical videos and made them available on a publicly accessible internet website. Our videos have been viewed by thousands of people worldwide. High-quality educational movies must respect strategic and technical points to be reliable.

  5. Teaching Surgical Procedures with Movies: Tips for High-quality Video Clips.

    Science.gov (United States)

    Jacquemart, Mathieu; Bouletreau, Pierre; Breton, Pierre; Mojallal, Ali; Sigaux, Nicolas

    2016-09-01

    Video must now be considered as a precious tool for learning surgery. However, the medium does present production challenges, and currently, quality movies are not always accessible. We developed a series of 7 surgical videos and made them available on a publicly accessible internet website. Our videos have been viewed by thousands of people worldwide. High-quality educational movies must respect strategic and technical points to be reliable.

  6. Trigger videos on the Web: Impact of audiovisual design

    NARCIS (Netherlands)

    Verleur, R.; Heuvelman, A.; Verhagen, Pleunes Willem

    2011-01-01

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

  7. 78 FR 40421 - Inquiry Regarding Video Description in Video Programming Distributed on Television and on the...

    Science.gov (United States)

    2013-07-05

    ... description services for television are provided on a secondary audio stream, and typically a consumer can... box. The Commission recently adopted rules requiring apparatus that is designed to receive, play back, or record video programming transmitted simultaneously with sound to make secondary audio streams...

  8. Are 3-D Movies Bad for Your Eyes?

    Medline Plus

    Full Text Available ... 3-D technology healthy for your or your children's eyes? Although there are no long-term studies, ophthalmologists say there is no reason to be concerned that 3-D movies, TV or video games will damage the eyes or visual system. Some ...

  9. Epilepsy provoked by television and video games: safety of 100-Hz screens.

    Science.gov (United States)

    Ricci, S; Vigevano, F; Manfredi, M; Kasteleijn-Nolst Trenité, D G

    1998-03-01

    Television (TV) and video games (VG) can provoke seizures in patients with photosensitive epilepsies. Flicker frequency is the most important factor in screen activation. We tested conventional 50-Hz versus 100-Hz monitors during TV viewing and VG playing in 30 photosensitive subjects, 23 of whom had a history of TV or VG seizures or both. Fifteen subjects' discharges were activated by 50-Hz TV; 17 by 50-Hz VG; and one by a 100-Hz screen. Thus, 100-Hz screens protect against screen activation.

  10. The Energy Expenditure of an Activity-Promoting Video Game compared to Sedentary Video Games and TV Watching

    Science.gov (United States)

    Mitre, Naim; Foster, Randal C; Lanningham-Foster, Lorraine; Levine, James A.

    2014-01-01

    Background Screen time continues to be a major contributing factor to sedentariness in children. There have been more creative approaches to increase physical over the last few years. One approach has been through the use of video games. In the present study we investigated the effect of television watching and the use of activity-promoting video games on energy expenditure and movement in lean and obese children. Our primary hypothesis was that energy expenditure and movement decreases while watching television, in lean and obese children. Our secondary hypothesis was that energy expenditure and movement increases when playing the same game with an activity-promoting video game console compared to a sedentary video game console, in lean and obese children. Methods Eleven boys (10 ± 1 year) and eight girls (9 ± 1 year) ranging in BMI from 14–29 kg/m2 (eleven lean and eight overweight or obese) were recruited. Energy expenditure and physical activity were measured while participants were watching television, playing a video game on a traditional sedentary video game console, and while playing the same video game on an activity-promoting video game (Nintendo Wii) console. Results Energy expenditure was significantly greater than television watching and playing video games on a sedentary video game console when children played the video game on the activity-promoting console(125.3 ± 38.2 Kcal/hr vs. 79.7 ± 20.1 and 79.4 ±15.7, Pvideo games on a sedentary video game console is not different. Activity-promoting video games have shown to increase movement, and be an important tool to raise energy expenditure by 50% when compared to sedentary activities of daily living. PMID:22145458

  11. X-radiation from television receivers and video display terminals

    International Nuclear Information System (INIS)

    Huang, Ching-Chung; Lin, Pei-Huo; Lin, Yu-Ming; Weng, Pao-Shan.

    1986-01-01

    This paper deals with the X-radiation from television receivers and video display terminals. The bremsstrahlung production rate was calculated according to the thick target theory, and the transmitted X-radiation was measured by the spectrometry method. The calculated and the measured results were compared and discussed. In addition, evidences were shown that only the highest energy component of the bremsstrahlung can penetrate the cathode ray tube. (author)

  12. People with Hemianopia Report Difficulty with TV, Computer, Cinema Use, and Photography.

    Science.gov (United States)

    Costela, Francisco M; Sheldon, Sarah S; Walker, Bethany; Woods, Russell L

    2018-05-01

    Our survey found that participants with hemianopia report more difficulties watching video in various formats, including television (TV), on computers, and in a movie theater, compared with participants with normal vision (NV). These reported difficulties were not as marked as those reported by people with central vision loss. The aim of this study was to survey the viewing experience (e.g., frequency, difficulty) of viewing video on TV, computers and portable visual display devices, and at the cinema of people with hemianopia and NV. This information may guide vision rehabilitation. We administered a cross-sectional survey to investigate the viewing habits of people with hemianopia (n = 91) or NV (n = 192). The survey, consisting of 22 items, was administered either in person or in a telephone interview. Descriptive statistics are reported. There were five major differences between the hemianopia and NV groups. Many participants with hemianopia reported (1) at least "some" difficulty watching TV (39/82); (2) at least "some" difficulty watching video on a computer (16/62); (3) never attending the cinema (30/87); (4) at least some difficulty watching movies in the cinema (20/56), among those who did attend the cinema; and (5) never taking photographs (24/80). Some people with hemianopia reported methods that they used to help them watch video, including video playback and head turn. Although people with hemianopia report more difficulty with viewing video on TV and at the cinema, we are not aware of any rehabilitation methods specifically designed to assist people with hemianopia to watch video. The results of this survey may guide future vision rehabilitation.

  13. The influence of television, video games, and the internet on children's creativity

    NARCIS (Netherlands)

    Calvert, S.L.; Valkenburg, P.M.; Taylor, M.

    2013-01-01

    For many children, substantial amounts of time are devoted almost every day to screen media, including television viewing, video game play, and online Internet activities. This chapter discusses exposure to these types of media activities and some of the ways they influence creativity. In

  14. Video media-induced aggressiveness in children.

    Science.gov (United States)

    Cardwell, Michael Steven

    2013-09-01

    Transmission of aggressive behaviors to children through modeling by adults has long been a commonly held psychological concept; however, with the advent of technological innovations during the last 30 years, video media-television, movies, video games, and the Internet-has become the primary model for transmitting aggressiveness to children. This review explores the acquisition of aggressive behaviors by children through modeling behaviors in violent video media. The impact of aggressive behaviors on the child, the family, and society is addressed. Suggestive action plans to curb this societal ill are presented.

  15. "Deja Vu"? A Decade of Research on Language Laboratories, Television and Video in Language Learning

    Science.gov (United States)

    Vanderplank, Robert

    2010-01-01

    The developments in the last ten years in the form of DVD, streaming video, video on demand, interactive television and digital language laboratories call for an assessment of the research into language teaching and learning making use of these technologies and the learning paradigms underpinning them. This paper surveys research on language…

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

    Science.gov (United States)

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

    2013-01-01

    To examine the extent to which legal drug references (alcohol and tobacco) are present in the music video clips shown on two music video programs broadcast in Australia on Saturday mornings. Further, to examine the music genres in which the references appeared and the dominant messages associated with the references. Music video clips shown on the music video programs 'Rage' (ABC TV) and [V] 'Music Video Chart' (Channel [V]) were viewed over 8 weeks from August 2011 to October 2011 and the number of clips containing verbal and/or visual drug references in each program was counted. The songs were classified by genre and the dominant messages associated with drug references were also classified and analysed. A considerable proportion of music videos (approximately one-third) contained drug references. Alcohol featured in 95% of the music videos that contained drug references. References to alcohol generally associated it with fun and humour, and alcohol and tobacco were both overwhelmingly presented in contexts that encouraged, rather than discouraged, their use. In Australia, Saturday morning is generally considered a children's television viewing timeslot, and several broadcaster Codes of Practice dictate that programs shown on Saturday mornings must be appropriate for viewing by audiences of all ages. Despite this, our findings show that music video programs aired on Saturday mornings contain a considerable level of drug-related content.

  17. Random Acts of Senseless Video: An Organizational Psychology Perspective on the "Identity Crises" of Corporate Television.

    Science.gov (United States)

    Gutenko, Gregory

    Corporate television suffers from at least two "identity crises": departmental isolation, and the lack of a legitimate identity for the corporate video product itself. Video departments are not usually viewed and accepted by the organizational whole as natural evolutions of a historically defined and behaviorally integrated system. The…

  18. The portrayal of Tourette Syndrome in film and television.

    Science.gov (United States)

    Calder-Sprackman, Samantha; Sutherland, Stephanie; Doja, Asif

    2014-03-01

    To determine the representation of Tourette Syndrome (TS) in fictional movies and television programs by investigating recurrent themes and depictions. Television and film can be a source of information and misinformation about medical disorders. Tourette Syndrome has received attention in the popular media, but no studies have been done on the accuracy of the depiction of the disorder. International internet movie databases were searched using the terms "Tourette's", "Tourette's Syndrome", and "tics" to generate all movies, shorts, and television programs featuring a character or scene with TS or a person imitating TS. Using a grounded theory approach, we identified the types of characters, tics, and co-morbidities depicted as well as the overall representation of TS. Thirty-seven television programs and films were reviewed dating from 1976 to 2010. Fictional movies and television shows gave overall misrepresentations of TS. Coprolalia was overrepresented as a tic manifestation, characters were depicted having autism spectrum disorder symptoms rather than TS, and physicians were portrayed as unsympathetic and only focusing on medical therapies. School and family relationships were frequently depicted as being negatively impacted by TS, leading to poor quality of life. Film and television are easily accessible resources for patients and the public that may influence their beliefs about TS. Physicians should be aware that TS is often inaccurately represented in television programs and film and acknowledge misrepresentations in order to counsel patients accordingly.

  19. Pass the popcorn: "obesogenic" behaviors and stigma in children's movies.

    Science.gov (United States)

    Throop, Elizabeth M; Skinner, Asheley Cockrell; Perrin, Andrew J; Steiner, Michael J; Odulana, Adebowale; Perrin, Eliana M

    2014-07-01

    To determine the prevalence of obesity-related behaviors and attitudes in children's movies. A mixed-methods study of the top-grossing G- and PG-rated movies, 2006-2010 (4 per year) was performed. For each 10-min movie segment, the following were assessed: 1) prevalence of key nutrition and physical activity behaviors corresponding to the American Academy of Pediatrics obesity prevention recommendations for families; 2) prevalence of weight stigma; 3) assessment as healthy, unhealthy, or neutral; 3) free-text interpretations of stigma. Agreement between coders was >85% (Cohen's kappa = 0.7), good for binary responses. Segments with food depicted: exaggerated portion size (26%); unhealthy snacks (51%); sugar-sweetened beverages (19%). Screen time was also prevalent (40% of movies showed television; 35% computer; 20% video games). Unhealthy segments outnumbered healthy segments 2:1. Most (70%) of the movies included weight-related stigmatizing content (e.g., "That fat butt! Flabby arms! And this ridiculous belly!"). These popular children's movies had significant "obesogenic" content, and most contained weight-based stigma. They present a mixed message to children, promoting unhealthy behaviors while stigmatizing the behaviors' possible effects. Further research is needed to determine the effects of such messages on children. Copyright © 2013 The Obesity Society.

  20. [Smoking initiation and watching television, video, DVD among adolescents in Poland].

    Science.gov (United States)

    Kowalewska, Anna; Mazur, Joanna

    2012-01-01

    The aim of the study was to analyse the relationship between smoking initiation and the time spent watching TV, video, DVD by adolescents 11, 13, and 15-year-old in Poland. The research was conducted in 2010 as a part of Health Behaviour in School-aged Children: A WHO Collaborative Cross-national Study (HBSC) in a sample of 4751 students, using a standard, international HBSC questionnaire. It was found that there is a relationship between smoking attempts made by the young people and time spent watching TV during weekdays. In the analyzes using logistic regression combined variable relating to the time to watch TV on weekdays and weekends was used. Nearly a quarter of respondents (24.3%) were qualified to the group of adolescents spending too much time in front of the screen. Age was the strongest predictor of smoking onset. Between 11 and 13 years of age the risk of taking the first cigarette increased three times, and between 11 and 15 years of age more than seven times. Relative risk of smoking attempts related to gender and frequency of watching television, video or DVD was both equal to 1.5. In smoking prevention focused on adolescents it is should be better to pay more attention on constructive leisure time activities, and the role of parents in shaping pro-health attitudes. This is particularly important in the initial stages of schooling, when to develop and enhance the psychosocial competences as a the protective factor of risk taking behaviors among adolescents.

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

    Science.gov (United States)

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

    2013-01-01

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

  2. Violence and Sex in Music Videos: TV and Rock n' Roll.

    Science.gov (United States)

    Sherman, Barry L.; Dominick, Joseph R.

    1986-01-01

    Describes a study measuring the amount and kind of violence and sex presented in prime time music videos during a seven-week period. Compares sex and violence on music television to known data on conventional TV. (MS)

  3. The Effect of Viewing Television Violence on Aggression.

    Science.gov (United States)

    Primavera, Louis H.; Herron, William G.; Jauier, Rafael A.

    1996-01-01

    Discusses research on the negative impact of television and movies, scientific research on television violence and aggression, laboratory research, criticisms of laboratory research, field research, correlation studies. Concludes there is no evidence that viewing television violence increases aggression in children or adults but viewing it can…

  4. the television factor in vocabulary development among secondary ...

    African Journals Online (AJOL)

    Admin

    This study investigated the influence of television viewing frequency on the performance in ... Language, but also in other content subjects. .... TABLE 1: One- way analysis of variance of the influence of frequency of television ... favourite movie.

  5. Television use in the 21st century: An exploration of television and social television use in a multiplatform environment

    OpenAIRE

    Cha, Jiyoung

    2016-01-01

    Recognizing the multiplatform and individualized video viewing environment, this study conducted focus groups to delve into reasons behind the choice and use of television over other types of video platforms, and the motives for using social television. The results suggest that the focus group participants feel affection for television as a medium itself — a feeling that is independent of the content available on television. The motives for seeking social television include a sense of communi...

  6. Television, Video Game and Social Media Use among Children with ASD and Typically Developing Siblings

    Science.gov (United States)

    Mazurek, Micah O.; Wenstrup, Colleen

    2013-01-01

    This study examined the nature of television, video game, and social media use in children (ages 8-18) with autism spectrum disorders (ASD, n = 202) compared to typically developing siblings (TD, n = 179), and relative to other activities. Parents completed measures assessing children's screen-based and other extracurricular activities. Children…

  7. Energy use of televisions and video cassette recorders in the U.S.

    Energy Technology Data Exchange (ETDEWEB)

    Meier, Alan; Rosen, Karen

    1999-03-01

    In an effort to more accurately determine nationwide energy consumption, the U.S. Department of Energy has recently commissioned studies with the goal of improving its understanding of the energy use of appliances in the miscellaneous end-use category. This study presents an estimate of the residential energy consumption of two of the most common domestic appliances in the miscellaneous end-use category: color televisions (TVs) and video cassette recorders (VCRs). The authors used a bottom-up approach in estimating national TV and VCR energy consumption. First, they obtained estimates of stock and usage from national surveys, while TV and VCR power measurements and other data were recorded at repair and retail shops. Industry-supplied shipment and sales distributions were then used to minimize bias in the power measurement samples. To estimate national TV and VCR energy consumption values, ranges of power draw and mode usage were created to represent situations in homes with more than one unit. Average energy use values for homes with one unit, two units, etc. were calculated and summed to provide estimates of total national TV and VCR energy consumption.

  8. VideoStory: A New Multimedia Embedding for Few Example Recognition and Translation of Events

    Science.gov (United States)

    2014-11-07

    series, and movie trailers . We observe these professional videos are typically semantically dissimilar to the event videos which we are interested in...a list of keywords from Wikipedia, which provides an extensive index of celebrity, TV series and movie names1. We exclude the videos whose...Swimming 0.520 0.489 0.691 0.764 Biking 0.324 0.307 0.420 0.561 Graduation 0.083 0.058 0.135 0.121 Birthday 0.149 0.216 0.187 0.257 Wedding reception

  9. Occult Phenomena in Sherlock Holmes the Movie

    OpenAIRE

    NAMAZCARRA, CHRIESHER

    2014-01-01

    Keywords: Occult phenomena, Sherlock Holmes, movie. Lately, it is not difficult for people to find occult practices. There are many television programs and movie which air mystical programme aggressively to raise the rating and attract the viewers. A movie that raise occultism theme is Sherlock Holmes, the Movie. This movie tells about the struggle of detective Sherlock Holmes to fight the black magic power of Lord Blackwood.To carry out the study, the theories of Occultism such as the secrec...

  10. Intertextuality and Television Discourse: The Max Headroom Story.

    Science.gov (United States)

    Braddlee

    Max Headroom, the computer-generated media personality, presents a good opportunity for an investigation of the degree of intertextuality in television. Max combines narrative genres (science fiction and film noir), television program types (prime-time episodic narrative, made-for-TV movie, talkshows), advertising and programming, and electronic…

  11. Body mass index, new modes of TV viewing and active video games.

    Science.gov (United States)

    Falbe, J; Willett, W C; Rosner, B; Field, A E

    2017-10-01

    Recent technologies have changed screen time. TV can be viewed anywhere, anytime. Content can be collected via digital recorders and online streaming and viewed on smartphones. Video games are no longer strictly sedentary. We sought to assess the unknown relations between new modes of TV viewing - recorded, online, downloaded and on hand-held devices - and active video games with body mass index (BMI). Cross-sectional analysis of the 2011 wave of the Growing Up Today Study 2 cohort. We used gender-specific generalized estimating equations to examine screen time and BMI among 3071 women and 2050 men aged 16-24 years. Among women, each hour/day of online TV (0.47; confidence interval [CI]: 0.12, 0.82) and total non-broadcast TV (0.37; CI: 0.14, 0.61) was associated with higher BMI, as was watching ≥ 1/2 h week -1 of TV on hand-held devices (1.04; CI: 0.32-1.77). Active video games were associated with BMI among women, but not after restricting to those not trying to lose/maintain weight. Broadcast TV was associated with higher BMI (kg m -2 ) among women and men (P < 0.05). Among women, online TV, TV viewed on hand-held devices and the sum of non-broadcast TV time were associated with higher BMI. Broadcast TV was also associated with BMI in women and men. © 2016 World Obesity Federation.

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

    Directory of Open Access Journals (Sweden)

    José Borja ARJONA MARTÍN

    2014-07-01

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

  13. Simulator sickness analysis of 3D video viewing on passive 3D TV

    Science.gov (United States)

    Brunnström, K.; Wang, K.; Andrén, B.

    2013-03-01

    The MPEG 3DV project is working on the next generation video encoding standard and in this process a call for proposal of encoding algorithms was issued. To evaluate these algorithm a large scale subjective test was performed involving Laboratories all over the world. For the participating Labs it was optional to administer a slightly modified Simulator Sickness Questionnaire (SSQ) from Kennedy et al (1993) before and after the test. Here we report the results from one Lab (Acreo) located in Sweden. The videos were shown on a 46 inch film pattern retarder 3D TV, where the viewers were using polarized passive eye-glasses to view the stereoscopic 3D video content. There were 68 viewers participating in this investigation in ages ranges from 16 to 72, with one third females. The questionnaire was filled in before and after the test, with a viewing time ranging between 30 min to about one and half hour, which is comparable to a feature length movie. The SSQ consists of 16 different symptoms that have been identified as important for indicating simulator sickness. When analyzing the individual symptoms it was found that Fatigue, Eye-strain, Difficulty Focusing and Difficulty Concentrating were significantly worse after than before. SSQ was also analyzed according to the model suggested by Kennedy et al (1993). All in all this investigation shows a statistically significant increase in symptoms after viewing 3D video especially related to visual or Oculomotor system.

  14. Salty-snack eating, television or video-game viewing, and asthma symptoms among 10- to 12-year-old children: the PANACEA study.

    Science.gov (United States)

    Arvaniti, Fotini; Priftis, Kostas N; Papadimitriou, Anastasios; Yiallouros, Panayiotis; Kapsokefalou, Maria; Anthracopoulos, Michael B; Panagiotakos, Demosthenes B

    2011-02-01

    Salty-snack consumption, as well as the amount of time children spend watching television or playing video games, have been implicated in the development of asthma; however, results are still conflicting. The aim of this work was to evaluate the association of salty-snack eating and television/video-game viewing with childhood asthma symptoms. Cross-sectional study. Seven hundred children (323 male), 10 to 12 years old, from 18 schools located in the greater area of Athens were enrolled. Children and their parents completed questionnaires, which evaluated, among other things, dietary habits. Adherence to the Mediterranean diet was evaluated using the KIDMED (Mediterranean Diet Quality Index for Children and Adolescents) score. The association of children's characteristics with asthma symptoms was performed by calculating the odds ratios and corresponding 95% confidence intervals. Overall lifetime prevalence of asthma symptoms was 23.7% (27.6% boys, 20.4% girls; P=0.03). Forty-eight percent of children reported salty-snack consumption (≥ 1 times/week). Salty-snack consumption was positively associated with the hours of television/video-game viewing (P=0.04) and inversely with the KIDMED score (P=0.02). Consumption of salty snacks (>3 times/week vs never/rare) was associated with a 4.8-times higher likelihood of having asthma symptoms (95% confidence interval: 1.50 to 15.8), irrespective of potential confounders. The associations of salty-snack eating and asthma symptoms were more prominent in children who watched television or played video games >2 hours/day. In addition, adherence to the Mediterranean diet was inversely associated with the likelihood of asthma symptoms. Unhealthy lifestyle behaviors, such as salty-snack eating and television/video-game viewing were strongly associated with the presence of asthma symptoms. Future interventions and public health messages should be focused on changing these behaviors from the early stages of life. Copyright © 2011

  15. Is aggression in children with behavioural and emotional difficulties associated with television viewing and video game playing? A systematic review.

    Science.gov (United States)

    Mitrofan, O; Paul, M; Spencer, N

    2009-01-01

    Possible associations between television viewing and video game playing and children's aggression have become public health concerns. We did a systematic review of studies that examined such associations, focussing on children and young people with behavioural and emotional difficulties, who are thought to be more susceptible. We did computer-assisted searches of health and social science databases, gateways, publications from relevant organizations and for grey literature; scanned bibliographies; hand-searched key journals; and corresponded with authors. We critically appraised all studies. A total of 12 studies: three experiments with children with behavioural and emotional difficulties found increased aggression after watching aggressive as opposed to low-aggressive content television programmes, one found the opposite and two no clear effect, one found such children no more likely than controls to imitate aggressive television characters. One case-control study and one survey found that children and young people with behavioural and emotional difficulties watched more television than controls; another did not. Two studies found that children and young people with behavioural and emotional difficulties viewed more hours of aggressive television programmes than controls. One study on video game use found that young people with behavioural and emotional difficulties viewed more minutes of violence and played longer than controls. In a qualitative study children with behavioural and emotional difficulties, but not their parents, did not associate watching television with aggression. All studies had significant methodological flaws. None was based on power calculations. This systematic review found insufficient, contradictory and methodologically flawed evidence on the association between television viewing and video game playing and aggression in children and young people with behavioural and emotional difficulties. If public health advice is to be evidence

  16. A pilot study on pupillary and cardiovascular changes induced by stereoscopic video movies

    Directory of Open Access Journals (Sweden)

    Sugita Norihiro

    2007-10-01

    Full Text Available Abstract Background Taking advantage of developed image technology, it is expected that image presentation would be utilized to promote health in the field of medical care and public health. To accumulate knowledge on biomedical effects induced by image presentation, an essential prerequisite for these purposes, studies on autonomic responses in more than one physiological system would be necessary. In this study, changes in parameters of the pupillary light reflex and cardiovascular reflex evoked by motion pictures were examined, which would be utilized to evaluate the effects of images, and to avoid side effects. Methods Three stereoscopic video movies with different properties were field-sequentially rear-projected through two LCD projectors on an 80-inch screen. Seven healthy young subjects watched movies in a dark room. Pupillary parameters were measured before and after presentation of movies by an infrared pupillometer. ECG and radial blood pressure were continuously monitored. The maximum cross-correlation coefficient between heart rate and blood pressure, ρmax, was used as an index to evaluate changes in the cardiovascular reflex. Results Parameters of pupillary and cardiovascular reflexes changed differently after subjects watched three different video movies. Amplitudes of the pupillary light reflex, CR, increased when subjects watched two CG movies (movies A and D, while they did not change after watching a movie with the real scenery (movie R. The ρmax was significantly larger after presentation of the movie D. Scores of the questionnaire for subjective evaluation of physical condition increased after presentation of all movies, but their relationship with changes in CR and ρmax was different in three movies. Possible causes of these biomedical differences are discussed. Conclusion The autonomic responses were effective to monitor biomedical effects induced by image presentation. Further accumulation of data on multiple autonomic

  17. Indian television channels become vehicle for tobacco advertisement, promotion and sponsorship (TAPS violations in India - results of a sub-national survey in a northern Indian city

    Directory of Open Access Journals (Sweden)

    Ramesh Chand

    2018-03-01

    Full Text Available Background Indian tobacco control legislation (Section 5, subsequent rules dated October 2 nd , 2012 of COTPA, 2003 puts complete ban on Tobacco Advertisement Promotion and Sponsorships (TAPS, but industry is circumventing the law to carry the bussiness. Rules also mandate that, if there are tobacco use scenes in a movie or television program, a health spot, an audio visual disclaimer and health warning must be displayed during the telecast. However, there are gaps in the implementation. It is important for law enforcers to understand the nature and types of TAPS violations being carried out through television channel to better prepared for taking action. Methods Total 32 television channels telecasted between January-March 2017 in Shimla city in Northern India selected through stratified random sampling were observed during prime time (19:00 PM-22:00 PM for their compliance to the provisions of Indian cinema and television rules, 2012. The TV programs including serials and movies and the advertisements in between the programs were assessed as per the pre-tested checklist. Results Direct advertisements were not found in any of the channel. In near one fourth of television channels, TAPS was carried out as surrogate advertisements in the form of mouth freshners and paan masala and brand stretching/trademark diversification. Atleast one smoking scene was found in 9 television channels playing the movie, however, specified health spot, audio-video disclaimer and health warning could be observed in eight channels. News channels and regional channels had comparatively more surrogate advertisments and smoking violations as compared to other channels. Conclusions Cinema and television rules under Section 5 of COTPA are not strictly implemented in Indian television channels. TAPS are being carried out as surrogate advertisments, brand stretching and trademark diversification. Statuary requirements recommended under the rules for scenes showing tobacco

  18. Aggression in children with behavioural/emotional difficulties: seeing aggression on television and video games

    OpenAIRE

    Mitrofan, O.; Paul, M.; Weich, S.; Spencer, N.

    2014-01-01

    Background: Mental health professionals are often asked to give advice about managing children’s aggression.\\ud Good quality evidence on contributory environmental factors such as seeing aggression on television and in video\\ud games is relatively lacking, although societal and professional concerns are high. This study investigated possible\\ud associations between seeing aggression in such media and the aggressive behaviour of children attending\\ud specialist outpatient child and adolescent ...

  19. Superimpose of images by appending two simple video amplifier circuits to color television

    International Nuclear Information System (INIS)

    Kojima, Kazuhiko; Hiraki, Tatsunosuke; Koshida, Kichiro; Maekawa, Ryuichi; Hisada, Kinichi.

    1979-01-01

    Images are very useful to obtain diagnostic informations in medical fields. Also by superimposing two or three images obtained from the same patient, various informations, for example a degree of overlapping and anatomical land mark, which can not be found in only one image, can be often found. In this paper characteristics of our trial color television system for the purpose of superimposing x-ray images and/or radionuclide images are described. This color television system superimposing two images in each different color consists of two monochromatic vidicon cameras and 20 inches conventional color television in which only two simple video amplifier circuits are added. Signals from vidicon cameras are amplified about 40 dB and are directly applied to cathode terminals of color CRT in the television. This system is very simple and economical color displays, and enhance a degree of overlapping and displacement between images. As one of typical clinical applications, pancreas images were superimposed in color by this method. As a result, size and position of pancreas was enhanced. Also x-ray image and radionuclide image were superimposed to find exactly the position of tumors. Furthermore this system was very useful for color display of multinuclides scintigraphy. (author)

  20. Superimpose of images by appending two simple video amplifier circuits to color television

    Energy Technology Data Exchange (ETDEWEB)

    Kojima, K; Hiraki, T; Koshida, K; Maekawa, R [Kanazawa Univ. (Japan). School of Paramedicine; Hisada, K

    1979-09-01

    Images are very useful to obtain diagnostic informations in medical fields. Also by superimposing two or three images obtained from the same patient, various informations, for example a degree of overlapping and anatomical land mark, which can not be found in only one image, can be often found. In this paper characteristics of our trial color television system for the purpose of superimposing x-ray images and/or radionuclide images are described. This color television system superimposing two images in each different color consists of two monochromatic vidicon cameras and 20 inches conventional color television in which only two simple video amplifier circuits are added. Signals from vidicon cameras are amplified about 40 dB and are directly applied to cathode terminals of color CRT in the television. This system is very simple and economical color displays, and enhance a degree of overlapping and displacement between images. As one of typical clinical applications, pancreas images were superimposed in color by this method. As a result, size and position of pancreas was enhanced. Also x-ray image and radionuclide image were superimposed to find exactly the position of tumors. Furthermore this system was very useful for color display of multinuclides scintigraphy.

  1. Effects of reducing children's television and video game use on aggressive behavior: a randomized controlled trial.

    Science.gov (United States)

    Robinson, T N; Wilde, M L; Navracruz, L C; Haydel, K F; Varady, A

    2001-01-01

    The relationship between exposure to aggression in the media and children's aggressive behavior is well documented. However, few potential solutions have been evaluated. To assess the effects of reducing television, videotape, and video game use on aggressive behavior and perceptions of a mean and scary world. Randomized, controlled, school-based trial. Two sociodemographically and scholastically matched public elementary schools in San Jose, Calif. Third- and fourth-grade students (mean age, 8.9 years) and their parents or guardians. Children in one elementary school received an 18-lesson, 6-month classroom curriculum to reduce television, videotape, and video game use. In September (preintervention) and April (postintervention) of a single school year, children rated their peers' aggressive behavior and reported their perceptions of the world as a mean and scary place. A 60% random sample of children were observed for physical and verbal aggression on the playground. Parents were interviewed by telephone and reported aggressive and delinquent behaviors on the child behavior checklist. The primary outcome measure was peer ratings of aggressive behavior. Compared with controls, children in the intervention group had statistically significant decreases in peer ratings of aggression (adjusted mean difference, -2.4%; 95% confidence interval [CI], -4.6 to -0.2; P =.03) and observed verbal aggression (adjusted mean difference, -0.10 act per minute per child; 95% CI, -0.18 to -0.03; P =.01). Differences in observed physical aggression, parent reports of aggressive behavior, and perceptions of a mean and scary world were not statistically significant but favored the intervention group. An intervention to reduce television, videotape, and video game use decreases aggressive behavior in elementary schoolchildren. These findings support the causal influences of these media on aggression and the potential benefits of reducing children's media use.

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

    Science.gov (United States)

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

    2003-09-01

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

  3. MOBILE TELEVISION: UNDERSTANDING THE TECHNOLOGY AND OPPORTUNITIES

    OpenAIRE

    Omar AlSheikSalem

    2015-01-01

    Television have converged the technologies of movies and radio and now being converged with mobile phones. Mobile TV is the result of the convergence between mobile devices and television. Mobile TV is a key device and service that enrich civilization with applications, vast market and great investment. Mobile TV is an important subject that has a potential impact on leading edge technologies for promising future. In the time being Mobile TV is still in its early stages and has many potential...

  4. Children and Firearms

    Science.gov (United States)

    ... TV, in movies and videos, and/or playing violent video games. Parents should help protect their children from the ... watch TV, movies, and videos with children; restrict violent video games; limit TV; and disapprove of the violent episodes ...

  5. An Analytical Study of Tools and Techniques for Movie Marketing

    Directory of Open Access Journals (Sweden)

    Garima Maik

    2014-08-01

    Full Text Available Abstract. Bollywood or Hindi movie industry is one of the fastest growing sector in the media and entertainment space creating numerous business and employment opportunities. Movies in India are a major source of entertainment for all sects of society. They not only face competition from other movie industries and movies but from other source of entertainment such as adventure sports, amusement parks, theatre and drama, pubs and discothèques. A lot of man power, man hours, creative brains, and money are put in to build a quality feature film. Bollywood is the industry which continuously works towards providing the 7 billion population with something new always. So it is important for the movie and production team to stand out, to grab the due attention of the maximum audience. Movie makers employ various tools and techniques today to market their movies. They leave no stone unturned. They roll out teasers, First look, Theatrical trailer release, Music launch, City tours, Producer’s and director’s interview, Movie premier, Movie release, post release follow up and etc. to pull the viewers to the Cineplex. The audience today which comprises mainly of youth requires photos, videos, meet ups, gossip, debate, collaboration and content creation. These requirements of today’s generation are most fulfilled through digital platforms. However, the traditional media like newspapers, radio, and television are not old school. They reach out to mass audience and play an upper role in effective marketing. This study aims at analysing these tools for their effectiveness. The objectives are fulfilled through a consumer survey. This study will bring out the effectiveness and relational importance of various tools which are employed by movie marketers to generate maximum returns on the investments by using various data reduction techniques like factor analysis and statistical techniques like chi-square test with data visualization using pie charts

  6. Television and Social Problems: A Case History.

    Science.gov (United States)

    Willis, John

    1978-01-01

    Discusses two documentary television movies, "Johnny Go Home" and "Goodbye Longfellow Road," in terms of their resultant social change. Includes consideration of audience, time shown, and previous attitudes to provide evidence for his argument. (JEG)

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

    CERN Document Server

    Minoli, Daniel

    2012-01-01

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

  8. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

    Science.gov (United States)

    Anderson, C A; Bushman, B J

    2001-09-01

    Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

  9. Television, computer, and video viewing; physical activity; and upper limb fracture risk in children: a population-based case control study.

    Science.gov (United States)

    Ma, Deqiong; Jones, Graeme

    2003-11-01

    The effect of physical activity on upper limb fractures was examined in this population-based case control study with 321 age- and gender-matched pairs. Sports participation increased fracture risk in boys and decreased risk in girls. Television viewing had a deleterious dose response association with wrist and forearm fractures while light physical activity was protective. The aim of this population-based case control study was to examine the association between television, computer, and video viewing; types and levels of physical activity; and upper limb fractures in children 9-16 years of age. A total of 321 fracture cases and 321 randomly selected individually matched controls were studied. Television, computer, and video viewing and types and levels of physical activity were determined by interview-administered questionnaire. Bone strength was assessed by DXA and metacarpal morphometry. In general, sports participation increased total upper limb fracture risk in boys and decreased risk in girls. Gender-specific risk estimates were significantly different for total, contact, noncontact, and high-risk sports participation as well as four individual sports (soccer, cricket, surfing, and swimming). In multivariate analysis, time spent television, computer, and video viewing in both sexes was positively associated with wrist and forearm fracture risk (OR 1.6/category, 95% CI: 1.1-2.2), whereas days involved in light physical activity participation decreased fracture risk (OR 0.8/category, 95% CI: 0.7-1.0). Sports participation increased hand (OR 1.5/sport, 95% CI: 1.1-2.0) and upper arm (OR 29.8/sport, 95% CI: 1.7-535) fracture risk in boys only and decreased wrist and forearm fracture risk in girls only (OR 0.5/sport, 95% CI: 0.3-0.9). Adjustment for bone density and metacarpal morphometry did not alter these associations. There is gender discordance with regard to sports participation and fracture risk in children, which may reflect different approaches to sport

  10. Do Illegal Copies of Movies Reduce the Revenue of Legal Products? The case of TV animation in Japan (Japanese)

    OpenAIRE

    TANAKA Tatsuo

    2011-01-01

    Whether or not illegal copies circulating on the internet reduce the sales of legal products has been a hot issue in the entertainment industries. Though much empirical research has been conducted on the music industry, research on the movie industry has been very limited. This paper examines the effects of the movie sharing site Youtube and file sharing program Winny on DVD sales and rentals of Japanese TV animation programs. Estimated equations of 105 anime episodes show that (1) Youtube vi...

  11. Digital stereoscopic convergence where video games and movies for the home user meet

    Science.gov (United States)

    Schur, Ethan

    2009-02-01

    Today there is a proliferation of stereoscopic 3D display devices, 3D content, and 3D enabled video games. As we in the S-3D community bring stereoscopic 3D to the home user we have a real opportunity of using stereoscopic 3D to bridge the gap between exciting immersive games and home movies. But to do this, we cannot limit ourselves to current conceptions of gaming and movies. We need, for example, to imagine a movie that is fully rendered using avatars in a stereoscopic game environment. Or perhaps to imagine a pervasive drama where viewers can play too and become an essential part of the drama - whether at home or on the go on a mobile platform. Stereoscopic 3D is the "glue" that will bind these video and movie concepts together. As users feel more immersed, the lines between current media will blur. This means that we have the opportunity to shape the way that we, as humans, view and interact with each other, our surroundings and our most fundamental art forms. The goal of this paper is to stimulate conversation and further development on expanding the current gaming and home theatre infrastructures to support greatly-enhanced experiential entertainment.

  12. The influence of television and video game use on attention and school problems: a multivariate analysis with other risk factors controlled.

    Science.gov (United States)

    Ferguson, Christopher J

    2011-06-01

    Research on youth mental health has increasingly indicated the importance of multivariate analyses of multiple risk factors for negative outcomes. Television and video game use have often been posited as potential contributors to attention problems, but previous studies have not always been well-controlled or used well-validated outcome measures. The current study examines the multivariate nature of risk factors for attention problems symptomatic of attention deficit hyperactivity disorder and poor school performance. A predominantly Hispanic population of 603 children (ages 10-14) and their parents/guardians responded to multiple behavioral measures. Outcome measures included parent and child reported attention problem behaviors on the Child Behavior Checklist (CBCL) as well as poor school performance as measured by grade point average (GPA). Results found that internal factors such as male gender, antisocial traits, family environment and anxiety best predicted attention problems. School performance was best predicted by family income. Television and video game use, whether total time spent using, or exposure to violent content specifically, did not predict attention problems or GPA. Television and video game use do not appear to be significant predictors of childhood attention problems. Intervention and prevention efforts may be better spent on other risk factors. Copyright © 2010 Elsevier Ltd. All rights reserved.

  13. Movies and TV influence tobacco use in India: findings from a national survey.

    Science.gov (United States)

    Viswanath, K; Ackerson, Leland K; Sorensen, Glorian; Gupta, Prakash C

    2010-06-29

    Exposure to mass media may impact the use of tobacco, a major source of illness and death in India. The objective is to test the association of self-reported tobacco smoking and chewing with frequency of use of four types of mass media: newspapers, radio, television, and movies. We analyzed data from a sex-stratified nationally-representative cross-sectional survey of 123,768 women and 74,068 men in India. All models controlled for wealth, education, caste, occupation, urbanicity, religion, marital status, and age. In fully-adjusted models, monthly cinema attendance is associated with increased smoking among women (relative risk [RR]: 1.55; 95% confidence interval [CI]: 1.04-2.31) and men (RR: 1.17; 95% CI: 1.12-1.23) and increased tobacco chewing among men (RR: 1.15; 95% CI: 1.11-1.20). Daily television and radio use is associated with higher likelihood of tobacco chewing among men and women, while daily newspaper use is related to lower likelihood of tobacco chewing among women. In India, exposure to visual mass media may contribute to increased tobacco consumption in men and women, while newspaper use may suppress the use of tobacco chewing in women. Future studies should investigate the role that different types of media content and media play in influencing other health behaviors.

  14. Wide-Screen Television and Home Movies: Towards an Archaeology of Television and Cinema Convergence Before Digitalisation

    Directory of Open Access Journals (Sweden)

    Tom James Longley Steward

    2014-12-01

    Full Text Available In this article, Tom Steward uses past interrelations of television and cinema spectatorship, exhibition, production and aesthetics to historicize phenomenological digital-era discourses on, ontological definitions of, and cultural arguments about television and cinema convergence. He argues that television and cinema assisted in defining each other as late 20th Century media and cultural forms, have a multi-directional industrial and artistic flow, and are often interdependent in reception and distribution. Television and cinema convergence demonstrates the need for historical breadth in media convergence theory and an understanding of medium-specificity that incorporates interactions with other media.

  15. Movies: the Audience Favorites

    Directory of Open Access Journals (Sweden)

    Alexander Fedorov

    2016-10-01

    Full Text Available Modern screen art over its success to the use of folklore, myth, synthesis of the natural and supernatural, and a consistent orientation toward the most popular plot schemes. Their metaphorical appeal is not to the rational but to the emotional, through identification with the magic power of heroes and standardization of ideas, situations, characters and so on in compensation for dreams not realized in life, there are illusions – happy endings. In movies, TV shows, and music videos' rhythmic organization, viewers' feelings are influenced as much by the order of changing shots as by the content of productions. On the basis of the foregoing, it can be concluded that the media texts of popular culture obliged to a variety of factors for its success. These include: reliance on folklore and mythological sources, constancy metaphors, focus on consistent implementation of the most persistent plot schemes, the synthesis of the natural and the supernatural, the appeal not to rational and emotional, through the identification of (imaginary transformation in of active characters merge with the atmosphere, the aura of works, “magic power” of heroes, standardization (replication, unification, adaptation ideas, situations, characters, etc., mosaic, seriality, the compensation (of the cherished illusion, but not come true desires, the happy ending, the use of such rhythmic organization movies, TV shows, clips, where the feeling of the audience with the content of the frame affects the order of their shift; intuitive guessing subconscious audience interests, etc.

  16. Some Structural Characteristics of Music Television Videos.

    Science.gov (United States)

    Fry, Donald L.; Fry, Virginia H.

    1987-01-01

    Indicates, by analyzing two types of montage structures, that music television is a hybrid form of television programing displaying visual characteristics of both television commercials and drama. Argues that this amalgam of different characteristics gives music television its distinctive look and power as a promotional tool for the record…

  17. Film and television in Croatia today: production, new technologies and the relationship with visual anthropology.

    Science.gov (United States)

    Svilicić, Niksa; Vidacković, Zlatko

    2013-03-01

    This paper seeks to explain some of the most important recent production and technological changes that have affected the relationship between television and film, especially in Croatia, from the aspect of the development of visual anthropology. In the production segment, special attention was given to the role of Croatian television stations in the production of movies, "splitting" the movies into mini-series, interrupting movies with commercial breaks, and to television movies turned into feature films. This paper tries to perceive and define the structure of methodical processes of visual anthropology (reactive process). The development of photographic and film technology and the events which led to the rapid development of visual culture also point to the inseparable duality of observing visual anthropology within reactive and proactive processes, which are indirectly closely related to the technical aspects of these processes. Defining the technical aspect of visual anthropology as such "service" necessarily interferes with the author's approach in the domain of the script and direction related procedures during pre-production, on the field and during post-production of the movie. The author's approach is important because in dependence on it, the desired spectrum of information "output", susceptible to subsequent scientific analysis, is achieved. Lastly, another important segment is the "distributive-technological process" because, regardless of the approach to the anthropologically relevant phenomenon which is being dealt with in an audio-visual piece of work, it is essential that the work be presented and viewed adequately.

  18. Television Video Games in the Treatment of Amblyopia in Children Aged 4-7 Years.

    Science.gov (United States)

    Dadeya, Subhash; Dangda, Sonal

    2016-12-01

    To investigate the role of television video games in childhood amblyopia treatment. This prospective, randomized, interventional study included 40 patients between 4-7 years of age, with unilateral amblyopia (visual acuity in amblyopic eye between 1-0.6 LogMAR equivalents) attending the squint clinic at a tertiary eye hospital. All patients were prescribed optimal spectacle correction and occlusion therapy, i.e. full time patching according to patient's age, was initiated after six weeks.; full-time patching according to patient's age was initiated after 6 weeks. Subjects were randomly divided into two groups of 20 each. Patients in the first group, Group A (control), were prescribed patching alone. Patients in the second group, Group B (study), were made to play action video games, with the help of a commercial television set, along with patching. They attended 12 half-hour sessions each, at weekly intervals. Follow-up assessments included best corrected visual acuity (BCVA) (both distance and near) and stereoacuity measurements at 3, 6, 9, and 12 weeks. The mean age of patients was 6.03 ± 1.14 years. The distance BCVA in the amblyopic eye showed a significant improvement at final follow-up (12 weeks) in both groups: from 0.84 ± 0.19 to 0.55 ± 0.21 LogMAReq in Group A and 0.89 ± 0.16 to 0.46 ± 0.22 LogMAReq in Group B. However, improvement in BCVA was significantly better in group B at all visits (P=0.002, 12 weeks). The study group also had a significantly better outcome in terms near visual acuity improvement (P = 0.006, 12 weeks). There was also greater stereoacuity improvement in group B, with 7 patients improving to 100 secs of arc or better. Video games supplemental to occlusion may be considered favorable for visual development in amblyopic children, and the study encourages further research on this subject.

  19. Wide-Screen Television and Home Movies: Towards an Archaeology of Television and Cinema Convergence Before Digitalisation

    NARCIS (Netherlands)

    Steward, Tom James Longley

    2014-01-01

    abstractIn this article, Tom Steward uses past interrelations of television and cinema spectatorship, exhibition, production and aesthetics to historicize phenomenological digital-era discourses on, ontological definitions of, and cultural arguments about television and cinema convergence. He argues

  20. Television picture signal processing

    NARCIS (Netherlands)

    1998-01-01

    Field or frame memories are often used in television receivers for video signal processing functions, such as noise reduction and/or flicker reduction. Television receivers also have graphic features such as teletext, menu-driven control systems, multilingual subtitling, an electronic TV-Guide, etc.

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

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

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

  2. Videos and images from 25 years of teaching compressible flow

    Science.gov (United States)

    Settles, Gary

    2008-11-01

    Compressible flow is a very visual topic due to refractive optical flow visualization and the public fascination with high-speed flight. Films, video clips, and many images are available to convey this in the classroom. An overview of this material is given and selected examples are shown, drawn from educational films, the movies, television, etc., and accumulated over 25 years of teaching basic and advanced compressible-flow courses. The impact of copyright protection and the doctrine of fair use is also discussed.

  3. Violence in television commercials during nonviolent programming. The 1996 Major League Baseball playoffs.

    Science.gov (United States)

    Anderson, C

    1997-10-01

    To identify the frequency of violent television commercials aired during major league baseball playoffs, traditionally thought to be a family-oriented viewing time. All 6 World Series games televised on the Fox Television Network (Fox), all 5 American League Championship Series playoff games televised by the National Broadcasting Company (NBC), and 4 first-round playoff games televised by ESPN Sports Television Network (ESPN) were videotaped in October 1996. During the 15 televised games reviewed, 104 (6.8%) of the 1528 commercials contained violent content. Sixty-one commercials (10 per game) that included violent interactions were noted during the World Series, 30 (6 per game) during the American League Championship Series, and 13 (3 per game) during the 4 first-round playoff games for a total of 104. In these 104 violent commercials, 69 contained at least 1 violent act, 90 contained at least 1 violent threat, and 27 contained evidence of at least 1 violent consequence. Seventy (67.3%) of the violent commercials were promotions for television programs, 7 (6.7%) were cable television program advertisements, and 20 (19.2%) were big-screen movie promotions. Twenty (71.4%) of 28 big-screen movie promotions were violent. Twenty-two (21.2%) of the 104 violent commercials and 7 "nonviolent" commercials contained blood or other graphic content, all of which were televised during the Fox presentation of the World Series. Fox also accounted for all 24 violent commercials that used a knife. Guns were involved in 25 violent commercials on NBC (5.0 per game), in 20 on Fox (3.33 per game), and in 7 on ESPN (1.75 per game). Overt violent content in commercials during the 1996 major league playoffs was common and consisted mainly of promotions for television programs and big-screen movies. It is counterintuitive to find such commercials in nonviolent programming and makes it difficult for parents to avoid exposing their children to this form of violence.

  4. Aggression in children with behavioural/emotional difficulties: seeing aggression on television and video games.

    Science.gov (United States)

    Mitrofan, Oana; Paul, Moli; Weich, Scott; Spencer, Nicholas

    2014-11-18

    Mental health professionals are often asked to give advice about managing children's aggression. Good quality evidence on contributory environmental factors such as seeing aggression on television and in video games is relatively lacking, although societal and professional concerns are high. This study investigated possible associations between seeing aggression in such media and the aggressive behaviour of children attending specialist outpatient child and adolescent mental health services (CAMHS). In this mixed methods study, forty-seven British children aged 7-11 years with behavioural/emotional difficulties attending CAMHS and their carers participated in a survey; twenty purposively-selected children and a parent/carer of theirs participated in a qualitative study, involving semi-structured interviews, analysed using the Framework Analysis Approach; findings were integrated. Children attending CAMHS exhibit clinically significant aggression, of varying types and frequency. They see aggression in multiple real and virtual settings. Verbal aggression was often seen, frequently exhibited and strongly associated with poor peer relationships and low prosocial behaviour. Children did not think seeing aggression influences their own behaviour but believed it influences others. Carers regarded aggression as resulting from a combination of inner and environmental factors and seeing aggression in real-life as having more impact than television/video games. There is yet no definitive evidence for or against a direct relationship between aggression seen in the media and aggression in children with behavioural/emotional difficulties. Future research should take an ecological perspective, investigating individual, developmental and environmental factors. Carers, professional organisations and policy makers should address aggression seen in all relevant area of children's lives, primarily real-life and secondly virtual environments.

  5. [Reflex seizures, cinema and television].

    Science.gov (United States)

    Olivares-Romero, Jesús

    2015-12-16

    In movies and television series are few references to seizures or reflex epilepsy even though in real life are an important subgroup of total epileptic syndromes. It has performed a search on the topic, identified 25 films in which they appear reflex seizures. Most seizures observed are tonic-clonic and visual stimuli are the most numerous, corresponding all with flashing lights. The emotions are the main stimuli in higher level processes. In most cases it is not possible to know if a character suffers a reflex epilepsy or suffer reflex seizures in the context of another epileptic syndrome. The main conclusion is that, in the movies, the reflex seizures are merely a visual reinforcing and anecdotal element without significant influence on the plot.

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

    OpenAIRE

    Gandolfi, Enrico; Semprebene, Roberto

    2017-01-01

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

  7. A prototype TV-link for authentication of video information

    International Nuclear Information System (INIS)

    Richter, B.; Stein, G.; Neumann, G.; Gartner, K.J.

    1987-01-01

    In the frame of the Programme of the Federal Republic of Germany in Support of the International Atomic Energy Agency a prototype TV-link with high tamper resistance has been developed. The paper describes the technical realization of the authentication method for the transmission of video information

  8. Ver cine en TV: una ventana a la socialización familiar Watching movies at home: an overview to family socialization

    Directory of Open Access Journals (Sweden)

    Felicidad Loscertales Abril

    2008-10-01

    Full Text Available ¿Qué significa ir al cine y ver una película? La persona observadora se sitúa ante la narración audiovisual que ofrece la gran pantalla viendo ante todo la vida construida, la historia, el argumento, y luego, en un segundo plano, los elementos con los que los profesionales elaboraron el relato narrado. De esta forma, se aprende, se reflexiona y se adquieren valores. El cine ofrece un amplio campo al conocimiento humano y por ello, las autores proponen en este trabajo el visionado de este arte audiovisual en familia, usando la TV, dado que de esta forma se enriquecerá las relaciones personales, adquiriendo mayor consistencia, y además contribuirá a la socialización de la infancia y la adolescencia dentro del grupo familiar. What does watching a movie mean? In the first place the spectator places itself facing to a constructed reality, a story and a plot. In addition s/he also sees the elements used by professionals to build such story. Watching movies is one of the ways in which people learn, reflect and acquire values. Due to the fact that movies offer a wide field to obtain human knowledge, our proposal is that watching movies in family and using the TV will enrich the personal relations, giving them consistency, and thus contributing to the socialization of child and the adolescents within the familiar group.

  9. Millikan Movies

    Science.gov (United States)

    Zou, Xueli; Dietz, Eric; McGuire, Trevor; Fox, Louise; Norris, Tiara; Diamond, Brendan; Chavez, Ricardo; Cheng, Stephen

    2008-09-01

    Since Robert Millikan discovered the quantization of electric charge and measured its fundamental value over 90 years ago, his oil-drop experiment has become essential in physics laboratory classes at both the high school and college level. As physics instructors, however, many of us have used the traditional setup and experienced the tedium of collecting data and the frustration of students who obtain disappointing results for the charges on individual oil drops after two or three hours of hard work. Some novel approaches have been developed to make the data collection easier and more accurate. One method is to attach a CCD (charge coupled device) camera to the microscope of the traditional setup.1,2 Through the CCD camera, the motion of an oil drop can be displayed on a TV monitor and/or on a computer.2 This allows several students to view the image of a droplet simultaneously instead of taking turns squinting through the tiny microscope eyepiece on the traditional setup. Furthermore, the motion of an oil drop can be captured and analyzed using software such as VideoPoint,3 which enhances the accuracy of the measurement of the charge on each oil drop.2 While these innovative methods improve the convenience and efficiency with which data can be collected, an instructor has to invest a considerable amount of money and time so as to adapt the new techniques to his or her own classroom. In this paper, we will report on the QuickTime movies we made, which can be used to analyze the motions of 16 selected oil drops. These digital videos are available on the web4 for teachers to download and use with their own students. We will also share the procedure for analyzing the videos using Logger Pro,5 as well as our results for the charges on the oil drops and some pedagogical aspects of using the movies with students.

  10. An intervention to reduce television viewing by preschool children.

    Science.gov (United States)

    Dennison, Barbara A; Russo, Theresa J; Burdick, Patrick A; Jenkins, Paul L

    2004-02-01

    Television viewing has been associated with increased violence in play and higher rates of obesity. Although there are interventions to reduce television viewing by school-aged children, there are none for younger children. To develop and evaluate an intervention to reduce television viewing by preschool children. Randomized controlled trial conducted in 16 preschool and/or day care centers in rural upstate New York. Children aged 2.6 through 5.5 years. Children attending intervention centers received a 7-session program designed to reduce television viewing as part of a health promotion curriculum, whereas children attending the control centers received a safety and injury prevention program. Change in parent-reported child television/video viewing and measured growth variables. Before the intervention, the intervention and control groups viewed 11.9 and 14.0 h/wk of television/videos, respectively. Afterward, children in the intervention group decreased their television/video viewing 3.1 h/wk, whereas children in the control group increased their viewing by 1.6 h/wk, for an adjusted difference between the groups of -4.7 h/wk (95% confidence interval, -8.4 to -1.0 h/wk; P =.02). The percentage of children watching television/videos more than 2 h/d also decreased significantly from 33% to 18% among the intervention group, compared with an increase of 41% to 47% among the control group, for a difference of -21.5% (95% confidence interval, -42.5% to -0.5%; P =.046). There were no statistically significant differences in children's growth between groups. This study is the first to show that a preschool-based intervention can lead to reductions in young children's television/video viewing. Further research is needed to determine the long-term effects associated with reductions in young children's television viewing.

  11. Interactive Digital Narratives for iTV and Online Video

    NARCIS (Netherlands)

    Koenitz, H.; Knoller, N.; Nakatsu, R.; Rauterberg, M.; Ciancarini, P.

    2015-01-01

    In iTV and online video, narrative interaction has long been a Holy Grail for both audiences and creators of these digital audiovisual works. On the one hand, interactive digital narrative promises interactors some exciting opportunities: to enter the world of the story, to affect the story and

  12. Visual comfort of 3-D TV : models and measurements

    NARCIS (Netherlands)

    Lambooij, M.T.M.

    2012-01-01

    The embracing of 3-D movies by Hollywood and fast LCD panels finally enable the home consumer market to start successful campaigns to get 3-D movies and games in the comfort of the living room. By introducing three-dimensional television (3-D TV) and its desktop-counterpart for gaming and internet

  13. Research on the Safe Broadcasting of Television Program

    Directory of Open Access Journals (Sweden)

    Song Jin Bao

    2016-01-01

    Full Text Available The existing way of broadcasting and television monitoring has a lot of problems in China. On the basis of the signal technical indicators monitoring in the present broadcasting and television monitoring system, this paper further extends the function of the monitoring network in order to broaden the services of monitoring business and improve the effect and efficiency of monitoring work. The problem of identifying video content and channel in television and related electronic media is conquered at a low cost implementation way and the flexible technology mechanism. The coverage for video content and identification of the channel is expanded. The informative broadcast entries are generated after a series of video processing. The value of the numerous broadcast data is deeply excavated by using big data processing in order to realize a comprehensive, objective and accurate information monitoring for the safe broadcasting of television program.

  14. 21 CFR 886.5820 - Closed-circuit television reading system.

    Science.gov (United States)

    2010-04-01

    ... reading system. (a) Identification. A closed-circuit television reading system is a device that consists of a lens, video camera, and video monitor that is intended for use by a patient who has subnormal... 21 Food and Drugs 8 2010-04-01 2010-04-01 false Closed-circuit television reading system. 886.5820...

  15. How television fast food marketing aimed at children compares with adult advertisements.

    Science.gov (United States)

    Bernhardt, Amy M; Wilking, Cara; Adachi-Mejia, Anna M; Bergamini, Elaina; Marijnissen, Jill; Sargent, James D

    2013-01-01

    Quick service restaurant (QSR) television advertisements for children's meals were compared with adult advertisements from the same companies to assess whether self-regulatory pledges for food advertisements to children had been implemented. All nationally televised advertisements for the top 25 US QSR restaurants from July 1, 2009 to June 30, 2010 were obtained and viewed to identify those advertising meals for children and these advertisements were compared with adult advertisements from the same companies. Content coding included visual and audio assessment of branding, toy premiums, movie tie-ins, and depictions of food. For image size comparisons, the diagonal length of the advertisement was compared with the diagonal length of salient food and drink images. Almost all of the 92 QSR children's meal advertisements that aired during the study period were attributable to McDonald's (70%) or Burger King (29%); 79% of 25,000 television placements aired on just four channels (Cartoon Network, Nickelodeon, Disney XD, and Nicktoons). Visual branding was more common in children's advertisements vs. adult advertisements, with food packaging present in 88% vs. 23%, and street view of the QSR restaurant present in 41% vs. 12%. Toy premiums or giveaways were present in 69% vs. 1%, and movie tie-ins present in 55% vs. 14% of children's vs. adult advertisements. Median food image diagonal length was 20% of the advertisement diagonal for children's and 45% for adult advertisements. The audio script for children's advertisements emphasized giveaways and movie tie-ins whereas adult advertisements emphasized food taste, price and portion size. Children's QSR advertisements emphasized toy giveaways and movie tie-ins rather than food products. Self-regulatory pledges to focus on actual food products instead of toy premiums were not supported by this analysis.

  16. How television fast food marketing aimed at children compares with adult advertisements.

    Directory of Open Access Journals (Sweden)

    Amy M Bernhardt

    Full Text Available Quick service restaurant (QSR television advertisements for children's meals were compared with adult advertisements from the same companies to assess whether self-regulatory pledges for food advertisements to children had been implemented.All nationally televised advertisements for the top 25 US QSR restaurants from July 1, 2009 to June 30, 2010 were obtained and viewed to identify those advertising meals for children and these advertisements were compared with adult advertisements from the same companies. Content coding included visual and audio assessment of branding, toy premiums, movie tie-ins, and depictions of food. For image size comparisons, the diagonal length of the advertisement was compared with the diagonal length of salient food and drink images.Almost all of the 92 QSR children's meal advertisements that aired during the study period were attributable to McDonald's (70% or Burger King (29%; 79% of 25,000 television placements aired on just four channels (Cartoon Network, Nickelodeon, Disney XD, and Nicktoons. Visual branding was more common in children's advertisements vs. adult advertisements, with food packaging present in 88% vs. 23%, and street view of the QSR restaurant present in 41% vs. 12%. Toy premiums or giveaways were present in 69% vs. 1%, and movie tie-ins present in 55% vs. 14% of children's vs. adult advertisements. Median food image diagonal length was 20% of the advertisement diagonal for children's and 45% for adult advertisements. The audio script for children's advertisements emphasized giveaways and movie tie-ins whereas adult advertisements emphasized food taste, price and portion size.Children's QSR advertisements emphasized toy giveaways and movie tie-ins rather than food products. Self-regulatory pledges to focus on actual food products instead of toy premiums were not supported by this analysis.

  17. How Television Fast Food Marketing Aimed at Children Compares with Adult Advertisements

    Science.gov (United States)

    Bernhardt, Amy M.; Wilking, Cara; Adachi-Mejia, Anna M.; Bergamini, Elaina; Marijnissen, Jill; Sargent, James D.

    2013-01-01

    Objectives Quick service restaurant (QSR) television advertisements for children’s meals were compared with adult advertisements from the same companies to assess whether self-regulatory pledges for food advertisements to children had been implemented. Methods All nationally televised advertisements for the top 25 US QSR restaurants from July 1, 2009 to June 30, 2010 were obtained and viewed to identify those advertising meals for children and these advertisements were compared with adult advertisements from the same companies. Content coding included visual and audio assessment of branding, toy premiums, movie tie-ins, and depictions of food. For image size comparisons, the diagonal length of the advertisement was compared with the diagonal length of salient food and drink images. Results Almost all of the 92 QSR children’s meal advertisements that aired during the study period were attributable to McDonald’s (70%) or Burger King (29%); 79% of 25,000 television placements aired on just four channels (Cartoon Network, Nickelodeon, Disney XD, and Nicktoons). Visual branding was more common in children’s advertisements vs. adult advertisements, with food packaging present in 88% vs. 23%, and street view of the QSR restaurant present in 41% vs. 12%. Toy premiums or giveaways were present in 69% vs. 1%, and movie tie-ins present in 55% vs. 14% of children’s vs. adult advertisements. Median food image diagonal length was 20% of the advertisement diagonal for children’s and 45% for adult advertisements. The audio script for children’s advertisements emphasized giveaways and movie tie-ins whereas adult advertisements emphasized food taste, price and portion size. Conclusions Children’s QSR advertisements emphasized toy giveaways and movie tie-ins rather than food products. Self-regulatory pledges to focus on actual food products instead of toy premiums were not supported by this analysis. PMID:24015250

  18. Children's Memory for Auditory and Visual Information on Television.

    Science.gov (United States)

    Pezdek, Kathy; Stevens, Ellen

    1984-01-01

    Examines the relationship between preschool children's (n = 96) cognitive processing of video (V) and audio (A) information on television under four conditions: A/V match, A/V mismatch, V alone, and A alone. Results suggest that in regular television programs the video material simply appears to be more salient and more memorable than the audio…

  19. Affective video retrieval: violence detection in Hollywood movies by large-scale segmental feature extraction.

    Science.gov (United States)

    Eyben, Florian; Weninger, Felix; Lehment, Nicolas; Schuller, Björn; Rigoll, Gerhard

    2013-01-01

    Without doubt general video and sound, as found in large multimedia archives, carry emotional information. Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer aided scene and sound design in order to elicit certain emotions in the audience, etc. Yet, the lion's share of research in affective computing is exclusively focusing on signals conveyed by humans, such as affective speech. Uniting the fields of multimedia retrieval and affective computing is believed to lend to a multiplicity of interesting retrieval applications, and at the same time to benefit affective computing research, by moving its methodology "out of the lab" to real-world, diverse data. In this contribution, we address the problem of finding "disturbing" scenes in movies, a scenario that is highly relevant for computer-aided parental guidance. We apply large-scale segmental feature extraction combined with audio-visual classification to the particular task of detecting violence. Our system performs fully data-driven analysis including automatic segmentation. We evaluate the system in terms of mean average precision (MAP) on the official data set of the MediaEval 2012 evaluation campaign's Affect Task, which consists of 18 original Hollywood movies, achieving up to .398 MAP on unseen test data in full realism. An in-depth analysis of the worth of individual features with respect to the target class and the system errors is carried out and reveals the importance of peak-related audio feature extraction and low-level histogram-based video analysis.

  20. Affective video retrieval: violence detection in Hollywood movies by large-scale segmental feature extraction.

    Directory of Open Access Journals (Sweden)

    Florian Eyben

    Full Text Available Without doubt general video and sound, as found in large multimedia archives, carry emotional information. Thus, audio and video retrieval by certain emotional categories or dimensions could play a central role for tomorrow's intelligent systems, enabling search for movies with a particular mood, computer aided scene and sound design in order to elicit certain emotions in the audience, etc. Yet, the lion's share of research in affective computing is exclusively focusing on signals conveyed by humans, such as affective speech. Uniting the fields of multimedia retrieval and affective computing is believed to lend to a multiplicity of interesting retrieval applications, and at the same time to benefit affective computing research, by moving its methodology "out of the lab" to real-world, diverse data. In this contribution, we address the problem of finding "disturbing" scenes in movies, a scenario that is highly relevant for computer-aided parental guidance. We apply large-scale segmental feature extraction combined with audio-visual classification to the particular task of detecting violence. Our system performs fully data-driven analysis including automatic segmentation. We evaluate the system in terms of mean average precision (MAP on the official data set of the MediaEval 2012 evaluation campaign's Affect Task, which consists of 18 original Hollywood movies, achieving up to .398 MAP on unseen test data in full realism. An in-depth analysis of the worth of individual features with respect to the target class and the system errors is carried out and reveals the importance of peak-related audio feature extraction and low-level histogram-based video analysis.

  1. Television commercial violence during nonviolent programming: the 1998 major league baseball playoffs.

    Science.gov (United States)

    Anderson, C R

    2000-10-01

    To identify the frequency of violent commercials during the major league baseball playoffs in 1998 and to compare it with the 1996 playoffs. All 4 World Series games televised on the Fox Television Network (Fox), all 6 National League Championship Series (NLCS) televised by Fox, and 5 of 6 American League Championship Series (ALCS) playoff games televised by the National Broadcasting Company (NBC) were videotaped in October 1998. The results were compared with a similar study that analyzed the 1996 playoffs. Forty-four commercials (11.0 per game) that included violent interactions were noted during the World Series, 53 violent commercials (8.8 per game) during the NLCS, and 40 (8.0 per game) during the ALCS for a total of 137. Of these 137 violent commercials, 78 contained at least 1 violent act, 126 contained at least 1 violent threat, and 12 contained evidence of at least 1 violent consequence. One hundred five of the 137 violent commercials (76.6%) were television promotions and 23 (16.8%) were for big-screen movie promotions. Twenty-three of 35 big-screen movie promotions (65.7%) were violent. Ten of the 137 violent commercials (7.3%) contained obvious blood, of which 9 were televised by NBC. There were, however, an additional 20 commercials televised by Fox that contained visible blood if the videotape was slowed or paused. Sixty-three of the 137 violent commercials (46.0%) used fire and explosions, of which 53 were televised by Fox and 10 by NBC. Guns were involved in 86 of 137 violent commercials (62.8%), with Fox accounting for 64 (6.4 per game) and NBC accounting for 22 (4.4 per game). Knives were used in 1 violent commercial on both Fox and NBC. Comparisons that can be made to 1996 include the following: 1) violent commercials during the World Series (both televised by Fox) increased from 10.1 to 11.0 per game; and 2) violent commercials during the ALCS (both televised by NBC) increased from 6.0 to 8.0 per game. Commercials during the 1998 major league

  2. Visually-evoked pattern and photomyoclonic responses in video game and television epilepsy: case reports.

    Science.gov (United States)

    Anyanwu, E; Watson, N A

    1996-01-01

    This research paper reports a case study of two male photosensitive epileptic patients, aged 14 and 16 years old respectively, whose epileptic seizures were often triggered by the flickers from television and video games respectively. The 14-year old patient had no family history of epilepsy, while the 16 year old had a family history of epilepsy. A comprehensive electroencephalogram (EEG), including hyperventilation, intermittent photic stimulation (IPS) and pattern stimulation were carried out on them and EEG abnormalities including photoparoxysmal responses (PPR) and generalized myoclonic responses were evoked. A thorough analysis of the EEG morphology of the myclonic responses and the clinical manifestations showed evidence of two separate entitles of seizures namely: visually evoked pattern-myoclonic responses (PTMR) and visually evoked photomyoclonic responses (PMR). PTMR was independent of flash rate and occurred before a PPR and at the same time as the flash rate, while PMR occurred after the PPR and was dependent on flash rate. These findings suggest that "Video Game" epilepsy is probably a pattern sensitive epilepsy, electronic screen being the source of the triggering patterns; hence, the morphology and the family histories and the myoclonic phenomena differ from those of pure photosensitive epilepsy.

  3. Visualising Digital Video Libraries for TV Broadcasting Industry: A User-Centred Approach

    OpenAIRE

    HAESEN, Mieke; MESKENS, Jan; CONINX, Karin

    2009-01-01

    Finding a suitable video fragment in a vast video archive is mostly a complex task. Even professional users have to skim many hours of stored video data before they find the desired content. In this paper, we present a user-centred software engineering approach that is employed to create a novel news video explorer for TV broadcasting industry. This approach helps to ensure the balance between the tech-nological progress in the field of information retrieval on the one hand and the needs and ...

  4. Spatial Pyramid Covariance based Compact Video Code for Robust Face Retrieval in TV-series.

    Science.gov (United States)

    Li, Yan; Wang, Ruiping; Cui, Zhen; Shan, Shiguang; Chen, Xilin

    2016-10-10

    We address the problem of face video retrieval in TV-series which searches video clips based on the presence of specific character, given one face track of his/her. This is tremendously challenging because on one hand, faces in TV-series are captured in largely uncontrolled conditions with complex appearance variations, and on the other hand retrieval task typically needs efficient representation with low time and space complexity. To handle this problem, we propose a compact and discriminative representation for the huge body of video data, named Compact Video Code (CVC). Our method first models the face track by its sample (i.e., frame) covariance matrix to capture the video data variations in a statistical manner. To incorporate discriminative information and obtain more compact video signature suitable for retrieval, the high-dimensional covariance representation is further encoded as a much lower-dimensional binary vector, which finally yields the proposed CVC. Specifically, each bit of the code, i.e., each dimension of the binary vector, is produced via supervised learning in a max margin framework, which aims to make a balance between the discriminability and stability of the code. Besides, we further extend the descriptive granularity of covariance matrix from traditional pixel-level to more general patchlevel, and proceed to propose a novel hierarchical video representation named Spatial Pyramid Covariance (SPC) along with a fast calculation method. Face retrieval experiments on two challenging TV-series video databases, i.e., the Big Bang Theory and Prison Break, demonstrate the competitiveness of the proposed CVC over state-of-the-art retrieval methods. In addition, as a general video matching algorithm, CVC is also evaluated in traditional video face recognition task on a standard Internet database, i.e., YouTube Celebrities, showing its quite promising performance by using an extremely compact code with only 128 bits.

  5. Using Science Fiction Movie Scenes to Support Critical Analysis of Science

    Science.gov (United States)

    Barnett, Michael; Kafka, Alan

    2007-01-01

    This paper discusses pedagogical advantages and challenges of using science-fiction movies and television shows in an introductory science class for elementary teachers. The authors describe two instructional episodes in which scenes from the movies "Red Planet" and "The Core" were used to engage students in critiquing science as presented in…

  6. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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

  7. Intimate partner violence: what do movies have to teach us?

    Science.gov (United States)

    Lenahan, Patricia M

    2009-06-01

    Intimate partner violence is one of the most pervasive global public health problems affecting women. It results in untold costs to the healthcare system and is positively linked to eight out of ten leading indicators for Healthy People 2010. Intimate partner violence also is one of the factors associated with adverse childhood experiences that result in negative healthcare behaviours. Intimate partner violence has been the subject of film, made for television movies and music videos. The use of film as an innovative tool to teach about common health and mental health disorders is well-documented. Film also has been used as an adjunctive therapeutic tool in counselling. This paper will provide an overview of intimate partner violence, its portrayal in popular film and ways in which educators may use film to teach intimate partner violence-related topics.

  8. 77 FR 6481 - Television Broadcasting Services; Lincoln, NE

    Science.gov (United States)

    2012-02-08

    ...] Television Broadcasting Services; Lincoln, NE AGENCY: Federal Communications Commission. ACTION: Final rule... power television rulemaking petitions requesting channel substitutions in May 2011, it subsequently... CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  9. Acute effects of video-game playing versus television viewing on stress markers and food intake in overweight and obese young men: A randomised controlled trial.

    Science.gov (United States)

    Siervo, Mario; Gan, Jason; Fewtrell, Mary S; Cortina-Borja, Mario; Wells, Jonathan C K

    2018-01-01

    Sedentary or near-sedentary activities are associated with overweight/obesity in epidemiological studies. This has traditionally been attributed to physical activity displacement. A little-explored area is whether behavioural stresses alter sensations of appetite and eating behaviour. We examined whether behaviours conducted seated (television viewing, video gaming) induce different eating patterns, associated with differential levels of stress response. We conducted a randomized controlled trial in 72 overweight/obese adult males, assigned to three groups (24 per group): (i) non-violent television (control group); (ii) non-violent game (FIFA); (iii) violent game (Call of Duty). Following a standardized breakfast, the 1-h intervention was followed by 25-min rest, with sweet and savoury snacks and drinks available ad libitum. Stress markers (heart rate, blood pressure, visual analogue scale (VAS)) were measured throughout. Heart rate, systolic blood pressure, and stress by VAS were significantly higher (p games than watching non-violent television, though the two game groups did not differ. Considered separately, only the violent video game group consumed more energy (Δ = 208.3 kcal, 95%CI 16, 400), sweet foods (Δ = 25.9 g, 95%CI 9.9, 41.9) and saturated fat (Δ = 4.36 g, 95%CI 0.76, 7.96) than controls. Playing video games in overweight/obese adult males is associated with an acute stress response relative to watching non-violent television, associated with greater subsequent food intake. These findings highlight the need to focus on the metabolic effects, as well as the energy costs, of activities involving sitting in relation to obesity risk. Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. The bold and the beautiful. Influence of body size of televised media models on body dissatisfaction and actual food intake

    NARCIS (Netherlands)

    Anschutz, Doeschka J; Engels, Rutger C M E; Becker, Eni S; van Strien, Tatjana

    2008-01-01

    The effects of exposure to televised thin and average size models on body dissatisfaction and actual food intake were examined. Normal weight female students (N=104) were exposed to a 30-min movie clip featuring beautiful girls. Half of them viewed the movie clip in normal screen size (4:3) and the

  11. 77 FR 46631 - Television Broadcasting Services; Greenville, NC

    Science.gov (United States)

    2012-08-06

    ...] Television Broadcasting Services; Greenville, NC AGENCY: Federal Communications Commission. ACTION: Final... acceptance of full power television rulemaking petitions requesting channel substitutions in May 2011, it... Subjects in 47 CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video...

  12. Proceedings of the 2014 ACM international conference on Interactive experiences for TV and online video

    NARCIS (Netherlands)

    P. Olivier (Patrick); P. Wright; T. Bartindale; M. Obrist (Marianna); P.S. Cesar Garcia (Pablo Santiago); S. Basapur

    2014-01-01

    htmlabstractIt is our great pleasure to introduce the 2014 ACM International Conference on Interactive Experiences for Television and Online Video -- ACM TVX 2014. ACM TVX is a leading annual conference that brings together international researchers and practitioners from a wide range of

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

    NARCIS (Netherlands)

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

    2014-01-01

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

  14. Watch-and-Comment as an Approach to Collaboratively Annotate Points of Interest in Video and Interactive-TV Programs

    Science.gov (United States)

    Pimentel, Maria Da Graça C.; Cattelan, Renan G.; Melo, Erick L.; Freitas, Giliard B.; Teixeira, Cesar A.

    In earlier work we proposed the Watch-and-Comment (WaC) paradigm as the seamless capture of multimodal comments made by one or more users while watching a video, resulting in the automatic generation of multimedia documents specifying annotated interactive videos. The aim is to allow services to be offered by applying document engineering techniques to the multimedia document generated automatically. The WaC paradigm was demonstrated with a WaCTool prototype application which supports multimodal annotation over video frames and segments, producing a corresponding interactive video. In this chapter, we extend the WaC paradigm to consider contexts in which several viewers may use their own mobile devices while watching and commenting on an interactive-TV program. We first review our previous work. Next, we discuss scenarios in which mobile users can collaborate via the WaC paradigm. We then present a new prototype application which allows users to employ their mobile devices to collaboratively annotate points of interest in video and interactive-TV programs. We also detail the current software infrastructure which supports our new prototype; the infrastructure extends the Ginga middleware for the Brazilian Digital TV with an implementation of the UPnP protocol - the aim is to provide the seamless integration of the users' mobile devices into the TV environment. As a result, the work reported in this chapter defines the WaC paradigm for the mobile-user as an approach to allow the collaborative annotation of the points of interest in video and interactive-TV programs.

  15. Demonizing in Children's Television Cartoons and Disney Animated Films

    Science.gov (United States)

    Fouts, Gregory; Callan, Mitchell; Piasentin, Kelly; Lawson, Andrea

    2006-01-01

    The purpose of this study was to assess the prevalence of demonizing in the two major media that young children use (television and movies). Two content analyses were conducted using the animated feature films (n = 34) of the Walt Disney Company and after-school cartoons (n = 41). Each was coded for the modeling of the use of "evil" words when…

  16. Evaluating user preferences for video transfer methods from a mobile device to a TV screen

    DEFF Research Database (Denmark)

    Fleury, Alexandre; Pedersen, Jakob Schou; Larsen, Lars Bo

    2013-01-01

    This article reports on the evaluation of four methods for transferring video content from a mobile device to a fixed television. The methods have been investigated in a Wizard-of-Oz approach through two consecutive studies. The first experiment aimed at collecting general opinions toward such a ...

  17. Multitasking With Television Among Adolescents.

    Science.gov (United States)

    Christensen, Claire G; Bickham, David; Ross, Craig S; Rich, Michael

    Using Ecological Momentary Assessment, we explored predictors of adolescents' television (TV) multitasking behaviors. We investigated whether demographic characteristics (age, gender, race/ethnicity, and maternal education) predict adolescents' likelihood of multitasking with TV. We also explored whether characteristics of the TV-multitasking moment (affect, TV genre, attention to people, and media multitasking) predict adolescents' likelihood of paying primary versus secondary attention to TV. Demographic characteristics do not predict TV multitasking. In TV-multitasking moments, primary attention to TV was more likely if adolescents experienced negative affect, watched a drama, or attended to people; it was less likely if they used computers or video games.

  18. Your Brain on the Movies: A Computational Approach for Predicting Box-office Performance from Viewer's Brain Responses to Movie Trailers.

    Science.gov (United States)

    Christoforou, Christoforos; Papadopoulos, Timothy C; Constantinidou, Fofi; Theodorou, Maria

    2017-01-01

    The ability to anticipate the population-wide response of a target audience to a new movie or TV series, before its release, is critical to the film industry. Equally important is the ability to understand the underlying factors that drive or characterize viewer's decision to watch a movie. Traditional approaches (which involve pilot test-screenings, questionnaires, and focus groups) have reached a plateau in their ability to predict the population-wide responses to new movies. In this study, we develop a novel computational approach for extracting neurophysiological electroencephalography (EEG) and eye-gaze based metrics to predict the population-wide behavior of movie goers. We further, explore the connection of the derived metrics to the underlying cognitive processes that might drive moviegoers' decision to watch a movie. Towards that, we recorded neural activity-through the use of EEG-and eye-gaze activity from a group of naive individuals while watching movie trailers of pre-selected movies for which the population-wide preference is captured by the movie's market performance (i.e., box-office ticket sales in the US). Our findings show that the neural based metrics, derived using the proposed methodology, carry predictive information about the broader audience decisions to watch a movie, above and beyond traditional methods. In particular, neural metrics are shown to predict up to 72% of the variance of the films' performance at their premiere and up to 67% of the variance at following weekends; which corresponds to a 23-fold increase in prediction accuracy compared to current neurophysiological or traditional methods. We discuss our findings in the context of existing literature and hypothesize on the possible connection of the derived neurophysiological metrics to cognitive states of focused attention, the encoding of long-term memory, and the synchronization of different components of the brain's rewards network. Beyond the practical implication in

  19. Using Music to Communicate Geoscience in Films, Videos and Interactive Games

    Science.gov (United States)

    Kerlow, I.

    2017-12-01

    Music is a powerful storytelling device and an essential component in today's movies and interactive games. Communicating Earth science can be enhanced and focused with the proper use of a musical score, particularly in the context of documentary films, television programs, interactive games and museum installations. This presentation presents five simple professional techniques to integrate music, visuals and voice-over narration into a single cohesive story that is emotionally engaging. It also presents five practical tips to improve the success of a musical collaboration. The concepts in question are illustrated with practical audio and video examples from real science projects.

  20. Diabetes Movie (For Parents)

    Medline Plus

    Full Text Available ... First Aid & Safety Doctors & Hospitals Videos Recipes for Kids Kids site Sitio para niños How the Body Works ... Diabetes Movie KidsHealth / For Parents / Diabetes Movie Print Kids who have diabetes have trouble taking energy from ...

  1. Security television monitoring using a wideband radio-frequency cable system

    International Nuclear Information System (INIS)

    Russell, J.A.; Case, A.L.; Crutcher, R.I.; Wetzell, F.E.

    1981-01-01

    The Oak Ridge National Laboratory (ORNL) was equipped with a multichannel, bidirectional rf cable television system for security assessment. The multichannel cable system was selected over a more conventional video cable system that has separate cables to each camera. Primary considerations for election of the rf cable system were initial cost and ease of midification or additions to the system. Two, 300-MHz cables, having a capacity of approx. 60 channels, and modulators and demodulators for 40 channels were installed. The modulators, located in buildings or building complexes, receive video signals from 40 TV cameras. These signals are transmitted as rf signals by the cable system to centralized emergency control center (ECC) where they are demodulated, processed, and displayed by the video equipment. TV monitors, digital video motion detectors, and recorders enable the dispatcher in the ECC to evaluate and document the video information. This paper covers the justification for a TV system and the reasons for selecting an rf cable system. It includes a discussion of the design criteria, installation, and expansion capabilities of the system

  2. Television and children's executive function.

    Science.gov (United States)

    Lillard, Angeline S; Li, Hui; Boguszewski, Katie

    2015-01-01

    Children spend a lot of time watching television on its many platforms: directly, online, and via videos and DVDs. Many researchers are concerned that some types of television content appear to negatively influence children's executive function. Because (1) executive function predicts key developmental outcomes, (2) executive function appears to be influenced by some television content, and (3) American children watch large quantities of television (including the content of concern), the issues discussed here comprise a crucial public health issue. Further research is needed to reveal exactly what television content is implicated, what underlies television's effect on executive function, how long the effect lasts, and who is affected. © 2015 Elsevier Inc. All rights reserved.

  3. Portrayal of Brain Death in Film and Television.

    Science.gov (United States)

    Lewis, A; Weaver, J; Caplan, A

    2017-03-01

    We sought to evaluate whether television and cinematic coverage of brain death is educational or misleading. We identified 24 accessible productions that addressed brain death using the archives of the Paley Center for Media (160 000 titles) and the Internet Movie Database (3.7 million titles). Productions were reviewed by two board-certified neurologists. Although 19 characters were pronounced brain dead, no productions demonstrated a complete examination to assess for brain death (6 included an assessment for coma, 9 included an evaluation of at least 1 brainstem reflex, but none included an assessment of every brainstem reflex, and 2 included an apnea test). Subjectively, both authors believed only a small fraction of productions (13% A.L., 13% J.W.) provided the public a complete and accurate understanding of brain death. Organ donation was addressed in 17 productions (71%), but both reviewers felt that the discussions about organ donation were professional in a paucity of productions (9% for A.L., 27% for J.W.). Because television and movies serve as a key source for public education, the quality of productions that feature brain death must be improved. © Copyright 2016 The American Society of Transplantation and the American Society of Transplant Surgeons.

  4. Videos as Literature in EFL.

    Science.gov (United States)

    O'Donnell, William A.

    Despite the lengthy English language training experienced by most Japanese students, their communicative use of English is not well developed. Videotape recordings of dramas (movies, television programs, and plays) offer a means and an interesting context for developing linguistic knowledge into usable language skills. A good movie provides a…

  5. 76 FR 33656 - Television Broadcasting Services; Nashville, TN

    Science.gov (United States)

    2011-06-09

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 11-29; RM-11622, DA 11-949] Television Broadcasting Services; Nashville, TN AGENCY: Federal Communications Commission. ACTION: Final rule... Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  6. 76 FR 71909 - Television Broadcasting Services; Montgomery, AL

    Science.gov (United States)

    2011-11-21

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 11-137; RM-11637, DA 11-1863] Television Broadcasting Services; Montgomery, AL AGENCY: Federal Communications Commission. ACTION: Final... CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  7. 76 FR 18497 - Television Broadcasting Services; Augusta, GA

    Science.gov (United States)

    2011-04-04

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 11-54, RM-11624; DA 11-499] Television Broadcasting Services; Augusta, GA AGENCY: Federal Communications Commission. ACTION: Proposed... 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division, Media...

  8. MoViE: Experiences and attitudes—Learning with a mobile social video application

    Directory of Open Access Journals (Sweden)

    Pauliina Tuomi

    2010-10-01

    Full Text Available Digital media is increasingly finding its way into the discussions of the classroom. Particularly interest is placed on mobile learning—the learning and teaching practices done with or via different mobile devices. Learning with the help of mobile devices is increasingly common and it is considered to be one of the 21st century skills children should adapt already in early stages in schools. The article presents both qualitative and quantitative study on mobile social video application, MoViE, as a part of teaching in biology and geography in 8th and 9th grades. The multidisciplinary data was processed to answer the following question: How did the use of mobile videos promote learning? The actual research question is however twofold: On one hand, it studies the use of mobile videos in mobile learning. On the other hand, it sets out to investigate the implementation of mobile video sharing as a part of the teaching and learning activities.

  9. Television in a New Media Environment

    Directory of Open Access Journals (Sweden)

    Viktorija Car

    2010-12-01

    Full Text Available The first decade of the 21st century has brought about comprehensive changes for media and communications in general. The new multimedia landscape has broken traditional boarders between telecommunications, the audiovisual industry, and information technology. Still, the border between traditional and new media is quite defined, yet there exists a tendency to mitigate it. Changes in media content production will play the dominant role in that process, as well the fact that the three-step flows of communication encompass new configurations of one-to-one, one-to-many, and many-to-many communication across the online/offline divide. In such processes of development and transformation, video content, once reserved exclusively for film and television using the one-way channel of communication (from content provider to viewers, now plays an increasingly important role. New media provides opportunities for video content to use three-step flows of communication, which subsequently enables space for new video genres and formats. This article presents the results of the study entitled, ”Media Accountability”, and compares them with the author’s own research on television news and with Forrester’s research on youth as a media audience. Finally, this article provides insights on the future of television as a medium and its existence as a traditional medium.

  10. 76 FR 20248 - Television Broadcasting Services; Decatur, IL

    Science.gov (United States)

    2011-04-12

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 10-264; RM-11615, DA 11-572] Television Broadcasting Services; Decatur, IL AGENCY: Federal Communications Commission. ACTION: Final rule... CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  11. "Lost" on the Web: Does Web Distribution Stimulate or Depress Television Viewing?

    OpenAIRE

    Joel Waldfogel

    2007-01-01

    In the past few years, YouTube and other sites for sharing video files over the Internet have vaulted from obscurity to places of centrality in the media landscape. The files available at YouTube include a mix of user-generated video and clips from network television shows. Networks fear that availability of their clips on YouTube will depress television viewing. But unauthorized clips are also free advertising for television shows. As YouTube has grown quickly, major networks have responded ...

  12. Your Town Television Show: SMART Program (Part 1) [video

    OpenAIRE

    Naval Postgraduate School, (U.S.); Sanders, John; Millsaps, Knox; Shifflett, Deborah

    2010-01-01

    From "Your Town" television show. SMART Scholarship Program featured on Your Town television program in Monterey, California. Host John Sanders, Special Collections Manager of the Naval Postgraduate School's Dudley Knox Library, interviews Dr. Knox Millsaps, Executive Agent for the SMART Program, and Deborah Shifflett, SMART Program Manager.

  13. Your Town Television Show: SMART Program (Part 3) [video

    OpenAIRE

    Naval Postgraduate School, (U.S.); Sanders, John; Millsaps, Knox; Shifflett, Deborah

    2010-01-01

    From "Your Town" television show. SMART Scholarship Program featured on Your Town television program in Monterey, California. Host John Sanders, Special Collections Manager of the Naval Postgraduate School's Dudley Knox Library, interviews Dr. Knox Millsaps, Executive Agent for the SMART Program, and Deborah Shifflett, SMART Program Manager.

  14. Exposure of US adolescents to extremely violent movies.

    Science.gov (United States)

    Worth, Keilah A; Gibson Chambers, Jennifer; Nassau, Daniel H; Rakhra, Balvinder K; Sargent, James D

    2008-08-01

    Despite concerns about exposure to violent media, there are few data on youth exposure to violent movies. In this study we examined such exposure among young US adolescents. We used a random-digit-dial survey of 6522 US adolescents aged 10 to 14 years fielded in 2003. Using previously validated methods, we determined the percentage and number of US adolescents who had seen each of 534 recently released movies. We report results for the 40 that were rated R for violence by the Motion Picture Association of America, UK 18 by the British Board of Film Classification and coded for extreme violence by trained content coders. The 40 violent movies were seen by a median of 12.5% of an estimated 22 million US adolescents aged 10 to 14 years. The most popular violent movie, Scary Movie, was seen by >10 million (48.1%) children, 1 million of whom were 10 years of age. Watching extremely violent movies was associated with being male, older, nonwhite, having less-educated parents, and doing poorly in school. Black male adolescents were at particularly high risk for seeing these movies; for example Blade, Training Day, and Scary Movie were seen, respectively, by 37.4%, 27.3%, and 48.1% of the sample overall versus 82.0%, 81.0%, and 80.8% of black male adolescents. Violent movie exposure was also associated with measures of media parenting, with high-exposure adolescents being significantly more likely to have a television in their bedroom and to report that their parents allowed them to watch R-rated movies. This study documents widespread exposure of young US adolescents to movies with extreme graphic violence from movies rated R for violence and raises important questions about the effectiveness of the current movie-rating system.

  15. Exposure of US Adolescents to Extremely Violent Movies

    Science.gov (United States)

    Worth, Keilah A.; Chambers, Jennifer Gibson; Nassau, Daniel H.; Rakhra, Balvinder K.; Sargent, James D.

    2009-01-01

    Objective Despite concerns about exposure to violent media, there are few data on youth exposure to violent movies. In this study we examined such exposure among young US adolescents. Methods We used a random-digit-dial survey of 6522 US adolescents aged 10 to 14 years fielded in 2003. Using previously validated methods, we determined the percentage and number of US adolescents who had seen each of 534 recently released movies. We report results for the 40 that were rated R for violence by the Motion Picture Association of America, UK 18 by the British Board of Film Classification and coded for extreme violence by trained content coders. Results The 40 violent movies were seen by a median of 12.5% of an estimated 22 million US adolescents aged 10 to 14 years. The most popular violent movie, Scary Movie, was seen by >10 million (48.1%) children, 1 million of whom were 10 years of age. Watching extremely violent movies was associated with being male, older, nonwhite, having less-educated parents, and doing poorly in school. Black male adolescents were at particularly high risk for seeing these movies; for example Blade, Training Day, and Scary Movie were seen, respectively, by 37.4%, 27.3%, and 48.1% of the sample overall versus 82.0%, 81.0%, and 80.8% of black male adolescents. Violent movie exposure was also associated with measures of media parenting, with high-exposure adolescents being significantly more likely to have a television in their bedroom and to report that their parents allowed them to watch R-rated movies. Conclusions This study documents widespread exposure of young US adolescents to movies with extreme graphic violence from movies rated R for violence and raises important questions about the effectiveness of the current movie-rating system. PMID:18676548

  16. Revealing Television's Analogue Heroes

    Directory of Open Access Journals (Sweden)

    Vanessa Jackson

    2013-12-01

    Full Text Available In this article I will argue that we need to create new archival models in order to preserve and share knowledge of historical, ‘hidden’ television professions and production cultures. Oral history traditions of recording life stories give us a useful starting point. Engineering ‘encounters’ between skilled television technicians, and the now obsolete equipment they operated in the 1970s and 80s, is challenging for a myriad of reasons, but videoing the interaction of man and machine provides us with a rich insight into how analogue television was produced and broadcast. Social media enables us to disseminate these histories in new and innovative ways..

  17. 78 FR 58470 - Television Broadcasting Services; Cedar Rapids, Iowa

    Science.gov (United States)

    2013-09-24

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 13-182; RM-11701; DA 13-1882] Television Broadcasting Services; Cedar Rapids, Iowa AGENCY: Federal Communications Commission. ACTION: Final... CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  18. 76 FR 18415 - Television Broadcasting Services; New Haven, CT

    Science.gov (United States)

    2011-04-04

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 09-123; RM-11546, DA 11-501] Television Broadcasting Services; New Haven, CT AGENCY: Federal Communications Commission. ACTION: Final rule... CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  19. 76 FR 19276 - Television Broadcasting Services; El Paso, TX

    Science.gov (United States)

    2011-04-07

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 11-4; RM-11616, DA 11-530] Television Broadcasting Services; El Paso, TX AGENCY: Federal Communications Commission. ACTION: Final rule... Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

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

    NARCIS (Netherlands)

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

    2015-01-01

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

  1. Demonizing in children's television cartoons and Disney animated films.

    Science.gov (United States)

    Fouts, Gregory; Callan, Mitchell; Piasentin, Kelly; Lawson, Andrea

    2006-01-01

    The purpose of this study was to assess the prevalence of demonizing in the two major media that young children use (television and movies). Two content analyses were conducted using the animated feature films (n = 34) of the Walt Disney Company and after-school cartoons (n = 41). Each was coded for the modeling of the use of "evil" words when referring to a person, e.g., monster, devil, demon, wicked. Seventy-four percent of the Disney films contained "evil" references, with an average of 5.6 references per film. Forty-four percent of the after-school cartoons contained "evil" references, with an average of one per cartoon. The results are discussed within the context of children's repeated exposure to popular animated movies and cartoons and their learning to demonize people who engage in perceived "bad" behaviors.

  2. Bollywood Movie Corpus for Text, Images and Videos

    OpenAIRE

    Madaan, Nishtha; Mehta, Sameep; Saxena, Mayank; Aggarwal, Aditi; Agrawaal, Taneea S; Malhotra, Vrinda

    2017-01-01

    In past few years, several data-sets have been released for text and images. We present an approach to create the data-set for use in detecting and removing gender bias from text. We also include a set of challenges we have faced while creating this corpora. In this work, we have worked with movie data from Wikipedia plots and movie trailers from YouTube. Our Bollywood Movie corpus contains 4000 movies extracted from Wikipedia and 880 trailers extracted from YouTube which were released from 1...

  3. Television watching and the emotional impact on social modeling of food intake among children.

    Science.gov (United States)

    Bevelander, Kirsten E; Meiselman, Herbert L; Anschütz, Doeschka J; Engels, Rutger C M E

    2013-04-01

    The main goal of this study was to test whether exposure to happy, neutral, or sad media content influences social modeling effects of (snack) food intake in young children. The study was conducted at 14 Dutch urban and suburban primary schools. The participants (N=112) were asked to watch a movie with a same-sex normal-weight confederate who was instructed to eat either nothing or a standardized amount of snack food (10 chocolate-coated peanuts). The study involved a 3 (movie clips: happy, neutral, and sad)×2 (peer's food intake: no intake versus a standardized intake) between-participants design. A significant interaction between the movie clip condition and intake condition was found (F(2,102)=3.30, P=.04, Cohen's f(2)=.20). Positive as well as negative emotions were found to lead to adjustment to the intake of a peer, as compared to that of children in the neutral movie condition. The findings suggest that children eat more mindlessly when watching an emotional movie and, therefore, respond more automatically to a peer's food intake, whereas children may be less susceptible to a peer's intake while watching a neutral movie. As young children are not in the position to choose their food consumption environment yet, parents and schools should provide consumption settings that limit eating in front of the television. Copyright © 2012 Elsevier Ltd. All rights reserved.

  4. Development of a large-screen high-definition laser video projection system

    Science.gov (United States)

    Clynick, Tony J.

    1991-08-01

    A prototype laser video projector which uses electronic, optical, and mechanical means to project a television picture is described. With the primary goal of commercial viability, the price/performance ratio of the chosen means is critical. The fundamental requirement has been to achieve high brightness, high definition images of at least movie-theater size, at a cost comparable with other existing large-screen video projection technologies, while having the opportunity of developing and exploiting the unique properties of the laser projected image, such as its infinite depth-of-field. Two argon lasers are used in combination with a dye laser to achieve a range of colors which, despite not being identical to those of a CRT, prove to be subjectively acceptable. Acousto-optic modulation in combination with a rotary polygon scanner, digital video line stores, novel specialized electro-optics, and a galvanometric frame scanner form the basis of the projection technique achieving a 30 MHz video bandwidth, high- definition scan rates (1125/60 and 1250/50), high contrast ratio, and good optical efficiency. Auditorium projection of HDTV pictures wider than 20 meters are possible. Applications including 360 degree(s) projection and 3-D video provide further scope for exploitation of the HD laser video projector.

  5. The direct effect of thin ideal focused adult television on young girls' ideal body figure

    NARCIS (Netherlands)

    Anschutz, Doeschka J; Spruijt-Metz, Donna; van Strien, Tatjana; Engels, Rutger C M E

    The present study tested the direct effect of watching thin-ideal focused television aimed at (young) adults on body dissatisfaction in preadolescent girls (9-12 years old). A within-subject design was used in which the girls (N=60) were tested three times. They watched three movie clips in random

  6. Toddlers Watching TV

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

      The main purpose of my Ph.D. project is to describe and understand the way television-programmes and video-films are being used by the very youngest viewers, and how they interpret and interact with especially television (and video) narratives. This particular audience-group has been vastly......’s meaning-making (which is usually what traditional reception analysis does) by using methods originated in media ethnography. Mixing the two hitherto separated research traditions is partly determined by necessity, but also provides new insights, which will be discussed in my paper....

  7. [Poliomyelitis in literature, cinema and television].

    Science.gov (United States)

    Collado-Vázquez, Susana; Carrillo, Jesús M; Águila-Maturana, Ana M

    2014-10-01

    Poliomyelitis is an infectious disease whose initial symptoms are fever, fatigue, headaches, vomiting, a stiff neck and pains in the limbs. In many cases, the sequelae are irreversible paralysis and may result in death if there is bulbar or respiratory compromise. A set of symptoms, called post-polio syndrome, which appears years after the acute infection, are also described. To analyse the way poliomyelitis has been dealt with in literature, cinema and television. Film and television writers and directors have shown an interest in poliomyelitis and have portrayed it in a correct and realistic manner, both in fiction and in biographies or documentary-type works. Nemesis, Silver wattle, Leave her to heaven or The fall are some examples of literary works on the subject. Cinema has also portrayed polio all the way back to silent movies, with titles such as The woman in his house, The Silver Streak, Sister Kenny or The sessions. This disease and its sequelae have also been portrayed on television in series such as Hospital Central, Grey's anatomy, House M.D. or Amar en tiempos revueltos, and in TV films like El asunto, Eleanor and Franklin or Warm Springs. Poliomyelitis has been portrayed in literature, cinema and television in a realistic manner, showing its symptoms, sequelae, and the personal, familial and social impact of this disease.

  8. Association of a television in the bedroom with increased adiposity gain in a nationally representative sample of children and adolescents.

    Science.gov (United States)

    Gilbert-Diamond, Diane; Li, Zhigang; Adachi-Mejia, Anna M; McClure, Auden C; Sargent, James D

    2014-05-01

    Obesity affects health in children and adolescents. Television viewing is an established risk factor for obesity in youth. No prospective study has assessed whether a bedroom television confers an additional risk for obesity in youth. To assess the prospective association between the presence of a bedroom television and change in body mass index (BMI; calculated as weight in kilograms divided by height in meters squared), independent of television viewing, in a nationally representative sample of US children and adolescents. We conducted a random-digit prospective telephone survey that captured children and adolescents from across the United States. Participants included 6522 boys and girls aged 10 to 14 years at baseline who were surveyed via telephone about media risk factors for obesity.Weighted regressions assessed adiposity at 2- and 4-year follow-up, controlling for television and movie viewing, video-game playing, parenting, age, sex, race or ethnicity, household income, and parental educational level. Report of having a television in the bedroom at baseline. Age- and sex-adjusted BMI based on self-report and parent report of weight and height at 2- and 4-year follow-up. Distributions for age, sex, race or ethnicity, and socioeconomic status were similar to census estimates for the US population. Sample weighting methods accounted for higher dropout rates among ethnic minorities and those with lower socioeconomic status. Bedroom televisions were reported by 59.1%of participants at baseline, with boys, ethnic minorities, and those of lower socioeconomic status having significantly higher rates. In multivariate analyses, having a bedroom television was associated with an excess BMI of 0.57 (95%CI, 0.31-0.82) and 0.75 (0.38-1.12) at years 2 and 4, respectively, and a BMI gain of 0.24 (0.02-0.45) from years 2 to 4. Having a bedroom television is associated with weight gain beyond the effect of television viewing time. This association could be the result of

  9. Impact of Nigerian Home Video/Movie Industry on the Moral Behaviours of Secondary School Students in Ebonyi State of Nigeria

    Science.gov (United States)

    Njoku, Nkechi C.

    2016-01-01

    Impact of home video/movie industry on the moral behaviour of secondary school students is a search for the impact of home video in moral upbringing of school children. The study adopted a survey design approach of investigation: The area of study is Ebonyi State and the population comprised all the 322 CRS teachers in the state. 200 teachers were…

  10. Automatic Story Segmentation for TV News Video Using Multiple Modalities

    Directory of Open Access Journals (Sweden)

    Émilie Dumont

    2012-01-01

    Full Text Available While video content is often stored in rather large files or broadcasted in continuous streams, users are often interested in retrieving only a particular passage on a topic of interest to them. It is, therefore, necessary to split video documents or streams into shorter segments corresponding to appropriate retrieval units. We propose here a method for the automatic segmentation of TV news videos into stories. A-multiple-descriptor based segmentation approach is proposed. The selected multimodal features are complementary and give good insights about story boundaries. Once extracted, these features are expanded with a local temporal context and combined by an early fusion process. The story boundaries are then predicted using machine learning techniques. We investigate the system by experiments conducted using TRECVID 2003 data and protocol of the story boundary detection task, and we show that the proposed approach outperforms the state-of-the-art methods while requiring a very small amount of manual annotation.

  11. Fundamental study of compression for movie files of coronary angiography

    Science.gov (United States)

    Ando, Takekazu; Tsuchiya, Yuichiro; Kodera, Yoshie

    2005-04-01

    When network distribution of movie files was considered as reference, it could be useful that the lossy compression movie files which has small file size. We chouse three kinds of coronary stricture movies with different moving speed as an examination object; heart rate of slow, normal and fast movies. The movies of MPEG-1, DivX5.11, WMV9 (Windows Media Video 9), and WMV9-VCM (Windows Media Video 9-Video Compression Manager) were made from three kinds of AVI format movies with different moving speeds. Five kinds of movies that are four kinds of compression movies and non-compression AVI instead of the DICOM format were evaluated by Thurstone's method. The Evaluation factors of movies were determined as "sharpness, granularity, contrast, and comprehensive evaluation." In the virtual bradycardia movie, AVI was the best evaluation at all evaluation factors except the granularity. In the virtual normal movie, an excellent compression technique is different in all evaluation factors. In the virtual tachycardia movie, MPEG-1 was the best evaluation at all evaluation factors expects the contrast. There is a good compression form depending on the speed of movies because of the difference of compression algorithm. It is thought that it is an influence by the difference of the compression between frames. The compression algorithm for movie has the compression between the frames and the intra-frame compression. As the compression algorithm give the different influence to image by each compression method, it is necessary to examine the relation of the compression algorithm and our results.

  12. Your Brain on the Movies: A Computational Approach for Predicting Box-office Performance from Viewer’s Brain Responses to Movie Trailers

    Science.gov (United States)

    Christoforou, Christoforos; Papadopoulos, Timothy C.; Constantinidou, Fofi; Theodorou, Maria

    2017-01-01

    The ability to anticipate the population-wide response of a target audience to a new movie or TV series, before its release, is critical to the film industry. Equally important is the ability to understand the underlying factors that drive or characterize viewer’s decision to watch a movie. Traditional approaches (which involve pilot test-screenings, questionnaires, and focus groups) have reached a plateau in their ability to predict the population-wide responses to new movies. In this study, we develop a novel computational approach for extracting neurophysiological electroencephalography (EEG) and eye-gaze based metrics to predict the population-wide behavior of movie goers. We further, explore the connection of the derived metrics to the underlying cognitive processes that might drive moviegoers’ decision to watch a movie. Towards that, we recorded neural activity—through the use of EEG—and eye-gaze activity from a group of naive individuals while watching movie trailers of pre-selected movies for which the population-wide preference is captured by the movie’s market performance (i.e., box-office ticket sales in the US). Our findings show that the neural based metrics, derived using the proposed methodology, carry predictive information about the broader audience decisions to watch a movie, above and beyond traditional methods. In particular, neural metrics are shown to predict up to 72% of the variance of the films’ performance at their premiere and up to 67% of the variance at following weekends; which corresponds to a 23-fold increase in prediction accuracy compared to current neurophysiological or traditional methods. We discuss our findings in the context of existing literature and hypothesize on the possible connection of the derived neurophysiological metrics to cognitive states of focused attention, the encoding of long-term memory, and the synchronization of different components of the brain’s rewards network. Beyond the practical

  13. Your Brain on the Movies: A Computational Approach for Predicting Box-office Performance from Viewer’s Brain Responses to Movie Trailers

    Directory of Open Access Journals (Sweden)

    Christoforos Christoforou

    2017-12-01

    Full Text Available The ability to anticipate the population-wide response of a target audience to a new movie or TV series, before its release, is critical to the film industry. Equally important is the ability to understand the underlying factors that drive or characterize viewer’s decision to watch a movie. Traditional approaches (which involve pilot test-screenings, questionnaires, and focus groups have reached a plateau in their ability to predict the population-wide responses to new movies. In this study, we develop a novel computational approach for extracting neurophysiological electroencephalography (EEG and eye-gaze based metrics to predict the population-wide behavior of movie goers. We further, explore the connection of the derived metrics to the underlying cognitive processes that might drive moviegoers’ decision to watch a movie. Towards that, we recorded neural activity—through the use of EEG—and eye-gaze activity from a group of naive individuals while watching movie trailers of pre-selected movies for which the population-wide preference is captured by the movie’s market performance (i.e., box-office ticket sales in the US. Our findings show that the neural based metrics, derived using the proposed methodology, carry predictive information about the broader audience decisions to watch a movie, above and beyond traditional methods. In particular, neural metrics are shown to predict up to 72% of the variance of the films’ performance at their premiere and up to 67% of the variance at following weekends; which corresponds to a 23-fold increase in prediction accuracy compared to current neurophysiological or traditional methods. We discuss our findings in the context of existing literature and hypothesize on the possible connection of the derived neurophysiological metrics to cognitive states of focused attention, the encoding of long-term memory, and the synchronization of different components of the brain’s rewards network. Beyond the

  14. The Nature and Predictive Value of Mothers’ Beliefs Regarding Infants’ and Toddlers’ TV/Video Viewing: Applying the Integrative Model of Behavioral Prediction

    Science.gov (United States)

    Vaala, Sarah E.

    2014-01-01

    Viewing television and video programming has become a normative behavior among US infants and toddlers. Little is understood about parents’ decision-making about the extent of their young children’s viewing, though numerous organizations are interested in reducing time spent viewing among infants and toddlers. Prior research has examined parents’ belief in the educational value of TV/videos for young children and the predictive value of this belief for understanding infant/toddler viewing rates, though other possible salient beliefs remain largely unexplored. This study employs the integrative model of behavioral prediction (Fishbein & Ajzen, 2010) to examine 30 maternal beliefs about infants’ and toddlers’ TV/video viewing which were elicited from a prior sample of mothers. Results indicate that mothers tend to hold more positive than negative beliefs about the outcomes associated with young children’s TV/video viewing, and that the nature of the aggregate set of beliefs is predictive of their general attitudes and intentions to allow their children to view, as well as children’s estimated viewing rates. Analyses also uncover multiple dimensions within the full set of beliefs, which explain more variance in mothers’ attitudes and intentions and children’s viewing than the uni-dimensional index. The theoretical and practical implications of the findings are discussed. PMID:25431537

  15. Television Viewing, Computer Use, Obesity, And Adiposity In US Preschool Children

    Science.gov (United States)

    We tested whether three sedentary activities were associated with obesity and adiposity in U.S. preschool children: 1) watching >2 hours/day of TV/videos, 2) computer use, and 3) >2 hours/day of media use (TV/videos and computer use). We conducted a cross-sectional study using nationally representat...

  16. The Influence of Youth Music Television Viewership on Changes in Cigarette Use and Association with Smoking Peers: A Social Identity, Reinforcing Spirals Perspective.

    Science.gov (United States)

    Slater, Michael D; Hayes, Andrew F

    2010-12-01

    Prior research has found strong evidence of a prospective association between R movie exposure and teen smoking. Using parallel process latent-growth modeling, the present study examines prospective associations between viewing of music video channels on television (e.g., MTV and VH-1) and changes over time in smoking and association with smoking peers. Results showed that baseline viewing of music-oriented channels such as MTV and VH-1 robustly predicted increasing trajectories of smoking and of associating with smoking peers, even after application of a variety of controls including parent reports of monitoring behavior. These results are consistent with the arguments from the reinforcing spirals model that such media use serves as a means of developing emergent adolescent social identities consistent with associating with smoking peers and acquiring smoking and other risk behaviors; evidence also suggests that media choice in reinforcing spiral processes are dynamic and evolve as social identity evolves.

  17. 78 FR 21849 - Television Broadcasting Services; Ely, NV to Middletown Township, NJ

    Science.gov (United States)

    2013-04-12

    ... FEDERAL COMMUNICATIONS COMMISSION 47 CFR Part 73 [MB Docket No. 13-72; RM-11694, DA 13-448] Television Broadcasting Services; Ely, NV to Middletown Township, NJ AGENCY: Federal Communications... CFR Part 73 Television. Federal Communications Commission. Barbara A. Kreisman, Chief, Video Division...

  18. Getting Serious About Games -- Using Video Game-Based Learning to Enhance Nuclear Terrorism Preparedness

    Science.gov (United States)

    2012-03-01

    grant, HH&S provides writers and producers with accurate and timely health content for the scripts that not only enhances the drama , but also educates...the fact that today’s generation came of age in a technology rich environment that changed the way they accept and process information. Consequently...to kill: A call to action against TV, movie and video game violence. New York: Crown Archetype. Hampton, B., Altmire, B., Brunjes, B., Jennings, D. M

  19. A Review of Research Bearing on the Impact of Television and Motion Pictures on Children and Adults.

    Science.gov (United States)

    Loye, David

    Research literature relating to the power of dramatic television or movie entertainment for value, attitude, and behavior change is reviewed. Section 1 of this paper covers the research literature bearing on the effects of mass entertainment on adults, adolescents, and children. Section 2 briefly describes the research needs to be addressed by the…

  20. 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.

  1. SUBPAL: A Device for Reading Aloud Subtitles from Television and Cinema

    DEFF Research Database (Denmark)

    Nielsen, Simon; Bothe, Hans-Heinrich

    2007-01-01

    to participate in such social and cultural events, but if the material presented is in a non familiar language they are unable to understand it. The problem primarily arises from non English speaking countries where dubbing is not facilitated such as in Scandinavian countries and the Netherlands. A solution...... to this problem is SubPal, a text to speech device which can be connected to the television or to a video camera. The subtitle content in the presented video stream is read aloud through a multilingual speech synthesizer. Hence the solution is applicable for television and in the cinema, in several countries....... The solution comprises three major modules: The sampling of the analogue video signal into a binary image of the subtitles. The optical character recognition which converts the binary image of the subtitles into a characters that can be recognized by a computer. And finally a speech synthesizer that reads...

  2. The Recording and Use of Off-Air French Television Programmes with Advanced Language Learners

    Science.gov (United States)

    Hill, J. K.

    1978-01-01

    Describes a program at the University of Kent in which UHF broadcasts on French television are taped on video cassettes for use in a variety of courses, including French language classes. Instructional uses of the video cassettes are discussed. (KM)

  3. [Influence of violent TV upon children of a public school in Bogotá, Colombia].

    Science.gov (United States)

    Pérez-Olmos, Isabel; Pinzón, Angela María; González-Reyes, Rodrigo; Sánchez-Molano, Juliana

    2005-01-01

    To evaluate the impact that a violent and a non-violent movie may cause on scholars. In Bogotá, 125 public primary school students were surveyed, applying a questionnaire to learn both about their daily life violence and their attitude towards it. Two weeks later, they were shown one violent movie, and two weeks later a non-violent one. Children were asked to draw their families, express their opinions and answer a questionnaire after each movie. The initial survey showed that 23.6% of the children reported violent responses when they were offended, 39.8% reported some kind of familiar violence and 19.5% identified themselves with a violent figure. Boys were more prone to respond violently when offended and to identify themselves with a violent figure than girls (p=0.004). Compared with the non-violent movie, a greater percentage of children excluded themselves from the family drawing after watching the violent movie (Odds Ratio (OR): 2.55; 95% Interval Confidence (95% CI) 1.22-5.43, p=0.01). The family drawing after the violent movie also showed more emotional signs (OR: 3.13; 95% CI: 1.35-7.52; p=0.0053) and more aggressive signs (OR: 2.55; 95% CI: 1.22-5.43; p=0.01) than the family drawing after the non-violent movie. The family drawing test showed the immediate impact of television. Television violence negatively influences kids and should be avoided.

  4. “There Will Still Be Television but I Don’t Know What It Will Be Called!”: Narrating the End of Television in Australia and New Zealand

    Directory of Open Access Journals (Sweden)

    Jock Given

    2016-07-01

    Full Text Available Australia and New Zealand, like other countries, have unique TV systems and practices that shape the possibilities enabled by emerging technologies, enterprises, behaviors and ideas. This article explores two recent articulations of the concept of television that have motivated ‘end of television’ narratives in the two countries. One is future-oriented – the introduction of online subscription video services from local providers like Fetch TV, Presto, Stan and from March 2015, the international giant Netflix. It draws on a survey of senior people in TV, technology, advertising, production, audience measurement and social media conducted in late 2014 and early 2015. The other is recent history – the switchover from analogue to digital terrestrial television, completed in both countries in December 2013. Digital TV switchover was a global policy implemented in markedly different ways. Television was transformed, though not in the precise ways anticipated. Rather than being in the center of the digital revolution, as the digital TV industry and policy pioneers enthused, broadcast television was, to some extent, overrun by it. The most successful online subscription video service in Australia and New Zealand so far, Netflix, talks up the end of television but serves up a very specific form of it. The article poses a slightly different question to whether or not television is ending: that is, whether, in the post-broadcast, digital era, distinctions between unique TV systems and practices will endure, narrow, dissolve, or morph into new forms of difference.

  5. The Olympic Games broadcasted as Interactive Television - New Media new Games?

    DEFF Research Database (Denmark)

    Bjørner, Thomas

    or delayed video coverage of the Olympic Games. The Torino Olympic Broadcasting was the first to be filmed entirely in High Definition Television. In the future the use of digital video processing, computer vision, 3D-visualisation and animation techniques allow viewers to watch sports events almost......The Olympic Games is the world´s largest media event and television is the engine that has driven the growth of the Olympic Movement. Increases in broadcast revenue over the past two decades have provided the Olympic Movement with a huge financial base. More networks than ever before broadcast...... the Olympic Games to more countries and territories, with a record number of hours, a significant rise in the total viewing hours, and dramatic increases in live and prime-time coverage. Over 300 channels transmitted 35.000 hours of the Athens 2004 Olympic Games. The future of television is digital, which...

  6. High-definition television evaluation for remote handling task performance

    International Nuclear Information System (INIS)

    Fujita, Y.; Omori, E.; Hayashi, S.; Draper, J.V.; Herndon, J.N.

    1986-01-01

    In a plant that employs remote handling techniques for equipment maintenance, operators perform maintenance tasks primarily by using the information from television systems. The efficiency of the television system has a significant impact on remote maintenance task performance. High-definition television (HDTV) transmits a video image with more than twice the number of horizontal scan lines as standard-resolution television (1125 for HDTV to 525 for standard-resolution NTSC television). The added scan lines dramatically improve the resolution of images on the HDTV monitors. This paper describes experiments designed to evaluate the impact of HDTV on the performance of typical remote tasks. The experiments described in this paper compared the performance of four operators using HDTV with their performance while using other television systems. The experiments included four television systems: (a) high-definition color television, (b) high-definition monochromatic television, (c) standard-resolution monochromatic television, and (d) standard-resolution stereoscopic monochromatic television

  7. English Development as a Second Language in Relation with TV Exposure

    Directory of Open Access Journals (Sweden)

    N. M. Ayu Widiastuti

    2018-05-01

    Full Text Available The aims of this study are to know the role of young learner’s parents in choosing good and educating television program for their child, and to describe the effects of TV exposure in their child’s English language development. A five-year-old young learner who lives in Denpasar was observed in 2017. The data were collected by giving a questionnaire to the young learner’s parents in order to get the description of the effects of the television programs to her language development. As it is a following research of the previous research on English vocabulary acquisition, the results of the observation of the young learner and the interview with her parents that have already been done are used to support the analysis of this small research. The collected data were analysed descriptively based on approaches from Barr, et.al. (2010, Christakis (2009, and March (2004 about English language acquisition and language development of young children. The results show that the young learner’s parents have the important role in choosing good and educating television program for her. It can be seen from the choices of cartoon movies as one of the television programs that is educating as well as entertaining for a child in her age, the intensive accompaniment when she was watching the movies, the limitation of television watching time, and also the parents’ assistance in order to help her understand the stories and vocabulary meanings. It is true that good content, context, and the amount of daily TV viewing time as well as parental assistance will be beneficial for the young learner’s second language development in informal learning situation. The effectiveness of watching cartoon movies has led her to gain the positive second language development in her bilingual condition, although English code-switching in Indonesian sentences sometimes occur.

  8. Modifying exposure to smoking depicted in movies: a novel approach to preventing adolescent smoking.

    Science.gov (United States)

    Sargent, James D; Dalton, Madeline A; Heatherton, Todd; Beach, Mike

    2003-07-01

    Most behavioral approaches to adolescent smoking address the behavior directly. We explore an indirect approach: modifying exposure to portrayals of smoking in movies. To describe adolescents' exposure to smoking in movies and to examine factors that could modify such exposure. Occurrences of smoking were counted in each of 601 popular movies. Four thousand nine hundred ten northern New England junior high school students were asked to report which movies they had seen from a randomly generated subsample of 50 films, and responses were used to estimate exposure to the entire sample. Analysis The outcome variable was exposure to movie smoking, defined as the number of smoking occurrences seen. Risk factors for exposure included access to movies (movie channels, videotape use, and movie theater); parenting (R [restricted]-rated movie restrictions, television restrictions, parenting style); and characteristics of the child (age, sex, school performance, sensation-seeking propensity, rebelliousness, and self-esteem). We used multiple regression to assess the association between risk factors and exposure to movie smoking. Subjects had seen an average of 30% of the movie sample (interquartile range, 20%-44%), from which they were exposed to 1160 (interquartile range, 640-1970) occurrences of smoking. In a multivariate model, exposure to movie smoking increased (all P values Parent restriction on viewing R-rated movies resulted in a 50% reduction in exposure to movie smoking. There was no association between parenting style and exposure to movie smoking. Much of the protective effect of parent R-rated movie restriction on adolescent smoking was mediated through lower exposure to movie smoking. Adolescents see thousands of smoking depictions in movies, and this influences their attitudes and behavior. Exposure to movie smoking is reduced when parents limit movie access. Teaching parents to monitor and enforce movie access guidelines could reduce adolescent smoking in an

  9. Diabetes Movie (For Parents)

    Medline Plus

    Full Text Available ... Diabetes: Lindsey's Story (Video) Diabetes Center Movie: Endocrine System Diabetes ... Visit the Nemours Web site. Note: All information on KidsHealth® is for educational purposes only. For ...

  10. Diabetes Movie (For Parents)

    Medline Plus

    Full Text Available ... Diabetes: Lindsey's Story (Video) Diabetes Center Movie: Endocrine System Diabetes Center Diabetes: ... All information on KidsHealth® is for educational purposes only. For specific medical advice, diagnoses, and ...

  11. Pemanfaatan Jaringan Komputer Untuk Aplikasi IPTV (Internet Protocol Television Studi Kasus Akatel Sandhy Putra Purwokerto

    Directory of Open Access Journals (Sweden)

    Galih Sasmi Ramdhani

    2010-11-01

    Full Text Available Internet Protocol Television (IPTV adalah suatu pengembangan baru dalam software komunikasi client-server yang mem-broadcast video yang berkualitas tinggi melalui jaringan internet protocol. IPTV melayani baik siaran langsung (live maupun program atau video yang tersimpan di server. Streaming adalah sebuah teknologi untuk memainkan file video atau audio secara langsung ataupun dengan prerecorded dari sebuah mesin server. File video atau audio  yang terletak pada server dapat secara langsung dijalankan pada komputer client sesaat setelah ada permintaan dari users sehingga proses download yang menghabiskan waktu cukup lama dapat dihindari. Digital Video Broadcasting (DVB adalah salah satu sistem yang digunakan untuk mentransmisikan siaran TV / Video digital hingga sampai ke pengguna akhir (end-user. Proses Transmisi siaran TV umumnya masih menggunakan metode analog, maka dengan adanya streaming TV channel berbasis DVB merupakan suatu perkembangan distribusi siaran televisi yang tadinya secara analog menjadi digital. Oleh karena itu pada penelitian ini akan dibahas mengenai aplikasi IPTV yang berbasis DVB dengan metode streaming pada Ubuntu 9.04 yang merupakan distro Linux dengan media transmisi Wireless LAN Akatel Sandhy Putra Purwokerto. Metode streaming yang digunakan adalah broadcast yaitu pengiriman data, dimana data dikirimkan ke banyak titik sekaligus, tanpa melakukan pengecekan apakah titik tersebut siap atau tidak, atau tanpa memperhatikan apakah data itu sampai atau tidak. Contoh penggunaan sistem ini adalah siaran televisi dan radio.

  12. Exporting TV Violence: What Do We Owe the World's Children? From Our President.

    Science.gov (United States)

    Thornburg, Kathy R.

    2002-01-01

    Asserts that early childhood professionals have a special obligation to remind parents and themselves about the impact of violence on children and about parent and adult responsibilities regarding television viewing. Challenges early childhood professionals to become personally involved in disparaging television and movie violence and act to…

  13. Tracking of TV and video gaming during childhood: Iowa Bone Development Study.

    Science.gov (United States)

    Francis, Shelby L; Stancel, Matthew J; Sernulka-George, Frances D; Broffitt, Barbara; Levy, Steven M; Janz, Kathleen F

    2011-09-24

    Tracking studies determine the stability and predictability of specific phenomena. This study examined tracking of TV viewing (TV) and video game use (VG) from middle childhood through early adolescence after adjusting for moderate and vigorous physical activity (MVPA), percentage of body fat (% BF), and maturity. TV viewing and VG use were measured at ages 5, 8, 11, and 13 (n = 434) via parental- and self-report. MVPA was measured using the Actigraph, % BF using dual-energy x-ray absorptiometry, and maturity via Mirwald predictive equations. Generalized Estimating Equations (GEE) were used to assess stability and logistic regression was used to predict children "at risk" for maintaining sedentary behaviors. Additional models examined tracking only in overfat children (boys ≥ 25% BF; girls ≥ 32% BF). Data were collected from 1998 to 2007 and analyzed in 2010. The adjusted stability coefficients (GEE) for TV viewing were 0.35 (95% CI = 0.26, 0.44) for boys, 0.32 (0.23, 0.40) for girls, and 0.45 (0.27, 0.64) for overfat. For VG use, the adjusted stability coefficients were 0.14 (0.05, 0.24) for boys, 0.24 (0.10, 0.38) for girls, and 0.29 (0.08, 0.50) for overfat. The adjusted odds ratios (OR) for TV viewing were 3.2 (2.0, 5.2) for boys, 2.9 (1.9, 4.6) for girls, and 6.2 (2.2, 17.2) for overfat. For VG use, the OR were 1.8 (1.1, 3.1) for boys, 3.5 (2.1, 5.8) for girls, and 1.9 (0.6, 6.1) for overfat. TV viewing and VG use are moderately stable throughout childhood and predictive of later behavior. TV viewing appears to be more stable in younger children than VG use and more predictive of later behavior. Since habitual patterns of sedentarism in young children tend to continue to adolescence, early intervention strategies, particularly to reduce TV viewing, are warranted.

  14. Tracking of TV and video gaming during childhood: Iowa Bone Development Study

    Directory of Open Access Journals (Sweden)

    Broffitt Barbara

    2011-09-01

    Full Text Available Abstract Background Tracking studies determine the stability and predictability of specific phenomena. This study examined tracking of TV viewing (TV and video game use (VG from middle childhood through early adolescence after adjusting for moderate and vigorous physical activity (MVPA, percentage of body fat (% BF, and maturity. Methods TV viewing and VG use were measured at ages 5, 8, 11, and 13 (n = 434 via parental- and self-report. MVPA was measured using the Actigraph, % BF using dual-energy x-ray absorptiometry, and maturity via Mirwald predictive equations. Generalized Estimating Equations (GEE were used to assess stability and logistic regression was used to predict children "at risk" for maintaining sedentary behaviors. Additional models examined tracking only in overfat children (boys ≥ 25% BF; girls ≥ 32% BF. Data were collected from 1998 to 2007 and analyzed in 2010. Results The adjusted stability coefficients (GEE for TV viewing were 0.35 (95% CI = 0.26, 0.44 for boys, 0.32 (0.23, 0.40 for girls, and 0.45 (0.27, 0.64 for overfat. For VG use, the adjusted stability coefficients were 0.14 (0.05, 0.24 for boys, 0.24 (0.10, 0.38 for girls, and 0.29 (0.08, 0.50 for overfat. The adjusted odds ratios (OR for TV viewing were 3.2 (2.0, 5.2 for boys, 2.9 (1.9, 4.6 for girls, and 6.2 (2.2, 17.2 for overfat. For VG use, the OR were 1.8 (1.1, 3.1 for boys, 3.5 (2.1, 5.8 for girls, and 1.9 (0.6, 6.1 for overfat. Conclusions TV viewing and VG use are moderately stable throughout childhood and predictive of later behavior. TV viewing appears to be more stable in younger children than VG use and more predictive of later behavior. Since habitual patterns of sedentarism in young children tend to continue to adolescence, early intervention strategies, particularly to reduce TV viewing, are warranted.

  15. Are 3-D Movies Bad for Your Eyes?

    Medline Plus

    Full Text Available ... long-term studies, ophthalmologists say there is no reason to be concerned that 3-D movies, TV ... 2017 Poll: Do You Know Your Glaucoma Risk Factors? Jan 18, 2017 New Technology Helps the Legally ...

  16. Personal Television Channels: Simply Zapping through Your PVR Content

    NARCIS (Netherlands)

    Pronk, S.P.P.; Korst, J.H.M.; Barbieri, M.; Proidl, A.J.

    2009-01-01

    In this white paper, we introduce and discuss the personal television channel concept, a new content management and usage concept for personal video recorders. In addition, we concisely describe a possibility to implement targeted advertising, based on the personalization achieved by the personal

  17. Media violence and youth behaviour

    African Journals Online (AJOL)

    QuickSilver

    2003-05-07

    May 7, 2003 ... and films.(3) ... ings: a test of the validity of the American movie, television, and video game ... forms and includes rock music and music videos, advertising, ... Reliance on the industry as a “watchdog” is clearly inadequate.

  18. Television Viewing and Its Association with Sedentary Behaviors, Self-Rated Health and Academic Performance among Secondary School Students in Peru

    Directory of Open Access Journals (Sweden)

    Bimala Sharma

    2017-04-01

    Full Text Available The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information. A total of 23.1% adolescents reported watching television >2 h a day. Qualitative findings also show that adolescents spend most of their leisure time watching television, playing video games or using the Internet. Television viewing had a significant positive correlation with video game use in males and older adolescents, with Internet use in both sexes, and a negative correlation with self-rated health and academic performance in females. Multivariate logistic regression analysis shows that television viewing >2 h a day, independent of physical activity was associated with video games use >2 h a day, Internet use >2 h a day, poor/fair self-rated health and poor self-reported academic performance. Television viewing time and sex had a significant interaction effect on both video game use >2 h a day and Internet use >2 h a day. Reducing television viewing time may be an effective strategy for improving health and academic performance in adolescents.

  19. Television Viewing and Its Association with Sedentary Behaviors, Self-Rated Heath and Academic Performance among Secondary School Students in Peru.

    Science.gov (United States)

    Sharma, Bimala; Cosme Chavez, Rosemary; Jeong, Ae Suk; Nam, Eun Woo

    2017-04-05

    The study assessed television viewing >2 h a day and its association with sedentary behaviors, self-rated health, and academic performance among secondary school adolescents. A cross-sectional survey was conducted among randomly selected students in Lima in 2015. We measured self-reported responses of students using a standard questionnaire, and conducted in-depth interviews with 10 parents and 10 teachers. Chi-square test, correlation and multivariate logistic regression analysis were performed among 1234 students, and thematic analysis technique was used for qualitative information. A total of 23.1% adolescents reported watching television >2 h a day. Qualitative findings also show that adolescents spend most of their leisure time watching television, playing video games or using the Internet. Television viewing had a significant positive correlation with video game use in males and older adolescents, with Internet use in both sexes, and a negative correlation with self-rated health and academic performance in females. Multivariate logistic regression analysis shows that television viewing >2 h a day, independent of physical activity was associated with video games use >2 h a day, Internet use >2 h a day, poor/fair self-rated health and poor self-reported academic performance. Television viewing time and sex had a significant interaction effect on both video game use >2 h a day and Internet use >2 h a day. Reducing television viewing time may be an effective strategy for improving health and academic performance in adolescents.

  20. Alcohol portrayals in movies, music videos and soap operas and alcohol use of young people: current status and future challenges

    NARCIS (Netherlands)

    Koordeman, R.; Anschutz, D.J.; Engels, R.C.M.E.

    2012-01-01

    Aims: To provide an overview of studies of the effects of alcohol portrayals in movies, music videos and soap operas on alcohol consumption among young people. Moreover, we highlight important issues that need to be addressed in future research. Methods: This paper reviews the current literature on

  1. Alcohol Portrayals in Movies, Music Videos and Soap Operas and Alcohol Use of Young People: Current Status and Future Challenges

    NARCIS (Netherlands)

    Koordeman, R.; Anschutz, D.J.; Engels, R.C.M.E.

    2012-01-01

    Aims: To provide an overview of studies of the effects of alcohol portrayals in movies, music videos and soap operas on alcohol consumption among young people. Moreover, we highlight important issues that need to be addressed in future research. Methods: This paper reviews the current literature on

  2. Broadcasts for a billion: the growth of commercial television in China.

    Science.gov (United States)

    Schmuck, C

    1987-01-01

    At present, Chinese television reaches 35% of the population (80-90% in urban areas) and is used by the government as a source of education and information. In recognition of the potential market represented by 1.1 billions consumers, Western advertisers have commissioned elaborate market research studies. Drama, sports, news, and movies are consistently identified as the favorite type of programming among Chinese television viewers. About 75% of Beijing adults watch television daily, making the medium both an important target for advertising campaigns and a way for Westerners to influence Chinese business and government leaders. Western advertisers have tended to concentrate their investments in the more urban, affluent regions where products have the greatest likelihood of being sold. There has been a recent trend, however, toward industrial commercials, with British and French companies buying television time to promote their image as partners in China's modernization. Key to the future of commercial advertising on Chinese Television. In many provinces, local television stations have developed a unique character and portray different sociocultural values than the national channel. Outside advertisers have sometimes experienced problems with local networks that substitute local advertising without informing the network. To correct this situation, the government is enacting pro-sponsor regulations that forbid the preemption of the national channel and its advertisements. At the same time, efforts are being made to improve relationships with local television stations by either paying them a fee or airing local commercials on the national network.

  3. What Is Not in the Archive: Teaching Television History in the Digital Humanities Era

    NARCIS (Netherlands)

    Van Gorp, Jasmijn; Kiewik, Rosita

    2018-01-01

    abstractThis article discusses the pedagogy and outcome of a new assignment we introduced in the course ‘Television History Online’ at Utrecht University. We assigned the students the task to build a canon of a genre of Dutch television and create a video poster on the EUscreen portal consisting of

  4. The Association of Screen Time, Television in the Bedroom, and Obesity among School-Aged Youth: 2007 National Survey of Children's Health

    Science.gov (United States)

    Wethington, Holly; Pan, Liping; Sherry, Bettylou

    2013-01-01

    Background: Among school-aged youth, we sought to identify characteristics associated with (1) exceeding screen time recommendations (ie, television/videos/video games more than 2 hours/weekday), and (2) exceeding screen time recommendations, the presence of a television in the bedroom, and obesity. Methods: Using 2007 National Survey of…

  5. Diabetes Movie (For Parents)

    Medline Plus

    Full Text Available ... Feelings Expert Answers Q&A Movies & More for Teens Teens site Sitio para adolescentes Body Mind Sexual Health ... diabetes. More on this topic for: Parents Kids Teens Diabetes Center Diabetes: Marco's Story (Video) Diabetes: Grace's ...

  6. The Breaking Bad Constellation. Analysis of the Newly Found Complementarity between Television and Internet

    Directory of Open Access Journals (Sweden)

    Sarah SEPULCHRE

    2011-01-01

    Full Text Available The hypothesis developed in this paper is that television and Internet are complementary. Both media collaborate in order to propose genuine transmedia narratives. These news adaptations are not identical to movie or novel adaptations, notably because they are simultaneous, interactive and multi-genres. The analysis of Breaking Bad will be presented in the second part of this communication. In the first one, concepts of “remediation” and “convergence”, which constitute the framework of our demonstration, are clarified.

  7. Large wind turbine siting handbook: television interference assessment. Final subcontract report

    Energy Technology Data Exchange (ETDEWEB)

    Senior, T B.A.; Sengupta, D L

    1983-01-01

    The rotating blades of a horizontal axis wind turbine can distort the video portion of a television signal and thereby interfere with TV reception in the vicinity of the machine. The nature of this interference is described and methods are presented for calculating the zone within which the interference may be severs. Specific results are given for the MOD-OA, MOD-1 and MOD-2 machines as functions of the TV frequency.

  8. Development of the Plasma Movie Database System for JT-60

    International Nuclear Information System (INIS)

    Sueoka, M.; Kawamata, Y.; Kurihara, K.

    2006-01-01

    A plasma movie is generally expected as one of the most efficient methods to know what plasma discharge has been conducted in the experiment. On this motivation we have developed and operated a real-time plasma shape visualization system over ten years. The current plasma movie is composed of (1) video camera picture looking at a plasma, (2) computer graphic (CG) picture, and (3) magnetic probe signal as a sound channel. (1) The plasma video movie is provided by a standard video camera, equipped at the viewing port of the vacuum vessel looking at a plasma poloidal cross section. (2) A plasma shape CG movie is provided by the plasma shape visualization system, which calculates the plasma shape in real-time using the CCS method [Kurihara, K., Fusion Engineering and Design, 51-52, 1049 (2000)]. Thirty snap-shot pictures per second are drawn by the graphic processor. (3) A sound in the movie is a raw signal of magnetic pick up coil. This sound reflects plasma rotation frequency which shows smooth high tone sound seems to mean a good plasma. In order to use this movie efficiently, we have developed a new system having the following functions: (a) To store a plasma movie in the movie database system automatically combined with the plasma shape CG and the sound according to a discharge sequence. (b) To make a plasma movie be available (downloadable) for experiment data analyses at the Web-site. The plasma movie capture system receives the timing signal according to the JT-60 discharge sequence, and starts to record a plasma movie automatically. The movie is stored in a format of MPEG2 in the RAID-disk. In addition, the plasma movie capture system transfers a movie file in a MPEG4 format to the plasma movie web-server at the same time. In response to the user's request the plasma movie web-server transfers a stored movie data immediately. The movie data amount for the MPEG2 format is about 50 Mbyte/shot (65 s discharge), and that for the MPEG4 format is about 7 Mbyte

  9. High-Definition Television (HDTV) Images for Earth Observations and Earth Science Applications

    Science.gov (United States)

    Robinson, Julie A.; Holland, S. Douglas; Runco, Susan K.; Pitts, David E.; Whitehead, Victor S.; Andrefouet, Serge M.

    2000-01-01

    As part of Detailed Test Objective 700-17A, astronauts acquired Earth observation images from orbit using a high-definition television (HDTV) camcorder, Here we provide a summary of qualitative findings following completion of tests during missions STS (Space Transport System)-93 and STS-99. We compared HDTV imagery stills to images taken using payload bay video cameras, Hasselblad film camera, and electronic still camera. We also evaluated the potential for motion video observations of changes in sunlight and the use of multi-aspect viewing to image aerosols. Spatial resolution and color quality are far superior in HDTV images compared to National Television Systems Committee (NTSC) video images. Thus, HDTV provides the first viable option for video-based remote sensing observations of Earth from orbit. Although under ideal conditions, HDTV images have less spatial resolution than medium-format film cameras, such as the Hasselblad, under some conditions on orbit, the HDTV image acquired compared favorably with the Hasselblad. Of particular note was the quality of color reproduction in the HDTV images HDTV and electronic still camera (ESC) were not compared with matched fields of view, and so spatial resolution could not be compared for the two image types. However, the color reproduction of the HDTV stills was truer than colors in the ESC images. As HDTV becomes the operational video standard for Space Shuttle and Space Station, HDTV has great potential as a source of Earth-observation data. Planning for the conversion from NTSC to HDTV video standards should include planning for Earth data archiving and distribution.

  10. Unsafe and violent behavior in commercials aired during televised major sporting events.

    Science.gov (United States)

    Tamburro, Robert F; Gordon, Patricia L; D'Apolito, James P; Howard, Scott C

    2004-12-01

    commercials depicting such behavior). The proportion of commercials that contained violent/unsafe behavior for each advertised product was compared with the proportion of such commercials that advertised food or nonalcoholic beverages. Food and nonalcoholic beverage commercials were selected as the reference because they are a well-defined, common category of commercial. Of the 1185 commercials assessed, 14% (n = 165) displayed unsafe behavior and 6% (n = 66) depicted violence. Of the 322 commercial breaks, 158 (49%) contained at least 1 commercial showing unsafe behavior or violence. Sixty-three commercials required review by a third investigator to adjudicate violence or unsafe behavior; 20 of 52 were ultimately judged to portray unsafe behavior, and 4 of 11 were ultimately judged to portray violence. Sporting events differed in the proportion of commercials that showed violence or unsafe behavior. The Super Bowl had the highest proportion of such commercials, and the Masters Golf Tournament had the least (relative risk: 4.3; 95% confidence interval: 1.4-12.5). The Masters Golf Tournament was noteworthy for the complete absence of violent commercials. Only 18% of reviewed commercials advertised movies or television programs, yet these commercials accounted for 86% of all violent commercials. Forty-eight percent of commercials that contained violence were for movies, and an additional 38% were for television programs. Nearly two thirds of all commercials for movies contained violence, whereas 15% of all commercials for television programs contained violence, a rate that increased to 22% when commercials for other sporting events were excluded. Several categories of commercials portrayed unsafe behaviors; commercials for automobiles accounted for the most. In 8 different categories, 10% or more of the commercials depicted unsafe behavior, and 7 were significantly more likely to depict such behavior than a food or beverage commercial. Children who watch televised sports view a

  11. The model of television in Pedro Almodóvar. Cinema vs. Televisión

    Directory of Open Access Journals (Sweden)

    Agustín GÓMEZ GÓMEZ

    2014-10-01

    Full Text Available In this paper we analyze the TV model presented by Pedro Almodóvar in his filmography. Of the eighteen movies, but three, all contain, one way or another, a reference to TV in a critical sense. Through the analysis of all his films, we observe the way in which TV appears and focus on four models or functions of the TV in his work. The first one has to do with the viewing mode, which we have named “domestic model”. A second function, which we will call “realistic”, is one which means that only what appears on screen exists, but Almodóvar desecrates reality through parody. A third model is a critique of so-called junk televisión. Finally, a fourth function is the presence of other films through the TV screen to establish an intertextual relationship with a narrative purpose.

  12. 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.

  13. Diabetes Movie (For Parents)

    Medline Plus

    Full Text Available ... Answers (Q&A) Staying Safe Videos for Educators Search English Español Diabetes Movie KidsHealth / For Parents / Diabetes ... Nondiscrimination Visit the Nemours Web site. Note: All information on KidsHealth® is for educational purposes only. For ...

  14. Development of anomalous detection using movie prediction

    International Nuclear Information System (INIS)

    Sakakibara, Yoji; Demachi, Kazuyuki; Kawai, Masaki; Chhatluli, Ritu; Kamiaka, Kazuma

    2012-01-01

    In this research, the new method to predict the near-future of the movie images captured by video camera based on the combination of the Principle Component Analysis (PCA) and the Singular Spectral Analysis (SSA). In the normal condition of machines, the real-time captured movie is supposed to correspond to the predicted one. If the error between the both becomes significantly large, it may suggest some anomalous motion of the machines. So the movie prediction method has a possibility of the sensitive anomalous detection system. (author)

  15. Benchmarking the Cultivation Approach to Video Game Effects: A Comparison of the Correlates of TV Viewing and Game Play

    Science.gov (United States)

    Van Mierlo, Jan; Van den Bulck, Jan

    2004-01-01

    This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…

  16. OB in a Video Box: Using "Remember the Titans" as a Microcosm for the Organizational Behavior Course

    Science.gov (United States)

    Holbrook, Robert L., Jr.

    2009-01-01

    The use of movies and television in teaching is growing in popularity. Although a number of publications describe movies for use in the classroom, no single suggestion has been offered as an example that covers all the basic concepts of an organizational behavior course. Disney's "Remember the Titans" is that movie and, as such, is a valuable tool…

  17. Cognitive functions and stereopsis in patients with Parkinson's disease and Alzheimer's disease using 3-dimensional television: a case controlled trial.

    Directory of Open Access Journals (Sweden)

    Chan-Nyoung Lee

    Full Text Available Stereopsis or depth perception is an awareness of the distances of objects from the observer, and binocular disparity is a necessary component of recognizing objects through stereopsis. In the past studies, patients with neurodegenerative disease (Alzheimer dementia, AD; Parkinson's disease IPD have problems of stereopsis but they did not have actual stimulation of stereopsis. Therefore in this study, we used a 3-dimensional (3D movie on 3D television (TV for actual stereopsis stimulation. We propose research through analyzing differences between the three groups (AD, IPD, and Controls, and identified relations between the results from the Titmus Stereo Fly Test, and the 3D TV test. The study also looked into factors that affect the 3D TV test. Before allowing the patients to watch TV, we examined Titmus stereo Fly Test and cognitive test. We used the 3D version of a movie, of 17 minutes 1 second duration, and carried out a questionnaire about stereopsis. The scores of the stereopsis questionnaire were decreased in AD patients, compared with in IPD and controls, although they did not have any difference of Titmus Stereo Fly Test scores. In IPD patients, cognitive function (Montreal cognitive assessment, MoCA scores were correlated with the scores of the stereopsis questionnaire. We could conclude that Titmus fly test could not distinguish between the three groups and cognitive dysfunction contributes to actual stereopsis perception in IPD patients. Therefore the 3D TV test of AD and IPD patients was more effective than Titmus fly test.

  18. Power-Aware DVB-H Mobile TV System on Heterogeneous Multicore Platform

    Directory of Open Access Journals (Sweden)

    Chao Han-Chieh

    2010-01-01

    Full Text Available In mobile communication network, the mobile device integrated with TV player is a novel technology that provides TV program services to end users. As TV program is a real-time video service, it has greater technical difficulties to overcome than a traditional video file download or online streaming, especially when TV programs are played on handheld devices. A challenge is how to save power in order to provide users with longer TV program services. To address this issue, this study proposes a mobile TV system on a heterogeneous multicore platform, which utilizes a Digital Video Broadcasting-Handheld (DVB-H wireless network to receive the TV program signal, thus, saving power according to the features of DVB-H TV signal and heterogeneous multi-core.

  19. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... television audience measurement service, based on television viewership in the counties that make up each DMA... other distributor of video programming for residential reception that delivers such programming directly... the national audience share during prime time of nonbroadcast networks, as determined by Nielsen Media...

  20. Human Pose Estimation and Activity Recognition from Multi-View Videos

    DEFF Research Database (Denmark)

    Holte, Michael Boelstoft; Tran, Cuong; Trivedi, Mohan

    2012-01-01

    approaches which have been proposed to comply with these requirements. We report a comparison of the most promising methods for multi-view human action recognition using two publicly available datasets: the INRIA Xmas Motion Acquisition Sequences (IXMAS) Multi-View Human Action Dataset, and the i3DPost Multi......–computer interaction (HCI), assisted living, gesture-based interactive games, intelligent driver assistance systems, movies, 3D TV and animation, physical therapy, autonomous mental development, smart environments, sport motion analysis, video surveillance, and video annotation. Next, we review and categorize recent......-View Human Action and Interaction Dataset. To compare the proposed methods, we give a qualitative assessment of methods which cannot be compared quantitatively, and analyze some prominent 3D pose estimation techniques for application, where not only the performed action needs to be identified but a more...

  1. Spring Research Festival Highlighted on WHAG-TV | Poster

    Science.gov (United States)

    WHAG-TV (Hagerstown, Md.) visited Fort Detrick to highlight the 2015 Spring Research Festival (SRF), sponsored by the National Interagency Confederation for Biological Research (NICBR). Visit the WHAG-TV website to see the video broadcast, which aired May 6. The video was produced by WHAG Reporter Mallory Sofastaii. The video featured Linganore High School senior Rebecca

  2. Tobacco imagery on New Zealand television 2002-2004.

    Science.gov (United States)

    McGee, Rob; Ketchel, Juanita

    2006-10-01

    Considerable emphasis has been placed on the importance of tobacco imagery in the movies as one of the "drivers" of smoking among young people. Findings are presented from a content analysis of 98 hours of prime-time programming on New Zealand television 2004, identifying 152 scenes with tobacco imagery, and selected characteristics of those scenes. About one in four programmes contained tobacco imagery, most of which might be regarded as "neutral or positive". This amounted to about two scenes containing such imagery for every hour of programming. A comparison with our earlier content analysis of programming in 2002 indicated little change in the level of tobacco imagery. The effect of this imagery in contributing to young viewers taking up smoking, and sustaining the addiction among those already smoking, deserves more research attention.

  3. Television systems for radioactive waste management

    International Nuclear Information System (INIS)

    Quartly, J.R.

    1989-01-01

    Radiation-tolerant television cameras, widely used for the inspection of nuclear plants, are now used for monitoring radioactive waste management processes. Two systems are described in this paper that differ in the methods of maintaining the camera equipment. At the British Nuclear Fuels plc (BNFL) Sellafield plant, a major capital investment program is under way that includes plants for spent-fuel reprocessing and radioactive waste management. The Windscale vitrification plant (WVP) will convert highly active liquid waste to a solid glass-like form. The WVP television system was based on in-cell cameras designed to be removable by remote-handling equipment. The plant to encapsulate medium active solid waste, encapsulation plant 1 (EP1) used through-wall and through-roof viewing systems with a glass viewing dome as the biological shield, allowing the camera and optics to be withdrawn to a safe area for maintenance. Both systems used novel techniques to obtain a record of the waste-processing operations. The WVP system used a microcomputer to overlay reference information onto the television picture and a motion detector to automatically trigger the video recording. The television system for EP1 included automatic character recognition to generate a computer data record of drum serial numbers

  4. Effects of Television and Radio on Speaking and Writing Skills of ...

    African Journals Online (AJOL)

    Nekky Umera

    The broadcast media, to which the television and radio belong, is identified ... This brings about a generation of children and learners who are unable to express .... video and radio courses and materials for English as a foreign or second ... The social learning theory (recently changed to social cognitive theory) was.

  5. The plasma movie database system for JT-60

    International Nuclear Information System (INIS)

    Sueoka, Michiharu; Kawamata, Yoichi; Kurihara, Kenichi; Seki, Akiyuki

    2007-01-01

    The real-time plasma movie with the computer graphics (CG) of plasma shape is one of the most effective methods to know what discharge have been made in the experiment. For an easy use of the movie in the data analysis, we have developed the plasma movie database system (PMDS), which automatically records plasma movie according to the JT-60 discharge sequence, and transfers the movie files on request from the web site. The file is compressed to about 8 MB/shot small enough to be transferred within a few seconds through local area network (LAN). In this report, we describe the developed system from the technical point of view, and discuss a future plan on the basis of advancing video technology

  6. Scratch's Third Body: Video Talks Back to Television

    NARCIS (Netherlands)

    Goldsmith, Leo

    2015-01-01

    abstractEmerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video

  7. Infants' Background Television Exposure during Play: Negative Relations to the Quantity and Quality of Mothers' Speech and Infants' Vocabulary Acquisition

    Science.gov (United States)

    Masur, Elise Frank; Flynn, Valerie; Olson, Janet

    2016-01-01

    Research on immediate effects of background television during mother-infant toy play shows that an operating television in the room disrupts maternal communicative behaviors crucial for infants' vocabulary acquisition. This study is the first to examine associations between frequent background TV/video exposure during mother-infant toy play at…

  8. Infant Imitation from Television Using Novel Touch Screen Technology

    Science.gov (United States)

    Zack, Elizabeth; Barr, Rachel; Gerhardstein, Peter; Dickerson, Kelly; Meltzoff, Andrew N.

    2009-01-01

    Infants learn less from a televised demonstration than from a live demonstration, the "video deficit effect." The present study employs a novel approach, using touch screen technology to examine 15-month olds' transfer of learning. Infants were randomly assigned either to within-dimension (2D/2D or 3D/3D) or cross-dimension (3D/2D or 2D/3D)…

  9. Television equipment for graphic data input into a computer

    International Nuclear Information System (INIS)

    Dement'ev, V.G.; Dudin, Yu.Yu.; Pendyur, S.A.

    1988-01-01

    Television equipment made in CAMAC standard for graphic data input into a computer, in particular, of oscillograms from the screen of the storing oscillograph is described. Determination of point position is based on processing of video signal from telecamera viewing the oscillograph screen so that the line scanning is perpendicular to the orientation of oscillograph scan. The time of one point reading is approximately 20 ms

  10. Digital television: a new way to deliver information

    Science.gov (United States)

    Huang, Samson

    1998-12-01

    Digital television (DTV) is a new way to deliver video, audio, and other data. Why should TV be converted to digital? How does DTV work? What can we do with it? This paper provides some introduction about DTV, its history, and its roll-out plan. It then compares DTV with analog TV, and describes how DTV works. It also describes why the computer industry, as well as the consumer electronics industry, are both very interested I the DTV market. Next, it describes what Intel has done on DTV, including how we build a PC- based DTV, its test evaluation results, its new applications, and Intel's DTV station DMRL. This paper also describes remaining issues, our roadmap, vision, and future directions.

  11. Associations of American Indian children's screen-time behavior with parental television behavior, parental perceptions of children's screen time, and media-related resources in the home.

    Science.gov (United States)

    Barr-Anderson, Daheia J; Fulkerson, Jayne A; Smyth, Mary; Himes, John H; Hannan, Peter J; Holy Rock, Bonnie; Story, Mary

    2011-09-01

    American Indian children have high rates of overweight and obesity, which may be partially attributable to screen-time behavior. Young children's screen-time behavior is strongly influenced by their environment and their parents' behavior. We explored whether parental television watching time, parental perceptions of children's screen time, and media-related resources in the home are related to screen time (ie, television, DVD/video, video game, and computer use) among Oglala Lakota youth residing on or near the Pine Ridge Reservation in South Dakota. We collected baseline data from 431 child and parent/caregiver pairs who participated in Bright Start, a group-randomized, controlled, school-based obesity prevention trial to reduce excess weight gain. Controlling for demographic characteristics, we used linear regression analysis to assess associations between children's screen time and parental television watching time, parental perceptions of children's screen time, and availability of media-related household resources. The most parsimonious model for explaining child screen time included the children's sex, parental body mass index, parental television watching time, how often the child watched television after school or in the evening, parental perception that the child spent too much time playing video games, how often the parent limited the child's television time, and the presence of a VCR/DVD player or video game player in the home (F(7,367) = 14.67; P strategy for reducing overweight and obesity in American Indian children.

  12. Video-game epilepsy: a European study.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G; da Silva, A M; Ricci, S; Binnie, C D; Rubboli, G; Tassinari, C A; Segers, J P

    1999-01-01

    With the introduction of Nintendo video-games on a large scale, reports of children having seizures while playing suggested a possible specific, provocative factor. Although 50% of the photosensitive patients are also sensitive to a 50-Hz television, nonphotosensitive patients with a history of video-game seizures were described as well. The question arises whether this is a mere coincidence, provoked by fatigue and stress, is related to the reaction to the television screen itself, or depends on the movement and color of the pictures of this specific game. A European study was performed in four countries and five sites. All patients were selected because of a history of television, video- or computer-game seizures, with a history of sun-light-, discotheque-, or black and white pattern-evoked seizures, or were already known to be sensitive to intermittent photic stimulation. A total of 387 patients were investigated; 220 (75%) were female and 214 (55%) of those were video- or computer-game seizure, were significantly more sensitive to pattern and to the 50-Hz television (chi square, p video- or computer game, 14% proved not to be photosensitive. Although no difference in age or use of medication was found, twice as many men were found in this nonphotosensitive group.

  13. Subsurface fracture surveys using a borehole television camera and an acoustic televiewer

    International Nuclear Information System (INIS)

    Lau, J.S.O.; Auger, L.F.

    1987-01-01

    Borehole television survey and acoustic televiewer logging provide rapid, cost-effective, and accurate methods of surveying fractures and their characteristics within boreholes varying in diameter from 7.6 to 15.3 cm. In the television survey, a camera probe is used to inspect the borehole walls. Measurements of location, orientation, infilling width, and aperture of fractures are made on the television screen and recorded on computer data record sheets. All observations are recorded on video cassette tapes. With the acoustic televiewer, oriented images of fractures in the borehole walls are recorded on a strip-chart log and also on video cassette tapes. The images are displayed as if the walls were split vertically along magnetic north and spread out horizontally. Measurements of fracture characteristics are made on the strip-chart log, using a digitizing table and a microcomputer, and the data recorded on floppy diskettes. In both surveys, an inclined fracture is displayed as a sinusoidal curve, from which the apparent orientation of the fracture can be measured. Once the borehole orientation is known, the true orientation of the fracture can be computed from its apparent orientation. Computer analysis of the fracture data, provides a rapid assessment of fracture occurrence, fracture aperture, and statisically significant concentrations of fracture orientations

  14. Lægen som figur på film og i tv

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2017-01-01

    . A typology of doctors on film and television, from doctors as scientific front runners to romantic doctor characters is presented. From the first silent movies to modern television series, such fictions have often in both dramatic and realistic ways told stories of ethical and human dilemmas. They have shown......This article deals with doctors, hospitals, and the medical science in film and television fiction in a historical and generic perspective. Doctors have always occupied a prominent place in film and on television, and this reflects the centrality of doctors and medicine in our everyday life...... us historical and contemporary aspects of the development of medicine and surgery and, also, critical stories of the health system. Doctors and medicine hold a central place in our film and television history, they embody and symbolise central aspects and dimensions of the development of modern...

  15. Opinion rating of comparison photographs of television pictures from CCD cameras under irradiation

    International Nuclear Information System (INIS)

    Reading, V.M.; Dumbreck, A.A.

    1991-01-01

    As part of the development of a general method of testing the effects of gamma radiation on CCD television cameras, this is a report of an experimental study on the optimisation of still photographic representation of video pictures recorded before and during camera irradiation. (author)

  16. Delivering Extension to the Living Room Using Internet TV

    Science.gov (United States)

    Rice, Grant G., III

    2014-01-01

    Television is a widely adopted source for viewing educational information. Unfortunately, producing a television show on network television can be costly and time consuming. Internet TV offers Extension video content producers the opportunity to create a niche topic channel quickly and at low cost. Internet TV offers viewers a low-cost and…

  17. Illegal streaming as disruptive innovation : How the established companies within the television industry deal with potential disruptive innovations

    OpenAIRE

    Myhra, Cecilie Victoria

    2013-01-01

    This thesis was written to examine how the established companies within the television industry in Norway deal with potential disruptive innovations. In this case the disruptive innovation is illegal streaming of sports, series and movies. This is common among the younger population, which is not the incumbents’ main target. In that way, illegal streaming can grow without them knowing it, and in worst case eventually push them out of the market. Especially when the users can “save” 900 NOK on...

  18. Determination of x-radiation exposure rates from color television sets

    International Nuclear Information System (INIS)

    Campos, L.L.; Caldas, L.V.E.

    1988-05-01

    The exposure rates of low energy X-rays emitted from color televisions were determined by thermoluminescence using CaSO 4 :Dy + Teflon pellets. The measurements were taken at the distances of 5 cm, 2 and 3 m in front of the screens. The results were compared with those obtained for video display terminals at the same experimental conditions. (author) [pt

  19. Public perception of pharmacists: Film and television portrayals from 1970 to 2013.

    Science.gov (United States)

    Yanicak, Amy; Mohorn, Phillip L; Monterroyo, Philipp; Furgiuele, Gabrielle; Waddington, Lindsay; Bookstaver, P Brandon

    2015-01-01

    To determine the percentage of pharmacists portrayed in a positive, negative, or neutral light in films and television shows available in the United States from January 1970 to July 2013. Secondary objectives were to evaluate pharmacist characters as heroes, villains, or victims; assess pharmacist characters' demographics; and determine the presence of pharmacist characters in medical-themed television shows. Retrospective, observational, descriptive study. A review of available U.S. film and television from January 1970 to July 2013 at an academic institution. 214 television episodes or films that contained at least one pharmacist portrayal. Electronic inquiries requesting submissions of known pharmacist portrayals were distributed to pharmacy professionals in national and state-affiliated pharmacy organizations and to faculty, staff, and students at the University of South Carolina. Electronic databases and search engines (Internet Movie Database [IMDb], Bing, and Google) were consulted and used to further research possible pharmacist portrayals. The study investigators developed an algorithm incorporating social norms, common pharmacist practices, and viewer perceptions to determine positive, negative, or neutral status for each pharmacist portrayal. Year and genre of media, demographics of identified pharmacist characters, portrayal status of identified pharmacist characters, and number of pharmacist characters and appearances per each television show reviewed. In the films and television shows reviewed, there were 231 pharmacist portrayals, with 160 unique pharmacist characters. Of the 231 portrayals, 145 (63%) were negative, 30 (13%) were positive, and 56 (24%) were neutral. Of the 160 unique characters, 121 (76%) were male, 120 (75%) were Caucasian, and 86 (54%) were younger than 50 years old. The name of the character was provided for 70 (44%) of the pharmacists portrayed. The portrayal of pharmacists in U.S. film and television is primarily negative

  20. The Good, The Bad, and The Ugly: Using Movies to Teach Science

    Science.gov (United States)

    Budzien, Joanne

    2013-03-01

    Can the plane outrun the explosion? Could the heroes escape injury from the bomb by hiding in the bathtub? Are we in danger of being overrun by 50-foot-tall bugs that have been exposed to radiation? Many people in the general public do want to know the science behind much of what they see in the movies and on television. However, those people are unlikely to take a whole class because ``everyone knows'' that science classes are boring and irrelevant. On the other hand, an evening with an hour or so of video clips interspersed with explanations of the science can be a big hit both to raise general science fluency and recruit students into general education science classes. Film-editing technology has advanced to the point that anyone who has a computer and is willing to invest a couple days in learning to use the software can make a clips-with-PowerPoint DVD that can be shown to a local audience for discussion or used in a science class to show the exact scenes to save time. In this presentation, I'll show an example of my work and talk about how you can make your own DVD.

  1. Giving the wrong impression: food and beverage brand impressions delivered to youth through popular movies

    Science.gov (United States)

    Skatrud-Mickelson, Monica; Adachi-Mejia, Anna M.; MacKenzie, Todd A.; Sutherland, Lisa A.

    2012-01-01

    Background Marketing on television showcases less-healthful options, with emerging research suggesting movies promote similar products. Given the obesity epidemic, understanding advertising to youth should be a public health imperative. The objective of this study was to estimate youth impressions to food and beverages delivered through movies. Methods Impressions were calculated by dividing US receipts annually into average movie ticket prices, then multiplying this by the number of brand appearances. Examination by ratings, product types and ages were conducted by Spearman rank correlation coefficient tests. Results Youth in the USA saw over 3 billion food, beverage or food–retail establishment (FRE) impressions on average, annually from 1996 to 2005. Those aged 12–18 viewed over half of all impressions, with PG-13-rated movies containing 61.5% of impressions. There were no significant trends in brand appearances by food, beverage or FRE impressions over the decade, although there was a decreasing trend in R-rated impressions for both foods (P< 0.01) and beverages (P< 0.01), but not FREs (P= 0.08). Conclusions Movies promote billions of food and beverage impressions annually to youth. Given the public health crisis of obesity, future research should further investigate these trends, as well as the potential association of these unhealthy exposures in youth. PMID:22076600

  2. Video games are exciting: a European study of video game-induced seizures and epilepsy.

    Science.gov (United States)

    Kasteleijn-Nolst Trenité, D G A; Martins da Silva, A; Ricci, S; Rubboli, G; Tassinari, C A; Lopes, J; Bettencourt, M; Oosting, J; Segers, J P

    2002-06-01

    Video game seizures have been reported in photosensitive and non-photosensitive patients with epilepsy. The game Super Mario World, has led to many cases of first seizures. We examined whether this game was indeed more provocative than other programs and whether playing the game added to this effect. We prospectively investigated 352 patients in four European cities, using a standard protocol including testing of a variety of visual stimuli. We correlated historical data on provocative factors in daily life with electroencephalographic laboratory findings. The video game, Super Mario World proved more epileptogenic than standard TV programs and as provocative as programs with flashing lights and patterns. Most striking was the fact that video game-viewing and-playing on the 50 and 100 Hz TV was significantly more provocative than viewing the standard program (P video game Mario World on a 50 Hz TV, appeared to be significantly more provocative than playing this game on the 100 Hz TV (P Children and adolescents with a history of video game seizures are, in the vast majority, photosensitive and should be investigated with standardised photic stimulation. Games and programs with bright background or flashing images are specifically provocative. Playing a video game on a 100 Hz TV is less provocative [published with videosequences].

  3. Einstein in Hollywood: Capturing the Scientific Minds of Movie Buffs

    Science.gov (United States)

    Young, Chadwick

    2010-10-01

    The film industry captures the minds of most students today. Americans spend one-half of their leisure time watching television, and students may often neglect their studies to catch the latest episode of Desperate Housewives or the new release of Leatherheads. Science teachers are challenged to compete with these seemingly unconquerable forces. One alternative to battling the influence of multimedia in its onslaught against the scientific minds of our youth is to embrace these monsters and tame them. By relating what the students know best (who kissed who in Walk the Line) with what they know least (thermodynamics, e.g.), teachers form connections in the minds of their students that will last for many years. In this session, the presenter will demonstrate an inquiry-based method employing clips from popular movies to learn physics. He will show movie clips from several different areas of physics, examine the particular clips in light of those physical principles, and discuss how to use the clips in the classroom.

  4. Giving the wrong impression: food and beverage brand impressions delivered to youth through popular movies.

    Science.gov (United States)

    Skatrud-Mickelson, Monica; Adachi-Mejia, Anna M; MacKenzie, Todd A; Sutherland, Lisa A

    2012-06-01

    Marketing on television showcases less-healthful options, with emerging research suggesting movies promote similar products. Given the obesity epidemic, understanding advertising to youth should be a public health imperative. The objective of this study was to estimate youth impressions to food and beverages delivered through movies. Impressions were calculated by dividing US receipts annually into average movie ticket prices, then multiplying this by the number of brand appearances. Examination by ratings, product types and ages were conducted by Spearman rank correlation coefficient tests. Youth in the USA saw over 3 billion food, beverage or food-retail establishment (FRE) impressions on average, annually from 1996 to 2005. Those aged 12-18 viewed over half of all impressions, with PG-13-rated movies containing 61.5% of impressions. There were no significant trends in brand appearances by food, beverage or FRE impressions over the decade, although there was a decreasing trend in R-rated impressions for both foods (Pbeverages (Pfood and beverage impressions annually to youth. Given the public health crisis of obesity, future research should further investigate these trends, as well as the potential association of these unhealthy exposures in youth.

  5. Children's Video Games as Interactive Racialization

    OpenAIRE

    Martin, Cathlena

    2008-01-01

    Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identities and ideologies. In making the case for positive female minority leads in children's video games, ...

  6. State of development and development trends of X-ray image intensifier television systems

    International Nuclear Information System (INIS)

    Pfeiler, M.; Haendle, J.

    1975-01-01

    Following a survey on the development of X-ray image intensifier television systems up to now, their further development is critically discussed with regard to the better image quality to be expected. The introduction of the high-resolving X-ray image intensifier already meant an improvement in image quality even though the television system remained the same. In the image intensifier television system, the distinguishability of small details suffers from noise effects. Therefore, a better image quality is especially advantageous in those ranges of application which allow a higher picture dose. 'Electronic' radiography, intermittent screening, co-storage of the spotfilm radiographs, videometry, video area kymography, and cardiac stroboscopy are examples some of which have already been tested in clinical practice. (orig./AK) [de

  7. Subjective video quality comparison of HDTV monitors

    Science.gov (United States)

    Seo, G.; Lim, C.; Lee, S.; Lee, C.

    2009-01-01

    HDTV broadcasting services have become widely available. Furthermore, in the upcoming IPTV services, HDTV services are important and quality monitoring becomes an issue, particularly in IPTV services. Consequently, there have been great efforts to develop video quality measurement methods for HDTV. On the other hand, most HDTV programs will be watched on digital TV monitors which include LCD and PDP TV monitors. In general, the LCD and PDP TV monitors have different color characteristics and response times. Furthermore, most commercial TV monitors include post-processing to improve video quality. In this paper, we compare subjective video quality of some commercial HD TV monitors to investigate the impact of monitor type on perceptual video quality. We used the ACR method as a subjective testing method. Experimental results show that the correlation coefficients among the HDTV monitors are reasonable high. However, for some video sequences and impairments, some differences in subjective scores were observed.

  8. Go4Life

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    Full Text Available ... YouTube Red Get YouTube TV Best of YouTube Music Sports Gaming Movies TV Shows News Live Spotlight ... Disease Play all NIA videos on Alzheimer's disease research 4:00 Play next Play now How Alzheimer's ...

  9. Overview of FTV (free-viewpoint television)

    Science.gov (United States)

    Tanimoto, Masayuki

    2010-07-01

    We have developed a new type of television named FTV (Free-viewpoint TV). FTV is the ultimate 3DTV that enables us to view a 3D scene by freely changing our viewpoints. We proposed the concept of FTV and constructed the world's first real-time system including the complete chain of operation from image capture to display. FTV is based on the rayspace method that represents one ray in real space with one point in the ray-space. We have developed ray capture, processing and display technologies for FTV. FTV can be carried out today in real time on a single PC or on a mobile player. We also realized FTV with free listening-point audio. The international standardization of FTV has been conducted in MPEG. The first phase of FTV was MVC (Multi-view Video Coding) and the second phase is 3DV (3D Video). MVC was completed in May 2009. The Blu-ray 3D specification has adopted MVC for compression. 3DV is a standard that targets serving a variety of 3D displays. The view generation function of FTV is used to decouple capture and display in 3DV. FDU (FTV Data Unit) is proposed as a data format for 3DV. FTU can compensate errors of the synthesized views caused by depth error.

  10. [Television, children and epilepsy].

    Science.gov (United States)

    Stroink, H; Dekker, E; Trenité, D G A Kasteleijn-Nolst

    2002-06-08

    Two girls and one boy suffered seizures caused by television and other visual stimuli from 11, 12 and 12 years of age onwards, respectively. EEG recording revealed that intermittent photic stimulation (IPS) provoked epileptiform activity. Technological progress (video games, computer, disco, car, train) has considerably increased the risk for visually-induced seizures. A comprehensive clinical history with special attention to the environmental circumstances is important. For correct diagnosis an EEG with standardised IPS is necessary. Treatment consists of avoidance of strong visual stimuli. Patients may need prophylaxis with valproic acid, which should only be withdrawn after clear reduction of the EEG response to IPS. Repeating the EEG after the dosage has been lowered will help avoiding unnecessary recurrence of seizures.

  11. Telecommunications: Issues in Providing Cable and Satellite Television Services

    Science.gov (United States)

    2002-10-01

    This report provides information on (1) whether the availability of cable modem Internet access service appears to be affecting the competitiveness of direct broadcast satellite (DBS) companies in the provision of video services, (2) whether cable prices and DBS penetration rates appear to be affected in areas where the DBS companies offer local broadcast channels, and (3) whether the two individual DBS companies are technologically capable of expanding local broadcast channel services into all 210 television markets in the United States.

  12. Use of television, videogames, and computer among children and adolescents in Italy.

    Science.gov (United States)

    Patriarca, Alessandro; Di Giuseppe, Gabriella; Albano, Luciana; Marinelli, Paolo; Angelillo, Italo F

    2009-05-13

    This survey determined the practices about television (video inclusive), videogames, and computer use in children and adolescents in Italy. A self-administered anonymous questionnaire covered socio-demographics; behaviour about television, videogames, computer, and sports; parental control over television, videogames, and computer. Overall, 54.1% and 61% always ate lunch or dinner in front of the television, 89.5% had a television in the bedroom while 52.5% of them always watched television there, and 49% indicated that parents controlled the content of what was watched on television. The overall mean length of time daily spent on television viewing (2.8 hours) and the frequency of watching for at least two hours per day (74.9%) were significantly associated with older age, always ate lunch or dinner while watching television, spent more time playing videogames and using computer. Those with parents from a lower socio-economic level were also more likely to spend more minutes viewing television. Two-thirds played videogames for 1.6 daily hours and more time was spent by those younger, males, with parents that do not control them, who watched more television, and who spent more time at the computer. The computer was used by 85% of the sample for 1.6 daily hours and those older, with a computer in the bedroom, with a higher number of computers in home, who view more television and play videogames were more likely to use the computer. Immediate and comprehensive actions are needed in order to diminish time spent at the television, videogames, and computer.

  13. An Inquiry-based Course Using ``Physics?'' in Cartoons and Movies

    Science.gov (United States)

    Rogers, Michael

    2007-01-01

    Books, cartoons, movies, and video games provide engaging opportunities to get both science and nonscience students excited about physics. An easy way to use these media in one's classroom is to have students view clips and identify unusual events, odd physics, or list things that violate our understanding of the physics that governs our universe.1,2 These activities provide a lesson or two of material, but how does one create an entire course on examining the physics in books, cartoons, movies, and video games? Other approaches attempt to reconcile events in various media with our understanding of physics3-8 or use cartoons themselves to help explain physics topics.9

  14. Continuously adjustable Pulfrich spectacles

    Science.gov (United States)

    Jacobs, Ken; Karpf, Ron

    2011-03-01

    A number of Pulfrich 3-D movies and TV shows have been produced, but the standard implementation has inherent drawbacks. The movie and TV industries have correctly concluded that the standard Pulfrich 3-D implementation is not a useful 3-D technique. Continuously Adjustable Pulfrich Spectacles (CAPS) is a new implementation of the Pulfrich effect that allows any scene containing movement in a standard 2-D movie, which are most scenes, to be optionally viewed in 3-D using inexpensive viewing specs. Recent scientific results in the fields of human perception, optoelectronics, video compression and video format conversion are translated into a new implementation of Pulfrich 3- D. CAPS uses these results to continuously adjust to the movie so that the viewing spectacles always conform to the optical density that optimizes the Pulfrich stereoscopic illusion. CAPS instantly provides 3-D immersion to any moving scene in any 2-D movie. Without the glasses, the movie will appear as a normal 2-D image. CAPS work on any viewing device, and with any distribution medium. CAPS is appropriate for viewing Internet streamed movies in 3-D.

  15. Evaluation of high-definition television for remote task performance

    International Nuclear Information System (INIS)

    Draper, J.V.; Fujita, Y.; Herndon, J.N.

    1987-04-01

    High-definition television (HDTV) transmits a video image with more than twice the number (1125 for HDTV to 525 for standard-resolution TV) of horizontal scan lines that standard-resolution TV provides. The improvement in picture quality (compared to standard-resolution TV) that the extra scan lines provide is impressive. Objects in the HDTV picture have more sharply defined edges, better contrast, and more accurate reproduction of shading and color patterns than do those in the standard-resolution TV picture. Because the TV viewing system is a key component for teleoperator performance, an improvement in TV picture quality could mean an improvement in the speed and accuracy with which teleoperators perform tasks. This report describes three experiments designed to evaluate the impact of HDTV on the performance of typical remote tasks. The performance of HDTV was compared to that of standard-resolution, monochromatic TV and standard-resolution, stereoscopic, monochromatic TV in the context of judgment of depth in a televised scene, visual inspection of an object, and performance of a typical remote handling task. The results of the three experiments show that in some areas HDTV can lead to improvement in teleoperator performance. Observers inspecting a small object for a flaw were more accurate with HDTV than with either of the standard-resolution systems. High resolution is critical for detection of small-scale flaws of the type in the experiment (a scratch on a glass bottle). These experiments provided an evaluation of HDTV television for use in tasks that must be routinely performed to remotely maintain a nuclear fuel reprocessing facility. 5 refs., 7 figs., 9 tabs

  16. Media Madness: With TV and the Internet Available 24/7, Can Libraries Compete?

    Science.gov (United States)

    Jones, Jami

    2004-01-01

    Today's teens face an endless barrage of media--television, movies, radio, the Internet, magazines, and electronic games, not to mention those advertising slogans that shout out at them from billboards, bumper stickers, and even T-shirts. The sheer amount of time that teens spend with media is mind-boggling. Over the course of a year, young adults…

  17. Smart TV Privacy Risks and Protection Measures

    OpenAIRE

    Ghiglieri, Marco

    2017-01-01

    Smart TVs have been becoming more popular in recent years. They are not entirely new devices, they are rather traditional TVs with current technology and increased functionality. In addition to streaming traditional broadcast content, Smart TVs facilitate access to Internet content and services. Thus, different Internet functionality on Smart TVs is available. For instance, Facebook, different video on demand services or online games. Some Internet functionality can access and uti...

  18. Smart TV privacy risks and protection measures

    OpenAIRE

    Ghiglieri, Marco

    2017-01-01

    Smart TVs have been becoming more popular in recent years. They are not entirely new devices, they are rather traditional TVs with current technology and increased functionality. In addition to streaming traditional broadcast content, Smart TVs facilitate access to Internet content and services. Thus, different Internet functionality on Smart TVs is available. For instance, Facebook, different video on demand services or online games. Some Internet functionality can access and uti...

  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. A method for creating teaching movie clips using screen recording software: usefulness of teaching movies as self-learning tools for medical students

    Energy Technology Data Exchange (ETDEWEB)

    Hwang, Seong Su [The Catholic University of Korea, Suwon (Korea, Republic of)

    2007-04-15

    I wanted to describe a method to create teaching movies with using screen recordings, and I wanted to see if self-learning movies are useful for medical students. Teaching movies were created by direct recording of the screen activity and voice narration during the interpretation of educational cases; we used a PACS system and screen recording software for the recording (CamStudio, Rendersoft, U.S.A.). The usefulness of teaching movies for seft-learning of abdominal CT anatomy was evacuated by the medical students. Creating teaching movie clips with using screen recording software was simple and easy. Survey responses were collected from 43 medical students. The contents of teaching movie was adequately understandable (52%) and useful for learning (47%). Only 23% students agreed the these movies helped motivated them to learn. Teaching movies were more useful than still photographs of the teaching image files. The students wanted teaching movies on the cross-sectional CT anatomy of different body regions (82%) and for understanding the radiological interpretation of various diseases (42%). Creating teaching movie by direct screen recording of a radiologist's interpretation process is easy and simple. The teaching video clips reveal a radiologist's interpretation process or the explanation of teaching cases with his/her own voice narration, and it is an effective self-learning tool for medical students and residents.

  1. A method for creating teaching movie clips using screen recording software: usefulness of teaching movies as self-learning tools for medical students

    International Nuclear Information System (INIS)

    Hwang, Seong Su

    2007-01-01

    I wanted to describe a method to create teaching movies with using screen recordings, and I wanted to see if self-learning movies are useful for medical students. Teaching movies were created by direct recording of the screen activity and voice narration during the interpretation of educational cases; we used a PACS system and screen recording software for the recording (CamStudio, Rendersoft, U.S.A.). The usefulness of teaching movies for seft-learning of abdominal CT anatomy was evacuated by the medical students. Creating teaching movie clips with using screen recording software was simple and easy. Survey responses were collected from 43 medical students. The contents of teaching movie was adequately understandable (52%) and useful for learning (47%). Only 23% students agreed the these movies helped motivated them to learn. Teaching movies were more useful than still photographs of the teaching image files. The students wanted teaching movies on the cross-sectional CT anatomy of different body regions (82%) and for understanding the radiological interpretation of various diseases (42%). Creating teaching movie by direct screen recording of a radiologist's interpretation process is easy and simple. The teaching video clips reveal a radiologist's interpretation process or the explanation of teaching cases with his/her own voice narration, and it is an effective self-learning tool for medical students and residents

  2. The last picture show? Timing and order of movie distribution channels

    NARCIS (Netherlands)

    Hennig-Thurau, Thorsten; Henning, Victor; Sattler, Henrik; Eggers, Felix; Houston, Mark B.

    2007-01-01

    Movies and other media goods are traditionally distributed across distinct sequential channels (e.g., theaters, home video, video on demand). The optimality of the currently employed timing and order of channel openings has become a matter of contentious debate among both industry experts and

  3. Audience reaction movie trailers and the Paranormal Activity franchise

    OpenAIRE

    Alexander Swanson

    2015-01-01

    This article addresses the concept and growing practice of audience reaction movie trailers, specifically for films in the horror genre. Popularized by the Paranormal Activity series of films, these trailers primarily utilize green night-vision video footage of a movie theater audience reacting to the film being advertised, yet also consist of webcam recordings of screaming fans, documentary-style B-roll footage of audiences filing into preview screenings with high levels of anticipation, and...

  4. Association of obesity with physical activity, television viewing, video /computer gaming among school children in Mangalore

    Directory of Open Access Journals (Sweden)

    Sanjay Kini

    2015-01-01

    Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children.Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects.Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools.Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.

  5. Association of obesity with physical activity, television viewing, video /computer gaming among school children in Mangalore

    Directory of Open Access Journals (Sweden)

    Sanjay Kini

    2015-12-01

    Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children. Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects. Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools. Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.

  6. Television viewing, computer use, and BMI among U.S. children and adolescents.

    Science.gov (United States)

    Fulton, Janet E; Wang, Xuewen; Yore, Michelle M; Carlson, Susan A; Galuska, Deborah A; Caspersen, Carl J

    2009-01-01

    To examine the prevalence of television (TV) viewing, computer use, and their combination and associations with demographic characteristics and body mass index (BMI) among U.S. youth. The 1999 to 2006 National Health and Nutrition Examination Survey (NHANES) was used. Time spent yesterday sitting and watching television or videos (TV viewing) and using the computer or playing computer games (computer use) were assessed by questionnaire. Prevalence (%) of meeting the U.S. objective for TV viewing (< or =2 hours/day) ranged from 65% to 71%. Prevalence of no computer use (0 hours/day) ranged from 23% to 45%. Non-Hispanic Black youth aged 2 to 15 years were less likely than their non-Hispanic White counterparts to meet the objective for TV viewing. Overweight or obese school-age youth were less likely than their normal weight counterparts to meet the objective for TV viewing. Computer use is prevalent among U.S. youth; more than half of youth used a computer on the previous day. The proportion of youth meeting the U.S. objective for TV viewing is less than the target of 75%. Time spent in sedentary behaviors such as viewing TV may contribute to overweight and obesity among U.S. youth.

  7. Parental Mediation of Television Viewing and Videogaming of Adolescents with Autism Spectrum Disorder and Their Siblings

    Science.gov (United States)

    Kuo, Melissa H.; Magill-Evans, Joyce; Zwaigenbaum, Lonnie

    2015-01-01

    Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of…

  8. 36 CFR 1194.24 - Video and multimedia products.

    Science.gov (United States)

    2010-07-01

    ... 36 Parks, Forests, and Public Property 3 2010-07-01 2010-07-01 false Video and multimedia products... Video and multimedia products. (a) All analog television displays 13 inches and larger, and computer... training and informational video and multimedia productions which support the agency's mission, regardless...

  9. Mechanisms of video-game epilepsy.

    Science.gov (United States)

    Fylan, F; Harding, G F; Edson, A S; Webb, R M

    1999-01-01

    We aimed to elucidate the mechanisms underlying video-game epilepsy by comparing the flicker- and spatial-frequency ranges over which photic and pattern stimulation elicited photoparoxysmal responses in two different populations: (a) 25 patients with a history of seizures experienced while playing video games; and (b) 25 age- and medication-matched controls with a history of photosensitive epilepsy, but no history of video-game seizures. Abnormality ranges were determined by measuring photoparoxysmal EEG abnormalities as a function of the flicker frequency of patterned and diffuse intermittent photic stimulation (IPS) and the spatial frequency of patterns on a raster display. There was no significant difference between the groups in respect of the abnormality ranges elicited by patterned or diffuse IPS or by spatial patterns. When the groups were compared at one specific IPS frequency (-50 Hz), however, the flicker frequency of European television displays, the video-game patients were significantly more likely to be sensitive. The results suggest that video-game seizures are a manifestation of photosensitive epilepsy. The increased sensitivity of video-game patients to IPS at 50 Hz indicates that display flicker may underlie video-game seizures. The similarity in photic- and pattern-stimulation ranges over which abnormalities are elicited in video-game patients and controls suggests that all patients with photosensitive epilepsy may be predisposed toward video-game-induced seizures. Photosensitivity screening should therefore include assessment by using both IPS at 50 Hz and patterns displayed on a television or monitor with a 50-Hz frame rate.

  10. NIHSeniorHealth

    Medline Plus

    Full Text Available ... Red Get YouTube TV Best of YouTube Music Sports Gaming Movies TV Shows News Live Spotlight 360° Video Browse channels Sign in now to see your channels and recommendations! Sign in Watch Queue Queue Watch Queue Queue Remove all Disconnect ...

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    Full Text Available ... Red Get YouTube TV Best of YouTube Music Sports Gaming Movies TV Shows News Live Spotlight 360° Video Browse channels Sign in now to see your channels and recommendations! Sign in Watch Queue Queue Watch Queue Queue Remove all Disconnect ...

  12. Distinguishing implicit from explicit brand attitudes in brand placement research

    NARCIS (Netherlands)

    Wennekers, A.M.; Vandeberg, L.; Zoon, K.; van Reijmersdal, E.A.; Verlegh, P.; Voorveld, H.; Eisend, M.

    2016-01-01

    Brand placement is a popular topic, both in business and academia. Brands are placed in a wide-ranging array of media, including television programs, movies, radio shows, magazines, games, music videos, and websites. Expenditures on brand placement are still growing (PQ Media, 2013), as well as the

  13. Pitfalls of the self-regulation of advertisements directed at children on Mexican television.

    Science.gov (United States)

    Théodore, F L; Tolentino-Mayo, L; Hernández-Zenil, E; Bahena, L; Velasco, A; Popkin, B; Rivera, J A; Barquera, S

    2017-08-01

    There are no academic studies that characterize advertisements directed at children from the companies that signed the self-regulation. The aim of this paper was to assess the extent and nature of food advertisements and the persuasive techniques used to market unhealthy food and beverages (UFB) to children, by signatory companies of self-regulation. From December 2012 to April 2013, 600 h of programming were recorded on the four broadcast public television channels in Mexico with the highest rating nationwide. Marketing aimed at children directly (broadcast on children's programmes or advertisements with a specific appeal to children) or indirectly (aimed at other target audiences with messages or scenes that link children to the product) were considered. About 74.9% (2148) of the total food and beverage advertisements tried to influence children directly and indirectly. Companies, which had signed the self-regulation, focused 92.7% of their advertisements on UFB. Of the total number, 23.9% were aimed at children, 7.1% at adolescents, 12.5% at parents and 56.2% at the general public. Most of these advertisements were broadcast on movies (29.8%), cartoons (18%), soap operas (17.6%), entertainment shows (17.2%) and sports programs (6.4%). Despite the self-regulation of television marketing, children were surrounded by UFB advertisements. Signatory companies influence children indirectly by targeting other audiences and by marketing during family television programs, which are also watched by children. © 2016 World Obesity Federation.

  14. Filmy w TV Trwam: przysposobienie do publicznych debat

    Directory of Open Access Journals (Sweden)

    Anna Ślósarz

    2017-08-01

    Full Text Available Community broadcasters are obliged to emit pro-social programs in line with their profile, however the aesthetics of their programs and messages is traditional and conventional. To test this assumption, the second season of the TV movies: The Perfect Wave, Nasze dzikie serca and series When Calls the Heart were subjected to qualitative analysis. It was found that they addressed issues of: mining, fatherhood, ecology, and functioning of public services. Analysis of reception indicated a favourable response. Conventional aesthetics of the movies, not so much their religious and social messages, was found to be objectionable by some viewers.

  15. Development of the plasma movie database system in JT-60

    International Nuclear Information System (INIS)

    Sueoka, Michiharu; Kawamata, Yoichi; Kurihara, Kenichi; Seki, Akiyuki

    2008-03-01

    A plasma movie is generally expected as one of the most efficient methods to know what plasma discharge has been conducted in the experiment. The JT-60 plasma movie is composed of video camera picture looking at a plasma, computer graphics (CG) picture, and magnetic probe signal as a sound channel. In order to use this movie efficiently, we have developed a new system having the following functions: (a) To store a plasma movie in the movie database system automatically combined with the plasma shape CG and the sound according to a discharge sequence. (b) To make a plasma movie is available (downloadable) for experiment data analyses at the Web-site. Especially, this system aimed at minimizing the development cost, and it tried to develop the real-time plasma shape visualization system (RVS) without any operating system (OS) customized for real-time use. As a result, this system succeeded in working under Windows XP. This report deals with the technical details of the plasma movie database system and the real-time plasma shape visualization system. (author)

  16. iPad The Missing Manual

    CERN Document Server

    Biersdorfer, J

    2010-01-01

    The iPad 2 is faster, lighter, and more versatile than its predecessor, but there's still no printed guide to using its amazing features. That's where this full-color Missing Manual comes in. Learn how to stream HD video, make video calls, manage your email, surf the Web, listen to music, play games, and maybe even do a little iWork. This is the book that should have been in the box. Build your media library. Fill your iPad with music, movies, TV shows, eBooks, photos, and more.Share with others. Stream music, HD movies, TV shows, and more, to and from your iPad.Create your own media. Use the

  17. Longitudinal relations of television, electronic games, and digital versatile discs with changes in diet in adolescents.

    Science.gov (United States)

    Falbe, Jennifer; Willett, Walter C; Rosner, Bernard; Gortmaker, Steve L; Sonneville, Kendrin R; Field, Alison E

    2014-10-01

    Youth spend more time with screens than any activity except sleeping. Screen time is a risk factor for obesity, possibly because of the influence of food and beverage advertising on diet. We sought to assess longitudinal relations of screen time [ie, television, electronic games, digital versatile discs (DVDs)/videos, and total screen time] with the 2-y changes in consumption of foods of low nutritional quality (FLNQ) that are commonly advertised on screens [ie, sugar-sweetened beverages, fast food, sweets, salty snacks, and the sum of these foods (total FLNQ)] and fruit and vegetables. With the use of 2004, 2006, and 2008 waves of the Growing Up Today Study II, which consisted of a cohort of 6002 female and 4917 male adolescents aged 9-16 y in 2004, we assessed screen time (change and baseline) in relation to the 2-y dietary changes. Regression models included 4604 girls and 3668 boys with complete screen time and diet data on ≥2 consecutive questionnaires. Each hour-per-day increase in television, electronic games, and DVDs/videos was associated with increased intake of total FLNQ (range: 0.10-0.28 servings/d; P food, sweets, and salty snacks (range: 0.02-0.06 servings/d; P food groups and in sensitivity analyses, television was most consistently associated with dietary changes. Increases in screen time were associated with increased consumption of foods and beverages of low nutritional quality and decreased consumption of fruit and vegetables. Our results caution against excessive use of screen media, especially television, in youth. © 2014 American Society for Nutrition.

  18. "That Ain't No Ninja Turtles": The Prevalence and Influence of Popular Culture in the Talk and Writing of Prekindergarten Children

    Science.gov (United States)

    Kissel, Brian T.

    2011-01-01

    This article describes how 2 classrooms of 4-year-old children incorporated popular media (cartoons, television shows, video games, movies, and music) into their conversations with peers during writing. The findings assert that (a) children naturally incorporate popular culture into their writing, (b) children include popular culture in their…

  19. Stereoscopy in Static Scientific Imagery in an Informal Education Setting: Does It Matter?

    Science.gov (United States)

    Price, C. Aaron; Lee, H.-S.; Malatesta, K.

    2014-01-01

    Stereoscopic technology (3D) is rapidly becoming ubiquitous across research, entertainment and informal educational settings. Children of today may grow up never knowing a time when movies, television and video games were not available stereoscopically. Despite this rapid expansion, the field's understanding of the impact of stereoscopic…

  20. TV--Not Just a Boob Tube Anymore.

    Science.gov (United States)

    Andrew, Stephen A.

    1993-01-01

    Notes that television is already being used in helping professions, citing interest to mental health counselors of concepts of modeling, feedback, self-confrontation, feedforward, and self-modeling. Discusses variety of uses of video in mental health counseling, focusing on equipment, preparation, and applications. (NB)

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

    Science.gov (United States)

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

    2016-11-01

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

  2. [Positive impact of a video and TV documentary on attendance of women to catch-up collective vaccinations and reasons for non-attendance].

    Science.gov (United States)

    Painvin, C; Schlumberger, M; Chhem, Dy Bun; Savannarom, Dim; Phong, Phing; Gilberg, S

    2011-02-01

    The impact of medical documentaries on attendance to immunization sessions is not documented in developing countries. The impact of a video and TV medical documentary on women's vaccination during a catch-up tetanus collective immunization was studied in Cambodia (2002-2004). A medical video documentary produced locally was publicly shown in 10 villages chosen at random among 63 villages to be covered by collective tetanus immunization. In each village where the video was shown, 33 women, older than age 11, were selected at random and questioned about their tetanus vaccination records, to assess if they attended the video and to evaluate their knowledge about tetanus. A second interview was conducted after the first collective vaccination to check their attendance and to record reasons for non-attendance. The same interview was conducted 10 months later, after the documentary was shown on a local TV channel and a second collective tetanus vaccination conducted. Data were collected from 323 (98%) women. Seventy-eight (24%) women saw the video documentary and only eight (2.4%) saw it on TV. Compared to farmers, shopkeepers saw significantly less the documentary (χ² of Yates: 5.77,P = 0.016; 95% CI: 0.10 Women of childbearing age with no school education were significantly more attracted by the video documentary (χ² of Yates: 5.99,P = 0.01; 95% CI: 1.10 women, although their final immunization coverage was not better. The documentary did not increase the knowledge that contamination for tetanus may come from earth and tools, but not from air and water, and that all ages are at-risk for tetanus, but it increased significantly the knowledge that vaccination can prevent the disease (χ² of Yates: 13.98;P = 0.0001; 95% CI: 1.28 Women who saw the video documentary attended the first collective session more often than those who did not (χ² of Yates: 11.00; P = 0.0006; 95% CI: 1.23 women more than 45 years of age. Women who saw the documentary either on video or on TV

  3. AthenaTV: an authoring tool of educational applications for TV using android-based interface design patterns

    Science.gov (United States)

    Vásquez-Ramírez, Raquel; Alor-Hernández, Giner; Sánchez-Ramírez, Cuauhtémoc; Guzmán-Luna, Jaime; Zatarain-Cabada, Ramón; Barrón-Estrada, María-Lucía

    2014-07-01

    Education has become a key component of any society since it is the means by which humanity functions and governs itself. It allows individuals to appropriately integrate into a given community. For this reason, new ways of interaction between students and educational contents are emerging in order to improve the quality of education. In this context, devices such as computers, smartphones, or electronic tablets represent new ways of accessing educational resources which do not limit students to their usage merely inside the classroom since these devices are available anywhere. Nowadays, television has become one of these technological tools able to support the teaching-learning process through documentary films or movies, among others. However, two main issues appear. First, some of these educational contents are not those needed by a professor since information is restricted, and second, the development of TV-based applications requires an integrative approach involving the support of several specialists in education who provide the guidelines needed to build high-quality contents, as well as application designers and developers who are able to deliver the educational applications demanded by students. This work presents a system called AthenaTV to generate android-based educational applications for TV. AthenaTV takes into account the 10-foot design scheme used by Google to develop interfaces based on interface design patterns established in Google TV, and it is based on the android development guidelines and HTML5 standard.

  4. Looking through Time: A Longitudinal Study of Children's Media Violence Consumption at Home and Aggressive Behaviors at School.

    Science.gov (United States)

    Gentile, Douglas A.; Linder, Jennifer R.; Walsh, David A.

    Many studies have shown that media violence has an effect on children's subsequent aggression. This study expands upon previous research in three directions: (1) by examining several subtypes of aggression (verbal, relational, and physical); (2) by measuring media violence exposure across three types of media (television, movies/videos, and video…

  5. Social Outcomes Associated with Media Viewing Habits of Low-Income Preschool Children

    Science.gov (United States)

    Conners-Burrow, Nicola A.; McKelvey, Lorraine M.; Fussell, Jill J.

    2011-01-01

    Research Findings: The purpose of this study was to examine the relationship between preschool children's social outcomes in the classroom (including hyperactivity, aggression, and social skills) and their media viewing habits (including the amount of television they watch and whether they watch videos/movies that are rated as inappropriate for…

  6. Can that really happen? Children's knowledge about the reality status of fantastical events in television.

    Science.gov (United States)

    Li, Hui; Boguszewski, Katherine; Lillard, Angeline S

    2015-11-01

    Although popular children's cartoons are replete with fantastical events, we know little about whether children understand that these events are fantastical rather than real. In Study 1, 54 children ages 4 to 6 years and 18 adults were shown 10 real and 10 fantastical events portrayed in 4s video clips from a popular cartoon. After viewing each clip, participants were asked to judge the reality status of the event and to explain their judgments. Results indicated that even 4-year-olds have a fairly good understanding of fantastical events in animated cartoons but that they underestimate the reality status of real events in such cartoons. In Study 2, 35 4- to 6-year-olds and 18 adults watched video clips of 10 real and 10 fantastical events performed by real people from a Chinese television show. Once again, 4-year-olds underestimated the reality status of real events shown on television. However, against the "real" backdrop in this study, 4-year-olds also judged nearly half of the fantastical events to be real. The implications for children's reality-fantasy discrimination and their media viewing are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  7. PENGGAMBARAN ETNIK BETAWI DALAM FILM BAJAJ BAJURI THE MOVIE

    Directory of Open Access Journals (Sweden)

    Fadillah Saleh

    2015-11-01

    Full Text Available Discourse on ethnic is an interisting thing to discuss, because there are a lot of ethnic in Indonesia, one of them is Betawi. In Indonesia, many movies and dramas which uses Betawi as a theme. One of the film with the theme of Betawi is Bajaj Bajuri The Movie. This is reflected in every scene and dialogue from Bajaj Bajuri The Movie. Issue that raised from this film is how the depiction of Betawi ethnic in Bajaj Bajuri The Movie and the purpose of this study is to determine how to Betawi ethnic depicted in Bajaj Bajuri The Movie.The type of research used in this research is descriptive qualitative approach- semiotic analysis. Analyst unit of this research in the from audio and video from Bajaj Bajuri The Movie.. The results showed that the Betawi ethnic has a wide range of culture and customs. Betawi ethnic depictions that looks on the Bajaj Bajuri The Movie is a Betawi woman with traditional clothes called Kebaya, and Betawi males with Jas Abang Jakarta and Sadariah clothes. There is also a Betawi arts like Tanjidor and Palang Pintu. This study concluded that Betawi ethnic has a wide range of cultures and traditions. Begin from clothing, traditional ceremonies, musical arts and martial arts. ethnic Betawi is indeed influenced by some of the ethnic in Indonesia and outside Indonesia. This is evident from the cultural or art that Betawi ethnic owned.   Wacana tentang etnis adalah hal yang menarik untuk dibahas, karena ada banyak etnis di Indonesia, salah satunya adalah Betawi. Di Indonesia, banyak film dan drama yang menggunakan Betawi sebagai tema. Salah satu film dengan tema Betawi adalah Bajaj Bajuri The Movie. Hal ini tercermin dalam setiap adegan dan dialog dari Bajaj Bajuri The Movie. Isu yang diangkat dari film ini adalah bagaimana penggambaran Betawi etnis di Bajaj Bajuri The Movie dan tujuan dari penelitian ini adalah untuk menentukan bagaimana Betawi etnis digambarkan dalam Bajaj Bajuri The Movie.Jenis penelitian yang digunakan dalam

  8. Tv- og videokiggeri blandt 11-15 årige--et socialmedicinsk perspektiv

    DEFF Research Database (Denmark)

    Holstein, B E; Due, P; Ito, H

    1991-01-01

    A material of 1,671 schoolchildren replied to a questionnaire about health, time spent watching television, the demographic and social situation, social network, and life satisfaction. These pupils spend two hours daily watching television and one tenth of this time is spent on video programmes. 48...... television increases with increasing degree of urbanisation. Children who spend many hours watching television have more problems in life satisfaction, health and social network compared with children who spend a few hours watching television. Udgivelsesdato: 1991-Jun-3...

  9. Assessing the importance of audio/video synchronization for simultaneous translation of video sequences

    OpenAIRE

    Staelens, Nicolas; De Meulenaere, Jonas; Bleumers, Lizzy; Van Wallendael, Glenn; De Cock, Jan; Geeraert, Koen; Vercammen, Nick; Van den Broeck, Wendy; Vermeulen, Brecht; Van de Walle, Rik; Demeester, Piet

    2012-01-01

    Lip synchronization is considered a key parameter during interactive communication. In the case of video conferencing and television broadcasting, the differential delay between audio and video should remain below certain thresholds, as recommended by several standardization bodies. However, further research has also shown that these thresholds can be relaxed, depending on the targeted application and use case. In this article, we investigate the influence of lip sync on the ability to perfor...

  10. Qanuqtuurniq—finding the balance: an IPY television series using community engagement

    Directory of Open Access Journals (Sweden)

    Catherine L. Carry

    2011-12-01

    Full Text Available The three-part television broadcast Qanuqtuurniq—finding the balance was an International Polar Year communications and outreach project concerning Inuit health and wellness. The goal of this project was to engage the Inuit public and others in “real-time” dialogue about health and wellness issues and health research, and to deliver key messages. It was aired live in the Inuit language (with English captions/sub-titles from Iqaluit, Nunavut, Canada, in May 2009 and simultaneously webcast. Qanuqtuurniq—finding the balance used an Inuit communications model for remote communities that was developed in the Arctic in 1994 by the Inuit Broadcasting Corporation/Inuit Communications. In Qanuqtuurniq—finding the balance more than 250 people were engaged through the use of a diverse range of methods, including content working groups, stakeholder input, music recordings, pre-recorded community programme videos, live and public screening of the broadcasts, live panels, live audiences, public phone-ins, Skype video-conferencing and real-time online chat, focus groups and e-mail. This article examines the project in light of the principles of “community engagement”, demonstrating that Qanuqtuurniq—finding the balance exemplifies community engagement in a number of significant ways, including heavily involving community members in the selection of the health theme content of the televised programmes and through the formation of focus groups. Based on challenges encountered during the Qanuqtuurniq—finding the balance project, the article offers recommendations for future projects.

  11. Association Among Television and Computer/Video Game Use, Victimization, and Suicide Risk Among U.S. High School Students.

    Science.gov (United States)

    Rostad, Whitney L; Basile, Kathleen C; Clayton, Heather B

    2018-03-01

    With the increasing popularity of mobile Internet devices, the exposure of adolescents to media has significantly increased. There is limited information about associations between the types and frequency of media use and experiences of violence victimization and suicide risk. The current study sought to examine the association of bullying and teen dating violence (TDV) victimization, suicide risk with different types of media use (i.e., television and computer/video game use), and number of total media use hours per school day. Data from the nationally representative 2015 Youth Risk Behavior Survey ( n = 15,624) were used to examine the association between media use and violence victimization and suicide risk. Logistic regression models generated prevalence ratios adjusted for demographic characteristics and substance use behaviors to identify significant associations between media use and victimization and suicide risk, stratified by gender. Media use was associated with TDV victimization for male students only, while media use was related to experiences of bullying and suicide risk for both male and female students. In addition, limited (2 or fewer hours) and excessive (5 or more hours) media use emerged as significant correlates of suicide risk and bullying victimization, with limited media use associated with decreased risk and excessive media use with increased risk. Comprehensive, cross-cutting efforts to prevent different forms of victimization should take into account media use and its potential association with adolescent victimization and suicide risk. The current study results suggest limiting adolescent media use, as part of comprehensive prevention programming, might relate to reductions in risk for victimization and suicide.

  12. The Great Époque of the Consumption of Imported Broadcasts. West European Television Channels and Polish Audiences during the System Transition

    Directory of Open Access Journals (Sweden)

    Patryk Wasiak

    2014-06-01

    Full Text Available This article shows how Polish audiences “domesticated” West European television content available with satellite dishes and semi legal cable TVs during the turnover of the 1980s and 1990s. Based on analysis of viewers’ memoirs and content of magazines dedicated to satellite television, this article discusses how Poles considered channels available with Astra satellite as an attractive entertainment juxtaposed with dull national broadcaster TVP. As this article shows, they primarily “domesticated” German late night erotic shows symbolized by Tutti Frutti and music video available with MTV Europe.

  13. The effects of TV commercials using less thin models on young women's mood, body image and actual food intake

    NARCIS (Netherlands)

    Anschutz, Doeschka J; Engels, Rutger C M E; Becker, Eni S; van Strien, Tatjana

    This study experimentally tested the effects of exposure to television commercials using less thin models on mood, body focused anxiety and food intake, as compared to the effects of commercials using thin models. In a naturalistic setting, 110 young women were exposed to a neutral movie,

  14. Media education. American Academy of Pediatrics. Committee on Public Education.

    Science.gov (United States)

    1999-08-01

    The American Academy of Pediatrics recognizes that exposure to mass media (ie, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising, etc) presents both health risks and benefits for children and adolescents. Media education has the potential to reduce the harmful effects of media. By understanding and supporting media education, pediatricians can play an important role in reducing the risk of exposure to mass media for children and adolescents.

  15. No Reference Video-Quality-Assessment Model for Monitoring Video Quality of IPTV Services

    Science.gov (United States)

    Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira

    Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.

  16. The Tube on YouTube: TV Series, Media Strategies, and User Tactics in a Transmedia Environment

    OpenAIRE

    Rodríguez Ferrándiz, Raúl; Tur-Viñes, Victoria; Mora Contreras, Francisco Javier

    2015-01-01

    This study analyzes the traffic generated on YouTube around television series. We selected a sample of 314 short YouTube videos about 21 Spanish TV series that premiered in 2013 by Spain’s three most popular mainstream television networks (Telecinco, Antena 3, and La1). These videos, which together received more than 24 million views, were classified according to two key variables: the nature (official or nonofficial) of the YouTube channel on which they were located and the exclusivity of th...

  17. Video camera use at nuclear power plants

    International Nuclear Information System (INIS)

    Estabrook, M.L.; Langan, M.O.; Owen, D.E.

    1990-08-01

    A survey of US nuclear power plants was conducted to evaluate video camera use in plant operations, and determine equipment used and the benefits realized. Basic closed circuit television camera (CCTV) systems are described and video camera operation principles are reviewed. Plant approaches for implementing video camera use are discussed, as are equipment selection issues such as setting task objectives, radiation effects on cameras, and the use of disposal cameras. Specific plant applications are presented and the video equipment used is described. The benefits of video camera use --- mainly reduced radiation exposure and increased productivity --- are discussed and quantified. 15 refs., 6 figs

  18. When pictures waste a thousand words: analysis of the 2009 H1N1 pandemic on television news.

    Science.gov (United States)

    Luth, Westerly; Jardine, Cindy; Bubela, Tania

    2013-01-01

    Effective communication by public health agencies during a pandemic promotes the adoption of recommended health behaviours. However, more information is not always the solution. Rather, attention must be paid to how information is communicated. Our study examines the television news, which combines video and audio content. We analyse (1) the content of television news about the H1N1 pandemic and vaccination campaign in Alberta, Canada; (2) the extent to which television news content conveyed key public health agency messages; (3) the extent of discrepancies in audio versus visual content. We searched for "swine flu" and "H1N1" in local English news broadcasts from the CTV online video archive. We coded the audio and visual content of 47 news clips during the peak period of coverage from April to November 2009 and identified discrepancies between audio and visual content. The dominant themes on CTV news were the vaccination rollout, vaccine shortages, long line-ups (queues) at vaccination clinics and defensive responses by public health officials. There were discrepancies in the priority groups identified by the provincial health agency (Alberta Health and Wellness) and television news coverage as well as discrepancies between audio and visual content of news clips. Public health officials were presented in official settings rather than as public health practitioners. The news footage did not match the main public health messages about risk levels and priority groups. Public health agencies lost control of their message as the media focused on failures in the rollout of the vaccination campaign. Spokespeople can enhance their local credibility by emphasizing their role as public health practitioners. Public health agencies need to learn from the H1N1 pandemic so that future television communications do not add to public confusion, demonstrate bureaucratic ineffectiveness and contribute to low vaccination rates.

  19. Efficient genre-specific semantic video indexing

    NARCIS (Netherlands)

    Wu, J.; Worring, M.

    2012-01-01

    Large video collections such as YouTube contain many different video genres, while in many applications the user might be interested in one or two specific video genres only. Thus, when users are querying the system with a specific semantic concept like AnchorPerson, and MovieStars, they are likely

  20. Television-viewing characteristics of adults: correlations to eating practices and overweight and health status.

    Science.gov (United States)

    Bowman, Shanthy A

    2006-04-01

    The purpose of this study was to examine the associations among television viewing, eating practices, and overweight and health status of a nationally representative sample of adults in the United States. Data on adults aged 20 years or older from the U.S. Department of Agriculture's Continuing Survey of Food Intakes by Individuals 1994-1996 were used for the study. Participants' socioeconomic and demographic characteristics, macronutrient intakes, weight status, prevalence of health conditions, television viewing, and overweight status were analyzed. Survey design effects were used in the analyses. More than 2 hours of television viewing per day was associated with a high mean body mass index and overweight or obesity in both men and women. Other characteristics associated with watching more than 2 hours of television per day were being 50 years of age or older, having a high school education or less, living in a household with income below 131% of the federal poverty level, and not being employed. Adults who watched more than 2 hours of television per day had high intakes of energy and macronutrients and were more likely to be overweight. They also obtained more energy from snacks and supper. A higher percentage of adults with health conditions watched more than 2 hours of television per day compared with adults without health conditions. Obesity intervention programs, especially those aimed at adults who are retired or not employed, should emphasize reducing time spent viewing television or videos or participating in similar sedentary activities and discourage snacking or eating while watching television.

  1. YouDash3D: exploring stereoscopic 3D gaming for 3D movie theaters

    Science.gov (United States)

    Schild, Jonas; Seele, Sven; Masuch, Maic

    2012-03-01

    Along with the success of the digitally revived stereoscopic cinema, events beyond 3D movies become attractive for movie theater operators, i.e. interactive 3D games. In this paper, we present a case that explores possible challenges and solutions for interactive 3D games to be played by a movie theater audience. We analyze the setting and showcase current issues related to lighting and interaction. Our second focus is to provide gameplay mechanics that make special use of stereoscopy, especially depth-based game design. Based on these results, we present YouDash3D, a game prototype that explores public stereoscopic gameplay in a reduced kiosk setup. It features live 3D HD video stream of a professional stereo camera rig rendered in a real-time game scene. We use the effect to place the stereoscopic effigies of players into the digital game. The game showcases how stereoscopic vision can provide for a novel depth-based game mechanic. Projected trigger zones and distributed clusters of the audience video allow for easy adaptation to larger audiences and 3D movie theater gaming.

  2. Television advertising of foodstuffs potentially detrimental to oral health--a content analysis and comparison of children's and primetime broadcasts.

    Science.gov (United States)

    Chestnutt, I G; Ashraf, F J

    2002-06-01

    The study aimed to examine the nature, content and duration of advertisements broadcast during children's television; determine the proportion of advertisements promoting food; identify the potential of the food advertised to be detrimental to oral health; and to compare the nature and content of advertisements aimed at children with those transmitted during evening 'primetime' television. Children's and primetime television, broadcast on a main independent terrestrial channel in South Wales were video recorded, 237 and 42 hours being analysed in total. Analysis of the recording resulted in a total of 3,236 commercials, of which 2,345 were broadcast during children's television and 891 in primetime. During children's TV, 62.5% of advertising time was devoted to foodstuffs, significantly greater (Padvertising foods during primetime. Of the time spent advertising foods, during children's television 73.4% was devoted to products deemed potentially detrimental to oral health (primarily high in sugar), compared to 18.6% similarly categorised during evening television. Commercials for products which have the potential to adversely affect oral health constitute a large proportion of advertising time during children's television. Current codes of the Independent Television Commission governing advertising directed at children should be reviewed.

  3. Movie making as a cognitive distraction for paediatric patients receiving radiotherapy treatment: qualitative interview study.

    Science.gov (United States)

    Shrimpton, Bradley J M; Willis, David J; Tongs, Cáthal D; Rolfo, Aldo G

    2013-01-16

    To establish the outcomes achieved by using an innovative movie-making programme designed to reduce fear of radiotherapy among paediatric patients. Qualitative descriptive evaluation based on semistructured, qualitative interviews with purposeful sampling and thematic analysis. Tertiary Cancer Centre. 20 parents of paediatric patients who had produced a movie of their radiation therapy experience and were in a follow-up phase of cancer management. Participants attributed a broad range of outcomes to the movie-making program. These included that the programme had helped reduce anxiety and distress exhibited by paediatric patients and contributed to a willingness to receive treatment. Other outcomes were that the completed movies had been used in school reintegration and for maintaining social connections. Allowing children to create a video of their experience of radiotherapy provided a range of benefits to paediatric patients that varied according to their needs. For some patients, movie-making offered a valuable medium for overcoming fear of the unknown as well as increasing understanding of treatment processes. For others, the development of a personalised video offered an important cognitive/attentional distraction through engaging with an age-appropriate activity. Together these outcomes helped children maintain self-control and a positive outlook.

  4. A Sieving ANN for Emotion-Based Movie Clip Classification

    Science.gov (United States)

    Watanapa, Saowaluk C.; Thipakorn, Bundit; Charoenkitkarn, Nipon

    Effective classification and analysis of semantic contents are very important for the content-based indexing and retrieval of video database. Our research attempts to classify movie clips into three groups of commonly elicited emotions, namely excitement, joy and sadness, based on a set of abstract-level semantic features extracted from the film sequence. In particular, these features consist of six visual and audio measures grounded on the artistic film theories. A unique sieving-structured neural network is proposed to be the classifying model due to its robustness. The performance of the proposed model is tested with 101 movie clips excerpted from 24 award-winning and well-known Hollywood feature films. The experimental result of 97.8% correct classification rate, measured against the collected human-judges, indicates the great potential of using abstract-level semantic features as an engineered tool for the application of video-content retrieval/indexing.

  5. The Sociability of Mobile TV

    Science.gov (United States)

    Geerts, David

    Both mobile phones and television are known for the social practices they enable. Television has been a social medium since its introduction in households all over the world. Although its main aim is entertaining and informing its viewers, people often watch television together with close relatives or good friends, talk about what is going on while watching television or even structure their social activities around a television show (e.g., eating dinner while watching the news) (Lull 1980). But television programs are also part of social interactions away from the television set, when discussing favorite television programs around the water cooler at work, or recommending shows to watch to good friends. The main function of mobile phones on the other hand has always been social from the start: communicating with other people, when and wherever you want, first using voice communication and later also with text messages and video communication. So what happens when these two social media are combined? It is clear that mobile TV cannot be successful without taking social practices when watching TV on a mobile device into account. Although one approach could be to let the users appropriate the device in their social environment, as happened with text messaging, the risk that it does not match their current practices is too big. A better approach is to design mobile TV applications that take direct advantage of the social aspects of each medium, which means adding interactive features that will enable and support social interaction between users on different levels. In order to get an idea of the possibilities, it is interesting to look at recent research in the closely related domain of interactive television.

  6. Visual fatigue modeling for stereoscopic video shot based on camera motion

    Science.gov (United States)

    Shi, Guozhong; Sang, Xinzhu; Yu, Xunbo; Liu, Yangdong; Liu, Jing

    2014-11-01

    As three-dimensional television (3-DTV) and 3-D movie become popular, the discomfort of visual feeling limits further applications of 3D display technology. The cause of visual discomfort from stereoscopic video conflicts between accommodation and convergence, excessive binocular parallax, fast motion of objects and so on. Here, a novel method for evaluating visual fatigue is demonstrated. Influence factors including spatial structure, motion scale and comfortable zone are analyzed. According to the human visual system (HVS), people only need to converge their eyes to the specific objects for static cameras and background. Relative motion should be considered for different camera conditions determining different factor coefficients and weights. Compared with the traditional visual fatigue prediction model, a novel visual fatigue predicting model is presented. Visual fatigue degree is predicted using multiple linear regression method combining with the subjective evaluation. Consequently, each factor can reflect the characteristics of the scene, and the total visual fatigue score can be indicated according to the proposed algorithm. Compared with conventional algorithms which ignored the status of the camera, our approach exhibits reliable performance in terms of correlation with subjective test results.

  7. Perception while watching movies: Effects of physical screen size and scene type.

    Science.gov (United States)

    Troscianko, Tom; Meese, Timothy S; Hinde, Stephen

    2012-01-01

    Over the last decade, television screens and display monitors have increased in size considerably, but has this improved our televisual experience? Our working hypothesis was that the audiences adopt a general strategy that "bigger is better." However, as our visual perceptions do not tap directly into basic retinal image properties such as retinal image size (C. A. Burbeck, 1987), we wondered whether object size itself might be an important factor. To test this, we needed a task that would tap into the subjective experiences of participants watching a movie on different-sized displays with the same retinal subtense. Our participants used a line bisection task to self-report their level of "presence" (i.e., their involvement with the movie) at several target locations that were probed in a 45-min section of the movie "The Good, The Bad, and The Ugly." Measures of pupil dilation and reaction time to the probes were also obtained. In Experiment 1, we found that subjective ratings of presence increased with physical screen size, supporting our hypothesis. Face scenes also produced higher presence scores than landscape scenes for both screen sizes. In Experiment 2, reaction time and pupil dilation results showed the same trends as the presence ratings and pupil dilation correlated with presence ratings, providing some validation of the method. Overall, the results suggest that real-time measures of subjective presence might be a valuable tool for measuring audience experience for different types of (i) display and (ii) audiovisual material.

  8. Video systems for alarm assessment

    International Nuclear Information System (INIS)

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

    1991-09-01

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

  9. Video systems for alarm assessment

    Energy Technology Data Exchange (ETDEWEB)

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

    1991-09-01

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

  10. A combined video and synchronous VSAT data network

    Science.gov (United States)

    Rowse, William

    Private Satellite Network currently operates Business Television networks for Fortune 500 companies. Several of these satellite-based networks, using VSAT technology, are combining the transmission of video with the broadcast of one-way data. This is made possible by use of the PSN Business Television Terminal which incorporates Scientific Atlanta's B-MAC system. In addition to providing high quality video, B-MAC can provide six channels of 204.5 kbs audio. Four of the six channels may be used to directly carry up to 19.2 kbs of asynchronous data or up to 56 kbs of synchronous data using circuitry jointly developed by PSN and Scientific Atlanta. The approach PSN has taken to provide one network customer in the financial industry with both video and broadcast data is described herein.

  11. Video Games Exposure and Sexism in a Representative Sample of Adolescents.

    Science.gov (United States)

    Bègue, Laurent; Sarda, Elisa; Gentile, Douglas A; Bry, Clementine; Roché, Sebastian

    2017-01-01

    Research has indicated that many video games are saturated with stereotypes of women and that these contents may cultivate sexism. The purpose of this study was to assess the relationship between video game exposure and sexism for the first time in a large and representative sample. Our aim was also to measure the strength of this association when two other significant and well-studied sources of sexism, television exposure and religiosity, were also included in a multivariate model. A representative sample of 13520 French youth aged 11-19 years completed a survey measuring weekly video game and television exposure, religiosity, and sexist attitudes toward women. Controlling for gender and socioeconomic level, results showed that video game exposure and religiosity were both related to sexism. Implications of these results for future research on sexism in video games are discussed.

  12. Home safety - children

    Science.gov (United States)

    ... that you are going to shoot someone. Help children understand the difference between real guns and weapons they see on TV, movies, or video games. A gunshot can permanently injure or kill someone. ...

  13. Affective Ranking of Movie Scenes Using Physiological Signals and Content Analysis

    OpenAIRE

    Soleymani, Mohammad; Chanel, Guillaume; Kierkels, Joep Johannes Maria; Pun, Thierry

    2008-01-01

    In this paper, we propose an approach for affective ranking of movie scenes based on the emotions that are actually felt by spectators. Such a ranking can be used for characterizing the affective, or emotional, content of video clips. The ranking can for instance help determine which video clip from a database elicits, for a given user, the most joy. This in turn will permit video indexing and retrieval based on affective criteria corresponding to a personalized user affective profile.A datas...

  14. Media education.

    Science.gov (United States)

    Strasburger, Victor C

    2010-11-01

    The American Academy of Pediatrics recognizes that exposure to mass media (eg, television, movies, video and computer games, the Internet, music lyrics and videos, newspapers, magazines, books, advertising) presents health risks for children and adolescents but can provide benefits as well. Media education has the potential to reduce the harmful effects of media and accentuate the positive effects. By understanding and supporting media education, pediatricians can play an important role in reducing harmful effects of media on children and adolescents.

  15. Showtime Science: Effective Use of Popular Media to Enhance Instruction of Simple Machines and Energy Transfer

    Science.gov (United States)

    Bergman, Daniel

    2011-01-01

    The messages students receive through popular media such as movies, television, the internet, and music videos have a powerful influence and can shape their thinking. A national survey of media use by 8- to 18-year-olds found the average adolescent spends over seven and a half hours daily with entertainment media (KFF 2010). Rather than viewing…

  16. Violence in the Media: One Teacher's Response

    Science.gov (United States)

    Hallenberg, Harvey

    2006-01-01

    In this article, the author discusses and shares his opinion about violence in the media. He states that many of the students in class have honestly responded to his inquiries about violence in culture, that they are "fascinated" with violence in movies, in television shows, in video games, and in the music they listen to away from school.…

  17. You're a What? Voice Actor

    Science.gov (United States)

    Liming, Drew

    2009-01-01

    This article talks about voice actors and features Tony Oliver, a professional voice actor. Voice actors help to bring one's favorite cartoon and video game characters to life. They also do voice-overs for radio and television commercials and movie trailers. These actors use the sound of their voice to sell a character's emotions--or an advertised…

  18. Go4Life

    Medline Plus

    Full Text Available ... Get YouTube TV Best of YouTube Music Sports Gaming Movies TV Shows News Live Spotlight 360° Video Browse channels Sign in now to see your ... Channels Discussion About Alzheimer's Disease ... Play next Play now M2OVE—AD: Molecular Mechanisms of the Vascular Etiology of Alzheimer's Disease - Duration: 5 minutes, 43 seconds. ...

  19. The association of screen time, television in the bedroom, and obesity among school-aged youth: 2007 National Survey of Children's Health.

    Science.gov (United States)

    Wethington, Holly; Pan, Liping; Sherry, Bettylou

    2013-08-01

    Among school-aged youth, we sought to identify characteristics associated with (1) exceeding screen time recommendations (ie, television/videos/video games more than 2 hours/weekday), and (2) exceeding screen time recommendations, the presence of a television in the bedroom, and obesity. Using 2007 National Survey of Children's Health data, we used multivariable logistic regression to identify sociodemographic and behavioral characteristics associated with excessive screen time among 6 to 11- and 12 to 17-year-olds on a typical weekday. For 12 to 17-year-olds only, we used logistic regression to examine the odds of obesity using the same variables as above, with the addition of screen time. Overall, 20.8% of 6 to 11-year-olds and 26.1% of 12 to 17-year-olds had excessive screen time. For both age groups, having a bedroom TV was significantly associated with excessive screen time. For the older age group, the dual scenario of excessive screen time with a bedroom TV had the strongest association with obesity (OR = 2.5, 95% CI 1.9, 3.2). Given the similar risk factors for excess screen time and having a TV in the bedroom, a public health challenge exists to design interventions to reduce screen time among school-aged youth. Published 2013. This article is a U.S. Government work and is in the public domain in the USA.

  20. 76 FR 11680 - Digital Low Power Television, Television Translator, and Television Booster Stations and Digital...

    Science.gov (United States)

    2011-03-03

    ...] Digital Low Power Television, Television Translator, and Television Booster Stations and Digital Class A... Commission's Rules to Establish Rules for Digital Low Power, Television Translator, and Television Booster... Digital Low Power Television Translator, Television Booster Stations, and to Amend Rules for Digital Class...

  1. 78 FR 31769 - Accessible Emergency Information; Apparatus Requirements for Emergency Information and Video...

    Science.gov (United States)

    2013-05-24

    ... and equipment and better access video programming.'' \\7\\ \\7\\ H.R. Rep. No. 111-563, 111th Cong., 2d... Video Accessibility Act of 2010 (``CVAA''), the Commission adopts rules requiring video programming distributors and video programming providers (including program owners) to make televised emergency information...

  2. State of the art in video system performance

    Science.gov (United States)

    Lewis, Michael J.

    1990-01-01

    The closed circuit television (CCTV) system that is onboard the Space Shuttle has the following capabilities: camera, video signal switching and routing unit (VSU); and Space Shuttle video tape recorder. However, this system is inadequate for use with many experiments that require video imaging. In order to assess the state-of-the-art in video technology and data storage systems, a survey was conducted of the High Resolution, High Frame Rate Video Technology (HHVT) products. The performance of the state-of-the-art solid state cameras and image sensors, video recording systems, data transmission devices, and data storage systems versus users' requirements are shown graphically.

  3. Efficiency analysis on platform over the top (OTT) to deploy content and applications (edutainment) in digital television on optical network link

    Science.gov (United States)

    Puche, William S.; Sierra, Javier E.; Moreno, Gustavo A.

    2014-08-01

    The convergence of new technologies in the digital world has made devices with internet connectivity such as televisions, smatphone, Tablet, Blu-ray, game consoles, among others, to increase more and more. Therefore the major research centers are in the task of improving the network performance to mitigate the bottle neck phenomenon regarding capacity and high transmission rates in information and data. The implementation of standard HbbTV (Hybrid Broadcast Broadband TV), and technological platforms OTT (Over the Top), capable of distributing video, audio, TV, and other Internet services via devices connected directly to the cloud. Therefore a model to improve the transmission capacity required by content distribution networks (CDN) for online TV, with high-capacity optical networks is proposed.

  4. 76 FR 72849 - Digital Low Power Television, Television Translator, and Television Booster Stations and To Amend...

    Science.gov (United States)

    2011-11-28

    ...] Digital Low Power Television, Television Translator, and Television Booster Stations and To Amend Rules... for Digital Low Power Television, Television Translator, and Television Booster Stations and to Amend... television, TV translator, and Class A television station DTV licensees''). The Commission has also revised...

  5. Borehole television survey

    International Nuclear Information System (INIS)

    Lau, J.S.O.

    1980-01-01

    The borehole television survey can provide a measure of the orientation, depth, width and aperture of any planar discontinuity intersected by a borehole and a technique is in an advanced stage of development by the Geological Survey of Canada (GSC) to make such measurements. Much of its practical application to date has been in crystalline rocks (plutons) at research areas pertaining to the Nuclear Waste Disposal Program in Canada. It also has many other engineering applications where bedrock stability is of particular concern. The equipment required to carry out the survey can be readily transported by two panel trucks with trailers. The components consist of a camera probe, control unit, cable storage reel, cable drive, video-tape recorder, TV monitor and two electrical generators. An inclined planar structure intersected by a borehole appears as an elliptical trace on the wall of the borehole. Such an intersection line shows on the TV monitor as a sinusoidal curve with a high point and a low point as the camera rotates through an angle of 360 degrees. The azimuth of the low point, measured by a compass in the camera probe, represents the direction of the dip of the planar structure. The angle of dip is measured midway between the high and low points or is computed from the maximum-to-minimum distance of the sinusoid and the hole diameter. These observations provide the true orientation of the planar structure if the borehole is vertical. However, if the borehole is inclined, direct observations will only provide the apparent orientation. The true orientation must thus be obtained either by means of stereographic projection or spherical trigonometry. A computer program has been written to calculate the true orientation from the apparent orientation. In the field, observation data are recorded directly on a data record sheet for keypunching and input into the computer

  6. Television, Home-Cooked Meals, and Family Meal Frequency: Associations with Adult Obesity.

    Science.gov (United States)

    Tumin, Rachel; Anderson, Sarah E

    2017-06-01

    Adults, regardless of whether they are parents, regularly eat meals with family at home, but few studies have analyzed large, population-based samples to examine how mealtime practices or family meal frequency are associated with health. The aim of this study was to evaluate associations between the frequency of family meals eaten at home, watching television or videos during family meals, and consumption of meals that were cooked and eaten at home and the odds of being obese in adults. This was an analysis of the cross-sectional 2012 Ohio Medicaid Assessment Survey (OMAS), a telephone survey of Ohio's population. The study sample was adult Ohio residents responding to the 2012 OMAS who ate at least one family meal in the past week (n=12,842). Obesity (body mass index [BMI] ≥30), calculated from self-reported height and weight, was the outcome. Logistic regression models were used to examine the association between obesity and family meal practices, adjusted for respondents' employment status, marital status, race/ethnicity, educational attainment, and age. Family meal frequency was not associated with odds of obesity: those who ate family meals most (6-7) days were as likely as those who ate family meals few (1-2) days to be obese (adjusted odds ratio [OR adj ]=1.01, 95% CI=0.86, 1.18). Thirty-six percent of adults never watched television or videos while eating family meals, and 62% ate family meals that were all home-cooked. Adults who never watched television or videos during family meals had 37% lower odds of obesity compared with those who always did (95% CI=0.54, 0.73), regardless of family meal frequency. Adults whose family meals were all home-cooked had 26% lower odds of obesity than those who ate some or no home-cooked family meals (95% CI=0.62, 0.88). This association was more pronounced among adults who ate few family meals. Family meal practices may be associated with obesity in adults, even if they eat few family meals per week. Future research

  7. 47 CFR 73.3521 - Mutually exclusive applications for low power television, television translators and television...

    Science.gov (United States)

    2010-10-01

    ... television, television translators and television booster stations. 73.3521 Section 73.3521 Telecommunication... Applicable to All Broadcast Stations § 73.3521 Mutually exclusive applications for low power television, television translators and television booster stations. When there is a pending application for a new low...

  8. Turning a Private Story into a Public Event. Frame Analysis of Scandals in Television Performance

    Directory of Open Access Journals (Sweden)

    Olga Galanova

    2012-07-01

    Full Text Available It does not suffice to treat scandals only as supra-individual discourses on the macro level of  social communication. Rather we have to develop concrete methodical principles for the description of the practice of doing scandal in certain media. In this paper we look at these practices from a micro-sociological perspective and analyze how and through which concrete actions an event is staged as a scandal. Practices of scandal build a special frame of media communication, which allows  television producers to solve certain "communicative problems." Based on the detailed analysis of a video recording of a television show we exemplify how a private case turns to a public event by means of  scandal-framing. URN: http://nbn-resolving.de/urn:nbn:de:0114-fqs120398

  9. Proton movies

    CERN Multimedia

    2009-01-01

    A humorous short film made by three secondary school students received an award at a Geneva film festival. Even without millions of dollars or Hollywood stars at your disposal, it is still possible to make a good science fiction film about CERN. That is what three students from the Collège Madame de Staël in Carouge, near Geneva, demonstrated. For their amateur short film on the LHC, they were commended by the jury of the video and multimedia festival for schools organised by the "Media in education" service of the Canton of Geneva’s Public Education Department. The film is a spoof of a television news report on the LHC start-up. In sequences full of humour and imagination, the reporter conducts interviews with a very serious "Professor Sairne", some protons preparing for their voyage and even the neutrons that were rejected by the LHC. "We got the idea of making a film about CERN at the end of the summer," explains Lucinda Päsche, one of the three students. "We did o...

  10. Smoking scenes in popular Japanese serial television dramas: descriptive analysis during the same 3-month period in two consecutive years.

    Science.gov (United States)

    Kanda, Hideyuki; Okamura, Tomonori; Turin, Tanvir Chowdhury; Hayakawa, Takehito; Kadowaki, Takashi; Ueshima, Hirotsugu

    2006-06-01

    Japanese serial television dramas are becoming very popular overseas, particularly in other Asian countries. Exposure to smoking scenes in movies and television dramas has been known to trigger initiation of habitual smoking in young people. Smoking scenes in Japanese dramas may affect the smoking behavior of many young Asians. We examined smoking scenes and smoking-related items in serial television dramas targeting young audiences in Japan during the same season in two consecutive years. Fourteen television dramas targeting the young audience broadcast between July and September in 2001 and 2002 were analyzed. A total of 136 h 42 min of television programs were divided into unit scenes of 3 min (a total of 2734 unit scenes). All the unit scenes were reviewed for smoking scenes and smoking-related items. Of the 2734 3-min unit scenes, 205 (7.5%) were actual smoking scenes and 387 (14.2%) depicted smoking environments with the presence of smoking-related items, such as ash trays. In 185 unit scenes (90.2% of total smoking scenes), actors were shown smoking. Actresses were less frequently shown smoking (9.8% of total smoking scenes). Smoking characters in dramas were in the 20-49 age group in 193 unit scenes (94.1% of total smoking scenes). In 96 unit scenes (46.8% of total smoking scenes), at least one non-smoker was present in the smoking scenes. The smoking locations were mainly indoors, including offices, restaurants and homes (122 unit scenes, 59.6%). The most common smoking-related items shown were ash trays (in 45.5% of smoking-item-related scenes) and cigarettes (in 30.2% of smoking-item-related scenes). Only 3 unit scenes (0.1 % of all scenes) promoted smoking prohibition. This was a descriptive study to examine the nature of smoking scenes observed in Japanese television dramas from a public health perspective.

  11. Picking of foreign television formats by Czech televisions

    OpenAIRE

    Šopovová, Andrea

    2010-01-01

    This paper is concerned with one of the impacts of media globalisation and it is a picking of foreign television formats. It analyzes the structure of television programs offered by Czech television broadcasters and its change from 2005 when TV Nova and TV Prima changed their owners to international ones. After the introduction of media globalisation, the paper describes the television formats and then it includes a list of licensed television programs and a comparison of chosen programs with...

  12. 76 FR 44821 - Digital Low Power Television, Television Translator, and Television Booster Stations and To Amend...

    Science.gov (United States)

    2011-07-27

    ...] Digital Low Power Television, Television Translator, and Television Booster Stations and To Amend Rules... Digital Low Power Television, Television Translator, and Television Booster Stations and to Amend Rules... translator facilities in the 700 MHz band. These provisions provide procedures for a primary wireless...

  13. Face customization in a real-time digiTV stream

    Science.gov (United States)

    Lugmayr, Artur R.; Creutzburg, Reiner; Kalli, Seppo; Tsoumanis, Andreas

    2002-03-01

    The challenge in digital, interactive TV (digiTV) is to move the consumer from the refiguration state to the configuration state, where he can influence the story flow, the choice of characters and other narrative elements. Besides restructuring narrative and interactivity methodologies, one major task is content manipulation to provide the auditorium the ability to predefine actors that it wants to have in its virtual story universe. Current solutions in broadcasting video provide content as monolithic structure, composed of graphics, narration, special effects, etc. compressed into one high bit rate MPEG-2 stream. More personalized and interactive TV requires a contemporary approach to segment video data in real-time to customize contents. Our research work emphasizes techniques for interchanging faces/bodies against virtual anchors in real-time constrained broadcasted video streams. The aim of our research paper is to show and point out solutions for realizing real-time face and avatar customization. The major task for the broadcaster is metadata extraction by applying face detection/tracking/recognition algorithms, and transmission of the information to the client side. At the client side, our system shall provide the facility to pre-select virtual avatars stored in a local database, and synchronize movements and expressions with the current digiTV contents.

  14. Translating knowledge for action against stroke--using 5-minute videos for stroke survivors and caregivers to improve post-stroke outcomes: study protocol for a randomized controlled trial (Movies4Stroke).

    Science.gov (United States)

    Kamal, Ayeesha Kamran; Khoja, Adeel; Usmani, Bushra; Muqeet, Abdul; Zaidi, Fabiha; Ahmed, Masood; Shakeel, Saadia; Soomro, Nabila; Gowani, Ambreen; Asad, Nargis; Ahmed, Asma; Sayani, Saleem; Azam, Iqbal; Saleem, Sarah

    2016-01-27

    Two thirds of the global mortality of stroke is borne by low and middle income countries (LMICs). Pakistan is the world's sixth most populous country with a stroke-vulnerable population and is without a single dedicated chronic care center. In order to provide evidence for a viable solution responsive to this health care gap, and leveraging the existing >70% mobile phone density, we thought it rational to test the effectiveness of a mobile phone-based video intervention of short 5-minute movies to educate and support stroke survivors and their primary caregivers. Movies4Stroke will be a randomized control, outcome assessor blinded, parallel group, single center superiority trial. Participants with an acute stroke, medically stable, with mild to moderate disability and having a stable primary caregiver will be included. After obtaining informed consent the stroke survivor-caregiver dyad will be randomized. Intervention participants will have the movie program software installed in their phone, desktop, or Android device which will allow them to receive, view and repeat 5-minute videos on stroke-related topics at admission, discharge and first and third months after enrollment. The control arm will receive standard of care at an internationally accredited center with defined protocols. The primary outcome measure is medication adherence as ascertained by a locally validated Morisky Medication Adherence Scale and control of major risk factors such as blood pressure, blood sugar and blood cholesterol at 12 months post discharge. Secondary outcome measures are post-stroke complications and mortality, caregiver knowledge and change in functional outcomes after acute stroke at 1, 3, 6, 9 and 12 months. Movies4Stroke is designed to enroll 300 participant dyads after inflating 10% to incorporate attrition and non-compliance and has been powered at 95% to detect a 15% difference between intervention and usual care arm. Analysis will be done by the intention

  15. Intelligent control for scalable video processing

    NARCIS (Netherlands)

    Wüst, C.C.

    2006-01-01

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

  16. 75 FR 63766 - Digital Low Power Television, Television Translator, and Television Booster Stations and Digital...

    Science.gov (United States)

    2010-10-18

    ...] Digital Low Power Television, Television Translator, and Television Booster Stations and Digital Class A... TV, TV Translator or TV Booster Station, FCC Form 346; 47 CFR 74.793(d); LPTV Out-of-Core Digital... collection requirements: 47 CFR 74.793(d) proposes that certain digital low power and TV translator stations...

  17. On the Feasibility of Prefetching and Caching for Online TV Services: A Measurement Study on Hulu

    Science.gov (United States)

    Krishnappa, Dilip Kumar; Khemmarat, Samamon; Gao, Lixin; Zink, Michael

    Lately researchers are looking at ways to reduce the delay on video playback through mechanisms like prefetching and caching for Video-on-Demand (VoD) services. The usage of prefetching and caching also has the potential to reduce the amount of network bandwidth usage, as most popular requests are served from a local cache rather than the server containing the original content. In this paper, we investigate the advantages of having such a prefetching and caching scheme for a free hosting service of professionally created video (movies and TV shows) named "hulu". We look into the advantages of using a prefetching scheme where the most popular videos of the week, as provided by the hulu website, are prefetched and compare this approach with a conventional LRU caching scheme with limited storage space and a combined scheme of prefetching and caching. Results from our measurement and analysis shows that employing a basic caching scheme at the proxy yields a hit ratio of up to 77.69%, but requires storage of about 236GB. Further analysis shows that a prefetching scheme where the top-100 popular videos of the week are downloaded to the proxy yields a hit ratio of 44% with a storage requirement of 10GB. A LRU caching scheme with a storage limitation of 20GB can achieve a hit ratio of 55% but downloads 4713 videos to achieve such high hit ratio compared to 100 videos in prefetching scheme, whereas a scheme with both prefetching and caching with the same storage yields a hit ratio of 59% with download requirement of 4439 videos. We find that employing a scheme of prefetching along with caching with trade-off on the storage will yield a better hit ratio and bandwidth saving than individual caching or prefetching schemes.

  18. Perception While Watching Movies: Effects of Physical Screen Size and Scene Type

    Directory of Open Access Journals (Sweden)

    Tom Troscianko

    2012-08-01

    Full Text Available Over the last decade, television screens and display monitors have increased in size considerably, but has this improved our televisual experience? Our working hypothesis was that the audiences adopt a general strategy that “bigger is better.” However, as our visual perceptions do not tap directly into basic retinal image properties such as retinal image size (C. A. Burbeck, 1987, we wondered whether object size itself might be an important factor. To test this, we needed a task that would tap into the subjective experiences of participants watching a movie on different-sized displays with the same retinal subtense. Our participants used a line bisection task to self-report their level of “presence” (i.e., their involvement with the movie at several target locations that were probed in a 45-min section of the movie “The Good, The Bad, and The Ugly.” Measures of pupil dilation and reaction time to the probes were also obtained. In Experiment 1, we found that subjective ratings of presence increased with physical screen size, supporting our hypothesis. Face scenes also produced higher presence scores than landscape scenes for both screen sizes. In Experiment 2, reaction time and pupil dilation results showed the same trends as the presence ratings and pupil dilation correlated with presence ratings, providing some validation of the method. Overall, the results suggest that real-time measures of subjective presence might be a valuable tool for measuring audience experience for different types of (i display and (ii audiovisual material.

  19. "Reel" Marketing for Your Movie Collections and Film Resources

    Science.gov (United States)

    Germain, Carol Anne

    2012-01-01

    Foreign language films generate language acquisition, international cultural films help with global business interactions, medical videos teach students new medical procedures, and movies based on books encourage reading. Films can be instructional as well as FUN! Yet some of these cinematic materials receive little to no attention, not to mention…

  20. Boys to Men: Entertainment Media. Messages about Masculinity: A National Poll of Children, Focus Groups, and Content Analysis of Entertainment Media.

    Science.gov (United States)

    Heintz-Knowles, Katharine; Li-Vollmer, Meredith; Chen, Perry; Harris, Tarana; Haufler, Adrienne; Lapp, Joan; Miller, Patti

    Boys are especially active users of media, and researchers have suggested that the cumulative impact of media, such as television, movies, and music videos, may make them some of the most influential forces in boys' lives. This report presents the findings of a national poll of 1,200 young people (ages 10 to 17) and focus groups in which boys…

  1. Timing Is Everything: One Teacher's Exploration of the Best Time to Use Visual Media in a Science Unit

    Science.gov (United States)

    Drury, Debra

    2006-01-01

    Kids today are growing up with televisions, movies, videos and DVDs, so it's logical to assume that this type of media could be motivating and used to great effect in the classroom. But at what point should film and other visual media be used? Are there times in the inquiry process when showing a film or incorporating other visual media is more…

  2. About Television.

    Science.gov (United States)

    Mayer, Martin

    The entire broadcast television industry is the subject of this book. An attempt is made to present history, theory, and anecdotes about television programing, television advertising, television and politics, and network news, focusing all the while on American television, but with consideration given to alternative structures and methods.…

  3. A comparison of two methods for assessing awareness of antitobacco television advertisements.

    Science.gov (United States)

    Luxenberg, Michael G; Greenseid, Lija O; Depue, Jacob; Mowery, Andrea; Dreher, Marietta; Larsen, Lindsay S; Schillo, Barbara

    2016-05-01

    This study uses an online survey panel to compare two approaches for assessing ad awareness. The first uses a screenshot of a television ad and the second shows participants a full-length video of the ad. We randomly assigned 1034 Minnesota respondents to view a screenshot or a streaming video from two antitobacco ads. The study used one ad from ClearWay Minnesota's ITALIC! We All Pay the Price campaign, and one from the Centers for Disease Control ITALIC! Tips campaign. The key measure used to assess ad awareness was aided ad recall. Multivariate analyses of recall with cessation behaviour and attitudinal beliefs assessed the validity of these approaches. The respondents who saw the video reported significantly higher recall than those who saw the screenshot. Associations of recall with cessation behaviour and attitudinal beliefs were stronger and in the anticipated direction using the screenshot method. Over 20% of the respondents assigned to the video group could not see the ad. People who were under 45 years old, had incomes greater than $35,000 and women were reportedly less able to access the video. The methodology used to assess recall matters. Campaigns may exaggerate the successes or failures of their media campaigns, depending on the approach they employ and how they compare it to other media campaign evaluations. When incorporating streaming video, researchers should consider accessibility and report possible response bias. Researchers should fully define the measures they use, specify any viewing accessibility issues, and make ad comparisons only when using comparable methods. 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/

  4. The H.264/MPEG4 advanced video coding

    Science.gov (United States)

    Gromek, Artur

    2009-06-01

    H.264/MPEG4-AVC is the newest video coding standard recommended by International Telecommunication Union - Telecommunication Standardization Section (ITU-T) and the ISO/IEC Moving Picture Expert Group (MPEG). The H.264/MPEG4-AVC has recently become leading standard for generic audiovisual services, since deployment for digital television. Nowadays is commonly used in wide range of video application ranging like mobile services, videoconferencing, IPTV, HDTV, video storage and many more. In this article, author briefly describes the technology applied in the H.264/MPEG4-AVC video coding standard, the way of real-time implementation and the way of future development.

  5. IGLANCE: interactive free viewpoint for 3D TV

    NARCIS (Netherlands)

    Zinger, S.; Do, Q.L.; Ruijters, D.; With, de P.H.N.

    2010-01-01

    The iGLANCE project aims at making interactive free viewpoint selection possible in 3D TV broadcasted media. This means that the viewer can select and interactively change the viewpoint of a stereoscopic streamed video. The interactivity is enabled by broad-casting a number of video streams from

  6. P2-15: EEG Analysis on Story Change in TV Drama

    Directory of Open Access Journals (Sweden)

    Chung-Yeon Lee

    2012-10-01

    Full Text Available The human brain naturally recognizes a change of environment or atmosphere without great effort, and this is essential for interactive communication in social life and a specific reaction in an emergency situation. Most studies have investigated change detection of the brain with conditional experimental paradigms rather than the performance of everyday tasks. However, naturally occurring sensory stimuli are multimodal and dynamic. In an effort to study the relationship between users' induced physiological responses and changes of environment and atmosphere under more naturalistic and ecological conditions, we performed a basic experiment using audio-visual movies and electroencephalogram (EEG measurement. 8 healthy subjects were asked to watch a television sitcom without any responses, and their EEG signals were recorded simultaneously with 126 electrodes mounted in an elastic electrode cap. Time-frequency analysis of EEG revealed distinctive neural oscillations at the point of story change in the movie. This result could be used for applications in brain-computer interfaces, and provides a reference to cognitive impairment studies such as Attention Deficit Disorder (ADD or Attention-Deficit/Hyperactivity Disorder (ADHD.

  7. 360-degree videos: a new visualization technique for astrophysical simulations

    Science.gov (United States)

    Russell, Christopher M. P.

    2017-11-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.

  8. The Student Video Productions Handbook. A Guide to Planning and Teaching Student Video Productions.

    Science.gov (United States)

    Druce, Michael; Walker, Bob, Ed.

    This handbook provides novice video production teachers with a basic course outline containing information, activities, and lessons for use with high school students in an introductory television course. The contents are divided into five major sections: (1) before class begins, (2) preproduction, (3) production, (4) postproduction, and (5) the…

  9. Propaganda Tool: The Hollywood War Movie and Its Usurpation by TV

    Science.gov (United States)

    1990-02-28

    war the film industry produced a total of 1,313 feature films, of which 374 (28.5%) dealt with why America was fighting the war. Of these feature war...movies, the American fighting forces. ENDNOTES 1. Michael Paris, "The American Film Industry and Vietnam," History Today, April 1987, p. 19. 2. "Propaganda...become a logical target. Michael Paris, in his article "The American Film Industry And Vietnam," explains the mood of the time: The Korean War was

  10. Portrayal of tobacco use in prime-time TV dramas: trends and associations with adult cigarette consumption--USA, 1955-2010.

    Science.gov (United States)

    Jamieson, Patrick E; Romer, Daniel

    2015-05-01

    Although portrayal of television (TV) and movie tobacco use has been linked with initiation of cigarette smoking in adolescents, its association with smoking in adults has not been assessed. Therefore, we examined long-term and annual changes in tobacco portrayal in popular US TV dramas and their associations with comparable trends in national adult cigarette consumption. Tobacco use in 1838 h of popular US TV dramas was coded from 1955-2010. The long-term trend and annual deviations from trend were studied in relation to comparable trends in adult per capita cigarette consumption using correlational and time-series methods that controlled for other potential predictors. TV tobacco portrayal has trended downward since 1955 in line with the historical trend in cigarette consumption. Controlling for changes in cigarette prices and other factors, annual changes of one tobacco instance per episode hour across 2 years of programming were associated with annual change of 38.5 cigarettes per US adult. The decline in TV tobacco portrayal was associated with nearly half the effect of increases in cigarette prices over the study period. The correlation between tobacco portrayal in TV dramas and adult cigarette consumption is consistent with well-established effects of exposure to tobacco cues that create craving for cigarettes in adult smokers. Although tobacco use in TV dramas along with movies has declined over time, portrayal of smoking on screen media should be a focus for future adult tobacco control research and policy. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  11. 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.

  12. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

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

  13. Audio/visual analysis for high-speed TV advertisement detection from MPEG bitstream

    OpenAIRE

    Sadlier, David A.

    2002-01-01

    Advertisement breaks dunng or between television programmes are typically flagged by senes of black-and-silent video frames, which recurrendy occur in order to audio-visually separate individual advertisement spots from one another. It is the regular prevalence of these flags that enables automatic differentiauon between what is programme content and what is advertisement break. Detection of these audio-visual depressions within broadcast television content provides a basis on which advertise...

  14. TV Audience Measurement with Big Data.

    Science.gov (United States)

    Hill, Shawndra

    2014-06-01

    TV audience measurement involves estimating the number of viewers tuned into a TV show at any given time as well as their demographics. First introduced shortly after commercial television broadcasting began in the late 1940s, audience measurement allowed the business of television to flourish by offering networks a way to quantify the monetary value of TV audiences for advertisers, who pay for the estimated number of eyeballs watching during commercials. The first measurement techniques suffered from multiple limitations because reliable, large-scale data were costly to acquire. Yet despite these limitations, measurement standards remained largely unchanged for decades until devices such as cable boxes, video-on-demand boxes, and cell phones, as well as web apps, Internet browser clicks, web queries, and social media activity, resulted in an explosion of digitally available data. TV viewers now leave digital traces that can be used to track almost every aspect of their daily lives, allowing the potential for large-scale aggregation across data sources for individual users and groups and enabling the tracking of more people on more dimensions for more shows. Data are now more comprehensive, available in real time, and cheaper to acquire, enabling accurate and fine-grained TV audience measurement. In this article, I discuss the evolution of audience measurement and what the recent data explosion means for the TV industry and academic research.

  15. Effect of a television digital noise reduction device on fluoroscopic image quality and dose rate

    International Nuclear Information System (INIS)

    Jaffe, C.C.; Orphanoudakis, S.C.; Ablow, R.C.

    1982-01-01

    In conventional fluoroscopy, the current, and therefore the dose rate, is usually determined by the level at which the radiologist visualizes a just tolerable amount of photon ''mottle'' on the video monitor. In this study, digital processing of the analogue video image reduced noise and generated a television image at half the usual exposure rate. The technique uses frame delay to compare an incoming frame with the preceding output frame. A first-order recursive filter implemented under a motion-detection scheme operates on the image of a point-by-point basis. This effective motion detection algorithm permits noise suppression without creating noticeable lag in moving structures. Eight radiologists evaluated images of vesicoureteral reflux in the pig for noise, contrast, resolution, and general image quality on a five-point preferential scale. They rated the digitally processed fluoroscopy images equivalent in diagnostic value to unprocessed images

  16. Design and implementation of digital television over ethernet PON transmission system

    Science.gov (United States)

    Lu, Xi; Liu, Deming; Mao, Minjing; Wang, Jinjuan

    2005-11-01

    There are two primary methods of transmitting signal of digital television to the home in China. The first one is HFC mode, which is widely used. The other is IPTV mode, which is emerging. In this paper, the scheme of digital television over Ethernet PON is proposed. There are several differences from this system to IPTV and Video over LAN: the real-time transmission of equal-bandwidth based on statistical multiplexing, channel switching based on multicast and IP CA system, etc.. And these are also the key techniques used in this system. The architecture of DTV over EPON system, the function of every component, the framing process and the multiplexing of Ethernet frame are described. The implementation procedure of the system is shown. The mechanism of channel switching using multicast technique is designed and realized. We also present the method of using static VLAN and IGMP snooping mechanism to implement statistical multiplexing on Ethernet layer, and put forward the concept of IP Conditional Access System and define it. An experimental system of DTV over EPON is set up and the experimental result is significant.

  17. Alcohol advertising and adolescents.

    Science.gov (United States)

    Strasburger, Victor C

    2002-04-01

    Considerable research now exists that the media may exert a powerful influence on adolescents' drug-taking behavior. Teens view an average of 2,000 beer and wine ads per year in the US. In addition, television shows, movies, and music videos contain considerable amounts of alcohol use. This article will discuss the available research and offers suggestions to make the media healthier for teenagers.

  18. Association of television violence exposure with executive functioning and white matter volume in young adult males.

    Science.gov (United States)

    Hummer, Tom A; Kronenberger, William G; Wang, Yang; Anderson, Caitlin C; Mathews, Vincent P

    2014-07-01

    Prior research has indicated that self-reported violent media exposure is associated with poorer performance on some neuropsychological tests in adolescents. This study aimed to examine the relationship of executive functioning to violent television viewing in healthy young adult males and examine how brain structure is associated with media exposure measures. Sixty-five healthy adult males (ages 18-29) with minimal video game experience estimated their television viewing habits over the past year and, during the subsequent week, recorded television viewing time and characteristics in a daily media diary. Participants then completed a battery of neuropsychological laboratory tests quantifying executive functions and underwent a magnetic resonance imaging (MRI) scan. Aggregate measures of executive functioning were not associated with measures of overall television viewing (any content type) during the past week or year. However, the amount of television viewing of violent content only, as indicated by both past-year and daily diary measures, was associated with poorer scores on an aggregate score of inhibition, interference control and attention, with no relationship to a composite working memory score. In addition, violent television exposure, as measured with daily media diaries, was associated with reduced frontoparietal white matter volume. Future longitudinal work is necessary to resolve whether individuals with poor executive function and slower white matter growth are more drawn to violent programming, or if extensive media violence exposure modifies cognitive control mechanisms mediated primarily via prefrontal cortex. Impaired inhibitory mechanisms may be related to reported increases in aggression with higher media violence exposure. Copyright © 2014 Elsevier Inc. All rights reserved.

  19. Does Digital Video Advertising Increase Population-Level Reach of Multimedia Campaigns? Evidence From the 2013 Tips From Former Smokers Campaign

    Science.gov (United States)

    Shafer, Paul R; Rodes, Robert; Kim, Annice; Hansen, Heather; Patel, Deesha; Coln, Caryn; Beistle, Diane

    2016-01-01

    Background Federal and state public health agencies in the United States are increasingly using digital advertising and social media to promote messages from broader multimedia campaigns. However, little evidence exists on population-level campaign awareness and relative cost efficiencies of digital advertising in the context of a comprehensive public health education campaign. Objective Our objective was to compare the impact of increased doses of digital video and television advertising from the 2013 Tips From Former Smokers (Tips) campaign on overall campaign awareness at the population level. We also compared the relative cost efficiencies across these media platforms. Methods We used data from a large national online survey of approximately 15,000 US smokers conducted in 2013 immediately after the conclusion of the 2013 Tips campaign. These data were used to compare the effects of variation in media dose of digital video and television advertising on population-level awareness of the Tips campaign. We implemented higher doses of digital video among selected media markets and randomly selected other markets to receive similar higher doses of television ads. Multivariate logistic regressions estimated the odds of overall campaign awareness via digital or television format as a function of higher-dose media in each market area. All statistical tests used the .05 threshold for statistical significance and the .10 level for marginal nonsignificance. We used adjusted advertising costs for the additional doses of digital and television advertising to compare the cost efficiencies of digital and television advertising on the basis of costs per percentage point of population awareness generated. Results Higher-dose digital video advertising was associated with 94% increased odds of awareness of any ad online relative to standard-dose markets (Pdigital advertising was associated with a marginally nonsignificant increase (46%) in overall campaign awareness regardless of

  20. Does Digital Video Advertising Increase Population-Level Reach of Multimedia Campaigns? Evidence From the 2013 Tips From Former Smokers Campaign.

    Science.gov (United States)

    Davis, Kevin C; Shafer, Paul R; Rodes, Robert; Kim, Annice; Hansen, Heather; Patel, Deesha; Coln, Caryn; Beistle, Diane

    2016-09-14

    Federal and state public health agencies in the United States are increasingly using digital advertising and social media to promote messages from broader multimedia campaigns. However, little evidence exists on population-level campaign awareness and relative cost efficiencies of digital advertising in the context of a comprehensive public health education campaign. Our objective was to compare the impact of increased doses of digital video and television advertising from the 2013 Tips From Former Smokers (Tips) campaign on overall campaign awareness at the population level. We also compared the relative cost efficiencies across these media platforms. We used data from a large national online survey of approximately 15,000 US smokers conducted in 2013 immediately after the conclusion of the 2013 Tips campaign. These data were used to compare the effects of variation in media dose of digital video and television advertising on population-level awareness of the Tips campaign. We implemented higher doses of digital video among selected media markets and randomly selected other markets to receive similar higher doses of television ads. Multivariate logistic regressions estimated the odds of overall campaign awareness via digital or television format as a function of higher-dose media in each market area. All statistical tests used the .05 threshold for statistical significance and the .10 level for marginal nonsignificance. We used adjusted advertising costs for the additional doses of digital and television advertising to compare the cost efficiencies of digital and television advertising on the basis of costs per percentage point of population awareness generated. Higher-dose digital video advertising was associated with 94% increased odds of awareness of any ad online relative to standard-dose markets (Pdigital advertising was associated with a marginally nonsignificant increase (46%) in overall campaign awareness regardless of media format (P=.09). Higher

  1. A content analysis of advertisements related to oral health in children's Tamil television channels--a preliminary report.

    Science.gov (United States)

    Sukumaran, Aparna; Diwakar, Madankumar P; Shastry, Shivakumar M

    2012-05-01

    This study was conducted to examine the nature, content, and duration of advertisements broadcasted during children's Tamil television channels and to determine the extent to which television advertising changes during school holiday and non-holiday periods and between prime time and non-prime time broadcast. Television broadcasts on two main children's Tamil television channels were video-recorded over 16 days between 17.00-19.00 hours (non-prime time) and 19.00-21.00 hours (prime time). For each commercial, the type of product advertised, as well as the duration (in seconds), was recorded. Advertisements were categorized as 'food' and 'non-food'. The former category was further subdivided into 'sugar-rich foods' and 'other foods'. The sugar-rich foods were further categorized as liquid, solid and sticky, and slowly dissolving sugars. Commercials related to the promotion of oral health products and non-food products were also recorded. Among the total of 128 h of television programmes recorded, advertising accounted for 10.15% (13.01 hours). The advertisement of sugar-rich food products, non-food and oral hygiene products occupied 50.36%, 38.41% and 1.90%, respectively, of the total advertising time. Solid and sticky products made up 100% of advertisements in this category on Chithiram television channel, compared with 62.5% of advertisements on Chutti television channel. It was concluded that the advertising of sugar-rich foods, particularly solid and sticky food products, was broadcasted more in Chithiram television channel, during school holidays and during prime time. © 2011 The Authors. International Journal of Paediatric Dentistry © 2011 BSPD, IAPD and Blackwell Publishing Ltd.

  2. Profiles of the evaluators: impact of psychographic variables on the consumer-oriented quality assessment of mobile television

    Science.gov (United States)

    Jumisko-Pyykkö, Satu; Häkkinen, Jukka

    2008-02-01

    In the product development of services it is important to adjust mobile video quality according to the quality requirements of potential users. Therefore, a careful participant selection is very important. However, in the literature the details of participant selection are often handled without great detail. This is also reflected in the handling of experimental results, where the impact of psychographic factors on quality is rarely reported. As the user attributes potentially have a large effect to the results, we investigated the role of various psychographical variables on the subjective evaluation of audiovisual video quality in two different experiments. The studied variables were age, gender, education, professionalism, television consumption, experiences of different digital video qualities, and attitude towards technology. The results showed that quality evaluations were affected by almost all background factors. The most significant variables were age, professionalism, knowledge of digital quality features and attitude towards technology. The knowledge of these factors can be exploited in careful participant selection, which will in turn increase the validity of results as the subjective evaluations reflect better the requirements of potential users.

  3. Hybrid compression of video with graphics in DTV communication systems

    OpenAIRE

    Schaar, van der, M.; With, de, P.H.N.

    2000-01-01

    Advanced broadcast manipulation of TV sequences and enhanced user interfaces for TV systems have resulted in an increased amount of pre- and post-editing of video sequences, where graphical information is inserted. However, in the current broadcasting chain, there are no provisions for enabling an efficient transmission/storage of these mixed video and graphics signals and, at this emerging stage of DTV systems, introducing new standards is not desired. Nevertheless, in the professional video...

  4. Dress like a Star: Retrieving Fashion Products from Videos

    OpenAIRE

    Garcia, Noa; Vogiatzis, George

    2017-01-01

    This work proposes a system for retrieving clothing and fashion products from video content. Although films and television are the perfect showcase for fashion brands to promote their products, spectators are not always aware of where to buy the latest trends they see on screen. Here, a framework for breaking the gap between fashion products shown on videos and users is presented. By relating clothing items and video frames in an indexed database and performing frame retrieval with temporal a...

  5. Automatic movie skimming with general tempo analysis

    Science.gov (United States)

    Lee, Shih-Hung; Yeh, Chia-Hung; Kuo, C. C. J.

    2003-11-01

    Story units are extracted by general tempo analysis including tempos analysis including tempos of audio and visual information in this research. Although many schemes have been proposed to successfully segment video data into shots using basic low-level features, how to group shots into meaningful units called story units is still a challenging problem. By focusing on a certain type of video such as sport or news, we can explore models with the specific application domain knowledge. For movie contents, many heuristic rules based on audiovisual clues have been proposed with limited success. We propose a method to extract story units using general tempo analysis. Experimental results are given to demonstrate the feasibility and efficiency of the proposed technique.

  6. The Effects of Violent Video Games on Aggression: A Meta-Analysis.

    Science.gov (United States)

    Sherry, John L.

    2001-01-01

    Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)

  7. Identifying household television practices to reduce children’s television time

    NARCIS (Netherlands)

    Piotrowski, J.; Jordan, A.B.; Bleakley, A.; Hennessy, M.

    2013-01-01

    The risks associated with children’s heavy television viewing justify television-reduction efforts. Targeting parents and the household environment provides a promising strategy for limiting television. Research has highlighted household television practices to reduce children’s viewing, but more

  8. Breaking the news on mobile TV: user requirements of a popular mobile content

    Science.gov (United States)

    Knoche, Hendrik O.; Sasse, M. Angela

    2006-02-01

    This paper presents the results from three lab-based studies that investigated different ways of delivering Mobile TV News by measuring user responses to different encoding bitrates, image resolutions and text quality. All studies were carried out with participants watching News content on mobile devices, with a total of 216 participants rating the acceptability of the viewing experience. Study 1 compared the acceptability of a 15-second video clip at different video and audio encoding bit rates on a 3G phone at a resolution of 176x144 and an iPAQ PDA (240x180). Study 2 measured the acceptability of video quality of full feature news clips of 2.5 minutes which were recorded from broadcast TV, encoded at resolutions ranging from 120x90 to 240x180, and combined with different encoding bit rates and audio qualities presented on an iPAQ. Study 3 improved the legibility of the text included in the video simulating a separate text delivery. The acceptability of News' video quality was greatly reduced at a resolution of 120x90. The legibility of text was a decisive factor in the participants' assessment of the video quality. Resolutions of 168x126 and higher were substantially more acceptable when they were accompanied by optimized high quality text compared to proportionally scaled inline text. When accompanied by high quality text TV news clips were acceptable to the vast majority of participants at resolutions as small as 168x126 for video encoding bitrates of 160kbps and higher. Service designers and operators can apply this knowledge to design a cost-effective mobile TV experience.

  9. VIDAC; A New Technology for Increasing the Effectiveness of Television Distribution Networks: Report on a Feasibility Study of a Central Library "Integrated Media" Satellite Delivery System.

    Science.gov (United States)

    Diambra, Henry M.; And Others

    VIDAC (Video Audio Compressed), a new technology based upon non-real-time transmission of audiovisual information via conventional television systems, has been invented by the Westinghouse Electric Corporation. This system permits time compression, during storage and transmission of the audio component of a still visual-narrative audio…

  10. 3D Video Compression and Transmission

    DEFF Research Database (Denmark)

    Zamarin, Marco; Forchhammer, Søren

    In this short paper we provide a brief introduction to 3D and multi-view video technologies - like three-dimensional television and free-viewpoint video - focusing on the aspects related to data compression and transmission. Geometric information represented by depth maps is introduced as well...... and a novel coding scheme for multi-view data able to exploit geometric information in order to improve compression performances is briefly described and compared against the classical solution based on multi-view motion estimation. Future research directions close the paper....

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

    Science.gov (United States)

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

    2006-02-01

    Introduction: An increasing number of surgical procedures are performed in a microsurgical and minimally-invasive fashion. However, the performance of surgery, its possibilities and limitations become difficult to teach. Stereoscopic video has evolved from a complex production process and expensive hardware towards rapid editing of video streams with standard and HDTV resolution which can be displayed on portable equipment. This study evaluates the usefulness of stereoscopic video in teaching undergraduate medical students. Material and methods: From an earlier study we chose two clips each of three different microsurgical operations (tympanoplasty type III of the ear, endonasal operation of the paranasal sinuses and laser chordectomy for carcinoma of the larynx). This material was added by 23 clips of a cochlear implantation, which was specifically edited for a portable computer with an autostereoscopic display (PC-RD1-3D, SHARP Corp., Japan). The recording and synchronization of left and right image was performed at the University Hospital Aachen. The footage was edited stereoscopically at the Waseda University by means of our original software for non-linear editing of stereoscopic 3-D movies. Then the material was converted into the streaming 3-D video format. The purpose of the conversion was to present the video clips by a file type that does not depend on a television signal such as PAL or NTSC. 25 4th year medical students who participated in the general ENT course at Aachen University Hospital were asked to estimate depth clues within the six video clips plus cochlear implantation clips. Another 25 4th year students who were shown the material monoscopically on a conventional laptop served as control. Results: All participants noted that the additional depth information helped with understanding the relation of anatomical structures, even though none had hands-on experience with Ear, Nose and Throat operations before or during the course. The monoscopic

  12. From Watching Newsreels to Making Videos

    Science.gov (United States)

    Hammond, Thomas C.; Lee, John

    2009-01-01

    From filmstrips to documentaries to Hollywood movies, social studies teachers have a long tradition of using video in the classroom. In fact, some of the earliest films made were purposefully adapted for social studies instruction as photoplays depicting pivotal events in U.S. history. A key difference between digital video and its predecessors is…

  13. Association of sleep quality with watching TV, computer games and caffeine intake in adolescents of Minoodar district, Qazvin

    Directory of Open Access Journals (Sweden)

    A. Avani

    2015-12-01

    Full Text Available Background: Insufficient sleep or poor sleep quality affect learning, memory and performance and cause behavioral disorders. Watching television (TV, using computer and internet, playing computer games, and caffeine intake are of factors affecting sleep quality. Objective: The aim of this study was to determine the association of sleep quality with watching TV, computer games and caffeine intake in adolescents of Minoodar district, Qazvin41T. Methods: This cross sectional study was conducted in 319 adolescents (10 to 18 years old that were selected by multistage cluster random sampling method during 2010-2011. Demographic data and data on duration of playing computer games and watching TV were collected. Food frequency questionnaire and BEARS questionnaire were completed. Data were analyzed using Chi-square test, logistic regression analysis and ANOVA. Findings:Mean age was15±2.43 years41T. Of 319 adolescents, 162 (50.8% were female41T. The duration of watching TV or video41T was not significantly different41T between boys and girls. The duration of playing computer or video games41T was statistically different41T between boys and girls. There was no correlation between sleep quality and duration of watching TV or videos in a day, duration of playing computer or video games in a day, and caffeine intake in adolescents. Conclusions: With regards to the results, it seems that there is no association between sleep quality and watching TV, playing computer games and caffeine intake.

  14. Promoting Creative Thinking and Expression of Science Concepts among Elementary Teacher Candidates through Science Content Movie Creation and Showcasing

    Science.gov (United States)

    Hechter, Richard P.; Guy, Mark

    2010-01-01

    This article reports the phases of design and use of video editing technology as a medium for creatively expressing science content knowledge in an elementary science methods course. Teacher candidates communicated their understanding of standards-based core science concepts through the creation of original digital movies. The movies were assigned…

  15. Movie Smoking, Movie Horror, and Urge to Smoke

    Science.gov (United States)

    SARGENT, James D.; MARUSKA, Karin; MORGENSTERN, Matthis; ISENSEE, Barbara; HANEWINKEL, Reiner

    2010-01-01

    It is known that exposure to smoking cues increases urge to smoke (UTS), but little is known about other media factors that might also increase UTS. We hypothesized that horror/thriller movies might also increase UTS by increasing negative affect. We surveyed 536 movie patrons who were smokers aged 18 years or older. Subjects had exited 26 movies, of which 12 contained smoking and two were horror films, one with and one without smoking. We used random effects regression to assess the association between exposure to movie smoking, movie horror, both and UTS, controlling for confounding factors. Median age was 26 years and 52% were female. Mean UTS was 5.9, 6.6, 6.6, and 8.7 for smokers exiting movies without smoking, with smoking, horror without smoking and horror with smoking respectively. Smoking in movies was associated with a significantly higher UTS (0.63 [95% CI 0.31–0.94]). Horror with smoking increased UTS by 2.8 points (95% C.I. 2.3, 3.5); the horror without smoking estimate was 0.88, but not statistically significant. This short report offers preliminary evidence that movie horror as one factor besides visual smoking cues that could increase UTS in a community setting. PMID:20301876

  16. Identifying family television practices to reduce children's television time

    NARCIS (Netherlands)

    Piotrowski, J.; Jordan, A.B.; Bleakley, A.; Hennessy, M.

    2015-01-01

    The family system plays an important role in shaping children’s television use. The American Academy of Pediatrics has recommended that parents limit screen time, given the risks associated with children’s heavy television viewing. Researchers have highlighted family television practices that may be

  17. Optimized Watermarking for Light Field Rendering based Free-View TV

    DEFF Research Database (Denmark)

    Apostolidis, Evlampios; Kounalakis, Tsampikos; Manifavas, Charalampos

    2013-01-01

    In Free-View Television the viewers select freely the viewing position and angle of the transmitted multiview video. It is apparent that copyright and copy protection problems exist, since a video of this arbitrarily selected view can be recorded and then misused. In this context, the watermark...... introduced by the watermark’s insertion-extraction scheme. Therefore, we ended up to the best five Mathematical Distributions, and we concluded that the watermark’s robustness in FTV case does not depend only on the FTV image’s characteristics, but it also relies on the characteristics of the Mathematical...

  18. Automatic quality verification of the TV sets

    Science.gov (United States)

    Marijan, Dusica; Zlokolica, Vladimir; Teslic, Nikola; Pekovic, Vukota; Temerinac, Miodrag

    2010-01-01

    In this paper we propose a methodology for TV set verification, intended for detecting picture quality degradation and functional failures within a TV set. In the proposed approach we compare the TV picture captured from a TV set under investigation with the reference image for the corresponding TV set in order to assess the captured picture quality and therefore, assess the acceptability of TV set quality. The methodology framework comprises a logic block for designing the verification process flow, a block for TV set quality estimation (based on image quality assessment) and a block for generating the defect tracking database. The quality assessment algorithm is a full-reference intra-frame approach which aims at detecting various digital specific-TV-set picture degradations, coming from TV system hardware and software failures, and erroneous operational modes and settings in TV sets. The proposed algorithm is a block-based scheme which incorporates the mean square error and a local variance between the reference and the tested image. The artifact detection algorithm is shown to be highly robust against brightness and contrast changes in TV sets. The algorithm is evaluated by performance comparison with the other state-of-the-art image quality assessment metrics in terms of detecting TV picture degradations, such as illumination and contrast change, compression artifacts, picture misalignment, aliasing, blurring and other types of degradations that are due to defects within the TV set video chain.

  19. High efficiency video coding (HEVC) algorithms and architectures

    CERN Document Server

    Budagavi, Madhukar; Sullivan, Gary

    2014-01-01

    This book provides developers, engineers, researchers and students with detailed knowledge about the High Efficiency Video Coding (HEVC) standard. HEVC is the successor to the widely successful H.264/AVC video compression standard, and it provides around twice as much compression as H.264/AVC for the same level of quality. The applications for HEVC will not only cover the space of the well-known current uses and capabilities of digital video – they will also include the deployment of new services and the delivery of enhanced video quality, such as ultra-high-definition television (UHDTV) and video with higher dynamic range, wider range of representable color, and greater representation precision than what is typically found today. HEVC is the next major generation of video coding design – a flexible, reliable and robust solution that will support the next decade of video applications and ease the burden of video on world-wide network traffic. This book provides a detailed explanation of the various parts ...

  20. Multiframe digitization of x-ray (TV) images (abstract)

    Science.gov (United States)

    Karpenko, V. A.; Khil'chenko, A. D.; Lysenko, A. P.; Panchenko, V. E.

    1989-07-01

    The work in progress deals with the experimental search for a technique of digitizing x-ray TV images. The small volume of the buffer memory of the analog-to-digital (A/D) converter (ADC) we have previously used to detect TV signals made it necessary to digitize only one line at a time of the television raster and also to make use of gating to gain the video information contained in the whole frame. This paper is devoted to multiframe digitizing. The recorder of video signals comprises a broadband 8-bit A/D converter, a buffer memory having 128K words and a control circuit which forms a necessary sequence of advance pulses for the A/D converter and the memory relative to the input frame and line sync pulses (FSP and LSP). The device provides recording of video signals corresponding to one or a few frames following one after another, or to their fragments. The control circuit is responsible for the separation of the required fragment of the TV image. When loading the limit registers, the following input parameters of the control circuit are set: the skipping of a definite number of lines after the next FSP, the number of the lines of recording inside a fragment, the frequency of the information lines inside a fragment, the delay in the start of the ADC conversion relative to the arrival of the LSP, the length of the information section of a line, and the frequency of taking the readouts in a line. In addition, among the instructions given are the number of frames of recording and the frequency of their sequence. Thus, the A/D converter operates only inside a given fragment of the TV image. The information is introduced into the memory in sequence, fragment by fragment, without skipping and is then extracted as samples according to the addresses needed for representation in the required form, and processing. The video signal recorder governs the shortest time of the ADC conversion per point of 250 ns. As before, among the apparatus used were an image vidicon with

  1. Video Quality Assessment Using Spatio-Velocity Contrast Sensitivity Function

    Science.gov (United States)

    Hirai, Keita; Tumurtogoo, Jambal; Kikuchi, Ayano; Tsumura, Norimichi; Nakaguchi, Toshiya; Miyake, Yoichi

    Due to the development and popularization of high-definition televisions, digital video cameras, Blu-ray discs, digital broadcasting, IP television and so on, it plays an important role to identify and quantify video quality degradations. In this paper, we propose SV-CIELAB which is an objective video quality assessment (VQA) method using a spatio-velocity contrast sensitivity function (SV-CSF). In SV-CIELAB, motion information in videos is effectively utilized for filtering unnecessary information in the spatial frequency domain. As the filter to apply videos, we used the SV-CSF. It is a modulation transfer function of the human visual system, and consists of the relationship among contrast sensitivities, spatial frequencies and velocities of perceived stimuli. In the filtering process, the SV-CSF cannot be directly applied in the spatial frequency domain because spatial coordinate information is required when using velocity information. For filtering by the SV-CSF, we obtain video frames separated in spatial frequency domain. By using velocity information, the separated frames with limited spatial frequencies are weighted by contrast sensitivities in the SV-CSF model. In SV-CIELAB, the criteria are obtained by calculating image differences between filtered original and distorted videos. For the validation of SV-CIELAB, subjective evaluation experiments were conducted. The subjective experimental results were compared with SV-CIELAB and the conventional VQA methods such as CIELAB color difference, Spatial-CIELAB, signal to noise ratio and so on. From the experimental results, it was shown that SV-CIELAB is a more efficient VQA method than the conventional methods.

  2. Dynamic Programming Optimization of Multi-rate Multicast Video-Streaming Services

    Directory of Open Access Journals (Sweden)

    Nestor Michael Caños Tiglao

    2010-06-01

    Full Text Available In large scale IP Television (IPTV and Mobile TV distributions, the video signal is typically encoded and transmitted using several quality streams, over IP Multicast channels, to several groups of receivers, which are classified in terms of their reception rate. As the number of video streams is usually constrained by both the number of TV channels and the maximum capacity of the content distribution network, it is necessary to find the selection of video stream transmission rates that maximizes the overall user satisfaction. In order to efficiently solve this problem, this paper proposes the Dynamic Programming Multi-rate Optimization (DPMO algorithm. The latter was comparatively evaluated considering several user distributions, featuring different access rate patterns. The experimental results reveal that DPMO is significantly more efficient than exhaustive search, while presenting slightly higher execution times than the non-optimal Multi-rate Step Search (MSS algorithm.

  3. Teaching Television Watchers.

    Science.gov (United States)

    Dunn, Judy Lee

    1994-01-01

    Presents activities to help teachers address the needs and behaviors of students raised on television; includes resources to help teachers use television productively in the classroom, a send-home reproducible on children and television violence, and notes on an interview with Shari Lewis and television tips for primary students. (SM)

  4. Introducing MASC: A Movie for the Assessment of Social Cognition

    Science.gov (United States)

    Dziobek, Isabel; Fleck, Stefan; Kalbe, Elke; Rogers, Kimberley; Hassenstab, Jason; Brand, Matthias; Kessler, Josef; Woike, Jan K.; Wolf, Oliver T.; Convit, Antonio

    2006-01-01

    In the present study we introduce a sensitive video-based test for the evaluation of subtle mindreading difficulties: the Movie for the Assessment of Social Cognition (MASC). This new mindreading tool involves watching a short film and answering questions referring to the actors' mental states. A group of adults with Asperger syndrome (n = 19) and…

  5. Passive ultra-brief video training improves performance of compression-only cardiopulmonary resuscitation.

    Science.gov (United States)

    Benoit, Justin L; Vogele, Jennifer; Hart, Kimberly W; Lindsell, Christopher J; McMullan, Jason T

    2017-06-01

    Bystander compression-only cardiopulmonary resuscitation (CPR) improves survival after out-of-hospital cardiac arrest. To broaden CPR training, 1-2min ultra-brief videos have been disseminated via the Internet and television. Our objective was to determine whether participants passively exposed to a televised ultra-brief video perform CPR better than unexposed controls. This before-and-after study was conducted with non-patients in an urban Emergency Department waiting room. The intervention was an ultra-brief CPR training video displayed via closed-circuit television 3-6 times/hour. Participants were unaware of the study and not told to watch the video. Pre-intervention, no video was displayed. Participants were asked to demonstrate compression-only CPR on a manikin. Performance was scored based on critical actions: check for responsiveness, call for help, begin compressions immediately, and correct hand placement, compression rate and depth. The primary outcome was the proportion of participants who performed all actions correctly. There were 50 control and 50 exposed participants. Mean age was 37, 51% were African-American, 52% were female, and 10% self-reported current CPR certification. There were no statistically significant differences in baseline characteristics between groups. The number of participants who performed all actions correctly was 0 (0%) control vs. 10 (20%) exposed (difference 20%, 95% confidence interval [CI] 8.9-31.1%, ptraining is associated with improved performance of compression-only CPR. Copyright © 2017 Elsevier B.V. All rights reserved.

  6. Pop Rocks! Engaging first-year geology students by deconstructing and correcting scientific misconceptions in popular culture. A Practice Report

    OpenAIRE

    Leslie Almberg

    2011-01-01

    Popular culture abounds with ill-conceived notions about Earth’s processes.  Movies, books, music, television and even video games frequently misrepresent fundamental scientific principles, warping viewers’ perceptions of the world around them.  First year geoscience students are not immune to pop culture’s portrayal of earth science and the misconceptions they bring to Geology 101 cloud their ability to differentiate between fact and fiction.  Working within ...

  7. Hidden addiction: Television

    Science.gov (United States)

    Sussman, Steve; Moran, Meghan B.

    2013-01-01

    Background and aims: The most popular recreational pastime in the U.S. is television viewing. Some researchers have claimed that television may be addictive. We provide a review of the definition, etiology, prevention and treatment of the apparent phenomenon of television addiction. Methods: Selective review. Results: We provide a description of television (TV) addiction, including its negative consequences, assessment and potential etiology, considering neurobiological, cognitive and social/cultural factors. Next, we provide information on its prevention and treatment. Discussion and conclusions: We suggest that television addiction may function similarly to substance abuse disorders but a great deal more research is needed. PMID:25083294

  8. Visual analysis of music in function of music video

    Directory of Open Access Journals (Sweden)

    Antal Silard

    2015-01-01

    Full Text Available Wide-spread all over the planet, incorporating all music genres, the music video, the subject matter of this analysis, has become irreplaceable in promotions, song presentations, an artist's image, visual aesthetics of subculture; today, most of the countries in the world have a channel devoted to music only, i.e. to music video. The form started to develop rapidly in the 50s of the twentieth century, alongside television. As it developed, its purpose has changed: from a simple presentation of musicians to an independent video form.

  9. Social Support May Buffer the Effect of Intrafamilial Stressors on Preschool Children's Television Viewing Time in Low-Income Families

    Science.gov (United States)

    Jurkowski, Janine M.; Davison, Kirsten K.

    2013-01-01

    Abstract Background: Excessive television (TV) viewing in preschool children has been linked to negative outcomes during childhood, including childhood obesity. In a sample of low-income families, this study examined associations between intrafamilial factors and preschool children's TV-viewing time and the moderating effect of social support from nonfamily members on this association. Methods: In 2010, 129 mothers/female guardians of 2- to 5-year-old children enrolled at five Head Start centers in Rensselaer County, New York, completed a self-report survey. The survey assessed child TV-viewing time (including TV, DVDs, and videos) and intrafamilial risk factors, including maternal perceived stress, depressive symptoms, TV viewing, leisure-time physical activity (inactivity), and family functioning. Social support from nonfamily members (nonfamily social support) was also measured and examined as an effect modifier. Results: Children watched TV an average of 160 minutes per day. Moderate depressive symptoms (Personal Health Questionnaire depression scale scores ≥10), higher perceived stress, poorer family functioning, and higher maternal TV-viewing were significantly and independently associated with greater minutes of child TV viewing, controlling for covariates. In all instances, nonfamily social support moderated these associations, such that negative experiences within the family environment were linked with higher child TV-viewing time under conditions of low nonfamily social support, but not high nonfamily support. Conclusions: Social support from nonfamily members may buffer potentially negative effects of intrafamilial factors on preschool children's TV-viewing time. PMID:24168754

  10. Social support may buffer the effect of intrafamilial stressors on preschool children's television viewing time in low-income families.

    Science.gov (United States)

    Li, Kaigang; Jurkowski, Janine M; Davison, Kirsten K

    2013-12-01

    Excessive television (TV) viewing in preschool children has been linked to negative outcomes during childhood, including childhood obesity. In a sample of low-income families, this study examined associations between intrafamilial factors and preschool children's TV-viewing time and the moderating effect of social support from nonfamily members on this association. In 2010, 129 mothers/female guardians of 2- to 5-year-old children enrolled at five Head Start centers in Rensselaer County, New York, completed a self-report survey. The survey assessed child TV-viewing time (including TV, DVDs, and videos) and intrafamilial risk factors, including maternal perceived stress, depressive symptoms, TV viewing, leisure-time physical activity (inactivity), and family functioning. Social support from nonfamily members (nonfamily social support) was also measured and examined as an effect modifier. Children watched TV an average of 160 minutes per day. Moderate depressive symptoms (Personal Health Questionnaire depression scale scores ≥10), higher perceived stress, poorer family functioning, and higher maternal TV-viewing were significantly and independently associated with greater minutes of child TV viewing, controlling for covariates. In all instances, nonfamily social support moderated these associations, such that negative experiences within the family environment were linked with higher child TV-viewing time under conditions of low nonfamily social support, but not high nonfamily support. Social support from nonfamily members may buffer potentially negative effects of intrafamilial factors on preschool children's TV-viewing time.

  11. The audiovisual mounting narrative as a basis for the documentary film interactive: news studies

    Directory of Open Access Journals (Sweden)

    Mgs. Denis Porto Renó

    2008-01-01

    Full Text Available This paper presents a literature review and experiment results from pilot-doctoral research "assembly language visual narrative for the documentary film interactive," which defend the thesis that there are features interactive audio and video editing of the movie, even as causing agent of interactivity. The search for interactive audio-visual formats are present in international investigations, but sob glances technology. He believes that this paper is to propose possible formats for interactive audiovisual production film, video, television, computer and cell phone from the postmodern society. Key words: Audiovisual, language, interactivity, cinema interactive, documentary, communication.

  12. "What Are You Viewing?" Exploring the Pervasive Social TV Experience

    Science.gov (United States)

    Schatz, Raimund; Baillie, Lynne; Fröhlich, Peter; Egger, Sebastian; Grechenig, Thomas

    The vision of pervasive TV foresees users engaging with interactive video services across a variety of contexts and user interfaces. Following this idea, this chapter extends traditional Social TV toward the notion of pervasive Social TV (PSTV) by including mobile viewing scenarios. We discuss social interaction enablers that integrate TV content consumption and communication in the context of two case studies that evaluate Social TV on mobile smartphones as well as the traditional set-top-box-based setup. We report on the impact of social features such as text-chat, audio-chat, and synchronized channel-choice on the end-user's media experience. By analyzing the commonalities and the differences between mobile and living-room Social TV that we found, we provide guidance on the design of pervasive Social TV systems as well as on future research issues.

  13. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

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

  14. An Inquiry-Based Course Using "Physics?" in Cartoons and Movies

    Science.gov (United States)

    Rogers, Michael

    2007-01-01

    Books, cartoons, movies, and video games provide engaging opportunities to get both science and nonscience students excited about physics. An easy way to use these media in one's classroom is to have students view clips and identify unusual events, odd physics, or list things that violate our understanding of the physics that governs our universe.…

  15. [Bedtime, television and computer habits of primary school children in Germany].

    Science.gov (United States)

    Heins, E; Seitz, C; Schüz, J; Toschke, A M; Harth, K; Letzel, S; Böhler, E

    2007-03-01

    Pediatricians recommend daily sleep of at least ten hours for children aged 9 and 10 years. Sufficient sleep is necessary for maintaining the body's homeostasis, as well as for fixing memories and learning. Lack of sleep in children has been associated with a diminished school performance, reduced attention span, and obesity. Adulthood is influenced by childhood lifestyle habits. Data from 4th graders in 34 schools in Mainz and its surroundings were analysed in order to determine negative health lifestyle factors in German primary school children, such as lack of sleep and increased leisure time spent watching television and computer gaming. Data from a cross-sectional study regarding cellular phone use in fourth-graders in Mainz were used for this analysis. Bedtime, television and computer use habits, as well as other factors were explored. A total of 1933 children from 34 schools participated by answering a questionnaire in the 2002-2003 school year (participation rate: 88%). Complete data for the secondary analysis were available from 1889 students (51% male, median age 10 years). Overall, 28% of the children reported going to bed after 9 pm on week nights, 16% reported watching television more than three hours daily, and 11% played computer or video games more than three hours daily. In the adjusted binary logistic regression model, being older, male, having older siblings, watching television (OR 1.82, 95% CI 1.28-2.61) and playing computer games (OR 3.23; 95% CI 2.24-4.67) for more than three hours daily, owning a mobile phone, and being in a school in the city were associated with going to bed after 9 pm. Every fourth child does not obtain a sleep duration of 10 hours, under the assumption that primary schoolchildren need to be awake at 7 am on weekdays. Lifestyle factors that may negatively influence a child's development determine their actual and future habits. Sufficient sleep and less television and computer leisure times should be assertively

  16. Statistical Analysis of Video Frame Size Distribution Originating from Scalable Video Codec (SVC

    Directory of Open Access Journals (Sweden)

    Sima Ahmadpour

    2017-01-01

    Full Text Available Designing an effective and high performance network requires an accurate characterization and modeling of network traffic. The modeling of video frame sizes is normally applied in simulation studies and mathematical analysis and generating streams for testing and compliance purposes. Besides, video traffic assumed as a major source of multimedia traffic in future heterogeneous network. Therefore, the statistical distribution of video data can be used as the inputs for performance modeling of networks. The finding of this paper comprises the theoretical definition of distribution which seems to be relevant to the video trace in terms of its statistical properties and finds the best distribution using both the graphical method and the hypothesis test. The data set used in this article consists of layered video traces generating from Scalable Video Codec (SVC video compression technique of three different movies.

  17. Dying to play video games: carbon monoxide poisoning from electrical generators used after hurricane Ike.

    Science.gov (United States)

    Fife, Caroline E; Smith, Latisha A; Maus, Erik A; McCarthy, James J; Koehler, Michelle Z; Hawkins, Trina; Hampson, Neil B

    2009-06-01

    Carbon monoxide (CO) poisoning is common after major storms because of loss of electrical power and use of alternate fuel sources for heat and electricity. In past epidemics of hurricane-related CO poisoning, the source has typically been gasoline-powered electrical generators. Although it is typically believed that generators were used to power air conditioning and refrigeration, this report demonstrates an unsuspected reason for their use. After Hurricane Ike's landfall in September 2008, major power outages were associated with an epidemic of CO poisoning from electrical generators, as expected. Staff at Memorial Hermann Hospital-Texas Medical Center treated or telephone-triaged cases from the Houston area. A review of the details of those cases forms the basis of this report. Memorial Hermann Hospital-Texas Medical Center staff treated or triaged 37 individuals exposed to CO from gasoline-powered electrical generators in 13 incidents in the first 36 hours after landfall of the hurricane. Notably, 54% (20 of 37) of the patients were under the age of 18 years. Symptoms ranged from mild to severe, with 1 child dying at the scene. Eleven patients were treated with hyperbaric oxygen. Among 9 incidents in which the reason for generator use was determined, 5 were due to generators powering video games or televisions to watch movies or programs. These 5 incidents in which video games were being powered accounted for 75% (15 of 20) of the pediatric poisonings. Generator-related CO poisoning is indeed common during power outages after hurricanes. However, generators are commonly being used to provide electricity to power entertainment devices for children, such as video games. Additional public education about CO risk is needed, perhaps directed at older children and teenagers through the schools in regions susceptible to hurricanes.

  18. iMac pocket genius

    CERN Document Server

    Hart-Davis, Guy

    2010-01-01

    If you want to get the very most out of your iMac, put this savvy Portable Genius guide to work. Want to make the most of the new Magic Mouse and the latest iLife apps? Set up a wireless network using your iMac's AirPort card? Watch television on your iMac, or show iMac videos and movies on your television? You'll find cool and useful Genius tips, full-color screenshots, and pages of easy-to-access shortcuts and tools that will save you time and let you enjoy your iMac to the max.

  19. Parental mediation of television viewing and videogaming of adolescents with autism spectrum disorder and their siblings.

    Science.gov (United States)

    Kuo, Melissa H; Magill-Evans, Joyce; Zwaigenbaum, Lonnie

    2015-08-01

    Adolescents with autism spectrum disorder spend considerable time in media activities. Parents play an important role in shaping adolescents' responses to media. This study explored the mediation strategies that parents of adolescents with autism spectrum disorder used to manage television and video game use, factors associated with their use of different strategies, and whether mediation strategies changed over time. A secondary purpose was to examine whether parents applied different mediation strategies to adolescents with autism spectrum disorder versus siblings, and the factors that created stress related to managing media use. Parents of 29 adolescents with autism spectrum disorder and 16 siblings completed questionnaires at two time points. Parents most frequently supervised their television viewing by watching it with the adolescents, and used restrictive strategies to regulate their videogaming. Parents used similar strategies for siblings, but more frequently applied restrictive and instructive strategies for videogaming with adolescents with autism spectrum disorder than their siblings. Restrictive mediation of television viewing for the adolescents decreased significantly over the year. Adolescents' time spent in media activities, age, and behavior problems, and parents' concerns about media use were significant factors associated with the strategies that parents employed. Parents' stress related to the adolescents' behavioral and emotional responses to parental restrictions. © The Author(s) 2014.

  20. Free viewpoint TV and its international standardization

    Science.gov (United States)

    Tanimoto, Masayuki

    2009-05-01

    We have developed a new type of television named FTV (Free-viewpoint TV). FTV is an innovative visual media that enables us to view a 3D scene by freely changing our viewpoints. We proposed the concept of FTV and constructed the world's first real-time system including the complete chain of operation from image capture to display. We also realized FTV on a single PC and FTV with free listening-point audio. FTV is based on the ray-space method that represents one ray in real space with one point in the ray-space. We have also developed new type of ray capture and display technologies such as a 360-degree mirror-scan ray capturing system and a 360 degree ray-reproducing display. MPEG regarded FTV as the most challenging 3D media and started the international standardization activities of FTV. The first phase of FTV is MVC (Multi-view Video Coding) and the second phase is 3DV (3D Video). MVC was completed in March 2009. 3DV is a standard that targets serving a variety of 3D displays. It will be completed within the next two years.

  1. Improving Tactical Psyop Video Dissemination in Media-Austere Operating Environments

    National Research Council Canada - National Science Library

    Tulak, Arthur

    2004-01-01

    .... Recent operations demonstrate the requirement for video PSYOP in media-austere environments where the target audience lacks access to television, due to poverty, or lack of supporting infrastructure...

  2. Audience reaction movie trailers and the Paranormal Activity franchise

    Directory of Open Access Journals (Sweden)

    Alexander Swanson

    2015-03-01

    Full Text Available This article addresses the concept and growing practice of audience reaction movie trailers, specifically for films in the horror genre. Popularized by the Paranormal Activity series of films, these trailers primarily utilize green night-vision video footage of a movie theater audience reacting to the film being advertised, yet also consist of webcam recordings of screaming fans, documentary-style B-roll footage of audiences filing into preview screenings with high levels of anticipation, and close-up shots of spectator facial expressions, accompanied by no footage whatsoever from the film being advertised. In analyzing these audience-centric promotional paratexts, my aim is to reveal them as attempting to sell and legitimize the experiential, communal, and social qualities of the theatrical movie viewing experience while at the same time calling for increased fan investment in both physical and online spaces. Through the analysis of audience reaction trailers, this article hopes to both join and engender conversations about horror fan participation, the nature of anticipatory texts as manipulative, and the current state of horror gimmickry in the form of the promotional paratext.

  3. Exploiting Speech for Automatic TV Delinearization: From Streams to Cross-Media Semantic Navigation

    Directory of Open Access Journals (Sweden)

    Guinaudeau Camille

    2011-01-01

    Full Text Available The gradual migration of television from broadcast diffusion to Internet diffusion offers countless possibilities for the generation of rich navigable contents. However, it also raises numerous scientific issues regarding delinearization of TV streams and content enrichment. In this paper, we study how speech can be used at different levels of the delinearization process, using automatic speech transcription and natural language processing (NLP for the segmentation and characterization of TV programs and for the generation of semantic hyperlinks in videos. Transcript-based video delinearization requires natural language processing techniques robust to transcription peculiarities, such as transcription errors, and to domain and genre differences. We therefore propose to modify classical NLP techniques, initially designed for regular texts, to improve their robustness in the context of TV delinearization. We demonstrate that the modified NLP techniques can efficiently handle various types of TV material and be exploited for program description, for topic segmentation, and for the generation of semantic hyperlinks between multimedia contents. We illustrate the concept of cross-media semantic navigation with a description of our news navigation demonstrator presented during the NEM Summit 2009.

  4. Maximizing Resource Utilization in Video Streaming Systems

    Science.gov (United States)

    Alsmirat, Mohammad Abdullah

    2013-01-01

    Video streaming has recently grown dramatically in popularity over the Internet, Cable TV, and wire-less networks. Because of the resource demanding nature of video streaming applications, maximizing resource utilization in any video streaming system is a key factor to increase the scalability and decrease the cost of the system. Resources to…

  5. Making an outreach movie -The Puerto Rico Trench: Exploring the deepest place in the Atlantic Ocean

    Science.gov (United States)

    ten Brink, J.; ten Brink, U. S.

    2004-12-01

    A new movie will be screened that describes the exploration of the Puerto Rico trench with a multibeam echosounder and its significance to scientific research and tsunami hazard assessment. The movie audience is the general public including high school students. It aims to stimulate interest in Oceanography and to demonstrate scientific processes as they are applied in Geological Oceanography. The extensive use of 3-D visualization fly-bys over the dramatic ocean floor of the Puerto Rico trench should be particularly appealing to a generation growing up on video games and 3-D visualizations. The film is the product of close cooperation between a film maker and a scientist through all stages of its production and post production. This level of close cooperation is necessary because scientists' and film makers' approaches to presentation of information can differ greatly. In making an educational or outreach movie, the scientist must be responsible for the contents of the message, but the film maker has to design an effective delivery method. The creation of this movie was the result of following stages: (1) live action filming during a short research cruise; (2) generating 3-D fly-by using Fledermausr software; (3) rendering the fly-by sequences to a high-definition film; (4) collecting still photos and other supporting material; (5) generating graphs illustrating crucial scientific information and concepts; (6) preparing the script for voiceover narration; (7) working with a professional actor in order to ensure accurate delivery of the information. The biggest challenge in making the movie was the editing stage when the different elements of the movie were put together, incorporating music and voiceover into an aesthetically pleasing, interesting, and above all, scientifically accurate and coherent movie. Post-editing steps included replication of the master copy, package design, and distribution. The movie was completed in several weeks on a modest budget, thanks

  6. Without Television

    Directory of Open Access Journals (Sweden)

    Keri A. Schwab

    2014-03-01

    Full Text Available The purpose of this follow-up study was to learn more about the leisure choices, hobbies, and lifestyles of young adults who had grown up without a television. Study participants responded to an online questionnaire that asked about their health, physical activity habits, hobbies, and level of current television viewing. A mixed methods approach to gathering and analyzing data revealed a picture of young adults who live active lives, watch little television, and appear to have a strong sense of personal agency to direct their lives. Themes of agency, including forethought and intentionality, and self-regulation were evident in the qualitative responses, as well as creation and choosing challenging hobbies or activities. This study provided much information for future research to examine the influence of television on youth development, specifically agency, challenge and life-long habits.

  7. Style in Educational Television

    Science.gov (United States)

    Cain, John

    1976-01-01

    Characteristics of broadcast educational television for adult audiences are discussed in terms of: style in television, television grammar, and course and resource-type programs. The current British Broadcasting Company (BBC) Adult Literacy Project and the television program "On the Move" are used as examples. (LH)

  8. Automated TV based system for open field studies: Effects of methamphetamine

    NARCIS (Netherlands)

    Tanger, H.J.; Vanwersch, R.A.P.; Wolthuis, O.L.

    1978-01-01

    A method is described whereby open field behaviour of rats can be automatically registered using a TV camera, a video converter, an X-Y recorder and a papertape puncher. Use is made of the scanning properties of the TV camera to obtain the X and Y coordinates of the rat's position and to print this

  9. Characteristics of hybrid broadcast broadband television (HbbTV

    Directory of Open Access Journals (Sweden)

    Jakšić Branimir

    2017-01-01

    Full Text Available This paper describes the working principle of hybrid broadcast-broadband TV (Hybrid Broadcast Broadband TV - HbbTV. The architecture of HbbTV system is given, the principle of its operation, as well as an overview of HbbTV specification standards that are in use, with their basic characteristics. Here are described the services provided by Hybrid TV. It is also provided an overview of the distribution of HbbTV services in Europe in terms of the number of TV channels that HbbTV services offer, the number of active hybrid TV devices, HbbTV standards which are in use and models of broadcast networks used to distribute HbbTV service.

  10. Video technical characteristics and recommendations for optical surveillance

    International Nuclear Information System (INIS)

    Wilson, G.L.; Whichello, J.V.

    1991-01-01

    The application of new video surveillance electronics to safeguards has introduced an urgent need to formulate and adopt video standards that will ensure the highest possible video quality and the orderly introduction of data insertion. Standards will provide guidance in the application of image processing and digital techniques. Realistic and practical standards are a benefit to the IAEA, Member States, Support Programme equipment developers and facility operators, as they assist in the efficient utilisation of available resources. Moreover, standards shall provide a clear path for orderly introduction of newer technologies, whilst ensuring authentication and verification of the original image through the video process. Standards emerging from IAEA are an outcome of experience based on current knowledge, both within the safeguards arena and the video parent industry which comprises commercial and professional television. This paper provides a brief synopsis of recent developments which have highlighted the need for a surveillance based video standard together with a brief outline of these standards

  11. Free Speech and Human Rights: International Filmmaker Exchange as a Key Component For U.S. National Security and Promotion of U.S. and Global Values

    Science.gov (United States)

    2009-06-11

    children see   87 Ibid.  88 Ibid.   54 or hear on TV (61%), in music lyrics (61%), video games (60%) and movies (56%).ඡ These revealing...writers of fiction, non-fiction, essays , playwrights, poets, journalists, and screenwriters from different countries to work on specific projects

  12. Someone at School Has a Weapon. What Should I Do?

    Science.gov (United States)

    ... animals talking about weapons and violence fascination with violent video games, TV shows, and movies threatening or bullying others isolation from family and friends Of course, these signs don't necessarily mean that a person will become violent or bring a weapon to school. Still, you ...

  13. 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.

  14. Movie Effects on EFL Learners at Iraqi School in Kuala Lumpur

    Science.gov (United States)

    Yaseen, Bilal Huri; Shakir, Hani

    2015-01-01

    Previously, one of the vital tasks of English learning is to find new methods and resources to make the EFL students more stimulating and productive. Recently, the usage of movies (in DVD format) in courses became popular or supplementary resources to learn English among EFL learners. Many researchers stated that authentic video is an advantage…

  15. Television Violence and Behavior: The Effects of Television Violence on Children.

    Science.gov (United States)

    Crump, Charla A.

    Television violence and the impact it has on children is a growing concern in the world today. Although research indicates that violence on television triggers aggressive behavior in children, the characteristics of those children also need to be examined. Factors such as age, intellectual level, identification with television personalities, the…

  16. Video Abstracting at a Semantical Level

    OpenAIRE

    von Wenzlawowicz, Till

    2018-01-01

    One the most common form of a video abstract is the movie trailer. Contemporary movie trailers share a common structure across genres which allows for an automatic generation and also reflects the corresponding moviea s composition. In this thesis a system for the automatic generation of trailers is presented. In addition to action trailers, the system is able to deal with further genres such as Horror and comedy trailers, which were first manually analyzed in order to identify their basic st...

  17. 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.

  18. Life without TV? cultivation theory and psychosocial health characteristics of television-free individuals and their television-viewing counterparts.

    Science.gov (United States)

    Hammermeister, Jon; Brock, Barbara; Winterstein, David; Page, Randy

    2005-01-01

    Much attention has been paid to the amount of time Americans spend watching television. Cultivation theory has been important in exploring behavioral effects of television viewing for many years. However, psychosocial health has received much less scrutiny in relation to television viewing time. This investigation examined the hypotheses that television-free individuals and viewers adhering to the American Academy of Pediatrics (AAP) recommendations (up to 2 hr of viewing per day) would display a more positive psychosocial health profile when compared with more frequent television viewers. Results confirmed the hypothesis for women, but not for men. Our analysis showed that moderate television viewing, as defined by the AAP, provides a similar relation with psychosocial health as being television-free. Results are discussed in a cultivation theory framework.

  19. The Impact of Digital Video Technology on Production: The Case of "American Gothic."

    Science.gov (United States)

    Fink, Edward J.

    1997-01-01

    Opines that the study of video production is important in better understanding the aural/visual aspects of television, especially since television production is undergoing a digital revolution. Assesses the impact of new technologies by examining a "cutting-edge" program, "American Gothic." Finds that digital technology offers…

  20. Examination of Primary and Secondary School Teachers' Aspects towards Educational Use of Video Sharing Websites

    Science.gov (United States)

    Usta, Ertugrul; Atun, Handan

    2017-01-01

    Daily use of video has increased by televisions, but lately people have been using video sharing websites most frequently. This extended use of video sharing websites has emerged a new era for education; teachers and learners can use them to enhance learning in education. Hence, the purpose of this study is to examine primary and secondary school…

  1. Understanding causality in the effects of media violence

    NARCIS (Netherlands)

    Anderson, C.A.; Bushman, B.J.

    2015-01-01

    This article places media violence research into a broader context than the typical public debate about whether violent video games (or TV programs, or movies) are “the” cause of school shootings and other extreme acts of violence. We describe how scientists today decide whether one variable (e.g.,

  2. Comparing Socialist and Post-Socialist Television Culture. Fifty Years of Television in Croatia

    Directory of Open Access Journals (Sweden)

    Zrinjka Peruško

    2014-06-01

    Full Text Available This article builds a theoretical model for comparative analysis of media culture based on the notion of genre, and applies it to a comparative analysis of television as a cultural form in socialist and post-socialist Croatia. The paper explores how the shares and generic composition of program modes of information, entertainment and fiction change in time, and how the contribution of different genres to program flow and modes varies with the changes of political, economic and technological context. Longitudinal trends in television flows are comparatively evaluated in relation to trends in genre developments in Europe and their relationship to the changes in the cultural role of television. The results show a decrease in the information and an increase in the fiction mode between socialism and democracy, with some similarities of the Croatian and western television culture in relation to genre and mode composition and flow, albeit with a belated introduction of neo television genres. Notwithstanding the limited freedom of expression and ideological content, which necessarily influenced socialist media culture, television as a cultural form in Croatia developed in concert with the global program flows. The article is based on original content analysis of television schedules where the unit of analysis is a televisions program listing. The analogue television universe is represented by longitudinal data for 1959, 1969, 1979, 1989, 1999, and 2009. The stratified systematic sample (N=3934 for each chosen year consists of two constructed weeks from a universe of all listed programs broadcast on all free to air television channels with a national reach license.

  3. Comparing the Cost-Effectiveness of Campaigns Delivered via Various Combinations of Television and Online Media.

    Science.gov (United States)

    Allom, Vanessa; Jongenelis, Michelle; Slevin, Terry; Keightley, Stacey; Phillips, Fiona; Beasley, Sarah; Pettigrew, Simone

    2018-01-01

    Reflecting the increasing prevalence of online media, many mass media health campaigns are now delivered using both television (TV) and online media formats. The aim of this study was to evaluate a smoking cessation mass media campaign according to the cost-effectiveness of the various combinations of TV and online media formats to inform future media buying decisions. A quasi-experimental interrupted time series approach was employed. The campaign was delivered in seven 1-week bursts using TV, online video (OV), or online display (OD) (e.g., banner ads) formats in isolation and in various combinations over a 13-week period. Campaign bursts were separated by "off-weeks" in which no campaign materials were delivered. Assessed outcomes were the number of campaign response "events" recorded (campaign web page views, calls to a smoking cessation telephone service, and registrations for smoking cessation services). The cost-effectiveness of each individual and combined media format condition in terms of these outcome variables was calculated using attributed production and broadcasting costs. Overall, OD alone was found to be the most cost-effective means of achieving the nominated campaign outcomes, followed by a combination of OV and OD and a combination of TV and OV. The use of TV in isolation was the least cost-effective. The results of this evaluation indicate that online media constitute a promising means of enhancing the cost-effectiveness of smoking cessation campaigns. Future research assessing a broader range of outcomes, especially smoking cessation, is needed to provide a more comprehensive account of the cost-effectiveness of various campaign media.

  4. LCA of Television

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea

    2011-01-01

    The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Philips. The paper was handed to the manufacturer in december 2011.......The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Philips. The paper was handed to the manufacturer in december 2011....

  5. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Feelings Expert Answers Q&A Movies & More for Teens Teens site Sitio para adolescentes Body Mind Sexual Health ... to them. While you help your tween or teen plan for the future, watch this video series ...

  6. Video game access, parental rules, and problem behavior: a study of boys with autism spectrum disorder.

    Science.gov (United States)

    Engelhardt, Christopher R; Mazurek, Micah O

    2014-07-01

    Environmental correlates of problem behavior among individuals with autism spectrum disorder remain relatively understudied. The current study examined the contribution of in-room (i.e. bedroom) access to a video game console as one potential correlate of problem behavior among a sample of 169 boys with autism spectrum disorder (ranging from 8 to 18 years of age). Parents of these children reported on (1) whether they had specific rules regulating their child's video game use, (2) whether their child had in-room access to a variety of screen-based media devices (television, computer, and video game console), and (3) their child's oppositional behaviors. Multivariate regression models showed that in-room access to a video game console predicted oppositional behavior while controlling for in-room access to other media devices (computer and television) and relevant variables (e.g. average number of video game hours played per day). Additionally, the association between in-room access to a video game console and oppositional behavior was particularly large when parents reported no rules on their child's video game use. The current findings indicate that both access and parental rules regarding video games warrant future experimental and longitudinal research as they relate to problem behavior in boys with autism spectrum disorder. © The Author(s) 2013.

  7. Quality control measurements of X-ray image-intensifier television chain systems

    International Nuclear Information System (INIS)

    Henshaw, E.T.

    1989-01-01

    The test methods and limiting values for the following basic parameters of an image intensifier TV system are presented in relation to (a) acceptance tests and (b) constancy tests: automatic gain and brightness control, video voltage output, monitor check (grey scale), geometric distortion, noise (low-contrast detectability), overall imaging ability, limiting resolution, uniformity of resolution, conversion factor, contrast ratio and measurement of field size. Several of these tests make use of the Leeds Test Objects. (author)

  8. The impact of Televised and Non-Televised Instruction on achivement

    African Journals Online (AJOL)

    User

    THE IMPACT OF TELEVISED AND NON-TELEVISED. INSTRUCTION ON ... instruction in motivating students by bringing real- life ... To the researchers' knowledge, the success .... promote their retention. Acknowledging the importance of engaging students in extended .... Instructional Technology ; its nature and use.

  9. LCA of Television

    DEFF Research Database (Denmark)

    Huulgaard, Rikke Dorothea

    2011-01-01

    The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Bang & Olufsen. The paper was handed to the manufacturer in december 2011.......The paper is a report documenting the life cycle assessment of a TV. The report is confidential and only handed to the manufacturer of the television, Bang & Olufsen. The paper was handed to the manufacturer in december 2011....

  10. Association between neighborhood socioeconomic status and screen time among pre-school children: a cross-sectional study

    Directory of Open Access Journals (Sweden)

    Cutumisu Nicoleta

    2010-06-01

    Full Text Available Abstract Background Sedentary behavior is considered a separate construct from physical activity and engaging in sedentary behaviors results in health effects independent of physical activity levels. A major source of sedentary behavior in children is time spent viewing TV or movies, playing video games, and using computers. To date no study has examined the impact of neighborhood socioeconomic status (SES on pre-school children's screen time behavior. Methods Proxy reports of weekday and weekend screen time (TV/movies, video games, and computer use were completed by 1633 parents on their 4-5 year-old children in Edmonton, Alberta between November, 2005 and August, 2007. Postal codes were used to classified neighborhoods into low, medium or high SES. Multiple linear and logistic regression models were conducted to examine relationships between screen time and neighborhood SES. Results Girls living in low SES neighborhoods engaged in significantly more weekly overall screen time and TV/movie minutes compared to girls living in high SES neighborhoods. The same relationship was not observed in boys. Children living in low SES neighborhoods were significantly more likely to be video game users and less likely to be computer users compared to children living in high SES neighborhoods. Also, children living in medium SES neighborhoods were significantly less likely to be computer users compared to children living in high SES neighborhoods. Conclusions Some consideration should be given to providing alternative activity opportunities for children, especially girls who live in lower SES neighborhoods. Also, future research should continue to investigate the independent effects of neighborhood SES on screen time as well as the potential mediating variables for this relationship.

  11. 77 FR 70970 - Accessible Emergency Information, and Apparatus Requirements for Emergency Information and Video...

    Science.gov (United States)

    2012-11-28

    ... and better access video programming.'' H.R. Rep. No. 111-563, 111th Cong., 2d Sess. at 19 (2010... distributors, providers, and owners of television video programming, as well as the manufacturers of devices that display such programming. DATES: Comments are due on or before December 18, 2012; reply comments...

  12. Taking a Look at Television.

    Science.gov (United States)

    King, William, Comp.

    1981-01-01

    A collection of quotations drawn from research and opinion papers dealing with the impact of television viewing on children. Subtopics addressed are: television viewing statistics, effects of television violence, and the relationship of television to education. (JJD)

  13. 47 CFR 74.789 - Broadcast regulations applicable to digital low power television and television translator stations.

    Science.gov (United States)

    2010-10-01

    ... power television and television translator stations. 74.789 Section 74.789 Telecommunication FEDERAL... AND OTHER PROGRAM DISTRIBUTIONAL SERVICES Low Power TV, TV Translator, and TV Booster Stations § 74.789 Broadcast regulations applicable to digital low power television and television translator...

  14. Movies in Chemistry Education

    Science.gov (United States)

    Pekdag, Bulent; Le Marechal, Jean-Francois

    2010-01-01

    This article reviews numerous studies on chemistry movies. Movies, or moving pictures, are important elements of multimedia and signify a privileged or motivating means of presenting knowledge. Studies on chemistry movies show that the first movie productions in this field were devoted to university lectures or documentaries. Shorter movies were…

  15. 360-degree videos: a new visualization technique for astrophysical simulations, applied to the Galactic Center

    Science.gov (United States)

    Russell, Christopher

    2018-01-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360-degree videos from astrophysical simulations not only provide a new way to view these simulations due to their immersive nature, but also yield engaging content for outreach to the public. We present our 360-degree video of an astrophysical simulation of the Galactic center: a hydrodynamics calculation of the colliding and accreting winds of the 30 Wolf-Rayet stars orbiting within the central parsec. Viewing the movie, which renders column density, from the location of the supermassive black hole gives a unique and immersive perspective of the shocked wind material inspiraling and tidally stretching as it plummets toward the black hole. We also describe how to create such movies, discuss what type of content does and does not look appealing in 360-degree format, and briefly comment on what new science can be extracted from astrophysical simulations using 360-degree videos.

  16. [Television and children: is television responsible for all the evils attributed to it?].

    Science.gov (United States)

    Caviedes Altable, B E; Quesada Fernández, E; Herranz, J L

    2000-02-28

    The purpose of this study was to analyze children's television viewing habits and their parents attitudes towards such viewing. Cross-sectional descriptive study. Primary care. A survey was undertaken with 317 three to fourteen year old children and their parents as part of the primary care check-up program for healthy children. Time devoted to television viewing was 106 +/- 50 minutes on weekdays and 141 +/- 80 minutes weekends. Despite this, 49.2% of parents thought their children saw little television, especially those with children under six (57.6%). Children of parents in highly qualified positions and of parents in the uppermost socioeconomic group saw television the least, on non-working days (70 +/- 61 minutes and 144 +/- 78 minutes respectively, p children watched television alone and 34% did so at meal-times. Altogether 48.3% of parents were unaware as to what their children watched and some 61.5% encouraged television viewing, above all those having children of under six (76%). The youngest children preferred to watch cartoons which were generally of a violent nature. For those aged from 11 to 14, 19.5% chose as their favorite programs those having a high level of violence. Television habits are an educational problem for parents, an important shake-up in their attitudes being called for, in which pediatricians should be involved in developing health programs aimed at proper use of the television.

  17. Remote health monitoring for elderly through interactive television

    Science.gov (United States)

    2012-01-01

    Background Providing remote health monitoring to specific groups of patients represents an issue of great relevance for the national health systems, because of the costs related to moving health operators, the time spent to reach remote sites, and the high number of people needing health assistance. At the same time, some assistance activities, like those related to chronical diseases, may be satisfied through a remote interaction with the patient, without a direct medical examination. Methods Moving from this considerations, our paper proposes a system architecture for the provisioning of remote health assistance to older adults, based on a blind management of a network of wireless medical devices, and an interactive TV Set Top Box for accessing health related data. The selection of TV as the interface between the user and the system is specifically targeted to older adults. Due to the private nature of the information exchanged, a certified procedure is implemented for data delivery, through the use of non conditional smart cards. All these functions may be accomplished through a proper design of the system management, and a suitable interactive application. Results The interactive application acting as the interface between the user and the system on the TV monitor has been evaluated able to help readability and clear understanding of the contents and functions proposed. Thanks to the limited amount of data to transfer, even a Set Top Box equipped with a traditional PSTN modem may be used to support the proposed service at a basic level; more advanced features, like audio/video connection, may be activated if the Set Top Box enables a broadband connection (e.g. ADSL). Conclusions The proposed layered architecture for a remote health monitoring system can be tailored to address a wide range of needs, according with each patient’s conditions and capabilities. The system exploits the potentialities offered by Digital Television receivers, a friendly MHP interface

  18. The Paradigmatic Evolution of U.S. Television and the Emergence of Internet-Distributed Television

    Directory of Open Access Journals (Sweden)

    Amanda D. Lotz

    2016-07-01

    Full Text Available Television industries around the world have weathered profound change as technologies advanced and services developed to allow internet-distributed television to compete alongside broadcast and cable-distributed television. This article, drawn from the context of the U.S., explores the emergence of internet-distributed television as a mechanism that provides the affordance of nonlinear distribution. It assesses the preliminary organization of internet-distributed television by portals and explores the similarities and differences between portals and networks/channels with an eye toward conceptualizing emerging business practices and strategies.

  19. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

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

  20. Transnational European Television Drama

    DEFF Research Database (Denmark)

    Bondebjerg, Ib; Redvall, Eva Novrup; Helles, Rasmus

    This book deals with the role of television drama in Europe as enabler of transnational, cultural encounters for audiences and the creative community. It demonstrates that the diversity of national cultures is a challenge for European TV drama but also a potential richness and source of creative...... variation. Based on data on the production, distribution and reception of recent TV drama from several European countries, the book presents a new picture of the transnational European television culture. The authors analyse main tendencies in television policy and challenges for national broadcasters...

  1. Transfusion medicine on American television.

    Science.gov (United States)

    Karp, J K

    2014-02-01

    Television is a beloved American pastime and a frequent American export. As such, American television shapes how the global public views the world. This study examines how the portrayal of blood transfusion and blood donation on American television may influence how domestic and international audiences perceive the field of transfusion medicine. American television programming of the last quarter-century was reviewed to identify programmes featuring topics related to blood banking/transfusion medicine. The included television episodes were identified through various sources. Twenty-seven television episodes airing between 1991 and 2013 were identified as featuring blood bank/transfusion medicine topics. Although some accurate representations of the field were identified, most television programmes portrayed blood banking/transfusion medicine inaccurately. The way in which blood banking/transfusion medicine is portrayed on American television may assist clinicians in understanding their patient's concerns about blood safety and guide blood collection organisations in improving donor recruitment. © 2013 The Author. Transfusion Medicine © 2013 British Blood Transfusion Society.

  2. Television area detectors

    International Nuclear Information System (INIS)

    Arndt, V.W.

    1977-01-01

    This paper discusses the use of standard television camera tubes as X-ray detectors in X-ray diffraction studies. Standard tubes can be modified to detect X rays by depositing an external X-ray phosphor on the fibre optics face plate either of a highly sensitive television camera tube or of an image intensifier coupled to a camera tube. The author considers various X-ray phosphors and concludes that polycrystalline silver activated ZnS is most suitable for crystallographic applications. In the following sections various types of television camera tubes with adequate light sensitivity for use in an X-ray detection system are described, and also three types of image intensifiers. The digitization of the television output signals and their statistical precision are discussed and the electronic circuitry for the detector system is briefly described. (B.D.)

  3. Implacable images: why epileptiform events continue to be featured in film and television.

    Science.gov (United States)

    Kerson, Toba Schwaber; Kerson, Lawrence A

    2006-06-01

    Epileptiform events have been portrayed in film since 1900 and on television since the 1950's. Over time, portrayals have not reflected medicine's understanding of epilepsy. At present, it is unlikely that individuals who do not have a close relationship with someone with a seizure-disorder will witness a seizure. Because fictive and often incorrect images appear increasingly, many think of them as accurate depictions. The research addresses three questions in relation to these images: How do directors use the images? Why do uses of seizures in visual media not reflect contemporary scientific knowledge? Why have they persisted and increased in use? Data consist of material from 192 films and television episodes. The general category of seizures includes seizures in characters said to have epilepsy or some other condition, seizures related to drug or alcohol use, pseudoseizures and feigned seizures, and, a category in which, for example, someone is described as "having a fit." The research demonstrates how epileptiform events drive the narrative, support the genre, evoke specific emotional reactions, accentuate traits of characters with seizures, highlight qualities of other characters through their responses to the seizures, act as catalysts for actions, and enhance the voyeuristic experience of the audience. Twenty video sequences are included in the manuscript. The authors conclude that the visual experience of seizures remains so enthralling that its use is most likely to increase particularly on television, and that as the public has less experience with real seizures, depictions in film will continue to be more concerned with what the image can do for the show and less interested in accurate portrayals. Ways to influence depictions are suggested.

  4. Modeling Periodic Impulsive Effects on Online TV Series Diffusion.

    Science.gov (United States)

    Fu, Peihua; Zhu, Anding; Fang, Qiwen; Wang, Xi

    Online broadcasting substantially affects the production, distribution, and profit of TV series. In addition, online word-of-mouth significantly affects the diffusion of TV series. Because on-demand streaming rates are the most important factor that influences the earnings of online video suppliers, streaming statistics and forecasting trends are valuable. In this paper, we investigate the effects of periodic impulsive stimulation and pre-launch promotion on on-demand streaming dynamics. We consider imbalanced audience feverish distribution using an impulsive susceptible-infected-removed(SIR)-like model. In addition, we perform a correlation analysis of online buzz volume based on Baidu Index data. We propose a PI-SIR model to evolve audience dynamics and translate them into on-demand streaming fluctuations, which can be observed and comprehended by online video suppliers. Six South Korean TV series datasets are used to test the model. We develop a coarse-to-fine two-step fitting scheme to estimate the model parameters, first by fitting inter-period accumulation and then by fitting inner-period feverish distribution. We find that audience members display similar viewing habits. That is, they seek new episodes every update day but fade away. This outcome means that impulsive intensity plays a crucial role in on-demand streaming diffusion. In addition, the initial audience size and online buzz are significant factors. On-demand streaming fluctuation is highly correlated with online buzz fluctuation. To stimulate audience attention and interpersonal diffusion, it is worthwhile to invest in promotion near update days. Strong pre-launch promotion is also a good marketing tool to improve overall performance. It is not advisable for online video providers to promote several popular TV series on the same update day. Inter-period accumulation is a feasible forecasting tool to predict the future trend of the on-demand streaming amount. The buzz in public social communities

  5. Modeling Periodic Impulsive Effects on Online TV Series Diffusion.

    Directory of Open Access Journals (Sweden)

    Peihua Fu

    Full Text Available Online broadcasting substantially affects the production, distribution, and profit of TV series. In addition, online word-of-mouth significantly affects the diffusion of TV series. Because on-demand streaming rates are the most important factor that influences the earnings of online video suppliers, streaming statistics and forecasting trends are valuable. In this paper, we investigate the effects of periodic impulsive stimulation and pre-launch promotion on on-demand streaming dynamics. We consider imbalanced audience feverish distribution using an impulsive susceptible-infected-removed(SIR-like model. In addition, we perform a correlation analysis of online buzz volume based on Baidu Index data.We propose a PI-SIR model to evolve audience dynamics and translate them into on-demand streaming fluctuations, which can be observed and comprehended by online video suppliers. Six South Korean TV series datasets are used to test the model. We develop a coarse-to-fine two-step fitting scheme to estimate the model parameters, first by fitting inter-period accumulation and then by fitting inner-period feverish distribution.We find that audience members display similar viewing habits. That is, they seek new episodes every update day but fade away. This outcome means that impulsive intensity plays a crucial role in on-demand streaming diffusion. In addition, the initial audience size and online buzz are significant factors. On-demand streaming fluctuation is highly correlated with online buzz fluctuation.To stimulate audience attention and interpersonal diffusion, it is worthwhile to invest in promotion near update days. Strong pre-launch promotion is also a good marketing tool to improve overall performance. It is not advisable for online video providers to promote several popular TV series on the same update day. Inter-period accumulation is a feasible forecasting tool to predict the future trend of the on-demand streaming amount. The buzz in public

  6. Modeling Periodic Impulsive Effects on Online TV Series Diffusion

    Science.gov (United States)

    Fang, Qiwen; Wang, Xi

    2016-01-01

    Background Online broadcasting substantially affects the production, distribution, and profit of TV series. In addition, online word-of-mouth significantly affects the diffusion of TV series. Because on-demand streaming rates are the most important factor that influences the earnings of online video suppliers, streaming statistics and forecasting trends are valuable. In this paper, we investigate the effects of periodic impulsive stimulation and pre-launch promotion on on-demand streaming dynamics. We consider imbalanced audience feverish distribution using an impulsive susceptible-infected-removed(SIR)-like model. In addition, we perform a correlation analysis of online buzz volume based on Baidu Index data. Methods We propose a PI-SIR model to evolve audience dynamics and translate them into on-demand streaming fluctuations, which can be observed and comprehended by online video suppliers. Six South Korean TV series datasets are used to test the model. We develop a coarse-to-fine two-step fitting scheme to estimate the model parameters, first by fitting inter-period accumulation and then by fitting inner-period feverish distribution. Results We find that audience members display similar viewing habits. That is, they seek new episodes every update day but fade away. This outcome means that impulsive intensity plays a crucial role in on-demand streaming diffusion. In addition, the initial audience size and online buzz are significant factors. On-demand streaming fluctuation is highly correlated with online buzz fluctuation. Conclusion To stimulate audience attention and interpersonal diffusion, it is worthwhile to invest in promotion near update days. Strong pre-launch promotion is also a good marketing tool to improve overall performance. It is not advisable for online video providers to promote several popular TV series on the same update day. Inter-period accumulation is a feasible forecasting tool to predict the future trend of the on-demand streaming amount

  7. Selecting Television Programs for Language Learning: Investigating Television Programs from the Same Genre

    Science.gov (United States)

    Webb, Stuart

    2011-01-01

    The scripts of 288 television episodes were analysed to determine the extent to which vocabulary reoccurs in television programs from the same subgenres and unrelated television programs from different genres. Episodes from two programs from each of the following three subgenres of the American drama genre: medical, spy/action, and criminal…

  8. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents

    OpenAIRE

    Rabinowitz Terry; Chan Philip A

    2006-01-01

    Abstract Background Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. Method A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students...

  9. Method for calculating annual energy efficiency improvement of TV sets

    International Nuclear Information System (INIS)

    Varman, M.; Mahlia, T.M.I.; Masjuki, H.H.

    2006-01-01

    The popularization of 24 h pay-TV, interactive video games, web-TV, VCD and DVD are poised to have a large impact on overall TV electricity consumption in the Malaysia. Following this increased consumption, energy efficiency standard present a highly effective measure for decreasing electricity consumption in the residential sector. The main problem in setting energy efficiency standard is identifying annual efficiency improvement, due to the lack of time series statistical data available in developing countries. This study attempts to present a method of calculating annual energy efficiency improvement for TV set, which can be used for implementing energy efficiency standard for TV sets in Malaysia and other developing countries. Although the presented result is only an approximation, definitely it is one of the ways of accomplishing energy standard. Furthermore, the method can be used for other appliances without any major modification

  10. Method for calculating annual energy efficiency improvement of TV sets

    Energy Technology Data Exchange (ETDEWEB)

    Varman, M. [Department of Mechanical Engineering, University of Malaya, Lembah Pantai, 50603 Kuala Lumpur (Malaysia); Mahlia, T.M.I. [Department of Mechanical Engineering, University of Malaya, Lembah Pantai, 50603 Kuala Lumpur (Malaysia)]. E-mail: indra@um.edu.my; Masjuki, H.H. [Department of Mechanical Engineering, University of Malaya, Lembah Pantai, 50603 Kuala Lumpur (Malaysia)

    2006-10-15

    The popularization of 24 h pay-TV, interactive video games, web-TV, VCD and DVD are poised to have a large impact on overall TV electricity consumption in the Malaysia. Following this increased consumption, energy efficiency standard present a highly effective measure for decreasing electricity consumption in the residential sector. The main problem in setting energy efficiency standard is identifying annual efficiency improvement, due to the lack of time series statistical data available in developing countries. This study attempts to present a method of calculating annual energy efficiency improvement for TV set, which can be used for implementing energy efficiency standard for TV sets in Malaysia and other developing countries. Although the presented result is only an approximation, definitely it is one of the ways of accomplishing energy standard. Furthermore, the method can be used for other appliances without any major modification.

  11. The MovieClassroom: An Internet Based Application for Students and Instructors to Create Captioned Animations.

    Science.gov (United States)

    Urbano, L.

    2005-12-01

    We have developed and tested an internet based application that facilitates the creation of animations for use in lectures and permits movie production by students in laboratory classes. Animation have been found to be extremely useful educational aids in the geosciences, particularly relating to topics requiring comprehension of geospatial relationships. With this program, instructors are able to assemble and caption animations using an online video clip catalogue and present these movies through a standard internet browser. Captioning increases student comprehension by increasing the multimodality of information delivery. For student use, we developed an exercise for introductory, undergraduate, laboratory class sections that was informed by learning pedagogy, particularly as related to game-based learning. Students were asked to assemble video clips and captions into a coherent movie to explain geospatial concepts, with questions such as "Explain why we have seasons?" The affinity of students to digital technology, particularly computer games and digital media, makes this type of exercise particularly captivating to the typical undergraduate. The opportunity to select and arrange video clips (and add background music) into a unique production offers students a greater degree of ownership of the learning process and allows unique non-linear pathways for accomplishing learning objectives. Use in a laboratory section permitted rapid feedback from the instructor. The application was created using open-sourced software and the database populated with video clips and music contributed by faculty and students under a non-commercial-use license. This tool has the potential to permit the wider dissemination of scientific research results given the increasing use animations for scientific visualization, because it eases the creation of multiple presentations targeted to various audiences and allows user participation in the creation of multimedia.

  12. Television tulevaisuus tubettajien aikana : miten YouTuben suosio vaikuttaa television tulevaisuuteen?

    OpenAIRE

    Mikkola, Ina

    2015-01-01

    Tässä opinnäytteessä selvitetään, millainen television murros on parhaillaan käynnissä. Keskeisimpänä kysymyksenä on kuitenkin television tulevaisuus. Jos nuoria katsojia kiinnostaa videopalvelu YouTube enemmän perinteisen televison sijaan, niin miten tämä tulee vaikuttamaan television tulevaisuuteen? Entä miksi nuoret ylipäätään katsovat YouTubea? YouTuben katselu sekä sisällön tuottajien eli tubettajien fanittaminen nuorten keskuudessa ovat kasvava ilmiö. Samaan aikaan perinteisen telev...

  13. A television/still camera with common optical system for reactor inspection

    International Nuclear Information System (INIS)

    Hughes, G.; McBane, P.

    1976-01-01

    One of the problems of reactor inspection is to obtain permanent high quality records. Video recordings provide a record of poor quality but known content. Still cameras can be used but the frame content is not predictable. Efforts have been made to combine T.V. viewing to align a still camera but a simple combination does not provide the same frame size. The necessity to preset the still camera controls severely restricts the flexibility of operation. A camera has, therefore, been designed which allows a search operation using the T.V. system. When an anomaly is found the still camera controls can be remotely set, an exact record obtained and the search operation continued without removal from the reactor. An application of this camera in the environment of the blanket gas region above the sodium region in PFR at 150 0 C is described

  14. A video imaging system and related control hardware for nuclear safeguards surveillance applications

    International Nuclear Information System (INIS)

    Whichello, J.V.

    1987-03-01

    A novel video surveillance system has been developed for safeguards applications in nuclear installations. The hardware was tested at a small experimental enrichment facility located at the Lucas Heights Research Laboratories. The system uses digital video techniques to store, encode and transmit still television pictures over the public telephone network to a receiver located in the Australian Safeguards Office at Kings Cross, Sydney. A decoded, reconstructed picture is then obtained using a second video frame store. A computer-controlled video cassette recorder is used automatically to archive the surveillance pictures. The design of the surveillance system is described with examples of its operation

  15. [Children, television and violence].

    Science.gov (United States)

    Zann, M

    2000-03-01

    The relationships between children and television are a source of heated debate. Several studies, mainly conducted in North America, have found a correlation between television violence viewing and aggressive behavior, preadolescents appearing as the most vulnerable. However, in France opinions are more nuanced and one generally considers that television-induced violence in children mainly depends upon individual and educative socio-familial factors.

  16. Comparing the Cost-Effectiveness of Campaigns Delivered via Various Combinations of Television and Online Media

    Directory of Open Access Journals (Sweden)

    Vanessa Allom

    2018-03-01

    Full Text Available BackgroundReflecting the increasing prevalence of online media, many mass media health campaigns are now delivered using both television (TV and online media formats. The aim of this study was to evaluate a smoking cessation mass media campaign according to the cost-effectiveness of the various combinations of TV and online media formats to inform future media buying decisions.MethodsA quasi-experimental interrupted time series approach was employed. The campaign was delivered in seven 1-week bursts using TV, online video (OV, or online display (OD (e.g., banner ads formats in isolation and in various combinations over a 13-week period. Campaign bursts were separated by “off-weeks” in which no campaign materials were delivered. Assessed outcomes were the number of campaign response “events” recorded (campaign web page views, calls to a smoking cessation telephone service, and registrations for smoking cessation services. The cost-effectiveness of each individual and combined media format condition in terms of these outcome variables was calculated using attributed production and broadcasting costs.ResultsOverall, OD alone was found to be the most cost-effective means of achieving the nominated campaign outcomes, followed by a combination of OV and OD and a combination of TV and OV. The use of TV in isolation was the least cost-effective.ConclusionThe results of this evaluation indicate that online media constitute a promising means of enhancing the cost-effectiveness of smoking cessation campaigns. Future research assessing a broader range of outcomes, especially smoking cessation, is needed to provide a more comprehensive account of the cost-effectiveness of various campaign media.

  17. SisterTalk: final results of a culturally tailored cable television delivered weight control program for Black women.

    Science.gov (United States)

    Risica, Patricia Markham; Gans, Kim M; Kumanyika, Shiriki; Kirtania, Usree; Lasater, Thomas M

    2013-12-27

    Obesity among Black women continues to exceed that of other women. Most weight loss programs created without reference to specific cultural contexts are less effective for Black than White women. Weight control approaches accessible to Black women and adapted to relevant cultural contexts are important for addressing this problem. This paper reports the final results of SisterTalk, the randomized controlled trial of a cable TV weight control program oriented toward Black women. A five group design included a comparison group and a 2 × 2 factorial comparison of a) interactive vs. passive programming and b) telephone social support vs no telephone support, with 12 weekly initial cable TV programs followed by 4 monthly booster videos. At baseline, 3, 8, and 12 months post randomization, telephone and in person surveys were administered on diet, physical activity, and physical measurements of height and weight were taken to calculate body mass index (BMI). Analysis of variance (ANOVA) was used to examine differences over time, and between treatment and comparison groups. Dose variables reflecting use of the TV/video and written materials were also assessed. At 3 months, BMI, weight, and dietary fat were significantly lower and physical activity significantly higher among women exposed to the Cable TV intervention compared to the wait-list comparison group. Significant dietary fat differences were still observed at 8 and 12 month evaluations, but not BMI or physical activity differences. Main effects were not observed for interactive programming or enhanced social support at any time point. Within the intervention group, higher watching of the TV series and higher reading of educational materials were both (separately) associated with significantly lower dietary fat. Cable TV was an effective delivery channel to assist Black women with weight control, increasing physical activity and decreasing dietary fat during an initial intervention period, but only dietary

  18. Research on compression performance of ultrahigh-definition videos

    Science.gov (United States)

    Li, Xiangqun; He, Xiaohai; Qing, Linbo; Tao, Qingchuan; Wu, Di

    2017-11-01

    With the popularization of high-definition (HD) images and videos (1920×1080 pixels and above), there are even 4K (3840×2160) television signals and 8 K (8192×4320) ultrahigh-definition videos. The demand for HD images and videos is increasing continuously, along with the increasing data volume. The storage and transmission cannot be properly solved only by virtue of the expansion capacity of hard disks and the update and improvement of transmission devices. Based on the full use of the coding standard high-efficiency video coding (HEVC), super-resolution reconstruction technology, and the correlation between the intra- and the interprediction, we first put forward a "division-compensation"-based strategy to further improve the compression performance of a single image and frame I. Then, by making use of the above thought and HEVC encoder and decoder, a video compression coding frame is designed. HEVC is used inside the frame. Last, with the super-resolution reconstruction technology, the reconstructed video quality is further improved. The experiment shows that by the proposed compression method for a single image (frame I) and video sequence here, the performance is superior to that of HEVC in a low bit rate environment.

  19. The effects of live music groups versus an educational children's television program on the emergent literacy of young children.

    Science.gov (United States)

    Register, Dena

    2004-01-01

    Research suggests that music is beneficial in teaching both social and academic skills to young children. The purpose of this study was to examine the effects of a music therapy program designed to teach reading skills versus the "Between the Lions" television program on the early literacy behaviors of Kindergarten children from a low socioeconomic background. Subjects (n = 86) were children, aged 5-7 years, enrolled in one of four different Kindergarten classes at a public elementary school in Northwest Florida. Each class was assigned one of four treatment conditions: Music/Video (sequential presentation of each condition), Music-Only, Video-Only, and no contact Control group. Growth in early literacy skills was measured using the Dynamic Indicators of Basic Early Literacy Skills (DIBELS) and 3 subtests of the Test of Early reading Ability-3rd edition (TERA-3). Teachers' perceptions of classroom literacy behaviors were measured using a pre and poststudy survey. This study also compared on- and off-task behavior of students during video versus music conditions. Results of the 7 subtests measuring early literacy were varied. The Music/Video and Music-Only groups achieved the highest increases in mean scores from pre to posttest on 4 of the 7 subtests. Students in the Video-Only group scored significantly better on the phonemic segmentation portion of the DIBELS than peers in the Music/Video condition. Furthermore, strong correlations were found between the Letter Naming, Initial Sounds Fluency tests, and total raw score of the TERA-3 tests for both pre and posttesting. Additionally, graphic analysis of mean off-task behavior per session indicated that students were more off-task during both video conditions (video alone and video portion of Music/Video condition) than during the music conditions. Off-task behavior was consistently lower during music sessions for the duration of the study. This study confirmed that music increases the on-task behavior of students

  20. ObesiTV: how television is influencing the obesity epidemic.

    Science.gov (United States)

    Boulos, Rebecca; Vikre, Emily Kuross; Oppenheimer, Sophie; Chang, Hannah; Kanarek, Robin B

    2012-08-20

    Obesity is a major public health concern in the United States. Over the last several decades, the prevalence of obesity among both adults and children has grown at an alarming rate and is now reaching epidemic proportions. The increase in obesity has been associated with rises in a host of other chronic conditions including cardiovascular disease, type 2 diabetes, and some cancers. While the causes of obesity are multifaceted, there is growing evidence that television viewing is a major contributor. Results of numerous studies indicate a direct association between time spent watching television and body weight. Possible explanations for this relationship include: 1) watching television acts as a sedentary replacement for physical activity; 2) food advertisements for nutrient-poor, high-calorie foods stimulate food intake; and 3) television viewing is associated with "mindless" eating. In addition to decreasing physical activity and increasing the consumption of highly palatable foods, television viewing can also promote weight gain in indirect ways, such as through the use of targeted product placements in television shows; by influencing social perceptions of body image; and airing programs that portray cooking, eating and losing weight as entertainment. This paper will provide an interdisciplinary review of the direct and indirect ways in which television influences the obesity epidemic, and conclude with ways in which the negative impact of television on obesity could be reduced. Copyright © 2012 Elsevier Inc. All rights reserved.

  1. Serious Games: Video Game Design Techniques for Academic and Commercial Communication

    OpenAIRE

    Bull-Hansen, Christian

    2007-01-01

    Serious Games: Video game design techniques for academic and commercial communication, by Christian Bull-Hansen, Department of Informatics, University of Oslo, Norway. Traditional academic and commercial communication sources, like schools and television, are losing ground to video games. People of all ages spend increasingly more time engaged in virtual worlds and on the Internet, and are becoming used to actively pursuing the information they want to know more about, while rejecting the...

  2. The Track of Brain Activity during the Observation of TV Commercials with the High-Resolution EEG Technology

    Directory of Open Access Journals (Sweden)

    Laura Astolfi

    2009-01-01

    Full Text Available We estimate cortical activity in normal subjects during the observation of TV commercials inserted within a movie by using high-resolution EEG techniques. The brain activity was evaluated in both time and frequency domains by solving the associate inverse problem of EEG with the use of realistic head models. In particular, we recover statistically significant information about cortical areas engaged by particular scenes inserted within the TV commercial proposed with respect to the brain activity estimated while watching a documentary. Results obtained in the population investigated suggest that the statistically significant brain activity during the observation of the TV commercial was mainly concentrated in frontoparietal cortical areas, roughly coincident with the Brodmann areas 8, 9, and 7, in the analyzed population.

  3. Entry of the movie service Netflix into the Czech movie market

    OpenAIRE

    Kawulok, Filip

    2016-01-01

    This thesis will focus on movie distribution via internet, especially on American movie service Netlix and its impact on recent entry to Czech movie market. In the theoretical part will be processed summary of past and recent movie distribution windows. In the practical part will be processed survey, which purpose will be to find out how did Netflix succeed to get into awareness of consumers of the film culture in the Czech republic.

  4. Video segmentation for post-production

    Science.gov (United States)

    Wills, Ciaran

    2001-12-01

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

  5. Implementing a Commercial-Strength Parallel Hybrid Movie Recommendation Engine

    DEFF Research Database (Denmark)

    Amolochitis, Emmanouil; Christou, Ioannis T.; Tan, Zheng-Hua

    2014-01-01

    AMORE is a hybrid recommendation system that provides movie recommendations for a major triple-play services provider in Greece. Combined with our own implementations of several user-, item-, and content-based recommendation algorithms, AMORE significantly outperforms other state......-of-the-art implementations both in solution quality and response time. AMORE currently serves daily recommendation requests for all active subscribers of the provider's video-on-demand services and has contributed to an increase of rental profits and customer retention....

  6. Ten years and 1 master settlement agreement later: the nature and frequency of alcohol and tobacco promotion in televised sports, 2000 through 2002.

    Science.gov (United States)

    Zwarun, Lara

    2006-08-01

    I sought to identify what kinds of promotion for alcohol and tobacco products are found in televised sports programming, as well as how frequently they occur. I compared my findings with data from 5 and 10 years earlier to examine the effects of the Master Settlement Agreement and detect industry trends. Method. A content analysis of more than 83 hours of televised sports programming from 2000 through 2002 was conducted. Composite week sampling was used to ensure results were representative of the overall population of television sports programs. Programs were examined for traditional advertising (commercials) and nontraditional advertising (stadium signs, announcer voiceovers, etc.). Rates of certain types of alcohol advertising have decreased, but what remains is strategically chosen to increase the likelihood of audience exposure. Despite the Master Settlement Agreement, tobacco advertising remains prevalent in many sports. A new trend of placing alcohol and tobacco brand names in commercials for other products is evident. Alcohol and tobacco marketers appear able to cleverly adapt to advertising challenges, such as digital video recorders and legislation. Alcohol and tobacco brands remain visible on sports programming.

  7. Video Game Accessibility: A Legal Approach

    Directory of Open Access Journals (Sweden)

    George Powers

    2015-02-01

    Full Text Available Video game accessibility may not seem of significance to some, and it may sound trivial to anyone who does not play video games. This assumption is false. With the digitalization of our culture, video games are an ever increasing part of our life. They contribute to peer to peer interactions, education, music and the arts. A video game can be created by hundreds of musicians and artists, and they can have production budgets that exceed modern blockbuster films. Inaccessible video games are analogous to movie theaters without closed captioning or accessible facilities. The movement to have accessible video games is small, unorganized and misdirected. Just like the other battles to make society accessible were accomplished through legislation and law, the battle for video game accessibility must be focused toward the law and not the market.

  8. Characterizing popularity dynamics of online videos

    Science.gov (United States)

    Ren, Zhuo-Ming; Shi, Yu-Qiang; Liao, Hao

    2016-07-01

    Online popularity has a major impact on videos, music, news and other contexts in online systems. Characterizing online popularity dynamics is nature to explain the observed properties in terms of the already acquired popularity of each individual. In this paper, we provide a quantitative, large scale, temporal analysis of the popularity dynamics in two online video-provided websites, namely MovieLens and Netflix. The two collected data sets contain over 100 million records and even span a decade. We characterize that the popularity dynamics of online videos evolve over time, and find that the dynamics of the online video popularity can be characterized by the burst behaviors, typically occurring in the early life span of a video, and later restricting to the classic preferential popularity increase mechanism.

  9. İngilizce Öğrencilerinin Arka Koltuk TV Sistemleri ve Altyazılı Filmlere olan Tutumları English Language Learners’ Attitudes to Back-seat TV Systems and Subtitled Movies

    Directory of Open Access Journals (Sweden)

    Buğra ZENGİN

    2013-09-01

    Full Text Available Given the limited exposure to the target language typical ofEnglish as a foreign language setting, English language movies or seriesare needed as sources of authentic input, especially concerning chunks.However, numerous factors may get in the way of their utilization insideand outside the classroom. Even though all classrooms are transformedinto technologically advanced, media enhanced learning environments;other constraints (especially time limits make it necessary to seek outways of benefiting from movies in informal settings. Nevertheless, evenpresuming their availability is within the budget of people of everysocio-economic background, the company they keep in this social andfun activity may induce a shift to the version dubbed into the learner’snative language. Likelihood of such interference is not low at all.Focusing on a university context with high-frequency intercitystudent commuting, this study tries to tackle the attitudes of thecommuter students to back-seat TV systems and subtitled movies.Using a five-point Likert-scale to assess the attitudes of Englishpreparation students, the questionnaire findings indicated that such aservice would be welcome once initiated. It is hoped that this study mayinduce the government, educational institutions, broadcasting andtravel companies to collaborate for a solution. İngilizcenin yabancı dil olarak öğretildiği konumlarda genel olarak görülen bir durum olan hedef dil girdisinin çok sınırlı olması gerçeği düşündüğünde, İngilizce film ya da dizilerine, özellikle dil kalıpları bakımından, doğal girdi kaynakları olarak ihtiyaç duyulmaktadır. Ancak öğrencilerin bu kaynaklardan faydalanmalarına engel teşkil eden, sınıf içi ve sınıf dışı birçok etken vardır. Bütün sınıflar gelişmiş teknolojilere sahip multi-medyalı öğrenme ortamlarına dönüştürülse dahi, diğer kısıtlamalar (özellikle zaman sınırlılıkları, İngilizce öğrenimi i

  10. Estimating flood discharge using witness movies in post-flood hydrological surveys

    Science.gov (United States)

    Le Coz, Jérôme; Hauet, Alexandre; Le Boursicaud, Raphaël; Pénard, Lionel; Bonnifait, Laurent; Dramais, Guillaume; Thollet, Fabien; Braud, Isabelle

    2015-04-01

    The estimation of streamflow rates based on post-flood surveys is of paramount importance for the investigation of extreme hydrological events. Major uncertainties usually arise from the absence of information on the flow velocities and from the limited spatio-temporal resolution of such surveys. Nowadays, after each flood occuring in populated areas home movies taken from bridges, river banks or even drones are shared by witnesses through Internet platforms like YouTube. Provided that some topography data and additional information are collected, image-based velocimetry techniques can be applied to some of these movie materials, in order to estimate flood discharges. As a contribution to recent post-flood surveys conducted in France, we developed and applied a method for estimating velocities and discharges based on the Large Scale Particle Image Velocimetry (LSPIV) technique. Since the seminal work of Fujita et al. (1998), LSPIV applications to river flows were reported by a number of authors and LSPIV can now be considered a mature technique. However, its application to non-professional movies taken by flood witnesses remains challenging and required some practical developments. The different steps to apply LSPIV analysis to a flood home movie are as follows: (i) select a video of interest; (ii) contact the author for agreement and extra information; (iii) conduct a field topography campaign to georeference Ground Control Points (GCPs), water level and cross-sectional profiles; (iv) preprocess the video before LSPIV analysis: correct lens distortion, align the images, etc.; (v) orthorectify the images to correct perspective effects and know the physical size of pixels; (vi) proceed with the LSPIV analysis to compute the surface velocity field; and (vii) compute discharge according to a user-defined velocity coefficient. Two case studies in French mountainous rivers during extreme floods are presented. The movies were collected on YouTube and field topography

  11. 47 CFR 73.3572 - Processing of TV broadcast, Class A TV broadcast, low power TV, TV translators, and TV booster...

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Processing of TV broadcast, Class A TV broadcast, low power TV, TV translators, and TV booster applications. 73.3572 Section 73.3572... Rules Applicable to All Broadcast Stations § 73.3572 Processing of TV broadcast, Class A TV broadcast...

  12. Science on Television

    Science.gov (United States)

    Stringer, John

    2011-01-01

    Television is frequently blamed for the problems adults face with some young people. Does television affect their understanding and behaviour? Of course it does. "Sesame Street", the most researched educational programme in the world, gave its pre-school viewers a head start in literacy that was still measurable ten years later. BBC…

  13. Understanding Violent Behavior in Children and Adolescents

    Science.gov (United States)

    ... goals of treatment typically focus on helping the child to: learn how to control his/her anger; express anger ... identification and intervention programs for violent youngsters Monitoring child's viewing of violence during their screen time including the Internet, tablets, smartphones, TV, videos, and movies. ... you find Facts for Families © helpful and ...

  14. Characterizing popularity dynamics of online videos

    OpenAIRE

    Ren, Zhuo-Ming; Shi, , Yu-Qiang; Liao, Hao

    2016-01-01

    Online popularity has a major impact on videos, music, news and other contexts in online systems. Characterizing online popularity dynamics is nature to explain the observed properties in terms of the already acquired popularity of each individual. In this paper, we provide a quantitative, large scale, temporal analysis of the popularity dynamics in two online video-provided websites, namely MovieLens and Netflix. The two collected data sets contain over 100 million records and even span...

  15. The diffusion of television in India.

    Science.gov (United States)

    Singhal, A; Doshi, J K; Rogers, E M; Rahman, S A

    1988-01-01

    Between 1980 and 1987, the number of television sets increased by 10 times in India. Television now reaches an audience of about 800 million, 10% of the population. 3 main reasons account for the rapid diffusion of television in India: the role of communication satellites in expanding access to television signals, the introduction and popularity of soap operas, and the increasing revenues to the national television system (Doordarshan) from commercial advertising. Hum Log, the 1st soap opera on the national network, was patterned after pro-development soap operas in Mexico and addresses social issues such as family communication, women's status, small family size, national integration, dowry, and alcoholism. The main lesson from the Hum Log experience was that indigenous soap operas can attract large audiences and substantial profits. A 1987 household survey indicated that television ownership is more common in urban areas (88% of households) than rural areas (52%) and among households with incomes above RS 1500 (75% of television owners). The commercialization of Indian television has precipitated a policy debate about television's role. Supporters of further expansion of television services cite popular will, the potential to use this medium for educational development, high advertising incomes, the ability of satellite television to penetrate rural areas, and high government expenditures for television broadcasting. On the other hand, detractors of the commercialization policy argue that television promotes consumerism, widens the gap between the urban elite and the rural poor, disregards regional sociocultural norms, and diverts funding from development programs in areas such as health and education.

  16. Factors in Dubbing Television Comedy.

    Science.gov (United States)

    Zabalbeascoa, Patrick

    1994-01-01

    Advocates a greater awareness of the factors involved with dubbing television comedies. Considers the translation of jokes and provides an outline of the various kinds of jokes in television shows. Calls for more research on comedy dubbing and television translation in general. (HB)

  17. Digital Video: Get with It!

    Science.gov (United States)

    Van Horn, Royal

    2001-01-01

    Several years after the first audiovisual Macintosh computer appeared, most educators are still oblivious of this technology. Almost every other economic sector (including the porn industry) makes abundant use of digital and streaming video. Desktop movie production is so easy that primary grade students can do it. Tips are provided. (MLH)

  18. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" [9]. This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.

  19. Television in the Schools: Instructional Television and Educational Media Resources at the National Public Broadcasting Archives

    Science.gov (United States)

    King, Karen

    2008-01-01

    In 1964, in "A Guide to Instructional Television," editor Robert M. Diamond defined "educational television" as a "broad term usually applied to cultural and community broadcasting which may include some programs for in-school use" (p. 278). His definition for instructional television was "television used within the formal classroom context on any…

  20. Is love of nature in the US becoming love of electronic media? 16-year downtrend in national park visits explained by watching movies, playing video games, internet use, and oil prices.

    Science.gov (United States)

    Pergams, Oliver R W; Zaradic, Patricia A

    2006-09-01

    After 50 years of steady increase, per capita visits to US national parks have declined since 1988. This decline, coincident with the rise in electronic entertainment media, may represent a shift in recreation choices with broader implications for the value placed on biodiversity conservation and environmentally responsible behavior. We compared the decline in per capita visits with a set of indicators representing alternate recreation choices and constraints. The Spearman correlation analyses found this decline in NPV to be significantly negatively correlated with several electronic entertainment indicators: hours of television, (rs=-0.743, P<0.001), video games (rs=-0.773, P<0.001), home movies (rs=-0.788, P<0.001), theatre attendance (rs=-0.587, P<0.025) and internet use (rs=-0.783, P<0.001). There were also significant negative correlations with oil prices (rs=-0.547, P<0.025), foreign travel (rs=-0.452, P<0.05), and Appalachian Trail hikers (rs=-0.785, P<0.001). Income was significantly positively correlated with foreign travel (rs=0.621, P<0.005) but negatively correlated with national park visits (rs=-0.697, P<0.005). There was no significant correlation of mean number of vacation days, indicating available vacation time is probably not a factor. Federal funding actually increased during this period, and so was rejected as a probable factor. Park capacity was rejected as limiting since both total overnight stays and visits at the seven most popular parks rose well into the mid-1990s. Aging of baby boomers was also rejected as they are only now reaching retirement age, and thus during the period of visitation decline were still of prime family vacation age. Multiple linear regression of four of the entertainment media variables as well as oil prices explains 97.5% of this recent decline (r=0.975, multiple r2=0.950, adjusted multiple r2=0.925, SE=0.015, F=37.800, P<0.0001). We may be seeing evidence of a fundamental shift away from people's appreciation of

  1. FAKTOR YANG MEMPENGARUHI SIKAP AUDIENCE TERHADAP PRODUCT/BRAND PLACEMENT DALAM ACARA TV (STUDI KASUS INDONESIAN IDOL 2007 & MAMAMIA SHOW 2007

    Directory of Open Access Journals (Sweden)

    Leonid Julivan Rumambi

    2008-01-01

    Full Text Available Product/brand placement is not such a new matter in the marketing world, including in Indonesia in the last few years. These practice have been conducted at 1920 by cigarette's company in USA, while on the success story can be found on E.T (Extra-Terrestrial: the movie by 1982 presenting Reese's Pieces candy. Product/brand placement can be found widely in various medium starting from movies, TV shows, comics, games, video clip, etc. Today, various TV shows like 'Akademi Fantasi Indosiar (AFI', 'Indonesian Idol', 'Mamamia Show', 'Kontes Dangdut Indonesia (KDI', 'Empat Mata', 'Katakan Cinta', 'I-Gosip' & 'Cek & Ricek' are popular to advertise and become alternative medium for product / brand placement. In order to make the right decisions by conducting product/brand placement especially in TV shows, the company should know & understand several factors that influence audience attitude towards product/brand placement. Based on article entitled 'audience attitude towards product placement in movies: a case from Turkey' as a referred journal, the result of the research conducted have been formed four factors influencing attitude of audience toward product/brand placement. The four factors are 'attention', 'acceptance', 'reference' and 'ethics & regulation' with total variance explained equal to 53,53%. By conducting principal component factor analysis for this research, there are five factors influencing audience attitude toward product/brand placement formed with the total variance explained equal to 63,823 %. Three among other formed factors have several similar variables with the factor in the referred journal, while the two other factors compiled with only two variable/statement item for each. The percentage of each factor were 'acceptance' (18,923%, ethics & regulation (14,978%, attention (13,844%, reference (9,139% and interest (6,939%. The result of this research tried to conclude and give some input related with the final result of the main

  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. Television the Surrogate Parent: Uses and Correlates of Television as Babysitter.

    Science.gov (United States)

    Gantz, Walter

    A study was conducted to determine (1) how often television was used as a surrogate parent, (2) the reasons leading to its use as such, and (3) the correlates of using television as a babysitter. Telephone interviews were conducted with 226 mothers who had children between the ages of 2 and 12. The respondents answered questions that addressed…

  4. Digital TV: structures of feeling in the television of becoming

    Directory of Open Access Journals (Sweden)

    Carlos Eduardo Marquioni

    2013-06-01

    Full Text Available The objective of this text is to present some reflections on theinsertion of a new model of television in Brazil (interactive digital TV,adopting the concept of culture as the center to think of the television system.The notion for structure of feeling, by Raymond Williams, opens up atype of new window that helps to understand this new television whichis being implanted.

  5. Framing Analysis In Media Television News MetroTVOne Related Arrest by the Chairman MK Akil Mocktar Commission Case of Corruption

    Directory of Open Access Journals (Sweden)

    Aryadi Aryadi

    2014-07-01

    Full Text Available Aryadi, G331.10.0018.Framing  Analysis In Media Television News Metro TVOne Related Arrest by   the   Chairman   MK  Akil   Mocktar   Commission   Case   of  Corruption   Skripsi   :  Program   S1   of Communication University of Semarang. This research aims to understand how the framing of television-related  news in the arrest of the chairman of the Constitutional Court AkilMocktar by the Commission on cases of corruption. Impressions is catching  news MK chairman  AkilMocktar  on Metro TV and TVOne. Theoretical  foundation,  framing analysis model of Murray Edelman, the theory is used to understand the reality of diverse and irregular into a reality that has meaning, using the categorization, the use of a particular perspective with certain words is also a word that signifies how the facts or reality understood. Qualitative research methods and strategies for framing the analysis, the study was conducted by observing the video sempel news on Metro TV and TVOne selected. Based on the research results, the general conclusion of each media that Metro TV and TVOne has a different way of constructing a bribery case Mocktar chairman MK Akil is in its message. Metro TV tend to highlight cases of bribery Court of facts, Metro TV does not describe the alleged emerging society. While TVOne looks construct audiences with growing allegations in the news

  6. 49 CFR 393.88 - Television receivers.

    Science.gov (United States)

    2010-10-01

    ... 49 Transportation 5 2010-10-01 2010-10-01 false Television receivers. 393.88 Section 393.88... NECESSARY FOR SAFE OPERATION Miscellaneous Parts and Accessories § 393.88 Television receivers. Any motor vehicle equipped with a television viewer, screen or other means of visually receiving a television...

  7. 1979 Nielsen Report on Television.

    Science.gov (United States)

    Nielsen (A.C.) Co., Chicago, IL.

    The Nielsen data on commercial television viewing and programming contained in this report are estimates of the audiences and other characteristics of television usage as derived from Nielsen Television Index and Nielsen Station Index measurements. Data and brief discussions are provided on the number of commercial and public stations; number of…

  8. Television's Child; The Impact of Television on Today's Children; What Parents Can Do About It.

    Science.gov (United States)

    Morris, Norman S.

    Based on an extensive series of interviews with clinical psychiatrists and psychologists, educators, television executives, producers, performers, advertisers, parents, and children themselves, this book explores the effect of television on a child's values. It delves into the question of a relationship between violence on television and violent…

  9. eMovie: a storyboard-based tool for making molecular movies.

    Science.gov (United States)

    Hodis, Eran; Schreiber, Gideon; Rother, Kristian; Sussman, Joel L

    2007-05-01

    The 3D structures of macromolecules are difficult to grasp and also to communicate. By their nature, movies or animations are particularly useful for highlighting key features by offering a 'guided tour' of structures and conformation changes. However, high-quality movies are rarely seen because they are currently difficult and time consuming to make. By adopting the traditional movie 'storyboard' concept, which gives guidance and direction to filming, eMovie makes the creation of lengthy molecular animations much easier. This tool is a plug-in for the open-source molecular graphics program PyMOL, and enables experts and novices alike to produce informative and high-quality molecular animations.

  10. Children's Impressions of Television Families.

    Science.gov (United States)

    Wartella, Ellen

    This research study examines the types of social behaviors portrayed by families in various television series and explores children's impressions of the TV family members. Content analysis of nine family-oriented TV series was employed to describe the ranges of behaviors of fathers, mothers and children on television. Eleven shows from each series…

  11. A GUIDE TO INSTRUCTIONAL TELEVISION.

    Science.gov (United States)

    DIAMOND, ROBERT M., ED.

    THIS IS A GUIDE DESIGNED AS A SINGLE REFERENCE FOR ADMINISTRATORS, TEACHERS, STUDENTS, AND LAYMEN INTERESTED IN TELEVISION FOR A SPECIFIC SCHOOL OR SCHOOL SYSTEM. FOUR EXAMPLES OF SINGLE-ROOM TELEVISION ARE GIVEN AND SUCCESSFUL APPLICATIONS OF STUDIO TELEVISION ARE PRESENTED. ITS USE IN GUIDANCE AND IN ADMINISTRATION IS EXPLAINED. THE PROBLEMS…

  12. Parents, television and cultural change

    OpenAIRE

    Hauk, Esther; Immordino, Giovanni; Universitat Autònoma de Barcelona. Unitat de Fonaments de l'Anàlisi Econòmica; Institut d'Anàlisi Econòmica

    2011-01-01

    This paper develops a model of cultural transmission where television plays a central role for socialization. Parents split their free time between educating their children which is costly and watching TV which though entertaining might socialize the children to the wrong trait. The free to air television industry maximizes advertisement revenue. We show that TV watching is increasing in cultural coverage, cost of education, TV's entertainment value and decreasing in the perceived cultural di...

  13. 47 CFR 76.51 - Major television markets.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Major television markets. 76.51 Section 76.51... CABLE TELEVISION SERVICE Carriage of Television Broadcast Signals § 76.51 Major television markets. For purposes of the cable television rules, the following is a list of the major television markets and their...

  14. Hybrid compression of video with graphics in DTV communication systems

    NARCIS (Netherlands)

    Schaar, van der M.; With, de P.H.N.

    2000-01-01

    Advanced broadcast manipulation of TV sequences and enhanced user interfaces for TV systems have resulted in an increased amount of pre- and post-editing of video sequences, where graphical information is inserted. However, in the current broadcasting chain, there are no provisions for enabling an

  15. 75 FR 43467 - Nondiscrimination on the Basis of Disability; Movie Captioning and Video Description

    Science.gov (United States)

    2010-07-26

    ... into one of twelve categories listed in the ADA, such as restaurants, movie theaters, schools, day care... operators. These State Attorneys General said that such discretion in the selection of the type of...

  16. A Brazilian educational experiment: teleradiology on web TV.

    Science.gov (United States)

    Silva, Angélica Baptista; de Amorim, Annibal Coelho

    2009-01-01

    Since 2004, educational videoconferences have been held in Brazil for paediatric radiologists in training. The RUTE network has been used, a high-speed national research and education network. Twelve videoconferences were recorded by the Health Channel and transformed into TV programmes, both for conventional broadcast and for access via the Internet. Between October 2007 and December 2009 the Health Channel website registered 2378 hits. Our experience suggests that for successful recording of multipoint videoconferences, four areas are important: (1) a pre-planned script is required, for both physicians and film-makers; (2) particular care is necessary when editing the audiovisual material; (3) the audio and video equipment requires careful adjustment to preserve clinical discussions and the quality of radiology images; (4) to produce a product suitable for both TV sets and computer devices, the master tape needs to be encoded in low resolution digital video formats for Internet media (wmv and rm format for streaming, and compressed zip files for downloading) and MPEG format for DVDs.

  17. National Television Violence Study. Volume 1.

    Science.gov (United States)

    Seawell, Margaret, Ed.

    The National Television Violence Study (NTVS) was a 3-year effort to assess the effects of violence on television, of particular interest to education professionals is the effects of television violence on children. Funded by the National Cable Television Association, the project began in June 1994 and involved the participation of media scholars…

  18. National Television Violence Study. Volume 2.

    Science.gov (United States)

    Seawell, Margaret, Ed.

    The National Television Violence Study (NTVS) was a 3-year effort to assess the effects of violence on television, of particular interest to education professionals is the effects of television violence on children. Funded by the National Cable Television Association, the project began in June 1994 and involved the participation of media scholars…

  19. National Television Violence Study. Volume 3.

    Science.gov (United States)

    Seawell, Margaret, Ed.

    The National Television Violence Study (NTVS) was a 3-year effort to assess the effects of violence on television, of particular interest to education professionals is the effects of television violence on children. Funded by the National Cable Television Association, the project began in June 1994 and involved the participation of media scholars…

  20. Instructional design strategies for developing an interactive video educational program for pregnant teens: a pilot study.

    Science.gov (United States)

    Levenson, P M; Morrow, J R; Smith, P

    1984-01-01

    One hundred forty-six teens attending an urban maternity hospital's prenatal clinic completed a questionnaire designed to assist in the development of educational programs utilizing computer-assisted television instruction or interactive video. Ninety-five percent of the teens agreed that additional information about desirable health behaviors during pregnancy would be helpful. Forty-six percent preferred obtaining information from a health professional at the hospital. Although 90% said that the race of the narrator for a film show was unimportant, responses regarding racial preference corresponded to the racial distribution of participants. Seventy-six percent of the teens preferred the narrator to be younger than 35 years of age, and 54% preferred a female narrator. Race was associated with video game experiences, preferences about the narrator's age and race, and favorite television shows. Age was not associated with responses to any of the questions. Although only 19% had ever used a computer, 98% stated they would like to try a computer with assistance. More than half (55%) knew how to type and 83% had played video games; of those who had played video games, 93% said they enjoyed doing so. Eighty-three percent of the respondents always or sometimes enjoyed cartoons. Favorite television shows and cartoon characters were identified. The design implications of the teens' preferences to the development of instruction using computers coupled with other emerging technologies are discussed.