WorldWideScience

Sample records for video application design

  1. Handbook of video databases design and applications

    CERN Document Server

    Furht, Borko

    2003-01-01

    INTRODUCTIONIntroduction to Video DatabasesOge Marques and Borko FurhtVIDEO MODELING AND REPRESENTATIONModeling Video Using Input/Output Markov Models with Application to Multi-Modal Event DetectionAshutosh Garg, Milind R. Naphade, and Thomas S. HuangStatistical Models of Video Structure and SemanticsNuno VasconcelosFlavor: A Language for Media RepresentationAlexandros Eleftheriadis and Danny HongIntegrating Domain Knowledge and Visual Evidence to Support Highlight Detection in Sports VideosJuergen Assfalg, Marco Bertini, Carlo Colombo, and Alberto Del BimboA Generic Event Model and Sports Vid

  2. Video Design Games

    DEFF Research Database (Denmark)

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

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

  3. Design and develop a video conferencing framework for real-time telemedicine applications using secure group-based communication architecture.

    Science.gov (United States)

    Mat Kiah, M L; Al-Bakri, S H; Zaidan, A A; Zaidan, B B; Hussain, Muzammil

    2014-10-01

    One of the applications of modern technology in telemedicine is video conferencing. An alternative to traveling to attend a conference or meeting, video conferencing is becoming increasingly popular among hospitals. By using this technology, doctors can help patients who are unable to physically visit hospitals. Video conferencing particularly benefits patients from rural areas, where good doctors are not always available. Telemedicine has proven to be a blessing to patients who have no access to the best treatment. A telemedicine system consists of customized hardware and software at two locations, namely, at the patient's and the doctor's end. In such cases, the video streams of the conferencing parties may contain highly sensitive information. Thus, real-time data security is one of the most important requirements when designing video conferencing systems. This study proposes a secure framework for video conferencing systems and a complete management solution for secure video conferencing groups. Java Media Framework Application Programming Interface classes are used to design and test the proposed secure framework. Real-time Transport Protocol over User Datagram Protocol is used to transmit the encrypted audio and video streams, and RSA and AES algorithms are used to provide the required security services. Results show that the encryption algorithm insignificantly increases the video conferencing computation time.

  4. Interactive design of patient-oriented video-games for rehabilitation: concept and application.

    Science.gov (United States)

    Lupinacci, Giorgia; Gatti, Gianluca; Melegari, Corrado; Fontana, Saverio

    2018-04-01

    Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games. It was tested with the collaboration of three therapists and six patients, and two questionnaires were filled in by each patient to evaluate the appreciation of the rehabilitative sessions. The therapists learned easily how to use the system, and no serious difficulties were encountered by the patients. The questionnaires showed an overall good satisfaction by the patients and highlighted the key-role of the therapist in involving the patients during the rehabilitative session. It was found that the proposed system is effective for developing patient-oriented video-games for rehabilitation. The two main advantages are that the therapist is allowed to (i) develop personalized video-games without informatics skills and (ii) adapt the game settings to patients affected by different pathologies. Implications for rehabilitation Virtual reality and serious video games offer the opportunity to transform the traditional therapy into a more pleasant experience, allowing patients to train their motor and cognitive skills. Both the therapists and the patients should be involved in the development of rehabilitative solutions to be highly patient-oriented. A system for the design of rehabilitative games by the therapist is described and the feedback of three therapists and six patients is reported.

  5. Ethnographic Video as Design Specs

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan; Oinonen, Soila

    2010-01-01

    Ethnographic video is used extensively in some industrial corporations to document field studies and to convey an understanding of what is 'out there' to HCI designers and developers of new technologies. The basic assumption is that ethnography through questioning the prevailing conceptions...... and recommendations is surely ideal and appropriate in many cases, there are situations, in which a bolder engagement is called for to ensure an impact on the development process. In this paper we explore how video can function to initiate 'requirement specs' discussions rather than just as inspiration or field data....... We investigate how video specs can support an engineering development process, and help set clear limitations for which solutions might work, and which might not, while retaining some of the richness of the field studies....

  6. Designing with video focusing the user-centred design process

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

    Digital video for user-centered co-design is an emerging field of design, gaining increasing interest in both industry and academia. It merges the techniques and approaches of design ethnography, participatory design, interaction analysis, scenario-based design, and usability studies. This book covers the complete user-centered design project. It illustrates in detail how digital video can be utilized throughout the design process, from early user studies to making sense of video content and envisioning the future with video scenarios to provoking change with video artifacts. The text includes

  7. Image and video compression fundamentals, techniques, and applications

    CERN Document Server

    Joshi, Madhuri A; Dandawate, Yogesh H; Joshi, Kalyani R; Metkar, Shilpa P

    2014-01-01

    Image and video signals require large transmission bandwidth and storage, leading to high costs. The data must be compressed without a loss or with a small loss of quality. Thus, efficient image and video compression algorithms play a significant role in the storage and transmission of data.Image and Video Compression: Fundamentals, Techniques, and Applications explains the major techniques for image and video compression and demonstrates their practical implementation using MATLAB® programs. Designed for students, researchers, and practicing engineers, the book presents both basic principles

  8. Sharing Video Datasets in Design Research

    DEFF Research Database (Denmark)

    Christensen, Bo; Abildgaard, Sille Julie Jøhnk

    2017-01-01

    This paper examines how design researchers, design practitioners and design education can benefit from sharing a dataset. We present the Design Thinking Research Symposium 11 (DTRS11) as an exemplary project that implied sharing video data of design processes and design activity in natural settings...... a multitude of appropriate perspectives and methods may be utilized in analyzing and discussing the singular dataset. The shared data is, from this perspective, understood as a design object in itself, which facilitates new ways of working, collaborating, studying, learning and educating within the expanding...

  9. Application-Level and User-Level QoS Assessment of Audio-Video IP Transmission over Cross-Layer Designed Wireless Ad Hoc Networks

    Science.gov (United States)

    Nunome, Toshiro; Tasaka, Shuji; Nakaoka, Ken

    This paper performs application-level QoS and user-level QoS assessment of audio-video streaming in cross-layer designed wireless ad hoc networks. In order to achieve high QoS at the user-level, we employ link quality-based routing in the network layer and media synchronization control in the application layer. We adopt three link quality-based routing protocols: OLSR-SS (Signal Strength), AODV-SS, and LQHR (Link Quality-Based Hybrid Routing). OLSR-SS is a proactive routing protocol, while AODV-SS is a reactive one. LQHR is a hybrid protocol, which is a combination of proactive and reactive routing protocols. For applicationlevel QoS assessment, we performed computer simulation with ns-2 where an IEEE 802.11b mesh topology network with 24 nodes was assumed. We also assessed user-level QoS by a subjective experiment with 30 assessors. From the assessment results, we find AODV-SS the best for networks with long inter-node distances, while LQHR outperforms AODV-SS for short inter-node distances. In addition, we also examine characteristics of the three schemes with respect to the application-level QoS in random topology networks.

  10. Searching for Concurrent Design Patterns in Video Games

    Science.gov (United States)

    Best, Micah J.; Fedorova, Alexandra; Dickie, Ryan; Tagliasacchi, Andrea; Couture-Beil, Alex; Mustard, Craig; Mottishaw, Shane; Brown, Aron; Huang, Zhi Feng; Xu, Xiaoyuan; Ghazali, Nasser; Brownsword, Andrew

    The transition to multicore architectures has dramatically underscored the necessity for parallelism in software. In particular, while new gaming consoles are by and large multicore, most existing video game engines are essentially sequential and thus cannot easily take advantage of this hardware. In this paper we describe techniques derived from our experience parallelizing an open-source video game Cube 2. We analyze the structure and unique requirements of this complex application domain, drawing conclusions about parallelization tools and techniques applicable therein. Our experience and analysis convinced us that while existing tools and techniques can be used to solve parts of this problem, none of them constitutes a comprehensive solution. As a result we were inspired to design a new parallel programming environment (PPE) targeted specifically at video game engines and other complex soft real-time systems. The initial implementation of this PPE, Cascade, and its performance analysis are also presented.

  11. 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…

  12. Application of EPON Technology in Transmission Line Video Monitoring

    Directory of Open Access Journals (Sweden)

    Xia Zongze

    2015-01-01

    Full Text Available The operating condition of transmission lines directly determines the efficiency of the power system. Therefore, faced with a complex operating environment, it is extremely important to protect transmission line video monitoring. At present, the technology widely used in the power distribution and network communication in domestic power industry is EPON technology. This technology has a broad application prospect on the transmission of electrical circuit video monitoring information. On this basis, this paper carries out a further research on the application of EPON technology in transmission line video monitoring. This paper firstly proposes the design principle of transmission line video monitoring, and on this basis, it carries out a comparative analysis of merits and demerits of different types of EPON networking schemes. In addition, quantification is given for the EPON networking power consumption, so as to obtain a complete EPON combining scheme which is combined with specific examples to validate, and finally realize that the EPON technology has a certain application value because it is in line with various indicators after application in transmission line video monitoring.

  13. Rapid prototyping of an automated video surveillance system: a hardware-software co-design approach

    Science.gov (United States)

    Ngo, Hau T.; Rakvic, Ryan N.; Broussard, Randy P.; Ives, Robert W.

    2011-06-01

    FPGA devices with embedded DSP and memory blocks, and high-speed interfaces are ideal for real-time video processing applications. In this work, a hardware-software co-design approach is proposed to effectively utilize FPGA features for a prototype of an automated video surveillance system. Time-critical steps of the video surveillance algorithm are designed and implemented in the FPGAs logic elements to maximize parallel processing. Other non timecritical tasks are achieved by executing a high level language program on an embedded Nios-II processor. Pre-tested and verified video and interface functions from a standard video framework are utilized to significantly reduce development and verification time. Custom and parallel processing modules are integrated into the video processing chain by Altera's Avalon Streaming video protocol. Other data control interfaces are achieved by connecting hardware controllers to a Nios-II processor using Altera's Avalon Memory Mapped protocol.

  14. A Database Design and Development Case: Home Theater Video

    Science.gov (United States)

    Ballenger, Robert; Pratt, Renee

    2012-01-01

    This case consists of a business scenario of a small video rental store, Home Theater Video, which provides background information, a description of the functional business requirements, and sample data. The case provides sufficient information to design and develop a moderately complex database to assist Home Theater Video in solving their…

  15. Fully scalable video coding in multicast applications

    Science.gov (United States)

    Lerouge, Sam; De Sutter, Robbie; Lambert, Peter; Van de Walle, Rik

    2004-01-01

    The increasing diversity of the characteristics of the terminals and networks that are used to access multimedia content through the internet introduces new challenges for the distribution of multimedia data. Scalable video coding will be one of the elementary solutions in this domain. This type of coding allows to adapt an encoded video sequence to the limitations of the network or the receiving device by means of very basic operations. Algorithms for creating fully scalable video streams, in which multiple types of scalability are offered at the same time, are becoming mature. On the other hand, research on applications that use such bitstreams is only recently emerging. In this paper, we introduce a mathematical model for describing such bitstreams. In addition, we show how we can model applications that use scalable bitstreams by means of definitions that are built on top of this model. In particular, we chose to describe a multicast protocol that is targeted at scalable bitstreams. This way, we will demonstrate that it is possible to define an abstract model for scalable bitstreams, that can be used as a tool for reasoning about such bitstreams and related applications.

  16. A Video Streaming Application Using Mobile Media Application Programming Interface

    Directory of Open Access Journals (Sweden)

    Henning Titi Ciptaningtyas

    2010-12-01

    Full Text Available Recently, the development of mobile phone technology is growing rapidly. These developments led to the emerging of a multimedia mobile phone that supports Wireless Local Area Network (WLAN. However, the use of WLAN technology on mobile phones to access the streaming video is very rarely encountered. While the current S60 Symbian operating system as a multimedia mobile phone is very reliable in handling a variety of media such as video.The discussion in this study presents the making of a video streaming application in mobile phone via a WLAN connection using JSR 135 technology or better known as the Mobile Media API (MMAPI. MMAPI is used to control the process of video streaming and its supporting features. The application will use the two protocols namely RTSP and HTTP. Experiment results show that the use of MMAPI on Symbian 60 based mobile phones to do video streaming is feasible and has good reliability. This is indicated by 0% packet loss on a reliable connection. In addition, the times required to play multimedia files are not affected by the size of video streaming files.

  17. 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

  18. Multimodal interaction in image and video applications

    CERN Document Server

    Sappa, Angel D

    2013-01-01

    Traditional Pattern Recognition (PR) and Computer Vision (CV) technologies have mainly focused on full automation, even though full automation often proves elusive or unnatural in many applications, where the technology is expected to assist rather than replace the human agents. However, not all the problems can be automatically solved being the human interaction the only way to tackle those applications. Recently, multimodal human interaction has become an important field of increasing interest in the research community. Advanced man-machine interfaces with high cognitive capabilities are a hot research topic that aims at solving challenging problems in image and video applications. Actually, the idea of computer interactive systems was already proposed on the early stages of computer science. Nowadays, the ubiquity of image sensors together with the ever-increasing computing performance has open new and challenging opportunities for research in multimodal human interaction. This book aims to show how existi...

  19. Designing educational video games in Unity

    OpenAIRE

    Brglez, Domen

    2017-01-01

    We are always trying to improve learning process by finding new ways to increase motivation, make things easier to understand and last but not least to get better learning results. One method to do that is by creating educational video games. Video games are used in situations that can explain certain situations better, where we can make safe environment for students to experiment new things, to simulate real life situations and last but not least to increase their motivation in learning p...

  20. Bouncing mode electrostatically actuated scanning micromirror for video applications

    Science.gov (United States)

    Krylov, Slava; Barnea, Daniel I.

    2005-12-01

    We present a design and operation concept of a scanning device based on an electrostatic torsional micromirror that is aimed to fulfil the requirements of motion linearity, high operational frequency and low actuation voltages imposed by laser display applications. The operational mode incorporates a contact event between the mirror and an elastic constraint followed by a bouncing and an inversion of motion. A triangular response signal is obtained by the application of an actuation voltage which is piecewise constant in time. The tuning of the resonant frequency through the control of the applied voltage permits the synchronization of the response of the microfabricated device with a video signal.

  1. Comparing video and avatar technology for a health education application for deaf people.

    Science.gov (United States)

    Chiriac, Ionuţ Adrian; Stoicu-Tivadar, Lăcrămioara; Podoleanu, Elena

    2015-01-01

    The article describes the steps and results of a parallel research investigating e-health systems design and implementation for deaf people both in avatar and video technology. The application translates medical knowledge and concepts in deaf sign language for impaired users through an avatar. Two types of avatar technologies are taken into consideration: Video Avatar with recorded humans interface and Animated Avatar with animated figure interface. The comparative study investigates the data collection, design, implementation and the impact study. The comparative analysis of video and animated technology for data collection shows that the video format editing requires fewer skills and results are obtained easier, quicker and less expensive. The video technology supports an easier to design and implement architecture. The impact study for 2 deaf students communities is under development and for the time being the video avatar is better perceived.

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

    Science.gov (United States)

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

    2016-09-01

    This paper proposes a layer based buffer aware rate adaptation design which is able to avoid abrupt video quality fluctuation, reduce re-buffering latency and improve bandwidth utilization when compared to a conventional simulcast based adaptive streaming system. The proposed adaptation design schedules DASH segment requests based on the estimated bandwidth, dependencies among video layers and layer buffer fullness. Scalable HEVC video coding is the latest state-of-art video coding technique that can alleviate various issues caused by simulcast based adaptive video streaming. With scalable coded video streams, the video is encoded once into a number of layers representing different qualities and/or resolutions: a base layer (BL) and one or more enhancement layers (EL), each incrementally enhancing the quality of the lower layers. Such layer based coding structure allows fine granularity rate adaptation for the video streaming applications. Two video streaming use cases are presented in this paper. The first use case is to stream HD SHVC video over a wireless network where available bandwidth varies, and the performance comparison between proposed layer-based streaming approach and conventional simulcast streaming approach is provided. The second use case is to stream 4K/UHD SHVC video over a hybrid access network that consists of a 5G millimeter wave high-speed wireless link and a conventional wired or WiFi network. The simulation results verify that the proposed layer based rate adaptation approach is able to utilize the bandwidth more efficiently. As a result, a more consistent viewing experience with higher quality video content and minimal video quality fluctuations can be presented to the user.

  3. Level up! the guide to great video game design

    CERN Document Server

    Rogers, Scott

    2014-01-01

    Want to design your own video games? Let expert Scott Rogers show you how! If you want to design and build cutting-edge video games but aren't sure where to start, then the SECOND EDITION of the acclaimed Level Up! is for you! Written by leading video game expert Scott Rogers, who has designed the hits Pac Man World, Maximo and SpongeBob Squarepants, this updated edition provides clear and well-thought out examples that forgo theoretical gobbledygook with charmingly illustrated concepts and solutions based on years of professional experience. Level Up! 2nd Edition has been NEWLY EXPANDED to

  4. Video Classification and Adaptive QoP/QoS Control for Multiresolution Video Applications on IPTV

    Directory of Open Access Journals (Sweden)

    Huang Shyh-Fang

    2012-01-01

    Full Text Available With the development of heterogeneous networks and video coding standards, multiresolution video applications over networks become important. It is critical to ensure the service quality of the network for time-sensitive video services. Worldwide Interoperability for Microwave Access (WIMAX is a good candidate for delivering video signals because through WIMAX the delivery quality based on the quality-of-service (QoS setting can be guaranteed. The selection of suitable QoS parameters is, however, not trivial for service users. Instead, what a video service user really concerns with is the video quality of presentation (QoP which includes the video resolution, the fidelity, and the frame rate. In this paper, we present a quality control mechanism in multiresolution video coding structures over WIMAX networks and also investigate the relationship between QoP and QoS in end-to-end connections. Consequently, the video presentation quality can be simply mapped to the network requirements by a mapping table, and then the end-to-end QoS is achieved. We performed experiments with multiresolution MPEG coding over WIMAX networks. In addition to the QoP parameters, the video characteristics, such as, the picture activity and the video mobility, also affect the QoS significantly.

  5. Multiresolution coding for video-based service applications

    Science.gov (United States)

    Gharavi, Hami

    1995-12-01

    The video coding and distribution approach presented in this paper has two key characteristics that make it ideal for integration of video communication services over common broadband digital networks. The modular multi-resolution nature of the coding scheme provides the necessary flexibility to accommodate future advances in video technology as well as robust distribution over various network environments. This paper will present an efficient and scalable coding scheme for video communications. The scheme is capable of encoding and decoding video signals in a hierarchical, multilayer fashion to provide video at differing quality grades. Subsequently, the utilization of this approach to enable efficient bandwidth sharing and robust distribution of video signals in multipoint communications is presented. Coding and distribution architectures are discussed which include multi-party communications in a multi-window fashion within ATM environments. Furthermore, under the limited capabilities typical of wideband/broadband access networks, this architecture accommodates important video-based service applications such as Interactive Distance Learning.

  6. Video over DSL with LDGM Codes for Interactive Applications

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2016-05-01

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

  7. Design-Based Research and Video Game Based Learning: Developing the Educational Video Game "Citizen Science"

    Science.gov (United States)

    Gaydos, Matthew J.

    2013-01-01

    This paper presents a series of studies detailing the research and development of the educational science video game "Citizen Science." It documents the design process, beginning with the initial grant and ending with a case study of two teachers who used the game in their classrooms. Following a design-based research approach, this…

  8. Helping Hands: Designing Video Games with Interpersonal Touch Interaction

    OpenAIRE

    Watts, Cody; Sharlin, Ehud; Woytiuk, Peter

    2010-01-01

    International audience; Increasingly, the movements of players' physical bodies are being used as a method of controlling and playing video games. This trend is evidenced by the recent development of interpersonal touch-based games; multiplayer games which players control by physically touching their partners. Although a small number of interpersonal touch-based games have recently been designed, the best practices for creating video games based on this unconventional interaction technique re...

  9. Playful Politics: Developing a Framework for Designing Video Games for Political Participation in the United Kingdom

    Directory of Open Access Journals (Sweden)

    Andrew James Reid

    2015-11-01

    Full Text Available Political participation in the United Kingdom among young voters (aged 18-24 has steadily declined over the past two decades. Alongside this decline, video game popularity has meteorically risen among the same demographic, resulting in video games becoming increasingly more integrated within modern society. While these instances are not necessarily related, there is opportunity to explore the use of video games’ popularity to increase political participation.The basis of this research is to investigate video games as a medium for social change, and its application within a political context in order to encourage political participation in the United Kingdom. The research intends to critically analyse existing video game design theories with implications of social impact, such as transformative design, procedural rhetoric, ethical design, persuasive principles and the theory of play.This research has assisted in the development of the Political Design Framework, a design methodology that provides ethical definition and validation for video games that intend to promote political engagement.

  10. Designing Role-Playing Video Games for Ethical Thinking

    Science.gov (United States)

    Schrier, Karen

    2017-01-01

    How can we better design games, such as role-playing video games (RPGs), to support the practice of ethical thinking? Ethical thinking is a critical component of twenty-first century citizenship and we need to design ways to creatively support its practice. This study investigates how male participants, ages 18-34, make ethical decisions in three…

  11. Applying Video Game Interaction Design to Business Performance, Round 2.

    Science.gov (United States)

    Shirinian, Ara; Dickelman, Erik

    2002-01-01

    Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…

  12. Design, Development and Evaluation of a Field Learning Video Blog

    Science.gov (United States)

    Petrovic, Otto

    2016-01-01

    The research question in this paper is how a Field Learning Video Blog (FLvlog) has to be designed in order to optimize learning processes taking into account changed everyday communication habits of students. The system is designed to meet pedagogical as well as functional requirements for learning in fieldwork settings. The main difference to…

  13. VLSI Architecture Design for H.264/AVC Intra-frame Video Encoding

    National Research Council Canada - National Science Library

    Kuo, Huang-Chih; Lin, Youn-Long

    2013-01-01

    Intra-frame encoding is useful for many video applications such as security surveillance, digital cinema, and video conferencing because it supports random access to every video frame for easy editing...

  14. Web-based Video Annotation and its Applications

    Science.gov (United States)

    Yamamoto, Daisuke; Nagao, Katashi

    In this paper, we developed a Web-based video annotation system, named iVAS (intelligent Video Annotation Server). Audiences can associate any video content on the Internet with annotations. The system analyzes video content in order to acquire cut/shot information and color histograms. And it also automatically generates a Web page for editing annotations. Then, audiences can create annotation data by two methods. The first one helps the users to create text data such as person/object names, scene descriptions, and comments interactively. The second method facilitates the users associating any video fragments with their subjective impression by just clicking a mouse button. The generated annotation data are accumulated and managed by an XML database connected with iVAS. We also developed some application systems based on annotations such as video retrieval, video simplification, and video-content-based community support. One of the major advantages of our approach is easy integration of hand-coded and automatically-generated (such as color histograms and cut/shot information) annotations. Additionally, since our annotation system is open for public, we must consider some reliability or correctness of annotation data. We also developed an automatic evaluation method of annotation reliability using the users' feedback. In the future, these fundamental technologies will contribute to the formation of new communities centered around video content.

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

    Directory of Open Access Journals (Sweden)

    Alonso JoséI

    2008-01-01

    Full Text Available Abstract New convergent services are becoming possible, thanks to the expansion of IP networks based on the availability of innovative advanced coding formats such as H.264, which reduce network bandwidth requirements providing good video quality, and the rapid growth in the supply of dual-mode WiFi cellular terminals. This paper provides, first, a comprehensive subject overview as several technologies are involved, such as medium access protocol in IEEE802.11, H.264 advanced video coding standards, and conversational application characterization and recommendations. Second, the paper presents a new and simple dimensioning model of conversational video over wireless LAN. WLAN is addressed under the optimal network throughput and the perspective of video quality. The maximum number of simultaneous users resulting from throughput is limited by the collisions taking place in the shared medium with the statistical contention protocol. The video quality is conditioned by the packet loss in the contention protocol. Both approaches are analyzed within the scope of the advanced video codecs used in conversational video over IP, to conclude that conversational video dimensioning based on network throughput is not enough to ensure a satisfactory user experience, and video quality has to be taken also into account. Finally, the proposed model has been applied to a real-office scenario.

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

    Directory of Open Access Journals (Sweden)

    Raquel Perez Leal

    2007-12-01

    Full Text Available New convergent services are becoming possible, thanks to the expansion of IP networks based on the availability of innovative advanced coding formats such as H.264, which reduce network bandwidth requirements providing good video quality, and the rapid growth in the supply of dual-mode WiFi cellular terminals. This paper provides, first, a comprehensive subject overview as several technologies are involved, such as medium access protocol in IEEE802.11, H.264 advanced video coding standards, and conversational application characterization and recommendations. Second, the paper presents a new and simple dimensioning model of conversational video over wireless LAN. WLAN is addressed under the optimal network throughput and the perspective of video quality. The maximum number of simultaneous users resulting from throughput is limited by the collisions taking place in the shared medium with the statistical contention protocol. The video quality is conditioned by the packet loss in the contention protocol. Both approaches are analyzed within the scope of the advanced video codecs used in conversational video over IP, to conclude that conversational video dimensioning based on network throughput is not enough to ensure a satisfactory user experience, and video quality has to be taken also into account. Finally, the proposed model has been applied to a real-office scenario.

  17. Design Patterns : Implementation in video game programming

    OpenAIRE

    Le Van, Cuong

    2016-01-01

    The goal of this thesis was to develop Last Planets, a social mobile game for iOS devices. The game development theory and the design patterns are portrayed in the first part of this study. The second part presents how such theories are put into practice during the development of Last Planets. The completion of the project resulted in the launch of Last Planets during spring 2016. Multiple design patterns were chosen to be implemented within the code base. Patterns such as Observer, Strat...

  18. Design of real-time video watermarking based on Integer DCT for H.264 encoder

    Science.gov (United States)

    Joshi, Amit M.; Mishra, Vivekanand; Patrikar, R. M.

    2015-01-01

    With the advent of technology, video has become a prominent entity that is shared over networks. With easy availability of various editing tools, data integrity and ownership issues have caused great concern worldwide. Video watermarking is an evolving field that may be used to address such issues. Till date, most of the algorithms have been developed for uncompressed domain watermarking and implemented on software platforms. They provide flexibility and simplicity, but at the same time, they are not suited for real-time applications. They work offline where videos are captured and then watermark is embedded in the video. In the present work, a hardware-based implementation of video watermarking is proposed that overcomes the limitation of software watermarking methods and can be readily adapted to the H.264 standard. This paper focuses on an invisible and robust video watermarking scheme, which can be easily implemented as an integral part of the standard H.264 encoder. The proposed watermarking algorithm involves Integer DCT-based watermark embedding method, wherein Integer DCT is calculated with a fully parallel approach resulting in better speed. The proposed video watermarking is designed with pipelining and parallel architecture for real-time implementation. Here, scene change detection technique is used to improve the performance. Different planes of the watermark are embedded in different frames of a particular scene in order to achieve robustness against various temporal attacks.

  19. DESIGNING THE SET IN NIGERIAN HOME VIDEO FILMS: A STUDY ...

    African Journals Online (AJOL)

    Mitch

    DESIGNING THE SET IN NIGERIAN HOME VIDEO FILMS: A STUDY OF. AMAZING GRACE. EMMANUEL A. EREGARE & ONAJITE K. AKPOBOME. ABSTRACT. The Nigerian movie industry has grown to be a very popular art that welcomes any new player so care is not taken to apply all the techniques of good filmmaking.

  20. Students Designing Video Games about Immunology: Insights for Science Learning

    Science.gov (United States)

    Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie

    2011-01-01

    Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…

  1. Video Perspectivity Meets Wild and Crazy Teens: A Design Ethnography

    Science.gov (United States)

    Goldman, Ricki

    2004-01-01

    This article is a digital video design ethnography describing the first phase of introducing a perspectivity meme into a classroom. A meme is an idea that spreads throughout a system. A perspectivity meme is the idea that people who share their viewpoints and interpretations will gradually affect role changes in the learning environment. They will…

  2. Joint Wavelet Video Denoising and Motion Activity Detection in Multimodal Human Activity Analysis: Application to Video-Assisted Bioacoustic/Psychophysiological Monitoring

    Science.gov (United States)

    Dimoulas, C. A.; Avdelidis, K. A.; Kalliris, G. M.; Papanikolaou, G. V.

    2007-12-01

    The current work focuses on the design and implementation of an indoor surveillance application for long-term automated analysis of human activity, in a video-assisted biomedical monitoring system. Video processing is necessary to overcome noise-related problems, caused by suboptimal video capturing conditions, due to poor lighting or even complete darkness during overnight recordings. Modified wavelet-domain spatiotemporal Wiener filtering and motion-detection algorithms are employed to facilitate video enhancement, motion-activity-based indexing and summarization. Structural aspects for validation of the motion detection results are also used. The proposed system has been already deployed in monitoring of long-term abdominal sounds, for surveillance automation, motion-artefacts detection and connection with other psychophysiological parameters. However, it can be used to any video-assisted biomedical monitoring or other surveillance application with similar demands.

  3. Design Issues in Video Disc Map Display.

    Science.gov (United States)

    1984-10-01

    design, several variations in overlay were either observed, mentioned in conversation, or came to mind, and these include: (a) pointing to a menu of...Schmandt, C. (1980), "Soft Typography ", Information Processing 󈨔, S.H. Lavington (ed.), North-Holland Publishing Co., pp. 1027-1031. Describes a method...first .. i symbol in the menu along the bottom of the screen and has then touched the displayed map where that symbol is to apppear. The lower photo

  4. Designing Tangible Video Games: Lessons Learned from the Sifteo Cubes

    OpenAIRE

    Pillias, Clément; Robert-Bouchard, Raphaël; Levieux, Guillaume

    2014-01-01

    International audience; In this paper, we present a collaborative game designed for Sifteo Cubes, a new tangible interface for multiplayer games. We discuss how this game exploits the platform's interface to transfer some of the game mechanics into the non-digital world, and how this approach affects both the player's experience and the design process. We present the technical limitations encountered during game development and analyze video recordings of play sessions with regard to the play...

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

    Science.gov (United States)

    Wiese, K.; Mcconnell, D. A.

    2014-12-01

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

  6. Applications of Scalable Multipoint Video and Audio Using the Public Internet

    Directory of Open Access Journals (Sweden)

    Robert D. Gaglianello

    2000-01-01

    Full Text Available This paper describes a scalable multipoint video system, designed for efficient generation and display of high quality, multiple resolution, multiple compressed video streams over IP-based networks. We present our experiences using the system over the public Internet for several “real-world” applications, including distance learning, virtual theater, and virtual collaboration. The trials were a combined effort of Bell Laboratories and the Gertrude Stein Repertory Theatre (TGSRT. We also present current advances in the conferencing system since the trials, new areas for application and future applications.

  7. From different angles: Exploring and applying the design potential of video

    OpenAIRE

    Pasman, G.J.

    2012-01-01

    Recent developments in both hardware and software have brought video within the scope of design students as a new visual design tool. Being more and more equipped with cameras, for example in their smartphones, and video editing programs on their computers, they are increasing using video to record their research activities or present their design ideas. In design education, however, the full potential of video as a rich and contextual design medium is yet to be explored and developed. This p...

  8. An infrared high rate video imager for various space applications

    Science.gov (United States)

    Svedhem, Hâkan; Koschny, Detlef

    2010-05-01

    Modern spacecraft with high data transmission capabilities have opened up the possibility to fly video rate imagers in space. Several fields concerned with observations of transient phenomena can benefit significantly from imaging at video frame rate. Some applications are observations and characterization of bolides/meteors, sprites, lightning, volcanic eruptions, and impacts on airless bodies. Applications can be found both on low and high Earth orbiting spacecraft as well as on planetary and lunar orbiters. The optimum wavelength range varies depending on the application but we will focus here on the near infrared, partly since it allows exploration of a new field and partly because it, in many cases, allows operation both during day and night. Such an instrument has to our knowledge never flown in space so far. The only sensors of a similar kind fly on US defense satellites for monitoring launches of ballistic missiles. The data from these sensors, however, is largely inaccessible to scientists. We have developed a bread-board version of such an instrument, the SPOSH-IR. The instrument is based on an earlier technology development - SPOSH - a Smart Panoramic Optical Sensor Head, for operation in the visible range, but with the sensor replace by a cooled IR detector and new optics. The instrument is using a Sofradir 320x256 pixel HgCdTe detector array with 30µm pixel size, mounted directly on top of a four stage thermoelectric Peltier cooler. The detector-cooler combination is integrated into an evacuated closed package with a glass window on its front side. The detector has a sensitive range between 0.8 and 2.5 µm. The optical part is a seven lens design with a focal length of 6 mm and a FOV 90deg by 72 deg optimized for use at SWIR. The detector operates at 200K while the optics operates at ambient temperature. The optics and electronics for the bread-board has been designed and built by Jena-Optronik, Jena, Germany. This talk will present the design and the

  9. Exploring the application of interactive video projection in Physical Education

    NARCIS (Netherlands)

    S.I. (Sanne) de Vries; Danica Mast; Jeroen de Krom

    2015-01-01

    This paper describes explorations into related technology and research regarding the application of interactive video projection within physical education and the gym of the future. We discuss the application of exergaming in physical education, spatial augmented reality as a technology and

  10. Design of wireless video transmission system based on STM32 microcontroller

    Science.gov (United States)

    Yang, Fan; Ma, Chunting; Li, Haoyi

    2017-03-01

    The design of a wireless video transmission system based on STM32, the system uses the STM32F103VET6 microprocessor as the core, through the video acquisition module collects video data, video data will be sent to the receiver through the wireless transmitting module, receiving data will be displayed on the LCD screen. The software design process of receiver and transmitter is introduced. The experiment proves that the system realizes wireless video transmission function.

  11. Impact of different cloud deployments on real-time video applications for mobile video cloud users

    Science.gov (United States)

    Khan, Kashif A.; Wang, Qi; Luo, Chunbo; Wang, Xinheng; Grecos, Christos

    2015-02-01

    The latest trend to access mobile cloud services through wireless network connectivity has amplified globally among both entrepreneurs and home end users. Although existing public cloud service vendors such as Google, Microsoft Azure etc. are providing on-demand cloud services with affordable cost for mobile users, there are still a number of challenges to achieve high-quality mobile cloud based video applications, especially due to the bandwidth-constrained and errorprone mobile network connectivity, which is the communication bottleneck for end-to-end video delivery. In addition, existing accessible clouds networking architectures are different in term of their implementation, services, resources, storage, pricing, support and so on, and these differences have varied impact on the performance of cloud-based real-time video applications. Nevertheless, these challenges and impacts have not been thoroughly investigated in the literature. In our previous work, we have implemented a mobile cloud network model that integrates localized and decentralized cloudlets (mini-clouds) and wireless mesh networks. In this paper, we deploy a real-time framework consisting of various existing Internet cloud networking architectures (Google Cloud, Microsoft Azure and Eucalyptus Cloud) and a cloudlet based on Ubuntu Enterprise Cloud over wireless mesh networking technology for mobile cloud end users. It is noted that the increasing trend to access real-time video streaming over HTTP/HTTPS is gaining popularity among both research and industrial communities to leverage the existing web services and HTTP infrastructure in the Internet. To study the performance under different deployments using different public and private cloud service providers, we employ real-time video streaming over the HTTP/HTTPS standard, and conduct experimental evaluation and in-depth comparative analysis of the impact of different deployments on the quality of service for mobile video cloud users. Empirical

  12. High-sensitivity hyperspectral imager for biomedical video diagnostic applications

    Science.gov (United States)

    Leitner, Raimund; Arnold, Thomas; De Biasio, Martin

    2010-04-01

    Video endoscopy allows physicians to visually inspect inner regions of the human body using a camera and only minimal invasive optical instruments. It has become an every-day routine in clinics all over the world. Recently a technological shift was done to increase the resolution from PAL/NTSC to HDTV. But, despite a vast literature on invivo and in-vitro experiments with multi-spectral point and imaging instruments that suggest that a wealth of information for diagnostic overlays is available in the visible spectrum, the technological evolution from colour to hyper-spectral video endoscopy is overdue. There were two approaches (NBI, OBI) that tried to increase the contrast for a better visualisation by using more than three wavelengths. But controversial discussions about the real benefit of a contrast enhancement alone, motivated a more comprehensive approach using the entire spectrum and pattern recognition algorithms. Up to now the hyper-spectral equipment was too slow to acquire a multi-spectral image stack at reasonable video rates rendering video endoscopy applications impossible. Recently, the availability of fast and versatile tunable filters with switching times below 50 microseconds made an instrumentation for hyper-spectral video endoscopes feasible. This paper describes a demonstrator for hyper-spectral video endoscopy and the results of clinical measurements using this demonstrator for measurements after otolaryngoscopic investigations and thorax surgeries. The application investigated here is the detection of dysplastic tissue, although hyper-spectral video endoscopy is of course not limited to cancer detection. Other applications are the detection of dysplastic tissue or polyps in the colon or the gastrointestinal tract.

  13. Cross-Layer Design of Source Rate Control and Congestion Control for Wireless Video Streaming

    Directory of Open Access Journals (Sweden)

    Peng Zhu

    2007-01-01

    Full Text Available Cross-layer design has been used in streaming video over the wireless channels to optimize the overall system performance. In this paper, we extend our previous work on joint design of source rate control and congestion control for video streaming over the wired channel, and propose a cross-layer design approach for wireless video streaming. First, we extend the QoS-aware congestion control mechanism (TFRCC proposed in our previous work to the wireless scenario, and provide a detailed discussion about how to enhance the overall performance in terms of rate smoothness and responsiveness of the transport protocol. Then, we extend our previous joint design work to the wireless scenario, and a thorough performance evaluation is conducted to investigate its performance. Simulation results show that by cross-layer design of source rate control at application layer and congestion control at transport layer, and by taking advantage of the MAC layer information, our approach can avoid the throughput degradation caused by wireless link error, and better support the QoS requirements of the application. Thus, the playback quality is significantly improved, while good performance of the transport protocol is still preserved.

  14. A Video Streaming Application Using Mobile Media Application Programming Interface

    OpenAIRE

    Henning Titi Ciptaningtyas; Henry Pratama,; Ary Mazharuddin Shiddiqi

    2010-01-01

    Recently, the development of mobile phone technology is growing rapidly. These developments led to the emerging of a multimedia mobile phone that supports Wireless Local Area Network (WLAN). However, the use of WLAN technology on mobile phones to access the streaming video is very rarely encountered. While the current S60 Symbian operating system as a multimedia mobile phone is very reliable in handling a variety of media such as video.The discussion in this study presents the making of a vid...

  15. From different angles : Exploring and applying the design potential of video

    NARCIS (Netherlands)

    Pasman, G.J.

    2012-01-01

    Recent developments in both hardware and software have brought video within the scope of design students as a new visual design tool. Being more and more equipped with cameras, for example in their smartphones, and video editing programs on their computers, they are increasing using video to record

  16. Design and Smartphone-Based Implementation of a Chaotic Video Communication Scheme via WAN Remote Transmission

    Science.gov (United States)

    Lin, Zhuosheng; Yu, Simin; Li, Chengqing; Lü, Jinhu; Wang, Qianxue

    This paper proposes a chaotic secure video remote communication scheme that can perform on real WAN networks, and implements it on a smartphone hardware platform. First, a joint encryption and compression scheme is designed by embedding a chaotic encryption scheme into the MJPG-Streamer source codes. Then, multiuser smartphone communications between the sender and the receiver are implemented via WAN remote transmission. Finally, the transmitted video data are received with the given IP address and port in an Android smartphone. It should be noted that, this is the first time that chaotic video encryption schemes are implemented on such a hardware platform. The experimental results demonstrate that the technical challenges on hardware implementation of secure video communication are successfully solved, reaching a balance amongst sufficient security level, real-time processing of massive video data, and utilization of available resources in the hardware environment. The proposed scheme can serve as a good application example of chaotic secure communications for smartphone and other mobile facilities in the future.

  17. Designing Adaptive Web Applications

    DEFF Research Database (Denmark)

    Dolog, Peter

    2008-01-01

    The unique characteristic of web applications is that they are supposed to be used by much bigger and diverse set of users and stakeholders. An example application area is e-Learning or business to business interaction. In eLearning environment, various users with different background use the eLearning......-based applications aim to leave some of their features at the design stage in the form of variables which are dependent on several criteria. The resolution of the variables is called adaptation and can be seen from two perspectives: adaptation by humans to the changed requirements of stakeholders and dynamic system...... adaptation to the changed parameters of environments, user or context. Adaptation can be seen as an orthogonal concern or viewpoint in a design process. In this paper I will discuss design abstractions which are employed in current design methods for web applications. I will exemplify the use...

  18. Multimedia applications in nursing curriculum: the process of producing streaming videos for medication administration skills.

    Science.gov (United States)

    Sowan, Azizeh K

    2014-07-01

    Streaming videos (SVs) are commonly used multimedia applications in clinical health education. However, there are several negative aspects related to the production and delivery of SVs. Only a few published studies have included sufficient descriptions of the videos and the production process and design innovations. This paper describes the production of innovative SVs for medication administration skills for undergraduate nursing students at a public university in Jordan and focuses on the ethical and cultural issues in producing this type of learning resource. The curriculum development committee approved the modification of educational techniques for medication administration procedures to include SVs within an interactive web-based learning environment. The production process of the videos adhered to established principles for "protecting patients' rights when filming and recording" and included: preproduction, production and postproduction phases. Medication administration skills were videotaped in a skills laboratory where they are usually taught to students and also in a hospital setting with real patients. The lab videos included critical points and Do's and Don'ts and the hospital videos fostered real-world practices. The range of time of the videos was reasonable to eliminate technical difficulty in access. Eight SVs were produced that covered different types of the medication administration skills. The production of SVs required the collaborative efforts of experts in IT, multimedia, nursing and informatics educators, and nursing care providers. Results showed that the videos were well-perceived by students, and the instructors who taught the course. The process of producing the videos in this project can be used as a valuable framework for schools considering utilizing multimedia applications in teaching. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.

  19. Enhancing the Therapy Experience Using Principles of Video Game Design.

    Science.gov (United States)

    Folkins, John Wm; Brackenbury, Tim; Krause, Miriam; Haviland, Allison

    2016-02-01

    This article considers the potential benefits that applying design principles from contemporary video games may have on enhancing therapy experiences. Six principles of video game design are presented, and their relevance for enriching clinical experiences is discussed. The motivational and learning benefits of each design principle have been discussed in the education literature as having positive impacts on student motivation and learning and are related here to aspects of clinical practice. The essential experience principle suggests connecting all aspects of the experience around a central emotion or cognitive connection. The discovery principle promotes indirect learning in focused environments. The risk-taking principle addresses the uncertainties clients face when attempting newly learned skills in novel situations. The generalization principle encourages multiple opportunities for skill transfer. The reward system principle directly relates to the scaffolding of frequent and varied feedback in treatment. Last, the identity principle can assist clients in using their newly learned communication skills to redefine self-perceptions. These principles highlight areas for research and interventions that may be used to reinforce or advance current practice.

  20. Designing and remotely testing mobile diabetes video games.

    Science.gov (United States)

    DeShazo, Jonathan; Harris, Lynne; Turner, Anne; Pratt, Wanda

    2010-01-01

    We have investigated game design and usability for three mobile phone video games designed to deliver diabetes education. The games were refined using focus groups. Six people with diabetes participated in the first focus group and five in the second. Following the focus groups, we incorporated the new findings into the game design, and then conducted a field test to evaluate the games in the context in which they would actually be used. Data were collected remotely about game usage by eight people with diabetes. The testers averaged 45 seconds per question and answered an average of 50 total nutrition questions each. They self-reported playing the game for 10-30 min, which coincided with the measured metrics of the game. Mobile games may represent a promising new way to engage the user and deliver relevant educational content.

  1. Designing a clinical skills training laboratory with focus on video for better learning

    DEFF Research Database (Denmark)

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

    with IT-companies resulted in novel ideas about laboratory design consisting of “skills training islands” utilizing iPads, AppleTVs, big screens and a secure multimedia server. Conclusion We successfully designed and implemented IT and video into a novel ‘easy-to-use’ clinical skills laboratory based...... resources of varying quality on the internet if this is not made available during teaching. The objective of this project was to design a new clinical skills laboratory with IT and video facilities to support learning processes. Methods Teaching principles were described before decisions on the design...... of the skills training laboratory was made. The principles included video in different instructional designs: 1. Teacher-produced video podcasts 2. Group work using video 3. Formative assessment using video 4. Practicing skills using video Each principle was described using a template focusing on (a) objectives...

  2. On Cross-Layer Design for Streaming Video Delivery in Multiuser Wireless Environments

    Directory of Open Access Journals (Sweden)

    Kellerer Wolfgang

    2006-01-01

    Full Text Available We exploit the interlayer coupling of a cross-layer design concept for streaming video delivery in a multiuser wireless environment. We propose a cross-layer optimization between application layer, data link layer, and physical layer. Our aim is to optimize the end-to-end quality of the wireless streaming video application as well as efficiently utilizing the wireless resources. A possible architecture for achieving this goal is proposed and formulated. This architecture consists of the process of parameter abstraction, a cross-layer optimizer, and the process of decision distribution. In addition, numerical results obtained with different operating modes are provided. The results demonstrate the potential of this proposed joint optimization.

  3. Design and Implementation of Video Shot Detection on Field Programmable Gate Arrays

    Directory of Open Access Journals (Sweden)

    Jharna Majumdar

    2012-09-01

    Full Text Available Video has become an interactive medium of communication in everyday life. The sheer volume of video makes it extremely difficult to browse through and find the required data. Hence extraction of key frames from the video which represents the abstract of the entire video becomes necessary. The aim of the video shot detection is to find the position of the shot boundaries, so that key frames can be selected from each shot for subsequent processing such as video summarization, indexing etc. For most of the surveillance applications like video summery, face recognition etc., the hardware (real time implementation of these algorithms becomes necessary. Here in this paper we present the architecture for simultaneous accessing of consecutive frames, which are then used for the implementation of various Video Shot Detection algorithms. We also present the real time implementation of three video shot detection algorithms using the above mentioned architecture on FPGA (Field Programmable Gate Arrays.

  4. Implementing Network Video for Traditional Security and Innovative Applications: Best Practices and Uses for Network Video in K-12 Schools

    Science.gov (United States)

    Wren, Andrew

    2008-01-01

    Administrators are constantly seeking ways to cost-effectively and adequately increase security and improve efficiency in K-12 schools. While video is not a new tool to schools, the shift from analog to network technology has increased the accessibility and usability in a variety of applications. Properly installed and used, video is a powerful…

  5. Task-oriented quality assessment and adaptation in real-time mission critical video streaming applications

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos

    2015-02-01

    In recent years video traffic has become the dominant application on the Internet with global year-on-year increases in video-oriented consumer services. Driven by improved bandwidth in both mobile and fixed networks, steadily reducing hardware costs and the development of new technologies, many existing and new classes of commercial and industrial video applications are now being upgraded or emerging. Some of the use cases for these applications include areas such as public and private security monitoring for loss prevention or intruder detection, industrial process monitoring and critical infrastructure monitoring. The use of video is becoming commonplace in defence, security, commercial, industrial, educational and health contexts. Towards optimal performances, the design or optimisation in each of these applications should be context aware and task oriented with the characteristics of the video stream (frame rate, spatial resolution, bandwidth etc.) chosen to match the use case requirements. For example, in the security domain, a task-oriented consideration may be that higher resolution video would be required to identify an intruder than to simply detect his presence. Whilst in the same case, contextual factors such as the requirement to transmit over a resource-limited wireless link, may impose constraints on the selection of optimum task-oriented parameters. This paper presents a novel, conceptually simple and easily implemented method of assessing video quality relative to its suitability for a particular task and dynamically adapting videos streams during transmission to ensure that the task can be successfully completed. Firstly we defined two principle classes of tasks: recognition tasks and event detection tasks. These task classes are further subdivided into a set of task-related profiles, each of which is associated with a set of taskoriented attributes (minimum spatial resolution, minimum frame rate etc.). For example, in the detection class

  6. Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice

    OpenAIRE

    Konstantinos Chorianopoulos; Michail Giannakos

    2014-01-01

    There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the students with narrative (hero, story), 2) employ familiar gameplay mechanics from popular video games, 3) engage students into constructive trial and error game-play and 4) situate collaborative learning. As illustrated examples we designed two...

  7. Keeping Kids Safe from a Design Perspective: Ethical and Legal Guidelines for Designing a Video-Based App for Children

    Science.gov (United States)

    Zydney, Janet Mannheimer; Hooper, Simon

    2015-01-01

    Educators can use video to gain invaluable information about their students. A concern is that collecting videos online can create an increased security risk for children. The purpose of this article is to provide ethical and legal guidelines for designing video-based apps for mobile devices and the web. By reviewing the literature, law, and code…

  8. Recent and future applications of video compression in broadcasting

    Science.gov (United States)

    Drury, G. M.

    1995-02-01

    This paper considers the role of video compression in the transmission of television signals. It highlights contribution and distribution as well as direct-to-home broadcasting applications on satellite which are current and describes aspects of the standards, technology and systems required to support them. Some aspects of system performance are discussed together with a brief summary of future developments particularly on other media than those traditionally used by broadcasters.

  9. Maps in video games – range of applications

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2015-09-01

    Full Text Available The authors discuss the role of the map in various game genres, specifically video games. Presented examples illustrate widespread map usage in various ways and forms by the authors of games, both classic and video. The article takes a closer look at the classification and development of video games within the last few decades. Presently, video games use advanced geospatial models and data resources. Users are keen on a detailed representation of the real world. Game authors use advanced visualization technologies, which often are innovative and very attractive. Joint efforts of cartographers, geo-information specialists and game producers can bring interesting effects in the future. Although games are mainly made for entertainment, they are more frequently used for other purposes. There is a growing need for data reliability as well as for some effective means of transmission cartographic content. This opens up a new area of both scientific and implementation activity for cartographers. There is no universally accessible data on the role of cartographers in game production, but apparently it is quite limited at the moment. However, a wider application of cartographic methodology would have a positive effect on the development of games and, conversely, methods and technologies applied by game makers can influence the development of cartography.

  10. A flexible software architecture for scalable real-time image and video processing applications

    Science.gov (United States)

    Usamentiaga, Rubén; Molleda, Julio; García, Daniel F.; Bulnes, Francisco G.

    2012-06-01

    Real-time image and video processing applications require skilled architects, and recent trends in the hardware platform make the design and implementation of these applications increasingly complex. Many frameworks and libraries have been proposed or commercialized to simplify the design and tuning of real-time image processing applications. However, they tend to lack flexibility because they are normally oriented towards particular types of applications, or they impose specific data processing models such as the pipeline. Other issues include large memory footprints, difficulty for reuse and inefficient execution on multicore processors. This paper presents a novel software architecture for real-time image and video processing applications which addresses these issues. The architecture is divided into three layers: the platform abstraction layer, the messaging layer, and the application layer. The platform abstraction layer provides a high level application programming interface for the rest of the architecture. The messaging layer provides a message passing interface based on a dynamic publish/subscribe pattern. A topic-based filtering in which messages are published to topics is used to route the messages from the publishers to the subscribers interested in a particular type of messages. The application layer provides a repository for reusable application modules designed for real-time image and video processing applications. These modules, which include acquisition, visualization, communication, user interface and data processing modules, take advantage of the power of other well-known libraries such as OpenCV, Intel IPP, or CUDA. Finally, we present different prototypes and applications to show the possibilities of the proposed architecture.

  11. Design and Implementation of a Video-based Clinical Examination.

    Science.gov (United States)

    Valdez, Connie A; Paulsen, Susan

    2007-12-01

    To (1) describe the development of a Video-based Clinical Examination (VCE) as a formal testing format to evaluate student ability to make an accurate pharmaceutical assessment and recommendation, and (2) determine student perception of the VCE testing format. Descriptive study of first-year pharmacy students. One hundred and twenty-nine students were included in the study. Students perceived that the VCE testing format provided a real life/interactive environment but felt rushed as the video segments of the patient/pharmacist interaction occurred quickly. Based on the findings of this project, we will continue to pursue further research related to validity, reliability and application of VCEs. However, the University of Colorado will continue to incorporate VCEs in the performance based evaluations in the Professional Skills Development 1 course, as it appears to be an effective stepping-stone for first-year students to begin developing their active listening, higher level learning and problem-solving skills. Results of this project will be shared with the faculty and curriculum committee at the University of Colorado School of Pharmacy to encourage further use and research of VCEs in other courses.

  12. Incorporating user motivations to design for video tagging

    NARCIS (Netherlands)

    van Velsen, Lex Stefan; Melenhorst, M.S.

    2009-01-01

    User video tagging can enhance the indexing of large collections of videos, or can provide the basis for personalizing output. However, before the benefits of tagging can be reaped, users must be motivated to provide videos with tags. This article describes a two-stage study that aimed at collecting

  13. A Video Quality Assessment Method for VoIP Applications Based on User Experience

    Science.gov (United States)

    Wang, Zedong; Wang, Jing; Wang, Fei; Li, Chengcai; Fei, Zesong; Rahim, Tariq

    2017-12-01

    An objective video quality assessment method is proposed to evaluate the video quality in voice over internet protocol (VoIP) applications under network distortion. The fluency and the clarity of videos are two main parts of the factors that affect user experience, thus the method evaluates these two parts to assess the distortions of videos in VoIP applications caused by codec and packet loss. The clarity of the video is measured by calculating block artifacts and frame blurring. Video blocking artifacts are measured by splitting the picture into small blocks and calculating the difference of the pixels around each border while video blurring is measured by getting edge information through Sobel operator, and counting the gradient histogram. Then the video clarity can be measured by a weighted sum of block artifacts score and blurring score using linear regression. The scores are also normalized in order to eliminate the impact of different video contents. The video fluency is calculated by counting the wrong frame in the video. Finally, a weighted sum of video clarity score and video fluency score can represent the quality of the video. The experimental results show that the objective quality scores have a strong correlation with the subjective quality scores, and the algorithm concludes two parts of user experience other than just image quality, which is more comprehensive and it can be used in video quality assessment in VoIP applications.

  14. Design and implementation of a wireless video surveillance system based on ARM

    Science.gov (United States)

    Li, Yucheng; Han, Dantao; Yan, Juanli

    2011-06-01

    A wireless video surveillance system based on ARM was designed and implemented in this article. The newest ARM11 S3C6410 was used as the main monitoring terminal chip with the embedded Linux operating system. The video input was obtained by the analog CCD and transferred from analog to digital by the video chip TVP5150. The video was packed by RTP and transmitted by the wireless USB TL-WN322G+ after being compressed by H.264 encoders in S3C6410. Further more, the video images were preprocessed. It can detect the abnormities of the specified scene and the abnormal alarms. The video transmission definition is the standard definition 480P. The video stream can be real-time monitored. The system has been used in the real-time intelligent video surveillance of the specified scene.

  15. Application-adapted mobile 3D video coding and streaming — A survey

    Science.gov (United States)

    Liu, Yanwei; Ci, Song; Tang, Hui; Ye, Yun

    2012-03-01

    3D video technologies have been gradually matured to be moved into mobile platforms. In the mobile environments, the specific characteristics of wireless network and mobile device present great challenges for 3D video coding and streaming. The application-adapted mobile 3D video coding and streaming technologies are urgently needed. Based on the mobile 3D video application framework, this paper reviews the state-of-the-art technologies of mobile 3D video coding and streaming. Specifically, the mobile 3D video formats and the corresponding coding methods are firstly reviewed and then the streaming adaptation technologies including 3D video transcoding, 3D video rate control and cross-layer optimized 3D video streaming are surveyed. [Figure not available: see fulltext.

  16. Modular Mobile Application Design

    Directory of Open Access Journals (Sweden)

    Jim Hahn

    2012-10-01

    Full Text Available This article describes the development of the Minrva library app for Android phones. The decisions to build a native application with Java and use a modular design are discussed. The application includes five modules: catalog search, in-building navigation, a barcode scanning feature, and up to date notifications of circulating technology availability. A sixth module, Amazon recommendations, that is not included in the version of the app that was released is also discussed. The article also reports on the findings of two rounds of usability testing and the plans for future development of the app.

  17. Scanning laser video camera/ microscope

    Science.gov (United States)

    Wang, C. P.; Bow, R. T.

    1984-10-01

    A laser scanning system capable of scanning at standard video rate has been developed. The scanning mirrors, circuit design and system performance, as well as its applications to video cameras and ultra-violet microscopes, are discussed.

  18. Piezoresistor design and applications

    CERN Document Server

    Doll, Joseph C

    2013-01-01

    This book is a comprehensive guide to piezoresistive MEMS sensor design. Piezoresistors transduce mechanical loads into electrical signals via a resistance change, and comprise a substantial portion of the commercial MEMS sensors market. Applications of piezoresistors include strain gauges, accelerometers, pressure sensors, force sensors, chemical sensors and resonators. This book also: ·         Demonstrates how the latest piezoresistor models and optimization techniques can be integrated for high performance piezoresistor design ·         Covers in detail piezoresistor sensitivity and noise models, signal conditioning, fabrication processes, low-power design and numerical optimization techniques ·         Provides an up-to-date discussion of alternative piezoresistive materials and MEMS transduction techniques ·         Explores in detail the tradeoffs in size, performance and complexity between piezoresistive sensing and popular alternatives (capacitive, piezoelectric an...

  19. Coastal monitoring through video systems: best practices and architectural design of a new video monitoring station in Jesolo (Veneto, Italy)

    Science.gov (United States)

    Archetti, Renata; Vacchi, Matteo; Carniel, Sandro; Benetazzo, Alvise

    2013-04-01

    Measuring the location of the shoreline and monitoring foreshore changes through time represent a fundamental task for correct coastal management at many sites around the world. Several authors demonstrated video systems to be an essential tool for increasing the amount of data available for coastline management. These systems typically sample at least once per hour and can provide long-term datasets showing variations over days, events, months, seasons and years. In the past few years, due to the wide diffusion of video cameras at relatively low price, the use of video cameras and of video images analysis for environmental control has increased significantly. Even if video monitoring systems were often used in the research field they are most often applied with practical purposes including: i) identification and quantification of shoreline erosion, ii) assessment of coastal protection structure and/or beach nourishment performance, and iii) basic input to engineering design in the coastal zone iv) support for integrated numerical model validation Here we present the guidelines for the creation of a new video monitoring network in the proximity of the Jesolo beach (NW of the Adriatic Sea, Italy), Within this 10 km-long tourist district several engineering structures have been built in recent years, with the aim of solving urgent local erosion problems; as a result, almost all types of protection structures are present at this site: groynes, detached breakwaters.The area investigated experienced severe problems of coastal erosion in the past decades, inclusding a major one in the last November 2012. The activity is planned within the framework of the RITMARE project, that is also including other monitoring and scientific activities (bathymetry survey, waves and currents measurements, hydrodynamics and morphodynamic modeling). This contribution focuses on best practices to be adopted in the creation of the video monitoring system, and briefly describes the

  20. Comparing Simple and Advanced Video Tools as Supports for Complex Collaborative Design Processes

    Science.gov (United States)

    Zahn, Carmen; Pea, Roy; Hesse, Friedrich W.; Rosen, Joe

    2010-01-01

    Working with digital video technologies, particularly advanced video tools with editing capabilities, offers new prospects for meaningful learning through design. However, it is also possible that the additional complexity of such tools does "not" advance learning. We compared in an experiment the design processes and learning outcomes…

  1. Problem with multi-video format M-learning applications

    CSIR Research Space (South Africa)

    Adeyeye, MO

    2014-01-01

    Full Text Available in conjunction with the technical aspects of video display in browsers, when varying media formats are used. The <video> tag used in this work renders videos from two sources with different MIME types. Feeds from the video sources, namely YouTube and UCT...

  2. Design of video interface conversion system based on FPGA

    Science.gov (United States)

    Zhao, Heng; Wang, Xiang-jun

    2014-11-01

    This paper presents a FPGA based video interface conversion system that enables the inter-conversion between digital and analog video. Cyclone IV series EP4CE22F17C chip from Altera Corporation is used as the main video processing chip, and single-chip is used as the information interaction control unit between FPGA and PC. The system is able to encode/decode messages from the PC. Technologies including video decoding/encoding circuits, bus communication protocol, data stream de-interleaving and de-interlacing, color space conversion and the Camera Link timing generator module of FPGA are introduced. The system converts Composite Video Broadcast Signal (CVBS) from the CCD camera into Low Voltage Differential Signaling (LVDS), which will be collected by the video processing unit with Camera Link interface. The processed video signals will then be inputted to system output board and displayed on the monitor.The current experiment shows that it can achieve high-quality video conversion with minimum board size.

  3. Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice

    Directory of Open Access Journals (Sweden)

    Konstantinos Chorianopoulos

    2014-09-01

    Full Text Available There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1 engage the students with narrative (hero, story, 2 employ familiar gameplay mechanics from popular video games, 3 engage students into constructive trial and error game-play and 4 situate collaborative learning. As illustrated examples we designed two math video games targeted to primary education students. The gameplay of the math video games embeds addition operations in a seamless way, which has been inspired by that of classic platform games. In this way, the students are adding numbers as part of popular gameplay mechanics and as a means to reach the video game objective, rather than as an end in itself. The employment of well-defined principles in the design of math video games should facilitate the evaluation of learning effectiveness by researchers. Moreover, educators can deploy alternative versions of the games in order to engage students with diverse learning styles. For example, some students might be motived and benefited by narrative, while others by collaboration, because it is unlikely that one type of serious video game might fit all learning styles. The proposed principles are not meant to be an exhaustive list, but a starting point for extending the list and applying them in other cases of serious video games beyond mathematics and learning.

  4. A Hybrid Scheme Based on Pipelining and Multitasking in Mobile Application Processors for Advanced Video Coding

    Directory of Open Access Journals (Sweden)

    Muhammad Asif

    2015-01-01

    Full Text Available One of the key requirements for mobile devices is to provide high-performance computing at lower power consumption. The processors used in these devices provide specific hardware resources to handle computationally intensive video processing and interactive graphical applications. Moreover, processors designed for low-power applications may introduce limitations on the availability and usage of resources, which present additional challenges to the system designers. Owing to the specific design of the JZ47x series of mobile application processors, a hybrid software-hardware implementation scheme for H.264/AVC encoder is proposed in this work. The proposed scheme distributes the encoding tasks among hardware and software modules. A series of optimization techniques are developed to speed up the memory access and data transferring among memories. Moreover, an efficient data reusage design is proposed for the deblock filter video processing unit to reduce the memory accesses. Furthermore, fine grained macroblock (MB level parallelism is effectively exploited and a pipelined approach is proposed for efficient utilization of hardware processing cores. Finally, based on parallelism in the proposed design, encoding tasks are distributed between two processing cores. Experiments show that the hybrid encoder is 12 times faster than a highly optimized sequential encoder due to proposed techniques.

  5. The Effects of Instructional Design on Student Engagement with Video Lectures at Cyber Universities

    Directory of Open Access Journals (Sweden)

    Jamie Costley

    2017-05-01

    Full Text Available Aim/Purpose: The number of students enrolled in online courses that use video lectures is on the rise. However, research shows that the number of students watching video lectures is low, and the number watching videos to completion is even lower. Background: This paper seeks to understand this problem by looking for correlations between instructional design and student engagement with video lectures. Methodology: Students at a cyber-university in South Korea (n=1801 were surveyed on their perception of the instructional design used in the courses they took and their engagement with online video lectures. Contribution: This paper contributes to the body of knowledge by demonstrating positive correlations between instructional design, watching, and finishing video lectures. Findings: While most other research has found low levels of online lecture viewership, this paper found significantly higher numbers watching and finishing videos. Other major findings of the paper are that five key elements of instructional design for online learning environments (designing methods, setting the curriculum, establishing time parameters, establishing netiquette, and utilizing the medium effectively all correlated positively with students watching and finishing video lectures. Recommendations for Practitioners\t: Based on findings in this paper, it is recommended that practitioners consider taking actions when designing their instruction for online courses. These include batching their video lectures together by topic, devoting greater resources to helping students utilize the medium, and communicate time parameters in a way that encourages students to view video lectures in a timely manner. Recommendation for Researchers: As the watching of video lectures in this study was mandatory for learners, an interesting area of further research would be to examine whether that decision led to higher numbers of students watching them. Future Research: It is important for

  6. Strategies of Collaborative Work in the Classroom Through the Design of Video Games

    OpenAIRE

    Muñoz, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M.

    2015-01-01

    At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century student. In this study, we approach the design of video games in initial teacher training. In this respect, we aim to collect the student’s views reg...

  7. Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions

    OpenAIRE

    Thompson, Debbe

    2012-01-01

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player’s knowledge and skill, ways in which per...

  8. Design of an online video edge detection device for bottle caps based on FPGA

    OpenAIRE

    Donghui LIU; Lina TONG; Jiashuo WANG; Xiaoyun SUN; Xiaoying ZUO; Yakun DU; Zhenzhou WANG

    2015-01-01

    An online video edge detection device for bottle caps is designed and implemented using OV7670 video module and FPGA based control unit. By Verilog language programming, the device realizes the menu type parametric setting of the external VGA display, and completes the Roberts edge detection of real-time video image, which improves the speed of image processing. By improving the detection algorithm, the noise is effectively suppressed, and clear and coherent edge images are derived. The desig...

  9. A novel ingress node design for video streaming over optical burst switching networks.

    Science.gov (United States)

    Askar, S; Zervas, G; Hunter, D K; Simeonidou, D

    2011-12-12

    This paper introduces a novel ingress node design which takes advantage of video data partitioning in order to deliver enhanced video streaming quality when using H.264/AVC codec over optical burst switching networks. Ns2 simulations show that the proposed scheme delivers improved video traffic quality without affecting other traffic, such as best effort traffic. Although the extra network load is comparatively small, the average gain in video PSNR was 5 dB over existing burst cloning schemes, with a maximum end-to-end delay of 17 ms, and jitter of less than 0.35 ms. © 2011 Optical Society of America

  10. Designing serious video games for health behavior change: Current status and future directions

    Science.gov (United States)

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of o...

  11. The Application of Video Clips with Small Group and Individual Activities to Improve Young Learners' Speaking Performance

    Science.gov (United States)

    Muslem, Asnawi; Mustafa, Faisal; Usman, Bustami; Rahman, Aulia

    2017-01-01

    This study investigated whether the application of video clips with small groups or with individual teaching-learning activities improved the speaking skills of young EFL learners the most; accordingly a quasi-experimental study with a pre-test, post-test design was done. The instrument used in this study was a test in the form of an oral test or…

  12. Fast compressed domain motion detection in H.264 video streams for video surveillance applications

    DEFF Research Database (Denmark)

    Szczerba, Krzysztof; Forchhammer, Søren; Støttrup-Andersen, Jesper

    2009-01-01

    numbers of video streams on a single server. The focus of the work is on using the information in coded video streams to reduce the computational complexity and memory requirements, which translates into reduced hardware requirements and costs. The devised algorithm detects and segments activity based...

  13. Design of video quality metrics with multi-way data analysis a data driven approach

    CERN Document Server

    Keimel, Christian

    2016-01-01

    This book proposes a data-driven methodology using multi-way data analysis for the design of video-quality metrics. It also enables video- quality metrics to be created using arbitrary features. This data- driven design approach not only requires no detailed knowledge of the human visual system, but also allows a proper consideration of the temporal nature of video using a three-way prediction model, corresponding to the three-way structure of video. Using two simple example metrics, the author demonstrates not only that this purely data- driven approach outperforms state-of-the-art video-quality metrics, which are often optimized for specific properties of the human visual system, but also that multi-way data analysis methods outperform the combination of two-way data analysis methods and temporal pooling. .

  14. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  15. Spatio-temporal image inpainting for video applications

    Directory of Open Access Journals (Sweden)

    Voronin Viacheslav

    2017-01-01

    Full Text Available Video inpainting or completion is a vital video improvement technique used to repair or edit digital videos. This paper describes a framework for temporally consistent video completion. The proposed method allows to remove dynamic objects or restore missing or tainted regions presented in a video sequence by utilizing spatial and temporal information from neighboring scenes. Masking algorithm is used for detection of scratches or damaged portions in video frames. The algorithm iteratively performs the following operations: achieve frame; update the scene model; update positions of moving objects; replace parts of the frame occupied by the objects marked for remove by using a background model. In this paper, we extend an image inpainting algorithm based texture and structure reconstruction by incorporating an improved strategy for video. Our algorithm is able to deal with a variety of challenging situations which naturally arise in video inpainting, such as the correct reconstruction of dynamic textures, multiple moving objects and moving background. Experimental comparisons to state-of-the-art video completion methods demonstrate the effectiveness of the proposed approach. It is shown that the proposed spatio-temporal image inpainting method allows restoring a missing blocks and removing a text from the scenes on videos.

  16. Using Data Mining Results to Improve Educational Video Game Design

    Science.gov (United States)

    Kerr, Deirdre

    2015-01-01

    This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students…

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

    OpenAIRE

    Bouaziz, Baseem; Zlitni, Tarek; Walid MAHDI

    2013-01-01

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

  18. Design of an online video edge detection device for bottle caps based on FPGA

    Directory of Open Access Journals (Sweden)

    Donghui LIU

    2015-06-01

    Full Text Available An online video edge detection device for bottle caps is designed and implemented using OV7670 video module and FPGA based control unit. By Verilog language programming, the device realizes the menu type parametric setting of the external VGA display, and completes the Roberts edge detection of real-time video image, which improves the speed of image processing. By improving the detection algorithm, the noise is effectively suppressed, and clear and coherent edge images are derived. The design improves the working environment, and avoids the harm to human body.

  19. Combining video games and constructionist design to support deep learning in play

    OpenAIRE

    Holbert, Nathan; Weintrop, David; Uri WILENSKY; Sengupta, Pratim; Killingsworth, Stephen; Krinks, Kyra; Clark, Doug; Brady, Corey; Shapiro, R. Benjamin; Russ, Rosemary S.; Klopfer, Eric

    2014-01-01

    This effort has produced many interesting games though it is unclear if “educational video games” have achieved their promise. Similarly, for many years constructionists have engaged children in learning across a variety of contexts, including game design. While these programs have been successful, their exploratory nature leads to concerns about content coverage. In this symposium we discuss the potential of blending these two design traditions. Constructionist video games infuse tradi...

  20. Despeckle filtering for ultrasound imaging and video II selected applications

    CERN Document Server

    Loizou, Christos P

    2015-01-01

    In ultrasound imaging and video visual perception is hindered by speckle multiplicative noise that degrades the quality. Noise reduction is therefore essential for improving the visual observation quality or as a pre-processing step for further automated analysis, such as image/video segmentation, texture analysis and encoding in ultrasound imaging and video. The goal of the first book (book 1 of 2 books) was to introduce the problem of speckle in ultrasound image and video as well as the theoretical background, algorithmic steps, and the MatlabTM for the following group of despeckle filters:

  1. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

    Science.gov (United States)

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...

  2. High-speed digital video tracking system for generic applications

    Science.gov (United States)

    Walton, James S.; Hallamasek, Karen G.

    2001-04-01

    The value of high-speed imaging for making subjective assessments is widely recognized, but the inability to acquire useful data from image sequences in a timely fashion has severely limited the use of the technology. 4DVideo has created a foundation for a generic instrument that can capture kinematic data from high-speed images. The new system has been designed to acquire (1) two-dimensional trajectories of points; (2) three-dimensional kinematics of structures or linked rigid-bodies; and (3) morphological reconstructions of boundaries. The system has been designed to work with an unlimited number of cameras configured as nodes in a network, with each camera able to acquire images at 1000 frames per second (fps) or better, with a spatial resolution of 512 X 512 or better, and an 8-bit gray scale. However, less demanding configurations are anticipated. The critical technology is contained in the custom hardware that services the cameras. This hardware optimizes the amount of information stored, and maximizes the available bandwidth. The system identifies targets using an algorithm implemented in hardware. When complete, the system software will provide all of the functionality required to capture and process video data from multiple perspectives. Thereafter it will extract, edit and analyze the motions of finite targets and boundaries.

  3. Theoretical and Methodological Perspectives on Designing Video Studies of Interaction

    Directory of Open Access Journals (Sweden)

    Anna-Lena Rostvall

    2005-12-01

    Full Text Available In this article the authors discuss the theoretical basis for the methodological decisions made during the course of a Swedish research project on interaction and learning. The purpose is to discuss how different theories are applied at separate levels of the study. The study is structured on three levels, with separate sets of research questions and theoretical concepts. The levels reflect a close-up description, a systematic analysis, and an interpretation of how teachers and students act and interact. The data consist of 12 hours of video-recorded and transcribed music lessons from high school and college. Through a multidisciplinary theoretical framework, the general understanding of teaching and learning in terms of interaction can be widened. The authors also present a software tool developed to facilitate the processes of transcription and analysis of the video data.

  4. The Design of Embedded Video Supervision System of Vegetable Shed

    Science.gov (United States)

    Sun, Jun; Liang, Mingxing; Chen, Weijun; Zhang, Bin

    In order to reinforce the measure of vegetable shed's safety, the S3C44B0X is taken as the main processor chip. The embedded hardware platform is built with a few outer-ring chips, and the network server is structured under the Linux embedded environment, and MPEG4 compression and real time transmission are carried on. The experiment indicates that the video monitoring system can guarantee good effect, which can be applied to the safety of vegetable sheds.

  5. Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers

    OpenAIRE

    Cosic Prica, Srdjan

    2017-01-01

    Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to ...

  6. Advantages of Live Microscope Video for Laboratory and Teaching Applications

    Science.gov (United States)

    Michels, Kristin K.; Michels, Zachary D.; Hotchkiss, Sara C.

    2016-01-01

    Although spatial reasoning and penetrative thinking skills are essential for many disciplines, these concepts are difficult for students to comprehend. In microscopy, traditional educational materials (i.e., photographs) are static. Conversely, video-based training methods convey dimensionality. We implemented a real-time digital video imaging…

  7. Design and Optimization of the VideoWeb Wireless Camera Network

    Directory of Open Access Journals (Sweden)

    Nguyen HoangThanh

    2010-01-01

    Full Text Available Sensor networks have been a very active area of research in recent years. However, most of the sensors used in the development of these networks have been local and nonimaging sensors such as acoustics, seismic, vibration, temperature, humidity. The emerging development of video sensor networks poses its own set of unique challenges, including high-bandwidth and low latency requirements for real-time processing and control. This paper presents a systematic approach by detailing the design, implementation, and evaluation of a large-scale wireless camera network, suitable for a variety of practical real-time applications. We take into consideration issues related to hardware, software, control, architecture, network connectivity, performance evaluation, and data-processing strategies for the network. We also perform multiobjective optimization on settings such as video resolution and compression quality to provide insight into the performance trade-offs when configuring such a network and present lessons learned in the building and daily usage of the network.

  8. From applicant to designated

    DEFF Research Database (Denmark)

    Hansen, Louise Ejgod

    The paper focuses on the challenges concerning strategic leadership of European Capitals of Culture (ECoC) during the transition from candidate city to designated city. The paper presents an analysis of the current situation in the city of Aarhus, Denmark that was designated in 2012 for the ECo...

  9. Beyond the Letter of the Law: Accessibility, Universal Design, and Human-Centered Design in Video Tutorials

    Directory of Open Access Journals (Sweden)

    Amanda S. Clossen

    2014-05-01

    Full Text Available This article demonstrates how Universal and Human-Centered Design approaches can be applied to the process of library video tutorial creation in order to enhance accessibility. A series of questions that creators should consider in order to focus their design process is discussed. These questions break down various physical and cognitive limitations that users encounter, providing a framework for future video creation that is not dependent on specific software. By approaching accommodations more holistically, videos are created with accessibility in mind from their conception. Working toward the ideal of a video tutorial that is accessible to every user leads to the creation of more clearly worded, effective learning objects that are much more inclusive, making instructional concepts available to users of all abilities.

  10. Mobile, portable lightweight wireless video recording solutions for homeland security, defense, and law enforcement applications

    Science.gov (United States)

    Sandy, Matt; Goldburt, Tim; Carapezza, Edward M.

    2015-05-01

    It is desirable for executive officers of law enforcement agencies and other executive officers in homeland security and defense, as well as first responders, to have some basic information about the latest trend on mobile, portable lightweight wireless video recording solutions available on the market. This paper reviews and discusses a number of studies on the use and effectiveness of wireless video recording solutions. It provides insights into the features of wearable video recording devices that offer excellent applications for the category of security agencies listed in this paper. It also provides answers to key questions such as: how to determine the type of video recording solutions most suitable for the needs of your agency, the essential features to look for when selecting a device for your video needs, and the privacy issues involved with wearable video recording devices.

  11. Applicability of Existing Objective Metrics of Perceptual Quality for Adaptive Video Streaming

    DEFF Research Database (Denmark)

    Søgaard, Jacob; Krasula, Lukás; Shahid, Muhammad

    2016-01-01

    Objective video quality metrics are designed to estimate the quality of experience of the end user. However, these objective metrics are usually validated with video streams degraded under common distortion types. In the presented work, we analyze the performance of published and known full......-reference and noreference quality metrics in estimating the perceived quality of adaptive bit-rate video streams knowingly out of scope. Experimental results indicate not surprisingly that state of the art objective quality metrics overlook the perceived degradations in the adaptive video streams and perform poorly...... in estimating the subjective quality results....

  12. Corporate identity design in audio and video production

    OpenAIRE

    Nunar, Ema

    2017-01-01

    This thesis focuses on the corporate identity design and the process of designing it. The thesis is divided in two sections. In the first part, which discusses the theoretical and artistic background, I examine the definition of graphic design, with its historical development. The discussion reveals the different interpretations of the topic: some experts claim that graphic design is a form of art, while others believe that art and graphic design are two separate fields of study. I also p...

  13. Bridging the Field Trip Gap: Integrating Web-Based Video as a Teaching and Learning Partner in Interior Design Education

    Science.gov (United States)

    Roehl, Amy

    2013-01-01

    This study utilizes web-based video as a strategy to transfer knowledge about the interior design industry in a format that interests the current generation of students. The model of instruction developed is based upon online video as an engaging, economical, and time-saving alternative to a field trip, guest speaker, or video teleconference.…

  14. Designing scientific applications on GPUs

    CERN Document Server

    Couturier, Raphael

    2013-01-01

    Many of today's complex scientific applications now require a vast amount of computational power. General purpose graphics processing units (GPGPUs) enable researchers in a variety of fields to benefit from the computational power of all the cores available inside graphics cards.Understand the Benefits of Using GPUs for Many Scientific ApplicationsDesigning Scientific Applications on GPUs shows you how to use GPUs for applications in diverse scientific fields, from physics and mathematics to computer science. The book explains the methods necessary for designing or porting your scientific appl

  15. Designing serious video games for health behavior change: current status and future directions.

    Science.gov (United States)

    Thompson, Debbe

    2012-07-01

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player's knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between "fun-ness" and "seriousness." The article concludes with suggestions for future research needed to inform this rapidly growing field. © 2012 Diabetes Technology Society.

  16. Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions

    Science.gov (United States)

    Thompson, Debbe

    2012-01-01

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player’s knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between “fun-ness” and “seriousness.” The article concludes with suggestions for future research needed to inform this rapidly growing field. PMID:22920806

  17. Asynchronous Video Interviewing as a New Technology in Personnel Selection: The Applicant's Point of View.

    Science.gov (United States)

    Brenner, Falko S; Ortner, Tuulia M; Fay, Doris

    2016-01-01

    The present study aimed to integrate findings from technology acceptance research with research on applicant reactions to new technology for the emerging selection procedure of asynchronous video interviewing. One hundred six volunteers experienced asynchronous video interviewing and filled out several questionnaires including one on the applicants' personalities. In line with previous technology acceptance research, the data revealed that perceived usefulness and perceived ease of use predicted attitudes toward asynchronous video interviewing. Furthermore, openness revealed to moderate the relation between perceived usefulness and attitudes toward this particular selection technology. No significant effects emerged for computer self-efficacy, job interview self-efficacy, extraversion, neuroticism, and conscientiousness. Theoretical and practical implications are discussed.

  18. Presence for Design : Conveying Atmosphere through Video Collages

    NARCIS (Netherlands)

    Keller, A.I.; Stappers, P.J.

    2001-01-01

    Product designers use imagery for inspiration in their creative design process. To support creativity, designers apply many tools and techniques, which often rely on their ability to be inspired by found and previously made visual material and to experience the atmosphere of the user environment.

  19. A cognitive approach for design of a multimedia informed consent video and website in pediatric research.

    Science.gov (United States)

    Antal, Holly; Bunnell, H Timothy; McCahan, Suzanne M; Pennington, Chris; Wysocki, Tim; Blake, Kathryn V

    2017-02-01

    Poor participant comprehension of research procedures following the conventional face-to-face consent process for biomedical research is common. We describe the development of a multimedia informed consent video and website that incorporates cognitive strategies to enhance comprehension of study related material directed to parents and adolescents. A multidisciplinary team was assembled for development of the video and website that included human subjects professionals; psychologist researchers; institutional video and web developers; bioinformaticians and programmers; and parent and adolescent stakeholders. Five learning strategies that included Sensory-Modality view, Coherence, Signaling, Redundancy, and Personalization were integrated into a 15-min video and website material that describes a clinical research trial. A diverse team collaborated extensively over 15months to design and build a multimedia platform for obtaining parental permission and adolescent assent for participant in as asthma clinical trial. Examples of the learning principles included, having a narrator describe what was being viewed on the video (sensory-modality); eliminating unnecessary text and graphics (coherence); having the initial portion of the video explain the sections of the video to be viewed (signaling); avoiding simultaneous presentation of text and graphics (redundancy); and having a consistent narrator throughout the video (personalization). Existing conventional and multimedia processes for obtaining research informed consent have not actively incorporated basic principles of human cognition and learning in the design and implementation of these processes. The present paper illustrates how this can be achieved, setting the stage for rigorous evaluation of potential benefits such as improved comprehension, satisfaction with the consent process, and completion of research objectives. New consent strategies that have an integrated cognitive approach need to be developed and

  20. Design and Implementation of Dual-Mode Wireless Video Monitoring System

    Directory of Open Access Journals (Sweden)

    BAO Song-Jian

    2014-10-01

    Full Text Available Dual-mode wireless video transmission has two major problems. Firstly, one is time delay difference bringing about asynchronous reception decoding frame error phenomenon; secondly, dual-mode network bandwidth inconformity causes scheduling problem. In order to solve above two problems, a kind of TD-SCDMA/CDMA20001x dual-mode wireless video transmission design method is proposed. For the solution of decoding frame error phenomenon, the design puts forward adding frame identification and packet preprocessing at the sending and synchronizing combination at the receiving end. For the solution of scheduling problem, the wireless communication channel cooperative work and video data transmission scheduling management algorithm is proposed in the design.

  1. Application aware approach to compression and transmission of H.264 encoded video for automated and centralized transportation surveillance.

    Science.gov (United States)

    2012-10-01

    In this report we present a transportation video coding and wireless transmission system specically tailored to automated : vehicle tracking applications. By taking into account the video characteristics and the lossy nature of the wireless channe...

  2. A video surveillance system designed to detect multiple falls

    Directory of Open Access Journals (Sweden)

    Ming-Chih Chen

    2016-04-01

    Full Text Available This work presents a fall detection system that is based on image processing technology. The system can detect falling by various humans via analysis of video frame. First, the system utilizes the method of mixture and Gaussian background model to generate information about the background, and the noise and shadow of background are eliminated to extract the possible positions of moving objects. The extraction of a foreground image generates more noise and damage. Therefore, morphological and size filters are utilized to eliminate this noise and repair the damage to the image. Extraction of the foreground image yields the locations of human heads in the image. The median point, height, and aspect ratio of the people in the image are calculated. These characteristics are utilized to trace objects. The change of the characteristics of objects among various consecutive images can be used to evaluate those persons enter or leave the scene. The method of fall detection uses the height and aspect ratio of the human body, analyzes the image in which one person overlaps with another, and detects whether a human has fallen or not. Experimental results demonstrate that the proposed method can efficiently detect falls by multiple persons.

  3. CowLog – Cross-Platform Application for Coding Behaviours from Video

    Directory of Open Access Journals (Sweden)

    Matti Pastell

    2016-04-01

    Full Text Available CowLog is a cross-platform application to code behaviours from video recordings for use in behavioural research. The software has been used in several studies e.g. to study sleep in dairy calves, emotions in goats and the mind wandering related to computer use during lectures. CowLog 3 is implemented using JavaScript and HTML using the Electron framework. The framework allows the development of packaged cross-platform applications using features from web browser (Chromium as well as server side JavaScript from Node.js. The program supports using multiple videos simultaneously and HTML5 and VLC video players. CowLog can be used for any project that requires coding the time of events from digital video. It is released under GNU GPL v2 making it possible for users to modify the application for their own needs. The software is available through its website http://cowlog.org.

  4. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  5. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  6. The Culture Specific Application of Sound in Nigerian Video Movies ...

    African Journals Online (AJOL)

    The need for relevant music led to the rise of video movie music composers like Tope Alabi and Shola Allison. The culture specific character of sound in the movies generally include background score, dialogue, songs, noise, sound expressing emotion and silence. However, there is still need to improve the sound quality of ...

  7. Video-Based Systems Research, Analysis, and Applications Opportunities

    Science.gov (United States)

    1981-07-30

    classic films Ii- into separate FM signals for video dual soundtrack or stereo sound censed from nearlk every major stu- and audio. Another...though never disruptive. While my enthusiasm for the subject was distinctly lim- i’ed. I felt almost as if Iwere in the presence of a histori - cally

  8. Two Video Analysis Applications Using Foreground/Background Segmentation

    NARCIS (Netherlands)

    Zivkovic, Z.; Petkovic, M.; van Mierlo, R.; van Keulen, Maurice; van der Heijden, Ferdinand; Jonker, Willem; Rijnierse, E.

    Probably the most frequently solved problem when videos are analyzed is segmenting a foreground object from its background in an image. After some regions in an image are detected as the foreground objects, some features are extracted that describe the segmented regions. These features together with

  9. Designing and Programming CICS Applications

    CERN Document Server

    Horswill, John

    2011-01-01

    CICS is an application server that delivers industrial-strength, online transaction management for critical enterprise applications. Proven in the market for over 30 years with many of the world's leading businesses, CICS enables today's customers to modernize and extend their applications to take advantage of the opportunities provided by e-business while maximizing the benefits of their existing investments. Designing and Programming CICS Applications will benefit a diverse audience. It introduces new users of IBM's mainframe (OS/390) to CICS features. It shows experienced users how t

  10. Design, implementation and evaluation of a point cloud codec for Tele-Immersive Video

    NARCIS (Netherlands)

    R.N. Mekuria (Rufael); C.L. Blom (Kees); P.S. Cesar Garcia (Pablo Santiago)

    2017-01-01

    htmlabstractwe present a generic and real-time time-varying point cloud codec for 3D immersive video. This codec is suitable for mixed reality applications where 3D point clouds are acquired at a fast rate. In this codec, intra frames are coded progressively in an octree subdivision. To further

  11. Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes

    OpenAIRE

    Thompson, Debbe; Baranowski, Tom; Buday, Richard

    2010-01-01

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the potential to be an effective method for promoting self-management behaviors among youth with diabetes. This article presents a conceptual model of how this may be achieved. It concludes by identify...

  12. 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

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

    Directory of Open Access Journals (Sweden)

    Pratama Wirya Atmaja

    2016-07-01

    satisfaction of its players is the primary mean to measure its quality. One important element of player’s satisfaction is a proper difficulty level, which is neither too easy nor too hard. The current state-of-the-art way to implement it is with Dynamic Difficulty Adjustment (DDA, which allows the difficulty level of a video game to be adjusted at run-time. Currently, the most popular type of DDA is the passive one. Meanwhile, Game Design Document (GDD is an important artefact in the development process of a video game software, and there is still no GDD format that supports the design of passive DDA mechanism. The aim of this research was to find a new GDD format that supports the mechanism. We modified a general purpose GDD format by adding new parts for designing passive DDA mechanism. We tested the usefulness of the modified format in a testing process involving developers and players. The developers developed video games using the modified GDD format and the general purpose one. Their development processes were observed and evaluated to know if there were any difficulties. The resulting video games were played by the players to find which are better in terms of passive DDA mechanism. The result of developer testing showed that the modified format is better than the general purpose one. The result of player testing showed that the video games made with the modified format are better than their counterparts, albeit by an insignificant margin. Based on the results, we declare that the modified GDD format is successful.Keywords: Video game, requirement engineering, game design document, dynamic difficulty adjustment, software development.

  14. Lights, Camera, Action: Facilitating the Design and Production of Effective Instructional Videos

    Science.gov (United States)

    Di Paolo, Terry; Wakefield, Jenny S.; Mills, Leila A.; Baker, Laura

    2017-01-01

    This paper outlines a rudimentary process intended to guide faculty in K-12 and higher education through the steps involved to produce video for their classes. The process comprises four steps: planning, development, delivery and reflection. Each step is infused with instructional design information intended to support the collaboration between…

  15. Student-Designed Public Service Announcement (PSA) Videos to Enhance Motivation and Engagement

    Science.gov (United States)

    Abrams, Kenneth

    2012-01-01

    Educators often focus on enhancing student motivation and engagement. This article describes an activity with these aims, in which undergraduates (a) learn about theories and research on means of persuasion and (b) in small groups design and record a public service announcement (PSA) video, write a brief paper that outlines the theories used to…

  16. Design of video games for children's diet and physical activity behavior change

    Science.gov (United States)

    Serious video games (VG) offer new opportunities for promoting health related diet, and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and ov...

  17. Video games and rehabilitation: using design principles to enhance engagement in physical therapy.

    Science.gov (United States)

    Lohse, Keith; Shirzad, Navid; Verster, Alida; Hodges, Nicola; Van der Loos, H F Machiel

    2013-12-01

    Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.

  18. Object classification methods for application in FPGA based vehicle video detector

    Directory of Open Access Journals (Sweden)

    Wiesław PAMUŁA

    2009-01-01

    Full Text Available The paper presents a discussion of properties of object classification methods utilized in processing video streams from a camera. Methods based on feature extraction, model fitting and invariant determination are evaluated. Petri nets are used for modelling the processing flow. Data objects and transitions are defined which are suitable for efficient implementation in FPGA circuits. Processing characteristics and problems of the implementations are shown. An invariant based method is assessed as most suitable for application in a vehicle video detector.

  19. Robust watermarking of video objects for MPEG-4 applications

    Science.gov (United States)

    Bas, Patrick; Boulgouris, Nikolaos V.; Koravos, Filippos D.; Chassery, Jean-Marc; Strintzis, Michael G.; Macq, Benoit M. M.

    2001-12-01

    This paper presents two different watermarking schemes devoted to protect video objects. The first presented scheme performs embedding and detection in the uncompressed domain. It has been developed to enable signature detection after object manipulations such as rotations, translations and VOL modifications. To achieve these requirements, the first scheme exploits the shape of the object using CPA analysis: a random sequence is transformed to fit the scale and the orientation of the object. The detection of the mark is performed applying an inverse transform and calculating a correlation between the random sequence and the transformed object. The second scheme is based on compressed-domain processing of video objects. Two different signals are embedded, one for synchronization recovery and another for copyright protection. Both signals are embedded and detected in the compressed domain. During detection, first synchronization recovery is performed and then the copyright watermark is extracted.

  20. CUDA Application Design and Development

    CERN Document Server

    Farber, Rob

    2011-01-01

    As the computer industry retools to leverage massively parallel graphics processing units (GPUs), this book is designed to meet the needs of working software developers who need to understand GPU programming with CUDA and increase efficiency in their projects. CUDA Application Design and Development starts with an introduction to parallel computing concepts for readers with no previous parallel experience, and focuses on issues of immediate importance to working software developers: achieving high performance, maintaining competitiveness, analyzing CUDA benefits versus costs, and determining

  1. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    Science.gov (United States)

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  2. The design of multiplayer online video game systems

    Science.gov (United States)

    Hsu, Chia-chun A.; Ling, Jim; Li, Qing; Kuo, C.-C. J.

    2003-11-01

    The distributed Multiplayer Online Game (MOG) system is complex since it involves technologies in computer graphics, multimedia, artificial intelligence, computer networking, embedded systems, etc. Due to the large scope of this problem, the design of MOG systems has not yet been widely addressed in the literatures. In this paper, we review and analyze the current MOG system architecture followed by evaluation. Furthermore, we propose a clustered-server architecture to provide a scalable solution together with the region oriented allocation strategy. Two key issues, i.e. interesting management and synchronization, are discussed in depth. Some preliminary ideas to deal with the identified problems are described.

  3. A Robust Design Applicability Model

    DEFF Research Database (Denmark)

    Ebro, Martin; Lars, Krogstie; Howard, Thomas J.

    2015-01-01

    to be applicable in organisations assigning a high importance to one or more factors that are known to be impacted by RD, while also experiencing a high level of occurrence of this factor. The RDAM supplements existing maturity models and metrics to provide a comprehensive set of data to support management......This paper introduces a model for assessing the applicability of Robust Design (RD) in a project or organisation. The intention of the Robust Design Applicability Model (RDAM) is to provide support for decisions by engineering management considering the relevant level of RD activities...... decisions. The factors in the RDAM were derived by analysing a combination of RD literature and industrial cases involving RD. The RDAM is used on a case company to illustrate its use....

  4. Using the Periscope Live Video-Streaming Application for Global Pathology Education: A Brief Introduction.

    Science.gov (United States)

    Fuller, Maren Y; Mukhopadhyay, Sanjay; Gardner, Jerad M

    2016-07-21

    Periscope is a live video-streaming smartphone application (app) that allows any individual with a smartphone to broadcast live video simultaneously to multiple smartphone users around the world. The aim of this review is to describe the potential of this emerging technology for global pathology education. To our knowledge, since the launch of the Periscope app (2015), only a handful of educational presentations by pathologists have been streamed as live video via Periscope. This review includes links to these initial attempts, a step-by-step guide for those interested in using the app for pathology education, and a summary of the pros and cons, including ethical/legal issues. We hope that pathologists will appreciate the potential of Periscope for sharing their knowledge, expertise, and research with a live (and potentially large) audience without the barriers associated with traditional video equipment and standard classroom/conference settings.

  5. Video Enhancement and Dynamic Range Control of HDR Sequences for Automotive Applications

    Directory of Open Access Journals (Sweden)

    Giovanni Ramponi

    2007-01-01

    Full Text Available CMOS video cameras with high dynamic range (HDR output are particularly suitable for driving assistance applications, where lighting conditions can strongly vary, going from direct sunlight to dark areas in tunnels. However, common visualization devices can only handle a low dynamic range, and thus a dynamic range reduction is needed. Many algorithms have been proposed in the literature to reduce the dynamic range of still pictures. Anyway, extending the available methods to video is not straightforward, due to the peculiar nature of video data. We propose an algorithm for both reducing the dynamic range of video sequences and enhancing its appearance, thus improving visual quality and reducing temporal artifacts. We also provide an optimized version of our algorithm for a viable hardware implementation on an FPGA. The feasibility of this implementation is demonstrated by means of a case study.

  6. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed ... Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic ...

  7. Mono or 3D video production for scientific dissemination of nuclear energy applications

    Energy Technology Data Exchange (ETDEWEB)

    Freitas, Victor Goncalves G.; Mol, Antonio Carlos A.; Biermann, Bruna; Jorge, Carlos Alexandre F., E-mail: mol@ien.gov.b, E-mail: vgoncalves@ien.gov.b, E-mail: calexandre@ien.gov.b [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil); Araujo, Tawein [Universidade Federal do Rio de Janeiro (UFRJ), RJ (Brazil). Escola de Belas Artes; Legey, Ana Paula [Universidade Gama Filho (UGF), Rio de Janeiro, RJ (Brazil)

    2011-07-01

    This work presents results of educational videos development, mono or stereo, for scientific dissemination of nuclear energy applications. Nuclear energy span through many important applications for the society, ranging from electrical power generation to nuclear medicine, among others. Thus, the purpose is to disseminate this information for the general public and specially for students. Educational videos consist in a good approach for this purpose, due to the involvement of the public they provide, more than simply text or oral exposition, or even static images presentation. Stereo videos result in even more involvement of the public, besides immersion, the later due to the realism 3D views provide. The video developed in this work deals with explanations of electrical power generation, including nuclear reactor operation, shows the percentage of nuclear source as power generation all over the world, and explains also nuclear energy application in medicine. It is expected all these characteristics provided by the use of video or virtual reality techniques will achieve the purpose of disseminating such important information, regarding the benefits of nuclear energy to the society. (author)

  8. RFID design fundamentals and applications

    CERN Document Server

    Lozano-Nieto, Albert

    2010-01-01

    RFID is an increasingly pervasive tool that is now used in a wide range of fields. It is employed to substantiate adherence to food preservation and safety standards, combat the circulation of counterfeit pharmaceuticals, and verify authenticity and history of critical parts used in aircraft and other machinery-and these are just a few of its uses. Goes beyond deployment, focusing on exactly how RFID actually worksRFID Design Fundamentals and Applications systematically explores the fundamental principles involved in the design and characterization of RFID technologies. The RFID market is expl

  9. High resolution, high frame rate video technology development plan and the near-term system conceptual design

    Science.gov (United States)

    Ziemke, Robert A.

    1990-01-01

    The objective of the High Resolution, High Frame Rate Video Technology (HHVT) development effort is to provide technology advancements to remove constraints on the amount of high speed, detailed optical data recorded and transmitted for microgravity science and application experiments. These advancements will enable the development of video systems capable of high resolution, high frame rate video data recording, processing, and transmission. Techniques such as multichannel image scan, video parameter tradeoff, and the use of dual recording media were identified as methods of making the most efficient use of the near-term technology.

  10. Development and application of remote video monitoring system for combine harvester based on embedded Linux

    Science.gov (United States)

    Chen, Jin; Wang, Yifan; Wang, Xuelei; Wang, Yuehong; Hu, Rui

    2017-01-01

    Combine harvester usually works in sparsely populated areas with harsh environment. In order to achieve the remote real-time video monitoring of the working state of combine harvester. A remote video monitoring system based on ARM11 and embedded Linux is developed. The system uses USB camera for capturing working state video data of the main parts of combine harvester, including the granary, threshing drum, cab and cut table. Using JPEG image compression standard to compress video data then transferring monitoring screen to remote monitoring center over the network for long-range monitoring and management. At the beginning of this paper it describes the necessity of the design of the system. Then it introduces realization methods of hardware and software briefly. And then it describes detailedly the configuration and compilation of embedded Linux operating system and the compiling and transplanting of video server program are elaborated. At the end of the paper, we carried out equipment installation and commissioning on combine harvester and then tested the system and showed the test results. In the experiment testing, the remote video monitoring system for combine harvester can achieve 30fps with the resolution of 800x600, and the response delay in the public network is about 40ms.

  11. Implementing a WLAN Video Terminal Using UML and Fully Automated Design Flow

    Directory of Open Access Journals (Sweden)

    Petri Kukkala

    2007-03-01

    Full Text Available This case study presents UML-based design and implementation of a wireless video terminal on a multiprocessor system-on-chip (SoC. The terminal comprises video encoder and WLAN communications subsystems. In this paper, we present the UML models used in designing the functionality of the subsystems as well as the architecture of the terminal hardware. We use the Koski design flow and tools for fully automated implementation of the terminal on FPGA. Measurements were performed to evaluate the performance of the FPGA implementation. Currently, fully software encoder achieves the frame rate of 3.0 fps with three 50 MHz processors, which is one half of a reference C implementation. Thus, using UML and design automation reduces the performance, but we argue that this is highly accepted as we gain significant improvement in design efficiency and flexibility. The experiments with the UML-based design flow proved its suitability and competence in designing complex embedded multimedia terminals.

  12. Teachers' Reports of Learning and Application to Pedagogy Based on Engagement in Collaborative Peer Video Analysis

    Science.gov (United States)

    Christ, Tanya; Arya, Poonam; Chiu, Ming Ming

    2014-01-01

    Given international use of video-based reflective discussions in teacher education, and the limited knowledge about whether teachers apply learning from these discussions, we explored teachers' learning of new ideas about pedagogy and their self-reported application of this learning. Nine inservice and 48 preservice teachers participated in…

  13. Capabilities of Raspberry Pi 2 for Big Data and Video Streaming Applications in Data Centres

    NARCIS (Netherlands)

    Schot, Nick J.; Velthuis, Paul J.E.; Postema, Björn Frits; Remke, Anne Katharina Ingrid; Remke, A.K.I.; Haverkort, Boudewijn R.H.M.; Haverkort, B.R.H.M.

    Many new data centres have been built in recent years in order to keep up with the rising demand for server capacity. These data centres require a lot of electrical energy and cooling. Big data and video streaming are two heavily used applications in data centres. This paper experimentally

  14. Efficient Execution of Video Applications on Heterogeneous Multi- and Many-Core Processors

    NARCIS (Netherlands)

    Pereira de Azevedo Filho, A.

    2011-01-01

    In this dissertation we present methodologies and evaluations aiming at increasing the efficiency of video coding applications for heterogeneous many-core processors composed of SIMD-only, scratchpad memory based cores. Our contributions are spread in three different fronts: thread-level parallelism

  15. Architecture and protocol of a semantic system designed for video tagging with sensor data in mobile devices.

    Science.gov (United States)

    Macias, Elsa; Lloret, Jaime; Suarez, Alvaro; Garcia, Miguel

    2012-01-01

    Current mobile phones come with several sensors and powerful video cameras. These video cameras can be used to capture good quality scenes, which can be complemented with the information gathered by the sensors also embedded in the phones. For example, the surroundings of a beach recorded by the camera of the mobile phone, jointly with the temperature of the site can let users know via the Internet if the weather is nice enough to swim. In this paper, we present a system that tags the video frames of the video recorded from mobile phones with the data collected by the embedded sensors. The tagged video is uploaded to a video server, which is placed on the Internet and is accessible by any user. The proposed system uses a semantic approach with the stored information in order to make easy and efficient video searches. Our experimental results show that it is possible to tag video frames in real time and send the tagged video to the server with very low packet delay variations. As far as we know there is not any other application developed as the one presented in this paper.

  16. Architecture and Protocol of a Semantic System Designed for Video Tagging with Sensor Data in Mobile Devices

    Science.gov (United States)

    Macias, Elsa; Lloret, Jaime; Suarez, Alvaro; Garcia, Miguel

    2012-01-01

    Current mobile phones come with several sensors and powerful video cameras. These video cameras can be used to capture good quality scenes, which can be complemented with the information gathered by the sensors also embedded in the phones. For example, the surroundings of a beach recorded by the camera of the mobile phone, jointly with the temperature of the site can let users know via the Internet if the weather is nice enough to swim. In this paper, we present a system that tags the video frames of the video recorded from mobile phones with the data collected by the embedded sensors. The tagged video is uploaded to a video server, which is placed on the Internet and is accessible by any user. The proposed system uses a semantic approach with the stored information in order to make easy and efficient video searches. Our experimental results show that it is possible to tag video frames in real time and send the tagged video to the server with very low packet delay variations. As far as we know there is not any other application developed as the one presented in this paper. PMID:22438753

  17. Architecture and Protocol of a Semantic System Designed for Video Tagging with Sensor Data in Mobile Devices

    Directory of Open Access Journals (Sweden)

    Alvaro Suarez

    2012-02-01

    Full Text Available Current mobile phones come with several sensors and powerful video cameras. These video cameras can be used to capture good quality scenes, which can be complemented with the information gathered by the sensors also embedded in the phones. For example, the surroundings of a beach recorded by the camera of the mobile phone, jointly with the temperature of the site can let users know via the Internet if the weather is nice enough to swim. In this paper, we present a system that tags the video frames of the video recorded from mobile phones with the data collected by the embedded sensors. The tagged video is uploaded to a video server, which is placed on the Internet and is accessible by any user. The proposed system uses a semantic approach with the stored information in order to make easy and efficient video searches. Our experimental results show that it is possible to tag video frames in real time and send the tagged video to the server with very low packet delay variations. As far as we know there is not any other application developed as the one presented in this paper.

  18. An educational video game for nutrition of young people: Theory and design.

    Science.gov (United States)

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-08-01

    Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.

  19. An educational video game for nutrition of young people: Theory and design

    Science.gov (United States)

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-01-01

    Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019

  20. Exploiting spatio-temporal characteristics of human vision for mobile video applications

    Science.gov (United States)

    Jillani, Rashad; Kalva, Hari

    2008-08-01

    Video applications on handheld devices such as smart phones pose a significant challenge to achieve high quality user experience. Recent advances in processor and wireless networking technology are producing a new class of multimedia applications (e.g. video streaming) for mobile handheld devices. These devices are light weight and have modest sizes, and therefore very limited resources - lower processing power, smaller display resolution, lesser memory, and limited battery life as compared to desktop and laptop systems. Multimedia applications on the other hand have extensive processing requirements which make the mobile devices extremely resource hungry. In addition, the device specific properties (e.g. display screen) significantly influence the human perception of multimedia quality. In this paper we propose a saliency based framework that exploits the structure in content creation as well as the human vision system to find the salient points in the incoming bitstream and adapt it according to the target device, thus improving the quality of new adapted area around salient points. Our experimental results indicate that the adaptation process that is cognizant of video content and user preferences can produce better perceptual quality video for mobile devices. Furthermore, we demonstrated how such a framework can affect user experience on a handheld device.

  1. Video inpainting with short-term windows: application to object removal and error concealment.

    Science.gov (United States)

    Ebdelli, Mounira; Le Meur, Olivier; Guillemot, Christine

    2015-10-01

    In this paper, we propose a new video inpainting method which applies to both static or free-moving camera videos. The method can be used for object removal, error concealment, and background reconstruction applications. To limit the computational time, a frame is inpainted by considering a small number of neighboring pictures which are grouped into a group of pictures (GoP). More specifically, to inpaint a frame, the method starts by aligning all the frames of the GoP. This is achieved by a region-based homography computation method which allows us to strengthen the spatial consistency of aligned frames. Then, from the stack of aligned frames, an energy function based on both spatial and temporal coherency terms is globally minimized. This energy function is efficient enough to provide high quality results even when the number of pictures in the GoP is rather small, e.g. 20 neighboring frames. This drastically reduces the algorithm complexity and makes the approach well suited for near real-time video editing applications as well as for loss concealment applications. Experiments with several challenging video sequences show that the proposed method provides visually pleasing results for object removal, error concealment, and background reconstruction context.

  2. A Programmable Video Platform and Its Application Mapping Framework Using the Target Application's SystemC Models

    Directory of Open Access Journals (Sweden)

    Kim Daewoong

    2011-01-01

    Full Text Available Abstract HD video applications can be represented with multiple tasks consisting of tightly coupled multiple threads. Each task requires massive computation, and their communication can be categorized as asynchronous distributed small data and large streaming data transfers. In this paper, we propose a high performance programmable video platform that consists of four processing element (PE clusters. Each PE cluster runs a task in the video application with RISC cores, a hardware operating system kernel (HOSK, and task-specific accelerators. PE clusters are connected with two separate point-to-point networks: one for asynchronous distributed controls and the other for heavy streaming data transfers among the tasks. Furthermore, we developed an application mapping framework, with which parallel executable codes can be obtained from a manually developed SystemC model of the target application without knowing the detailed architecture of the video platform. To show the effectivity of the platform and its mapping framework, we also present mapping results for an H.264/AVC 720p decoder/encoder and a VC-1 720p decoder with 30 fps, assuming that the platform operates at 200 MHz.

  3. Objective Video Quality Assessment Based on Machine Learning for Underwater Scientific Applications.

    Science.gov (United States)

    Moreno-Roldán, José-Miguel; Luque-Nieto, Miguel-Ángel; Poncela, Javier; Otero, Pablo

    2017-03-23

    Video services are meant to be a fundamental tool in the development of oceanic research. The current technology for underwater networks (UWNs) imposes strong constraints in the transmission capacity since only a severely limited bitrate is available. However, previous studies have shown that the quality of experience (QoE) is enough for ocean scientists to consider the service useful, although the perceived quality can change significantly for small ranges of variation of video parameters. In this context, objective video quality assessment (VQA) methods become essential in network planning and real time quality adaptation fields. This paper presents two specialized models for objective VQA, designed to match the special requirements of UWNs. The models are built upon machine learning techniques and trained with actual user data gathered from subjective tests. Our performance analysis shows how both of them can successfully estimate quality as a mean opinion score (MOS) value and, for the second model, even compute a distribution function for user scores.

  4. Basic Principle and Application of Video Recovery Software for “Dahua” and “Hikvision” Brand

    Directory of Open Access Journals (Sweden)

    Yang Fan

    2015-01-01

    Full Text Available This article describes the basic principle of mainstream video recovery software in “Dahua” and “Hikvision” brand for the current market, and introduces a practical method to use this software to abstract the digital video, especially the detailed description of application experience of carrying out video abstraction for hard disk with part of damaged sector, and finally make a summary.

  5. Semantic attributes for people's appearance description: an appearance modality for video surveillance applications

    Science.gov (United States)

    Frikha, Mayssa; Fendri, Emna; Hammami, Mohamed

    2017-09-01

    Using semantic attributes such as gender, clothes, and accessories to describe people's appearance is an appealing modeling method for video surveillance applications. We proposed a midlevel appearance signature based on extracting a list of nameable semantic attributes describing the body in uncontrolled acquisition conditions. Conventional approaches extract the same set of low-level features to learn the semantic classifiers uniformly. Their critical limitation is the inability to capture the dominant visual characteristics for each trait separately. The proposed approach consists of extracting low-level features in an attribute-adaptive way by automatically selecting the most relevant features for each attribute separately. Furthermore, relying on a small training-dataset would easily lead to poor performance due to the large intraclass and interclass variations. We annotated large scale people images collected from different person reidentification benchmarks covering a large attribute sample and reflecting the challenges of uncontrolled acquisition conditions. These annotations were gathered into an appearance semantic attribute dataset that contains 3590 images annotated with 14 attributes. Various experiments prove that carefully designed features for learning the visual characteristics for an attribute provide an improvement of the correct classification accuracy and a reduction of both spatial and temporal complexities against state-of-the-art approaches.

  6. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

  7. Quittr: The Design of a Video Game to Support Smoking Cessation.

    Science.gov (United States)

    Bindoff, Ivan; de Salas, Kristy; Peterson, Gregory; Ling, Tristan; Lewis, Ian; Wells, Lindsay; Gee, Peter; Ferguson, Stuart G

    2016-12-01

    Smoking is recognized as the largest, single, preventable cause of death and disease in the developed world. While the majority of smokers report wanting to quit, and many try each year, smokers find it difficult to maintain long-term abstinence. Behavioral support, such as education, advice, goal-setting, and encouragement, is known to be beneficial in improving the likelihood of succeeding in a quit attempt, but it remains difficult to effectively deliver this behavioral support and keep the patient engaged with the process for a sufficient duration. In an attempt to solve this, there have been numerous mobile apps developed, yet engagement and retention have remained key challenges that limit the potential effectiveness of these interventions. Video games have been clearly linked with the effective delivery of health interventions, due to their capacity to increase motivation and engagement of players. The objective of this study is to describe the design and development of a smartphone app that is theory-driven, and which incorporates gaming characteristics in order to promote engagement with content, and thereby help smokers to quit. Game design and development was informed by a taxonomy of motivational affordances for meaningful gamified and persuasive technologies. This taxonomy describes a set of design components that is grounded in well-established psychological theories on motivation. This paper reports on the design and development process of Quittr, a mobile app, describing how game design principles, game mechanics, and game elements can be used to embed education and support content, such that the app actually requires the user to access and engage with relevant educational content. The next stage of this research is to conduct a randomized controlled trial to determine whether the additional incentivization game features offer any value in terms of the key metrics of engagement-how much content users are consuming, how many days users are persisting

  8. "She's a waterfall": motion aftereffect and perceptual design in video games involving virtual musicianship.

    Science.gov (United States)

    Dyson, Benjamin J

    2010-01-01

    A particularly unpleasant version of motion aftereffect was revealed after extensively playing proprietary video games in which the task is to co-ordinate spatially distributed responses in time with music. During playing, key musical and rhythmic phrases descend as coloured shapes from the top of the screen. After playing, static text is presented that appears to slide upwards, reflecting a neural reaction contrary to the falling shapes. The game both serves as a contemporary example of motion aftereffect and also highlights certain cross-modal associations between space, time, and sound in the design of stimulus-response relations.

  9. Video Games for Diabetes Self-Management: Examples and Design Strategies

    Science.gov (United States)

    Lieberman, Debra A.

    2012-01-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called “Serious Games for Diabetes, Obesity, and Healthy Lifestyle.” As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players’ diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms “diabetes” and “game.” Games were selected if they addressed diabetes self-management skills. PMID:22920805

  10. Video games for diabetes self-management: examples and design strategies.

    Science.gov (United States)

    Lieberman, Debra A

    2012-07-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills. © 2012 Diabetes Technology Society.

  11. 78 FR 78319 - Media Bureau Seeks Comment on Application of the IP Closed Captioning Rules to Video Clips

    Science.gov (United States)

    2013-12-26

    ... COMMISSION 47 CFR Part 79 Media Bureau Seeks Comment on Application of the IP Closed Captioning Rules to... seeks updated information on the closed captioning of video clips delivered by Internet protocol (``IP''), including the extent to which industry has voluntarily captioned IP- delivered video clips. The Commission...

  12. Passive millimeter-wave video camera for aviation applications

    Science.gov (United States)

    Fornaca, Steven W.; Shoucri, Merit; Yujiri, Larry

    1998-07-01

    Passive Millimeter Wave (PMMW) imaging technology offers significant safety benefits to world aviation. Made possible by recent technological breakthroughs, PMMW imaging sensors provide visual-like images of objects under low visibility conditions (e.g., fog, clouds, snow, sandstorms, and smoke) which blind visual and infrared sensors. TRW has developed an advanced, demonstrator version of a PMMW imaging camera that, when front-mounted on an aircraft, gives images of the forward scene at a rate and quality sufficient to enhance aircrew vision and situational awareness under low visibility conditions. Potential aviation uses for a PMMW camera are numerous and include: (1) Enhanced vision for autonomous take- off, landing, and surface operations in Category III weather on Category I and non-precision runways; (2) Enhanced situational awareness during initial and final approach, including Controlled Flight Into Terrain (CFIT) mitigation; (3) Ground traffic control in low visibility; (4) Enhanced airport security. TRW leads a consortium which began flight tests with the demonstration PMMW camera in September 1997. Flight testing will continue in 1998. We discuss the characteristics of PMMW images, the current state of the technology, the integration of the camera with other flight avionics to form an enhanced vision system, and other aviation applications.

  13. Cross-Layer Measurement on an IEEE 802.11g Wireless Network Supporting MPEG-2 Video Streaming Applications in the Presence of Interference

    Directory of Open Access Journals (Sweden)

    Alessandro Sona

    2010-01-01

    Full Text Available The performance of wireless local area networks supporting video streaming applications, based on MPEG-2 video codec, in the presence of interference is here dealt with. IEEE 802.11g standard wireless networks, that do not support QoS in according with IEEE 802.11e standard, are, in particular, accounted for and Bluetooth signals, additive white Gaussian noise, and competitive data traffic are considered as sources of interference. The goal is twofold: from one side, experimentally assessing and correlating the values that some performance metrics assume at the same time at different layers of an IEEE 802.11g WLAN delivering video streaming in the presence of in-channel interference; from the other side, deducing helpful and practical hints for designers and technicians, in order to efficiently assess and enhance the performance of an IEEE 802.11g WLAN supporting video streaming in some suitable setup conditions and in the presence of interference. To this purpose, an experimental analysis is planned following a cross-layer measurement approach, and a proper testbed within a semianechoic chamber is used. Valuable results are obtained in terms of signal-to-interference ratio, packet loss ratio, jitter, video quality, and interference data rate; helpful hints for designers and technicians are finally gained.

  14. Design Options for Multimodal Web Applications

    OpenAIRE

    Stanciulescu, Adrian; Vanderdonckt, Jean; Proceedings of 6th Int. Conf. on Computer-Aided Design of User Interfaces CADUI'2006

    2006-01-01

    The capabilities of multimodal applications running on the web are well delineated since they are mainly constrained by what their underlying standard mark up language offers, as opposed to hand-made multimodal applications. As the experience in developing such multimodal web applications is growing, the need arises to identify and define major design options of such application to pave the way to a structured development life cycle. This paper provides a design space of independent design op...

  15. APPLICATION OF BINARY DESCRIPTORS TO MULTIPLE FACE TRACKING IN VIDEO SURVEILLANCE SYSTEMS

    Directory of Open Access Journals (Sweden)

    A. L. Oleinik

    2016-07-01

    Full Text Available Subject of Research. The paper deals with the problem of multiple face tracking in a video stream. The primary application of the implemented tracking system is the automatic video surveillance. The particular operating conditions of surveillance cameras are taken into account in order to increase the efficiency of the system in comparison to existing general-purpose analogs. Method. The developed system is comprised of two subsystems: detector and tracker. The tracking subsystem does not depend on the detector, and thus various face detection methods can be used. Furthermore, only a small portion of frames is processed by the detector in this structure, substantially improving the operation rate. The tracking algorithm is based on BRIEF binary descriptors that are computed very efficiently on modern processor architectures. Main Results. The system is implemented in C++ and the experiments on the processing rate and quality evaluation are carried out. MOTA and MOTP metrics are used for tracking quality measurement. The experiments demonstrated the four-fold processing rate gain in comparison to the baseline implementation that processes every video frame with the detector. The tracking quality is on the adequate level when compared to the baseline. Practical Relevance. The developed system can be used with various face detectors (including slow ones to create a fully functional high-speed multiple face tracking solution. The algorithm is easy to implement and optimize, so it may be applied not only in full-scale video surveillance systems, but also in embedded solutions integrated directly into cameras.

  16. 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.

  17. PRagmatic trial Of Video Education in Nursing homes: The design and rationale for a pragmatic cluster randomized trial in the nursing home setting.

    Science.gov (United States)

    Mor, Vincent; Volandes, Angelo E; Gutman, Roee; Gatsonis, Constantine; Mitchell, Susan L

    2017-04-01

    Background/Aims Nursing homes are complex healthcare systems serving an increasingly sick population. Nursing homes must engage patients in advance care planning, but do so inconsistently. Video decision support tools improved advance care planning in small randomized controlled trials. Pragmatic trials are increasingly employed in health services research, although not commonly in the nursing home setting to which they are well-suited. This report presents the design and rationale for a pragmatic cluster randomized controlled trial that evaluated the "real world" application of an Advance Care Planning Video Program in two large US nursing home healthcare systems. Methods PRagmatic trial Of Video Education in Nursing homes was conducted in 360 nursing homes (N = 119 intervention/N = 241 control) owned by two healthcare systems. Over an 18-month implementation period, intervention facilities were instructed to offer the Advance Care Planning Video Program to all patients. Control facilities employed usual advance care planning practices. Patient characteristics and outcomes were ascertained from Medicare Claims, Minimum Data Set assessments, and facility electronic medical record data. Intervention adherence was measured using a Video Status Report embedded into electronic medical record systems. The primary outcome was the number of hospitalizations/person-day alive among long-stay patients with advanced dementia or cardiopulmonary disease. The rationale for the approaches to facility randomization and recruitment, intervention implementation, population selection, data acquisition, regulatory issues, and statistical analyses are discussed. Results The large number of well-characterized candidate facilities enabled several unique design features including stratification on historical hospitalization rates, randomization prior to recruitment, and 2:1 control to intervention facilities ratio. Strong endorsement from corporate leadership made randomization

  18. Anatomy-driven design of a prototype video laryngoscope for extremely low birth weight infants.

    Science.gov (United States)

    Baker, Katherine; Tremblay, Eric; Karp, Jason; Ford, Joseph; Finer, Neil; Rich, Wade

    2010-01-01

    Extremely low birth weight (ELBW) infants frequently require endotracheal intubation for assisted ventilation or as a route for administration of drugs or exogenous surfactant. In adults and less premature infants, the risks of this intubation can be greatly reduced using video laryngoscopy, but current products are too large and incorrectly shaped to visualize an ELBW infant's airway anatomy. We design and prototype a video laryngoscope using a miniature camera set in a curved acrylic blade with a 3×6-mm cross section at the tip. The blade provides a mechanical structure for stabilizing the tongue and acts as a light guide for an LED light source, located remotely to avoid excessive local heating at the tip. The prototype is tested on an infant manikin and found to provide sufficient image quality and mechanical properties to facilitate intubation. Finally, we show a design for a neonate laryngoscope incorporating a wafer-level microcamera that further reduces the tip cross section and offers the potential for low cost manufacture.

  19. Acoustic metamaterial design and applications

    Science.gov (United States)

    Zhang, Shu

    The explosion of interest in metamaterials is due to the dramatically increased manipulation ability over light as well as sound waves. This material research was stimulated by the opportunity to develop an artificial media with negative refractive index and the application in superlens which allows super-resolution imaging. High-resolution acoustic imaging techniques are the essential tools for nondestructive testing and medical screening. However, the spatial resolution of the conventional acoustic imaging methods is restricted by the incident wavelength of ultrasound. This is due to the quickly fading evanescent fields which carry the subwavelength features of objects. By focusing the propagating wave and recovering the evanescent field, a flat lens with negative-index can potentially overcome the diffraction limit. We present the first experimental demonstration of focusing ultrasound waves through a flat acoustic metamaterial lens composed of a planar network of subwavelength Helmholtz resonators. We observed a tight focus of half-wavelength in width at 60.5 KHz by imaging a point source. This result is in excellent agreement with the numerical simulation by transmission line model in which we derived the effective mass density and compressibility. This metamaterial lens also displays variable focal length at different frequencies. Our experiment shows the promise of designing compact and light-weight ultrasound imaging elements. Moreover, the concept of metamaterial extends far beyond negative refraction, rather giving enormous choice of material parameters for different applications. One of the most interesting examples these years is the invisible cloak. Such a device is proposed to render the hidden object undetectable under the flow of light or sound, by guiding and controlling the wave path through an engineered space surrounding the object. However, the cloak designed by transformation optics usually calls for a highly anisotropic metamaterial, which

  20. Video-based multimedia designs: A research study testing learning effectiveness

    Directory of Open Access Journals (Sweden)

    David Reiss

    2008-05-01

    Full Text Available This paper summarizes research conducted on three computer-based video models’ effectiveness for learning based on memory and comprehension. In this quantitative study, a two-minute video presentation was created and played back in three different types of media players, for a sample of eighty-seven college freshman. The three players evaluated include a standard QuickTime video/audio player, a QuickTime player with embedded triggers that launched HTML-based study guide pages, and a Macromedia Flash-based video/audio player with a text field, with user activated links to the study guides as well as other interactive on-line resources. An assumption guiding this study was that the enhanced designs presenting different types of related information would reinforce the material and produce better comprehension and retention. However, findings indicate that the standard video player was the most effective overall, which suggests that media designs able to control the focus of a learner’s attention to one specific stream of information, a single-stream focused approach, may be the most effective way to present media-based content. Résumé: Cet article résume une étude vérifiant l’efficacité de l’apprentissage basé sur la mémorisation et la compréhension, conduite à partir de trois modèles basés sur la vidéo informatisée. Dans cette étude quantitative, une vidéo de deux minutes a été créée et lue sur trois types de lecteurs différents, pour un échantillon de 87 étudiants universitaires de première année. Les trois lecteurs évalués comprenaient un lecteur standard audio/vidéo Quicktime, un lecteur Quicktime avec déclencheurs intégrés qui lançait un guide d’étude en HTML, et un lecteur audio/vidéo Flash Macromedia avec un champ texte, comprenant des liens activés par l’usager vers des guides d’étude et d’autres ressources interactives en ligne. Une supposition guidant cette étude était que les designs

  1. CowLog – Cross-Platform Application for Coding Behaviours from Video

    OpenAIRE

    Pastell, Matti

    2016-01-01

    CowLog is a cross-platform application to code behaviours from video recordings for use in behavioural research. The software has been used in several studies e.g. to study sleep in dairy calves, emotions in goats and the mind wandering related to computer use during lectures. CowLog 3 is implemented using JavaScript and HTML using the Electron framework. The framework allows the development of packaged cross-platform applications using features from web browser (Chromium) as well as server s...

  2. Design of video surveillance and tracking system based on attitude and heading reference system and PTZ camera

    Science.gov (United States)

    Yang, Jian; Xie, Xiaofang; Wang, Yan

    2017-04-01

    Based on the AHRS (Attitude and Heading Reference System) and PTZ (Pan/Tilt/Zoom) camera, we designed a video monitoring and tracking system. The overall structure of the system and the software design are given. The key technologies such as serial port communication and head attitude tracking are introduced, and the codes of the key part are given.

  3. Designing Socially-Aware Video Exploration Interfaces: A Case Study using School Concert Assets

    NARCIS (Netherlands)

    D.C. Pedrosa; R.L. Guimarães (Rodrigo); P.S. Cesar Garcia (Pablo Santiago); D.C.A. Bulterman (Dick)

    2013-01-01

    htmlabstractOnline video sharing systems, such as YouTube, do not provide users enough support to explore community videos that portray people within their social circle. Such services typically consider each video clip as an isolated object, and not as part of a set of related clips. Even though

  4. HTML5 Designing Rich Internet Applications

    CERN Document Server

    David, Matthew

    2010-01-01

    Implement the powerful new multimedia and interactive capabilities offered by HTML5, including style control tools, illustration tools, video, audio, and rich media solutions. Understand how HTML5 is changing the Web development game with this full-color, project-based treatment that shows you-not just tells you-what HTML5 can do for your Web sites. Reinforce your practical understanding of the new standard with demo applications and tutorials, so that execution is one short step away. The companion website, visualizetheweb.com, is packed full of extra information, online code libraries, and

  5. Biomedical Optical Imaging Technologies Design and Applications

    CERN Document Server

    2013-01-01

    This book provides an introduction to design of biomedical optical imaging technologies and their applications. The main topics include: fluorescence imaging, confocal imaging, micro-endoscope, polarization imaging, hyperspectral imaging, OCT imaging, multimodal imaging and spectroscopic systems. Each chapter is written by the world leaders of the respective fields, and will cover: principles and limitations of optical imaging technology, system design and practical implementation for one or two specific applications, including design guidelines, system configuration, optical design, component requirements and selection, system optimization and design examples, recent advances and applications in biomedical researches and clinical imaging. This book serves as a reference for students and researchers in optics and biomedical engineering.

  6. The Ethical Contract of Using Online Participation from Vision Videos in Design

    DEFF Research Database (Denmark)

    Vistisen, Peter; Jensen, Thessa

    2018-01-01

    In this paper, we examine the different challenges and possibilities corporate vision videos pose to the ethical contract, which is intentionally or unintentionally, deliberately or accidentally concluded between a corporation and the viewers on the various online communities vision videos...... are spreading from and to. We seek to initiate the conceptual foundation for ethical considerations needed in using vision videos as a participatory resource. Our findings suggest, that the ethical contract of using user participation from online vision videos both have to account for how the video...

  7. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    CERN Document Server

    Beatty, Ian D

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level games focused on building or modifying the game and on social interactions around it. Each layer casts gameplay as a co-construction of the game and the player, and contains three dynamical feedback loops: an exploratory learning loop, an intrinsic motivation loop, and an identity loop.

  8. Design considerations to improve cognitive ergonomic issues of unmanned vehicle interfaces utilizing video game controllers.

    Science.gov (United States)

    Oppold, P; Rupp, M; Mouloua, M; Hancock, P A; Martin, J

    2012-01-01

    Unmanned (UAVs, UCAVs, and UGVs) systems still have major human factors and ergonomic challenges related to the effective design of their control interface systems, crucial to their efficient operation, maintenance, and safety. Unmanned system interfaces with a human centered approach promote intuitive interfaces that are easier to learn, and reduce human errors and other cognitive ergonomic issues with interface design. Automation has shifted workload from physical to cognitive, thus control interfaces for unmanned systems need to reduce mental workload on the operators and facilitate the interaction between vehicle and operator. Two-handed video game controllers provide wide usability within the overall population, prior exposure for new operators, and a variety of interface complexity levels to match the complexity level of the task and reduce cognitive load. This paper categorizes and provides taxonomy for 121 haptic interfaces from the entertainment industry that can be utilized as control interfaces for unmanned systems. Five categories of controllers were based on the complexity of the buttons, control pads, joysticks, and switches on the controller. This allows the selection of the level of complexity needed for a specific task without creating an entirely new design or utilizing an overly complex design.

  9. Synchronizing physiological data and video in a telemedicine application: A multimedia approach.

    Science.gov (United States)

    Lambert, Laurent; Hachicha, Khalil; Ahmed, Syed Zahid; Pinna, Andrea; Garda, Patrick

    2015-01-01

    Several medical examinations require that multiple modalities of exams are stored in a synchronized manner. For instance, an EEG exam needs that several physiological signals along with video of the exam are acquired synchronously to aid the neurophysiologists to perform their diagnostics. Furthermore support for telemedicine for such exams have become important in recent years. The existing EDF standard that is used for physiological signals makes it difficult to provide integrated support of adding video and compressed component data, however due to widespread use of EDF standard in the domain, cross compatibility with EDF standard for physiological data is also essential. We present in this work a novel idea to solve these issues. Our approach uses standard multimedia containers in which physiological data are embedded alongside video and audio. This paper provides our analyses of the state of the art of multimedia containers EDF, AVI, ASF, MPEG and MKV and their potentials for a telemedicine application and outlines how MKV stands out as an interesting option in this regard, allowing also capability of compression of physiological data if needed.

  10. Design research and industrial applicability

    DEFF Research Database (Denmark)

    Andreasen, Mogens Myrup

    1997-01-01

    Imprinted paper (copies of overheads in English) on the nature of design research, the transformation process for industrial utilization and the challenges of ENDREA from industry.......Imprinted paper (copies of overheads in English) on the nature of design research, the transformation process for industrial utilization and the challenges of ENDREA from industry....

  11. Distributed embedded smart cameras architectures, design and applications

    CERN Document Server

    Velipasalar, Senem

    2014-01-01

    This publication addresses distributed embedded smart cameras –cameras that perform onboard analysis and collaborate with other cameras. This book provides the material required to better understand the architectural design challenges of embedded smart camera systems, the hardware/software ecosystem, the design approach for, and applications of distributed smart cameras together with the state-of-the-art algorithms. The authors concentrate on the architecture, hardware/software design, realization of smart camera networks from applications to architectures, in particular in the embedded and mobile domains. •                    Examines energy issues related to wireless communication such as decreasing energy consumption to increase battery-life •                    Discusses processing large volumes of video data on an embedded environment in real-time •                    Covers design of realistic applications of distributed and embedded smart...

  12. Designing Inclusive Systems Designing Inclusion for Real-world Applications

    CERN Document Server

    Clarkson, John; Robinson, Peter; Lazar, Jonathan; Heylighen, Ann

    2012-01-01

    The Cambridge Workshops on Universal Access and Assistive Technology (CWUAAT) are a series of workshops held at a Cambridge University College every two years. The workshop theme: “Designing inclusion for real-world applications” refers to the emerging potential and relevance of the latest generations of inclusive design thinking, tools, techniques, and data, to mainstream project applications such as healthcare and the design of working environments. Inclusive Design Research involves developing tools and guidance enabling product designers to design for the widest possible population, for a given range of capabilities. There are five main themes: •Designing for the Real-World •Measuring Demand And Capabilities •Designing Cognitive Interaction with Emerging Technologies •Design for Inclusion •Designing Inclusive Architecture In the tradition of CWUAAT, we have solicited and accepted contributions over a wide range of topics, both within individual themes and also across the workshop’s scope. ...

  13. Spacecraft design applications of QUICK

    Science.gov (United States)

    Skinner, David L.

    1992-01-01

    The interactive space mission trajectory design environment software QUICK, which is currently available on 14 different machine architectures, furnishes a programmable FORTRAN-like interface for a wide range of both built-in and user-defined functions. Since its inception at JPL in 1971, QUICK has evolved from a specialized calculator into a general-purpose engineering tool which also facilitates spacecraft conceptual design by treating spacecraft as collections of data records describing individual components of instruments.

  14. Designing a Mobile Application: The Case of iAdvocate

    Directory of Open Access Journals (Sweden)

    Alan R. Foley

    2012-01-01

    Full Text Available In this article, the design of a mobile application (app called iAdvocate is illustrated. The goal of iAdvocate is to share and develop specific strategies with parents of children with disabilities for working collaboratively with a school team to improve their children’s education. iAdvocate uses problem-based learning strategies, simulations, and provides contextual access resources to build parental advocacy skills and knowledge. iAdvocate provides parents with both information and strategies regarding their educational rights and getting their child’s needs met. The goal of iAdvocate is to share and develop specific strategies with parents for working collaboratively with a school team to improve their children’s education. iAdvocate contains three sections: strategies, a compilation of approaches that parents can pursue as advocates; resources, which lists and, where possible, links to such references as laws, books, articles, web sites, video presentations, and organizations that provide information on inclusive education; and, responses, which features simulated interactions, such as replies to common statements made by school professionals regarding services and accommodations for children. This case illustrates the design processes and techniques used to develop an instructional mobile application by presenting the background and context of the project, initial design and design iterations, negative case analysis, and prototyping. Additional documents illustrating the project background, and design process are also included.

  15. Towards User Experience-Driven Adaptive Uplink Video Transmission for Automotive Applications

    OpenAIRE

    Lottermann, Christian

    2016-01-01

    The focus of this thesis is to enable user experience-driven uplink video streaming from mobile video sources with limited computational capacity and to apply these to resource-constraint automotive environments. The first part investigates perceptual quality-aware encoding of videos, the second part proposes camera context-based estimators of temporal and spatial activities for videos captured by a front-facing camera of a vehicle, and the last part studies the upstreaming of videos from a m...

  16. Smart metering design and applications

    CERN Document Server

    Weranga, K S K; Chandima, D P

    2013-01-01

    Taking into account the present day trends and the requirements, this Brief focuses on smart metering of electricity for next generation energy efficiency and conservation. The contents include discussions on the smart metering concepts and existing technologies and systems as well as design and implementation of smart metering schemes together with detailed examples.

  17. Qos Performance Analysis : Design And Development Of Voice And Video Mobility Over Long Term Evaluation (Lte) Model

    OpenAIRE

    Mahmud, Shahrear; Chowdhury, Md.Sadat Hossain

    2014-01-01

    The evolution of 3G systems has contributed to a significant amount of progress towards 4th generation wireless technology, Long Term Evolution (LTE). On the other hand, demand for more bandwidth has been evidenced by the ever growing usage of real-time application such as video conference. For instance, users tend to have reliable and efficient connection when they are on the go maintaining the minimum quality of the video conference. In order to meet these challenges, QoS of LTE makes it an...

  18. Videography-Based Unconstrained Video Analysis.

    Science.gov (United States)

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

    2017-05-01

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

  19. Design of Video Games for Children's Diet and Physical Activity Behavior Change.

    Science.gov (United States)

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2010-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences.

  20. Design of Video Games for Children’s Diet and Physical Activity Behavior Change

    Science.gov (United States)

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2012-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences. PMID:25364331

  1. Design Options for Multimodal Web Applications

    Science.gov (United States)

    Stanciulescu, Adrian; Vanderdonckt, Jean

    The capabilities of multimodal applications running on the web are well de-lineated since they are mainly constrained by what their underlying standard mark up language offers, as opposed to hand-made multimodal applications. As the experience in developing such multimodal web applications is growing, the need arises to identify and define major design options of such application to pave the way to a structured development life cycle. This paper provides a design space of independent design options for multimodal web applications based on three types of modalities: graphical, vocal, tactile, and combined. On the one hand, these design options may provide designers with some explicit guidance on what to decide or not for their future user interface, while exploring various design alternatives. On the other hand, these design options have been implemented as graph transformations per-formed on a user interface model represented as a graph. Thanks to a transformation engine, it allows designers to play with the different values of each design option, to preview the results of the transformation, and to obtain the corresponding code on-demand

  2. Design and Implementation of Mobile Car with Wireless Video Monitoring System Based on STC89C52

    Directory of Open Access Journals (Sweden)

    Yang Hong

    2014-05-01

    Full Text Available With the rapid development of wireless networks and image acquisition technology, wireless video transmission technology has been widely applied in various communication systems. The traditional video monitoring technology is restricted by some conditions such as layout, environmental, the relatively large volume, cost, and so on. In view of this problem, this paper proposes a method that the mobile car can be equipped with wireless video monitoring system. The mobile car which has some functions such as detection, video acquisition and wireless data transmission is developed based on STC89C52 Micro Control Unit (MCU and WiFi router. Firstly, information such as image, temperature and humidity is processed by the MCU and communicated with the router, and then returned by the WiFi router to the host computer phone. Secondly, control information issued by the host computer phone is received by WiFi router and sent to the MCU, and then the MCU sends relevant instructions. Lastly, the wireless transmission of video images and the remote control of the car are realized. The results prove that the system has some features such as simple operation, high stability, fast response, low cost, strong flexibility, widely application, and so on. The system has certain practical value and popularization value.

  3. Strategies of Collaborative Work in the Classroom through the Design of Video Games

    Science.gov (United States)

    Muñoz González, Juan Manuel; Rubio García, Sebastián; Cruz Pichardo, Ivanovna M.

    2015-01-01

    At the present time, the use of video games goes beyond mere amusement or entertainment due to its potential for developing capacities, dexterity and skills. Thus, video games have extended to environments like that of education, serving as didactic resources within dynamics that respond to the interests and necessities of the 21st century…

  4. Eight guidelines for the design of instructional videos for software training

    NARCIS (Netherlands)

    van der Meij, Hans; van der Meij, Jan

    2013-01-01

    Purpose: Video has become a popular means for delivering "how to" information about a wide variety of software tasks. With video rapidly becoming a major instructional method, the question arises of their effectiveness for software training. This paper provides a set of eight guidelines for the

  5. Using Video Cases to Scaffold Mentoring Competencies: A Program Design from the Young Women Leaders Program

    Science.gov (United States)

    Lewis, Bryan Rossiter

    2013-01-01

    This capstone project conducted an intervention using video cases to scaffold traditional methods of concept presentation in a youth mentoring program. Video cases delivered online were chosen as a methodology to strengthen the support and practitioner aspects indicative of mentoring program success rates (D. L. DuBois, Holloway, Valentine, &…

  6. Real-time video-on-demand system based on distributed servers and an agent-oriented application

    Science.gov (United States)

    Takahata, Minoru; Uemori, Akira; Nakano, Hirotaka

    1996-02-01

    This video-on-demand service is constructed of distributed servers, including video servers that supply real-time MPEG-1 video & audio, real-time MPEG-1 encoders, and an application server that supplies additional text information and agents for retrieval. This system has three distinctive features that enable it to provide multi viewpoint access to real-time visual information: (1) The terminal application uses an agent-oriented approach that allows the system to be easily extended. The agents are implemented using a commercial authoring tool plus additional objects that communicate with the video servers by using TCP/IP protocols. (2) The application server manages the agents, automatically processes text information and is able to handle unexpected alterations of the contents. (3) The distributed system has an economical, flexible architecture to store long video streams. The real-time MPEG-1 encoder system is based on multi channel phase-shifting processing. We also describe a practical application of this system, a prototype TV-on-demand service called TVOD. This provides access to broadcast television programs for the previous week.

  7. Emerging memory technologies design, architecture, and applications

    CERN Document Server

    2014-01-01

    This book explores the design implications of emerging, non-volatile memory (NVM) technologies on future computer memory hierarchy architecture designs. Since NVM technologies combine the speed of SRAM, the density of DRAM, and the non-volatility of Flash memory, they are very attractive as the basis for future universal memories. This book provides a holistic perspective on the topic, covering modeling, design, architecture and applications. The practical information included in this book will enable designers to exploit emerging memory technologies to improve significantly the performance/power/reliability of future, mainstream integrated circuits. • Provides a comprehensive reference on designing modern circuits with emerging, non-volatile memory technologies, such as MRAM and PCRAM; • Explores new design opportunities offered by emerging memory technologies, from a holistic perspective; • Describes topics in technology, modeling, architecture and applications; • Enables circuit designers to ex...

  8. Composite materials design and applications

    CERN Document Server

    Gay, Daniel; Tsai, Stephen W

    2002-01-01

    PART ONE. PRINCIPLES OF CONSTRUCTIONCOMPOSITE MATERIALS, INTEREST AND PROPERTIESWhat is Composite Material Fibers and MatrixWhat can be Made Using Composite Materials?Typical Examples of Interest on the Use of Composite MaterialsExamples on Replacing Conventional Solutions with CompositesPrincipal Physical PropertiesFABRICATION PROCESSESMolding ProcessesOther Forming ProcessesPractical Hints in the Manufacturing ProcessesPLY PROPERTIESIsotropy and AnisotropyCharacteristics of the Reinforcement-Matrix MixtureUnidirectional PlyWoven FabricsMats and Reinforced MatricesMultidimensional FabricsMetal Matrix CompositesTestsSANDWICH STRUCTURES:What is a Sandwich Structure?Simplified FlexureA Few Special AspectsFabrication and Design ProblemsNondestructive Quality ControlCONCEPTION AND DESIGNDesign of a Composite PieceThe LaminateFailure of LaminatesSizing of LaminatesJOINING AND ASSEMBLYRiveting and BoltingBondingInsertsCOMPOSITE MATERIALS AND AEROSPACE CONSTRUCTIONAircraftHelicoptersPropeller Blades for AirplanesTur...

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

    Science.gov (United States)

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

    1998-10-01

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

  10. Designing Interactive Applications to Support Novel Activities

    Directory of Open Access Journals (Sweden)

    Hyowon Lee

    2013-01-01

    Full Text Available R&D in media-related technologies including multimedia, information retrieval, computer vision, and the semantic web is experimenting on a variety of computational tools that, if sufficiently matured, could support many novel activities that are not practiced today. Interactive technology demonstration systems produced typically at the end of their projects show great potential for taking advantage of technological possibilities. These demo systems or “demonstrators” are, even if crude or farfetched, a significant manifestation of the technologists’ visions in transforming emerging technologies into novel usage scenarios and applications. In this paper, we reflect on design processes and crucial design decisions made while designing some successful, web-based interactive demonstrators developed by the authors. We identify methodological issues in applying today’s requirement-driven usability engineering method to designing this type of novel applications and solicit a clearer distinction between designing mainstream applications and designing novel applications. More solution-oriented approaches leveraging design thinking are required, and more pragmatic evaluation criteria is needed that assess the role of the system in exploiting the technological possibilities to provoke further brainstorming and discussion. Such an approach will support a more efficient channelling of the technology-to-application transformation which are becoming increasingly crucial in today’s context of rich technological possibilities.

  11. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

    The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...

  12. CONTEXT-BASED URBAN TERRAIN RECONSTRUCTION FROM UAV-VIDEOS FOR GEOINFORMATION APPLICATIONS

    Directory of Open Access Journals (Sweden)

    D. Bulatov

    2012-09-01

    Full Text Available Urban terrain reconstruction has many applications in areas of civil engineering, urban planning, surveillance and defense research. Therefore the needs of covering ad-hoc demand and performing a close-range urban terrain reconstruction with miniaturized and relatively inexpensive sensor platforms are constantly growing. Using (miniaturized unmanned aerial vehicles, (MUAVs, represents one of the most attractive alternatives to conventional large-scale aerial imagery. We cover in this paper a four-step procedure of obtaining georeferenced 3D urban models from video sequences. The four steps of the procedure – orientation, dense reconstruction, urban terrain modeling and geo-referencing – are robust, straight-forward, and nearly fully-automatic. The two last steps – namely, urban terrain modeling from almost-nadir videos and co-registration of models 6ndash; represent the main contribution of this work and will therefore be covered with more detail. The essential substeps of the third step include digital terrain model (DTM extraction, segregation of buildings from vegetation, as well as instantiation of building and tree models. The last step is subdivided into quasi- intrasensorial registration of Euclidean reconstructions and intersensorial registration with a geo-referenced orthophoto. Finally, we present reconstruction results from a real data-set and outline ideas for future work.

  13. Applicability of synthetic environments for product design

    NARCIS (Netherlands)

    Wang, Huaxin; Meijer, F.; Miedema, J.; van den Broek, Egon; van der Voort, Mascha C.; Vergeest, Joris S.M.; Gu, B.; Ray, P.

    2008-01-01

    This paper studies the applicability of Synthetic Environments (SE) for dynamic prototyping in the early phase of product design. For this purpose, a simple SE, built with commercial off-the-shelf (COTS) technology, was employed to support the design of the lid of an X-Ray machine. Psychological

  14. Computer Applications in the Design Process.

    Science.gov (United States)

    Winchip, Susan

    Computer Assisted Design (CAD) and Computer Assisted Manufacturing (CAM) are emerging technologies now being used in home economics and interior design applications. A microcomputer in a computer network system is capable of executing computer graphic functions such as three-dimensional modeling, as well as utilizing office automation packages to…

  15. A conceptual toolbox for designing CSCW applications

    DEFF Research Database (Denmark)

    Bødker, Susanne; Christiansen, Ellen

    1995-01-01

    This paper presents a conceptual toolbox, developed to support the design of CSCW applications in a large Esprit project, EuroCODE. Here, several groups of designers work to investigate computer support for cooperative work in large use organizations, at the same time as they work to develop...

  16. Video-based multimedia designs: A research study testing learning effectiveness

    OpenAIRE

    David Reiss

    2008-01-01

    This paper summarizes research conducted on three computer-based video models’ effectiveness for learning based on memory and comprehension. In this quantitative study, a two-minute video presentation was created and played back in three different types of media players, for a sample of eighty-seven college freshman. The three players evaluated include a standard QuickTime video/audio player, a QuickTime player with embedded triggers that launched HTML-based study guide pages, and a Macromedi...

  17. M-health medical video communication systems: an overview of design approaches and recent advances.

    Science.gov (United States)

    Panayides, A S; Pattichis, M S; Constantinides, A G; Pattichis, C S

    2013-01-01

    The emergence of the new, High Efficiency Video Coding (HEVC) standard, combined with wide deployment of 4G wireless networks, will provide significant support toward the adoption of mobile-health (m-health) medical video communication systems in standard clinical practice. For the first time since the emergence of m-health systems and services, medical video communication systems can be deployed that can rival the standards of in-hospital examinations. In this paper, we provide a thorough overview of today's advancements in the field, discuss existing approaches, and highlight the future trends and objectives.

  18. RF microwave circuit design for wireless applications

    CERN Document Server

    Rohde, Ulrich L

    2012-01-01

    Provides researchers and engineers with a complete set of modeling, design, and implementation tools for tackling the newest IC technologies Revised and completely updated, RF/Microwave Circuit Design for Wireless Applications, Second Edition is a unique, state-of-the-art guide to wireless integrated circuit design that provides researchers and engineers with a complete set of modeling, design, and implementation tools for tackling even the newest IC technologies. It emphasizes practical design solutions for high-performance devices and circuitry, incorporating ample exa

  19. Active and passive beam application design guide for global application

    CERN Document Server

    Rimmer, Julian

    2015-01-01

    The Active and Passive Beam Application Design Guide is the result of collaboration by worldwide experts to give system designers a current, authoritative guide on successfully applying active and passive beam technology. Active and Passive Beam Application Design Guide provide energy-efficient methods of cooling, heating, and ventilating indoor areas, especially spaces that require individual zone control and where internal moisture loads are moderate. The systems are simple to operate, with low maintenance requirements. This book is an essential resource for consulting engineers, architects, owners, and contractors who are involved in the design, operation, and installation of these systems. Building on REHVA’s Chilled Beam Application Guidebook, this new guide provides up-to-date tools and advice for designing, commissioning, and operating chilled-beam systems to achieve a determined indoor climate, and includes examples of active and passive beam calculations and selections. Dual units (SI and I-P) are...

  20. CCD research. [design, fabrication, and applications

    Science.gov (United States)

    Gassaway, J. D.

    1976-01-01

    The fundamental problems encountered in designing, fabricating, and applying CCD's are reviewed. Investigations are described and results and conclusions are given for the following: (1) the development of design analyses employing computer aided techniques and their application to the design of a grapped structure; (2) the role of CCD's in applications to electronic functions, in particular, signal processing; (3) extending the CCD to silicon films on sapphire (SOS); and (4) all aluminum transfer structure with low noise input-output circuits. Related work on CCD imaging devices is summarized.

  1. Design and Development of One-Switch Video Games for Children with Severe Motor Disabilities

    OpenAIRE

    Aced López, Sebastián; Corno, Fulvio; Russis, Luigi De

    2017-01-01

    Video games are not just played for fun; they have become a handy instrument for the cognitive, emotional, and social development of children. However, several barriers prevent many children with disabilities from playing action-oriented video games, alone or with their peers. In particular, children with severe motor disabilities, who rely on one-switch interaction for accessing electronic devices, find fast-paced games that require rapid decision-making and timely responses, completely unpl...

  2. Bridging Inter-flow and Intra-flow Network Coding for Video Applications

    DEFF Research Database (Denmark)

    Hansen, Jonas; Krigslund, Jeppe; Roetter, Daniel Enrique Lucani

    2013-01-01

    enhance reliability, common of the former, while maintaining an efficient spectrum usage, typical of the latter. This paper uses the intuition provided in [1] to propose a practical implementation of the protocol leveraging Random Linear Network Coding (RLNC) for intra-flow coding, a credit based packet...... transmission approach to decide how much and when to send redundancy in the network, and a minimalistic feedback mechanism to guarantee delivery of generations of the different flows. Given the delay constraints of video applications, we proposed a simple yet effective coding mechanism, Block Coding On The Fly...... (BCFly), that allows a block encoder to be fed on-the-fly, thus reducing the delay to accumulate enough packets that is introduced by typical generation based NC techniques. Our measurements and comparison to forwarding and COPE show that CORE not only outperforms these schemes even for small packet...

  3. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

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

  4. Application and design of solar photovoltaic system

    Science.gov (United States)

    Tianze, Li; Hengwei, Lu; Chuan, Jiang; Luan, Hou; Xia, Zhang

    2011-02-01

    Solar modules, power electronic equipments which include the charge-discharge controller, the inverter, the test instrumentation and the computer monitoring, and the storage battery or the other energy storage and auxiliary generating plant make up of the photovoltaic system which is shown in the thesis. PV system design should follow to meet the load supply requirements, make system low cost, seriously consider the design of software and hardware, and make general software design prior to hardware design in the paper. To take the design of PV system for an example, the paper gives the analysis of the design of system software and system hardware, economic benefit, and basic ideas and steps of the installation and the connection of the system. It elaborates on the information acquisition, the software and hardware design of the system, the evaluation and optimization of the system. Finally, it shows the analysis and prospect of the application of photovoltaic technology in outer space, solar lamps, freeways and communications.

  5. Perception Of Space, Empathy And Cognitive Processes: Design Of A Video Game For The Measurement Of Perspective Taking Skills

    Directory of Open Access Journals (Sweden)

    Pio Alfredo Di Tore

    2014-04-01

    Full Text Available The perspective-taking skills require the ability to manipulate spatial reference systems and are the basis of the empathetic process. Empathy, in its relations with space representation and manipulation of spatial reference systems, is the investigation subject of this work, whose aim is the design of a videogame aimed at the measurement of the player's perspective taking skills. The idea of creating a video game on perspective taking is based on a classic Piagetian task, the three mountains problem, object of recent attention by the Italian scientific community that is involved in research in education. The current stage of the project has produced a video game, now in alpha testing release. The article discusses the software theoretical framework (spatial theory of empathy, describes the choices made in the design stage and comment on first results obtained during the alpha testing.

  6. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  7. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...

  8. Using video feedback as a tool in training parent coaches: promising results from a single-subject design.

    Science.gov (United States)

    Meade, E B; Dozier, Mary; Bernard, Kristin

    2014-01-01

    The Attachment and Biobehavioral Catch-up (ABC) parenting program focuses on three intervention targets: increasing parental nurturance, increasing parental synchrony, and decreasing parental frightening behavior. Parent coaches are expected to comment "in the moment" when behaviors relevant to these three targets are observed in sessions. Making in the moment comments is a challenging aspect of intervention, and parent coaches have struggled with their fidelity to this critical intervention component. Thus, we developed a system for coding the frequency and quality of comments from video-recorded session clips on a statement-by-statement level. To help parent coaches refine and maintain their skills in making such comments, they are taught to code segments of their own video-recorded sessions, with the expectation that gains would be seen in comments after learning to code. In this paper, we describe the fidelity coding system and present initial results from a year-long, single-subject design examining the effects of video feedback coding for a parent coach who was learning the intervention. We observed an increase in frequency of in the moment comments during the period of video feedback coding, consistent with a training effect.

  9. Design and characterization of a prototype divertor viewing infrared video bolometer for NSTX-U

    Science.gov (United States)

    van Eden, G. G.; Reinke, M. L.; Peterson, B. J.; Gray, T. K.; Delgado-Aparicio, L. F.; Jaworski, M. A.; Lore, J.; Mukai, K.; Sano, R.; Pandya, S. N.; Morgan, T. W.

    2016-11-01

    The InfraRed Video Bolometer (IRVB) is a powerful tool to measure radiated power in magnetically confined plasmas due to its ability to obtain 2D images of plasma emission using a technique that is compatible with the fusion nuclear environment. A prototype IRVB has been developed and installed on NSTX-U to view the lower divertor. The IRVB is a pinhole camera which images radiation from the plasma onto a 2.5 μm thick, 9 × 7 cm2 Pt foil and monitors the resulting spatio-temporal temperature evolution using an IR camera. The power flux incident on the foil is calculated by solving the 2D+time heat diffusion equation, using the foil's calibrated thermal properties. An optimized, high frame rate IRVB, is quantitatively compared to results from a resistive bolometer on the bench using a modulated 405 nm laser beam with variable power density and square wave modulation from 0.2 Hz to 250 Hz. The design of the NSTX-U system and benchtop characterization are presented where signal-to-noise ratios are assessed using three different IR cameras: FLIR A655sc, FLIR A6751sc, and SBF-161. The sensitivity of the IRVB equipped with the SBF-161 camera is found to be high enough to measure radiation features in the NSTX-U lower divertor as estimated using SOLPS modeling. The optimized IRVB has a frame rate up to 50 Hz, high enough to distinguish radiation during edge-localized-modes (ELMs) from that between ELMs.

  10. Design and characterization of a prototype divertor viewing infrared video bolometer for NSTX-U

    Energy Technology Data Exchange (ETDEWEB)

    Eden, G. G. van; Morgan, T. W. [Dutch Institute for Fundamental Energy Research, 5612 AJ Eindhoven (Netherlands); Reinke, M. L.; Gray, T. K.; Lore, J. [Oak Ridge National Laboratory, Oak Ridge, Tennessee 37831 (United States); Peterson, B. J.; Mukai, K. [National Institute for Fusion Science, Toki 509-5292 (Japan); Delgado-Aparicio, L. F.; Jaworski, M. A. [Princeton Plasma Physics Laboratory, P.O. Box 451, Princeton, New Jersey 08543 (United States); Sano, R. [National Institutes for Quantum and Radiological Science and Technology, Naka 311-0193 (Japan); Pandya, S. N. [Institute for Plasma Research, Bhat Village, Gandhinagar, 382428 Gujarat (India)

    2016-11-15

    The InfraRed Video Bolometer (IRVB) is a powerful tool to measure radiated power in magnetically confined plasmas due to its ability to obtain 2D images of plasma emission using a technique that is compatible with the fusion nuclear environment. A prototype IRVB has been developed and installed on NSTX-U to view the lower divertor. The IRVB is a pinhole camera which images radiation from the plasma onto a 2.5 μm thick, 9 × 7 cm{sup 2} Pt foil and monitors the resulting spatio-temporal temperature evolution using an IR camera. The power flux incident on the foil is calculated by solving the 2D+time heat diffusion equation, using the foil’s calibrated thermal properties. An optimized, high frame rate IRVB, is quantitatively compared to results from a resistive bolometer on the bench using a modulated 405 nm laser beam with variable power density and square wave modulation from 0.2 Hz to 250 Hz. The design of the NSTX-U system and benchtop characterization are presented where signal-to-noise ratios are assessed using three different IR cameras: FLIR A655sc, FLIR A6751sc, and SBF-161. The sensitivity of the IRVB equipped with the SBF-161 camera is found to be high enough to measure radiation features in the NSTX-U lower divertor as estimated using SOLPS modeling. The optimized IRVB has a frame rate up to 50 Hz, high enough to distinguish radiation during edge-localized-modes (ELMs) from that between ELMs.

  11. The Design of Video Games in the Implementation of Malay Language Learning among Foreign Students in an Institution of Higher Learning

    Science.gov (United States)

    Rosman, Fuziah; Alias, Norlidah; Rahman, Mohd Nazri Abdul; Dewitt, Dorothy

    2015-01-01

    This study aims at reviewing the curriculum design by including video games in the implementation of the Malay language course at an Institute of Higher Learning. The objective of this study is to obtain expert opinion on the expected manner of implementation of video games in learning the Malay language. The Fuzzy Delphi technique (FDM) is used…

  12. The Dilemmas of Formulating Theory-Informed Design Guidelines for a Video Enhanced Rubric for the Formative Assessment of Complex Skills

    NARCIS (Netherlands)

    Ackermans, Kevin; Rusman, Ellen; Brand-Gruwel, Saskia; Specht, Marcus

    2017-01-01

    Learners aiming to master a complex skill may benefit from the combina-tion of abstract information found in a text-based analytical rubric and con-crete information provided by a video modeling example. In this paper, we address the design dilemmas of combining video modeling examples and rubrics

  13. The Dilemmas of Formulating Theory-Informed Design Guidelines for a Video Enhanced Rubric (for the Formative Assessment of Complex Skills)

    NARCIS (Netherlands)

    Ackermans, Kevin; Rusman, Ellen; Brand-Gruwel, Saskia; Specht, Marcus

    2017-01-01

    Learners aiming to master a complex skill may benefit from the combina-tion of abstract information found in a text-based analytical rubric and con-crete information provided by a video modeling example. In this paper, we address the design dilemmas of combining video modeling examples and rubrics

  14. Implantable biomedical microsystems design principles and applications

    CERN Document Server

    Bhunia, Swarup; Sawan, Mohamad

    2015-01-01

    Research and innovation in areas such as circuits, microsystems, packaging, biocompatibility, miniaturization, power supplies, remote control, reliability, and lifespan are leading to a rapid increase in the range of devices and corresponding applications in the field of wearable and implantable biomedical microsystems, which are used for monitoring, diagnosing, and controlling the health conditions of the human body. This book provides comprehensive coverage of the fundamental design principles and validation for implantable microsystems, as well as several major application areas. Each co

  15. High-Tech Tools for Exercise Motivation: Use and Role of Technologies Such as the Internet, Mobile Applications, Social Media, and Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Valle, Carmina G.

    2015-01-01

    IN BRIEF The majority of patients with type 2 diabetes are not active at recommended levels, and many do not have access to behavior change programs to support lifestyle change. Thus, tools and programs designed to promote the adoption and maintenance of physical activity using technology may be helpful. This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential benefit of such tools for behavior change. PMID:25717278

  16. Thermoelectric nanomaterials materials design and applications

    CERN Document Server

    Koumoto, Kunihito

    2014-01-01

    Presently, there is an intense race throughout the world to develop good enough thermoelectric materials which can be used in wide scale applications. This book focuses comprehensively on very recent up-to-date breakthroughs in thermoelectrics utilizing nanomaterials and methods based in nanoscience. Importantly, it provides the readers with methodology and concepts utilizing atomic scale and nanoscale materials design (such as superlattice structuring, atomic network structuring and properties control, electron correlation design, low dimensionality, nanostructuring, etc.). Furthermore, also

  17. Functionalized conjugated polyelectrolytes design and biomedical applications

    CERN Document Server

    Wang, Shu

    2014-01-01

    Functionalized Conjugated Polyelectrolytes presents a comprehensive review of these polyelectrolytes and their biomedical applications. Basic aspects like molecular design and optoelectronic properties are covered in the first chapter. Emphasis is placed on the various applications including sensing (chemical and biological), disease diagnosis, cell imaging, drug/gene delivery and disease treatment. This book explores a multi-disciplinary topic of interest to researchers working in the fields of chemistry, materials, biology and medicine. It also offers an integrated perspective on both basic research and application issues. Functionalized conjugated polyelectrolyte materials, which have already drawn considerable interest, will become a major new direction for biomedicine development.

  18. Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School

    National Research Council Canada - National Science Library

    José-Manuel Sáez-López; John Miller; Esteban Vázquez-Cano; María-Concepción Domínguez-Garrido

    2015-01-01

    .... The second dimension values the attitudes of teachers, students and parents regarding the implementation of video games in formal education using descriptive analysis and nonparametric statistical...

  19. Towards Realising Secure and Efficient Image and Video Processing Applications on Quantum Computers

    Directory of Open Access Journals (Sweden)

    Abdullah M. Iliyasu

    2013-07-01

    Full Text Available Exploiting the promise of security and efficiency that quantum computing offers, the basic foundations leading to commercial applications for quantum image processing are proposed. Two mathematical frameworks and algorithms to accomplish the watermarking of quantum images, authentication of ownership of already watermarked images and recovery of their unmarked versions on quantum computers are proposed. Encoding the images as 2n-sized normalised Flexible Representation of Quantum Images (FRQI states, with n-qubits and 1-qubit dedicated to capturing the respective information about the colour and position of every pixel in the image respectively, the proposed algorithms utilise the flexibility inherent to the FRQI representation, in order to confine the transformations on an image to any predetermined chromatic or spatial (or a combination of both content of the image as dictated by the watermark embedding, authentication or recovery circuits. Furthermore, by adopting an apt generalisation of the criteria required to realise physical quantum computing hardware, three standalone components that make up the framework to prepare, manipulate and recover the various contents required to represent and produce movies on quantum computers are also proposed. Each of the algorithms and the mathematical foundations for their execution were simulated using classical (i.e., conventional or non-quantum computing resources, and their results were analysed alongside other longstanding classical computing equivalents. The work presented here, combined together with the extensions suggested, provide the basic foundations towards effectuating secure and efficient classical-like image and video processing applications on the quantum-computing framework.

  20. APPLICATION OF INDUSTRIAL DESIGN IN GREEN AREAS

    Directory of Open Access Journals (Sweden)

    Katerina Despot

    2016-07-01

    Full Text Available The existence of green areas is essential for quality of life in every living space. Application of industrial design in parks and gardens has an important role and nowadays is very common. The impact of industrial design in urban green spaces in residential areas provides dedicated aesthetic note that enriches the whole functional and aesthetic forms which are always placed at precise positions that accentuate the landscape, while the cohesion and harmony are combined and contrasts nature in industrial design. The design is created as an artwork in a predetermined order. The artwork gets the role of usability and functional aesthetics. The design evolves with the development of industry and mass consumption. Industrial fragments in green areas make artwork that is unique and are one of a kind.

  1. Applications of Green Walls in Urban Design

    Science.gov (United States)

    Virtudes, Ana; Manso, Maria

    2016-10-01

    Green walls are a choice towards achieving sustainable urban rehabilitation, due to the lack of free space in the consolidated urban fabric. Nowadays, green walls are considered to be an innovation in the fields of ecology, horticulture or buildings. Nevertheless, in the domain of urban design, they are still surprising and unexpected ideas. Thus, this research aims to reflect on green walls as a feature in urban design and rehabilitation, identifying the advantages of their utilization as an enhancement of the quality of city's image, especially in dense urban areas. It aims to demonstrate some practical applications of green walls in urban design proposals, showing model solutions and their real application in several architectural examples.

  2. Understanding the Power of New Literacies through Video Game Play and Design

    Science.gov (United States)

    Sanford, Kathy; Madill, Leanna

    2007-01-01

    In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…

  3. Leveling up from Player to Designer: Engaging and Empowering Youth through Making Video Games

    Science.gov (United States)

    Gershenfeld, Alan

    2011-01-01

    Over the past few years a growing body of research has highlighted the potential for educational video games to foster highly engaged, effective learning in the classroom. These research reports from organizations such as the Federation of American Scientists, the National Science Foundation, and the Joan Ganz Cooney Center at Sesame Workshop…

  4. Video Games and Education: Designing Learning Systems for an Interactive Age

    Science.gov (United States)

    Squire, Kurt D.

    2008-01-01

    Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…

  5. An efficient HW and SW design of H.264 video compression, storage and playback on FPGA devices for handheld thermal imaging systems

    Science.gov (United States)

    Gunay, Omer; Ozsarac, Ismail; Kamisli, Fatih

    2017-05-01

    Video recording is an essential property of new generation military imaging systems. Playback of the stored video on the same device is also desirable as it provides several operational benefits to end users. Two very important constraints for many military imaging systems, especially for hand-held devices and thermal weapon sights, are power consumption and size. To meet these constraints, it is essential to perform most of the processing applied to the video signal, such as preprocessing, compression, storing, decoding, playback and other system functions on a single programmable chip, such as FPGA, DSP, GPU or ASIC. In this work, H.264/AVC (Advanced Video Coding) compatible video compression, storage, decoding and playback blocks are efficiently designed and implemented on FPGA platforms using FPGA fabric and Altera NIOS II soft processor. Many subblocks that are used in video encoding are also used during video decoding in order to save FPGA resources and power. Computationally complex blocks are designed using FPGA fabric, while blocks such as SD card write/read, H.264 syntax decoding and CAVLC decoding are done using NIOS processor to benefit from software flexibility. In addition, to keep power consumption low, the system was designed to require limited external memory access. The design was tested using 640x480 25 fps thermal camera on CYCLONE V FPGA, which is the ALTERA's lowest power FPGA family, and consumes lower than 40% of CYCLONE V 5CEFA7 FPGA resources on average.

  6. Design and Analysis of Web Application Frameworks

    DEFF Research Database (Denmark)

    Schwarz, Mathias Romme

    some of the common errors through an API that is designed to be safe by default. Second, we present a novel technique for checking HTML validity for output that is generated by web applications. Through string analysis, we approximate the output of web applications as context-free grammars. We model...... the HTML validation algorithm and the DTD language, and we generalize the validation algorithm to work for context-free grammars. Third, we present a novel technique for identifying client-state manipulation vulnerabilities. The technique uses a combination of output analysis and information ow analysis......Numerous web application frameworks have been developed in recent years. These frameworks enable programmers to reuse common components and to avoid typical pitfalls in web application development. Although such frameworks help the programmer to avoid many common errors, we nd...

  7. A protocell design for bioaccumulation applications

    CERN Document Server

    von Hegner, Ian

    2015-01-01

    This article provides a specific example of recombinant cell and protocell technology, moving from what is presently known to suggesting how novel application of existing methodologies could be utilized to design a complex synthetic system in form of a self-sufficient light empowered protocell. A practical application of protocells using a primary example of desalination in water treatment is given, followed by a more general approach to bioaccumulation and bio-diagnostics, outlining the possibilities associated with applications of protocells. The key hypothesis is that the inside-negative electrochemical membrane potential generated by chloride pump activity via halorhodopsin could also be utilized to drive the accumulation of cations into a protocell. Thus, the functional expression of halorhodopsin could energize proton-coupled uptake of substances or metals through a selective cotransport channel for a number of applications in biotechnology, molecular medicine, and water biotechnology.

  8. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…

  9. Wireless sensor networks principles, design and applications

    CERN Document Server

    Yang, Shuang-Hua

    2014-01-01

    Wireless Sensor Networks presents the latest practical solutions to the design issues presented in wireless-sensor-network-based systems. Novel features of the text, distributed throughout, include workable solutions, demonstration systems and case studies of the design and application of wireless sensor networks (WSNs) based on the first-hand research and development experience of the author, and the chapters on real applications: building fire safety protection; smart home automation; and logistics resource management. Case studies and applications illustrate the practical perspectives of: ·         sensor node design; ·         embedded software design; ·         routing algorithms; ·         sink node positioning; ·         co-existence with other wireless systems; ·         data fusion; ·         security; ·         indoor location tracking; ·         integrating with radio-frequency identification; and ·         In...

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

    Science.gov (United States)

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

    2016-10-01

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

  11. Colour-reproduction algorithm for transmitting variable video frames and its application to capsule endoscopy.

    Science.gov (United States)

    Khan, Tareq; Shrestha, Ravi; Imtiaz, Md Shamin; Wahid, Khan A

    2015-04-01

    Presented is a new power-efficient colour generation algorithm for wireless capsule endoscopy (WCE) application. In WCE, transmitting colour image data from the human intestine through radio frequency (RF) consumes a huge amount of power. The conventional way is to transmit all R, G and B components of all frames. Using the proposed dictionary-based colour generation scheme, instead of sending all R, G and B frames, first one colour frame is sent followed by a series of grey-scale frames. At the receiver end, the colour information is extracted from the colour frame and then added to colourise the grey-scale frames. After a certain number of grey-scale frames, another colour frame is sent followed by the same number of grey-scale frames. This process is repeated until the end of the video sequence to maintain the colour similarity. As a result, over 50% of RF transmission power can be saved using the proposed scheme, which will eventually lead to a battery life extension of the capsule by 4-7 h. The reproduced colour images have been evaluated both statistically and subjectively by professional gastroenterologists. The algorithm is finally implemented using a WCE prototype and the performance is validated using an ex-vivo trial.

  12. Colour-reproduction algorithm for transmitting variable video frames and its application to capsule endoscopy

    Science.gov (United States)

    Khan, Tareq; Shrestha, Ravi; Imtiaz, Md. Shamin

    2015-01-01

    Presented is a new power-efficient colour generation algorithm for wireless capsule endoscopy (WCE) application. In WCE, transmitting colour image data from the human intestine through radio frequency (RF) consumes a huge amount of power. The conventional way is to transmit all R, G and B components of all frames. Using the proposed dictionary-based colour generation scheme, instead of sending all R, G and B frames, first one colour frame is sent followed by a series of grey-scale frames. At the receiver end, the colour information is extracted from the colour frame and then added to colourise the grey-scale frames. After a certain number of grey-scale frames, another colour frame is sent followed by the same number of grey-scale frames. This process is repeated until the end of the video sequence to maintain the colour similarity. As a result, over 50% of RF transmission power can be saved using the proposed scheme, which will eventually lead to a battery life extension of the capsule by 4–7 h. The reproduced colour images have been evaluated both statistically and subjectively by professional gastroenterologists. The algorithm is finally implemented using a WCE prototype and the performance is validated using an ex-vivo trial. PMID:26609405

  13. Application of Reliability in Breakwater Design

    DEFF Research Database (Denmark)

    Christiani, Erik

    methods to design certain types of breakwaters. Reliability analyses of the main armour and toe berm interaction is exemplified to show the effect of a multiple set of failure mechanisms. First the limit state equations of the main armour and toe interaction are derived from laboratory tests performed...... by Bologna University. Thereafter a multiple system of failure for the interaction is established. Relevant stochastic parameters are characterized prior to the reliability evaluation. Application of reliability in crown wall design is illustrated by deriving relevant single foundation failure modes...

  14. Heat pipes theory, design and applications

    CERN Document Server

    Reay, David; Kew, Peter

    2013-01-01

    Heat Pipes, 6th Edition, takes a highly practical approach to the design and selection of heat pipes, making it an essential guide for practicing engineers and an ideal text for postgraduate students. This new edition has been revised to include new information on the underlying theory of heat pipes and heat transfer, and features fully updated applications, new data sections, and updated chapters on design and electronics cooling. The book is a useful reference for those with experience and an accessible introduction for those approaching the topic for the first time. Contains all informat

  15. Optical measurement of bubbles: System design and application

    NARCIS (Netherlands)

    Leifer, I.; Leeuw, G.de; Cohen, L.H.

    2003-01-01

    Affordable high quality charge-coupled device (CCD) video cameras and image processing software are powerful tools for bubble measurements. Because of the wide variation between bubble populations, different bubble measurement systems (BMSs) are required depending upon the application. Two BMSs are

  16. Designing a Brain-Computer Interface controlled video-game using consumer grade EEG hardware

    OpenAIRE

    van Vliet, Marijn; Robben, Arne; Chumerin, Nikolay; Manyakov, Nikolay V.; Combaz, Adrien; Van Hulle, Marc

    2012-01-01

    This paper describes our first attempt to port a brain-computer interface (BCI), created in a research lab and running on expensive equipment, to consumer grade equipment, allowing one to reach a much broader audience and raise public awareness of this new technology. With the BCI, the user can perform a complicated task through mind control only: playing a tactical video-game. Reliable control is accomplished by adapting a Steady-State Visual Evoked Potential (SSVEP) classifier to be robust ...

  17. Sun ducts: new design and applications

    Energy Technology Data Exchange (ETDEWEB)

    Coch, H.; Isalgue, A. [School of Architecture, Barcelona (Spain)

    2000-07-01

    Developed in Barcelona since 1968, sun ducts are an architectural technique which takes advantage of direct sunlight, enabling it to reach interior zones of buildings which would normally be dark and gloomy. In addition to its main function of illuminating interiors with a special quality, unlike other natural lighting devices, sun ducts also offer other associated functional possibilities making their use highly advantageous in many cases of dense modern architecture. In recent years, using the experience gained since 1968, we have been attempting to produce standardised sun duct designs; new models have been researched and developed which once standardised, have begun to be used in buildings. The good results in the applications carried out and the ample possibilities for future uses of the ducts in architectural and urban design solutions in compact urban fabrics together make the development of applications of this technique very interesting. (author)

  18. Application Protocol Design for Collaborative Learning

    OpenAIRE

    Joung-Souk Sung

    2009-01-01

    This presentation will describe the effort to construct an effective educational support environment and to develop meaningful educational applications, This system is a framework supporting interactive collaboration which enables both teachers and students to interact in real-time from remote sites. The purpose of this collaboration is to bring interactive multimedia learning in real-time. In order to induce collaborative learning, this paperproposes protocol design process that shares knowl...

  19. Evolvable designs of experiments applications for circuits

    CERN Document Server

    Iordache, Octavian

    2009-01-01

    Adopting a groundbreaking approach, the highly regarded author shows how to design methods for planning increasingly complex experiments. He begins with a brief introduction to standard quality methods and the technology in standard electric circuits. The book then gives numerous examples of how to apply the proposed methodology in a series of real-life case studies. Although these case studies are taken from the printed circuit board industry, the methods are equally applicable to other fields of engineering.

  20. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

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

  1. Motion Entropy Feature and Its Applications to Event-Based Segmentation of Sports Video

    Science.gov (United States)

    Chen, Chen-Yu; Wang, Jia-Ching; Wang, Jhing-Fa; Hu, Yu-Hen

    2008-12-01

    An entropy-based criterion is proposed to characterize the pattern and intensity of object motion in a video sequence as a function of time. By applying a homoscedastic error model-based time series change point detection algorithm to this motion entropy curve, one is able to segment the corresponding video sequence into individual sections, each consisting of a semantically relevant event. The proposed method is tested on six hours of sports videos including basketball, soccer, and tennis. Excellent experimental results are observed.

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

    Science.gov (United States)

    Gil, Pablo

    2017-10-01

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

  3. LBB application in Swedish BWR design

    Energy Technology Data Exchange (ETDEWEB)

    Kornfeldt, H.; Bjoerk, K.O.; Ekstroem, P. [ABB Atom, Vaesteras (Sweden)

    1997-04-01

    The protection against dynamic effects in connection with potential pipe breaks has been implemented in different ways in the development of BWR reactor designs. First-generation plant designs reflect code requirements in effect at that time which means that no piping restraint systems were designed and built into those plants. Modern designs have, in contrast, implemented full protection against damage in connection with postulated pipe breaks, as required in current codes and regulations. Moderns standards and current regulatory demands can be met for the older plants by backfitting pipe whip restraint hardware. This could lead to several practical difficulties as these installations were not anticipated in the original plant design and layout. Meeting the new demands by analysis would in this situation have great advantages. Application of leak-before-break criteria gives an alternative opportunity of meeting modem standards in reactor safety design. Analysis takes into account data specific to BWR primary system operation, actual pipe material properties, piping loads and leak detection capability. Special attention must be given to ensure that the data used reflects actual plant conditions.

  4. Phase locked loops design, simulation, and applications

    CERN Document Server

    Best, Roland E

    2007-01-01

    The Definitive Introduction to Phase-Locked Loops, Complete with Software for Designing Wireless Circuits! The Sixth Edition of Roland Best's classic Phase-Locked Loops has been updated to equip you with today's definitive introduction to PLL design, complete with powerful PLL design and simulation software written by the author. Filled with all the latest PLL advances, this celebrated sourcebook now includes new chapters on frequency synthesis…CAD for PLLs…mixed-signal PLLs…all-digital PLLs…and software PLLs_plus a new collection of sample communications applications. An essential tool for achieving cutting-edge PLL design, the Sixth Edition of Phase-Locked Loops features: A wealth of easy-to-use methods for designing phase-locked loops Over 200 detailed illustrations New to this edition: new chapters on frequency synthesis, including fractional-N PLL frequency synthesizers using sigma-delta modulators; CAD for PLLs, mixed-signal PLLs, all-digital PLLs, and software PLLs; new PLL communications ap...

  5. Designing of Metallic Photonic Structures and Applications

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Yong-Sung [Iowa State Univ., Ames, IA (United States)

    2006-01-01

    In this thesis our main interest has been to investigate metallic photonic crystal and its applications. We explained how to solve a periodic photonic structure with transfer matrix method and when and how to use modal expansion method. Two different coating methods were introduced, modifying a photonic structure's intrinsic optical properties and rigorous calculation results are presented. Two applications of metallic photonic structures are introduced. For thermal emitter, we showed how to design and find optimal structure. For conversion efficiency increasing filter, we calculated its efficiency and the way to design it. We presented the relation between emitting light spectrum and absorption and showed the material and structural dependency of the absorption spectrum. By choosing a proper base material and structural parameters, we can design a selective emitter at a certain region we are interested in. We have developed a theoretical model to analyze a blackbody filament enclosed by a metallic mesh which can increase the efficiency of converting a blackbody radiation to visible light. With this model we found that a square lattice metallic mesh enclosing a filament might increase the efficiency of incandescent lighting sources. Filling fraction and thickness dependency were examined and presented. Combining these two parameters is essential to achieve the maximum output result.

  6. AN IMPROVED BIT LOADING TECHNIQUE FOR ENHANCED ENERGY EFFICIENCY IN NEXT GENERATION VOICE/VIDEO APPLICATIONS

    Directory of Open Access Journals (Sweden)

    VINOTH BABU K.

    2016-04-01

    Full Text Available Multi input multi output (MIMO and orthogonal frequency division multiplexing (OFDM are the key techniques for the future wireless communication systems. Previous research in the above areas mainly concentrated on spectral efficiency improvement and very limited work has been done in terms of energy efficient transmission. In addition to spectral efficiency improvement, energy efficiency improvement has become an important research because of the slow progressing nature of the battery technology. Since most of the user equipments (UE rely on battery, the energy required to transmit the target bits should be minimized to avoid quick battery drain. The frequency selective fading nature of the wireless channel reduces the spectral and energy efficiency of OFDM based systems. Dynamic bit loading (DBL is one of the suitable solution to improve the spectral and energy efficiency of OFDM system in frequency selective fading environment. Simple dynamic bit loading (SDBL algorithm is identified to offer better energy efficiency with less system complexity. It is well suited for fixed data rate voice/video applications. When the number of target bits are very much larger than the available subcarriers, the conventional single input single output (SISO-SDBL scheme offers high bit error rate (BER and needs large transmit energy. To improve bit error performance we combine space frequency block codes (SFBC with SDBL, where the adaptations are done in both frequency and spatial domain. To improve the quality of service (QoS further, optimal transmit antenna selection (OTAS scheme is also combined with SFBC-SDBL scheme. The simulation results prove that the proposed schemes offer better QoS when compared to the conventional SISOSDBL scheme.

  7. High-tech tools for exercise motivation: use and role of technologies such as the internet, mobile applications, social media, and video games

    National Research Council Canada - National Science Library

    Tate, Deborah F; Lyons, Elizabeth J; Valle, Carmina G

    2015-01-01

    .... This article reviews the evidence regarding the use of technology tools such as the Internet, mobile applications, social media, and video games and provides suggestions for evaluating the potential...

  8. Design and deployment of hybrid-telemedicine applications

    Science.gov (United States)

    Ikhu-Omoregbe, N. A.; Atayero, A. A.; Ayo, C. K.; Olugbara, O. O.

    2005-01-01

    With advances and availability of information and communication technology infrastructures in some nations and institutions, patients are now able to receive healthcare services from doctors and healthcare centers even when they are physically separated. The availability and transfer of patient data which often include medical images for specialist opinion is invaluable both to the patient and the medical practitioner in a telemedicine session. Two existing approaches to telemedicine are real-time and stored-and-forward. The real-time requires the availability or development of video-conferencing infrastructures which are expensive especially for most developing nations of the world while stored-and-forward could allow data transmission between any hospital with computer and telephone by landline link which is less expensive but with delays. We therefore propose a hybrid design of applications using hypermedia database capable of harnessing the features of real-time and stored-and-forward deployed over a wireless Virtual Private Network for the participating centers and healthcare providers.

  9. Metal explosion chambers: designing, manufacturing, application

    Science.gov (United States)

    Stoyanovskii, O. I.; Zlobin, B. S.; Shtertser, A. A.; Meshcheryakov, Y. P.

    2017-10-01

    Designing of explosion chambers is based on research investigations of the chamber body stress-strain state, which is determined by numerical computation and experimentally by the strain gage technique. Studies show that chamber bottoms are the most loaded elements, and maximal stresses arise in chamber poles. Increasing the shell thickness around poles by welding-in an insert is a simple and saving way to solve this problem. There are structural solutions, enabling reliable hermetic closure and preventing leakage of detonation products from the chamber. Explosion chambers are employed in scientific research and in different industrial applications: explosive welding and hardening, synthesis of new materials, disposal of expired ammunition, and etc.

  10. Pervasive haptics science, design, and application

    CERN Document Server

    Saga, Satoshi; Konyo, Masashi

    2016-01-01

    This book examines the state of the art in diverse areas of haptics (touch)-related research, including the psychophysics and neurophysiology of haptics, development of haptics displays and sensors, and applications to a wide variety of fields such as industry, education, therapy, medicine, and welfare for the visually impaired. It also discusses the potential of future haptics interaction, such as haptics for emotional control and remote haptics communication. The book offers a valuable resource not only for haptics and human interface researchers, but also for developers and designers at manufacturing corporations and in the entertainment industries.

  11. The application of diagrams in architectural design

    Directory of Open Access Journals (Sweden)

    Dulić Olivera

    2014-01-01

    Full Text Available Diagrams in architecture represent the visualization of the thinking process, or selective abstraction of concepts or ideas translated into the form of drawings. In addition, they provide insight into the way of thinking about and in architecture, thus creating a balance between the visual and the conceptual. The subject of research presented in this paper are diagrams as a specific kind of architectural representation, and possibilities and importance of their application in the design process. Diagrams are almost old as architecture itself, and they are an element of some of the most important studies of architecture during all periods of history - which results in a large number of different definitions of diagrams, but also very different conceptualizations of their features, functions and applications. The diagrams become part of contemporary architectural discourse during the eighties and nineties of the twentieth century, especially through the work of architects like Bernard Tschumi, Peter Eisenman, Rem Koolhaas, SANAA and others. The use of diagrams in the design process allows unification of some of the essential aspects of the profession: architectural representation and design process, as well as the question of the concept of architectural and urban design at a time of rapid changes at all levels of contemporary society. The aim of the research is the analysis of the diagram as a specific medium for processing large amounts of information that the architect should consider and incorporate into the architectural work. On that basis, it is assumed that an architectural diagram allows the creator the identification and analysis of specific elements or ideas of physical form, thereby constantly maintaining concept of the integrity of the architectural work.

  12. Nuclear Safety Design Base for License Application

    Energy Technology Data Exchange (ETDEWEB)

    R.J. Garrett

    2005-09-29

    The purpose of this report is to identify and document the nuclear safety design requirements that are specific to structures, systems, and components (SSCs) of the repository that are important to safety (ITS) during the preclosure period and to support the preclosure safety analysis and the license application for the high-level radioactive waste (HLW) repository at Yucca Mountain, Nevada. The scope of this report includes the assignment of nuclear safety design requirements to SSCs that are ITS and does not include the assignment of design requirements to SSCs or natural or engineered barriers that are important to waste isolation (ITWI). These requirements are used as input for the design of the SSCs that are ITS such that the preclosure performance objectives of 10 CFR 63.111(b) [DIRS 173273] are met. The natural or engineered barriers that are important to meeting the postclosure performance objectives of 10 CFR 63.113(b) and (c) [DIRS 173273] are identified as ITWI. Although a structure, system, or component (SSC) that is ITS may also be ITWI, this report is only concerned with providing the nuclear safety requirements for SSCs that are ITS to prevent or mitigate event sequences during the repository preclosure period.

  13. NUCLEAR SAFETY DESIGN BASES FOR LICENSE APPLICATION

    Energy Technology Data Exchange (ETDEWEB)

    R.J. Garrett

    2005-03-08

    The purpose of this report is to identify and document the nuclear safety design requirements that are specific to structures, systems, and components (SSCs) of the repository that are important to safety (ITS) during the preclosure period and to support the preclosure safety analysis and the license application for the high-level radioactive waste (HLW) repository at Yucca Mountain, Nevada. The scope of this report includes the assignment of nuclear safety design requirements to SSCs that are ITS and does not include the assignment of design requirements to SSCs or natural or engineered barriers that are important to waste isolation (ITWI). These requirements are used as input for the design of the SSCs that are ITS such that the preclosure performance objectives of 10 CFR 63.111 [DIRS 156605] are met. The natural or engineered barriers that are important to meeting the postclosure performance objectives of 10 CFR 63.113 [DIRS 156605] are identified as ITWI. Although a structure, system, or component (SSC) that is ITS may also be ITWI, this report is only concerned with providing the nuclear safety requirements for SSCs that are ITS to prevent or mitigate event sequences during the repository preclosure period.

  14. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  15. The effect of music video exposure on students' perceived clinical applications of popular music in the field of music therapy: a pilot study.

    Science.gov (United States)

    Gooding, Lori F; Mori-Inoue, Satoko

    2011-01-01

    The purpose of this study was to examine the effect of video exposure on music therapy students' perceptions of clinical applications of popular music in the field of music therapy. Fifty-one participants were randomly divided into two groups and exposed to a popular song in either audio-only or music video format. Participants were asked to indicate clinical applications; specifically, participants chose: (a) possible population(s), (b) most appropriate population(s), (c) possible age range(s), (d) most appropriate age ranges, (e) possible goal area(s) and (f) most appropriate goal area. Data for each of these categories were compiled and analyzed, with no significant differences found in the choices made by the audio-only and video groups. Three items, (a) selection of the bereavement population, (b) selection of bereavement as the most appropriate population and (c) selection of the age ranges of pre teen/mature adult, were additionally selected for further analysis due to their relationship to the video content. Analysis results revealed a significant difference between the video and audio-only groups for the selection of these specific items, with the video group's selections more closely aligned to the video content. Results of this pilot study suggest that music video exposure to popular music can impact how students choose to implement popular songs in the field of music therapy.

  16. Developing Talent for the Video Game Industry in Colombia: Design and Development Issues

    Directory of Open Access Journals (Sweden)

    Alvaro Hernán Galvis Panqueva

    2016-01-01

    Full Text Available El diseño de video juegos es un dominio que trasciende los límites de una sola disciplina, pues los creadores de juegos exitosos necesitan entender cómo despertar la motivación intrínseca de los jugadores, la naturaleza creativa de la solución de problemas bajo condición de riesgo, los intricados asuntos de la interacción hombre-máquina al hacer uso de dispositivos multimedia, atendiendo los retos que presentan los ambientes colaborativos y adaptativos en tiempo real. La competencia en nichos específicos también requiere ser innovador, tener pensamiento estratégico y poner en acción sólidas práctica gerenciales. Para atender esta demanda, la Universidad de los Andes en Bogotá, Colombia, diseñó un nuevo programa de especialización para creación de video juegos. Este documento presenta el tipo de oportunidades que hay a nivel nacional e internacional para quienes desean desarrollar este tipo de talento; también discute las consideraciones curriculares e instruccionales que se tomaron en cuenta para construir un programa en modalidad mixta (blended learning con el que se satisficiera la necesidad. Nuestro programa no fue diseñado para un mercado existente sino para uno que deseamos haya en años por venir. Se tomaron en cuenta necesidades particulares de nuestra industria, su idiosincrasia y las tensiones que conlleva tener que vender productos en mercados globales. El programa de certificación en video juegos dará a estudiantes con diferente preparación previa (diseñadores gráficos, desarrolladores músicos un entendimiento profundo de asuntos técnicos en su campo, así como las herramienta de gerencia y emprendimiento para salir adelante en este sector. Esta propuesta también capitaliza sobre problemas auténticos que enfrentan los miembros de este sector industrial y hace uso de problemas de la vida real como pegante que articula el trabajo interdisciplinario.

  17. Laparoscopic Free Omental Flap for Craniofacial Reconstruction: A Video Article Demonstrating Operative Technique and Surgical Applications.

    Science.gov (United States)

    McIntyre, Benjamin C; Lobb, David; Navarro, Fernando; Nottingham, James

    2017-03-01

    The omental flap is a well described pedicled flap for surgical reconstruction of multiple body locations. As a laparoscopically harvested free flap, the omentum offers a minimally invasive solution to many reconstructive problems including extremity and head and neck wounds. This video article highlights the operative technique involved in flap harvest and inset for a cranial defect. An illustrative case involving a 23-year-old female's traumatic scalp degloving injury that was resurfaced by free omental flap and split-thickness skin graft is presented. This patient had stable long-term wound coverage for a very severe injury. Through video media we demonstrate that the laparoscopically harvested free omental flap is a minimally invasive, 2-team operation that provides soft tissue coverage of severe, remote wounds. This video demonstrates a safe operative technique and nuances specific to laparoscopic harvest of this flap.

  18. GPS pseudolites: Theory, design, and applications

    Science.gov (United States)

    Cobb, H. Stewart

    Pseudolites (ground-based pseudo-satellite transmitters) can initialize carrier-phase differential GPS (CDGPS) navigation systems in seconds to perform real-time dynamic positioning with one-sigma errors as low as 1 cm. Previous CDGPS systems were rarely used due to cumbersome initialization procedures requiring up to 30 minutes; initialization of the carrier-phase integer ambiguities via pseudolite removes these constraints. This work describes pseudolites optimized for this application which cost two orders of magnitude less than previous pseudolites. Synchrolites (synchronized pseudolites) which derive their timing from individual Global Positioning System (GPS) satellites are also described. Synchrolites can replace the CDGPS reference station and datalink, while simultaneously serving to initialize CDGPS navigation. A cluster of well-placed synchrolites could enable CDGPS navigation even if only one GPS satellite signal is available. A prototype CDGPS system initialized by pseudolites and synchrolites was designed and tested. The goal of this system, known as the Integrity Beacon Landing System (IBLS), was to provide navigation accurate and reliable enough to land aircraft in bad weather. Flight test results for prototype pseudolite and synchrolite systems, including results from 110 fully automatic landings of a Boeing 737 airliner controlled by IBLS, are presented. Existing pseudolite applications are described, including simulation of the GPS constellation for indoor navigation experiments. Synchrolite navigation algorithms are developed and analyzed. New applications for pseudolites and synchrolites are proposed. Theoretical and practical work on the near/far problem is presented.

  19. A video rate laser scanning confocal microscope

    Science.gov (United States)

    Ma, Hongzhou; Jiang, James; Ren, Hongwu; Cable, Alex E.

    2008-02-01

    A video-rate laser scanning microscope was developed as an imaging engine to integrate with other photonic building blocks to fulfill various microscopic imaging applications. The system is quipped with diode laser source, resonant scanner, galvo scanner, control electronic and computer loaded with data acquisition boards and imaging software. Based on an open frame design, the system can be combined with varies optics to perform the functions of fluorescence confocal microscopy, multi-photon microscopy and backscattering confocal microscopy. Mounted to the camera port, it allows a traditional microscope to obtain confocal images at video rate. In this paper, we will describe the design principle and demonstrate examples of applications.

  20. Turning Video Resource Management into Cloud Computing

    Directory of Open Access Journals (Sweden)

    Weili Kou

    2016-07-01

    Full Text Available Big data makes cloud computing more and more popular in various fields. Video resources are very useful and important to education, security monitoring, and so on. However, issues of their huge volumes, complex data types, inefficient processing performance, weak security, and long times for loading pose challenges in video resource management. The Hadoop Distributed File System (HDFS is an open-source framework, which can provide cloud-based platforms and presents an opportunity for solving these problems. This paper presents video resource management architecture based on HDFS to provide a uniform framework and a five-layer model for standardizing the current various algorithms and applications. The architecture, basic model, and key algorithms are designed for turning video resources into a cloud computing environment. The design was tested by establishing a simulation system prototype.

  1. Optimization of radiation sensors for a passive terahertz video camera for security applications

    NARCIS (Netherlands)

    Zieger, G.J.M.

    2014-01-01

    A passive terahertz video camera allows for fast security screenings from distances of several meters. It avoids irradiation or the impressions of nakedness, which oftentimes cause embarrassment and trepidation of the concerned persons. This work describes the optimization of highly sensitive

  2. Application of Core Science Concepts Using Digital Video: A "Hands-On" Laptop Approach

    Science.gov (United States)

    Jarvinen, Michael Keith; Jarvinen, Lamis Zaher; Sheehan, Danielle N.

    2012-01-01

    Today's undergraduates are highly engaged in a variety of social media outlets. Given their comfort with technology, we wondered if we could use this phenomenon to teach science-related material. We asked students to use freeware to make a short video with text, images, and music as a way to explain scientific concepts that are traditionally…

  3. Feature Extraction in Sequential Multimedia Images: with Applications in Satellite Images and On-line Videos

    Science.gov (United States)

    Liang, Yu-Li

    Multimedia data is increasingly important in scientific discovery and people's daily lives. Content of massive multimedia is often diverse and noisy, and motion between frames is sometimes crucial in analyzing those data. Among all, still images and videos are commonly used formats. Images are compact in size but do not contain motion information. Videos record motion but are sometimes too big to be analyzed. Sequential images, which are a set of continuous images with low frame rate, stand out because they are smaller than videos and still maintain motion information. This thesis investigates features in different types of noisy sequential images, and the proposed solutions that intelligently combined multiple features to successfully retrieve visual information from on-line videos and cloudy satellite images. The first task is detecting supraglacial lakes above ice sheet in sequential satellite images. The dynamics of supraglacial lakes on the Greenland ice sheet deeply affect glacier movement, which is directly related to sea level rise and global environment change. Detecting lakes above ice is suffering from diverse image qualities and unexpected clouds. A new method is proposed to efficiently extract prominent lake candidates with irregular shapes, heterogeneous backgrounds, and in cloudy images. The proposed system fully automatize the procedure that track lakes with high accuracy. We further cooperated with geoscientists to examine the tracked lakes and found new scientific findings. The second one is detecting obscene content in on-line video chat services, such as Chatroulette, that randomly match pairs of users in video chat sessions. A big problem encountered in such systems is the presence of flashers and obscene content. Because of various obscene content and unstable qualities of videos capture by home web-camera, detecting misbehaving users is a highly challenging task. We propose SafeVchat, which is the first solution that achieves satisfactory

  4. Oscillator circuits frontiers in design, analysis and applications

    CERN Document Server

    2016-01-01

    This book surveys recent developments in the design, analysis and applications of oscillator circuit design. It highlights developments in the analysis of synchronization and wave phenomena, new analytical and design methods and their application, and novel engineering applications of oscillator circuits.

  5. Design Investigation on Applicable Mesh Structures for Medical Stent Applications

    Science.gov (United States)

    Asano, Shoji; He, Jianmei

    2017-11-01

    In recent years, utilization of medical stents is one of effective treatments for stenosis and occlusion occurring in a living body’s lumen indispensable for maintenance of human life such as superficial femoral artery (SFA) occlusion. However, there are concerns about the occurrence of fatigue fractures caused by stress concentrations, neointimal hyperplasia and the like due to the shape structure and the manufacturing method in the conventional stents, and a stent having high strength and high flexibility is required. Therefore, in this research, applicable mesh structures for medical stents based on the design concepts of high strength, high flexibility are interested to solve various problem of conventional stent. According to the shape and dimensions of SFA occlusion therapy stent and indwelling delivery catheter, shape design of the meshed stent are performed using 3-dimensional CAD software Solid Works first. Then analytical examination on storage characteristics and compression characteristics of such mesh structure applied stent models were carried out through finite element analysis software ANSYS Workbench. Meshed stent models with higher strength and higher flexibility with integral molding are investigated analytically. It was found that the storage characteristics and compression characteristics of meshed stent modles are highly dependent on the basic mesh shapes with same surface void ratio. Trade-off relationship between flexibility and storage characteristics is found exited, it is required to provide appropriate curvatures during basic mesh shape design.

  6. [Design and application of portable rescue vehicle].

    Science.gov (United States)

    Guo, Ying; Qi, Huaying; Wang, Shen

    2017-12-01

    The disease of critically ill patients was with rapid changes, and at any time faced the risk of emergency. The current commonly used rescue vehicles were larger and bulky implementation, which were not conducive to the operation, therefore the design of a portable rescue vehicle was needed. This new type of rescue vehicle is multi-layer folding structure, with small footprint, large storage space, so a variety of first aid things can be classified and put, easy to be cleaned and disinfected. In the rescue process, the portable rescue vehicles can be placed in the required position; box of various emergency items can be found at a glance with easy access; the height of the infusion stand can adjust freely according to the user height; the rescue vehicle handle can be easy to pull and adjust accord with human body mechanics principle. The portable rescue vehicle facilitates the operation of medical staff, and is worthy of clinical application.

  7. Designing fractal nanostructured biointerfaces for biomedical applications.

    Science.gov (United States)

    Zhang, Pengchao; Wang, Shutao

    2014-06-06

    Fractal structures in nature offer a unique "fractal contact mode" that guarantees the efficient working of an organism with an optimized style. Fractal nanostructured biointerfaces have shown great potential for the ultrasensitive detection of disease-relevant biomarkers from small biomolecules on the nanoscale to cancer cells on the microscale. This review will present the advantages of fractal nanostructures, the basic concept of designing fractal nanostructured biointerfaces, and their biomedical applications for the ultrasensitive detection of various disease-relevant biomarkers, such microRNA, cancer antigen 125, and breast cancer cells, from unpurified cell lysates and the blood of patients. © 2014 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  8. Smart wormlike micelles design, characteristics and applications

    CERN Document Server

    Feng, Yujun; Dreiss, Cécile A

    2015-01-01

    This Brief provides an up-to-date overview of smart surfactants and describes a broad spectrum of triggers that induce the formation of wormlike micelles or reversibly tune the morphology of surfactant aggregates from wormlike micelles to another state, or vice versa. Combining the fields of chemistry, physics, polymer science, and nanotechnology, its primary focus is on the design, formulation, and processing of intelligent viscoelastic surfactant solutions, covering the scientific principles governing responsiveness to one or more particular triggers, down to the end-use-driven functions. The first chapter explains why and how surfactants self-assemble into viscoelastic wormlike micellar solutions reminiscent of polymer solutions, while the following chapters show how the response to a given trigger translates into macroscopic rheological changes, including temperature, light, pH, CO2, redox, hydrocarbon, etc. The last chapter demonstrates the applications of these viscoelastic assemblies in oil and gas pro...

  9. High contextual sensitivity of metaphorical expressions and gesture blending: A video event-related potential design.

    Science.gov (United States)

    Ibáñez, Agustín; Toro, Pablo; Cornejo, Carlos; Urquina, Hugo; Hurquina, Hugo; Manes, Facundo; Weisbrod, Matthias; Schröder, Johannes

    2011-01-30

    Human communication in a natural context implies the dynamic coordination of contextual clues, paralinguistic information and literal as well as figurative language use. In the present study we constructed a paradigm with four types of video clips: literal and metaphorical expressions accompanied by congruent and incongruent gesture actions. Participants were instructed to classify the gesture accompanying the expression as congruent or incongruent by pressing two different keys while electrophysiological activity was being recorded. We compared behavioral measures and event related potential (ERP) differences triggered by the gesture stroke onset. Accuracy data showed that incongruent metaphorical expressions were more difficult to classify. Reaction times were modulated by incongruent gestures, by metaphorical expressions and by a gesture-expression interaction. No behavioral differences were found between the literal and metaphorical expressions when the gesture was congruent. N400-like and LPC-like (late positive complex) components from metaphorical expressions produced greater negativity. The N400-like modulation of metaphorical expressions showed a greater difference between congruent and incongruent categories over the left anterior region, compared with the literal expressions. More importantly, the literal congruent as well as the metaphorical congruent categories did not show any difference. Accuracy, reaction times and ERPs provide convergent support for a greater contextual sensitivity of the metaphorical expressions. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  10. Zoom In! A Nanoscience Claymation Video Project Designed for Students K-3

    Science.gov (United States)

    Sandler, Nancy; Ulloa, Sergio; Raney, Kate

    2014-03-01

    Nanoscience concepts are somewhat new and strange to the general public, and although simple to explain, have not permeated through the various information channels available for public education. This is particularly true for children. Because young people in levels K-3 are exposed to digital media on a daily basis, we recognized the importance of reaching them using a familiar format. Hence, we developed a claymation Zoom In! movie that follows the ``adventures'' of Gwen Pym, a girl ``nanoscientist,'' in her quest for a dress that cannot be stained. The pilot video presented in this talk provides a novel and imaginative way to capture young children's attention while focusing on basic nanoscience concepts. By reducing Gwen to a sub-milimeter scale, concepts of scale, surface tension, hydrophobicity induced by roughness, are all exemplified in simple terms accessible to this age range. The movie is accompanied by supporting material aimed at schoolteachers, covering the physics concepts involved in the various aspects of the adventure, and including suggested on-class activities that expand on these points. The final product is contained in a DVD that was distributed to the local elementary schools in the South East Ohio area. Supported by the APS Physics on the Road Program.

  11. Flight State Information Inference with Application to Helicopter Cockpit Video Data Analysis Using Data Mining Techniques

    Science.gov (United States)

    Shin, Sanghyun

    The National Transportation Safety Board (NTSB) has recently emphasized the importance of analyzing flight data as one of the most effective methods to improve eciency and safety of helicopter operations. By analyzing flight data with Flight Data Monitoring (FDM) programs, the safety and performance of helicopter operations can be evaluated and improved. In spite of the NTSB's effort, the safety of helicopter operations has not improved at the same rate as the safety of worldwide airlines, and the accident rate of helicopters continues to be much higher than that of fixed-wing aircraft. One of the main reasons is that the participation rates of the rotorcraft industry in the FDM programs are low due to the high costs of the Flight Data Recorder (FDR), the need of a special readout device to decode the FDR, anxiety of punitive action, etc. Since a video camera is easily installed, accessible, and inexpensively maintained, cockpit video data could complement the FDR in the presence of the FDR or possibly replace the role of the FDR in the absence of the FDR. Cockpit video data is composed of image and audio data: image data contains outside views through cockpit windows and activities on the flight instrument panels, whereas audio data contains sounds of the alarms within the cockpit. The goal of this research is to develop, test, and demonstrate a cockpit video data analysis algorithm based on data mining and signal processing techniques that can help better understand situations in the cockpit and the state of a helicopter by efficiently and accurately inferring the useful flight information from cockpit video data. Image processing algorithms based on data mining techniques are proposed to estimate a helicopter's attitude such as the bank and pitch angles, identify indicators from a flight instrument panel, and read the gauges and the numbers in the analogue gauge indicators and digital displays from cockpit image data. In addition, an audio processing algorithm

  12. Network video transmission system based on SOPC

    Science.gov (United States)

    Zhang, Zhengbing; Deng, Huiping; Xia, Zhenhua

    2008-03-01

    Video systems have been widely used in many fields such as conferences, public security, military affairs and medical treatment. With the rapid development of FPGA, SOPC has been paid great attentions in the area of image and video processing in recent years. A network video transmission system based on SOPC is proposed in this paper for the purpose of video acquisition, video encoding and network transmission. The hardware platform utilized to design the system is an SOPC board of model Altera's DE2, which includes an FPGA chip of model EP2C35F672C6, an Ethernet controller and a video I/O interface. An IP core, known as Nios II embedded processor, is used as the CPU of the system. In addition, a hardware module for format conversion of video data, and another module to realize Motion-JPEG have been designed with Verilog HDL. These two modules are attached to the Nios II processor as peripheral equipments through the Avalon bus. Simulation results show that these two modules work as expected. Uclinux including TCP/IP protocol as well as the driver of Ethernet controller is chosen as the embedded operating system and an application program scheme is proposed.

  13. Digital tablets and applications in preschool – Preschoolers’ creative transformation of didactic design

    Directory of Open Access Journals (Sweden)

    Susanne Kjällander

    2014-12-01

    Full Text Available Little is known about preschoolers and their engagement with digital tablets. This article addresses this gap by drawing on findings from two research projects. The aim is to illustrate how children make meaning, transform and play while engaging with various applications comprised by the materiality of the digital tablets. Empirical video material has been multimodally transcribed and empirical examples are framed by a design theoretical perspective. Findings capture diverse experiences illustrating how preschoolers creatively manipulate and playfully transform didactic designs. The results illustrate how children´s self-initiated play with application’s design shifts the balance of authority that typically exists between adults and children, and the article concludes in a suggestion of how the notion of play can be understood with a design theoretical perspective.

  14. Non-intrusive telemetry applications in the oilsands: from visible light and x-ray video to acoustic imaging and spectroscopy

    Science.gov (United States)

    Shaw, John M.

    2013-06-01

    While the production, transport and refining of oils from the oilsands of Alberta, and comparable resources elsewhere is performed at industrial scales, numerous technical and technological challenges and opportunities persist due to the ill defined nature of the resource. For example, bitumen and heavy oil comprise multiple bulk phases, self-organizing constituents at the microscale (liquid crystals) and the nano scale. There are no quantitative measures available at the molecular level. Non-intrusive telemetry is providing promising paths toward solutions, be they enabling technologies targeting process design, development or optimization, or more prosaic process control or process monitoring applications. Operation examples include automated large object and poor quality ore during mining, and monitoring the thickness and location of oil water interfacial zones within separation vessels. These applications involve real-time video image processing. X-ray transmission video imaging is used to enumerate organic phases present within a vessel, and to detect individual phase volumes, densities and elemental compositions. This is an enabling technology that provides phase equilibrium and phase composition data for production and refining process development, and fluid property myth debunking. A high-resolution two-dimensional acoustic mapping technique now at the proof of concept stage is expected to provide simultaneous fluid flow and fluid composition data within porous inorganic media. Again this is an enabling technology targeting visualization of diverse oil production process fundamentals at the pore scale. Far infrared spectroscopy coupled with detailed quantum mechanical calculations, may provide characteristic molecular motifs and intermolecular association data required for fluid characterization and process modeling. X-ray scattering (SAXS/WAXS/USAXS) provides characteristic supramolecular structure information that impacts fluid rheology and process

  15. A distributed video retrieval system utilising broadband networked PC's for educational applications

    OpenAIRE

    Van Reeth, Frank; Raymaekers, Chris; TREKELS, Peter; VERKOYEN, Stefan; FLERACKERS, Eddy

    1998-01-01

    Conventional educational material is even more complemented with computer-based multimedia material. In order to make this material available to teachers and students in a structured manner, we developed a multimedia database and accompanying tools for creating, manipulating and formatting the teaching content. Recently, we expanded this educational multimedia database with the functionality to support streamed video as well. Given the vast amounts of data that needs to be stored and transmi...

  16. Analog circuit design a tutorial guide to applications and solutions

    CERN Document Server

    Williams, Jim

    2011-01-01

    * Covers the fundamentals of linear/analog circuit and system design to guide engineers with their design challenges. * Based on the Application Notes of Linear Technology, the foremost designer of high performance analog products, readers will gain practical insights into design techniques and practice. * Broad range of topics, including power management tutorials, switching regulator design, linear regulator design, data conversion, signal conditioning, and high frequency/RF design. * Contributors include the leading lights in analog design, Robert Dobkin, Jim Willia

  17. Learning Design Patterns for Hybrid Synchronous Video-Mediated Learning Environments

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This article describes an innovative learning environment where remote and face-to-face full-time general upper secondary adult students jointly participate in the same live classes at VUC Storstrøm, an adult learning centre in Denmark. The teachers developed new learning designs as a part...... of their daily practices and also participated in a design-based research project exploring new learning designs for this environment (Weitze, 2015). The teachers’ traditional learning designs were challenged, and this led to altered pedagogical approaches with less group-work and an extensive use of monologue......-based teaching. The findings were, however, that the teachers, through pedagogically innovative strategies, developed knowledge about how their pedagogical patterns in this hybrid synchronous learning situation could be supported by an array of additional educational technologies and strategies to create...

  18. A Software/Hardware Platform For Rapid Prototyping of Video and Multimedia Designs

    OpenAIRE

    Schumacher, Paul; Mattavelli, Marco; Chirila-Rus, Adrian; Turney, Robert

    2005-01-01

    Traditional design and test of complex multimedia systems involves a large number of test vectors and is a difficult and time-consuming task. The simulation times are prohibitively long on current desktop computers. Driving actual design scenarios and timing burst behavior which produce real-time effects is difficult to do with current simulation environments. This paper describes a rapid emulation framework for accessing multiple hardware IP blocks on an FPGA. This solution involves an abstr...

  19. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

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

  20. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five ... was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis ...

  1. Early Synthetic Prototyping: The Use of Video After-Action Reports for Harvesting Useful Feedback In Early Design

    Science.gov (United States)

    2016-06-01

    Resilient Systems sponsored the first ESP project in December 2013. This pilot study’s objective was to examine the feasibility of using gaming a as a means...via photos or video, and add their own commentary to complete the package. This content is typically posted in message board threads, which draw in...was done by speeding up the playback of the video in between the voice narration parts of the video. However, Group 1 had a secondary role in this

  2. 21-in. technology-independent common display set (CLADS) design for rugged workstation applications

    Science.gov (United States)

    Gorenflo, Ronald L.; Hermann, David J.

    1997-07-01

    Battelle is under contract with Warner Robins Air Logistics Center to design a Common Large Area Display Set (CLADS) for use in multiple command, control, communications, computers, and intelligence applications that currently use 19-inch cathode ray tubes (CRTs). Battelle engineers have now demonstrated that the modular CLADS design is applicable to a large number of existing and future rugged workstation applications, and that the design is technology independent. Any display technology that can be packaged to meet the form, fit, and function requirements defined by the common large area display head assembly performance specification is a candidate for CLADS applications. This has already reduced the risk of CLADS development, permits life long technology insertion upgrades without unnecessary redesign, and addresses many of the obsolescence problems associated with COTS technology-based acquisition. For each platform, only the unique form and fit requirements are included in a CLADS application integration kit, while the unique functional interfaces are provided by an application video interface module. All other parts of the design are common to all CLADS installations and are therefore required in higher quantities which means lower costs. A performance specification tree lists the specifications for each of the platforms as well as the specifications for the modules used for each platform. Detailed specifications have been drafted and will be released to potential display integrators and manufacturers for review in the coming weeks. Initial USAF applications include replacements for the E-3 AWACS color monitor assembly, E-8 Joint STARS graphics display unit, and ABCCC airborne color display. Initial US Navy applications include the E-2C ACIS display. For these applications, reliability and maintainability are key objectives. The common design will reduce the cost of operation and maintenance by an estimated 3.3 million dollars per year on E-3 AWACS alone. As

  3. Exploring Self-Regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

    Directory of Open Access Journals (Sweden)

    Meryem YILMAZ SOYLU

    2016-09-01

    Full Text Available This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001 guided the study. Main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: 1 characteristics of expert video gamers, 2 conditions for playing a video game, 3 figuring out a game, 4 how gamers act and, 5 game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

  4. Exploring Self-regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design.

    Science.gov (United States)

    Yilmaz Soylu, Meryem; Bruning, Roger H

    2016-01-01

    This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne's model of self-regulation (Winne, 2001) guided the study. The main assumption of this study was that expert video game players used more processes of self-regulation than the less-expert players. We surveyed 143 college students about their game playing frequency, habits, and use of self-regulation. Data analysis indicated that while playing recreational video games, expert gamers self-regulated more than moderately expert and non-expert players and moderately expert players used more processes of self-regulation than non-experts. Semi-structured interviews also were conducted with selected participants at each of the expertise levels. Qualitative follow-up analyses revealed five themes: (1) characteristics of expert video gamers, (2) conditions for playing a video game, (3) figuring out a game, (4) how gamers act and, (5) game context. Overall, findings indicated that playing a video game is a highly self-regulated activity and that becoming an expert video game player mobilizes multiple sets of self-regulation related skills and processes. These findings are seen as promising for educators desiring to encourage student self-regulation, because they indicate the possibility of supporting students via recreational video games by recognizing that their play includes processes of self-regulation.

  5. Low-Complexity Hierarchical Mode Decision Algorithms Targeting VLSI Architecture Design for the H.264/AVC Video Encoder

    Directory of Open Access Journals (Sweden)

    Guilherme Corrêa

    2012-01-01

    Full Text Available In H.264/AVC, the encoding process can occur according to one of the 13 intraframe coding modes or according to one of the 8 available interframes block sizes, besides the SKIP mode. In the Joint Model reference software, the choice of the best mode is performed through exhaustive executions of the entire encoding process, which significantly increases the encoder's computational complexity and sometimes even forbids its use in real-time applications. Considering this context, this work proposes a set of heuristic algorithms targeting hardware architectures that lead to earlier selection of one encoding mode. The amount of repetitions of the encoding process is reduced by 47 times, at the cost of a relatively small cost in compression performance. When compared to other works, the fast hierarchical mode decision results are expressively more satisfactory in terms of computational complexity reduction, quality, and bit rate. The low-complexity mode decision architecture proposed is thus a very good option for real-time coding of high-resolution videos. The solution is especially interesting for embedded and mobile applications with support to multimedia systems, since it yields good compression rates and image quality with a very high reduction in the encoder complexity.

  6. Science Teacher Efficacy and Extrinsic Factors toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-01-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…

  7. Maryland Public School Standards for Telecommunications Distribution Systems: Infrastructure Design for Voice, Video, and Data Communications.

    Science.gov (United States)

    Maryland State Dept. of Education, Baltimore. School Facilities Branch.

    Telecommunications infrastructure has the dual challenges of maintaining quality while accommodating change, issues that have long been met through a series of implementation standards. This document is designed to ensure that telecommunications systems within the Maryland public school system are also capable of meeting both challenges and…

  8. Using Video Games to Teach Game Design: A Gaming Collection for Libraries

    Science.gov (United States)

    Mastel, Kristen; Huston, Dave

    2009-01-01

    Game-design programs are relatively new in the world of academia, as the author of this article discovered when she worked as Brown College's librarian and learning resource center coordinator. With that newness comes the challenge of determining a "core" collection of materials to support the discipline. This kind of core collection is…

  9. Designing the Set in Nigerian Home Video Films: A Study of ...

    African Journals Online (AJOL)

    The Nigerian movie industry has grown to be a very popular art that welcomes any new player so care is not taken to apply all the techniques of good filmmaking. This paper takes a look at designing the set for the Nigerian home movie industry using Amazing Grace as a case study. It also provides the processes and ...

  10. Universal Design: Process, Principles, and Applications

    Science.gov (United States)

    Burgstahler, Sheryl

    2009-01-01

    Designing any product or environment involves the consideration of many factors, including aesthetics, engineering options, environmental issues, safety concerns, industry standards, and cost. Typically, designers focus their attention on the average user. In contrast, universal design (UD), according to the Center for Universal Design," is…

  11. The Hamlet Application Design Language: introductory definition report

    NARCIS (Netherlands)

    M.R. van Steen

    1993-01-01

    textabstractThis report provides an introduction to the definition of the Hamlet Application Design Language (ADL). ADL is a graphical-based language and notation supporting the design of parallel real-time applications. Designs expressed in ADL are based on a model of processes that communicate by

  12. Participatory design of therapeutic video games for young people with neurological vision impairment

    OpenAIRE

    Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin,; Hicks, Kieran; Hodgson, Timothy L

    2015-01-01

    Neurological Vision Impairment (NVI) detrimentally impacts upon quality of life, as daily activities such as reading and crossing the road often become significantly impaired. Therapy strategies for NVI based on visual scanning of on-screen stimuli have recently been demonstrated as effective at improving functional vision. However, these strategies are repetitive, monotonous and unsuitable for use with children and young adults. This project explores the design of a g...

  13. A Time-Consistent Video Segmentation Algorithm Designed for Real-Time Implementation

    Directory of Open Access Journals (Sweden)

    M. El Hassani

    2008-01-01

    Temporal consistency of the segmentation is ensured by incorporating motion information through the use of an improved change-detection mask. This mask is designed using both illumination differences between frames and region segmentation of the previous frame. By considering both pixel and region levels, we obtain a particularly efficient algorithm at a low computational cost, allowing its implementation in real-time on the TriMedia processor for CIF image sequences.

  14. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  15. Understanding Video Games

    DEFF Research Database (Denmark)

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

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

  16. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

    This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... forms and through empirical examples, we present and discuss the video recording of sketching sessions, as well as development of video sketches by rethinking, redoing and editing the recorded sessions. The empirical data is based on workshop sessions with researchers and students from universities...... and university colleges and primary and secondary school teachers. As researchers, we have had different roles in these action research case studies where various video sketching techniques were applied.The analysis illustrates that video sketching can take many forms, and two common features are important...

  17. Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms

    Science.gov (United States)

    Turkay, Selen; Hoffman, Daniel; Kinzer, Charles K.; Chantes, Pantiphar; Vicari, Christopher

    2014-01-01

    Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge…

  18. Application of Universal Design in the Design of Apartment Kitchens

    National Research Council Canada - National Science Library

    Kang, Kyung-Yeon; Lee, Kyung-Hoon

    2016-01-01

    .... According to the concept of universal design and the need to support various users as much as possible, five criteria for analysis were developed based on research on the mobility of wheelchair users...

  19. A video annotation methodology for interactive video sequence generation

    NARCIS (Netherlands)

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

    2001-01-01

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

  20. Design and Application on Food Machinery

    OpenAIRE

    Xiaowei Jiang

    2014-01-01

    The research purpose is to investigate an effective method of design for food machinery, thereby raising the external appearance quality and pleasant of food machinery, strengthening additional value and whole shape effect of product, satisfying the demand of market competition and creating higher economic efficiency. The article elaborates on the shape design and the design of each part of food machinery, including the design of monitor, console, control device and protection device, to intr...

  1. Web Application Design Using Server-Side JavaScript

    Energy Technology Data Exchange (ETDEWEB)

    Hampton, J.; Simons, R.

    1999-02-01

    This document describes the application design philosophy for the Comprehensive Nuclear Test Ban Treaty Research & Development Web Site. This design incorporates object-oriented techniques to produce a flexible and maintainable system of applications that support the web site. These techniques will be discussed at length along with the issues they address. The overall structure of the applications and their relationships with one another will also be described. The current problems and future design changes will be discussed as well.

  2. System-Generated Digital Forensic Evidence in Graphic Design Applications

    OpenAIRE

    Enos Mabuto; Hein Venter

    2013-01-01

    Graphic design applications are often used for the editing and design of digital art. The same applications can be used for creating counterfeit documents such as identity documents (IDs), driver’s licences, passports, etc. However, the use of any graphic design application leaves behind traces of digital information that can be used during a digital forensic investigation. Current digital forensic tools examine a system to find digital evidence, but they do not examine a system specifically ...

  3. Universal Design in Education: Principles and Applications

    Science.gov (United States)

    Burgstahler, Sheryl

    2009-01-01

    While courses, technology, and student services are typically designed for the narrow range of characteristics of the average student, the practice of universal design in education (UDE) considers people with a broad range of characteristics in the design of all educational products and environments. "UDE" goes beyond accessible design…

  4. Students as Designers of Semantic Web Applications

    Science.gov (United States)

    Tracy, Fran; Jordan, Katy

    2012-01-01

    This paper draws upon the experience of an interdisciplinary research group in engaging undergraduate university students in the design and development of semantic web technologies. A flexible approach to participatory design challenged conventional distinctions between "designer" and "user" and allowed students to play a role…

  5. Design of a test system for the development of advanced video chips and software algorithms.

    Science.gov (United States)

    Falkinger, Marita; Kranzfelder, Michael; Wilhelm, Dirk; Stemp, Verena; Koepf, Susanne; Jakob, Judith; Hille, Andreas; Endress, Wolfgang; Feussner, Hubertus; Schneider, Armin

    2015-04-01

    Visual deterioration is a crucial point in minimally invasive surgery impeding surgical performance. Modern image processing technologies appear to be promising approaches for further image optimization by digital elimination of disturbing particles. To make them mature for clinical application, an experimental test environment for evaluation of possible image interferences would be most helpful. After a comprehensive review of the literature (MEDLINE, IEEE, Google Scholar), a test bed for generation of artificial surgical smoke and mist was evolved. Smoke was generated by a fog machine and mist produced by a nebulizer. The size of resulting droplets was measured microscopically and compared with biological smoke (electrocautery) and mist (ultrasound dissection) emerging during minimally invasive surgical procedures. The particles resulting from artificial generation are in the range of the size of biological droplets. For surgical smoke, the droplet dimension produced by the fog machine was 4.19 µm compared with 4.65 µm generated by electrocautery during a surgical procedure. The size of artificial mist produced by the nebulizer ranged between 45.38 and 48.04 µm compared with the range between 30.80 and 56.27 µm that was generated during minimally invasive ultrasonic dissection. A suitable test bed for artificial smoke and mist generation was developed revealing almost identical droplet characteristics as produced during minimally invasive surgical procedures. The possibility to generate image interferences comparable to those occurring during laparoscopy (electrocautery and ultrasound dissection) provides a basis for the future development of image processing technologies for clinical applications. © The Author(s) 2014.

  6. Industrial Application Of Environmentally Conscious Design

    DEFF Research Database (Denmark)

    McAloone, Timothy Charles

    This book is an adaptation of the author’s PhD thesis, in which he explored environmentally conscious design in the electrical/electronics industry sector. In this new and rapidly evolving field, existing research has not yet sought to understand the causes of success and the problems experienced...... when companies have integrated environmental considerations into the design process.In the context of advanced practitioners of environmentally conscious design in the Western European and North American electrical/electronics industry sector, it is shown that:- the timing of environmental decisions...... in the design process is key to environmentally conscious design;- the environmental profile of a product is affected the most in the very early stages of the design process, particularly in the pre-specification stage, where tools for environmentally conscious design decision-making are lacking...

  7. Application of a full body inertial measurement system in alpine skiing: a comparison with an optical video based system.

    Science.gov (United States)

    Krüger, Andreas; Edelmann-Nusser, Jürgen

    2010-11-01

    This study aims at determining the accuracy of a full body inertial measurement system in a real skiing environment in comparison with an optical video based system. Recent studies have shown the use of inertial measurement systems for the determination of kinematical parameters in alpine skiing. However, a quantitative validation of a full body inertial measurement system for the application in alpine skiing is so far not available. For the purpose of this study, a skier performed a test-run equipped with a full body inertial measurement system in combination with a DGPS. In addition, one turn of the test-run was analyzed by an optical video based system. With respect to the analyzed angles, a maximum mean difference of 4.9° was measured. No differences in the measured angles between the inertial measurement system and the combined usage with a DGPS were found. Concerning the determination of the skier's trajectory, an additional system (e.g., DGPS) must be used. As opposed to optical methods, the main advantages of the inertial measurement system are the determination of kinematical parameters without the limitation of restricted capture volume, and small time costs for the measurement preparation and data analysis.

  8. Attitudes toward Video-Assisted Debriefing after simulation in undergraduate nursing students: an application of Q methodology.

    Science.gov (United States)

    Ha, Eun-Ho

    2014-06-01

    Video-Assisted Debriefing (VAD) provides an affirmative self-reflection through reviewing what went right, what went wrong, what had to be done, and what should be done in the future. To identify attitudes toward Video-Assisted Debriefing after a simulation in undergraduate nursing students. Q-methodology, which has been identified as a method for the analysis of subjective viewpoints and to have the strengths of both qualitative and quantitative methods, was used. College of Nursing in Seoul. A convenience P-sample consisting of 44 third-year undergraduate nursing students. Thirty-nine selected Q-statements from each of 44 participants (P-sample) were classified into the shape of a normal distribution using a 9-point bipolar scale from -4 for strongly disagree to +4 for strongly agree. The collected data were analyzed using the pc-QUANL program. Three discrete factors emerged: Factor I (VAD helps self-reflection; strategic view), Factor II (VAD makes us tired and humiliated; reluctant view), and Factor III (VAD boosts self-confidence; forward view). The findings could be used as a cornerstone for application of customized debriefing method to undergraduate nursing students. Debriefing techniques considering student's individual learning style. Copyright © 2014 Elsevier Ltd. All rights reserved.

  9. Universal Design and Its Applications in Educational Environments

    Science.gov (United States)

    McGuire, Joan M.; Scott, Sally S.; Shaw, Stan F.

    2006-01-01

    Universal design (UD), a concept from the field of architecture, is increasingly evident in discussions of approaches to enhance educational access for students with disabilities. Several emerging models of educational applications of UD--Universal Design for Learning, Universal Design for Instruction, and Universal Instructional Design--are…

  10. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  11. vdFP - Video fingerprinting technologies for media and security applications - D1 : Report on existing technologies

    NARCIS (Netherlands)

    Schavemaker, J.G.M.; Doets, P.J.O.; Bailer, W.; Stiegler, H.; Lee, F.; Neuschmied, H.; Kraaij, W.; Brandt, P.; Eendebak, P.T.; Ranguelova, E.B.; Thean, A.H.C.

    2010-01-01

    Video fingerprinting is een bewezen en commercieel verkrijgbare techniek die ingezet kan worden om kopieën van of videomateriaal op te sporen. Video fingerprinting vergelijkt digitale video’s met elkaar en moet typisch kunnen omgaan met zaken zoals verschillende video codecs, veranderde resolutie,

  12. Application Of Digitized Fluorescence Microscopy And Video Photobleaching To Study Membrane Dynamics During Cell Locomotion

    Science.gov (United States)

    Jacobson, Kenneth A.; Ishihara, A.; Holifield, B.; Lee, J.

    1989-12-01

    Our laboratory is concerned with understanding the dynamic structure of the plasma membrane with particular reference to the movement of membrane constituents during cell locomotion. We employ digitized fluorescence microscopy (DFM) alone or in combination with fluorescence recovery after photobleaching (FRAP) to investigate individual cells. DFM is really a new form of light microscopy in that the distribution of individual classes of ions, molecules, and macromolecules can be followed in single, living cells. By employing fluorescent antibodies to define antigens or fluorescent analogs of cellular constituents as well as ultra-sensitive, electronic image detectors and video image averaging to improve signal to noise, fluorescent images of living cells can be acquired over an extended period without significant fading and loss of cell viability. FRAP allows the measurement of translational mobility of membrane and cytoplasmic molecules in small regions of single, living cells.

  13. Designing affective video games to support the social-emotional development of teenagers with autism spectrum disorders.

    Science.gov (United States)

    Khandaker, Mitu

    2009-01-01

    Autism spectrum disorders (ASD) are a group of developmental neuropsychiatric disorders, comprised of three diagnostic entities - autistic disorder (AD), Asperger's disorder (AS), and Pervasive Developmental Disorder Not Otherwise Specified (including atypical autism) (PDD-NOS). A number of intervention techniques are currently used to reduce some of the associated challenges, with techniques ranging from behavioral therapy to dietary interventions and traditional counseling. This positional paper proposes the use of video games which leverage affective computing technologies as intervention in autism spectrum disorders in the context of the use of traditional play therapy with adolescents, who may feel uncomfortable engaging in traditional play with toys they may be too old for. It aims to explore the potential for greater 'social physics' made possible by affective computing technologies. This involves computationally 'recognizing' emotions in a user, often through the use of multimodal affective sensors, including facial expressions, postural shifts, and physiological signals such as heart rate, skin conductivity, and EEG signals. However, it is suggested that this should be augmented by researching the effect of social game design mechanisms on social-emotional development, particularly for those who experience difficulty with social interaction.

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

    Science.gov (United States)

    Huang, Jiun-Woei

    2015-07-01

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

  15. Applications of a transonic wing design method

    Science.gov (United States)

    Campbell, Richard L.; Smith, Leigh A.

    1989-01-01

    A method for designing wings and airfoils at transonic speeds using a predictor/corrector approach was developed. The procedure iterates between an aerodynamic code, which predicts the flow about a given geometry, and the design module, which compares the calculated and target pressure distributions and modifies the geometry using an algorithm that relates differences in pressure to a change in surface curvature. The modular nature of the design method makes it relatively simple to couple it to any analysis method. The iterative approach allows the design process and aerodynamic analysis to converge in parallel, significantly reducing the time required to reach a final design. Viscous and static aeroelastic effects can also be accounted for during the design or as a post-design correction. Results from several pilot design codes indicated that the method accurately reproduced pressure distributions as well as the coordinates of a given airfoil or wing by modifying an initial contour. The codes were applied to supercritical as well as conventional airfoils, forward- and aft-swept transport wings, and moderate-to-highly swept fighter wings. The design method was found to be robust and efficient, even for cases having fairly strong shocks.

  16. Ion source design for industrial applications

    Science.gov (United States)

    Kaufman, H. R.; Robinson, R. S.

    1981-01-01

    The more frequently used design techniques for the components of broad-beam electron bombardment ion sources are discussed. The approach used emphasizes refractory metal cathodes and permanent-magnet multipole discharge chambers. Design procedures and sample calculations are given for the discharge chamber, ion optics, the cathodes, and the magnetic circuit. Hardware designs are included for the isolator, cathode supports, anode supports, pole-piece assembly, and ion-optics supports. A comparison is made between two-grid and three-grid optics. The designs presented are representative of current technology and are adaptable to a wide range of configurations.

  17. Application of theory to propeller design

    Science.gov (United States)

    Cox, G. G.; Morgan, W. B.

    1974-01-01

    The various theories concerning propeller design are discussed. The use of digital computers to obtain specific blade shapes to meet appropriate flow conditions is emphasized. The development of lifting-line and lifting surface configurations is analyzed. Ship propulsive performance and basic propeller design considerations are investigated. The characteristics of supercavitating propellers are compared with those of subcavitating propellers.

  18. Design Methodologies: Industrial and Educational Applications

    NARCIS (Netherlands)

    Tomiyama, T.; Gul, P.; Jin, Y.; Lutters, Diederick; Kind, Ch.; Kimura, F.

    2009-01-01

    The field of Design Theory and Methodology has a rich collection of research results that has been taught at educational institutions as well as applied to design practices. First, this keynote paper describes some methods to classify them. It then illustrates individual theories and methodologies

  19. Resource Allocation for OFDMA-Based Cognitive Radio Networks with Application to H.264 Scalable Video Transmission

    Directory of Open Access Journals (Sweden)

    Coon JustinP

    2011-01-01

    Full Text Available Resource allocation schemes for orthogonal frequency division multiple access- (OFDMA- based cognitive radio (CR networks that impose minimum and maximum rate constraints are considered. To demonstrate the practical application of such systems, we consider the transmission of scalable video sequences. An integer programming (IP formulation of the problem is presented, which provides the optimal solution when solved using common discrete programming methods. Due to the computational complexity involved in such an approach and its unsuitability for dynamic cognitive radio environments, we propose to use the method of lift-and-project to obtain a stronger formulation for the resource allocation problem such that the integrality gap between the integer program and its linear relaxation is reduced. A simple branching operation is then performed that eliminates any noninteger values at the output of the linear program solvers. Simulation results demonstrate that this simple technique results in solutions very close to the optimum.

  20. Digital holographic interferometry accelerated with GPU: application in mechanical micro-deformation measurement operating at video rate

    Science.gov (United States)

    Múnera Ortiz, N.; Trujillo, C. A.; García-Sucerquia, J.

    2013-11-01

    The quantification of the deformations presented by mechanical parts is a useful tool for several applications in engineering; regularly this quantification is performed a posteriori. In this work, a digital holographic interferometer for measuring micro-deformation at video rate is presented. The interferometer is developed with the use of the parallel paradigm of CUDA™ (Compute Unified Device Architecture). A commercial Graphics Processor Unit (GPU) is used to accelerate phase processing from the recorded holograms. The proposed method can process record holograms of 1024x1024 pixels in 48 milliseconds. At the best performance of the method, it processes 21 frames per second (FPS). This benchmark surpasses 133-times the best performance of the method on a regular CPU.

  1. The Study on Neuro-IE Management Software in Manufacturing Enterprises. -The Application of Video Analysis Technology

    Science.gov (United States)

    Bian, Jun; Fu, Huijian; Shang, Qian; Zhou, Xiangyang; Ma, Qingguo

    This paper analyzes the outstanding problems in current industrial production by reviewing the three stages of the Industrial Engineering Development. Based on investigations and interviews in enterprises, we propose the new idea of applying "computer video analysis technology" to new industrial engineering management software, and add "loose-coefficient" of the working station to this software in order to arrange scientific and humanistic production. Meanwhile, we suggest utilizing Biofeedback Technology to promote further research on "the rules of workers' physiological, psychological and emotional changes in production". This new kind of combination will push forward industrial engineering theories and benefit enterprises in progressing towards flexible social production, thus it will be of great theory innovation value, social significance and application value.

  2. Design of a 360-degree holographic 3D video display using commonly available display panels and a paraboloid mirror

    Science.gov (United States)

    Onural, Levent

    2017-02-01

    Even barely acceptable quality holographic 3D video displays require hundreds of mega pixels with a pixel size in the order of a fraction of a micrometer, when conventional flat panel SLM arrangement is used. Smaller pixel sizes are essential to get larger diffraction angles. Common flat display panels, however, have pixel sizes in the order of tens of micrometers, and this results in diffraction angles in the order of one degree. Here in this design, an array of commonly available (similar to high-end mobile phone display panels) flat display panels, is used. Each flat panel, as an element of the array, directs its outgoing low-diffraction angle light beam to corresponding small portion of a large size paraboloid mirror; the mirror then reflects the slowly-expanding, information carrying beam to direct it at a certain exit angle; this beam constitutes a portion of the final real ghost-like 3D holographic image. The collection of those components from all such flat display panels cover the entire 360-degrees and thus constitute the final real 3D table-top holographic display with a 360-degrees viewing angle. The size of the resultant display is smaller compared to the physical size of the paraboloid mirror, or the overall size of the display panel array; however, an acceptable size table top display can be easily constructed for living-room viewing. A matching camera can also be designed by reversing the optical paths and by replacing the flat display panels by flat wavefront capture devices.

  3. Expert System Techniques and Applications in AEC-Design

    DEFF Research Database (Denmark)

    Andersen, Tom

    This part of a book presents expert system techniques applicable to building design and construction, and it reports and evaluates on systems developed in thar domain.......This part of a book presents expert system techniques applicable to building design and construction, and it reports and evaluates on systems developed in thar domain....

  4. Application of New Materials in the Household Appliances Design

    Science.gov (United States)

    Zhang, Y.; Ren, Y.

    The widespread use of new materials in household appliances industry, not only help those products to get rid of the appearance shackles caused by original materials, but also gave the designers the freedom to open up the world of product design. This paper aims to analyze the impact of new materials for home appliances design through relevant research, to explore the application of new material in household appliances functional design, shape design, color design and emotional design, etc., so as to reveal the impact and promoting effects of new material in household appliances world, as well as the prospects of new material in future household appliances design.

  5. Unsteady Design Optimization for Aeroelasticity Applications Project

    Data.gov (United States)

    National Aeronautics and Space Administration — Aeroelasticity plays an important role in the design and development of highly flexible flight vehicles and blended wing body configurations. The operating margins...

  6. Experimental design research approaches, perspectives, applications

    CERN Document Server

    Stanković, Tino; Štorga, Mario

    2016-01-01

    This book presents a new, multidisciplinary perspective on and paradigm for integrative experimental design research. It addresses various perspectives on methods, analysis and overall research approach, and how they can be synthesized to advance understanding of design. It explores the foundations of experimental approaches and their utility in this domain, and brings together analytical approaches to promote an integrated understanding. The book also investigates where these approaches lead to and how they link design research more fully with other disciplines (e.g. psychology, cognition, sociology, computer science, management). Above all, the book emphasizes the integrative nature of design research in terms of the methods, theories, and units of study—from the individual to the organizational level. Although this approach offers many advantages, it has inherently led to a situation in current research practice where methods are diverging and integration between individual, team and organizational under...

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

    OpenAIRE

    Goris, Jetse; Jalink, Maarten B; Ten Cate Hoedemaker, Henk O

    2014-01-01

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

  8. Optimal covariate designs theory and applications

    CERN Document Server

    Das, Premadhis; Mandal, Nripes Kumar; Sinha, Bikas Kumar

    2015-01-01

    This book primarily addresses the optimality aspects of covariate designs. A covariate model is a combination of ANOVA and regression models. Optimal estimation of the parameters of the model using a suitable choice of designs is of great importance; as such choices allow experimenters to extract maximum information for the unknown model parameters. The main emphasis of this monograph is to start with an assumed covariate model in combination with some standard ANOVA set-ups such as CRD, RBD, BIBD, GDD, BTIBD, BPEBD, cross-over, multi-factor, split-plot and strip-plot designs, treatment control designs, etc. and discuss the nature and availability of optimal covariate designs. In some situations, optimal estimations of both ANOVA and the regression parameters are provided. Global optimality and D-optimality criteria are mainly used in selecting the design. The standard optimality results of both discrete and continuous set-ups have been adapted, and several novel combinatorial techniques have been applied for...

  9. Application of an instructional systems design approach by teachers in higher education: individual versus team design

    NARCIS (Netherlands)

    Hoogveld, Bert; Paas, Fred; Jochems, Wim

    2010-01-01

    Hoogveld, A. W. M., Paas, F., & Jochems, W. M. G. (2003). Application of an instructional systems design approach by teachers in higher education: individual versus team design. Teaching and Teacher Education, 19, 581-590.

  10. [Serious video games in pediatrics].

    Science.gov (United States)

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  11. Video-based convolutional neural networks for activity recognition from robot-centric videos

    Science.gov (United States)

    Ryoo, M. S.; Matthies, Larry

    2016-05-01

    In this evaluation paper, we discuss convolutional neural network (CNN)-based approaches for human activity recognition. In particular, we investigate CNN architectures designed to capture temporal information in videos and their applications to the human activity recognition problem. There have been multiple previous works to use CNN-features for videos. These include CNNs using 3-D XYT convolutional filters, CNNs using pooling operations on top of per-frame image-based CNN descriptors, and recurrent neural networks to learn temporal changes in per-frame CNN descriptors. We experimentally compare some of these different representatives CNNs while using first-person human activity videos. We especially focus on videos from a robots viewpoint, captured during its operations and human-robot interactions.

  12. Adaptive and ubiquitous video streaming over Wireless Mesh Networks

    Directory of Open Access Journals (Sweden)

    Malik Mubashir Hassan

    2016-10-01

    Full Text Available In recent years, with the dramatic improvement on scalability of H.264/MPEG-4 standard and growing demand for new multimedia services have spurred the research on scalable video streaming over wireless networks in both industry and academia. Video streaming applications are increasingly being deployed in Wireless Mesh Networks (WMNs. However, robust streaming of video over WMNs poses many challenges due to varying nature of wireless networks. Bit-errors, packet-losses and burst-packet-losses are very common in such type of networks, which severely influence the perceived video quality at receiving end. Therefore, a carefully-designed error recovery scheme must be employed. In this paper, we propose an interactive and ubiquitous video streaming scheme for Scalable Video Coding (SVC based video streaming over WMNs towards heterogeneous receivers. Intelligently taking the benefit of path diversity, the proposed scheme initially calculates the quality of all candidate paths and then based on quality of path it decides adaptively the size and level of error protection for all packets in order to combat the effect of losses on perceived quality of reconstructed video at receiving end. Our experimental results show that the proposed streaming approach can react to varying channel conditions with less degradation in video quality.

  13. Designer DNA Architectures: Applications in Nanomedicine

    OpenAIRE

    Arun Richard Chandrasekaran

    2016-01-01

    DNA has been used as a material for the construction of nanoscale objects. These nanostructures are programmable and allow the conjugation of biomolecular guests to improve their functionality. DNA nanostructures display a wide variety of characteristics, such as cellular permeabil‐ ity, biocompatibility and stability, and responsiveness to external stimuli, making them excellent candidates for applications in nanomedicine.

  14. Designer DNA Architectures: Applications in Nanomedicine

    Directory of Open Access Journals (Sweden)

    Arun Richard Chandrasekaran

    2016-04-01

    Full Text Available DNA has been used as a material for the construction of nanoscale objects. These nanostructures are programmable and allow the conjugation of biomolecular guests to improve their functionality. DNA nanostructures display a wide variety of characteristics, such as cellular permeability, biocompatibility and stability, and responsiveness to external stimuli, making them excellent candidates for applications in nanomedicine.

  15. Design Application Early Childhood Education Based Mobile

    Directory of Open Access Journals (Sweden)

    Annah

    2016-02-01

    Full Text Available This study aims to make learning media for Early Childhood Education in the form especially its mobile applications for Android-based smartphones. In the process of teaching and learning for Early Childhood Education is still often found constraints experienced teaching force is limited props so that learners are less eager to learn. In addition, parents also have difficulty returning to guide or teach the learning materials at home because it has no alternative instructional media. In compiling this research report author uses the Android-based Mobile Devices Applications created using the Java programming language through the Eclipse editor. Based on the results of the research, concluded that these applications can be applied in the latest version of the Android platform to its current platform version of Jellybean. Application of Learning can be used as an alternative way of learning for Early Childhood Education so as to overcome the lack of props in institutions of Early Childhood Education, can be used to be taught at home, and provide new teaching methods to early childhood so that a form of learning that is obtained is not the monotony of one form of learning how.

  16. Information Technologies of the Distributed Applications Design

    Directory of Open Access Journals (Sweden)

    Safwan Al SALAIMEH

    2007-01-01

    Full Text Available The questions of distributed systems development based on Java RMI, EJB and J2EE technologies and tools are rated. Here is brought the comparative analysis, which determines the domain of an expedient demand of the considered information technologies as applied to the concrete distributed applications requirements.

  17. Designer DNA Architectures: Applications in Nanomedicine

    Directory of Open Access Journals (Sweden)

    Arun Richard Chandrasekaran

    2016-04-01

    Full Text Available DNA has been used as a material for the construction of nanoscale objects. These nanostructures are programmable and allow the conjugation of biomolecular guests to improve their functionality. DNA nanostructures display a wide variety of characteristics, such as cellular permeabil‐ ity, biocompatibility and stability, and responsiveness to external stimuli, making them excellent candidates for applications in nanomedicine.

  18. Application of the Coastal and Marine Ecological Classification Standard to ROV Video Data for Enhanced Analysis of Deep-Sea Habitats in the Gulf of Mexico

    Science.gov (United States)

    Ruby, C.; Skarke, A. D.; Mesick, S.

    2016-02-01

    The Coastal and Marine Ecological Classification Standard (CMECS) is a network of common nomenclature that provides a comprehensive framework for organizing physical, biological, and chemical information about marine ecosystems. It was developed by the National Oceanic and Atmospheric Administration (NOAA) Coastal Services Center, in collaboration with other feral agencies and academic institutions, as a means for scientists to more easily access, compare, and integrate marine environmental data from a wide range of sources and time frames. CMECS has been endorsed by the Federal Geographic Data Committee (FGDC) as a national metadata standard. The research presented here is focused on the application of CMECS to deep-sea video and environmental data collected by the NOAA ROV Deep Discoverer and the NOAA Ship Okeanos Explorer in the Gulf of Mexico in 2011-2014. Specifically, a spatiotemporal index of the physical, chemical, biological, and geological features observed in ROV video records was developed in order to allow scientist, otherwise unfamiliar with the specific content of existing video data, to rapidly determine the abundance and distribution of features of interest, and thus evaluate the applicability of those video data to their research. CMECS units (setting, component, or modifier) for seafloor images extracted from high-definition ROV video data were established based upon visual assessment as well as analysis of coincident environmental sensor (temperature, conductivity), navigation (ROV position, depth, attitude), and log (narrative dive summary) data. The resulting classification units were integrated into easily searchable textual and geo-databases as well as an interactive web map. The spatial distribution and associations of deep-sea habitats as indicated by CMECS classifications are described and optimized methodological approaches for application of CMECS to deep-sea video and environmental data are presented.

  19. DESIGN AND PILOT STUDY OF AN ADVENTURE VIDEO GAME AS A TOOL IN PSYCHOTHERAPEUTIC PROCESSES OF ADOLESCENT WOMEN WITH SYMPTOMS OF DEPRESSION

    OpenAIRE

    Carrasco Guzmán, Alvaro Ernesto

    2015-01-01

    Aim: Technology and the internet are new platforms to deliver information, to interconnect people and to offer interactive media. The potential of technology has been explored, in promising ways, for the treatment and prevention of different psychological disorders. Also, since several decades ago, the potential of video games for the treatment and prevention of psychological disorders has been explored with positive results. The main goals of this study were two: a) to design an online adven...

  20. Applications of GIS in landscape design research

    NARCIS (Netherlands)

    Nijhuis, S.

    2016-01-01

    Despite its widespread availability there is evidence that GIS is underused in the realm of landscape design research. Though recognized as a useful tool for mapping and planning, the potential of GIS is often still underutilized due to a lack of awareness and prejudice. This paper explores some

  1. Permanent magnet motor technology design and applications

    CERN Document Server

    Gieras, Jacek F

    2009-01-01

    Demonstrates the construction of permanent magnet (PM) motor drives and supplies ready-to-implement solutions to common roadblocks along the way. This book also supplies fundamental equations and calculations for determining and evaluating system performance, efficiency, reliability, and cost. It explores modern computer-aided design of PM motors.

  2. 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 ...

  3. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  4. Validity and applicability of a video-based animated tool to assess mobility in elderly Latin American populations.

    Science.gov (United States)

    Guerra, Ricardo Oliveira; Oliveira, Bruna Silva; Alvarado, Beatriz Eugenia; Curcio, Carmen Lucia; Rejeski, W Jack; Marsh, Anthony P; Ip, Edward H; Barnard, Ryan T; Guralnik, Jack M; Zunzunegui, Maria Victoria

    2014-10-01

    To assess the reliability and the validity of Portuguese- and Spanish-translated versions of the video-based short-form Mobility Assessment Tool in assessing self-reported mobility, and to provide evidence for the applicability of these videos in elderly Latin American populations as a complement to physical performance measures. The sample consisted of 300 elderly participants (150 from Brazil, 150 from Colombia) recruited at neighborhood social centers. Mobility was assessed with the Mobility Assessment Tool, and compared with the Short Physical Performance Battery score and self-reported functional limitations. Reliability was calculated using intraclass correlation coefficients. Multiple linear regression analyses were used to assess associations among mobility assessment tools and health, and sociodemographic variables. A significant gradient of increasing Mobility Assessment Tool score with better physical function was observed for both self-reported and objective measures, and in each city. Associations between self-reported mobility and health were strong, and significant. Mobility Assessment Tool scores were lower in women at both sites. Intraclass correlation coefficients of the Mobility Assessment Tool were 0.94 (95% confidence interval 0.90-0.97) in Brazil and 0.81 (95% confidence interval 0.66-0.91) in Colombia. Mobility Assessment Tool scores were lower in Manizales than in Natal after adjustment by Short Physical Performance Battery, self-rated health and sex. These results provide evidence for high reliability and good validity of the Mobility Assessment Tool in its Spanish and Portuguese versions used in Latin American populations. In addition, the Mobility Assessment Tool can detect mobility differences related to environmental features that cannot be captured by objective performance measures. © 2013 Japan Geriatrics Society.

  5. Cohesion Metrics for Ontology Design and Application

    OpenAIRE

    Haining Yao; Anthony M. Orme; Letha Etzkorn

    2005-01-01

    Recently, domain specific ontology development has been driven by research on the Semantic Web. Ontologies have been suggested for use in many application areas targeted by the Semantic Web, such as dynamic web service composition and general web service matching. Fundamental characteristics of these ontologies must be determined in order to effectively make use of them: for example, Sirin, Hendler and Parsia have suggested that determining fundamental characteristics...

  6. Processing Decoded Video for LCD-LED Backlight Display

    DEFF Research Database (Denmark)

    Nadernejad, Ehsan

    on local LED-LCD backlight. Second, removing the digital video codec artifacts such as blocking and ringing artifacts by post-processing algorithms. A novel algorithm based on image features with optimal balance between visual quality and power consumption was developed. In addition, to remove flickering......The quality of digital images and video signal on visual media such as TV screens and LCD displays is affected by two main factors; the display technology and compression standards. Accurate knowledge about the characteristics of display and the video signal can be utilized to develop advanced...... algorithms for signal (image or video) enhancement. One particular application of such algorithms is the case of LCDs with dynamic local backlight. The thesis addressed two main problems; first, designing algorithms that improve the visual quality of perceived image and video and reduce power consumption...

  7. Design of dynamic load-balancing tools for parallel applications

    Energy Technology Data Exchange (ETDEWEB)

    Devine, K.D.; Hendrickson, B.A.; Boman, E.G.; St. John, M.; Vaughan, C.T.

    2000-01-03

    The design of general-purpose dynamic load-balancing tools for parallel applications is more challenging than the design of static partitioning tools. Both algorithmic and software engineering issues arise. The authors have addressed many of these issues in the design of the Zoltan dynamic load-balancing library. Zoltan has an object-oriented interface that makes it easy to use and provides separation between the application and the load-balancing algorithms. It contains a suite of dynamic load-balancing algorithms, including both geometric and graph-based algorithms. Its design makes it valuable both as a partitioning tool for a variety of applications and as a research test-bed for new algorithmic development. In this paper, the authors describe Zoltan's design and demonstrate its use in an unstructured-mesh finite element application.

  8. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

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

  9. Designing Polymeric Microfluidic Platforms for Biomedical Applications

    DEFF Research Database (Denmark)

    Vedarethinam, Indumathi

    Cytogenetics laboratories. During the course of this project, initially the suitability of the polymeric chip substrate was tested and a microfluidic device was developed for performing interphase FISH analysis. With this device, the key factors involved in chromosome spreading crucial to FISH analysis were...... further investigated. Based on the insights gained, a micro splashing device was designed to achieve well-spread chromosomes and a rapidly assembled microFISH device was presented for metaphase analysis. Further, a single polymeric microfluidic device was developed to semi-automate the FISH analysis. ii......) Culturing brain slices and monitoring the integration of neuronal stem cells upon cultured brain slices. These studies will aid to design novel therapeutic approaches for neurodegenerative disease. The aim of this project was to create a microfludic cell culture chamber and keep a brain slice alive...

  10. Multifunctional Nanomaterials: Design, Synthesis and Application Properties

    OpenAIRE

    Marisa Martinelli; Miriam Cristina Strumia

    2017-01-01

    The immense scope of variation in dendritic molecules (hyper-branching, nano-sized, hydrophobicity/hydrophilicity, rigidity/flexibility balance, etc.) and their versatile functionalization, with the possibility of multivalent binding, permit the design of highly improved, novel materials. Dendritic-based materials are therefore viable alternatives to conventional polymers. The overall aim of this work is to show the advantages of dendronization processes by presenting the synthesis and charac...

  11. Enhancing Mother Infant Interactions through Video Feedback Enabled Interventions in Women with Schizophrenia: A Single Subject Research Design Study.

    Science.gov (United States)

    Reddy, Pashapu Dharma; Desai, Geehta; Hamza, Ameer; Karthik, Sheshachala; Ananthanpillai, Supraja Thirumalai; Chandra, Prabha S

    2014-10-01

    It has been shown that mother infant interactions are often impaired in mothers with schizophrenia. Contributory factors include psychotic symptoms, negative symptoms and surrogate parenting by others. This study describes the effectiveness of video feedback in enhancing mother-infant interaction in mothers with schizophrenia who have impaired interaction with their infant. Two women with schizophrenia who were admitted for persistent psychotic symptoms and poor mothering skills, participated in the intervention. Pre intervention parenting assessment was done using video recording of mother infant interaction. Six sessions of mothering intervention were provided using video feedback and a repeat recording was done. Pre-and post-intervention videos were subsequently rated in a blind fashion by an independent expert in perinatal psychiatry using the pediatric infant parent exam (PIPE) scale. Pre and post intervention comparison of PIPE scores indicating significant improvement in several areas of mothering. Video feedback is a simple and inexpensive tool which can be used for improving mothering skills among mothers with postpartum psychosis or schizophrenia even in low resource settings.

  12. Use of Mobile Fitness-Related Applications and Active Video Games in High-School Youth

    Directory of Open Access Journals (Sweden)

    Sas-Nowosielski Krzysztof

    2016-09-01

    Full Text Available Introduction. Not many studies have been performed in Poland on using mobile applications from the sport and fitness category and exergames. The main purpose of this study was to investigate to what extent such technologies are used by youth. Material and methods. A total of 435 pupils (including 263 females aged 17.78 ± 1.19 years took part in the study. A diagnostic survey was carried out; the data were collected using a questionnaire developed by the authors and a scale assessing the stage of exercise change developed by Marcus, Rakowski, and Rossi (1992. Descriptive statistics (means and standard deviations were used to describe the data and to test differences between groups; a chi2 test was used with Cramér’s V statistic as a measure of effect size in contingency tables larger than 2 × 2. Results. Of the 435 participants, approximately a third (30.8% had used some type of fitness application. The most frequently downloaded applications were exercise plans, such as Weider’s Aerobic Six and applications for physical activity monitoring (steps, distance, such as Endomondo. Exergames were less popular. Only 5.29% of the respondents claimed they used exergames regularly, although about every third person used them regularly, especially males. Conclusions. Eight of ten respondents held the view that such applications are useful but are something that they could do without; only one in ten could not imagine exercising without such applications. Most of the latter category of users were persons at the action stage, next - persons at the preparation stage, but - what is interesting - none at the maintenance stage. It seems, then, that such applications may be - and in the light of the data obtained really are - an indispensable aid for people at the early stages of developing a habit of regular physical activity.

  13. An investigation of modelling and design for software service applications.

    Science.gov (United States)

    Anjum, Maria; Budgen, David

    2017-01-01

    Software services offer the opportunity to use a component-based approach for the design of applications. However, this needs a deeper understanding of how to develop service-based applications in a systematic manner, and of the set of properties that need to be included in the 'design model'. We have used a realistic application to explore systematically how service-based designs can be created and described. We first identified the key properties of an SOA (service oriented architecture) and then undertook a single-case case study to explore its use in the development of a design for a large-scale application in energy engineering, modelling this with existing notations wherever possible. We evaluated the resulting design model using two walkthroughs with both domain and application experts. We were able to successfully develop a design model around the ten properties identified, and to describe it by adapting existing design notations. A component-based approach to designing such systems does appear to be feasible. However, it needs the assistance of a more integrated set of notations for describing the resulting design model.

  14. Application of chemical engineering concepts to the design of fermenters

    Energy Technology Data Exchange (ETDEWEB)

    Pollard, R. (Univ. of California, Berkeley); Shearer, C.J.

    1977-02-01

    Design models are developed for two types of fermenters, tall bubble column and stirred tank, for the aerobic fermentation of hydrocarbons to produce single cell protein. Prior to the development of the design models, the main considerations relating to the mass and heat transfer processes in the fermentation and their influence on available equipment types are outlined. The application of these design models to plant design is briefly considered. (JSR)

  15. Designing SCADA application software a practical approach

    CERN Document Server

    McCrady, Stuart G

    2013-01-01

    Automation systems, often referred to as SCADA systems, involve programming at several levels; these systems include computer type field controllers that monitor and control plant equipment such as conveyor systems, pumps, and user workstations that allow the user to monitor and control the equipment through color graphic displays. All of the components of these systems are integrated through a network, such as Ethernet for fast communications. This book provides a practical guide to developing the application software for all aspects of the automation system, from the field controll

  16. From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?

    Directory of Open Access Journals (Sweden)

    Athanasios Petrovits

    2013-03-01

    Full Text Available Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.

  17. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-02-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.

  18. Surveying drainage culvert use by carnivores: sampling design and cost-benefit analyzes of track-pads vs. video-surveillance methods.

    Science.gov (United States)

    Mateus, Ana Rita A; Grilo, Clara; Santos-Reis, Margarida

    2011-10-01

    Environmental assessment studies often evaluate the effectiveness of drainage culverts as habitat linkages for species, however, the efficiency of the sampling designs and the survey methods are not known. Our main goal was to estimate the most cost-effective monitoring method for sampling carnivore culvert using track-pads and video-surveillance. We estimated the most efficient (lower costs and high detection success) interval between visits (days) when using track-pads and also determined the advantages of using each method. In 2006, we selected two highways in southern Portugal and sampled 15 culverts over two 10-day sampling periods (spring and summer). Using the track-pad method, 90% of the animal tracks were detected using a 2-day interval between visits. We recorded a higher number of crossings for most species using video-surveillance (n = 129) when compared with the track-pad technique (n = 102); however, the detection ability using the video-surveillance method varied with type of structure and species. More crossings were detected in circular culverts (1 m and 1.5 m diameter) than in box culverts (2 m to 4 m width), likely because video cameras had a reduced vision coverage area. On the other hand, carnivore species with small feet such as the common genet Genetta genetta were detected less often using the track-pad surveying method. The cost-benefit analyzes shows that the track-pad technique is the most appropriate technique, but video-surveillance allows year-round surveys as well as the behavior response analyzes of species using crossing structures.

  19. Multifunctional Nanomaterials: Design, Synthesis and Application Properties

    Directory of Open Access Journals (Sweden)

    Marisa Martinelli

    2017-02-01

    Full Text Available The immense scope of variation in dendritic molecules (hyper-branching, nano-sized, hydrophobicity/hydrophilicity, rigidity/flexibility balance, etc. and their versatile functionalization, with the possibility of multivalent binding, permit the design of highly improved, novel materials. Dendritic-based materials are therefore viable alternatives to conventional polymers. The overall aim of this work is to show the advantages of dendronization processes by presenting the synthesis and characterization of three different dendronized systems: (I microbeads of functionalized chitosan; (II nanostructuration of polypropylene surfaces; and (III smart dendritic nanogels. The particular properties yielded by these systems could only be achieved thanks to the dendronization process.

  20. DOS Design/Application Tools. Volume 1

    Science.gov (United States)

    1990-09-01

    m w Mw @am msea sm - Wesswofm~ amm mapA , Oft GO inam"Wnt S WmgwN" ^AWm.iw &wa -~ m SWOM V0 w C 20M1. A aoyhs124*,h. ~JM I AGENCY USE ONLY (LaAa V4J 2...during development. Tools can interface to the IP for all their data input/output requirements. The IP provides a canonical, well-defined and conceptually ...may not be reproducible and many events can be happening at once in the system. At design time, conceptualizing and utilizing the multiple threads of

  1. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

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

  2. Application of Sensitivity Analysis in Design of Sustainable Buildings

    DEFF Research Database (Denmark)

    Heiselberg, Per; Brohus, Henrik; Brohus, Henrik

    2009-01-01

    Building performance can be expressed by different indicators such as primary energy use, environmental load and/or the indoor environmental quality and a building performance simulation can provide the decision maker with a quantitative measure of the extent to which an integrated design solutio...... possible to influence the most important design parameters. A methodology of sensitivity analysis is presented and an application example is given for design of an office building in Denmark....... satisfies the design objectives and criteria. In the design of sustainable buildings, it is beneficial to identify the most important design parameters in order to more efficiently develop alternative design solutions or reach optimized design solutions. Sensitivity analyses make it possible to identify...... the most important parameters in relation to building performance and to focus design and optimization of sustainable buildings on these fewer, but most important parameters. The sensitivity analyses will typically be performed at a reasonably early stage of the building design process, where it is still...

  3. The application of artificial intelligence technology to aeronautical system design

    Science.gov (United States)

    Bouchard, E. E.; Kidwell, G. H.; Rogan, J. E.

    1988-01-01

    This paper describes the automation of one class of aeronautical design activity using artificial intelligence and advanced software techniques. Its purpose is to suggest concepts, terminology, and approaches that may be useful in enhancing design automation. By understanding the basic concepts and tasks in design, and the technologies that are available, it will be possible to produce, in the future, systems whose capabilities far exceed those of today's methods. Some of the tasks that will be discussed have already been automated and are in production use, resulting in significant productivity benefits. The concepts and techniques discussed are applicable to all design activity, though aeronautical applications are specifically presented.

  4. Exploring Application, Attitudes and Integration of Video Games: MinecraftEdu in Middle School

    Science.gov (United States)

    Sáez-López, José-Manuel; Miller, John; Vázquez-Cano, Esteban; Domínguez-Garrido, María-Concepción

    2015-01-01

    The aim of this study is to assess the use of MinecraftEdu in classroom practice analyzing the outcomes and attitudes of all members of the educational community through a quasi-experimental approach. The research presents three dimensions oriented to assessing the use of this application in a didactic unit "History and Architecture"…

  5. Biomechanical microsystems design, processing and applications

    CERN Document Server

    Ostasevicius, Vytautas; Palevicius, Arvydas; Gaidys, Rimvydas; Jurenas, Vytautas

    2017-01-01

    This book presents the most important aspects of analysis of dynamical processes taking place on the human body surface. It provides an overview of the major devices that act as a prevention measure to boost a person‘s motivation for physical activity. A short overview of the most popular MEMS sensors for biomedical applications is given. The development and validation of a multi-level computational model that combines mathematical models of an accelerometer and reduced human body surface tissue is presented. Subsequently, results of finite element analysis are used together with experimental data to evaluate rheological properties of not only human skin but skeletal joints as well. Methodology of development of MOEMS displacement-pressure sensor and adaptation for real-time biological information monitoring, namely “ex vivo” and “in vitro” blood pulse type analysis, is described. Fundamental and conciliatory investigations, achieved knowledge and scientific experience about biologically adaptive mu...

  6. Structural DNA nanotechnology: from design to applications.

    Science.gov (United States)

    Zadegan, Reza M; Norton, Michael L

    2012-01-01

    The exploitation of DNA for the production of nanoscale architectures presents a young yet paradigm breaking approach, which addresses many of the barriers to the self-assembly of small molecules into highly-ordered nanostructures via construct addressability. There are two major methods to construct DNA nanostructures, and in the current review we will discuss the principles and some examples of applications of both the tile-based and DNA origami methods. The tile-based approach is an older method that provides a good tool to construct small and simple structures, usually with multiply repeated domains. In contrast, the origami method, at this time, would appear to be more appropriate for the construction of bigger, more sophisticated and exactly defined structures.

  7. Structural DNA Nanotechnology: From Design to Applications

    Directory of Open Access Journals (Sweden)

    Michael L. Norton

    2012-06-01

    Full Text Available The exploitation of DNA for the production of nanoscale architectures presents a young yet paradigm breaking approach, which addresses many of the barriers to the self-assembly of small molecules into highly-ordered nanostructures via construct addressability. There are two major methods to construct DNA nanostructures, and in the current review we will discuss the principles and some examples of applications of both the tile-based and DNA origami methods. The tile-based approach is an older method that provides a good tool to construct small and simple structures, usually with multiply repeated domains. In contrast, the origami method, at this time, would appear to be more appropriate for the construction of bigger, more sophisticated and exactly defined structures.

  8. Multimodal nanoparticle imaging agents: design and applications

    Science.gov (United States)

    Burke, Benjamin P.; Cawthorne, Christopher; Archibald, Stephen J.

    2017-10-01

    Molecular imaging, where the location of molecules or nanoscale constructs can be tracked in the body to report on disease or biochemical processes, is rapidly expanding to include combined modality or multimodal imaging. No single imaging technique can offer the optimum combination of properties (e.g. resolution, sensitivity, cost, availability). The rapid technological advances in hardware to scan patients, and software to process and fuse images, are pushing the boundaries of novel medical imaging approaches, and hand-in-hand with this is the requirement for advanced and specific multimodal imaging agents. These agents can be detected using a selection from radioisotope, magnetic resonance and optical imaging, among others. Nanoparticles offer great scope in this area as they lend themselves, via facile modification procedures, to act as multifunctional constructs. They have relevance as therapeutics and drug delivery agents that can be tracked by molecular imaging techniques with the particular development of applications in optically guided surgery and as radiosensitizers. There has been a huge amount of research work to produce nanoconstructs for imaging, and the parameters for successful clinical translation and validation of therapeutic applications are now becoming much better understood. It is an exciting time of progress for these agents as their potential is closer to being realized with translation into the clinic. The coming 5-10 years will be critical, as we will see if the predicted improvement in clinical outcomes becomes a reality. Some of the latest advances in combination modality agents are selected and the progression pathway to clinical trials analysed. This article is part of the themed issue 'Challenges for chemistry in molecular imaging'.

  9. 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.

  10. Education Office Application Design and Development

    Science.gov (United States)

    Johnson, Jamie E.

    2013-01-01

    The content of this project focuses on designing and implementing a new prototype website for the Kennedy Intern Tracking System (KITS). The goal of the new website is to allow the user to search for interns based on several different categories and fields. In hence, making it easier to find a count of interns matching a set of criteria. The KSC office of education is the primary users of KITS, their job is to recruit interns year-round. As a secondary goal, each user will be able to generate a report of their searches onto a portable document format (PDF) me. The results of each search will be set to a limited amount per page. This site will be used for Kennedy Space Center internal purposes only. After the implementations are done, a visual walk through using screen shots will be used to guide the users through all of the different scenarios that are likely to occur when the users are navigating through the site. In addition, a demo of the site will be presented to the KSC Office of Education. JavaScript and JQuery are the languages that will focus on the functionality of the implementation. Hyper Text Markup Language will be used to form the foundation for the body structure of the website. Ruby will be the programming language used to elevate the prototype to a dynamic website and enable the programmer to finish with in an efficient time frame. Cascading Style Sheet will be the language used for the design and styling purposes. Rails is the framework that the new website will be built upon. By default, the database will be managed by Sequel Lite (SQLite). All users will need to be granted special privileges in order to use the site.

  11. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  12. Design and development of physics simulations in the field of oscillations and waves suitable for k-12 and undergraduate instruction using video game technology

    Science.gov (United States)

    Tomesh, Trevor; Price, Colin

    2011-03-01

    Using the scripting language for the Unreal Tournament 2004 Engine, Unreal Script, demonstrations in the field of oscillations and waves were designed and developed. Variations on Euler's method and the Runge-Kutta method were used to numerically solve the equations of motion for seven different physical systems which were visually represented in the immersive environment of Unreal Tournament 2004. Data from each system was written to an output file, plotted and analyzed. The over-arching goal of this research is to successfully design and develop useful teaching tools for the k-12 and undergraduate classroom which, presented in the form of a video game, is immersive, engaging and educational.

  13. Designing application software in wide area network settings

    Science.gov (United States)

    Makpangou, Mesaac; Birman, Ken

    1990-01-01

    Progress in methodologies for developing robust local area network software has not been matched by similar results for wide area settings. The design of application software spanning multiple local area environments is examined. For important classes of applications, simple design techniques are presented that yield fault tolerant wide area programs. An implementation of these techniques as a set of tools for use within the ISIS system is described.

  14. Soft-assignment random-forest with an application to discriminative representation of human actions in videos

    NARCIS (Netherlands)

    Burghouts, G.J.

    2013-01-01

    The bag-of-features model is a distinctive and robust approach to detect human actions in videos. The discriminative power of this model relies heavily on the quantization of the video features into visual words. The quantization determines how well the visual words describe the human action. Random

  15. Yeast-based biosensors: design and applications.

    Science.gov (United States)

    Adeniran, Adebola; Sherer, Michael; Tyo, Keith E J

    2015-02-01

    Yeast-based biosensing (YBB) is an exciting research area, as many studies have demonstrated the use of yeasts to accurately detect specific molecules. Biosensors incorporating various yeasts have been reported to detect an incredibly large range of molecules including but not limited to odorants, metals, intracellular metabolites, carcinogens, lactate, alcohols, and sugars. We review the detection strategies available for different types of analytes, as well as the wide range of output methods that have been incorporated with yeast biosensors. We group biosensors into two categories: those that are dependent upon transcription of a gene to report the detection of a desired molecule and those that are independent of this reporting mechanism. Transcription-dependent biosensors frequently depend on heterologous expression of sensing elements from non-yeast organisms, a strategy that has greatly expanded the range of molecules available for detection by YBBs. Transcription-independent biosensors circumvent the problem of sensing difficult-to-detect analytes by instead relying on yeast metabolism to generate easily detected molecules when the analyte is present. The use of yeast as the sensing element in biosensors has proven to be successful and continues to hold great promise for a variety of applications. © FEMS 2015. All rights reserved. For permissions, please e-mail: journals.permission@oup.com.

  16. Computational materials design for energy applications

    Science.gov (United States)

    Ozolins, Vidvuds

    2013-03-01

    General adoption of sustainable energy technologies depends on the discovery and development of new high-performance materials. For instance, waste heat recovery and electricity generation via the solar thermal route require bulk thermoelectrics with a high figure of merit (ZT) and thermal stability at high-temperatures. Energy recovery applications (e.g., regenerative braking) call for the development of rapidly chargeable systems for electrical energy storage, such as electrochemical supercapacitors. Similarly, use of hydrogen as vehicular fuel depends on the ability to store hydrogen at high volumetric and gravimetric densities, as well as on the ability to extract it at ambient temperatures at sufficiently rapid rates. We will discuss how first-principles computational methods based on quantum mechanics and statistical physics can drive the understanding, improvement and prediction of new energy materials. We will cover prediction and experimental verification of new earth-abundant thermoelectrics, transition metal oxides for electrochemical supercapacitors, and kinetics of mass transport in complex metal hydrides. Research has been supported by the US Department of Energy under grant Nos. DE-SC0001342, DE-SC0001054, DE-FG02-07ER46433, and DE-FC36-08GO18136.

  17. Designing Zirconium Coated Polystyrene Colloids and Application

    Directory of Open Access Journals (Sweden)

    Diana Chira

    2009-01-01

    Full Text Available A simple technique has been developed to prepare core colloids that are modified using zirconium oxychloride, based on heating a solution of core colloid composites, consisting of poly (ethylenimine (PEI and zirconium oxychloride. The interaction of zirconium oxychloride with the polystyrene (PS core colloids has been investigated using Fourier transform-infrared spectroscopy (FT-IR, energy dispersive X-ray spectroscopy (EDX, and scanning electron microscopy (SEM data. FT-IR studies confirm the occurrence of amine groups present in PEI which are oxidized to carboxyl groups after the reaction. The EDX data and the SEM images confirm the presence of zirconium particles immobilized on the polystyrene surfaces. Demeton, a highly toxic nerve agent, was used due to its ability to easily bind through its organophosphate group illustrating a practical application of the PS-PEI-Zr particles. Attenuated Total Reflection (ATR Spectroscopy was used to assess the interactions between the toxic nerve agent demeton-S and the PS-PEI-Zr particles. The results show that the presented technique for coating polystyrene core colloids with zirconium was successfully accomplished, and the newly formed particles easily bond with demeton agents through the P=O functional group.

  18. System-Generated Digital Forensic Evidence in Graphic Design Applications

    Directory of Open Access Journals (Sweden)

    Enos Mabuto

    2013-09-01

    Full Text Available Graphic design applications are often used for the editing and design of digital art. The same applications can be used for creating counterfeit documents such as identity documents (IDs, driver’s licences, passports, etc. However, the use of any graphic design application leaves behind traces of digital information that can be used during a digital forensic investigation. Current digital forensic tools examine a system to find digital evidence, but they do not examine a system specifically for the creating of counterfeit documents created through the use of graphic design applications.The paper in hand reviews the system-generated digital forensic evidence gathered from certain graphic design applications, which indicates that a counterfeit document was created. This inference is made by associating the digital forensic information gathered with the possible actions taken, more specifically, the scanning, editing, saving and printing of counterfeit documents. The digital forensic information is gathered by analysing the files generated by the particular graphic design application used for creating the document. The acquired digital forensic information is corroborated to the creation of counterfeit documents and interpreted accordingly. In the end determining if a system was utilised for counterfeiting.

  19. Tailoring communication in cancer genetic counseling through individual video-supported feedback: A controlled pretest–posttest design

    NARCIS (Netherlands)

    Pieterse, A.H.; Dulmen, A.M. van; Beemer, F.A.; Ausems, M.G.E.M.; Bensing, J.

    2006-01-01

    Objectives: To assess the influence of a 1-day individual video-feedback training for cancer genetic counselors on the interaction during initial visits. Feedback was intended to help counselors make counselees’ needs more explicit and increase counselors’ sensitivity to these. Methods: In total

  20. Improving the Way We Design Games for Learning by Examining How Popular Video Games Teach. CRESST Report 798

    Science.gov (United States)

    Wainess, Richard; Kerr, Deirdre; Koenig, Alan

    2011-01-01

    One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30…

  1. Design and Implementation of Application for the Hearing Impaired People

    Directory of Open Access Journals (Sweden)

    Kim ChoulWoo

    2017-01-01

    Full Text Available With the development of various information and communication technologies, numerous applications are being developed and used in various fields in this modern society. However, these applications are mostly designed to provide convenience to general users, and applications for people with disabilities are small in number and inconvenient to use. Therefore, this study designed and implemented an application for the hearing impaired in particular. This application is intended to enable users with hearing impairment to communicate more easily with other people and to provide convenience in everyday life and emergency situations. We believe that many applications should be developed in various fields to provide the convenience of life to those who are experiencing information gap due to disability.

  2. Space Telecommunications Radio System (STRS) Application Repository Design and Analysis

    Science.gov (United States)

    Handler, Louis M.

    2013-01-01

    The Space Telecommunications Radio System (STRS) Application Repository Design and Analysis document describes the STRS application repository for software-defined radio (SDR) applications intended to be compliant to the STRS Architecture Standard. The document provides information about the submission of artifacts to the STRS application repository, to provide information to the potential users of that information, and for the systems engineer to understand the requirements, concepts, and approach to the STRS application repository. The STRS application repository is intended to capture knowledge, documents, and other artifacts for each waveform application or other application outside of its project so that when the project ends, the knowledge is retained. The document describes the transmission of technology from mission to mission capturing lessons learned that are used for continuous improvement across projects and supporting NASA Procedural Requirements (NPRs) for performing software engineering projects and NASAs release process.

  3. Applicability Problem in Optimum Reinforced Concrete Structures Design

    Directory of Open Access Journals (Sweden)

    Ashara Assedeq

    2016-01-01

    Full Text Available Optimum reinforced concrete structures design is very complex problem, not only considering exactness of calculus but also because of questionable applicability of existing methods in practice. This paper presents the main theoretical mathematical and physical features of the problem formulation as well as the review and analysis of existing methods and solutions considering their exactness and applicability.

  4. Immunotherapy applications of carbon nanotubes: from design to safe applications.

    Science.gov (United States)

    Fadel, Tarek R; Fahmy, Tarek M

    2014-04-01

    Carbon nanotubes (CNTs) have the potential to overcome significant challenges related to vaccine development and immunotherapy. Central to these applications is an improved understanding of CNT interactions with the immune system. Unique properties such as high aspect ratio, flexible surface chemistry, and control over structure and morphology may allow for enhanced target specificity and transport of antigens across cell membranes. Although recent work has demonstrated the potential of CNTs to amplify the immune response as adjuvants, other results have also linked their proinflammatory properties to harmful health effects. Here, we review the recent advances of CNT-based immunological research, focusing on current understandings of therapeutic efficacy and mechanisms of immunotoxicology. Copyright © 2014 Elsevier Ltd. All rights reserved.

  5. "Smart pebble" design for environmental monitoring applications

    Science.gov (United States)

    Valyrakis, Manousos; Pavlovskis, Edgars

    2014-05-01

    Sediment transport, due to primarily the action of water, wind and ice, is one of the most significant geomorphic processes responsible for shaping Earth's surface. It involves entrainment of sediment grains in rivers and estuaries due to the violently fluctuating hydrodynamic forces near the bed. Here an instrumented particle, namely a "smart pebble", is developed to investigate the exact flow conditions under which individual grains may be entrained from the surface of a gravel bed. This could lead in developing a better understanding of the processes involved, while focusing on the response of the particle during a variety of flow entrainment events. The "smart pebble" is a particle instrumented with MEMS sensors appropriate for capturing the hydrodynamic forces a coarse particle might experience during its entrainment from the river bed. A 3-axial gyroscope and accelerometer registers data to a memory card via a microcontroller, embedded in a 3D-printed waterproof hollow spherical particle. The instrumented board is appropriately fit and centred into the shell of the pebble, so as to achieve a nearly uniform distribution of the mass which could otherwise bias its motion. The "smart pebble" is powered by an independent power to ensure autonomy and sufficiently long periods of operation appropriate for deployment in the field. Post-processing and analysis of the acquired data is currently performed offline, using scientific programming software. The performance of the instrumented particle is validated, conducting a series of calibration experiments under well-controlled laboratory conditions. "Smart pebble" allows for a wider range of environmental sensors (e.g. for environmental/pollutant monitoring) to be incorporated so as to extend the range of its application, enabling accurate environmental monitoring which is required to ensure infrastructure resilience and preservation of ecological health.

  6. The Cognitive Paradigm Ontology: Design and Application

    Science.gov (United States)

    Laird, Angela R.

    2013-01-01

    We present the basic structure of the Cognitive Paradigm Ontology (CogPO) for human behavioral experiments. While the experimental psychology and cognitive neuroscience literature may refer to certain behavioral tasks by name (e.g., the Stroop paradigm or the Sternberg paradigm) or by function (a working memory task, a visual attention task), these paradigms can vary tremendously in the stimuli that are presented to the subject, the response expected from the subject, and the instructions given to the subject. Drawing from the taxonomy developed and used by the BrainMap project (www.brainmap.org) for almost two decades to describe key components of published functional imaging results, we have developed an ontology capable of representing certain characteristics of the cognitive paradigms used in the fMRI and PET literature. The Cognitive Paradigm Ontology is being developed to be compliant with the Basic Formal Ontology (BFO), and to harmonize where possible with larger ontologies such as RadLex, NeuroLex, or the Ontology of Biomedical Investigations (OBI). The key components of CogPO include the representation of experimental conditions focused on the stimuli presented, the instructions given, and the responses requested. The use of alternate and even competitive terminologies can often impede scientific discoveries. Categorization of paradigms according to stimulus, response, and instruction has been shown to allow advanced data retrieval techniques by searching for similarities and contrasts across multiple paradigm levels. The goal of CogPO is to develop, evaluate, and distribute a domain ontology of cognitive paradigms for application and use in the functional neuroimaging community. PMID:21643732

  7. The Current State and TRL Assessment of People Tracking Technology for Video Surveillance Applications

    Science.gov (United States)

    2014-09-01

    which is designed to compute histograms over arbitrary rectangular regions with a constant number of arithmetic operations. Fragtrack operates on...binary strings can be quickly compared by a simple Hamming distance calculation ( XOR , followed by counting the number of 1 bits). Binary Robust...Fragtrack with adaptive cues. Mei et al. [37] and Zhang et al. [52] have not released exact numbers, but graphically show that their L1 tracker and multi

  8. Social Properties of Mobile Video

    Science.gov (United States)

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

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

  9. Effects of Interdisciplinary Education on Technology-Driven Application Design

    Science.gov (United States)

    Tafa, Z.; Rakocevic, G.; Mihailovic, D.; Milutinovic, V.

    2011-01-01

    This paper describes the structure and the underlying rationale of a new course dedicated to capability maturity model integration (CMMI)-directed design of wireless sensor networks (WSNs)-based biomedical applications that stresses: 1) engineering-, medico-engineering-, and informatics-related issues; 2) design for general- and special-purpose…

  10. Applications of ``PV Optics`` for solar cell and module design

    Energy Technology Data Exchange (ETDEWEB)

    Sopori, B.L.; Madjdpour, J.; Chen, W. [National Renewable Energy Lab., Golden, CO (United States)

    1998-09-01

    This paper describes some applications of a new optics software package, PV Optics, developed for the optical design of solar cells and modules. PV Optics is suitable for the analysis and design of both thick and thin solar cells. It also includes a feature for calculation of metallic losses related to contacts and back reflectors.

  11. Communicating pictures a course in image and video coding

    CERN Document Server

    Bull, David R

    2014-01-01

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

  12. Colour-reproduction algorithm for transmitting variable video frames and its application to capsule endoscopy

    OpenAIRE

    Khan, Tareq; Shrestha, Ravi; Imtiaz, Md. Shamin; Khan A. Wahid

    2015-01-01

    Presented is a new power-efficient colour generation algorithm for wireless capsule endoscopy (WCE) application. In WCE, transmitting colour image data from the human intestine through radio frequency (RF) consumes a huge amount of power. The conventional way is to transmit all R, G and B components of all frames. Using the proposed dictionary-based colour generation scheme, instead of sending all R, G and B frames, first one colour frame is sent followed by a series of grey-scale frames. At ...

  13. Mobile Design Pattern Gallery UI Patterns for Mobile Applications

    CERN Document Server

    Neil, Theresa

    2012-01-01

    When you're under pressure to produce a well designed, easy-to-navigate mobile app, there's no time to reinvent the wheel. This concise book provides a handy reference to 70 mobile app design patterns, illustrated by more than 400 screenshots from current iOS, Android, BlackBerry, WebOS, Windows Mobile, and Symbian apps. User experience professional Theresa Neil (Designing Web Interfaces) walks you through design patterns in 10 separate categories, including anti-patterns. Whether you're designing a simple iPhone application or one that's meant to work for every popular mobile OS on the mark

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  15. Digital video transcoding for transmission and storage

    CERN Document Server

    Sun, Huifang; Chen, Xuemin

    2004-01-01

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

  16. Fuzzy logic and optical correlation-based face recognition method for patient monitoring application in home video surveillance

    Science.gov (United States)

    Elbouz, Marwa; Alfalou, Ayman; Brosseau, Christian

    2011-06-01

    Home automation is being implemented into more and more domiciles of the elderly and disabled in order to maintain their independence and safety. For that purpose, we propose and validate a surveillance video system, which detects various posture-based events. One of the novel points of this system is to use adapted Vander-Lugt correlator (VLC) and joint-transfer correlator (JTC) techniques to make decisions on the identity of a patient and his three-dimensional (3-D) positions in order to overcome the problem of crowd environment. We propose a fuzzy logic technique to get decisions on the subject's behavior. Our system is focused on the goals of accuracy, convenience, and cost, which in addition does not require any devices attached to the subject. The system permits one to study and model subject responses to behavioral change intervention because several levels of alarm can be incorporated according different situations considered. Our algorithm performs a fast 3-D recovery of the subject's head position by locating eyes within the face image and involves a model-based prediction and optical correlation techniques to guide the tracking procedure. The object detection is based on (hue, saturation, value) color space. The system also involves an adapted fuzzy logic control algorithm to make a decision based on information given to the system. Furthermore, the principles described here are applicable to a very wide range of situations and robust enough to be implementable in ongoing experiments.

  17. Real-time movement detection and analysis for video surveillance applications

    Science.gov (United States)

    Hueber, Nicolas; Hennequin, Christophe; Raymond, Pierre; Moeglin, Jean-Pierre

    2014-06-01

    Pedestrian movement along critical infrastructures like pipes, railways or highways, is of major interest in surveillance applications as well as its behavior in urban environment. The goal is to anticipate illicit or dangerous human activities. For this purpose, we propose an all-in-one small autonomous system which delivers high level statistics and reports alerts in specific cases. This situational awareness project leads us to manage efficiently the scene by performing movement analysis. A dynamic background extraction algorithm is developed to reach the degree of robustness against natural and urban environment perturbations and also to match the embedded implementation constraints. When changes are detected in the scene, specific patterns are applied to detect and highlight relevant movements. Depending on the applications, specific descriptors can be extracted and fused in order to reach a high level of interpretation. In this paper, our approach is applied to two operational use cases: pedestrian urban statistics and railway surveillance. In the first case, a grid of prototypes is deployed over a city centre to collect pedestrian movement statistics up to a macroscopic level of analysis. The results demonstrate the relevance of the delivered information; in particular, the flow density map highlights pedestrian preferential paths along the streets. In the second case, one prototype is set next to high speed train tracks to secure the area. The results exhibit a low false alarm rate and assess our approach of a large sensor network for delivering a precise operational picture without overwhelming a supervisor.

  18. Applications of Nonlinear Dynamics Model and Design of Complex Systems

    CERN Document Server

    In, Visarath; Palacios, Antonio

    2009-01-01

    This edited book is aimed at interdisciplinary, device-oriented, applications of nonlinear science theory and methods in complex systems. In particular, applications directed to nonlinear phenomena with space and time characteristics. Examples include: complex networks of magnetic sensor systems, coupled nano-mechanical oscillators, nano-detectors, microscale devices, stochastic resonance in multi-dimensional chaotic systems, biosensors, and stochastic signal quantization. "applications of nonlinear dynamics: model and design of complex systems" brings together the work of scientists and engineers that are applying ideas and methods from nonlinear dynamics to design and fabricate complex systems.

  19. Design of All Digital Flight Program Training Desktop Application System

    Directory of Open Access Journals (Sweden)

    Li Yu

    2017-01-01

    Full Text Available All digital flight program training desktop application system operating conditions are simple. Can make the aircraft aircrew learning theory and operation training closely. Improve the training efficiency and effectiveness. This paper studies the application field and design requirements of flight program training system. Based on the WINDOWS operating system desktop application, the design idea and system architecture of the all digital flight program training system are put forward. Flight characteristics, key airborne systems and aircraft cockpit are simulated. Finally, By comparing flight training simulator and the specific script program training system, The characteristics and advantages of the training system are analyzed in this paper.

  20. New Test Set for Video Quality Benchmarking

    Science.gov (United States)

    Raventos, Joaquin

    A new test set design and benchmarking approach (US Patent pending) allows a "standard observer" to assess the end-to-end image quality characteristics of video imaging systems operating in day time or low-light conditions. It uses randomized targets based on extensive application of Photometry, Geometrical Optics, and Digital Media. The benchmarking takes into account the target's contrast sensitivity, its color characteristics, and several aspects of human vision such as visual acuity and dynamic response. The standard observer is part of the "extended video imaging system" (EVIS). The new test set allows image quality benchmarking by a panel of standard observers at the same time. The new approach shows that an unbiased assessment can be guaranteed. Manufacturers, system integrators, and end users will assess end-to-end performance by simulating a choice of different colors, luminance levels, and dynamic conditions in the laboratory or in permanent video systems installations.

  1. Real-time video codec using reversible wavelets

    Science.gov (United States)

    Huang, Gen Dow; Chiang, David J.; Huang, Yi-En; Cheng, Allen

    2003-04-01

    This paper describes the hardware implementation of a real-time video codec using reversible Wavelets. The TechSoft (TS) real-time video system employs the Wavelet differencing for the inter-frame compression based on the independent Embedded Block Coding with Optimized Truncation (EBCOT) of the embedded bit stream. This high performance scalable image compression using EBCOT has been selected as part of the ISO new image compression standard, JPEG2000. The TS real-time video system can process up to 30 frames per second (fps) of the DVD format. In addition, audio signals are also processed by the same design for the cost reduction. Reversible Wavelets are used not only for the cost reduction, but also for the lossless applications. Design and implementation issues of the TS real-time video system are discussed.

  2. Industrial heating principles, techniques, materials, applications, and design

    CERN Document Server

    Deshmukh, Yeshvant V

    2005-01-01

    Industry relies on heating for a wide variety of processes involving a broad range of materials. Each process and material requires heating methods suitable to its properties and the desired outcome. Despite this, the literature lacks a general reference on design techniques for heating, especially for small- and medium-sized applications. Industrial Heating: Principles, Techniques, Materials, Applications, and Design fills this gap, presenting design information for both traditional and modern heating processes and auxiliary techniques.The author leverages more than 40 years of experience int

  3. Evaluation of a novel tablet application for improvement in colonoscopy training and mentoring (with video).

    Science.gov (United States)

    Laborde, Cregan J; Bell, Charreau S; Slaughter, James Chris; Valdastri, Pietro; Obstein, Keith L

    2017-03-01

    Endoscopic training can be challenging for the trainee and preceptor. Frustration can result from ineffective communication regarding areas of interest. Our team developed a novel tablet application for real-time mirroring of the colonoscopy examination that allows preceptors to make annotations directly on the viewing monitor. The potential for improvement in team proficiency and satisfaction is unknown. The on-screen endoscopic image is mirrored to an Android tablet and permits real-time annotation directly on the in-room endoscopic image display. Preceptors can also "freeze-frame" an image and provide visual on-screen instruction (telestration). Trainees, precepted by a GI attending, were 1:1 randomized to perform colonoscopy on a training phantom using the application with traditional precepting or traditional precepting alone. Magnetized polyps (size < 5 mm) were placed in 1 of 5 preset location scenarios. Each trainee performed a total of 10 colonoscopies and completed each location scenario twice. During withdrawal, the trainee and the attending identified polyps. Outcome measures included number of polyps missed and participant satisfaction after each trial. Fifteen trainees (6 novice and 9 GI fellows) performed a total of 150 colonoscopies where 330 polyps in total were placed. Fellows missed fewer polyps using the tablet versus traditional precepting alone (4.2% vs 12.5%; P = .04). There was no significant difference in missed polyps for novices (12.5% vs 18.8%; P = .66). Overall, fellows missed fewer polyps when compared with novices regardless of the precepting method (P = .01). The attending and all trainees reported reduced stress with improved communication using the tablet. Fellows missed fewer polyps using the tablet when compared with traditional endoscopy precepting. All trainees reported reduced stress, quicker identification of polyps, and improved educational satisfaction using the tablet. Our application has the potential to improve

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

    Science.gov (United States)

    Panayides, A; Eleftheriou, I; Pantziaris, M

    2013-01-01

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

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

    Directory of Open Access Journals (Sweden)

    A. Panayides

    2013-01-01

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

  6. Computer- Aided Design in Power Engineering Application of Software Tools

    CERN Document Server

    Stojkovic, Zlatan

    2012-01-01

    This textbooks demonstrates the application of software tools in solving a series of problems from the field of designing power system structures and systems. It contains four chapters: The first chapter leads the reader through all the phases necessary in the procedures of computer aided modeling and simulation. It guides through the complex problems presenting on the basis of eleven original examples. The second chapter presents  application of software tools in power system calculations of power systems equipment design. Several design example calculations are carried out using engineering standards like MATLAB, EMTP/ATP, Excel & Access, AutoCAD and Simulink. The third chapters focuses on the graphical documentation using a collection of software tools (AutoCAD, EPLAN, SIMARIS SIVACON, SIMARIS DESIGN) which enable the complete automation of the development of graphical documentation of a power systems. In the fourth chapter, the application of software tools in the project management in power systems ...

  7. Ensemble of Chaotic and Naive Approaches for Performance Enhancement in Video Encryption

    Directory of Open Access Journals (Sweden)

    Jeyamala Chandrasekaran

    2015-01-01

    Full Text Available Owing to the growth of high performance network technologies, multimedia applications over the Internet are increasing exponentially. Applications like video conferencing, video-on-demand, and pay-per-view depend upon encryption algorithms for providing confidentiality. Video communication is characterized by distinct features such as large volume, high redundancy between adjacent frames, video codec compliance, syntax compliance, and application specific requirements. Naive approaches for video encryption encrypt the entire video stream with conventional text based cryptographic algorithms. Although naive approaches are the most secure for video encryption, the computational cost associated with them is very high. This research work aims at enhancing the speed of naive approaches through chaos based S-box design. Chaotic equations are popularly known for randomness, extreme sensitivity to initial conditions, and ergodicity. The proposed methodology employs two-dimensional discrete Henon map for (i generation of dynamic and key-dependent S-box that could be integrated with symmetric algorithms like Blowfish and Data Encryption Standard (DES and (ii generation of one-time keys for simple substitution ciphers. The proposed design is tested for randomness, nonlinearity, avalanche effect, bit independence criterion, and key sensitivity. Experimental results confirm that chaos based S-box design and key generation significantly reduce the computational cost of video encryption with no compromise in security.

  8. Ensemble of Chaotic and Naive Approaches for Performance Enhancement in Video Encryption.

    Science.gov (United States)

    Chandrasekaran, Jeyamala; Thiruvengadam, S J

    2015-01-01

    Owing to the growth of high performance network technologies, multimedia applications over the Internet are increasing exponentially. Applications like video conferencing, video-on-demand, and pay-per-view depend upon encryption algorithms for providing confidentiality. Video communication is characterized by distinct features such as large volume, high redundancy between adjacent frames, video codec compliance, syntax compliance, and application specific requirements. Naive approaches for video encryption encrypt the entire video stream with conventional text based cryptographic algorithms. Although naive approaches are the most secure for video encryption, the computational cost associated with them is very high. This research work aims at enhancing the speed of naive approaches through chaos based S-box design. Chaotic equations are popularly known for randomness, extreme sensitivity to initial conditions, and ergodicity. The proposed methodology employs two-dimensional discrete Henon map for (i) generation of dynamic and key-dependent S-box that could be integrated with symmetric algorithms like Blowfish and Data Encryption Standard (DES) and (ii) generation of one-time keys for simple substitution ciphers. The proposed design is tested for randomness, nonlinearity, avalanche effect, bit independence criterion, and key sensitivity. Experimental results confirm that chaos based S-box design and key generation significantly reduce the computational cost of video encryption with no compromise in security.

  9. An electrocorticographic BCI using code-based VEP for control in video applications: a single-subject study.

    Science.gov (United States)

    Kapeller, Christoph; Kamada, Kyousuke; Ogawa, Hiroshi; Prueckl, Robert; Scharinger, Josef; Guger, Christoph

    2014-01-01

    A brain-computer-interface (BCI) allows the user to control a device or software with brain activity. Many BCIs rely on visual stimuli with constant stimulation cycles that elicit steady-state visual evoked potentials (SSVEP) in the electroencephalogram (EEG). This EEG response can be generated with a LED or a computer screen flashing at a constant frequency, and similar EEG activity can be elicited with pseudo-random stimulation sequences on a screen (code-based BCI). Using electrocorticography (ECoG) instead of EEG promises higher spatial and temporal resolution and leads to more dominant evoked potentials due to visual stimulation. This work is focused on BCIs based on visual evoked potentials (VEP) and its capability as a continuous control interface for augmentation of video applications. One 35 year old female subject with implanted subdural grids participated in the study. The task was to select one out of four visual targets, while each was flickering with a code sequence. After a calibration run including 200 code sequences, a linear classifier was used during an evaluation run to identify the selected visual target based on the generated code-based VEPs over 20 trials. Multiple ECoG buffer lengths were tested and the subject reached a mean online classification accuracy of 99.21% for a window length of 3.15 s. Finally, the subject performed an unsupervised free run in combination with visual feedback of the current selection. Additionally, an algorithm was implemented that allowed to suppress false positive selections and this allowed the subject to start and stop the BCI at any time. The code-based BCI system attained very high online accuracy, which makes this approach very promising for control applications where a continuous control signal is needed.

  10. Application of visual psychophysics to the design of video systems for use in space

    Science.gov (United States)

    Glenn, William E.; Glenn, Karen G.

    1989-01-01

    A series of two-alternative forced choice experiments was conducted to compare the sharpness of televised moving images sampled using cardinal or diagonal patterns with reference images of varying resolution. The results indicate that both image sampling and resolution orientation play an important role in determining apparent sharpness of the images. If an image has better cardinal than diagonal resolution, the apparent sharpness is significantly greater. Thus, if the polar distribution of resolution is limited by the sampling process, diagonal sampling can be expected to yield a sharper image than cardinal sampling with the same number of pixels.

  11. Representing videos in tangible products

    Science.gov (United States)

    Fageth, Reiner; Weiting, Ralf

    2014-03-01

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

  12. Video as a technology for interpersonal communications: a new perspective

    Science.gov (United States)

    Whittaker, Steve

    1995-03-01

    Some of the most challenging multimedia applications have involved real- time conferencing, using audio and video to support interpersonal communication. Here we re-examine assumptions about the role, importance and implementation of video information in such systems. Rather than focussing on novel technologies, we present evaluation data relevant to both the classes of real-time multimedia applications we should develop and their design and implementation. Evaluations of videoconferencing systems show that previous work has overestimated the importance of video at the expense of audio. This has strong implications for the implementation of bandwidth allocation and synchronization. Furthermore our recent studies of workplace interaction show that prior work has neglected another potentially vital function of visual information: in assessing the communication availability of others. In this new class of application, rather than providing a supplement to audio information, visual information is used to promote the opportunistic communications that are prevalent in face-to-face settings. We discuss early experiments with such connection applications and identify outstanding design and implementation issues. Finally we examine a different class of application 'video-as-data', where the video image is used to transmit information about the work objects themselves, rather than information about interactants.

  13. Remote stereoscopic video play platform for naked eyes based on the Android system

    Science.gov (United States)

    Jia, Changxin; Sang, Xinzhu; Liu, Jing; Cheng, Mingsheng

    2014-11-01

    As people's life quality have been improved significantly, the traditional 2D video technology can not meet people's urgent desire for a better video quality, which leads to the rapid development of 3D video technology. Simultaneously people want to watch 3D video in portable devices,. For achieving the above purpose, we set up a remote stereoscopic video play platform. The platform consists of a server and clients. The server is used for transmission of different formats of video and the client is responsible for receiving remote video for the next decoding and pixel restructuring. We utilize and improve Live555 as video transmission server. Live555 is a cross-platform open source project which provides solutions for streaming media such as RTSP protocol and supports transmission of multiple video formats. At the receiving end, we use our laboratory own player. The player for Android, which is with all the basic functions as the ordinary players do and able to play normal 2D video, is the basic structure for redevelopment. Also RTSP is implemented into this structure for telecommunication. In order to achieve stereoscopic display, we need to make pixel rearrangement in this player's decoding part. The decoding part is the local code which JNI interface calls so that we can extract video frames more effectively. The video formats that we process are left and right, up and down and nine grids. In the design and development, a large number of key technologies from Android application development have been employed, including a variety of wireless transmission, pixel restructuring and JNI call. By employing these key technologies, the design plan has been finally completed. After some updates and optimizations, the video player can play remote 3D video well anytime and anywhere and meet people's requirement.

  14. Medan Video Game Center (High Tech Architecture)

    OpenAIRE

    Roni,

    2014-01-01

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

  15. Video conferencing lets physicists go head to head

    CERN Multimedia

    Crease, Robert P

    1994-01-01

    A video conferencing link between US physicists and scientists at the CERN collider is one of a number of video conferencing applications that allow scientists in widely separated locations to collaborate. Current and future uses of video conferencing are discussed.

  16. Video transmission on ATM networks. Ph.D. Thesis

    Science.gov (United States)

    Chen, Yun-Chung

    1993-01-01

    The broadband integrated services digital network (B-ISDN) is expected to provide high-speed and flexible multimedia applications. Multimedia includes data, graphics, image, voice, and video. Asynchronous transfer mode (ATM) is the adopted transport techniques for B-ISDN and has the potential for providing a more efficient and integrated environment for multimedia. It is believed that most broadband applications will make heavy use of visual information. The prospect of wide spread use of image and video communication has led to interest in coding algorithms for reducing bandwidth requirements and improving image quality. The major results of a study on the bridging of network transmission performance and video coding are: Using two representative video sequences, several video source models are developed. The fitness of these models are validated through the use of statistical tests and network queuing performance. A dual leaky bucket algorithm is proposed as an effective network policing function. The concept of the dual leaky bucket algorithm can be applied to a prioritized coding approach to achieve transmission efficiency. A mapping of the performance/control parameters at the network level into equivalent parameters at the video coding level is developed. Based on that, a complete set of principles for the design of video codecs for network transmission is proposed.

  17. “She’s a waterfall”: motion after-effect and perceptual design in video games involving virtual musicianship

    OpenAIRE

    Dyson, Benjamin J

    2010-01-01

    A particularly unpleasant version of motion aftereffect was revealed after extensively playing proprietary video games in which the task is to co-ordinate spatially distributed responses in time with music. During playing, key musical and rhythmic phrases descend as coloured shapes from the top of the screen. After playing, static text is presented that appears to slide upwards, reflecting a neural reaction contrary to the falling shapes. The game both serves as a contemporary example of moti...

  18. Target value design: applications to newborn intensive care units.

    Science.gov (United States)

    Rybkowski, Zofia K; Shepley, Mardelle McCuskey; Ballard, H Glenn

    2012-01-01

    There is a need for greater understanding of the health impact of various design elements in neonatal intensive care units (NICUs) as well as cost-benefit information to make informed decisions about the long-term value of design decisions. This is particularly evident when design teams are considering the transition from open-bay NICUs to single-family-room (SFR) units. This paper introduces the guiding principles behind target value design (TVD)-a price-led design methodology that is gaining acceptance in healthcare facility design within the Lean construction methodology. The paper also discusses the role that set-based design plays in TVD and its application to NICUs.

  19. Computer Aided Design Of Electrical Machines For Variable Speed Applications.

    Science.gov (United States)

    Krishnan, R.; Aravind, S.; Materu, P.

    1987-10-01

    In recent years, the product life cycle has decreased and demands for new products have emerged due to competition, modern industrial needs and rapidly changing technology. This has necessitated changes in design, development and manufacturing processes so as to improve quality and efficiency as well as reducing costs. Computer Aided Design (CAD) helps to meet this challenge in the design evaluation and final product design stages. This paper presents the development of an interactive software for the optimal design of a motor intended for variable speed applications. The use of finite element analysis methods is proposed as an indispensable part of the CAD system for electrical machine design. An illustration of the method is given for the design of a switched reluctance motor.

  20. Joint distributed source-channel coding for 3D videos

    Science.gov (United States)

    Palma, Veronica; Cancellaro, Michela; Neri, Alessandro

    2011-03-01

    This paper presents a distributed joint source-channel 3D video coding system. Our aim is the design of an efficient coding scheme for stereoscopic video communication over noisy channels that preserves the perceived visual quality while guaranteeing a low computational complexity. The drawback in using stereo sequences is the increased amount of data to be transmitted. Several methods are being used in the literature for encoding stereoscopic video. A significantly different approach respect to traditional video coding has been represented by Distributed Video Coding (DVC), which introduces a flexible architecture with the design of low complex video encoders. In this paper we propose a novel method for joint source-channel coding in a distributed approach. We choose turbo code for our application and study the new setting of distributed joint source channel coding of a video. Turbo code allows to send the minimum amount of data while guaranteeing near channel capacity error correcting performance. In this contribution, the mathematical framework will be fully detailed and tradeoff among redundancy and perceived quality and quality of experience will be analyzed with the aid of numerical experiments.

  1. Design Effectiveness Analysis of a Media Literacy Intervention to Reduce Violent Video Games Consumption Among Adolescents: The Relevance of Lifestyles Segmentation.

    Science.gov (United States)

    Rivera, Reynaldo; Santos, David; Brändle, Gaspar; Cárdaba, Miguel Ángel M

    2016-04-01

    Exposure to media violence might have detrimental effects on psychological adjustment and is associated with aggression-related attitudes and behaviors. As a result, many media literacy programs were implemented to tackle that major public health issue. However, there is little evidence about their effectiveness. Evaluating design effectiveness, particularly regarding targeting process, would prevent adverse effects and improve the evaluation of evidence-based media literacy programs. The present research examined whether or not different relational lifestyles may explain the different effects of an antiviolence intervention program. Based on relational and lifestyles theory, the authors designed a randomized controlled trial and applied an analysis of variance 2 (treatment: experimental vs. control) × 4 (lifestyle classes emerged from data using latent class analysis: communicative vs. autonomous vs. meta-reflexive vs. fractured). Seven hundred and thirty-five Italian students distributed in 47 classes participated anonymously in the research (51.3% females). Participants completed a lifestyle questionnaire as well as their attitudes and behavioral intentions as the dependent measures. The results indicated that the program was effective in changing adolescents' attitudes toward violence. However, behavioral intentions toward consumption of violent video games were moderated by lifestyles. Those with communicative relational lifestyles showed fewer intentions to consume violent video games, while a boomerang effect was found among participants with problematic lifestyles. Adolescents' lifestyles played an important role in influencing the effectiveness of an intervention aimed at changing behavioral intentions toward the consumption of violent video games. For that reason, audience lifestyle segmentation analysis should be considered an essential technique for designing, evaluating, and improving media literacy programs. © The Author(s) 2016.

  2. Designing an intuitive web application for drug discovery scientists.

    Science.gov (United States)

    Karamanis, Nikiforos; Pignatelli, Miguel; Carvalho-Silva, Denise; Rowland, Francis; Cham, Jennifer A; Dunham, Ian

    2018-01-11

    Here, we discuss how we designed the Open Targets Platform (www.targetvalidation.org), an intuitive application for bench scientists working in early drug discovery. To meet the needs of our users, we applied lean user experience (UX) design methods: we started engaging with users very early and carried out research, design and evaluation activities within an iterative development process. We also emphasize the collaborative nature of applying lean UX design, which we believe is a foundation for success in this and many other scientific projects. Copyright © 2018. Published by Elsevier Ltd.

  3. Application of mechatronic design approach in a reconfigurable manufacturing environment

    CSIR Research Space (South Africa)

    Xing, B

    2008-12-01

    Full Text Available University developed RMTS (Reconfigurable Modular Manipulator System) [5]. They identified the The Application of Mechatronic Design Approach in a Reconfigurable Manufacturing Environment Bo Xing1, Nkgatho S. Tlale1, and Glen Bright2 1 Council of Science...VIP08),2-4 Dec 2008,Auckland,New-Zealand © 2008 ISBN: 978-0-473-13532-4 138 characteristics of reconfigurable machine design as a task based design and developed a design methodology for reconfigurable manipulators from the kinematics task...

  4. Statistical Analysis of Designed Experiments Theory and Applications

    CERN Document Server

    Tamhane, Ajit C

    2012-01-01

    A indispensable guide to understanding and designing modern experiments The tools and techniques of Design of Experiments (DOE) allow researchers to successfully collect, analyze, and interpret data across a wide array of disciplines. Statistical Analysis of Designed Experiments provides a modern and balanced treatment of DOE methodology with thorough coverage of the underlying theory and standard designs of experiments, guiding the reader through applications to research in various fields such as engineering, medicine, business, and the social sciences. The book supplies a foundation for the

  5. LOGICAL DESIGN OF THE APPLICATION REGARDING FINANCIAL STATEMENTS SUBMISSION

    Directory of Open Access Journals (Sweden)

    CLAUDIA ISAC

    2011-01-01

    Full Text Available System outputs are the results of automatic processing, and they represent one of the main means of materialization of the objectives of any computing system. This means providing on-demand or periodic data needed by the real system. Thus, the contents of this paper present the main elements of the logical design of the application that submits eFinance annual financial statements, elements related to designing outputs, to designing inputs, selecting and designing the database, implementing secure transactions with PHP and MySQL.

  6. Camcorder 101: Buying and Using Video Cameras.

    Science.gov (United States)

    Catron, Louis E.

    1991-01-01

    Lists nine practical applications of camcorders to theater companies and programs. Discusses the purchase of video gear, camcorder features, accessories, the use of the camcorder in the classroom, theater management, student uses, and video production. (PRA)

  7. Conceptual Design of a Mobile Application for Geography Fieldwork Learning

    Directory of Open Access Journals (Sweden)

    Xiaoling Wang

    2017-11-01

    Full Text Available The use of mobile applications on smartphones has a vast potential to support learning in the field. However, all learning technologies should be properly designed. To this end, we adopt User-Centered Design (UCD to design a mobile application, called GeoFARA (Geography Fieldwork Augmented Reality Application, for university geography fieldwork. This paper is about the conceptual design of GeoFARA based on its use and user requirements. The paper first establishes a review of selected existing mobile AR applications for outdoor use, in order to identify the innovative aspects and the improvements of GeoFARA. Thereafter, we present the results of use and user requirements derived from (1 an online survey of the current use of tools in undergraduate geography fieldwork, (2 a field experiment in which the use of paper maps and a mobile mapping tool were compared, (3 investigations during a human geography fieldwork, (4 post-fieldwork surveys among undergraduates from two universities, (5 our use case, and (6 a use scenario. Based on these requirements, a conceptual design of GeoFARA is provided in terms of technical specifications, main contents, functionalities, as well as user interactions and interfaces. This conceptual design will guide the future prototype development of GeoFARA.

  8. Maritime wideband communication networks video transmission scheduling

    CERN Document Server

    Yang, Tingting

    2014-01-01

    This Springer Brief covers emerging maritime wideband communication networks and how they facilitate applications such as maritime distress, urgency, safety and general communications. It provides valuable insight on the data transmission scheduling and protocol design for the maritime wideband network. This brief begins with an introduction to maritime wideband communication networks including the architecture, framework, operations and a comprehensive survey on current developments. The second part of the brief presents the resource allocation and scheduling for video packet transmission wit

  9. SHPE: HTN Planning for Video Games

    OpenAIRE

    Menif, Alexandre; Jacopin, Eric; Cazenave, Tristan

    2014-01-01

    International audience; This article describes SHPE (Simple Hierarchical Planning Engine), a hierarchical task network planning system designed to generate dynamic behaviours for real-time video games. SHPE is based on a combination of domain compilation and procedural task application/decomposition techniques in order to compute plans in a very short time-frame. The planner has been able to return relevant plans in less than three milliseconds for several problem instances of the SimpleFPS p...

  10. We!Design: A Student-Centred Participatory Methodology for the Design of Educational Applications

    Science.gov (United States)

    Triantafyllakos, George N.; Palaigeorgiou, George E.; Tsoukalas, Ioannis A.

    2008-01-01

    The development of educational applications has always been a challenging and complex issue, mainly because of the complications imposed by the cognitive and psychological aspects of student-computer interactions. This article presents a methodology, named We!Design, that tries to encounter the complexity of educational applications development…

  11. 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

  12. Wireless Sensor/Actuator Network Design for Mobile Control Applications

    Directory of Open Access Journals (Sweden)

    Youxian Sung

    2007-10-01

    Full Text Available Wireless sensor/actuator networks (WSANs are emerging as a new generationof sensor networks. Serving as the backbone of control applications, WSANs will enablean unprecedented degree of distributed and mobile control. However, the unreliability ofwireless communications and the real-time requirements of control applications raise greatchallenges for WSAN design. With emphasis on the reliability issue, this paper presents anapplication-level design methodology for WSANs in mobile control applications. Thesolution is generic in that it is independent of the underlying platforms, environment,control system models, and controller design. To capture the link quality characteristics interms of packet loss rate, experiments are conducted on a real WSAN system. From theexperimental observations, a simple yet efficient method is proposed to deal withunpredictable packet loss on actuator nodes. Trace-based simulations give promisingresults, which demonstrate the effectiveness of the proposed approach.

  13. Application of Simple CFD Models in Smoke Ventilation Design

    DEFF Research Database (Denmark)

    Brohus, Henrik; Nielsen, Peter Vilhelm; la Cour-Harbo, Hans

    2004-01-01

    is used for the examination. The CFD model is compared with benchmark tests and results from a special application fire simulation CFD code. Apart from benchmark tests two practical applications are examined in shape of modelling a fire in a theatre and a double façade, respectively. The simple CFD model...... uses a standard k-ε turbulence model. Simulations comprise both steady-state and dynamic approaches. Several boundary conditions are tested. Finally, the paper discusses the prospects of simple CFD models in smoke ventilation design including the inherent limitations.......The paper examines the possibilities of using simple CFD models in practical smoke ventilation design. The aim is to assess if it is possible with a reasonable accuracy to predict the behaviour of smoke transport in case of a fire. A CFD code mainly applicable for “ordinary” ventilation design...

  14. The Design, Development, and Evaluation of a Qualitative Data Collection Application for Pregnant Women.

    Science.gov (United States)

    Keedle, Hazel; Schmied, Virginia; Burns, Elaine; Dahlen, Hannah

    2018-01-01

    This article explores the development and evaluation of a smartphone mobile software application (app) to collect qualitative data. The app was specifically designed to capture real-time qualitative data from women planning a vaginal birth after caesarean delivery. This article outlines the design and development of the app to include funding, ethics, and the recruitment of an app developer, as well as the evaluation of using the app by seven participants. Data collection methods used in qualitative research include interviews and focus groups (either online, face-to-face, or by phone), participant diaries, or observations of interactions. This article identifies an alternative data collection methodology using a smartphone app to collect real-time data. The app provides real-time data and instant access to data alongside the ability to access participants from a variety of locations. This allows the researcher to gain insight into the experiences of participants through audio or video recordings in longitudinal studies without the need for constant interactions or interviews with participants. Using smartphone applications can allow researchers to access participants who are traditionally hard to reach and access their data in real time. Evaluating these apps before use in research is invaluable. © 2017 Sigma Theta Tau International.

  15. Electric vehicle machines and drives design, analysis and application

    CERN Document Server

    Chau, K

    2015-01-01

    A timely comprehensive reference consolidates the research and development of electric vehicle machines and drives for electric and hybrid propulsions • Focuses on electric vehicle machines and drives • Covers the major technologies in the area including fundamental concepts and applications • Emphasis the design criteria, performance analyses and application examples or potentials of various motor drives and machine systems • Accompanying website includes the simulation models and outcomes as supplementary material

  16. The Design and Development of BMI Calc Android Application

    Science.gov (United States)

    Mohd Ali, Iliana; Samsudin, Nooraida

    2016-11-01

    Body mass index is a familiar term for those who are weight conscious. It is the term that let user know about the overall body composition in terms of fat.The available body mass index calculators whether online or on Play Store do not provide Malaysian meal suggestions. Hence, this paper proposes an application for body mass index calculator together with Malaysian meal suggestion. The objectives of the study are to design and develop BMI Calc android application for the purpose of calculating body mass index while embedding meal suggestion module. The design and methodology involve in the process are also presented.

  17. Transformers and inductors for power electronics theory, design and applications

    CERN Document Server

    Hurley, WG

    2013-01-01

    Based on the fundamentals of electromagnetics, this clear and concise text explains basic and applied principles of transformer and inductor design for power electronic applications. It details both the theory and practice of inductors and transformers employed to filter currents, store electromagnetic energy, provide physical isolation between circuits, and perform stepping up and down of DC and AC voltages. The authors present a broad range of applications from modern power conversion systems. They provide rigorous design guidelines based on a robust methodology for inductor and transform

  18. Intelligent computer systems in engineering design principles and applications

    CERN Document Server

    Sunnersjo, Staffan

    2016-01-01

    This introductory book discusses how to plan and build useful, reliable, maintainable and cost efficient computer systems for automated engineering design. The book takes a user perspective and seeks to bridge the gap between texts on principles of computer science and the user manuals for commercial design automation software. The approach taken is top-down, following the path from definition of the design task and clarification of the relevant design knowledge to the development of an operational system well adapted for its purpose. This introductory text for the practicing engineer working in industry covers most vital aspects of planning such a system. Experiences from applications of automated design systems in practice are reviewed based on a large number of real, industrial cases. The principles behind the most popular methods in design automation are presented with sufficient rigour to give the user confidence in applying them on real industrial problems. This book is also suited for a half semester c...

  19. Digital sonar design in underwater acoustics principles and applications

    CERN Document Server

    Li, Qihu

    2012-01-01

    "Digital Sonar Design in Underwater Acoustics Principles and Applications" provides comprehensive and up-to-date coverage of research on sonar design, including the basic theory and techniques of digital signal processing, basic concept of information theory, ocean acoustics, underwater acoustic signal propagation theory, and underwater signal processing theory. This book discusses the general design procedure and approaches to implementation, the design method, system simulation theory and techniques, sonar tests in the laboratory, lake and sea, and practical validation criteria and methods for digital sonar design. It is intended for researchers in the fields of underwater signal processing and sonar design, and also for navy officers and ocean explorers. Qihu Li is a professor at the Institute of Acoustics, Chinese Academy of Sciences, and an academician of the Chinese Academy of Sciences.

  20. The application of mixed methods designs to trauma research.

    Science.gov (United States)

    Creswell, John W; Zhang, Wanqing

    2009-12-01

    Despite the use of quantitative and qualitative data in trauma research and therapy, mixed methods studies in this field have not been analyzed to help researchers designing investigations. This discussion begins by reviewing four core characteristics of mixed methods research in the social and human sciences. Combining these characteristics, the authors focus on four select mixed methods designs that are applicable in trauma research. These designs are defined and their essential elements noted. Applying these designs to trauma research, a search was conducted to locate mixed methods trauma studies. From this search, one sample study was selected, and its characteristics of mixed methods procedures noted. Finally, drawing on other mixed methods designs available, several follow-up mixed methods studies were described for this sample study, enabling trauma researchers to view design options for applying mixed methods research in trauma investigations.

  1. Designing a diabetes mobile application with social network support.

    Science.gov (United States)

    Chomutare, Taridzo; Tatara, Naoe; Årsand, Eirik; Hartvigsen, Gunnar

    2013-01-01

    Although mobile applications and social media have emerged as important facets of the Internet, their role in healthcare is still not well-understood. We present design artefacts, inspired by persuasive technology concepts, from a study of social media as part of a diabetes mHealth application. We used the design science approach for mobile application design, and real-life user testing and focus group meetings to test the application over a 12-week period with 7 participants. Based on the System Usability Score (SUS), the mobile application scored an average of 84.6 (SD=13.2), which represents a fairly high usability score compared to the literature. Regression analysis on the daily blood glucose levels showed significant decreases for some patients, and although the study is not powered, the HbA1c showed a promising trend, and self-efficacy marginally increased. Incorporating persuasive elements such as blood glucose tracking and visualisation, and social media access directly from the mobile application produced promising results that warrant a larger study of behaviour change for people with diabetes.

  2. Multi-robot team design for real-world applications

    Energy Technology Data Exchange (ETDEWEB)

    Parker, L.E.

    1996-10-01

    Many of these applications are in dynamic environments requiring capabilities distributed in functionality, space, or time, and therefore often require teams of robots to work together. While much research has been done in recent years, current robotics technology is still far from achieving many of the real world applications. Two primary reasons for this technology gap are that (1) previous work has not adequately addressed the issues of fault tolerance and adaptivity in multi-robot teams, and (2) existing robotics research is often geared at specific applications and is not easily generalized to different, but related, applications. This paper addresses these issues by first describing the design issues of key importance in these real-world cooperative robotics applications: fault tolerance, reliability, adaptivity, and coherence. We then present a general architecture addressing these design issues (called ALLIANCE) that facilities multi-robot cooperation of small- to medium-sized teams in dynamic environments, performing missions composed of loosely coupled subtasks. We illustrate an implementation of ALLIANCE in a real-world application, called Bounding Overwatch, and then discuss how this architecture addresses our key design issues.

  3. Design of Piezoelectric PZT Cantilever for Actuator Application

    OpenAIRE

    Abhay B. JOSHI; Dhananjay BODAS; S.A.GANGAL

    2010-01-01

    Piezoelectric MEMS cantilever is used as a basic element in sensing and actuation. This paper proposes a structural design of MEMS cantilever for actuator application based on bulk MEMS micromachining technique. The structure consists of a silicon dioxide cantilever with an attached piezoelectric layer. The cantilever is designed using analytical modeling and simulation tool: CoventorWare2009. Analytical and simulation results demonstrate deflection of 5.9 µm/V and 2.9 µm/V respectively with ...

  4. Designing Interaction Spaces for Rich Internet Applications with UML

    DEFF Research Database (Denmark)

    Dolog, Peter; Stage, Jan

    2007-01-01

    In this paper, we propose a new method for designing rich internet applications. The design process uses results from an object-oriented analysis and employs interaction spaces as the basic abstraction mechanism. State diagrams are employed as refinements of interaction spaces and task models to ...... to specify synchronization events and follow up actions on the client and server side. The notation is based on UML....

  5. Design and Fabrication of Waveguide Optics for Imaging Applications

    OpenAIRE

    Babu, P; Ganganagunta, S.

    2017-01-01

    Due to the non-ionizing property, researchers have chosen to investigate terahertz radiation (THz) Imaging instrumentation for Bio-Sensing applications. The present work is to design and fabricate a near field lens that can focus guided terahertz radiation to a microscopic region for the detection of cancer-affected cells in Biological tissue. Operational characteristics such as field of view, optical loss factor, and hydrophobicity must be included to achieve an effective design of the lens.

  6. Design and economic justification of group blanks application

    Directory of Open Access Journals (Sweden)

    V. Todić

    2012-04-01

    Full Text Available Within the manufacturing process planning, blanks are either selected or designed, respectively forms of input material for the manufacture of products. Reviewed in this paper are three types of group blanks: group castings, group forgings manufactured by closed die forging and free forging, and group blanks manufactured by pressing melted metal in casts. The paper also presents requisites for design and evaluation of economic justification of group blanks application.

  7. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

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

  8. License Application Design Selection Report, REV 01. August 1999

    Energy Technology Data Exchange (ETDEWEB)

    Hastings, C.R.

    1999-08-30

    In December 1998, the U.S. Department of Energy (DOE) published the ''Viability Assessment of a Repository at Yucca Mountain'' (DOE 1998b). The Viability Assessment described a preliminary design of a potential repository at Yucca Mountain, Nevada, for disposal of spent nuclear fuel and high-level radioactive waste, and assessed the probable behavior of that repository design in the Yucca Mountain geologic setting. The report concluded that 'Yucca Mountain remains a promising site for a geologic repository and that work should proceed to support a decision in 2001 on whether to recommend the site to the President for development as a repository'. It also concluded that 'uncertainties remain about key natural processes, the preliminary design, and how the site and design would interact'. Recognizing that the design that was evaluated will be refined before a license application could be submitted, the Viability Aassesment notes that 'DOE is evaluating several design options and alternatives that could reduce existing uncertainty and improve the performance of the repository system'. During the preparation of the Viability Assessment, DOE asked the contractor for the Civilian Radioactive Waste Management Program to study alternative design concepts for a potential geologic repository for high-level radioactive waste at Yucca Mountain. The License Application Design Selection (LADS) project was initiated to conduct that study. The goal of the project was to develop and evaluate a diverse range of conceptual repository designs that work well in concert with the Yucca Mountain site and to recommend an initial design concept for the possible Site Recommendation and License Apllication. This report presents the results of the LADS project. The design process consisted of two phases. In Phase I, a series of basic design concepts (design alternatives) and components (design features) were analyzed for their potential value

  9. Mobile and Social: Ten Best Practices for Designing Mobile Applications

    Directory of Open Access Journals (Sweden)

    Liviu LICA

    2010-01-01

    Full Text Available This paper gives ten best practices for designing mobile applications that have social-networking functions. The need for such an approach is given by the rapid growth in impor-tance of both social networks and mobile applications. In order to make it easy to follow where the best practices come from, the paper starts with a look at why social networks are more than just a buzz word and at how the field of mobile applications is evolving. It also shows how and why the two fields go together so well. To further make the point, there is a case study of four interesting mobile applications that are textbooks examples of successful applications. The best practices are based on research done for this article and on the extensive knowledge of the author.

  10. RF power harvesting: a review on designing methodologies and applications

    Science.gov (United States)

    Tran, Le-Giang; Cha, Hyouk-Kyu; Park, Woo-Tae

    2017-12-01

    Wireless power transmission was conceptualized nearly a century ago. Certain achievements made to date have made power harvesting a reality, capable of providing alternative sources of energy. This review provides a summ ary of radio frequency (RF) power harvesting technologies in order to serve as a guide for the design of RF energy harvesting units. Since energy harvesting circuits are designed to operate with relatively small voltages and currents, they rely on state-of-the-art electrical technology for obtaining high efficiency. Thus, comprehensive analysis and discussions of various designs and their tradeoffs are included. Finally, recent applications of RF power harvesting are outlined.

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

    Science.gov (United States)

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

    2013-12-01

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

  12. User Interface Design in Medical Distributed Web Applications.

    Science.gov (United States)

    Serban, Alexandru; Crisan-Vida, Mihaela; Mada, Leonard; Stoicu-Tivadar, Lacramioara

    2016-01-01

    User interfaces are important to facilitate easy learning and operating with an IT application especially in the medical world. An easy to use interface has to be simple and to customize the user needs and mode of operation. The technology in the background is an important tool to accomplish this. The present work aims to creating a web interface using specific technology (HTML table design combined with CSS3) to provide an optimized responsive interface for a complex web application. In the first phase, the current icMED web medical application layout is analyzed, and its structure is designed using specific tools, on source files. In the second phase, a new graphic adaptable interface to different mobile terminals is proposed, (using HTML table design (TD) and CSS3 method) that uses no source files, just lines of code for layout design, improving the interaction in terms of speed and simplicity. For a complex medical software application a new prototype layout was designed and developed using HTML tables. The method uses a CSS code with only CSS classes applied to one or multiple HTML table elements, instead of CSS styles that can be applied to just one DIV tag at once. The technique has the advantage of a simplified CSS code, and a better adaptability to different media resolutions compared to DIV-CSS style method. The presented work is a proof that adaptive web interfaces can be developed just using and combining different types of design methods and technologies, using HTML table design, resulting in a simpler to learn and use interface, suitable for healthcare services.

  13. An Impact Velocity Device Design for Blood Spatter Pattern Generation with Considerations for High-Speed Video Analysis.

    Science.gov (United States)

    Stotesbury, Theresa; Illes, Mike; Vreugdenhil, Andrew J

    2016-03-01

    A mechanical device that uses gravitational and spring compression forces to create spatter patterns of known impact velocities is presented and discussed. The custom-made device uses either two or four springs (k1 = 267.8 N/m, k2 = 535.5 N/m) in parallel to create seventeen reproducible impact velocities between 2.1 and 4.0 m/s. The impactor is held at several known spring extensions using an electromagnet. Trigger inputs to the high-speed video camera allow the user to control the magnet's release while capturing video footage simultaneously. A polycarbonate base is used to allow for simultaneous monitoring of the side and bottom views of the impact event. Twenty-four patterns were created across the impact velocity range and analyzed using HemoSpat. Area of origin estimations fell within an acceptable range (ΔXav = -5.5 ± 1.9 cm, ΔYav = -2.6 ± 2.8 cm, ΔZav = +5.5 ± 3.8 cm), supporting distribution analysis for the use in research or bloodstain pattern training. This work provides a framework for those interested in developing a robust impact device. © 2015 American Academy of Forensic Sciences.

  14. Performance of RGB laser-based projection for video walls

    Science.gov (United States)

    Hickl, Peter

    2017-10-01

    The laser phosphor concept is currently the common approach for most applications to introduce laser as a projection light source. However, this concept bears quite some disadvantages for rear-projection video walls. Therefore, Barco has developed a RGB laser design for use in the control room market with tailor-made performance.

  15. CamBAfx: Workflow Design, Implementation and Application for Neuroimaging

    Science.gov (United States)

    Ooi, Cinly; Bullmore, Edward T.; Wink, Alle-Meije; Sendur, Levent; Barnes, Anna; Achard, Sophie; Aspden, John; Abbott, Sanja; Yue, Shigang; Kitzbichler, Manfred; Meunier, David; Maxim, Voichita; Salvador, Raymond; Henty, Julian; Tait, Roger; Subramaniam, Naresh; Suckling, John

    2009-01-01

    CamBAfx is a workflow application designed for both researchers who use workflows to process data (consumers) and those who design them (designers). It provides a front-end (user interface) optimized for data processing designed in a way familiar to consumers. The back-end uses a pipeline model to represent workflows since this is a common and useful metaphor used by designers and is easy to manipulate compared to other representations like programming scripts. As an Eclipse Rich Client Platform application, CamBAfx's pipelines and functions can be bundled with the software or downloaded post-installation. The user interface contains all the workflow facilities expected by consumers. Using the Eclipse Extension Mechanism designers are encouraged to customize CamBAfx for their own pipelines. CamBAfx wraps a workflow facility around neuroinformatics software without modification. CamBAfx's design, licensing and Eclipse Branding Mechanism allow it to be used as the user interface for other software, facilitating exchange of innovative computational tools between originating labs. PMID:19826470

  16. Advances in product family and product platform design methods & applications

    CERN Document Server

    Jiao, Jianxin; Siddique, Zahed; Hölttä-Otto, Katja

    2014-01-01

    Advances in Product Family and Product Platform Design: Methods & Applications highlights recent advances that have been made to support product family and product platform design and successful applications in industry. This book provides not only motivation for product family and product platform design—the “why” and “when” of platforming—but also methods and tools to support the design and development of families of products based on shared platforms—the “what”, “how”, and “where” of platforming. It begins with an overview of recent product family design research to introduce readers to the breadth of the topic and progresses to more detailed topics and design theory to help designers, engineers, and project managers plan, architect, and implement platform-based product development strategies in their companies. This book also: Presents state-of-the-art methods and tools for product family and product platform design Adopts an integrated, systems view on product family and pro...

  17. Rate-Adaptive Video Compression (RAVC) Universal Video Stick (UVS)

    Science.gov (United States)

    Hench, David L.

    2009-05-01

    The H.264 video compression standard, aka MPEG 4 Part 10 aka Advanced Video Coding (AVC) allows new flexibility in the use of video in the battlefield. This standard necessitates encoder chips to effectively utilize the increased capabilities. Such chips are designed to cover the full range of the standard with designers of individual products given the capability of selecting the parameters that differentiate a broadcast system from a video conferencing system. The SmartCapture commercial product and the Universal Video Stick (UVS) military versions are about the size of a thumb drive with analog video input and USB (Universal Serial Bus) output and allow the user to select the parameters of imaging to the. Thereby, allowing the user to select video bandwidth (and video quality) using four dimensions of quality, on the fly, without stopping video transmission. The four dimensions are: 1) spatial, change from 720 pixel x 480 pixel to 320 pixel x 360 pixel to 160 pixel x 180 pixel, 2) temporal, change from 30 frames/ sec to 5 frames/sec, 3) transform quality with a 5 to 1 range, 4) and Group of Pictures (GOP) that affects noise immunity. The host processor simply wraps the H.264 network abstraction layer packets into the appropriate network packets. We also discuss the recently adopted scalable amendment to H.264 that will allow limit RAVC at any point in the communication chain by throwing away preselected packets.

  18. Face Recognition and Tracking in Videos

    Directory of Open Access Journals (Sweden)

    Swapnil Vitthal Tathe

    2017-07-01

    Full Text Available Advancement in computer vision technology and availability of video capturing devices such as surveillance cameras has evoked new video processing applications. The research in video face recognition is mostly biased towards law enforcement applications. Applications involves human recognition based on face and iris, human computer interaction, behavior analysis, video surveillance etc. This paper presents face tracking framework that is capable of face detection using Haar features, recognition using Gabor feature extraction, matching using correlation score and tracking using Kalman filter. The method has good recognition rate for real-life videos and robust performance to changes due to illumination, environmental factors, scale, pose and orientations.

  19. Research on key technologies in multiview video and interactive multiview video streaming

    OpenAIRE

    Xiu, Xiaoyu

    2011-01-01

    Emerging video applications are being developed where multiple views of a scene are captured. Two central issues in the deployment of future multiview video (MVV) systems are compression efficiency and interactive video experience, which makes it necessary to develop advanced technologies on multiview video coding (MVC) and interactive multiview video streaming (IMVS). The former aims at efficient compression of all MVV data in a ratedistortion (RD) optimal manner by exploiting both temporal ...

  20. Application software, domain-specific languages, and language design assistants

    NARCIS (Netherlands)

    J. Heering (Jan)

    2000-01-01

    textabstractWhile application software does the real work, domain-specific languages (DSLs) are tools to help produce it efficiently, and language design assistants in turn are meta-tools to help produce DSLs quickly. DSLs are already in wide use (HTML for web pages, Excel macros for spreadsheet

  1. 40 CFR 63.460 - Applicability and designation of source.

    Science.gov (United States)

    2010-07-01

    ... products, solvent cleaning machines used in the manufacture of narrow tubing, and continuous web cleaning... National Emission Standards for Halogenated Solvent Cleaning § 63.460 Applicability and designation of... cold, and batch cold solvent cleaning machine that uses any solvent containing methylene chloride (CAS...

  2. Design of an active array filtenna for radar applications

    NARCIS (Netherlands)

    Cifola, L.; Gerini, G.; Berg, S. van den; Water, F. van de

    2014-01-01

    A novel design of an S-band active array antenna with enhanced frequency selectivity properties, for radar applications, is presented. The array unit cell consists of a stacked-patch radiator, characterized by an operational bandwidth of [2.8 - 3.4] GHz. A microstrip two-pole band pass filter is

  3. Statistical Applications and Quantitative Design for Injury Prevention ...

    African Journals Online (AJOL)

    editor of the International Journal of Injury Control and Safety Promotion, conducted a five-day workshop on “Statistical applications and quantitative design for injury prevention research” from 18–21 August 2008 at the MRC in Cape Town, South Africa. The target audience for this workshop was researchers (with some ...

  4. Applications of Ontology Design Patterns in Biomedical Ontologies

    Science.gov (United States)

    Mortensen, Jonathan M.; Horridge, Matthew; Musen, Mark A.; Noy, Natalya F.

    2012-01-01

    Ontology design patterns (ODPs) are a proposed solution to facilitate ontology development, and to help users avoid some of the most frequent modeling mistakes. ODPs originate from similar approaches in software engineering, where software design patterns have become a critical aspect of software development. There is little empirical evidence for ODP prevalence or effectiveness thus far. In this work, we determine the use and applicability of ODPs in a case study of biomedical ontologies. We encoded ontology design patterns from two ODP catalogs. We then searched for these patterns in a set of eight ontologies. We found five patterns of the 69 patterns. Two of the eight ontologies contained these patterns. While ontology design patterns provide a vehicle for capturing formally reoccurring models and best practices in ontology design, we show that today their use in a case study of widely used biomedical ontologies is limited. PMID:23304337

  5. Design Patterns Application in the ERP Systems Improvements

    Science.gov (United States)

    Jovičić, Bojan; Vlajić, Siniša

    Design patterns application have long been present in software engineering. The same is true for ERP systems in business software. Is it possible that ERP systems do not have a good maintenance score? We have found out that there is room for maintenance improvement and that it is possible to improve ERP systems using design patterns. We have conducted comparative analysis of ease of maintenance of the ERP systems. The results show that the average score for our questions is 64%, with most answers for ERP systems like SAP, Oracle EBS, Dynamics AX. We found that 59% of ERP system developer users are not familiar with design patterns. Based on this research, we have chosen Dynamics AX as the ERP system for examination of design patterns improvement possibilities. We used software metrics to measure improvement possibility. We found that we could increase the Conditional Complexity score 17-fold by introducing design patterns.

  6. Honeycomb technology materials, design, manufacturing, applications and testing

    CERN Document Server

    Bitzer, Tom

    1997-01-01

    Honeycomb Technology is a guide to honeycomb cores and honeycomb sandwich panels, from the manufacturing methods by which they are produced, to the different types of design, applications for usage and methods of testing the materials. It explains the different types of honeycomb cores available and provides tabulated data of their properties. The author has been involved in the testing and design of honeycomb cores and sandwich panels for nearly 30 years. Honeycomb Technology reflects this by emphasizing a `hands-on' approach and discusses procedures for designing sandwich panels, explaining the necessary equations. Also included is a section on how to design honeycomb energy absorbers and one full chapter discussing honeycomb core and sandwich panel testing. Honeycomb Technology will be of interest to engineers in the aircraft, aerospace and building industries. It will also be of great use to engineering students interested in basic sandwich panel design.

  7. 37 CFR 1.154 - Arrangement of application elements in a design application.

    Science.gov (United States)

    2010-07-01

    ...) Description of the figure or figures of the drawing. (5) Feature description. (6) A single claim. (c) The text... the applicant, title of the design, and a brief description of the nature and intended use of the...

  8. Alloy Development, Manufacturing and Design for Magnesium Applications

    Science.gov (United States)

    Luo, Alan A.

    Materials, manufacturing and design are critical pillars in lightweight structures. As the lightest structural metal, magnesium has emerged as a promising structural material for lightweight applications in automotive and other transportation industries. This talk presents examples of magnesium alloy development using phase equilibria calculations and experimental validation. This talk will also summarize the latest process innovations in magnesium manufacturing (casting, forming and joining) for structural applications. Process simulation and multi-scale microstructure modeling techniques are used to develop and optimize these manufacturing processes for automotive lightweighting. Engineering design is a system optimization and iteration process that combines material properties and manufacturing processes to meet product requirements at the lowest mass and/or cost. Future trends in multi-material applications and the integrated computational materials engineering (ICME) are also discussed.

  9. Partial gravity habitat study: With application to lunar base design

    Science.gov (United States)

    Capps, Stephen; Lorandos, Jason; Akhidime, Eval; Bunch, Michael; Lund, Denise; Moore, Nathan; Murakawa, Kio; Bell, Larry; Trotti, Guillermo; Neubek, Deb

    1989-01-01

    Comprehensive design requirements associated with designing habitats for humans in a partial gravity environment were investigated and then applied to a lunar base design. Other potential sites for application include planetary surfaces such as Mars, variable gravity research facilities, or a rotating spacecraft. Design requirements for partial gravity environments include: (1) locomotion changes in less than normal Earth gravity; (2) facility design issues, such as interior configuration, module diameter and geometry; and (3) volumetric requirements based on the previous as well as psychological issues involved in prolonged isolation. For application to a Lunar Base, it was necessary to study the exterior architecture and configuration to insure optimum circulation patterns while providing dual egress. Radiation protection issues were addressed to provide a safe and healthy environment for the crew, and finally, the overall site was studied to locate all associated facilities in context with the habitat. Mission planning was not the purpose of this study; therefore, a Lockheed scenario was used as an outline for the Lunar Base application, which was then modified to meet the project needs.

  10. Some design considerations for ceramic components in heat engine applications

    Science.gov (United States)

    Gyekenyesi, John P.

    1986-01-01

    The design methodology for brittle material structures which is being developed and used at the Lewis Research Center for sizing ceramic components in heat engine applications is reviewed. Theoretical aspects of designing with structural ceramics are discussed, and a general purpose reliability program for predicting fast fracture response due to volume distributed flaws is described. Statistical treatment of brittle behavior, based on the Weibull model, is reviewed and its advantages, as well as drawbacks, are listed. A mechanistic statistical fracture theory, proposed by Batdorf to overcome the Weibull model limitations and based on Griffith fracture mechanics, is summarized. Failure probability predictions are made for rotating annular Si3N4 disks using various fracture models, and the results are compared to actual failure data. The application of these design methods to Government funded ceramics engine demonstration programs is surveyed. The uncertainty in observed component performance emphasizes the need for proof testing and improved nondestructive evaluation to guarantee adequate structural integrity.

  11. Application and Analysis of a Cross-Over Design

    Directory of Open Access Journals (Sweden)

    Clive J. Lawrence

    2005-07-01

    Full Text Available In this paper we consider the application and analysis of a cross-over design in a medical problem. Some statistical detail is given of the linear model used and its analysis. This design is in the class of repeated measurement analyses which can, for the medical research worker, be a source of some difficulty. Its application to a study of the constituents of breast-milk, and their possible variation between hand and pump expression is examined. Data for this analysis comes from a study that has been carried out in Exeter, UK, in which information was collected on a number of different aspects of infant feeding. Results for sodium, potassium, and other constituents are reported, together with some discussion of the various practical difficulties that can arise in the organisation of studies of this kind. Comments are included concerning the extension from two to three-period designs, and in the testing of significance.

  12. Application of Enhanced Hadamard Error Correcting Code in Video-Watermarking and his comparison to Reed-Solomon Code

    Directory of Open Access Journals (Sweden)

    Dziech Andrzej

    2017-01-01

    Full Text Available Error Correcting Codes are playing a very important role in Video Watermarking technology. Because of very high compression rate (about 1:200 normally the watermarks can barely survive such massive attacks, despite very sophisticated embedding strategies. It can only work with a sufficient error correcting code method. In this paper, the authors compare the new developed Enhanced Hadamard Error Correcting Code (EHC with well known Reed-Solomon Code regarding its ability to preserve watermarks in the embedded video. The main idea of this new developed multidimensional Enhanced Hadamard Error Correcting Code is to map the 2D basis images into a collection of one-dimensional rows and to apply a 1D Hadamard decoding procedure on them. After this, the image is reassembled, and the 2D decoding procedure can be applied more efficiently. With this approach, it is possible to overcome the theoretical limit of error correcting capability of (d-1/2 bits, where d is a Hamming distance. Even better results could be achieved by expanding the 2D EHC to 3D. To prove the efficiency and practicability of this new Enhanced Hadamard Code, the method was applied to a video Watermarking Coding Scheme. The Video Watermarking Embedding procedure decomposes the initial video trough multi-Level Interframe Wavelet Transform. The low pass filtered part of the video stream is used for embedding the watermarks, which are protected respectively by Enhanced Hadamard or Reed-Solomon Correcting Code. The experimental results show that EHC performs much better than RS Code and seems to be very robust against strong MPEG compression.

  13. A multipath video delivery scheme over diffserv wireless LANs

    Science.gov (United States)

    Man, Hong; Li, Yang

    2004-01-01

    This paper presents a joint source coding and networking scheme for video delivery over ad hoc wireless local area networks. The objective is to improve the end-to-end video quality with the constraint of the physical network. The proposed video transport scheme effectively integrates several networking components including load-aware multipath routing, class based queuing (CBQ), and scalable (or layered) video source coding techniques. A typical progressive video coder, 3D-SPIHT, is used to generate multi-layer source data streams. The coded bitstreams are then segmented into multiple sub-streams, each with a different level of importance towards the final video reconstruction. The underlay wireless ad hoc network is designed to support service differentiation. A contention sensitive load aware routing (CSLAR) protocol is proposed. The approach is to discover multiple routes between the source and the destination, and label each route with a load value which indicates its quality of service (QoS) characteristics. The video sub-streams will be distributed among these paths according to their QoS priority. CBQ is also applied to all intermediate nodes, which gives preference to important sub-streams. Through this approach, the scalable source coding techniques are incorporated with differentiated service (DiffServ) networking techniques so that the overall system performance is effectively improved. Simulations have been conducted on the network simulator (ns-2). Both network layer performance and application layer performance are evaluated. Significant improvements over traditional ad hoc wireless network transport schemes have been observed.

  14. Guest Editorial: Analysis and Retrieval of Events/Actions and Workflows in Video Streams

    DEFF Research Database (Denmark)

    Doulamis, Anastasios; Doulamis, Nikolaos; Bertini, Marco

    2016-01-01

    Cognitive video supervision and event analysis in video sequences is a critical task in many multimedia applications. Methods, tools, and algorithms that aim to detect and recognize high-level concepts and their respective spatiotemporal and causal relations in order to identify semantic video...... activities, actions, and procedures have been in the focus of the research community over the last years. This research area has strong impact on many real-life applications such as service quality assurance, compliance to the designed procedures in industrial plants, surveillance of people-dense areas (e.......g., thematic parks, critical public infrastructures), crisis management in public service areas (e.g., train stations, airports), security (detection of abnormal behaviors in surveillance videos), semantic characterization, and annotation of video streams in various domains (e.g., broadcast or user...

  15. An evaluation of operating room safety and efficiency: pilot utilization of a structured focus group format and three-dimensional video mock-up to inform design decision.

    Science.gov (United States)

    Watkins, Nicholas; Kobelja, Mark; Peavey, Erin; Thomas, Stephen; Lyon, John

    2011-01-01

    The purpose of this investigation was to identify safety and efficiency-related design features for inclusion in operating room (OR) construction documents. Organizations are confronted with an array of challenges when planning an OR, including inefficiencies in operations, adverse events, and a variety of innovations to choose from. Currently, techniques that can be used in design practice and to inform design decision making for implementable OR solutions are limited. The project team used a structured focus group format with mixed methods to solicit 19 varying surgical team members' reactions to a three-dimensional video mock-up of a proposed OR. Data from the 19 participants were analyzed using stepwise multiple regression and content analysis of open-ended responses. Results demonstrate that several features of the proposed OR design predict meaningful outcomes, including flexibility and satisfaction with the OR setup, adverse event prevention, team performance, and distractions and interruptions. Participants' suggested solutions include universal booms to support anesthetic and perfusion capabilities, a fixed circulating nursing workstation that faces the patient and is at the foot of the operating room table, a wall-mounted monitor across from the surgeon, and wiring to support a touch-screen control arm in OR surgical fields. Findings from structured focus groups with mixed methods lead to implementable design solutions for construction documentation. The expeditious qualities and objectivity of the format are value-adds to the design decision-making process. Future research should use various techniques such as virtual technologies and building information modeling.

  16. Performance Evaluation and Parameter Optimization of SoftCast Wireless Video Broadcast

    Directory of Open Access Journals (Sweden)

    Dongxue Yang

    2015-08-01

    Full Text Available Wireless video broadcast plays an imp ortant role in multimedia communication with the emergence of mobile video applications. However, conventional video broadcast designs suffer from a cliff effect due to separated source and channel encoding. The newly prop osed SoftCast scheme employs a cross-layer design, whose reconstructed video quality is prop ortional to the channel condition. In this pap er, we provide the p erformance evaluation and the parameter optimization of the SoftCast system. Optimization principles on parameter selection are suggested to obtain a b etter video quality, o ccupy less bandwidth and/or utilize lower complexity. In addition, we compare SoftCast with H.264 in the LTE EPA scenario. The simulation results show that SoftCast provides a b etter p erformance in the scalability to channel conditions and the robustness to packet losses.

  17. Reliability and accuracy of a goniometer mobile device application for video measurement of the functional movement screen deep squat test.

    Science.gov (United States)

    Krause, David A; Boyd, Michael S; Hager, Allison N; Smoyer, Eric C; Thompson, Anthony T; Hollman, John H

    2015-02-01

    The squat is a fundamental movement of many athletic and daily activities. Methods to clinically assess the squat maneuver range from simple observation to the use of sophisticated equipment. The purpose of this study was to examine the reliability of Coach's Eye (TechSmith Corp), a 2-dimensional (2D) motion analysis mobile device application (app), for assessing maximal sagittal plane hip, knee, and ankle motion during a functional movement screen deep squat, and to compare range of motion values generated by it to those from a Vicon (Vicon Motion Systems Ltd) 3-dimensional (3D) motion analysis system. Twenty-six healthy subjects performed three functional movement screen deep squats recorded simultaneously by both the app (on an iPad [Apple Inc]) and the 3D motion analysis system. Joint angle data were calculated with Vicon Nexus software (Vicon Motion Systems Ltd). The app video was analyzed frame by frame to determine, and freeze on the screen, the deepest position of the squat. With a capacitive stylus reference lines were then drawn on the iPad screen to determine joint angles. Procedures were repeated with approximately 48 hours between sessions. Test-retest intrarater reliability (ICC3,1) for the app at the hip, knee, and ankle was 0.98, 0.98, and 0.79, respectively. Minimum detectable change was hip 6°, knee 6°, and ankle 7°. Hip joint angles measured with the 2D app exceeded measurements obtained with the 3D motion analysis system by approximately 40°. Differences at the knee and ankle were of lower magnitude, with mean differences of 5° and 3°, respectively. Bland-Altman analysis demonstrated a systematic bias in the hip range-of-motion measurement. No such bias was demonstrated at the knee or ankle. The 2D app demonstrated excellent reliability and appeared to be a responsive means to assess for clinical change, with minimum detectable change values ranging from 6° to 7°. These results also suggest that the 2D app may be used as an alternative

  18. Watermarking textures in video games

    Science.gov (United States)

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

    2014-02-01

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

  19. [Video documentation in forensic practice].

    Science.gov (United States)

    Schyma, C; Schyma, P

    1995-01-01

    The authors report in part 1 about their experiences with the Canon Ex1 Hi camcorder and the possibilities of documentation with the modern video technique. Application examples in legal medicine and criminalistics are described autopsy, scene, reconstruction of crimes etc. The online video documentation of microscopic sessions makes the discussion of findings easier. The use of video films for instruction produces a good resonance. The use of the video documentation can be extended by digitizing (Part 2). Two frame grabbers are presented, with which we obtained good results in digitizing of images captured from video. The best quality of images is achieved by online use of an image analysis chain. Corel 5.0 and PicEd Cora 4.0 allow complete image processings and analysis. The digital image processing influences the objectivity of the documentation. The applicabilities of image libraries are discussed.

  20. Initial experience with a robotically operated video optical telescopic-microscope in cranial neurosurgery: feasibility, safety, and clinical applications.

    Science.gov (United States)

    Gonen, Lior; Chakravarthi, Srikant S; Monroy-Sosa, Alejandro; Celix, Juanita M; Kojis, Nathaniel; Singh, Maharaj; Jennings, Jonathan; Fukui, Melanie B; Rovin, Richard A; Kassam, Amin B

    2017-05-01

    OBJECTIVE The move toward better, more effective optical visualization in the field of neurosurgery has been a focus of technological innovation. In this study, the authors' objectives are to describe the feasibility and safety of a new robotic optical platform, namely, the robotically operated video optical telescopic-microscope (ROVOT-m), in cranial microsurgical applications. METHODS A prospective database comprising patients who underwent a cranial procedure between April 2015 and September 2016 was queried, and the first 200 patients who met the inclusion criteria were selected as the cohort for a retrospective chart review. Only adults who underwent microsurgical procedures in which the ROVOT-m was used were considered for the study. Preoperative, intraoperative, and postoperative data were retrieved from electronic medical records. The authors address the feasibility and safety of the ROVOT-m by studying various intraoperative variables and by reporting perioperative morbidity and mortality, respectively. To assess the learning curve, cranial procedures were categorized into 6 progressively increasing complexity groups. The main categories of pathology were I) intracerebral hemorrhages (ICHs); II) intraaxial tumors involving noneloquent regions or noncomplex extraaxial tumors; III) intraaxial tumors involving eloquent regions; IV) skull base pathologies; V) intraventricular lesions; and VI) cerebrovascular lesions. In addition, the entire cohort was evenly divided into early and late cohorts. RESULTS The patient cohort comprised 104 female (52%) and 96 male (48%) patients with a mean age of 56.7 years. The most common pathological entities encountered were neoplastic lesions (153, 76.5%), followed by ICH (20, 10%). The distribution of cases by complexity categories was 11.5%, 36.5%, 22%, 20%, 3.5%, and 6.5% for Categories I, II, II, IV, V, and VI, respectively. In all 200 cases, the surgical goal was achieved without the need for intraoperative conversion