Bolle, R. M.; Yeo, B.-L.; Yeung, M.
Digital video databases are becoming more and more pervasive and finding video of interest in large databases is rapidly becoming a problem. Intelligent means of quick content-based video retrieval and content-based rapid video viewing is, therefore, an important topic of research. Video is a rich source of data, it contains visual and audio information, and in many cases, there is text associated with the video. Content-based video retrieval should use all this information in an efficient and effective way. From a human perspective, a video query can be viewed as an iterated sequence of navigating, searching, browsing, and viewing. This paper addresses video search in terms of these phases.
Du, Xun; Li, Honglin; Ahalt, Stanley C.
The term Content-Based appears often in applications for which MPEG-7 is expected to play a significant role. MPEG-7 standardizes descriptors of multimedia content, and while compression is not the primary focus of MPEG-7, the descriptors defined by MPEG-7 can be used to reconstruct a rough representation of an original multimedia source. In contrast, current image and video compression standards such as JPEG and MPEG are not designed to encode at the very low bit-rates that could be accomplished with MPEG-7 using descriptors. In this paper we show that content-based mechanisms can be introduced into compression algorithms to improve the scalability and functionality of current compression methods such as JPEG and MPEG. This is the fundamental idea behind Content-Based Compression (CBC). Our definition of CBC is a compression method that effectively encodes a sufficient description of the content of an image or a video in order to ensure that the recipient is able to reconstruct the image or video to some degree of accuracy. The degree of accuracy can be, for example, the classification error rate of the encoded objects, since in MPEG-7 the classification error rate measures the performance of the content descriptors. We argue that the major difference between a content-based compression algorithm and conventional block-based or object-based compression algorithms is that content-based compression replaces the quantizer with a more sophisticated classifier, or with a quantizer which minimizes classification error. Compared to conventional image and video compression methods such as JPEG and MPEG, our results show that content-based compression is able to achieve more efficient image and video coding by suppressing the background while leaving the objects of interest nearly intact.
Petkovic, M.; Jonker, Willem
An increasing number of large publicly available video libraries results in a demand for techniques that can manipulate the video data based on content. In this paper, we present a content-based video retrieval system called Cobra. The system supports automatic extraction and retrieval of high-level
Yu, Yiqing; Liu, Huayong; Wang, Hongbin; Zhou, Dongru
In this paper, we propose content-based video retrieval, which is a kind of retrieval by its semantical contents. Because video data is composed of multimodal information streams such as video, auditory and textual streams, we describe a strategy of using multimodal analysis for automatic parsing sports video. The paper first defines the basic structure of sports video database system, and then introduces a new approach that integrates visual stream analysis, speech recognition, speech signal processing and text extraction to realize video retrieval. The experimental results for TV sports video of football games indicate that the multimodal analysis is effective for video retrieval by quickly browsing tree-like video clips or inputting keywords within predefined domain.
Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.
Mendi, Engin; Bayrak, Coskun; Cecen, Songul; Ermisoglu, Emre
Development of health information technology has had a dramatic impact to improve the efficiency and quality of medical care. Developing interoperable health information systems for healthcare providers has the potential to improve the quality and equitability of patient-centered healthcare. In this article, we describe an automated content-based medical video analysis and management service that provides convenience and ease in accessing the relevant medical video content without sequential scanning. The system facilitates effective temporal video segmentation and content-based visual information retrieval that enable a more reliable understanding of medical video content. The system is implemented as a Web- and mobile-based service and has the potential to offer a knowledge-sharing platform for the purpose of efficient medical video content access.
Chang, Chia-Hu; Wu, Ja-Ling
With the development of content-based multimedia analysis, virtual content insertion has been widely used and studied for video enrichment and multimedia advertising. However, how to automatically insert a user-selected virtual content into personal videos in a less-intrusive manner, with an attractive representation, is a challenging problem. In this chapter, we present an evolution-based virtual content insertion system which can insert virtual contents into videos with evolved animations according to predefined behaviors emulating the characteristics of evolutionary biology. The videos are considered not only as carriers of message conveyed by the virtual content but also as the environment in which the lifelike virtual contents live. Thus, the inserted virtual content will be affected by the videos to trigger a series of artificial evolutions and evolve its appearances and behaviors while interacting with video contents. By inserting virtual contents into videos through the system, users can easily create entertaining storylines and turn their personal videos into visually appealing ones. In addition, it would bring a new opportunity to increase the advertising revenue for video assets of the media industry and online video-sharing websites.
Mihajlovic, V.; Petkovic, M.
Content-based video retrieval is emerging as an important part in the process of utilization of various multimedia documents. In this report we present a novel system for the automatic indexing and content-based retrieval of multimedia documents. We chose the domain of Formula 1 sport videos because
Bescos, Jesus; Martinez, Jose M.; Cabrera, Julian M.; Cisneros, Guillermo
This paper describes the first stages of a research project that is currently being developed in the Image Processing Group of the UPM. The aim of this effort is to add video capabilities to the Storage and Retrieval Information System already working at our premises. Here we will focus on the early design steps of a Video Information System. For this purpose, we present a review of most of the reported techniques for video temporal segmentation and semantic segmentation, previous steps to afford the content extraction task, and we discuss them to select the more suitable ones. We then outline a block design of a temporal segmentation module, and present guidelines to the design of the semantic segmentation one. All these operations trend to facilitate automation in the extraction of low level features and semantic features that will finally take part of the video descriptors.
Wang, Zhi; Zhu, Wenwu
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...
van Houten, Ynze; Schuurman, Jan Gerrit; Verhagen, Pleunes Willem; Enser, Peter; Kompatsiaris, Yiannis; O’Connor, Noel E.; Smeaton, Alan F.; Smeulders, Arnold W.M.
With information systems, the real design problem is not increased access to information, but greater efficiency in finding useful information. In our approach to video content browsing, we try to match the browsing environment with human information processing structures by applying ideas from
Khan, L.; Israël, Menno; Petrushin, V.A.; van den Broek, Egon; van der Putten, Peter
This paper introduces a real time automatic scene classifier within content-based video retrieval. In our envisioned approach end users like documentalists, not image processing experts, build classifiers interactively, by simply indicating positive examples of a scene. Classification consists of a
Fernandes, Rui; Andrade, M. T.
Multimedia adaptation depends on several factors, such as the content itself, the consumption device and its characteristics, the transport and access networks and the user. An adaptation decision engine, in order to provide the best possible Quality of Experience to a user, needs to have information about all variables that may influence its decision. For the aforementioned factors, we implement content classification, define device classes, consider limited bandwidth scenarios and categorize user preferences based on a subjective quality evaluation test. The results of these actions generate vital information to pass to the adaptation decision engine so that its operation may provide the indication of the most suitable adaptation to perform that delivers the best possible outcome for the user under the existing constraints.
Hürst, W.O.; Ip Vai Ching, Algernon; Hudelist, Marco A.; Primus, Manfred J.; Schoeffmann, Klaus; Beecks, Chrisitan
We present a new approach for collaborative video search and video browsing relying on a combination of traditional, indexbased video retrieval complemented with large-scale human-based visual inspection. In particular, a traditional PC interface is used for query-based search using advanced
Md. Jalil Piran
Full Text Available This paper proposes a method for channel allocation based on video content requirements and the quality of the available channels in cognitive radio networks (CRNs. Our objective is to save network bandwidth and achieve high-quality video delivery. In this method, the content is divided into clusters based on scene complexity and PSNR. To allocate channel to the clusters over multichannel CRNs, we first need to identify the licensee’s activity and then maximize the opportunistic usage accordingly. Therefore, we classify short and long time transmission opportunities based on the licensee’s activities using a Bayesian nonparametric inference model. Furthermore, to prevent transmission interruption, we consider the underlay mode for transmission of the clusters with a lower bitrate. Next, we map the available spectrum opportunities to the content clusters according to both the quality of the channels and the requirements of the clusters. Then, a distortion optimization model is constructed according to the network transmission mechanism. Finally, to maximize the average quality of the delivered video, an optimization problem is defined to determine the best bitrate for each cluster by maximizing the sum of the logarithms of the frame rates. Our extensive simulation results prove the superior performance of the proposed method in terms of spectrum efficiency and the quality of delivered video.
Background Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. Objective The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Methods Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. Results The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a
Lyons, Elizabeth Jane; Hatkevich, Claire
Fitness video games are popular, but little is known about their content. Because many contain interactive tools that mimic behavioral strategies from weight loss intervention programs, it is possible that differences in content could affect player physical activity and/or weight outcomes. There is a need for a better understanding of what behavioral strategies are currently available in fitness games and how they are implemented. The purpose of this study was to investigate the prevalence of evidence-based behavioral strategies across fitness video games available for home use. Games available for consoles that used camera-based controllers were also contrasted with games available for a console that used handheld motion controllers. Fitness games (N=18) available for three home consoles were systematically identified and play-tested by 2 trained coders for at least 3 hours each. In cases of multiple games from one series, only the most recently released game was included. The Sony PlayStation 3 and Microsoft Xbox360 were the two camera-based consoles, and the Nintendo Wii was the handheld motion controller console. A coding list based on a taxonomy of behavioral strategies was used to begin coding. Codes were refined in an iterative process based on data found during play-testing. The most prevalent behavioral strategies were modeling (17/18), specific performance feedback (17/18), reinforcement (16/18), caloric expenditure feedback (15/18), and guided practice (15/18). All games included some kind of feedback on performance accuracy, exercise frequency, and/or fitness progress. Action planning (scheduling future workouts) was the least prevalent of the included strategies (4/18). Twelve games included some kind of social integration, with nine of them providing options for real-time multiplayer sessions. Only two games did not feature any kind of reward. Games for the camera-based consoles (mean 12.89, SD 2.71) included a greater number of strategies than those
Full Text Available This paper presents an audiovisual quality model for IPTV services. The model estimates the audiovisual quality of standard and high definition video as perceived by the user. The model is developed for applications such as network planning and packet-layer quality monitoring. It mainly covers audio and video compression artifacts and impairments due to packet loss. The quality tests conducted for model development demonstrate a mutual influence of the perceived audio and video quality, and the predominance of the video quality for the overall audiovisual quality. The balance between audio quality and video quality, however, depends on the content, the video format, and the audio degradation type. The proposed model is based on impairment factors which quantify the quality-impact of the different degradations. The impairment factors are computed from parameters extracted from the bitstream or packet headers. For high definition video, the model predictions show a correlation with unknown subjective ratings of 95%. For comparison, we have developed a more classical audiovisual quality model which is based on the audio and video qualities and their interaction. Both quality- and impairment-factor-based models are further refined by taking the content-type into account. At last, the different model variants are compared with modeling approaches described in the literature.
Investigating how visuals affect test takers' performance on video-based L2 listening tests has been the focus of many recent studies. While most existing research has been based on test scores and self-reported verbal data, few studies have examined test takers' viewing behavior (Ockey, 2007; Wagner, 2007, 2010a). To address this gap, in the…
Larson, M.; Newman, E.; Jones, G.J.F.
The VideoCLEF track, introduced in 2008, aims to develop and evaluate tasks related to analysis of and access to multilingual multimedia content. In its first year, VideoCLEF piloted the Vid2RSS task, whose main subtask was the classification of dual language video (Dutch-language television content
Larson, M.; Newman, E.; Jones, G.
The VideoCLEF track, introduced in 2008, aims to develop and evaluate tasks related to analysis of and access to multilingual multimedia content. In its first year, VideoCLEF piloted the Vid2RSS task, whose main subtask was the classification of dual language video (Dutch-language television content
He, Ye; Fei, Kevin; Fernandez, Gustavo A.; Delp, Edward J.
Due to the increasing user expectation on watching experience, moving web high quality video streaming content from the small screen in mobile devices to the larger TV screen has become popular. It is crucial to develop video quality metrics to measure the quality change for various devices or network conditions. In this paper, we propose an automated scoring system to quantify user satisfaction. We compare the quality of local videos with the videos transmitted to a TV. Four video quality metrics, namely Image Quality, Rendering Quality, Freeze Time Ratio and Rate of Freeze Events are used to measure video quality change during web content mirroring. To measure image quality and rendering quality, we compare the matched frames between the source video and the destination video using barcode tools. Freeze time ratio and rate of freeze events are measured after extracting video timestamps. Several user studies are conducted to evaluate the impact of each objective video quality metric on the subjective user watching experience.
Bowman, E.K.; Broome, B.D.; Holland, V.M.; Summers-Stay, D.; Rao, R.M.; Duselis, J.; Howe, J.; Madahar, B.K.; Boury-Brisset, A.C.; Forrester, B.; Kwantes, P.; Burghouts, G.; Huis, J. van; Mulayim, A.Y.
This report summarizes the findings of an exploratory team of the North Atlantic Treaty Organization (NATO) Information Systems Technology panel into Content-Based Analytics (CBA). The team carried out a technical review into the current status of theoretical and practical developments of methods,
Lin, Yu-Tzu; Yen, Bai-Jang; Chang, Chia-Hu; Lee, Greg C.; Lin, Yu-Chih
Purpose: The purpose of this paper is to propose an indexing and teaching focus mining system for lecture videos recorded in an unconstrained environment. Design/methodology/approach: By applying the proposed algorithms in this paper, the slide structure can be reconstructed by extracting slide images from the video. Instead of applying…
Evmenova, Anna S.; Behrmann, Michael M.
Teachers are always seeking any visual and/or auditory supports to facilitate students' comprehension and acquisition of difficult concepts associated with academic content. Such supports are even more important for students with intellectual disabilities who regardless of their abilities and needs are required to have access and active…
Saarela, Janne; Merialdo, Bernard
The amount of digitized video in archives is becoming so huge, that easier access and content browsing tools are desperately needed. Also, video is no longer one big piece of data, but a collection of useful smaller building blocks, which can be accessed and used independently from the original context of presentation. In this paper, we demonstrate a content model for audio video sequences, with the purpose of enabling the automatic generation of video summaries. The model is based on descriptors, which indicate various properties and relations of audio and video segments. In practice, these descriptors could either be generated automatically by methods of analysis, or produced manually (or computer-assisted) by the content provider. We analyze the requirements and characteristics of the different data segments, with respect to the problem of summarization, and we define our model as a set of constraints, which allow to produce good quality summaries.
Full Text Available We present a user-based method that detects regions of interest within a video in order to provide video skims and video summaries. Previous research in video retrieval has focused on content-based techniques, such as pattern recognition algorithms that attempt to understand the low-level features of a video. We are proposing a pulse modeling method, which makes sense of a web video by analyzing users' Replay interactions with the video player. In particular, we have modeled the user information seeking behavior as a time series and the semantic regions as a discrete pulse of fixed width. Then, we have calculated the correlation coefficient between the dynamically detected pulses at the local maximums of the user activity signal and the pulse of reference. We have found that users' Replay activity significantly matches the important segments in information-rich and visually complex videos, such as lecture, how-to, and documentary. The proposed signal processing of user activity is complementary to previous work in content-based video retrieval and provides an additional user-based dimension for modeling the semantics of a social video on the web.
Full Text Available Why do some online video advertisements go viral while others remain unnoticed? What kind of video content keeps the viewer interested and motivated to share? Many companies have realized the need to innovate their marketing strategies and have embraced the newest ways of using technology, as the Internet, to their advantage as in the example of virality. Yet few marketers actually understand how, and academic literature on this topic is still in development. This study investigated which content characteristics distinguish successful from non-successful online viral video advertisements by analyzing 641 cases using Structural Equation Modeling. Results show that Engagement and Surprise are two main content characteristics that significantly increase the chance of online video advertisements to go viral.
Magnor, Marcus A
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
Li, Kang; Li, Sheng; Oh, Sangmin; Fu, Yun
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.
Cox, James R
This report describes the incorporation of digital learning elements in organic chemistry and biochemistry courses. The first example is the use of pen-based technology and a large-format PowerPoint slide to construct a map that integrates various metabolic pathways and control points. Students can use this map to visualize the integrated nature of metabolism and how various hormones impact metabolic regulation. The second example is the embedding of health-related YouTube videos directly into PowerPoint presentations. These videos become a part of the course notes and can be viewed within PowerPoint as long as students are online. The third example is the use of a webcam to show physical models during online sessions using web-conferencing software. Various molecular conformations can be shown through the webcam, and snapshots of important conformations can be incorporated into the notes for further discussion and annotation. Each of the digital learning elements discussed in this report is an attempt to use technology to improve the quality of educational resources available outside of the classroom to foster student engagement with ideas and concepts. Biochemistry and Molecular Biology Education Vol. 39, No. 1, pp. 4-9, 2011. Copyright © 2011 Wiley Periodicals, Inc.
Full Text Available Limited bandwidth and high packet loss rate pose a serious challenge for video streaming applications over wireless networks. Even when packet loss is not present, the bandwidth fluctuation, as a result of an arbitrary number of active flows in an IEEE 802.11 network, can significantly degrade the video quality. This paper aims to enhance the quality of video streaming applications in wireless home networks via a joint optimization of video layer-allocation technique, admission control algorithm, and medium access control (MAC protocol. Using an Aloha-like MAC protocol, we propose a novel admission control framework, which can be viewed as an optimization problem that maximizes the average quality of admitted videos, given a specified minimum video quality for each flow. We present some hardness results for the optimization problem under various conditions and propose some heuristic algorithms for finding a good solution. In particular, we show that a simple greedy layer-allocation algorithm can perform reasonably well, although it is typically not optimal. Consequently, we present a more expensive heuristic algorithm that guarantees to approximate the optimal solution within a constant factor. Simulation results demonstrate that our proposed framework can improve the video quality up to 26% as compared to those of the existing approaches.
Full Text Available We propose an interactive video browsing tool for supporting content management and selection in postproduction. The approach is based on a process model for multimedia content abstraction. A software framework based on this process model and desktop and Web-based client applications are presented. For evaluation, we apply two TRECVID style fact finding approaches (retrieval and question answering tasks and a user survey to the evaluation of the video browsing tool. We analyze the correlation between the results of the different methods, whether different aspects can be evaluated independently with the survey, and if a learning effect can be measured with the different methods, and we also compare the full-featured desktop and the limited Web-based user interface. The results show that the retrieval task correlates better with the user experience according to the survey. The survey rather measures the general user experience while different aspects of the usability cannot be analyzed independently.
Nisbet, Gillian; Jorm, Christine; Roberts, Chris; Gordon, Christopher J; Chen, Timothy F
Large scale models of interprofessional learning (IPL) where outcomes are assessed are rare within health professional curricula. To date, there is sparse research describing robust assessment strategies to support such activities. We describe the development of an IPL assessment task based on peer rating of a student generated video evidencing collaborative interprofessional practice. We provide content validation evidence of an assessment rubric in the context of large scale IPL. Two established approaches to scale development in an educational setting were combined. A literature review was undertaken to develop a conceptual model of the relevant domains and issues pertaining to assessment of student generated videos within IPL. Starting with a prototype rubric developed from the literature, a series of staff and student workshops were undertaken to integrate expert opinion and user perspectives. Participants assessed five-minute videos produced in a prior pilot IPL activity. Outcomes from each workshop informed the next version of the rubric until agreement was reached on anchoring statements and criteria. At this point the rubric was declared fit to be used in the upcoming mandatory large scale IPL activity. The assessment rubric consisted of four domains: patient issues, interprofessional negotiation; interprofessional management plan in action; and effective use of video medium to engage audience. The first three domains reflected topic content relevant to the underlying construct of interprofessional collaborative practice. The fourth domain was consistent with the broader video assessment literature calling for greater emphasis on creativity in education. We have provided evidence for the content validity of a video-based peer assessment task portraying interprofessional collaborative practice in the context of large-scale IPL activities for healthcare professional students. Further research is needed to establish the reliability of such a scale.
Brame, Cynthia J.
Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the…
Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin
To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Harvard University, Boston, Mass. Authors and 1 hired game player. M-rated video games. Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen"). Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.
Sun, Zhonghua; Chen, Hexin; Chen, Mianshu
Highlight detection is a form of video summarization techniques aiming at including the most expressive or attracting parts in the video. Most video highlights selection research work has been performed on sports video, detecting certain objects or events such as goals in soccer video, touch down in football and others. In this paper, we present a highlight detection method for film video. Highlight section in a film video is not like that in sports video that usually has certain objects or events. The methods to determine a highlight part in a film video can exhibit as three aspects: (a) locating obvious audio event, (b) detecting expressive visual content around the obvious audio location, (c) selecting the preferred portion of the extracted audio-visual highlight segments. We define a double filters model to detect the potential highlights in video. First obvious audio location is determined through filtering the obvious audio features, and then we perform the potential visual salience detection around the potential audio highlight location. Finally the production from the audio-visual double filters is compared with a preference threshold to determine the final highlights. The user study results indicate that the double filters detection approach is an effective method for highlight detection for video content analysis.
Yang, Jie Chi; Huang, Yi Ting; Tsai, Chi Cheng; Chung, Ching I.; Wu, Yu Chieh
In recent years, using video as a learning resource has received a lot of attention and has been successfully applied to many learning activities. In comparison with text-based learning, video learning integrates more multimedia resources, which usually motivate learners more than texts. However, one of the major limitations of video learning is…
Niu, Feng; Goela, Naveen; Divakaran, Ajay; Abdel-Mottaleb, Mohamed
In this paper, we present a content-adaptive audio texture based method to segment video into audio scenes. The audio scene is modeled as a semantically consistent chunk of audio data. Our algorithm is based on "semantic audio texture analysis." At first, we train GMM models for basic audio classes such as speech, music, etc. Then we define the semantic audio texture based on those classes. We study and present two types of scene changes, those corresponding to an overall audio texture change and those corresponding to a special "transition marker" used by the content creator, such as a short stretch of music in a sitcom or silence in dramatic content. Unlike prior work using genre specific heuristics, such as some methods presented for detecting commercials, we adaptively find out if such special transition markers are being used and if so, which of the base classes are being used as markers without any prior knowledge about the content. Our experimental results show that our proposed audio scene segmentation works well across a wide variety of broadcast content genres.
In recent years, the proliferation of available video content and the popularity of the Internet have encouraged service providers to develop new ways of distributing content to clients. Increasing video scaling ratios and advanced digital signal processing techniques have led to Internet Video-on-Demand applications, but these currently lack efficiency and quality. Scalable Video on Demand: Adaptive Internet-based Distribution examines how current video compression and streaming can be used to deliver high-quality applications over the Internet. In addition to analysing the problems
Brame, Cynthia J
Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. © 2016 C. J. Brame. CBE—Life Sciences Education © 2016 The American Society for Cell Biology. This article is distributed by The American Society for Cell Biology under license from the author(s). It is available to the public under an Attribution–Noncommercial–Share Alike 3.0 Unported Creative Commons License (http://creativecommons.org/licenses/by-nc-sa/3.0).
Braun, Claude M. J.; Giroux, Josette
A study was designed to determine psychological complexity and reinforcement characteristics of popular arcade video games, including sex differences in game content, clientele social structure, human-to-human interaction contingencies, and value content. Results suggest a need for public control of children's access to the games and the video…
Nightingale, James; Wang, Qi; Grecos, Christos; Goma, Sergio R.
As network service providers seek to improve customer satisfaction and retention levels, they are increasingly moving from traditional quality of service (QoS) driven delivery models to customer-centred quality of experience (QoE) delivery models. QoS models only consider metrics derived from the network however, QoE models also consider metrics derived from within the video sequence itself. Various spatial and temporal characteristics of a video sequence have been proposed, both individually and in combination, to derive methods of classifying video content either on a continuous scale or as a set of discrete classes. QoE models can be divided into three broad categories, full reference, reduced reference and no-reference models. Due to the need to have the original video available at the client for comparison, full reference metrics are of limited practical value in adaptive real-time video applications. Reduced reference metrics often require metadata to be transmitted with the bitstream, while no-reference metrics typically operate in the decompressed domain at the client side and require significant processing to extract spatial and temporal features. This paper proposes a heuristic, no-reference approach to video content classification which is specific to HEVC encoded bitstreams. The HEVC encoder already makes use of spatial characteristics to determine partitioning of coding units and temporal characteristics to determine the splitting of prediction units. We derive a function which approximates the spatio-temporal characteristics of the video sequence by using the weighted averages of the depth at which the coding unit quadtree is split and the prediction mode decision made by the encoder to estimate spatial and temporal characteristics respectively. Since the video content type of a sequence is determined by using high level information parsed from the video stream, spatio-temporal characteristics are identified without the need for full decoding and can
Corey H. Basch
Full Text Available Objectives The purpose of this study was to describe the source, length, number of views, and content of the most widely viewed Zika virus (ZIKV-related YouTube videos. We hypothesized that ZIKV-related videos uploaded by different sources contained different content. Methods The 100 most viewed English ZIKV-related videos were manually coded and analyzed statistically. Results Among the 100 videos, there were 43 consumer-generated videos, 38 Internet-based news videos, 15 TV-based news videos, and 4 professional videos. Internet news sources captured over two-thirds of the total of 8 894 505 views. Compared with consumer-generated videos, Internet-based news videos were more likely to mention the impact of ZIKV on babies (odds ratio [OR], 6.25; 95% confidence interval [CI], 1.64 to 23.76, the number of cases in Latin America (OR, 5.63; 95% CI, 1.47 to 21.52; and ZIKV in Africa (OR, 2.56; 95% CI, 1.04 to 6.31. Compared with consumer-generated videos, TV-based news videos were more likely to express anxiety or fear of catching ZIKV (OR, 6.67; 95% CI, 1.36 to 32.70; to highlight fear of ZIKV among members of the public (OR, 7.45; 95% CI, 1.20 to 46.16; and to discuss avoiding pregnancy (OR, 3.88; 95% CI, 1.13 to 13.25. Conclusions Public health agencies should establish a larger presence on YouTube to reach more people with evidence-based information about ZIKV.
Basch, Corey H; Fung, Isaac Chun-Hai; Hammond, Rodney N; Blankenship, Elizabeth B; Tse, Zion Tsz Ho; Fu, King-Wa; Ip, Patrick; Basch, Charles E
The purpose of this study was to describe the source, length, number of views, and content of the most widely viewed Zika virus (ZIKV)-related YouTube videos. We hypothesized that ZIKV-related videos uploaded by different sources contained different content. The 100 most viewed English ZIKV-related videos were manually coded and analyzed statistically. Among the 100 videos, there were 43 consumer-generated videos, 38 Internet-based news videos, 15 TV-based news videos, and 4 professional videos. Internet news sources captured over two-thirds of the total of 8 894 505 views. Compared with consumer-generated videos, Internet-based news videos were more likely to mention the impact of ZIKV on babies (odds ratio [OR], 6.25; 95% confidence interval [CI], 1.64 to 23.76), the number of cases in Latin America (OR, 5.63; 95% CI, 1.47 to 21.52); and ZIKV in Africa (OR, 2.56; 95% CI, 1.04 to 6.31). Compared with consumer-generated videos, TV-based news videos were more likely to express anxiety or fear of catching ZIKV (OR, 6.67; 95% CI, 1.36 to 32.70); to highlight fear of ZIKV among members of the public (OR, 7.45; 95% CI, 1.20 to 46.16); and to discuss avoiding pregnancy (OR, 3.88; 95% CI, 1.13 to 13.25). Public health agencies should establish a larger presence on YouTube to reach more people with evidence-based information about ZIKV.
User-generated video has attracted a lot of attention due to the success of Video Sharing Sites such as YouTube and Online Social Networks. Recently, a shift towards live consumption of these videos is observable. The content is captured and instantly shared over the Internet using smart mobile devices such as smartphones. Large-scale platforms arise such as YouTube.Live, YouNow or Facebook.Live which enable the smartphones of users to livestream to the public. These platforms achieve the dis...
Darabi, K; G. Ghinea
In this paper an expert-based model for generation of personalized video summaries is suggested. The video frames are initially scored and annotated by multiple video experts. Thereafter, the scores for the video segments that have been assigned the higher priorities by end users will be upgraded. Considering the required summary length, the highest scored video frames will be inserted into a personalized final summary. For evaluation purposes, the video summaries generated by our system have...
Kia Siang Hock
Full Text Available Audio and video content forms an integral, important and expanding part of the digital collections in libraries and archives world-wide. While these memory institutions are familiar and well-versed in the management of more conventional materials such as books, periodicals, ephemera and images, the handling of audio (e.g., oral history recordings and video content (e.g., audio-visual recordings, broadcast content requires additional toolkits. In particular, a robust and comprehensive tool that provides a programmable interface is indispensable when dealing with tens of thousands of hours of audio and video content. FFmpeg is comprehensive and well-established open source software that is capable of the full-range of audio/video processing tasks (such as encode, decode, transcode, mux, demux, stream and filter. It is also capable of handling a wide-range of audio and video formats, a unique challenge in memory institutions. It comes with a command line interface, as well as a set of developer libraries that can be incorporated into applications.
Full Text Available This paper presents a framework of content-adaptive packetization scheme for streaming of 3D wavelet-based video content over lossy IP networks. The tradeoff between rate and distortion is controlled by jointly adapting scalable source coding rate and level of forward error correction (FEC protection. A content dependent packetization mechanism with data-interleaving and Reed-Solomon protection for wavelet-based video codecs is proposed to provide unequal error protection. This paper also tries to answer an important question for scalable video streaming systems: given extra bandwidth, should one increase the level of channel protection for the most important packets, or transmit more scalable source data? Experimental results show that the proposed framework achieves good balance between quality of the received video and level of error protection under bandwidth-varying lossy IP networks.
Full Text Available This paper presents a framework of content-adaptive packetization scheme for streaming of 3D wavelet-based video content over lossy IP networks. The tradeoff between rate and distortion is controlled by jointly adapting scalable source coding rate and level of forward error correction (FEC protection. A content dependent packetization mechanism with data-interleaving and Reed-Solomon protection for wavelet-based video codecs is proposed to provide unequal error protection. This paper also tries to answer an important question for scalable video streaming systems: given extra bandwidth, should one increase the level of channel protection for the most important packets, or transmit more scalable source data? Experimental results show that the proposed framework achieves good balance between quality of the received video and level of error protection under bandwidth-varying lossy IP networks.
Haninger, Kevin; Thompson, Kimberly M
Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes
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.
Basch, Corey H; Mullican, Lindsay A; Boone, Kwanza D; Yin, Jingjing; Berdnik, Alyssa; Eremeeva, Marina E; Fung, Isaac Chun-Hai
Lyme disease is the most common tick-borne disease. People seek health information on Lyme disease from YouTubeTM videos. In this study, we investigated if the contents of Lyme disease-related YouTubeTM videos varied by their sources. Most viewed English YouTubeTM videos (n = 100) were identified and manually coded for contents and sources. Within the sample, 40 videos were consumer-generated, 31 were internet-based news, 16 were professional, and 13 were TV news. Compared with consumer-generated videos, TV news videos were more likely to mention celebrities (odds ratio [OR], 10.57; 95% confidence interval [CI], 2.13-52.58), prevention of Lyme disease through wearing protective clothing (OR, 5.63; 95% CI, 1.23-25.76), and spraying insecticides (OR, 7.71; 95% CI, 1.52-39.05). A majority of the most popular Lyme disease-related YouTubeTM videos were not created by public health professionals. Responsible reporting and creative video-making facilitate Lyme disease education. Partnership with YouTubeTM celebrities to co-develop educational videos may be a future direction.
Hulsman, Robert L; van der Vloodt, Jane
Self-evaluation and peer-feedback are important strategies within the reflective practice paradigm for the development and maintenance of professional competencies like medical communication. Characteristics of the self-evaluation and peer-feedback annotations of medical students' video recorded communication skills were analyzed. Twenty-five year 4 medical students recorded history-taking consultations with a simulated patient, uploaded the video to a web-based platform, marked and annotated positive and negative events. Peers reviewed the video and self-evaluations and provided feedback. Analyzed were the number of marked positive and negative annotations and the amount of text entered. Topics and specificity of the annotations were coded and analyzed qualitatively. Students annotated on average more negative than positive events. Additional peer-feedback was more often positive. Topics most often related to structuring the consultation. Students were most critical about their biomedical topics. Negative annotations were more specific than positive annotations. Self-evaluations were more specific than peer-feedback and both show a significant correlation. Four response patterns were detected that negatively bias specificity assessment ratings. Teaching students to be more specific in their self-evaluations may be effective for receiving more specific peer-feedback. Videofragmentrating is a convenient tool to implement reflective practice activities like self-evaluation and peer-feedback to the classroom in the teaching of clinical skills. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Jerosch, K.; Lüdtke, A.; Schlüter, M.; Ioannidis, G. T.
The combination of new underwater technology as remotely operating vehicles (ROVs), high-resolution video imagery, and software to compute georeferenced mosaics of the seafloor provides new opportunities for marine geological or biological studies and applications in offshore industry. Even during single surveys by ROVs or towed systems large amounts of images are compiled. While these underwater techniques are now well-engineered, there is still a lack of methods for the automatic analysis of the acquired image data. During ROV dives more than 4200 georeferenced video mosaics were compiled for the HÅkon Mosby Mud Volcano (HMMV). Mud volcanoes as HMMV are considered as significant source locations for methane characterised by unique chemoautotrophic communities as Beggiatoa mats. For the detection and quantification of the spatial distribution of Beggiatoa mats an automated image analysis technique was developed, which applies watershed transformation and relaxation-based labelling of pre-segmented regions. Comparison of the data derived by visual inspection of 2840 video images with the automated image analysis revealed similarities with a precision better than 90%. We consider this as a step towards a time-efficient and accurate analysis of seafloor images for computation of geochemical budgets and identification of habitats at the seafloor.
Full Text Available With the development of wireless network and the improvement of mobile device capability, video streaming is more and more widespread in such an environment. Under the condition of limited resource and inherent constraints, appropriate video adaptations have become one of the most important and challenging issues in wireless multimedia applications. In this paper, we propose a novel content-aware video adaptation in order to effectively utilize resource and improve visual perceptual quality. First, the attention model is derived from analyzing the characteristics of brightness, location, motion vector, and energy features in compressed domain to reduce computation complexity. Then, through the integration of attention model, capability of client device and correlational statistic model, attractive regions of video scenes are derived. The information object- (IOB- weighted rate distortion model is used for adjusting the bit allocation. Finally, the video adaptation scheme dynamically adjusts video bitstream in frame level and object level. Experimental results validate that the proposed scheme achieves better visual quality effectively and efficiently.
Lin, Lin; Lee, Jennifer; Robertson, Tip
Media multitasking, or engaging in multiple media and tasks simultaneously, is becoming an increasingly popular phenomenon with the development and engagement in social media. This study examines to what extent video content affects students' reading comprehension in media multitasking environments. One hundred and thirty university students were…
The study enlightens the effectiveness of Video Game Based Learning in English Grammar at standard VI. A Video Game package was prepared and it consisted of self-learning activities in play way manner which attracted the minds of the young learners. Chief objective: Find out the effectiveness of Video-Game based learning in English grammar.…
Menashe, Sarah; Otjen, Jeffrey; Thapa, Mahesh M
Video podcasts, or vodcasts, are an innovative tool for teaching and learning that allow the efficient distribution of tutorials, lectures, and other educational content. Certain types of content lend themselves to presentation in a video format. For example, vodcasts are well suited to teaching radiologic procedures. Vodcasts might also be quite useful in demonstrating the use of an audience response system and how one system differs from another, providing background content before an active-learning session, comparing magnetic resonance imaging pulse sequences, and teaching valuable interpersonal skills such as how to deliver bad news to a patient or how to maintain professionalism in the work environment. The authors present a step-by-step text-and-video tutorial on how to create, edit, and export vodcasts using a variety of software tools, describing both the "how" and the "why" of creating vodcasts. Interested readers are encouraged to examine both the print and online versions of this article to gain a more comprehensive knowledge of the ideas presented by the authors. Online supplemental material is available for this article. ©RSNA, 2014.
Divakaran, Ajay; Radhakrishnan, Regunathan; Peker, Kadir A.
Severe complexity constraints on consumer electronic devices motivate us to investigate general-purpose video summarization techniques that are able to apply a common hardware setup to multiple content genres. On the other hand, we know that high quality summaries can only be produced with domain-specific processing. In this paper, we present a time-series analysis based video summarization technique that provides a general core to which we are able to add small content-specific extensions for each genre. The proposed time-series analysis technique consists of unsupervised clustering of samples taken through sliding windows from the time series of features obtained from the content. We classify content into two broad categories, scripted content such as news and drama, and unscripted content such as sports and surveillance. The summarization problem then reduces to finding either finding semantic boundaries of the scripted content or detecting highlights in the unscripted content. The proposed technique is essentially an event detection technique and is thus best suited to unscripted content, however, we also find applications to scripted content. We thoroughly examine the trade-off between content-neutral and content-specific processing for effective summarization for a number of genres, and find that our core technique enables us to minimize the complexity of the content-specific processing and to postpone it to the final stage. We achieve the best results with unscripted content such as sports and surveillance video in terms of quality of summaries and minimizing content-specific processing. For other genres such as drama, we find that more content-specific processing is required. We also find that judicious choice of key audio-visual object detectors enables us to minimize the complexity of the content-specific processing while maintaining its applicability to a broad range of genres. We will present a demonstration of our proposed technique at the conference.
Wang, Shuangbao; Kelly, William
In this paper, we present a novel system, inVideo, for video data analytics, and its use in transforming linear videos into interactive learning objects. InVideo is able to analyze video content automatically without the need for initial viewing by a human. Using a highly efficient video indexing engine we developed, the system is able to analyze…
Seo, Jungdong; Kim, Donghyun; Ryu, Seungchul; Sohn, Kwanghoon
Multi-view video coding (MVC) is a video coding standard developed by MPEG and VCEG for multi-view video. It showed average PSNR gain of 1.5dB compared with view-independent coding by H.264/AVC. However, because resolutions of multi-view video are getting higher for more realistic 3D effect, high performance video codec is needed. MVC adopted hierarchical B-picture structure and inter-view prediction as core techniques. The hierarchical B-picture structure removes the temporal redundancy, and the inter-view prediction reduces the inter-view redundancy by compensated prediction from the reconstructed neighboring views. Nevertheless, MVC has inherent limitation in coding efficiency, because it is based on H.264/AVC. To overcome the limit, an enhanced video codec for multi-view video based on Key Technology Area (KTA) is proposed. KTA is a high efficiency video codec by Video Coding Expert Group (VCEG), and it was carried out for coding efficiency beyond H.264/AVC. The KTA software showed better coding gain than H.264/AVC by using additional coding techniques. The techniques and the inter-view prediction are implemented into the proposed codec, which showed high coding gain compared with the view-independent coding result by KTA. The results presents that the inter-view prediction can achieve higher efficiency in a multi-view video codec based on a high performance video codec such as HEVC.
Ömer Faruk VURAL
Full Text Available Video-based learning has been extensively incorporated to enhance instruction. The advanced communication technology has greatly increased the possibilities and relative value of delivering instructional video content in onlineeducation applications. Simple watching instructional video often results in poor learning outcomes. Therefore, current video-based learning resources are used in combination with other teaching methods. Concept mapping, one of teaching methods, can provide another form of this type of interactivity and may enhance the active learning capacity. The new learning tool, which consisted of video viewer, supporting text, and interactive concept map, was developed to investigate the effect of time spent interacting with the learning tool by creating concept maps relate to student achievement. The study results showed that there was no relationship found between student achievement and time spent interacting with the learning tool
Full Text Available The demand of storing and transferring user generated content (UGC has been rapidly growing with the popularization of mobile devices equipped with video recording and playback capabilities. As a typical application of software-defined networks/network functions virtualization-based pervasive communications infrastructure, content delivery networks (CDNs have been widely leveraged to distribute contents across different geographical locations. Nevertheless, the content delivery for UGC is inefficient with the existing “pull-based” caching mechanism in traditional CDNs, because there exists a huge volume of lukewarm or cold UGC which results in a low cache hit ratio. In this paper, we propose a “push-based” caching mechanism to efficiently and economically deliver UGC videos. Different from traditional CDNs which separate the original content storage and caching, we directly store UGC videos into selective servers which serve as both reliable storages and user-facing uploading servers. By carefully and dynamically selecting the storage locations of each UGC object based on its popularity and locality, we not only guarantee the data availability but also remarkably improve the content distribution performance and reduce the distribution cost.
Hillman, Dustin S.
The primary goal of this study is to evaluate the effects of different media-based learning environments (MLEs) that present identical chemistry content material. This is done with four different MLEs that utilize some or all components of a chemistry-based media-based prototype video game. Examination of general chemistry student volunteers purposefully randomized to one of four different MLEs did not provide evidence that the higher the level of interactivity resulted in a more effective MLE for the chemistry content. Data suggested that the cognitive load to play the chemistry-based video game may impaired the chemistry content being presented and recalled by the students while the students watching the movie of the chemistry-based video game were able to recall the chemistry content more efficiently. Further studies in this area need to address the overall cognitive load of the different MLEs to potentially better determine what the most effective MLE may be for this chemistry content.
Ge, Jing; Zhang, Guoping; Yang, Zongkai
Multimedia technology and networks protocol are the basic technology of the video surveillance system. A network remote video surveillance system based on MPEG-4 video coding standards is designed and implemented in this paper. The advantages of the MPEG-4 are analyzed in detail in the surveillance field, and then the real-time protocol and real-time control protocol (RTP/RTCP) are chosen as the networks transmission protocol. The whole system includes video coding control module, playing back module, network transmission module and network receiver module The scheme of management, control and storage about video data are discussed. The DirectShow technology is used to playback video data. The transmission scheme of digital video processing in networks, RTP packaging of MPEG-4 video stream is discussed. The receiver scheme of video date and mechanism of buffer are discussed. The most of the functions are archived by software, except that the video coding control module is achieved by hardware. The experiment results show that it provides good video quality and has the real-time performance. This system can be applied into wide fields.
Full Text Available This presentation by Sarah Forbes and Dan D'Agostino was given at the Ontario Library Association's Super Conference in Toronto, Ontario, on February 3, 2012. Session Abstract from the Super Conference Program: As ownership of mobile devices continues to proliferate, libraries are finding it difficult to provide academic content that works well in the mobile world. Discover how various e-book and e-journal formats can be made to work with mobile devices of all kinds, and will explore the next generation of digital content designed for mobile devices – new formats that may re-invent how information is used by readers. Partnership would like to thank the authors and the Ontario Library Association for their generous permission to publish an Open Access version of this conference session. This is one of several Super Conference 2012 video presentations available for purchase from Super Conference: the Virtual Experience - http://ola.scholarlab.ca/.
This paper describes an automatic creation technique of background music track data for given video file. Our proposed system is based on a novel BGM synthesizer, called “Matrix Music Player”, which can produce 3125 kinds of high-quality BGM contents by dynamically mixing 5 audio files, which are freely selected from total 25 audio waveform files. In order to retrieve appropriate BGM mixing patterns, we have constructed an acoustic analysis database, which records acoustic features of total 3125 synthesized patterns. Developing a video analyzer which generates image parameters of given video data and converts them to acoustic parameters, we will access the acoustic analysis database and retrieve an appropriate synthesized BGM signal, which can be included in the audio track of the source video file. Based on our proposed method, we have tried BGM synthesis experiments using several around 20-second video clips. The automatically inserted BGM audio streams for all of our given video clips have been objectively acceptable. In this paper, we describe briefly our proposed BGM synthesized method and its experimental results.
Zhang, Xiang; Ma, Siwei; Wang, Shiqi; Zhang, Xinfeng; Sun, Huifang; Gao, Wen
High-efficiency compression of visual feature descriptors has recently emerged as an active topic due to the rapidly increasing demand in mobile visual retrieval over bandwidth-limited networks. However, transmitting only those feature descriptors may largely restrict its application scale due to the lack of necessary visual content. To facilitate the wide spread of feature descriptors, a hybrid framework of jointly compressing the feature descriptors and visual content is highly desirable. In this paper, such a content-plus-feature coding scheme is investigated, aiming to shape the next generation of video compression system toward visual retrieval, where the high-efficiency coding of both feature descriptors and visual content can be achieved by exploiting the interactions between each other. On the one hand, visual feature descriptors can achieve compact and efficient representation by taking advantages of the structure and motion information in the compressed video stream. To optimize the retrieval performance, a novel rate-accuracy optimization technique is proposed to accurately estimate the retrieval performance degradation in feature coding. On the other hand, the already compressed feature data can be utilized to further improve the video coding efficiency by applying feature matching-based affine motion compensation. Extensive simulations have shown that the proposed joint compression framework can offer significant bitrate reduction in representing both feature descriptors and video frames, while simultaneously maintaining the state-of-the-art visual retrieval performance.
Hulsman, Robert L.; van der Vloodt, Jane
Objective: Self-evaluation and peer-feedback are important strategies within the reflective practice paradigm for the development and maintenance of professional competencies like medical communication. Characteristics of the self-evaluation and peer-feedback annotations of medical students' video
Full Text Available Leveraging network virtualization technologies, the community-based video systems rely on the measurement of common interests to define and steady relationship between community members, which promotes video sharing performance and improves scalability community structure. In this paper, we propose a novel mobile Video Community discovery scheme using ontology-based semantical interest capture (VCOSI. An ontology-based semantical extension approach is proposed, which describes video content and measures video similarity according to video key word selection methods. In order to reduce the calculation load of video similarity, VCOSI designs a prefix-filtering-based estimation algorithm to decrease energy consumption of mobile nodes. VCOSI further proposes a member relationship estimate method to construct scalable and resilient node communities, which promotes video sharing capacity of video systems with the flexible and economic community maintenance. Extensive tests show how VCOSI obtains better performance results in comparison with other state-of-the-art solutions.
Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen
The 150 top-selling video games were content analyzed to study representations of male bodies. Human males in the games were captured via screenshot and body parts measured. These measurements were then compared to anthropometric data drawn from a representative sample of 1120 North American men. Characters at high levels of photorealism were larger than the average American male, but these characters did not mirror the V-shaped ideal found in mainstream media. Characters at low levels of photorealism were also larger than the average American male, but these characters were so much larger that they appeared cartoonish. Idealized male characters were more likely to be found in games for children than in games for adults. Implications for cultivation theory are discussed. Copyright © 2010 Elsevier Ltd. All rights reserved.
Chamaret, C.; Boisson, G.; Chevance, C.
The imminent deployment of new devices such as TV, tablet, smart phone supporting stereoscopic display creates a need for retargeting the content. New devices bring their own aspect ratio and potential small screen size. Aspect ratio conversion becomes mandatory and an automatic solution will be of high value especially if it maximizes the visual comfort. Some issues inherent to 3D domain are considered in this paper: no vertical disparity, no object having negative disparity (outward perception) on the border of the cropping window. A visual attention model is applied on each view and provides saliency maps with most attractive pixels. Dedicated 3D retargeting correlates the 2D attention maps for each view as well as additional computed information to ensure the best cropping window. Specific constraints induced by 3D experience influence the retargeted window through the map computation presenting objects that should not be cropped. The comparison with original content of 2:35 ratio having black stripes provide limited 3D experience on TV screen, while the automatic cropping and exploitation of full screen show more immersive experience. The proposed system is fully automatic, ensures a good final quality without missing fundamental parts for the global understanding of the scene. Eye-tracking data recorded on stereoscopic content have been confronted to retargeted window in order to ensure that the most attractive areas are inside the final video.
Bodo, Yann; Laurent, Nathalie; Laurent, Christophe; Dugelay, Jean-Luc
With the popularity of high-bandwidth modems and peer-to-peer networks, the contents of videos must be highly protected from piracy. Traditionally, the models utilized to protect this kind of content are scrambling and watermarking. While the former protects the content against eavesdropping (a priori protection), the latter aims at providing a protection against illegal mass distribution (a posteriori protection). Today, researchers agree that both models must be used conjointly to reach a sufficient level of security. However, scrambling works generally by encryption resulting in an unintelligible content for the end-user. At the moment, some applications (such as e-commerce) may require a slight degradation of content so that the user has an idea of the content before buying it. In this paper, we propose a new video protection model, called waterscrambling, whose aim is to give such a quality degradation-based security model. This model works in the compressed domain and disturbs the motion vectors, degrading the video quality. It also allows embedding of a classical invisible watermark enabling protection against mass distribution. In fact, our model can be seen as an intermediary solution to scrambling and watermarking.
Full Text Available With the popularity of high-bandwidth modems and peer-to-peer networks, the contents of videos must be highly protected from piracy. Traditionally, the models utilized to protect this kind of content are scrambling and watermarking. While the former protects the content against eavesdropping (a priori protection, the latter aims at providing a protection against illegal mass distribution (a posteriori protection. Today, researchers agree that both models must be used conjointly to reach a sufficient level of security. However, scrambling works generally by encryption resulting in an unintelligible content for the end-user. At the moment, some applications (such as e-commerce may require a slight degradation of content so that the user has an idea of the content before buying it. In this paper, we propose a new video protection model, called waterscrambling, whose aim is to give such a quality degradation-based security model. This model works in the compressed domain and disturbs the motion vectors, degrading the video quality. It also allows embedding of a classical invisible watermark enabling protection against mass distribution. In fact, our model can be seen as an intermediary solution to scrambling and watermarking.
Paudyal, Pradip; Battisti, Federica; Carli, Marco
In this article the effects of video content on Quality of Experience (QoE) have been presented. Delivery of the video content with high level of QoE from bandwidth-limited and error-prone network is of crucial importance for the service providers. Therefore, it is of fundamental importance to analyse the impact of the network impairments and video content on perceived quality during the QoE metric design. The major contributions of the article are in the study of i)the impact of network impairments together with video content, ii) impact of the video content and ii) the impact of video content related parameters: spatial-temporal perceptual information, video content, and frame size on QoE has been presented. The results show that when the impact of impairments on perceived quality is low, the quality is significantly influenced by video content, and video content itself also has a significant impact on QoE. Finally, the results strengthen the need for new parameter characterization, for better QoE metric design.
B. D. Reljin
Full Text Available Extracting video shots is an essential preprocessing step to almost all video analysis, indexing, and other content-based operations. This process is equivalent to detecting the shot boundaries in a video. In this paper we presents video Shot Boundary Detection (SBD based on Multifractal Analysis (MA. Low-level features (color and texture features are extracted from each frame in video sequence. Features are concatenated in feature vectors (FVs and stored in feature matrix. Matrix rows correspond to FVs of frames from video sequence, while columns are time series of particular FV component. Multifractal analysis is applied to FV component time series, and shot boundaries are detected as high singularities of time series above pre defined treshold. Proposed SBD method is tested on real video sequence with 64 shots, with manually labeled shot boundaries. Detection accuracy depends on number FV components used. For only one FV component detection accuracy lies in the range 76-92% (depending on selected threshold, while by combining two FV components all shots are detected completely (accuracy of 100%.
Gruber, Enid L; Thau, Helaine M; Hill, Douglas L; Fisher, Deborah A; Grube, Joel W
Content analyses examined mention of alcohol, tobacco, and illicit substances in music videos (n = 359) broadcast in 2001, as well as genre and presence of humor. Findings indicated that references to illicit substances were more prevalent than tobacco in music videos. Humor was 2.5 times as likely to appear in videos containing references to substances than those without substances.
Karaoglu, Ali; Lee, Bong Ho; Boev, Atanas; Cheong, Won-Sik; Gotchev, Atanas
3D video content is captured and created mainly in high resolution targeting big cinema or home TV screens. For 3D mobile devices, equipped with small-size auto-stereoscopic displays, such content has to be properly repurposed, preferably in real-time. The repurposing requires not only spatial resizing but also properly maintaining the output stereo disparity, as it should deliver realistic, pleasant and harmless 3D perception. In this paper, we propose an approach to adapt the disparity range of the source video to the comfort disparity zone of the target display. To achieve this, we adapt the scale and the aspect ratio of the source video. We aim at maximizing the disparity range of the retargeted content within the comfort zone, and minimizing the letterboxing of the cropped content. The proposed algorithm consists of five stages. First, we analyse the display profile, which characterises what 3D content can be comfortably observed in the target display. Then, we perform fast disparity analysis of the input stereoscopic content. Instead of returning the dense disparity map, it returns an estimate of the disparity statistics (min, max, meanand variance) per frame. Additionally, we detect scene cuts, where sharp transitions in disparities occur. Based on the estimated input, and desired output disparity ranges, we derive the optimal cropping parameters and scale of the cropping window, which would yield the targeted disparity range and minimize the area of cropped and letterboxed content. Once the rescaling and cropping parameters are known, we perform resampling procedure using spline-based and perceptually optimized resampling (anti-aliasing) kernels, which have also a very efficient computational structure. Perceptual optimization is achieved through adjusting the cut-off frequency of the anti-aliasing filter with the throughput of the target display.
Kokaram, Anil; Doyle, Erika; Lennon, Daire; Joyeux, Laurent; Fuller, Ray
In Psychology it is common to conduct studies involving the observation of humans undertaking some task. The sessions are typically recorded on video and used for subjective visual analysis. The subjective analysis is tedious and time consuming, not only because much useless video material is recorded but also because subjective measures of human behaviour are not necessarily repeatable. This paper presents tools using content based video analysis that allow automated parsing of video from one such study involving Dyslexia. The tools rely on implicit measures of human motion that can be generalised to other applications in the domain of human observation. Results comparing quantitative assessment of human motion with subjective assessment are also presented, illustrating that the system is a useful scientific tool.
Borgersen, Nanna Jo; Henriksen, Mikael Johannes Vuokko; Konge, Lars; Sørensen, Torben Lykke; Thomsen, Ann Sofia Skou; Subhi, Yousif
Direct ophthalmoscopy is well-suited for video-based instruction, particularly if the videos enable the student to see what the examiner sees when performing direct ophthalmoscopy. We evaluated the pedagogical effectiveness of instructional YouTube videos on direct ophthalmoscopy by evaluating their content and approach to visualization. In order to synthesize main themes and points for direct ophthalmoscopy, we formed a broad panel consisting of a medical student, junior and senior physicians, and took into consideration book chapters targeting medical students and physicians in general. We then systematically searched YouTube. Two authors reviewed eligible videos to assess eligibility and extract data on video statistics, content, and approach to visualization. Correlations between video statistics and contents were investigated using two-tailed Spearman's correlation. We screened 7,640 videos, of which 27 were found eligible for this study. Overall, a median of 12 out of 18 points (interquartile range: 8-14 key points) were covered; no videos covered all of the 18 points assessed. We found the most difficulties in the approach to visualization of how to approach the patient and how to examine the fundus. Time spent on fundus examination correlated with the number of views per week (Spearman's ρ=0.53; P=0.029). Videos may help overcome the pedagogical issues in teaching direct ophthalmoscopy; however, the few available videos on YouTube fail to address this particular issue adequately. There is a need for high-quality videos that include relevant points, provide realistic visualization of the examiner's view, and give particular emphasis on fundus examination.
Vaish, Pallavi; Bharath, R; Rajalakshmi, P
Telesonography involves transmission of ultrasound video from remote areas to the doctors for getting diagnosis. Due to the lack of trained sonographers in remote areas, the ultrasound videos scanned by these untrained persons do not contain the proper information that is required by a physician. As compared to standard methods for video transmission, mHealth driven systems need to be developed for transmitting valid medical videos. To overcome this problem, we are proposing an organ validation algorithm to evaluate the ultrasound video based on the content present. This will guide the semi skilled person to acquire the representative data from patient. Advancement in smartphone technology allows us to perform high medical image processing on smartphone. In this paper we have developed an Application (APP) for a smartphone which can automatically detect the valid frames (which consist of clear organ visibility) in an ultrasound video and ignores the invalid frames (which consist of no-organ visibility), and produces a compressed sized video. This is done by extracting the GIST features from the Region of Interest (ROI) of the frame and then classifying the frame using SVM classifier with quadratic kernel. The developed application resulted with the accuracy of 94.93% in classifying valid and invalid images.
Hu, Yue-Yung; Mazer, Laura M; Yule, Steven J; Arriaga, Alexander F; Greenberg, Caprice C; Lipsitz, Stuart R; Gawande, Atul A; Smink, Douglas S
Surgical expertise demands technical and nontechnical skills. Traditionally, surgical trainees acquired these skills in the operating room; however, operative time for residents has decreased with duty hour restrictions. As in other professions, video analysis may help maximize the learning experience. To develop and evaluate a postoperative video-based coaching intervention for residents. In this mixed methods analysis, 10 senior (postgraduate year 4 and 5) residents were videorecorded operating with an attending surgeon at an academic tertiary care hospital. Each video formed the basis of a 1-hour one-on-one coaching session conducted by the operative attending; although a coaching framework was provided, participants determined the specific content collaboratively. Teaching points were identified in the operating room and the video-based coaching sessions; iterative inductive coding, followed by thematic analysis, was performed. Teaching points made in the operating room were compared with those in the video-based coaching sessions with respect to initiator, content, and teaching technique, adjusting for time. Among 10 cases, surgeons made more teaching points per unit time (63.0 vs 102.7 per hour) while coaching. Teaching in the video-based coaching sessions was more resident centered; attendings were more inquisitive about residents' learning needs (3.30 vs 0.28, P = .04), and residents took more initiative to direct their education (27% [198 of 729 teaching points] vs 17% [331 of 1977 teaching points], P coaching is a novel and feasible modality for supplementing intraoperative learning. Objective evaluation demonstrates that video-based coaching may be particularly useful for teaching higher-level concepts, such as decision making, and for individualizing instruction and feedback to each resident.
Huang, Jidong; Kornfield, Rachel; Emery, Sherry L
The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos' overall presence on the platform. To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform's impact on consumer attitudes and behaviors and inform regulations. Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. YouTube is a major information-sharing platform for electronic cigarettes
Dunekacke, Simone; Jenßen, Lars; Blömeke, Sigrid
This study addresses the relation of pre-school teachers' mathematics content knowledge and their performance--how they perceive mathematical learning situations and whether they are able to plan adequate actions that foster children's learning--in the informal settings of pre-schools. It thus addresses a serious gap in teacher research that has…
van Leuken, R.H.
The demand for efficient systems that facilitate searching in multimedia databases and collections is vastly increasing. Application domains include criminology, musicology, trademark registration, medicine and image or video retrieval on the web. This thesis discusses content-based retrieval
Yiannakoulias, N; Tooby, R; Sturrock, S L
Lyme disease has been a subject of medical controversy for several decades. In this study we looked at the availability and type of content represented in a (n = 700) selection of YouTube videos on the subject of Lyme disease. We classified video content into a small number of content areas, and studied the relationship between these content areas and 1) video views and 2) video likeability. We found very little content uploaded by government or academic institutions; the vast majority of content was uploaded by independent users. The most viewed videos tend to contain celebrity content and personal stories; videos with prevention information tend to be of less interest, and videos with science and medical information tend to be less liked. Our results suggest that important public health information on YouTube is very likely to be ignored unless it is made more appealing to modern consumers of online video content. Copyright © 2017 Elsevier Ltd. All rights reserved.
Zhang, Zhengbing; Deng, Huiping; Xia, Zhenhua
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.
Zobeida Jezabel Guzman-Zavaleta
Full Text Available Passive content fingerprinting is widely used for video content identification and monitoring. However, many challenges remain unsolved especially for partial-copies detection. The main challenge is to find the right balance between the computational cost of fingerprint extraction and fingerprint dimension, without compromising detection performance against various attacks (robustness. Fast video detection performance is desirable in several modern applications, for instance, in those where video detection involves the use of large video databases or in applications requiring real-time video detection of partial copies, a process whose difficulty increases when videos suffer severe transformations. In this context, conventional fingerprinting methods are not fully suitable to cope with the attacks and transformations mentioned before, either because the robustness of these methods is not enough or because their execution time is very high, where the time bottleneck is commonly found in the fingerprint extraction and matching operations. Motivated by these issues, in this work we propose a content fingerprinting method based on the extraction of a set of independent binary global and local fingerprints. Although these features are robust against common video transformations, their combination is more discriminant against severe video transformations such as signal processing attacks, geometric transformations and temporal and spatial desynchronization. Additionally, we use an efficient multilevel filtering system accelerating the processes of fingerprint extraction and matching. This multilevel filtering system helps to rapidly identify potential similar video copies upon which the fingerprint process is carried out only, thus saving computational time. We tested with datasets of real copied videos, and the results show how our method outperforms state-of-the-art methods regarding detection scores. Furthermore, the granularity of our method makes
Background The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos’ overall presence on the platform. Objective To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform’s impact on consumer attitudes and behaviors and inform regulations. Methods Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. Results As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. Conclusions YouTube is a major
Full Text Available In this paper, an efficient, highly imperceptible, robust, and secure digital video watermarking technique for content authentication based on Hilbert transform in the Integer Wavelet Transform (IWT domain has been introduced. The Hilbert coefficients of gray watermark image are embedded into the cover video frames Hilbert coefficients on the 2-level IWT decomposed selected block on sub-bands using Principal Component Analysis (PCA technique. The authentication is achieved by using the digital signature mechanism. This mechanism is used to generate and embed a digital signature after embedding the watermarks. Since, the embedding process is done in Hilbert transform domain, the imperceptibility and the robustness of the watermark is greatly improved. At the receiver end, prior to the extraction of watermark, the originality of the content is verified through the authentication test. If the generated and received signature matches, it proves that the received content is original and performs the extraction process, otherwise deny the extraction process due to unauthenticated received content. The proposed method avoids typical degradations in the imperceptibility level of watermarked video in terms of Average Peak Signal – to – Noise Ratio (PSNR value of about 48db, while it is still providing better robustness against common video distortions such as frame dropping, averaging, and various image processing attacks such as noise addition, median filtering, contrast adjustment, and geometrical attacks such as, rotation and cropping in terms of Normalized Correlation Coefficient (NCC value of about nearly 1.
Forsyth, Susan R; Malone, Ruth E
Tobacco content has been identified in popular video games played by adolescents. To date, there are no established instruments for categorizing tobacco content. We describe development and demonstrate the use of an instrument to categorize types of tobacco content. Interviews were conducted with 61 participants: 20 adolescents (mean age 17.7), and 41 adults (mean age 23.9), who discussed favorite games and recalled tobacco content. All games mentioned were examined for tobacco content by watching movies of game play on YouTube, examining individual game Wiki sites, and reviewing content descriptors provided by the Entertainment Software Rating Board (ESRB), Common Sense Media and the Internet Movie Database (IMDb). A typology of tobacco content was created and correlated with gamer recall of tobacco content. Participants together mentioned 366 games, of which 152 were unique. Tobacco content was verified in 39.5% (60/152) of games. Six categories of content were identified, including "no tobacco content." Of games containing tobacco, 88% (53/60) contained at least two categories of content. Games with more categories were associated with greater gamer recall of tobacco content. Tobacco content is present in video games and consciously recalled by players, with higher accuracy of recall associated with games featuring multiple types of tobacco content and more engaging, player-active content. Playing video games is now a daily part of most adolescents' lives. Tobacco content is present in many popular games. Currently there are no published instruments to assist in categorizing tobacco content in video games. This study describes a systematic approach to categorizing tobacco content in video games and demonstrates that games featuring more categories of tobacco content are associated with more accurate gamer recall of the presence of tobacco content when compared with games with fewer categories of content. Understanding the extent of such content will be essential
Webb, C. Lorraine; Kapavik, Robin Robinson
The authors challenged pre-service teachers to digitally define a social studies or mathematical vocabulary term in multiple contexts using a digital video camera. The researchers sought to answer the following questions: 1. How will creating a video for instruction affect pre-service teachers' attitudes about teaching with technology, if at all?…
Corey H. Basch
Full Text Available Background: Use of multivitamin/multimineral (MVM and other dietary supplements is common among American adults. The purpose of this study was to describe the source and content of the most widely viewed YouTube videos associated with MVM supplements. Methods: Videos were filtered by number of views and the source of the video upload was recorded. A comparison of video characteristics and differences in video content was conducted. Results: Cumulatively, the videos in this sample were viewed 25 573 055 times. The majority of videos found in this sample were uploaded by a nutrition, wellness, or fitness channels. Most videos mentioned benefits (80.4%, 95% CI:72.5%, 88.3% and advocated for use of the supplement (72.2%, 95% CI: 63.3%, 81.1%. Over 84% (84.5%, 95% CI: 77.3, 91.7% of the videos did not mention risks associated with taking a particular vitamin or supplement. Conclusion: The findings of this study indicate that MVMs are often promoted and encouraged, yet risks associated with MVMs were infrequently mentioned. Health professionals should be aware of the extent to which MVM related content appears on social media and, more importantly, be attuned to the content, which can be misleading, or missing information regarding risks and/or evidence of possible benefits.
Full Text Available Video streaming over the Internet has gained significant popularity during the last years, and the academy and industry have realized a great research effort in this direction. In this scenario, scalable video coding (SVC has emerged as an important video standard to provide more functionality to video transmission and storage applications. This paper proposes and evaluates two strategies based on scalable video coding for P2P video streaming services. In the first strategy, SVC is used to offer differentiated quality video to peers with heterogeneous capacities. The second strategy uses SVC to reach a homogeneous video quality between different videos from different sources. The obtained results show that our proposed strategies enable a system to improve its performance and introduce benefits such as differentiated quality of video for clients with heterogeneous capacities and variable network conditions.
Jiow Hee Jhee
Full Text Available The rapid adoption of video gaming among children has placed tremendous strain on parents’ ability to manage their children’s consumption. While parents refer online to video games ratings (VGR information to support their mediation efforts, there are many difficulties associated with such practice. This paper explores the popular VGR sites, and highlights the inadequacies of VGRs to capture the parents’ concerns, such as time displacement, social interactions, financial spending and various video game effects, beyond the widespread panics over content issues, that is subjective, ever-changing and irrelevant. As such, this paper argues for a shift from content-centric to a parent-centric approach in VGRs, that captures the evolving nature of video gaming, and support parents, the main users of VGRs, in their management of their young video gaming children. This paper proposes a Video Games Repository for Parents to represent that shift.
Aghdasi, Hadi S.; Abbaspour, Maghsoud; Moghadam, Mohsen Ebrahimi; Samei, Yasaman
Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS) and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN). With regards to the constraints of video-based sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture). This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality. PMID:27873772
Nije Bijvank, M.; Konijn, E.A.; Bushman, B.J.; Roelofsma, P.H.M.P.
OBJECTIVE. To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the
Petre Vlah-Horea BOŢIANU
Full Text Available During the last years, video files showing different surgical procedures have become extremely available and popular on the internet. They are available on both free and unrestricted sites, as well as on dedicated sites which control the medical quality of the information. Honest presentation and a minimal video-editing to include information about the procedure are mandatory to achieve a product with a true educational value. The integration of the web-based video educational resources in the continuing medical information system seems to be limited and the true educational impact very difficult to assess. A review of the available literature dedicated on this subject shows that the main challenge is related to the human factor and not to the available technology.
Claudia Jennifer Dold
Full Text Available Interest in integrative health care is a growing area of health practice, combining conventional medical treatments with safe and effective complementary and alternative medicine. These modalities relate to both improving physical and psychological well-being, and enhancing conventional talk therapy. In an interdisciplinary collaboration, teaching and library faculty have created a series of sixteen on-line video interviews that introduce practitioner-relevant experiences to students as supplemental course material. These videos are available through the department web-pages to students in other related disciplines as well, including Social Work, Counselor Education, Psychology, and the Colleges of Public Health, Nursing, and Medicine. The video series was undertaken as part of the educational mission of the library, bringing to the classroom new material that is essential to the professional development of future counselors.
Kollia, Betty; Kamowski-Shakibai, Margaret T; Basch, Corey H; Clark, Ashley
Background: Our study aimed to determine source of upload and content portrayed in the100 most-viewed videos on autism spectrum disorders (ASDs) on the video sharing public forum, YouTube. ASDs have become highly prevalent in the last decade, arousing a significant response from the media and psycho-educational health professions. Utilization of and reliance on social media for information on health matters has also proliferated. Some suggest that online videos could promote early detection (and intervention) of ASD by prompting caregivers to seek guidance. However, the usefulness of the available videos is unclear. Methods: The 100 most popular YouTube videos were examined for source of upload and information provided. Popularity was determined by number of views, using the filter tool. Results: The videos had more than 121 million views combined. Only one video had been uploaded by a professional (a clinical psychologist). The 99 (non-professional) videos provided minimal data and research into known ASD risk factors. Interestingly, discredited vaccine-associated risks were promoted in 16% (95% CI = 09%-25%) of the 100 videos analyzed. Many videos featured a child with ASD exhibiting some characteristic patterns, such as engaging in a repetitive behavior (73%, 95% CI = 63%-81%); about as many videos referenced various therapies (75%, 95% CI = 65%-83%); and 54% (95% CI = 44%-64%) and 61% (95% CI =51%-71%) of the videos mentioned the economic and emotional toll of ASD on the family,respectively. Additional variables are discussed. Conclusion: The most popular online videos were primarily uploaded by non-professionals and provided limited content regarding ASD. Given the wide reach of social media and its potential for providing valuable information and guidance to the public on matters pertaining to ASD, we wish to underscore the necessity for a professional presence in this medium.
Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B
Approximately 5.5 million Americans are living with Alzheimer's disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Videos uploaded to YouTube from 2013 to 2015 were searched with the term "Alzheimer's disease" on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher's exact tests. Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current study highlight a potential gap between available information
Van Wallendael, Glenn; Coppens, Paulien; Paridaens, Tom; Van Kets, Niels; Van den Broeck, Wendy; Lambert, Peter
With the introduction of 4K UHD video and display resolution, questions arise on the perceptual differences between 4K UHD and upsampled HD video content. In this paper, a striped pair comparison has been performed on a diverse set of 4K UHD video sources. The goal was to subjectively assess the perceived sharpness of 4K UHD and downscaled/upscaled HD video. A striped pair comparison has been applied in order to make the test as straightforward as possible for a non-expert participant populat...
Bouaziz, Baseem; Zlitni, Tarek; Walid MAHDI
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...
Xia, Jiali; Jin, Jesse S.
Video-On-Demand is a new development on the Internet. In order to manage the rich multimedia information and the large number of users, we present an Internet Video-On-Demand system with some E- Commerce flavors. This paper presents the system architecture and technologies required in the implementation. It provides interactive Video-On-Demand services in which the user has a complete control over the session presentation. It allows the user to select and receive specific video information by retrieving the database. For improving the performance of video information retrieval and management, the video information is represented by hierarchical video metadata in XML format. Video metadatabase stored the video information in this hierarchical structure and allows user to search the video shots at different semantic levels in the database. To browse the searched video, the user not only has full-function VCR capabilities as the traditional Video-On-Demand, but also can browse the video in a hierarchical method to view different shots. In order to perform management of large number of users over the Internet, a membership database designed and managed in an E-Commerce environment, which allows the user to access the video database based on different access levels.
Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin
Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…
Seidenberg, Andrew B; Rodgers, Elizabeth J; Rees, Vaughan W; Connolly, Gregory N
Smokeless tobacco (SLT) use among white adolescent males has increased in recent years, and prevalence of SLT use among adolescent males exceeds that for smoking in several U.S. states. Recent reports have described the presence of cigarette-related content on social media Web sites popular among youth; however, little has been reported on SLT content. The YouTube video search engine was searched for the popular SLT brand Skoal, and the first 50 search results were downloaded. Video statistics data were collected for and content analysis was performed on all videos featuring smokeless use (82%). Access to SLT YouTube videos by youth was also determined by assessing whether YouTube permits youth viewing and creation of SLT videos. Mean number of views for videos analyzed was 15,422, and the most watched video had 124,276 views. Descriptions of SLT flavor/smell and social references/interactions were found in 48.8% and 63.4% of videos, respectively. By contrast, references to drug (nicotine) effects (12.2%) and public health messaging (9.8%) were less common. None of the SLT videos in the sample had restrictions that would block youth viewing. In addition, evidence of self-identified youth creating SLT videos was found for 13% of unique users in the sample. YouTube does not restrict youth from creating or viewing "dip videos." Proactive efforts are needed to ensure that YouTube and other online media do not become influential vehicles for tobacco promotion to youth. Copyright Â© 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.
Huang, Xin; Søgaard, Jacob; Forchhammer, Søren
This paper proposes a No-Reference (NR) Video Quality Assessment (VQA) method for videos subject to the distortion given by the High Efficiency Video Coding (HEVC) scheme. The assessment is performed without access to the bitstream. The proposed analysis is based on the transform coefficients...
Larson, M.; Newman, E.; Jones, G.J.F.; Köhler, J.; Larson, M.; de Jong, F.M.G.; Kraaij, W.; Ordelman, R.J.F.
VideoCLEF is a new track for the CLEF 2008 campaign. This track aims to develop and evaluate tasks in analyzing multilingual video content. A pilot of a Vid2RSS task involving assigning thematic class labels to video kicks off the VideoCLEF track in 2008. Task participants deliver classification
Aghito, Shankar Manuel; Forchhammer, Søren
A novel algorithm for coding gray level alpha planes in object-based video is presented. The scheme is based on segmentation in multiple layers. Different coders are specifically designed for each layer. In order to reduce the bit rate, cross-layer redundancies as well as temporal correlation...... are exploited. Coding results show the superior efficiency of the proposed scheme compared with MPEG-4...
Full Text Available An object-based video authentication system, which combines watermarking, error correction coding (ECC, and digital signature techniques, is presented for protecting the authenticity between video objects and their associated backgrounds. In this system, a set of angular radial transformation (ART coefficients is selected as the feature to represent the video object and the background, respectively. ECC and cryptographic hashing are applied to those selected coefficients to generate the robust authentication watermark. This content-based, semifragile watermark is then embedded into the objects frame by frame before MPEG4 coding. In watermark embedding and extraction, groups of discrete Fourier transform (DFT coefficients are randomly selected, and their energy relationships are employed to hide and extract the watermark. The experimental results demonstrate that our system is robust to MPEG4 compression, object segmentation errors, and some common object-based video processing such as object translation, rotation, and scaling while securely preventing malicious object modifications. The proposed solution can be further incorporated into public key infrastructure (PKI.
Full Text Available The odds in stumbling over extremist material in the internet are high. Counter speech videos, such as those of the German campaign Begriffswelten Islam (Concepts of Islam; Bundeszentrale für politische Bildung, 2015a published on YouTube, offer alternative perspectives and democratic ideas to counteract extremist content. YouTube users may discuss these videos in the comment sections below the video. Yet, it remains open which topics these users bring up in their comments. Moreover, it is unknown how far user comments in this context may promote hate speech—the very opposite of what counter speeches intent to evoke. By applying a qualitative content analysis on a randomly selected sample of user comments, which appeared beneath the counter speech videos of Concepts of Islam, we found that comments dominated, which dealt with devaluating prejudices and stereotypes towards Muslims and/or Islam. However, we also discovered that users in a large scale discussed the content of the videos. Moreover, we identified user comments, which hint at hateful speech either in comments themselves or the discourse the comments are embedded in. Based on these results, we discuss implications for researchers, practitioners and security agencies.
Huurnink, B.; Snoek, C.G.M.; de Rijke, M.; Smeulders, A.W.M.
Content-based video retrieval is maturing to the point where it can be used in real-world retrieval practices. One such practice is the audiovisual archive, whose users increasingly require fine-grained access to broadcast television content. In this paper, we take into account the information needs
Cranwell, Jo; Murray, Rachael; Lewis, Sarah; Leonardi-Bee, Jo; Dockrell, Martin; Britton, John
To quantify tobacco and alcohol content, including branding, in popular contemporary YouTube music videos; and measure adolescent exposure to such content. Ten-second interval content analysis of alcohol, tobacco or electronic cigarette imagery in all UK Top 40 YouTube music videos during a 12-week period in 2013/14; on-line national survey of adolescent viewing of the 32 most popular high-content videos. Great Britain. A total of 2068 adolescents aged 11-18 years who completed an on-line survey. Occurrence of alcohol, tobacco and electronic cigarette use, implied use, paraphernalia or branding in music videos and proportions and estimated numbers of adolescents who had watched sampled videos. Alcohol imagery appeared in 45% [95% confidence interval (CI) = 33-51%] of all videos, tobacco in 22% (95% CI = 13-27%) and electronic cigarettes in 2% (95% CI = 0-4%). Alcohol branding appeared in 7% (95% CI = 2-11%) of videos, tobacco branding in 4% (95% CI = 0-7%) and electronic cigarettes in 1% (95% CI = 0-3%). The most frequently observed alcohol, tobacco and electronic cigarette brands were, respectively, Absolut Tune, Marlboro and E-Lites. At least one of the 32 most popular music videos containing alcohol or tobacco content had been seen by 81% (95% CI = 79%, 83%) of adolescents surveyed, and of these 87% (95% CI = 85%, 89%) had re-watched at least one video. The average number of videos seen was 7.1 (95% CI = 6.8, 7.4). Girls were more likely to watch and also re-watch the videos than boys, P YouTube music videos watched by a large number of British adolescents, particularly girls, include significant tobacco and alcohol content, including branding. © 2014 The Authors. Addiction published by John Wiley & Sons Ltd on behalf of Society for the Study of Addiction.
Full Text Available Indexing deals with the automatic extraction of information with the objective of automatically describing and organizing the content. Thinking of a video stream, different types of information can be considered semantically important. Since we can assume that the most relevant one is linked to the presence of moving foreground objects, their number, their shape, and their appearance can constitute a good mean for content description. For this reason, we propose to combine both motion information and region-based color segmentation to extract moving objects from an MPEG2 compressed video stream starting only considering low-resolution data. This approach, which we refer to as Ã¢Â€Âœrough indexing,Ã¢Â€Â consists in processing P-frame motion information first, and then in performing I-frame color segmentation. Next, since many details can be lost due to the low-resolution data, to improve the object detection results, a novel spatiotemporal filtering has been developed which is constituted by a quadric surface modeling the object trace along time. This method enables to effectively correct possible former detection errors without heavily increasing the computational effort.
Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Ann
This paper presents latency-constrained video transmission over high-speed wireless personal area networks (WPANs). Low-power video compression is proposed as an alternative to uncompressed video transmission. A video source rate control based on MINMAX quality criteria is introduced. Practical...... results for video encoder based on H.264/AVC standard are also given....
Belyaev, Evgeny; Turlikov, Andrey; Ukhanova, Ann
This paper presents latency-constrained video transmission over high-speed wireless personal area networks (WPANs). Low-power video compression is proposed as an alternative to uncompressed video transmission. A video source rate control based on MINMAX quality criteria is introduced. Practical results for video encoder based on H.264/AVC standard are also given.
Full Text Available Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN. With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture. This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.
Aghdasi, Hadi S; Abbaspour, Maghsoud; Moghadam, Mohsen Ebrahimi; Samei, Yasaman
Technological progress in the fields of Micro Electro-Mechanical Systems (MEMS) and wireless communications and also the availability of CMOS cameras, microphones and small-scale array sensors, which may ubiquitously capture multimedia content from the field, have fostered the development of low-cost limited resources Wireless Video-based Sensor Networks (WVSN). With regards to the constraints of videobased sensor nodes and wireless sensor networks, a supporting video stream is not easy to implement with the present sensor network protocols. In this paper, a thorough architecture is presented for video transmission over WVSN called Energy-efficient and high-Quality Video transmission Architecture (EQV-Architecture). This architecture influences three layers of communication protocol stack and considers wireless video sensor nodes constraints like limited process and energy resources while video quality is preserved in the receiver side. Application, transport, and network layers are the layers in which the compression protocol, transport protocol, and routing protocol are proposed respectively, also a dropping scheme is presented in network layer. Simulation results over various environments with dissimilar conditions revealed the effectiveness of the architecture in improving the lifetime of the network as well as preserving the video quality.
Wouters, Pieter; Tabbers, Huib; Paas, Fred
textabstractIn this review we argue that interactivity can be effective in video-based models to engage learners in relevant cognitive processes. We do not treat modeling as an isolated instructional method but adopted the social cognitive model of sequential skill acquisition in which learners start with observation and finish with independent, self-regulated performance. Moreover, we concur with the notion that interactivity should emphasize the cognitive processes that learners engage in w...
Gudumasu, Srinivas; Hamza, Ahmed; Asbun, Eduardo; He, Yong; Ye, Yan
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.
Stokking, H.M.; Veenhuizen, A.T.; Kaptein, A.M.; Niamut, O.A.
As TNO, we have developed an Augmented Live Broadcast use case, using components from the FP7 STEER project. In this use case, a television broadcast of a live event is augmented with user generated content. This user generated content consists of videos made by users at the event, and also of
Rustad, Robin A.; Small, Jacob E.; Jobes, David A.; Safer, Martin A.; Peterson, Rebecca J.
Two experiments exposed college student volunteers to rock music with or without suicidal content. Music and videos with suicide content appeared to prime implicit cognitions related to suicide but did not affect variables associated with increased suicide risk. (Contains 60 references and 3 tables.) (Author/JBJ)
Aghito, Shankar Manuel; Stegmann, Mikkel Bille; Forchhammer, Søren
Aspects of video communication based on gaze interaction are considered. The overall idea is to use gaze interaction to control video, e.g. for video conferencing. Towards this goal, animation of a facial mask is demonstrated. The animation is based on images using Active Appearance Models (AAM...
Johnson, Rebecca; Croager, Emma; Pratt, Iain S; Khoo, Natalie
To examine the extent to which legal drug references (alcohol and tobacco) are present in the music video clips shown on two music video programs broadcast in Australia on Saturday mornings. Further, to examine the music genres in which the references appeared and the dominant messages associated with the references. Music video clips shown on the music video programs 'Rage' (ABC TV) and [V] 'Music Video Chart' (Channel [V]) were viewed over 8 weeks from August 2011 to October 2011 and the number of clips containing verbal and/or visual drug references in each program was counted. The songs were classified by genre and the dominant messages associated with drug references were also classified and analysed. A considerable proportion of music videos (approximately one-third) contained drug references. Alcohol featured in 95% of the music videos that contained drug references. References to alcohol generally associated it with fun and humour, and alcohol and tobacco were both overwhelmingly presented in contexts that encouraged, rather than discouraged, their use. In Australia, Saturday morning is generally considered a children's television viewing timeslot, and several broadcaster Codes of Practice dictate that programs shown on Saturday mornings must be appropriate for viewing by audiences of all ages. Despite this, our findings show that music video programs aired on Saturday mornings contain a considerable level of drug-related content.
Stokking, H.M.; Veenhuizen, A.T.; Kaptein, A.M.; Niamut, O.A.
As TNO, we have developed an Augmented Live Broadcast use case, using components from the FP7 STEER project. In this use case, a television broadcast of a live event is augmented with user generated content. This user generated content consists of videos made by users at the event, and also of relevant social network content. The current implementation uses timestamps inserted in the media streams to synchronise related media streams. Social networks are searched using EPG information as a st...
Almendros Gutiérrez, David
[ANGLÈS] The aim of this thesis is to design a tool that performs visual instance search mining for news video summarization. This means to extract the relevant content of the video in order to be able to recognize the storyline of the news. Initially, a sampling of the video is required to get the frames with a desired rate. Then, different relevant contents are detected from each frame, focusing on faces, text and several objects that the user can select. Next, we use a graph-based clusteri...
Bijvank, Marije Nije; Konijn, Elly A; Bushman, Brad J; Roelofsma, Peter H M P
To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the attractiveness of games for children younger than the age rating. Participants were 310 Dutch youth. The design was a 3 (age group: 7-8, 12-13, and 16-17 years) x 2 (participant gender) x 7 (label: 7+, 12+, 16+, 18+, violence, no violence, or no label control) x 2 (game description: violent or nonviolent) mixed factorial. The first 2 factors were between subjects, whereas the last 2 factors were within subjects. Three personality traits (ie, reactance, trait aggressiveness, and sensation seeking) were also included in the analyses. Participants read fictitious video game descriptions and rated how much they wanted to play each game. Results revealed that restrictive age labels and violent-content labels increased the attractiveness of video games for all of the age groups (even 7- to 8-year-olds and girls). Although the Pan European Game Information system was developed to protect youth from objectionable content, this system actually makes such games forbidden fruits. Pediatricians should be aware of this forbidden-fruit effect, because video games with objectionable content can have harmful effects on children and adolescents.
Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh
Background: Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games. Methods: Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression. Results: Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study. Conclusion: Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.
Tekalp A Murat
Full Text Available Scalable video coders provide different scaling options, such as temporal, spatial, and SNR scalabilities, where rate reduction by discarding enhancement layers of different scalability-type results in different kinds and/or levels of visual distortion depend on the content and bitrate. This dependency between scalability type, video content, and bitrate is not well investigated in the literature. To this effect, we first propose an objective function that quantifies flatness, blockiness, blurriness, and temporal jerkiness artifacts caused by rate reduction by spatial size, frame rate, and quantization parameter scaling. Next, the weights of this objective function are determined for different content (shot types and different bitrates using a training procedure with subjective evaluation. Finally, a method is proposed for choosing the best scaling type for each temporal segment that results in minimum visual distortion according to this objective function given the content type of temporal segments. Two subjective tests have been performed to validate the proposed procedure for content-aware selection of the best scalability type on soccer videos. Soccer videos scaled from 600 kbps to 100 kbps by the proposed content-aware selection of scalability type have been found visually superior to those that are scaled using a single scalability option over the whole sequence.
Yew, Jude; Shamma, David A.
In this paper, we present a method for video category classification using only social metadata from websites like YouTube. In place of content analysis, we utilize communicative and social contexts surrounding videos as a means to determine a categorical genre, e.g. Comedy, Music. We hypothesize that video clips belonging to different genre categories would have distinct signatures and patterns that are reflected in their collected metadata. In particular, we define and describe social metadata as usage or action to aid in classification. We trained a Naive Bayes classifier to predict categories from a sample of 1,740 YouTube videos representing the top five genre categories. Using just a small number of the available metadata features, we compare the classifications produced by our Naive Bayes classifier with those provided by the uploader of that particular video. Compared to random predictions with the YouTube data (21% accurate), our classifier attained a mediocre 33% accuracy in predicting video genres. However, we found that the accuracy of our classifier significantly improves by nominal factoring of the explicit data features. By factoring the ratings of the videos in the dataset, the classifier was able to accurately predict the genres of 75% of the videos. We argue that the patterns of social activity found in the metadata are not just meaningful in their own right, but are indicative of the meaning of the shared video content. The results presented by this project represents a first step in investigating the potential meaning and significance of social metadata and its relation to the media experience.
Cofield, Jay L.
Streaming video used as an augmentation in Web-based instruction was investigated to: (1) determine if demographic characteristics would lead to significantly different beliefs about the use and perceived effectiveness of streaming video, and (2) whether or not there are characteristics of streaming video that would lead to beliefs about the…
Rachit Mohan Garg; Yamini Sood; Neha Tyagi
With the increase in the bandwidth & the transmission speed over the internet, transmission of multimedia objects like video, audio, images has become an easier work. In this paper we provide an approach that can be useful for transmission of video objects over the internet without much fuzz. The approach provides a ontology based framework that is used to establish an automatic deployment of video transmission system. Further the video is compressed using the structural flow mechanism tha...
Full Text Available This paper presents a steganalytic approach against video steganography which modifies motion vector (MV in content adaptive manner. Current video steganalytic schemes extract features from fixed-length frames of the whole video and do not take advantage of the content diversity. Consequently, the effectiveness of the steganalytic feature is influenced by video content and the problem of cover source mismatch also affects the steganalytic performance. The goal of this paper is to propose a steganalytic method which can suppress the differences of statistical characteristics caused by video content. The given video is segmented to subsequences according to block’s motion in every frame. The steganalytic features extracted from each category of subsequences with close motion intensity are used to build one classifier. The final steganalytic result can be obtained by fusing the results of weighted classifiers. The experimental results have demonstrated that our method can effectively improve the performance of video steganalysis, especially for videos of low bitrate and low embedding ratio.
Corl, Frank M; Johnson, Pamela T; Rowell, Melissa R; Fishman, Elliot K
Video "podcasting" is an Internet-based publication and syndication technology that is defined as the process of capturing, editing, distributing, and downloading audio, video, and general multimedia productions. The expanded capacity for visual components allows radiologists to view still and animated media. These image-viewing characteristics and the ease of widespread delivery are well suited for radiologic education. This article presents detailed information about how to generate and distribute a video podcast using a Macintosh platform.
Qu, Zhiguo; Chen, Siyi; Ji, Sai
As one of important multimedia forms in quantum network, quantum video attracts more and more attention of experts and scholars in the world. A secure quantum video steganography protocol with large payload based on the video strip encoding method called as MCQI (Multi-Channel Quantum Images) is proposed in this paper. The new protocol randomly embeds the secret information with the form of quantum video into quantum carrier video on the basis of unique features of video frames. It exploits to embed quantum video as secret information for covert communication. As a result, its capacity are greatly expanded compared with the previous quantum steganography achievements. Meanwhile, the new protocol also achieves good security and imperceptibility by virtue of the randomization of embedding positions and efficient use of redundant frames. Furthermore, the receiver enables to extract secret information from stego video without retaining the original carrier video, and restore the original quantum video as a follow. The simulation and experiment results prove that the algorithm not only has good imperceptibility, high security, but also has large payload.
Athanasopoulou, Christina; Suni, Sanna; Hätönen, Heli; Apostolakis, Ioannis; Lionis, Christos; Välimäki, Maritta
To investigate attitudes towards schizophrenia and people with schizophrenia presented in YouTube videos. We searched YouTube using the search terms "schizophrenia" and "psychosis" in Finnish and Greek language on April 3rd, 2013. The first 20 videos from each search (N = 80) were retrieved. Deductive content analysis was first applied for coding and data interpretation and it was followed by descriptive statistical analysis. A total of 52 videos were analyzed (65%). The majority of the videos were in the "Music" category (50%, n = 26). Most of the videos (83%, n = 43) tended to present schizophrenia in a negative way, while less than a fifth (17%, n = 9) presented schizophrenia in a positive or neutral way. Specifically, the most common negative attitude towards schizophrenia was dangerousness (29%, n = 15), while the most often identified positive attitude was objective, medically appropriate beliefs (21%, n = 11). All attitudes identified were similarly present in the Finnish and Greek videos, without any statistically significant difference. Negative presentations of schizophrenia are most likely to be accessed when searching YouTube for schizophrenia in Finnish and Greek language. More research is needed to investigate to what extent, if any, YouTube viewers' attitudes are affected by the videos they watch.
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.
Hada, Yoshiaki; Ogata, Hiroaki; Yano, Yoneo
This paper focuses on an online video based correction system for language learning. The prototype system using the proposed model supports learning between a native English teacher and a non-native learner using a videoconference system. It extends the videoconference system so that it can record the conversation of a learning scene. If a teacher…
Gaydos, Matthew J.
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…
Schmale, Sebastian; Seidel, Pascal; Thiermann, Steffen; Paul, Steffen
Inpainting-based compression and reconstruction methodology can be applied to systems with limited resources to enable continuously monitor neurological activity. In this work, an approach based on sparse representations and K-SVD is augmented to a video processing in order to improve the recovery quality. That was mainly achieved by using another direction of spatial correlation and the extraction of cuboids across frames. The implementation of overlapping frames between the recorded data blocks avoids rising errors at the boundaries during the inpainting-based recovery. Controlling the electrode states per frame plays a key role for high data compression and precise recovery. The proposed 3D inpainting approach can compete with common methods like JPEG, JPEG2000 or MPEG-4 in terms of the degree of compression and reconstruction accuracy, which was applied on real measured local field potentials of a human patient.
Yoo, Jina H; Kim, Junghyun
This study examines (1) how the topics of obesity are framed and (2) how obese persons are portrayed on YouTube video clips. The analysis of 417 obesity videos revealed that a newer medium like YouTube, similar to traditional media, appeared to assign responsibility and solutions for obesity mainly to individuals and their behaviors, although there was a tendency that some video categories have started to show other causal claims or solutions. However, due to the prevailing emphasis on personal causes and solutions, numerous YouTube videos had a theme of weight-based teasing, or showed obese persons engaging in stereotypical eating behaviors. We discuss a potential impact of YouTube videos on shaping viewers' perceptions about obesity and further reinforcing stigmatization of obese persons.
Covolo, Loredana; Ceretti, Elisabetta; Passeri, Chiara; Boletti, Michela; Gelatti, Umberto
The suspension of compulsory scheduling of some pediatric vaccines has been discussed for a long time by health authorities in Italy but the current decrease of vaccination rates is a matter of concern. YouTube is the most popular video-based social media website. Considering the demonstrated impact of internet on vaccination decision-making and the increasing use of social media to share and disseminate health information, the aim of this study was to explore the message available on YouTube videos about vaccination. An observational study was conducted searching for YouTube videos in September 2015 and updated in January 2016, by using the keyword "vaccinations." We included recently posted videos in Italian on child vaccination (2014-2015). Videos were classified according to the message tone. A total of 123 videos were selected. Pro-vaccination videos were 62 (50%), anti-vaccination 28 (23%), neutral or without a clear position in favor or against vaccination 33 (27%). Focusing on the first 2 groups, pro-vaccination videos had a higher number of views compared with those unfavorable (1602 ± 6544 vs 1482 ± 2735) (p viewers (17.8 ± 31.3) than positive ones (13.2 ± 44.7) (p viewers, it is important to monitor the web to understand audience characteristics and what influences public opinions to use communication strategies more effectively.
In this thesis I investigate innovation processes on innovation platforms, and look at the role played by content release for innovation in digital distribution of home entertainment. I argue that innovation platforms rely on several aspects of innovation in order to succeed, and this thesis is concerned with one of these, namely release of digital entertainment content. I use the American video streaming service Netflix as a case and example of such an innovation platform. By using techno...
Full Text Available This paper envisions coding with side information to design a highly scalable video codec. To achieve fine-grained scalability in terms of resolution, quality, and spatial access as well as temporal access to individual frames, the JPEG 2000 coding algorithm has been considered as the reference algorithm to encode INTRA information, and coding with side information has been envisioned to refresh the blocks that change between two consecutive images of a video sequence. One advantage of coding with side information compared to conventional closed-loop hybrid video coding schemes lies in the fact that parity bits are designed to correct stochastic errors and not to encode deterministic prediction errors. This enables the codec to support some desynchronization between the encoder and the decoder, which is particularly helpful to adapt on the fly pre-encoded content to fluctuating network resources and/or user preferences in terms of regions of interest. Regarding the coding scheme itself, to preserve both quality scalability and compliance to the JPEG 2000 wavelet representation, a particular attention has been devoted to the definition of a practical coding framework able to exploit not only the temporal but also spatial correlation among wavelet subbands coefficients, while computing the parity bits on subsets of wavelet bit-planes. Simulations have shown that compared to pure INTRA-based conditional replenishment solutions, the addition of the parity bits option decreases the transmission cost in terms of bandwidth, while preserving access flexibility.
Full Text Available The paper presents an NP-video rendering system based on natural phenomena. It provides a simple nonphotorealistic video synthesis system in which user can obtain a flow-like stylization painting and infinite video scene. Firstly, based on anisotropic Kuwahara filtering in conjunction with line integral convolution, the phenomena video scene can be rendered to flow-like stylization painting. Secondly, the methods of frame division, patches synthesis, will be used to synthesize infinite playing video. According to selection examples from different natural video texture, our system can generate stylized of flow-like and infinite video scenes. The visual discontinuities between neighbor frames are decreased, and we also preserve feature and details of frames. This rendering system is easy and simple to implement.
Bouma, Henri; Baan, Jan; ter Haar, Frank B.; Eendebak, Pieter T.; den Hollander, Richard J. M.; Burghouts, Gertjan J.; Wijn, Remco; van den Broek, Sebastiaan P.; van Rest, Jeroen H. C.
In the security domain, cameras are important to assess critical situations. Apart from fixed surveillance cameras we observe an increasing number of sensors on mobile platforms, such as drones, vehicles and persons. Mobile cameras allow rapid and local deployment, enabling many novel applications and effects, such as the reduction of violence between police and citizens. However, the increased use of bodycams also creates potential challenges. For example: how can end-users extract information from the abundance of video, how can the information be presented, and how can an officer retrieve information efficiently? Nevertheless, such video gives the opportunity to stimulate the professionals' memory, and support complete and accurate reporting. In this paper, we show how video content analysis (VCA) can address these challenges and seize these opportunities. To this end, we focus on methods for creating a complete summary of the video, which allows quick retrieval of relevant fragments. The content analysis for summarization consists of several components, such as stabilization, scene selection, motion estimation, localization, pedestrian tracking and action recognition in the video from a bodycam. The different components and visual representations of summaries are presented for retrospective investigation.
Löwe, Peter; Plank, Margret; Ziedorn, Frauke
of Science and Technology. The web-based portal allows for extended search capabilities based on enhanced metadata derived by automated video analysis. By combining state-of-the-art multimedia retrieval techniques such as speech-, text-, and image recognition with semantic analysis, content-based access to videos at the segment level is provided. Further, by using the open standard Media Fragment Identifier (MFID), a citable Digital Object Identifier is displayed for each video segment. In addition to the continuously growing footprint of contemporary content, the importance of vintage audiovisual information needs to be considered: This paper showcases the successful application of the TIB|AV-Portal in the preservation and provision of a newly discovered version of a GRASS GIS promotional video produced by US Army -Corps of Enginers Laboratory (US-CERL) in 1987. The video is provides insight into the constraints of the very early days of the GRASS GIS project, which is the oldest active Free and Open Source Software (FOSS) GIS project which has been active for over thirty years. GRASS itself has turned into a collaborative scientific platform and a repository of scientific peer-reviewed code and algorithm/knowledge hub for future generation of scientists . This is a reference case for future preservation activities regarding semantic-enhanced Web 2.0 content from geospatial software projects within Academia and beyond. References:  Chemin, Y., Petras V., Petrasova, A., Landa, M., Gebbert, S., Zambelli, P., Neteler, M., Löwe, P.: GRASS GIS: a peer-reviewed scientific platform and future research Repository, Geophysical Research Abstracts, Vol. 17, EGU2015-8314-1, 2015 (submitted)
Ortiz-Jaramillo, B.; Niño-Castañeda, J.; Platiša, L.; Philips, W.
Since the end-user of video-based systems is often a human observer, prediction of human perception of quality (HPoQ) is an important task for increasing the user satisfaction. Despite the large variety of objective video quality measures, one problem is the lack of generalizability. This is mainly due to the strong dependency between HPoQ and video content. Although this problem is well-known, few existing methods directly account for the influence of video content on HPoQ. This paper propose a new method to predict HPoQ by using simple distortion measures and introducing video content features in their computation. Our methodology is based on analyzing the level of spatio-temporal activity and combining HPoQ content related parameters with simple distortion measures. Our results show that even very simple distortion measures such as PSNR and simple spatio-temporal activity measures lead to good results. Results over four different public video quality databases show that the proposed methodology, while faster and simpler, is competitive with current state-of-the-art methods, i.e., correlations between objective and subjective assessment higher than 80% and it is only two times slower than PSNR.
Rosenkrantz, Andrew B; Won, Eugene; Doshi, Ankur M
To assess the content of currently available YouTube videos seeking to educate patients regarding commonly performed imaging examinations. After initial testing of possible search terms, the first two pages of YouTube search results for "CT scan," "MRI," "ultrasound patient," "PET scan," and "mammogram" were reviewed to identify educational patient videos created by health organizations. Sixty-three included videos were viewed and assessed for a range of features. Average views per video were highest for MRI (293,362) and mammography (151,664). Twenty-seven percent of videos used a nontraditional format (eg, animation, song, humor). All videos (100.0%) depicted a patient undergoing the examination, 84.1% a technologist, and 20.6% a radiologist; 69.8% mentioned examination lengths, 65.1% potential pain/discomfort, 41.3% potential radiation, 36.5% a radiology report/results, 27.0% the radiologist's role in interpretation, and 13.3% laboratory work. For CT, 68.8% mentioned intravenous contrast and 37.5% mentioned contrast safety. For MRI, 93.8% mentioned claustrophobia, 87.5% noise, 75.0% need to sit still, 68.8% metal safety, 50.0% intravenous contrast, and 0.0% contrast safety. For ultrasound, 85.7% mentioned use of gel. For PET, 92.3% mentioned radiotracer injection, 61.5% fasting, and 46.2% diabetic precautions. For mammography, unrobing, avoiding deodorant, and possible additional images were all mentioned by 63.6%; dense breasts were mentioned by 0.0%. Educational patient videos on YouTube regarding common imaging examinations received high public interest and may provide a valuable patient resource. Videos most consistently provided information detailing the examination experience and less consistently provided safety information or described the presence and role of the radiologist. Copyright © 2016 American College of Radiology. Published by Elsevier Inc. All rights reserved.
Xu, Huihui; Jiang, Mingyan
Two-dimensional to three-dimensional (3-D) conversion in 3-D video applications has attracted great attention as it can alleviate the problem of stereoscopic content shortage. Depth estimation is an essential part of this conversion since the depth accuracy directly affects the quality of a stereoscopic image. In order to generate a perceptually reasonable depth map, a comprehensive depth estimation algorithm that considers the scenario type is presented. Based on the human visual system mechanism, which is sensitive to a change in the scenario, this study classifies the type of scenario into four classes according to the relationship between the movements of the camera and the object, and then leverages different strategies on the basis of the scenario type. The proposed strategies efficiently extract the depth information from different scenarios. In addition, the depth generation method for a scenario in which there is no motion, neither of the object nor the camera, is also suitable for the single image. Qualitative and quantitative evaluation results demonstrate that the proposed depth estimation algorithm is very effective for generating stereoscopic content and providing a realistic visual experience.
Kim, Kyongseok; Paek, Hye-Jin; Lynn, Jordan
This study examined the prevalence, accessibility, and characteristics of eroticized smoking portrayal, also referred to as smoking fetish, on YouTube. The analysis of 200 smoking fetish videos revealed that the smoking fetish videos are prevalent and accessible to adolescents on the website. They featured explicit smoking behavior by sexy, young, and healthy females, with the content corresponding to PG-13 and R movie ratings. We discuss a potential impact of the prosmoking image on youth according to social cognitive theory, and implications for tobacco control.
Shahid, M.; Søgaard, Jacob; Pokhrel, J.
humans are considered to be the most valid method of the as- sessment of QoE. Besides lab-based subjective experiments, crowdsourcing based subjective assessment of video quality is gaining popularity as an alternative method. This paper presents insights into a study that investigates perceptual pref......- erences of various adaptive video streaming scenarios through crowdsourcing based subjective quality assessment....
Zhang, Xiaoli; Zhi, Min
In this paper, an effective slow motion replay detection method for tennis videos which contains logo transition is proposed. This method is based on the theory of color auto-correlogram and achieved by fowllowing steps: First,detect the candidate logo transition areas from the video frame sequence. Second, generate logo template. Then use color auto-correlogram for similarity matching between video frames and logo template in the candidate logo transition areas. Finally, select logo frames according to the matching results and locate the borders of slow motion accurately by using the brightness change during logo transition process. Experiment shows that, unlike previous approaches, this method has a great improvement in border locating accuracy rate, and can be used for other sports videos which have logo transition, too. In addition, as the algorithm only calculate the contents in the central area of the video frames, speed of the algorithm has been improved greatly.
José Antonio ORTEGA CARRILLO
Full Text Available A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent research in which adult players related with the education area (future teachers analyzed critically the axiological component of a very important group of video-games which are important in the sales lists. For that purpose, a very specific scale has been used, with indicators related to the argument, the initial and final videos, the protagonist’s behaviour, the stenography, clothes, actions and partial and final results obtained by players.
Harakawa, Ryosuke; Ogawa, Takahiro; Haseyama, Miki
Sentiment in multimedia contents has an influence on their topics, since multimedia contents are tools for social media users to convey their sentiment. Performance of applications such as retrieval and recommendation will be improved if sentiment in multimedia contents can be estimated; however, there have been few works in which such applications were realized by utilizing sentiment analysis. In this paper, a novel method for extracting the hierarchical structure of Web video groups based o...
Rivera Martínez, Jose Luis; Mijes Cruz, Mario Humberto; Rodríguez Vázqu, Manuel Antonio; Rodríguez Espejo, Luis; Montoya Obeso, Abraham; García Vázquez, Mireya Saraí; Ramírez Acosta, Alejandro Álvaro
Nowadays there is a trend towards the use of unimodal databases for multimedia content description, organization and retrieval applications of a single type of content like text, voice and images, instead bimodal databases allow to associate semantically two different types of content like audio-video, image-text, among others. The generation of a bimodal database of audio-video implies the creation of a connection between the multimedia content through the semantic relation that associates the actions of both types of information. This paper describes in detail the used characteristics and methodology for the creation of the bimodal database of violent content; the semantic relationship is stablished by the proposed concepts that describe the audiovisual information. The use of bimodal databases in applications related to the audiovisual content processing allows an increase in the semantic performance only and only if these applications process both type of content. This bimodal database counts with 580 audiovisual annotated segments, with a duration of 28 minutes, divided in 41 classes. Bimodal databases are a tool in the generation of applications for the semantic web.
Video-based teaching material is a rich and powerful medium being used in computer assisted learning. This paper aimed to assess the learning outcomes and student nurses' acceptance and satisfaction with the video-based lectures versus the traditional method of teaching human anatomy and physiology courses.
Puhl, Rebecca M; Peterson, Jamie Lee; DePierre, Jenny A; Luedicke, Joerg
The news media has substantial influence on public perceptions of social and health issues. This study conducted a video content analysis to examine portrayals of obese persons in online news reports about obesity. The authors downloaded online news videos about obesity (N = 371) from 5 major news websites and systematically coded visual portrayals of obese and nonobese adults and youth in these videos. The authors found that 65% of overweight/obese adults and 77% of overweight/obese youth were portrayed in a negative, stigmatizing manner across multiple obesity-related topics covered in online news videos. In particular, overweight/obese individuals were significantly more likely than were nonoverweight individuals to be portrayed as headless, with an unflattering emphasis on isolated body parts, from an unflattering rear view of their excess weight, eating unhealthy foods, engaging in sedentary behavior, and dressed in inappropriately fitting clothing. Nonoverweight individuals were significantly more likely to be portrayed positively. In conclusion, obese children and adults are frequently stigmatized in online news videos about obesity. These findings have important implications for public perceptions of obesity and obese persons and may reinforce negative societal weight bias.
Ramezani, Mohsen; Yaghmaee, Farzin
In recent years, fast growth of online video sharing eventuated new issues such as helping users to find their requirements in an efficient way. Hence, Recommender Systems (RSs) are used to find the users' most favorite items. Finding these items relies on items or users similarities. Though, many factors like sparsity and cold start user impress the recommendation quality. In some systems, attached tags are used for searching items (e.g. videos) as personalized recommendation. Different views, incomplete and inaccurate tags etc. can weaken the performance of these systems. Considering the advancement of computer vision techniques can help improving RSs. To this end, content based search can be used for finding items (here, videos are considered). In such systems, a video is taken from the user to find and recommend a list of most similar videos to the query one. Due to relating most videos to humans, we present a novel low complex scalable method to recommend videos based on the model of included action. This method has recourse to human action retrieval approaches. For modeling human actions, some interest points are extracted from each action and their motion information are used to compute the action representation. Moreover, a fuzzy dissimilarity measure is presented to compare videos for ranking them. The experimental results on HMDB, UCFYT, UCF sport and KTH datasets illustrated that, in most cases, the proposed method can reach better results than most used methods.
This study examines the content of and audience response to organ donation videos on YouTube, a Web 2.0 platform, with framing theory. Positive frames were identified in both video content and audience comments. Analysis revealed a reciprocity relationship between media frames and audience frames. Videos covered content categories such as kidney, liver, organ donation registration process, and youth. Videos were favorably rated. No significant differences were found between videos produced by organizations and individuals in the United States and those produced in other countries. The findings provide insight into how new communication technologies are shaping health communication in ways that differ from traditional media. The implications of Web 2.0, characterized by user-generated content and interactivity, for health communication and health campaign practice are discussed.
As web-based courses using videos have become popular in recent years, the issue of managing audio-visual aids has become pertinent. Generally, the contents of audio-visual aids may include a lecture, an interview, a report, or an experiment, which may be transformed into a streaming format capable of making the quality of Internet-based videos…
Desai, Tejas; Shariff, Afreen; Dhingra, Vibhu; Minhas, Deeba; Eure, Megan; Kats, Mark
Medical educators and patients are turning to YouTube to teach and learn about medical conditions. These videos are from authors whose credibility cannot be verified & are not peer reviewed. As a result, studies that have analyzed the educational content of YouTube have reported dismal results. These studies have been unable to exclude videos created by questionable sources and for non-educational purposes. We hypothesize that medical education YouTube videos, authored by credible sources, are of high educational value and appropriately suited to educate the public. Credible videos about cardiovascular diseases were identified using the Mayo Clinic's Center for Social Media Health network. Content in each video was assessed by the presence/absence of 7 factors. Each video was also evaluated for understandability using the Suitability Assessment of Materials (SAM). User engagement measurements were obtained for each video. A total of 607 videos (35 hours) were analyzed. Half of all videos contained 3 educational factors: treatment, screening, or prevention. There was no difference between the number of educational factors present & any user engagement measurement (p NS). SAM scores were higher in videos whose content discussed more educational factors (pYouTube. PMID:24367517
Kim, Ryul; Park, Hye-Young; Kim, Han-Joon; Kim, Aryun; Jang, Mi-Hee; Jeon, Beomseok
This study aimed to evaluate the accuracy of Korean videos regarding Parkinson's disease (PD) on YouTube and viewers' responses to them. YouTube search was performed using the search term "Parkinson disease" in Korean language on March 28, 2017. Two independent neurologists categorized the videos into "reliable", "misleading" or "patient experiences". The number of views, days since upload, video length, number of "likes" and "dislikes", and upload source were collected for each video. A total of 138 videos were included in this study. Of these, 91 videos (65.9%) were reliable; 31 (22.5%) were misleading, and 16 (11.6%) were of patient experiences. The videos with patient experiences had the highest number of mean views with 9710.4±3686.9, followed by misleading videos with 5075.0±1198.6, and reliable videos with 2146.8±353.4 (ANOVA, pYouTube provide reliable information. More importantly, the videos with reliable contents were less popular than videos with misleading contents. Further efforts are warranted to effectively increase the dissemination of accurate and scientifically proven PD information to YouTube users. Copyright © 2017 Elsevier Ltd. All rights reserved.
Cranwell, J.C.; Whitamore, Kathy; Britton, John; Leonardi-Bee, Jo
Abstract To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11?17 years were included as participants. Reported...
Ryoo, M. S.; Matthies, Larry
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.
José Antonio ORTEGA CARRILLO; Mª Carmen ROBLES VILCHEZ
A high percentage of video-games now in the market have contents related with physical and psychological violence. There are investigations that show that this kind of games is mainly used by children and adolescents. This fact reinitiates the polemic of the possible influence in the formation of their personality and, very specially, in the construction of the value scale that will direct their present and future behaviour as citizens. This paper shows the partial results of a recent researc...
Bao, Tianlong; Ding, Chunhui; Karmoshi, Saleem; Zhu, Ming
Face recognition has been widely studied recently while video-based face recognition still remains a challenging task because of the low quality and large intra-class variation of video captured face images. In this paper, we focus on two scenarios of video-based face recognition: 1)Still-to-Video(S2V) face recognition, i.e., querying a still face image against a gallery of video sequences; 2)Video-to-Still(V2S) face recognition, in contrast to S2V scenario. A novel method was proposed in this paper to transfer still and video face images to an Euclidean space by a carefully designed convolutional neural network, then Euclidean metrics are used to measure the distance between still and video images. Identities of still and video images that group as pairs are used as supervision. In the training stage, a joint loss function that measures the Euclidean distance between the predicted features of training pairs and expanding vectors of still images is optimized to minimize the intra-class variation while the inter-class variation is guaranteed due to the large margin of still images. Transferred features are finally learned via the designed convolutional neural network. Experiments are performed on COX face dataset. Experimental results show that our method achieves reliable performance compared with other state-of-the-art methods.
Yan, Ling; Hicks, Matt; Winslow, Korey; Comella, Cynthia; Ludlow, Christy; Jinnah, H. A; Rosen, Ami R; Wright, Laura; Galpern, Wendy R; Perlmutter, Joel S
Background We developed a novel secured web-based dystonia video repository for the Dystonia Coalition, part of the Rare Disease Clinical Research network funded by the Office of Rare Diseases Research and the National Institute of Neurological Disorders and Stroke. A critical component of phenotypic data collection for all projects of the Dystonia Coalition includes a standardized video of each participant. We now describe our method for collecting, serving and securing these videos that is widely applicable to other studies. Methods Each recruiting site uploads standardized videos to a centralized secured server for processing to permit website posting. The streaming technology used to view the videos from the website does not allow downloading of video files. With appropriate institutional review board approval and agreement with the hosting institution, users can search and view selected videos on the website using customizable, permissions-based access that maintains security yet facilitates research and quality control. Results This approach provides a convenient platform for researchers across institutions to evaluate and analyze shared video data. We have applied this methodology for quality control, confirmation of diagnoses, validation of rating scales, and implementation of new research projects. Conclusions We believe our system can be a model for similar projects that require access to common video resources. PMID:25630890
Yan, Ling; Hicks, Matt; Winslow, Korey; Comella, Cynthia; Ludlow, Christy; Jinnah, H A; Rosen, Ami R; Wright, Laura; Galpern, Wendy R; Perlmutter, Joel S
We developed a novel secured web-based dystonia video repository for the Dystonia Coalition, part of the Rare Disease Clinical Research network funded by the Office of Rare Diseases Research and the National Institute of Neurological Disorders and Stroke. A critical component of phenotypic data collection for all projects of the Dystonia Coalition includes a standardized video of each participant. We now describe our method for collecting, serving and securing these videos that is widely applicable to other studies. Each recruiting site uploads standardized videos to a centralized secured server for processing to permit website posting. The streaming technology used to view the videos from the website does not allow downloading of video files. With appropriate institutional review board approval and agreement with the hosting institution, users can search and view selected videos on the website using customizable, permissions-based access that maintains security yet facilitates research and quality control. This approach provides a convenient platform for researchers across institutions to evaluate and analyze shared video data. We have applied this methodology for quality control, confirmation of diagnoses, validation of rating scales, and implementation of new research projects. We believe our system can be a model for similar projects that require access to common video resources. Copyright © 2015 Elsevier Ltd. All rights reserved.
Julian Ernst; Schmitt, Josephine B.; Diana Rieger; Ann Kristin Beier; Peter Vorderer; Gary Bente; Hans Joachim Roth
The odds in stumbling over extremist material in the internet are high. Counter speech videos, such as those of the German campaign Begriffswelten Islam (Concepts of Islam; Bundeszentrale für politische Bildung, 2015a) published on YouTube, offer alternative perspectives and democratic ideas to counteract extremist content. YouTube users may discuss these videos in the comment sections below the video. Yet, it remains open which topics these users bring up in their comments. Moreover, it is u...
van Oosten, J.M.F.; Peter, J.; Valkenburg, P.M.
Research on how sexual music videos affect beliefs related to sexual aggression is rare and has not differentiated between the effects of music videos by male and female artists. Moreover, little is known about the affective processes that underlie the effects of sexual music videos. Using data from
Abdollahian, Golnaz; Delp, Edward J.
Although considerable work has been done in management of "structured" video such as movies, sports, and television programs that has known scene structures, "unstructured" video analysis is still a challenging problem due to its unrestricted nature. The purpose of this paper is to address issues in the analysis of unstructured video and in particular video shot by a typical unprofessional user (i.e home video). We describe how one can make use of camera motion information for unstructured video analysis. A new concept, "camera viewing direction," is introduced as the building block of home video analysis. Motion displacement vectors are employed to temporally segment the video based on this concept. We then find the correspondence between the camera behavior with respect to the subjective importance of the information in each segment and describe how different patterns in the camera motion can indicate levels of interest in a particular object or scene. By extracting these patterns, the most representative frames, keyframes, for the scenes are determined and aggregated to summarize the video sequence.
Full Text Available Due to the development of action cameras, the use of video technology for collecting geo-spatial data becomes an important trend. The objective of this study is to compare the image-mode and video-mode of multiple action cameras for 3D point clouds generation. Frame images are acquired from discrete camera stations while videos are taken from continuous trajectories. The proposed method includes five major parts: (1 camera calibration, (2 video conversion and alignment, (3 orientation modelling, (4 dense matching, and (5 evaluation. As the action cameras usually have large FOV in wide viewing mode, camera calibration plays an important role to calibrate the effect of lens distortion before image matching. Once the camera has been calibrated, the author use these action cameras to take video in an indoor environment. The videos are further converted into multiple frame images based on the frame rates. In order to overcome the time synchronous issues in between videos from different viewpoints, an additional timer APP is used to determine the time shift factor between cameras in time alignment. A structure form motion (SfM technique is utilized to obtain the image orientations. Then, semi-global matching (SGM algorithm is adopted to obtain dense 3D point clouds. The preliminary results indicated that the 3D points from 4K video are similar to 12MP images, but the data acquisition performance of 4K video is more efficient than 12MP digital images.
Kong, Stella; Hoare, Philip
This article reports a study of aspects of pedagogy that can bring about students' cognitive engagement with academic content and, thus, use of the academic language in content-based language lessons in three middle schools in Xi'an, China. Two criteria--academic content level and depth of processing--were used to determine cognitive content…
Full Text Available Video surveillance systems are based on video and image processing research areas in the scope of computer science. Video processing covers various methods which are used to browse the changes in existing scene for specific video. Nowadays, video processing is one of the important areas of computer science. Two-dimensional videos are used to apply various segmentation and object detection and tracking processes which exists in multimedia content-based indexing, information retrieval, visual and distributed cross-camera surveillance systems, people tracking, traffic tracking and similar applications. Background subtraction (BS approach is a frequently used method for moving object detection and tracking. In the literature, there exist similar methods for this issue. In this research study, it is proposed to provide a more efficient method which is an addition to existing methods. According to model which is produced by using adaptive background subtraction (ABS, an object detection and tracking system’s software is implemented in computer environment. The performance of developed system is tested via experimental works with related video datasets. The experimental results and discussion are given in the study
Miller, Scott; Redman, S.
Students in online courses continue to lag their peers in comparable face-to-face (F2F) courses (Ury 2004, Slater & Jones 2004). A meta-study of web-based vs. classroom instruction by Sitzmann et al (2006) discovered that the degree of learner control positively influences the effectiveness of instruction: students do better when they are in control of their own learning. In particular, web-based courses are more effective when they incorporate a larger variety of instructional methods. To address this need, we developed a series of online videos to demonstrate various astronomical concepts and provided them to students enrolled in an online introductory astronomy course at Penn State University. We found that the online students performed worse than the F2F students on questions unrelated to the videos (t = -2.84), but that the online students who watched the videos performed better than the F2F students on related examination questions (t = 2.11). We also found that the online students who watched the videos performed significantly better than those who did not (t = 3.43). While the videos in general proved helpful, some videos were more helpful than others. We will discuss our thoughts on why this might be, and future plans to improve upon this study. These videos are freely available on iTunesU, YouTube, and Google Video.
Skoretz, Yvonne M.; Cottle, Amy E.
Meeting International Society for Technology in Education competencies creates a challenge for teachers. The authors provide a problem-based video framework that guides teachers in enhancing 21st century skills to meet those competencies. To keep the focus on the content, the authors suggest teaching the technology skills only at the point the…
Paek, Hye-Jin; Kim, Kyongseok; Hove, Thomas
Focusing on several message features that are prominent in antismoking campaign literature, this content-analytic study examines 934 antismoking video clips on YouTube for the following characteristics...
de Jong, Franciska M.G.; Gauvain, Jean-Luc; den Hartog, Jurgen; den Hartog, Jeremy; Netter, Klaus
This paper describes the Olive project which aims to support automated indexing of video material by use of human language technologies. Olive is making use of speech recognition to automatically derive transcriptions of the sound tracks, generating time-coded linguistic elements which serve as the
Zhang, Fan; Xu, Lei
The content authentication determines whether an image has been tampered or not, and if necessary, locate malicious alterations made on the image. Authentication on a still image or a video are motivated by recipient's interest, and its principle is that a receiver must be able to identify the source of this document reliably. Several techniques and concepts based on data hiding or steganography designed as a means for the image authentication. This paper presents a color image authentication algorithm based on convolution coding. The high bits of color digital image are coded by the convolution codes for the tamper detection and localization. The authentication messages are hidden in the low bits of image in order to keep the invisibility of authentication. All communications channels are subject to errors introduced because of additive Gaussian noise in their environment. Data perturbations cannot be eliminated but their effect can be minimized by the use of Forward Error Correction (FEC) techniques in the transmitted data stream and decoders in the receiving system that detect and correct bits in error. This paper presents a color image authentication algorithm based on convolution coding. The message of each pixel is convolution encoded with the encoder. After the process of parity check and block interleaving, the redundant bits are embedded in the image offset. The tamper can be detected and restored need not accessing the original image.
Shi, Qisen; Song, Jianxin
With the rapid development of mobile live business, transcoding HD video is often a challenge for mobile devices due to their limited processing capability and bandwidth-constrained network connection. For live service providers, it's wasteful for resources to delay lots of transcoding server because some of them are free to work sometimes. To deal with this issue, this paper proposed an Openstack-based flexible transcoding framework to achieve real-time video adaption for mobile device and make computing resources used efficiently. To this end, we introduced a special method of video stream splitting and VMs resource scheduling based on access pressure prediction,which is forecasted by an AR model.
This paper researches LSB matching VSA based on H265 protocol with the research background of 26 original Video sequences, it firstly extracts classification features out from training samples as input of SVM, and trains in SVM to obtain high-quality category classification model, and then tests whether there is suspicious information in the video sample. The experimental results show that VSA algorithm based on LSB matching can be more practical to obtain all frame embedded secret information and carrier and video of local frame embedded. In addition, VSA adopts the method of frame by frame with a strong robustness in resisting attack in the corresponding time domain.
Zhao, Heng; Wang, Xiang-jun
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.
Angehrn, Albert; Maxwell, Katrina
Angehrn, A. A., & Maxwell, K. (2008). TENTube: A video-based connection tool supporting competence development. In H. W. Sligte & R. Koper (Eds.), Proceedings of the 4th TENCompetence Open Workshop. Empowering Learners for Lifelong Competence Development: pedagogical, organisational and
Full Text Available With the growing popularity of personal digital assistant devices and smart phones, more and more consumers are becoming quite enthusiastic to appreciate videos via mobile devices. However, limited display size of the mobile devices has been imposing significant barriers for users to enjoy browsing high-resolution videos. In this paper, we present an attention-information-based spatial adaptation framework to address this problem. The whole framework includes two major parts: video content generation and video adaptation system. During video compression, the attention information in video sequences will be detected using an attention model and embedded into bitstreams with proposed supplement-enhanced information (SEI structure. Furthermore, we also develop an innovative scheme to adaptively adjust quantization parameters in order to simultaneously improve the quality of overall encoding and the quality of transcoding the attention areas. When the high-resolution bitstream is transmitted to mobile users, a fast transcoding algorithm we developed earlier will be applied to generate a new bitstream for attention areas in frames. The new low-resolution bitstream containing mostly attention information, instead of the high-resolution one, will be sent to users for display on the mobile devices. Experimental results show that the proposed spatial adaptation scheme is able to improve both subjective and objective video qualities.
Kim, Kyung-Su; Lee, Hae-Yeoun; Im, Dong-Hyuck; Lee, Heung-Kyu
Commercial markets employ digital right management (DRM) systems to protect valuable high-definition (HD) quality videos. DRM system uses watermarking to provide copyright protection and ownership authentication of multimedia contents. We propose a real-time video watermarking scheme for HD video in the uncompressed domain. Especially, our approach is in aspect of practical perspectives to satisfy perceptual quality, real-time processing, and robustness requirements. We simplify and optimize human visual system mask for real-time performance and also apply dithering technique for invisibility. Extensive experiments are performed to prove that the proposed scheme satisfies the invisibility, real-time processing, and robustness requirements against video processing attacks. We concentrate upon video processing attacks that commonly occur in HD quality videos to display on portable devices. These attacks include not only scaling and low bit-rate encoding, but also malicious attacks such as format conversion and frame rate change.
Pappas, Ilias O.; Giannakos, Michail N.; Mikalef, Patrick
The use of video-based open educational resources is widespread, and includes multiple approaches to implementation. In this paper, the term "with-video assignments" is introduced to portray video learning resources enhanced with assignments. The goal of this study is to examine the factors that influence students' intention to adopt…
Full Text Available Wireless local area networks (WLANs such as IEEE 802.11a/g utilise numerous transmission modes, each providing different throughputs and reliability levels. Most link adaptation algorithms proposed in the literature (i maximise the error-free data throughput, (ii do not take into account the content of the data stream, and (iii rely strongly on the use of ARQ. Low-latency applications, such as real-time video transmission, do not permit large numbers of retransmission. In this paper, a novel link adaptation scheme is presented that improves the quality of service (QoS for video transmission. Rather than maximising the error-free throughput, our scheme minimises the video distortion of the received sequence. With the use of simple and local rate distortion measures and end-to-end distortion models at the video encoder, the proposed scheme estimates the received video distortion at the current transmission rate, as well as on the adjacent lower and higher rates. This allows the system to select the link-speed which offers the lowest distortion and to adapt to the channel conditions. Simulation results are presented using the MPEG-4/AVC H.264 video compression standard over IEEE 802.11g. The results show that the proposed system closely follows the optimum theoretic solution.
Noëlle Junod Perron
Full Text Available Introduction: Medical students at the Faculty of Medicine, University of Geneva, Switzerland, have the opportunity to practice clinical skills with simulated patients during formative sessions in preparation for clerkships. These sessions are given in two formats: 1 direct observation of an encounter followed by verbal feedback (direct feedback and 2 subsequent review of the videotaped encounter by both student and supervisor (video-based feedback. The aim of the study was to evaluate whether content and process of feedback differed between both formats. Methods: In 2013, all second- and third-year medical students and clinical supervisors involved in formative sessions were asked to take part in the study. A sample of audiotaped feedback sessions involving supervisors who gave feedback in both formats were analyzed (content and process of the feedback using a 21-item feedback scale. Results: Forty-eight audiotaped feedback sessions involving 12 supervisors were analyzed (2 direct and 2 video-based sessions per supervisor. When adjusted for the length of feedback, there were significant differences in terms of content and process between both formats; the number of communication skills and clinical reasoning items addressed were higher in the video-based format (11.29 vs. 7.71, p=0.002 and 3.71 vs. 2.04, p=0.010, respectively. Supervisors engaged students more actively during the video-based sessions than during direct feedback sessions (self-assessment: 4.00 vs. 3.17, p=0.007; active problem-solving: 3.92 vs. 3.42, p=0.009. Students made similar observations and tended to consider that the video feedback was more useful for improving some clinical skills. Conclusion: Video-based feedback facilitates discussion of clinical reasoning, communication, and professionalism issues while at the same time actively engaging students. Different time and conceptual frameworks may explain observed differences. The choice of feedback format should depend on
Full Text Available In order to support high-definition video transmission, an implementation of video transmission system based on Long Term Evolution is designed. This system is developed on Xilinx Virtex-6 FPGA ML605 Evaluation Board. The paper elaborates the features of baseband link designed in Xilinx ISE and protocol stack designed in Xilinx SDK, and introduces the process of setting up hardware and software platform in Xilinx XPS. According to test, this system consumes less hardware resource and is able to transmit bidirectional video clearly and stably.
Dagnaes-Hansen, Julia; Mahmood, Oria; Bube, Sarah
OBJECTIVE: Direct observation in assessment of clinical skills is prone to bias, demands the observer to be present at a certain location at a specific time, and is time-consuming. Video-based assessment could remove the risk of bias, increase flexibility, and reduce the time spent on assessment....... This study investigated if video-based assessment was a reliable tool for cystoscopy and if direct observers were prone to bias compared with video-raters. DESIGN: This study was a blinded observational trial. Twenty medical students and 9 urologists were recorded during 2 cystoscopies and rated by a direct...... observer and subsequently by 2 blinded video-raters on a global rating scale (GRS) for cystoscopy. Both intrarater and interrater reliability were explored. Furthermore, direct observer bias was explored by a paired samples t-test. RESULTS: Intrarater reliability calculated by Pearson's r was 0...
Tarman, Lisa; Ferris, Pamella; Bruder, Dan; Gilligan, Nick; Morgan, James; Delooper, John
The Princeton Plasma Physics Laboratory in collaboration with teachers and students has developed a variety of educational outreach activities to demonstrate basic physical science principles using a variety of instructive and entertaining science demonstrations at elementary, middle and high school levels. A new effort has been initiated to demonstrate this material using web based videos. This can be a resource for the teacher, parent or student. In addition, the video is coupled to web-based lesson plans for the educator. The goal of these videos and lesson plans is to create enthusiasm and stimulate curiosity among students and teachers, showing them that science is interesting, fun, and within their grasp. The first video demonstrates a number of activities one can accomplish using a half-coated fluorescent tube. Additional demonstrations will be added over time.
Kiedrowski, Mirosław; Mróz, Andrzej; Gajewska, Danuta; Nurzyński, Paweł; Deptała, Andrzej
Celiac disease affects about 1% of the population. Since most Polish households have a broadband Internet connection, a lot of people use web resources to learn about health and disease. YouTube service (www.youtube.com) offers a lot of videos concerning celiac disease. However, the credibility of the Polish videos available on YouTube and concerning celiac disease has never been analyzed. The aim of the study was to determine whether the YouTube service offers valuable content for Polish people affected by celiac disease. One hundred and fifty-four unique videos devoted to celiac disease and available in the Polish language were identified and critically assessed. Each video was categorized due to its topic(s), and evaluated for its credibility by two independent researchers. In general, 127 (82.5%) videos were found to be credible. The most credible categories of content presented organizations and events related to celiac disease/celiac society, followed by culinary recipes (100.0, 100.0, and 95.6% of credible videos, respectively). The least trustworthy categories were devoted to pathobiology and advertisements (55.6 and 54.3% of credible videos, respectively). YouTube service can serve as a supplementary source of knowledge for people affected by celiac disease, after careful selection of trustworthy content.
Klaassen, Marleen J E; Peter, Jochen
Although Internet pornography is widely consumed and researchers have started to investigate its effects, we still know little about its content. This has resulted in contrasting claims about whether Internet pornography depicts gender (in)equality and whether this depiction differs between amateur and professional pornography. We conducted a content analysis of three main dimensions of gender (in)equality (i.e., objectification, power, and violence) in 400 popular pornographic Internet videos from the most visited pornographic Web sites. Objectification was depicted more often for women through instrumentality, but men were more frequently objectified through dehumanization. Regarding power, men and women did not differ in social or professional status, but men were more often shown as dominant and women as submissive during sexual activities. Except for spanking and gagging, violence occurred rather infrequently. Nonconsensual sex was also relatively rare. Overall, amateur pornography contained more gender inequality at the expense of women than professional pornography did.
Liu, Shuo; Piao, Yan
As the effect of atmospheric particles scattering, the video image captured by outdoor surveillance system has low contrast and brightness, which directly affects the application value of the system. The traditional defogging technology is mostly studied by software for the defogging algorithms of the single frame image. Moreover, the algorithms have large computation and high time complexity. Then, the defogging technology of video image based on Digital Signal Processing (DSP) has the problem of complex peripheral circuit. It can't be realized in real-time processing, and it's hard to debug and upgrade. In this paper, with the improved dark channel prior algorithm, we propose a kind of defogging technology of video image based on Field Programmable Gate Array (FPGA). Compared to the traditional defogging methods, the video image with high resolution can be processed in real-time. Furthermore, the function modules of the system have been designed by hardware description language. At last, the results show that the defogging system based on FPGA can process the video image with minimum resolution of 640×480 in real-time. After defogging, the brightness and contrast of video image are improved effectively. Therefore, the defogging technology proposed in the paper has a great variety of applications including aviation, forest fire prevention, national security and other important surveillance.
Schechter, Rachel L.
This experimental investigation evaluated the impact of educational songs on a child's ability to recall scientific content from an educational television program. Preschoolers' comprehension of the educational content was examined by measuring children's ability to recall the featured science content (the function of a pulley and its parts) and their use of the precise scientific terms presented in the episode. A total of 91 preschoolers were included (3-5 years old). Clusters of children were randomly assigned to a control group or one of three video groups: (a) Dialogue Only, which did not include a song; (b) Dialogue Plus Lyrics, which included a song; or (c) Lyrics Only, which consisted of a song, played twice. Results from interviews suggested that children from all video groups (lyrics and/or dialogue) were able to explain the form and function of a pulley better than the control group. The data suggested that children from the Lyrics Only group understood the science content because of the visual imagery, not through the information provided in the lyrics. In terms of precise vocabulary terms, significantly more children in the Dialogue Only group recalled at least one precise term from the program compared to the Lyrics Only group. Looking at the interview as a whole, the children's responses suggested different levels of scientific understanding. Children would require additional teacher-led instruction to deepen their scientific understanding and to clarify any misconceptions. This paper discusses implications of these findings for teachers using multi-media tools in the science classroom and producers creating new educational programming for television and other platforms.
DomŻał, Mariusz; Jedrasiak, Karol; Sobel, Dawid; Ryt, Artur; Nawrat, Aleksander
Video motion magnification (VMM) allows people see otherwise not visible subtle changes in surrounding world. VMM is also capable of hiding them with a modified version of the algorithm. It is possible to magnify motion related to breathing of patients in hospital to observe it or extinguish it and extract other information from stabilized image sequence for example blood flow. In both cases we would like to perform calculations in real time. Unfortunately, the VMM algorithm requires a great amount of computing power. In the article we suggest that VMM algorithm can be parallelized (each thread processes one pixel) and in order to prove that we implemented the algorithm on GPU using CUDA technology. CPU is used only to grab, write, display frame and schedule work for GPU. Each GPU kernel performs spatial decomposition, reconstruction and motion amplification. In this work we presented approach that achieves a significant speedup over existing methods and allow to VMM process video in real-time. This solution can be used as preprocessing for other algorithms in more complex systems or can find application wherever real time motion magnification would be useful. It is worth to mention that the implementation runs on most modern desktops and laptops compatible with CUDA technology.
de Groot, Arjan; Linotte, Peter; van Veen, Django; de Witte, Martijn; Laurent, Nicolas; Hiddema, Arend; Lalkens, Fred; van Spijker, Jan
High quality night vision digital video is nowadays required for many observation, surveillance and targeting applications, including several of the current soldier modernization programs. We present the performance increase that is obtained when combining a state-of-the-art image intensifier with a low power consumption CMOS image sensor. Based on the content of the video signal, the gating and gain of the image intensifier are optimized for best SNR. The options of the interface with a separate laser in the application for range gated imaging are discussed.
Xie, Hua; Ortega, Antonio
In semantic content-based image/video browsing and navigation systems, efficient mechanisms to represent and manage a large collection of digital images/videos are needed. Traditional keyword-based indexing describes the content of multimedia data through annotations such as text or keywords extracted manually by the user from a controlled vocabulary. This textual indexing technique lacks the flexibility of satisfying various kinds of queries requested by database users and also requires huge amount of work for updating the information. Current content-based retrieval systems often extract a set of features such as color, texture, shape motion, speed, and position from the raw multimedia data automatically and store them as content descriptors. This content-based metadata differs from text-based metadata in that it supports wider varieties of queries and can be extracted automatically, thus providing a promising approach for efficient database access and management. When the raw data volume grows very large, explicitly extracting the content-information and storing it as metadata along with the images will improve querying performance since metadata requires much less storage than the raw image data and thus will be easier to manipulate. In this paper we maintain that storing metadata together with images will enable effective information management and efficient remote query. We also show, using a texture classification example, that this side information can be compressed while guaranteeing that the desired query accuracy is satisfied. We argue that the compact representation of the image contents not only reduces significantly the storage and transmission rate requirement, but also facilitates certain types of queries. Algorithms are developed for optimized compression of this texture feature metadata given that the goal is to maximize the classification performance for a given rate budget.
Sloane, Kate; Wilson, Nick; Imlach Gunasekara, Fiona
We aimed to: (i) document the extent and nature of alcohol portrayal in televised music videos in New Zealand in 2010; and (ii) assess trends over time by comparing with a similar 2005 sample. We undertook a content analysis for references to alcohol in 861 music videos shown on a youth-orientated television channel in New Zealand. This was compared with a sample in 2005 (564 music videos on the same channel plus sampling from two other channels). The proportion of alcohol content in the music videos was slightly higher in 2010 than for the same channel in the 2005 sample (19.5% vs. 15.7%) but this difference was not statistically significant. Only in the genre 'Rhythm and Blues' was the increase over time significant (P = 0.015). In both studies, the portrayal of alcohol was significantly more common in music videos where the main artist was international (not from New Zealand). Furthermore, in the music videos with alcohol content, at least a third of the time, alcohol was shown being consumed and the main artist was involved with alcohol. In only 2% (in 2005) and 4% (in 2010) of these videos was the tone explicitly negative towards alcohol. In both these studies, the portrayal of alcohol was relatively common in music videos. Nevertheless, there are various ways that policy makers can denormalise alcohol in youth-orientated media such as music videos or to compensate via other alcohol control measures such as higher alcohol taxes. © 2012 Australasian Professional Society on Alcohol and other Drugs.
Galiano, Vicente; López-Granado, Otoniel; Malumbres, Manuel P.; Migallón, Hector
Three-dimensional wavelet transform (3D-DWT) encoders are good candidates for applications like professional video editing, video surveillance, multi-spectral satellite imaging, etc. where a frame must be reconstructed as quickly as possible. In this paper, we present a new 3D-DWT video encoder based on a fast run-length coding engine. Furthermore, we present several multicore optimizations to speed-up the 3D-DWT computation. An exhaustive evaluation of the proposed encoder (3D-GOP-RL) has been performed, and we have compared the evaluation results with other video encoders in terms of rate/distortion (R/D), coding/decoding delay, and memory consumption. Results show that the proposed encoder obtains good R/D results for high-resolution video sequences with nearly in-place computation using only the memory needed to store a group of pictures. After applying the multicore optimization strategies over the 3D DWT, the proposed encoder is able to compress a full high-definition video sequence in real-time.
Chan, Lap Ki; Patil, Nivritti G; Chen, Julie Y; Lam, Jamie C M; Lau, Chak S; Ip, Mary S M
Traditionally, paper cases are used as 'triggers' to stimulate learning in problem-based learning (PBL). However, video may be a better medium because it preserves the original language, encourages the active extraction of information, avoids depersonalization of patients and allows direct observation of clinical consultations. In short, it exposes the students to the complexity of actual clinical problems. The study aims to find out whether students and facilitators who are accustomed to paper cases would prefer video triggers or paper cases and the reasons for their preference. After students and facilitators had completed a video PBL tutorial, their responses were measured by a structured questionnaire using a modified Likert scale. A total of 257 students (92%) and 26 facilitators (100%) responded. The majority of students and facilitators considered that using video triggers could enhance the students' observational powers and clinical reasoning, help them to integrate different information and better understand the cases and motivate them to learn. They found PBL using video triggers more interesting and preferred it to PBL using paper cases. Video triggers are preferred by both students and facilitators over paper cases in PBL.
Cranwell, Jo; Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo
To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11-17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75-4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70-3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol.
Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo
Abstract To determine the extent to which video games include alcohol and tobacco content and assess the association between playing them and alcohol and smoking behaviors in adolescent players in Great Britain. Assessment of substance in the 32 UK bestselling video games of 2012/2013; online survey of adolescent playing of 17 games with substance content; and content analysis of the five most popular games. A total of 1,094 adolescents aged 11–17 years were included as participants. Reported presence of substance content in the 32 games; estimated numbers of adolescents who had played games; self-reported substance use; semiquantitative measures of substance content by interval coding of video game cut scenes. Nonofficial sources reported substance content in 17 (44 percent) games but none was reported by the official Pan European Game Information (PEGI) system. Adolescents who had played at least one game were significantly more likely ever to have tried smoking (adjusted odds ratio [OR] 2.70, 95 percent confidence interval [CI] 1.75–4.17) or consumed alcohol (adjusted OR 2.35, 95 percent CI 1.70–3.23). In the five most popular game episodes of alcohol actual use, implied use and paraphernalia occurred in 31 (14 percent), 81 (37 percent), and 41 (19 percent) intervals, respectively. Tobacco actual use, implied use, and paraphernalia occurred in 32 (15 percent), 27 (12 percent), and 53 (24 percent) intervals, respectively. Alcohol and tobacco content is common in the most popular video games but not reported by the official PEGI system. Content analysis identified substantial substance content in a sample of those games. Adolescents who play these video games are more likely to have experimented with tobacco and alcohol. PMID:27428030
Mahadevan, Swaminatha V; Gisondi, Michael A; Sovndal, Shannon S; Gilbert, Gregory H
To assure a smooth transition to their new work environment, rotating students and housestaff require detailed orientations to the physical layout and operations of the emergency department. Although such orientations are useful for new staff members, they represent a significant time commitment for the faculty members charged with this task. To address this issue, the authors developed a series of short instructional videos that provide a comprehensive and consistent method of emergency department orientation. The videos are viewed through Web-based streaming technology that allows learners to complete the orientation process from any computer with Internet access before their first shift. This report describes the stepwise process used to produce these videos and discusses the potential benefits of converting to an Internet-based orientation system.
Full Text Available Vision is a complex process that integrates multiple aspects of an image: spatial frequencies, topology and colour. Unfortunately, so far, all these elements were independently took into consideration for the development of image and video quality metrics, therefore we propose an approach that blends together all of them. Our approach allows for the analysis of the complexity of colour images in the RGB colour space, based on the probabilistic algorithm for calculating the fractal dimension and lacunarity. Given that all the existing fractal approaches are defined only for gray-scale images, we extend them to the colour domain. We show how these two colour fractal features capture the multiple aspects that characterize the degradation of the video signal, based on the hypothesis that the quality degradation perceived by the user is directly proportional to the modification of the fractal complexity. We claim that the two colour fractal measures can objectively assess the quality of the video signal and they can be used as metrics for the user-perceived video quality degradation and we validated them through experimental results obtained for an MPEG-4 video streaming application; finally, the results are compared against the ones given by unanimously-accepted metrics and subjective tests.
Full Text Available This paper presents an image retrieval technique that combines content based image retrieval with pre-computed metadata-based image retrieval. The resulting system will have the advantages of both approaches: the speed/efficiency of metadata-based image retrieval and the accuracy/power of content-based image retrieval.
Ivory, James D; Magee, Robert G
Portable media consoles are becoming extremely popular devices for viewing a number of different types of media content, both for entertainment and for educational purposes. Given the increasingly heavy use of portable consoles as an alternative to traditional television-style monitors, it is important to investigate how physiological and psychological effects of portable consoles may differ from those of television-based consoles, because such differences in physiological and psychological responses may precipitate differences in the delivered content's effectiveness. Because portable consoles are popular as a delivery system for multiple types of media content, such as movies and video games, it is also important to investigate whether differences between the effects of portable and television-based consoles are consistent across multiple types of media. This article reports a 2 x 2 (console: portable or television-based x medium: video game or movie) mixed factorial design experiment with physiological arousal and self-reported flow experience as dependent variables, designed to explore whether console type affects media experiences and whether these effects are consistent across different media. Results indicate that portable media consoles evoke lower levels of physiological arousal and flow experience and that this effect is consistent for both video games and movies. These findings suggest that even though portable media consoles are often convenient compared to television-based consoles, the convenience may come at a cost in terms of the user experience.
Cappallo, S.; Mensink, T.; Snoek, C.G.M.
This technical demo presents Emoji2Video, a query-by-emoji interface for exploring video collections. Ideogram-based video search and representation presents an opportunity for an intuitive, visual interface and concise non-textual summary of video contents, in a form factor that is ideal for small
Alber, Julia M; Watson, Anna M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M
Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development.
Alber, Julia M.; Watson, Anna M.; Barnett, Tracey E.; Mercado, Rebeccah
Abstract Previous research has shown the use of electronic video games as an effective method for increasing content knowledge about the risks of drugs and alcohol use for adolescents. Although best practice suggests that theory, health communication strategies, and game appeal are important characteristics for developing games, no instruments are currently available to examine the quality and content of tobacco prevention and cessation electronic games. This study presents the systematic development of a coding instrument to measure the quality, use of theory, and health communication strategies of tobacco cessation and prevention electronic games. Using previous research and expert review, a content analysis coding instrument measuring 67 characteristics was developed with three overarching categories: type and quality of games, theory and approach, and type and format of messages. Two trained coders applied the instrument to 88 games on four platforms (personal computer, Nintendo DS, iPhone, and Android phone) to field test the instrument. Cohen's kappa for each item ranged from 0.66 to 1.00, with an average kappa value of 0.97. Future research can adapt this coding instrument to games addressing other health issues. In addition, the instrument questions can serve as a useful guide for evidence-based game development. PMID:26167842
DeMuth, David M., Jr.; Schwalm, M.
A video capture and Macromedia Flash-based video analysis system is used in an implementation of the problem solving and collaborative methodologies (UMinn, Heller/Heller) at the University of Minnesota, Crookston, where an open source polling system has been developed to verify preparation. Its features include a platform independent web interface, assignable and automatic polling intervals, and graphical reporting. Question types: Multiple Choice (optionally randomly presented), random variable, ranking, and survey. An HTML editor with image/video/file uploading allows for high quality presentation of questions. An optional collaborative feature forces agreement among students in small groups. An overview of the system and its impact on preparation will be presented. http://ray.crk.umn.edu/aapt/ Funded by NSF-CCLI 102280781
Galiano, Vicente; López-Granado, Otoniel; Malumbres, Manuel P.; Drummond, Leroy Anthony; Migallón, Hector
The 3D-DWT is a mathematical tool of increasing importance in those applications that require an efficient processing of huge amounts of volumetric info. Other applications like professional video editing, video surveillance applications, multi-spectral satellite imaging, HQ video delivery, etc, would rather use 3D-DWT encoders to reconstruct a frame as fast as possible. In this article, we introduce a fast GPU-based encoder which uses 3D-DWT transform and lower trees. Also, we present an exhaustive analysis of the use of GPU memory. Our proposal shows good trade off between R/D, coding delay (as fast as MPEG-2 for High definition) and memory requirements (up to 6 times less memory than x264).
Zhao, Fan; Yao, Zao; Song, XiaoFang; Yao, Yi
Image and video dehazing is a popular topic in the field of computer vision and digital image processing. A fast, optimized dehazing algorithm was recently proposed that enhances contrast and reduces flickering artifacts in a dehazed video sequence by minimizing a cost function that makes transmission values spatially and temporally coherent. However, its fixed-size block partitioning leads to block effects. Further, the weak edges in a hazy image are not addressed. Hence, a video dehazing algorithm based on customized spectral clustering is proposed. To avoid block artifacts, the spectral clustering is customized to segment static scenes to ensure the same target has the same transmission value. Assuming that dehazed edge images have richer detail than before restoration, an edge cost function is added to the ransmission model. The experimental results demonstrate that the proposed method provides higher dehazing quality and lower time complexity than the previous technique.
White, Mark G.
A video-based format was used during a graduate seminar course designed to educate students on the nature of catalysis, to help transfer information among students working on similar problems, and to improve communication skills. The mechanics of and student reaction to this seminar course are discussed. (JN)
imperceptibility, they used Watson's DCT-based visual model for video watermarking. Ge et al. (2003) have presented a ... accordance with the human visual system and signal characteristics. Hsu & Wu (1998) have proposed a ...... Shannon C E 1949 Communication theory of secrecy system. Bell System Technical Journal ...
Winston, Karin; Grendarova, Petra; Rabi, Doreen
This study reviews the published literature on the use of video-based decision aids (DA) for patients. The authors describe the areas of medicine in which video-based patient DA have been evaluated, the medical decisions targeted, their reported impact, in which countries studies are being conducted, and publication trends. The literature review was conducted systematically using Medline, Embase, CINAHL, PsychInfo, and Pubmed databases from inception to 2016. References of identified studies were reviewed, and hand-searches of relevant journals were conducted. 488 studies were included and organized based on predefined study characteristics. The most common decisions addressed were cancer screening, risk reduction, advance care planning, and adherence to provider recommendations. Most studies had sample sizes of fewer than 300, and most were performed in the United States. Outcomes were generally reported as positive. This field of study was relatively unknown before 1990s but the number of studies published annually continues to increase. Videos are largely positive interventions but there are significant remaining knowledge gaps including generalizability across populations. Clinicians should consider incorporating video-based DA in their patient interactions. Future research should focus on less studied areas and the mechanisms underlying effective patient decision aids. Copyright © 2017 Elsevier B.V. All rights reserved.
Adhikari, Sam; Stark, David E
This paper presents a video-based eye-tracking method, ideally deployed via a mobile device or laptop-based webcam, as a tool for measuring brain function. Eye movements and pupillary motility are tightly regulated by brain circuits, are subtly perturbed by many disease states, and are measurable using video-based methods. Quantitative measurement of eye movement by readily available webcams may enable early detection and diagnosis, as well as remote/serial monitoring, of neurological and neuropsychiatric disorders. We successfully extracted computational and semantic features for 14 testing sessions, comprising 42 individual video blocks and approximately 17,000 image frames generated across several days of testing. Here, we demonstrate the feasibility of collecting video-based eye-tracking data from a standard webcam in order to assess psychomotor function. Furthermore, we were able to demonstrate through systematic analysis of this data set that eye-tracking features (in particular, radial and tangential variance on a circular visual-tracking paradigm) predict performance on well-validated psychomotor tests. © 2017 New York Academy of Sciences.
Full Text Available Aiming at improving the video visual resolution quality and details clarity, a novel learning-based video superresolution reconstruction algorithm using spatiotemporal nonlocal similarity is proposed in this paper. Objective high-resolution (HR estimations of low-resolution (LR video frames can be obtained by learning LR-HR correlation mapping and fusing spatiotemporal nonlocal similarities between video frames. With the objective of improving algorithm efficiency while guaranteeing superresolution quality, a novel visual saliency-based LR-HR correlation mapping strategy between LR and HR patches is proposed based on semicoupled dictionary learning. Moreover, aiming at improving performance and efficiency of spatiotemporal similarity matching and fusion, an improved spatiotemporal nonlocal fuzzy registration scheme is established using the similarity weighting strategy based on pseudo-Zernike moment feature similarity and structural similarity, and the self-adaptive regional correlation evaluation strategy. The proposed spatiotemporal fuzzy registration scheme does not rely on accurate estimation of subpixel motion, and therefore it can be adapted to complex motion patterns and is robust to noise and rotation. Experimental results demonstrate that the proposed algorithm achieves competitive superresolution quality compared to other state-of-the-art algorithms in terms of both subjective and objective evaluations.
Lau, K H Vincent; Farooque, Pue; Leydon, Gary; Schwartz, Michael L; Sadler, R Mark; Moeller, Jeremy J
The video-based lecture (VBL), an important component of the flipped classroom (FC) and massive open online course (MOOC) approaches to medical education, has primarily been evaluated through direct learner feedback. Evaluation may be enhanced through learner analytics (LA) - analysis of quantitative audience usage data generated by video-sharing platforms. We applied LA to an experimental series of ten VBLs on electroencephalography (EEG) interpretation, uploaded to YouTube in the model of a publicly accessible MOOC. Trends in view count; total percentage of video viewed and audience retention (AR) (percentage of viewers watching at a time point compared to the initial total) were examined. The pattern of average AR decline was characterized using regression analysis, revealing a uniform linear decline in viewership for each video, with no evidence of an optimal VBL length. Segments with transient increases in AR corresponded to those focused on core concepts, indicative of content requiring more detailed evaluation. We propose a model for applying LA at four levels: global, series, video, and feedback. LA may be a useful tool in evaluating a VBL series. Our proposed model combines analytics data and learner self-report for comprehensive evaluation.
Ivory, James D; Williams, Dmitri; Martins, Nicole; Consalvo, Mia
Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.
Ikegami, Akiko; Ohira, Yoshiyuki; Uehara, Takanori; Noda, Kazutaka; Suzuki, Shingo; Shikino, Kiyoshi; Kajiwara, Hideki; Kondo, Takeshi; Hirota, Yusuke; Ikusaka, Masatomi
We examined whether problem-based learning tutorials using patient-simulated videos showing daily life are more practical for clinical learning, compared with traditional paper-based problem-based learning, for the consideration rate of psychosocial issues and the recall rate for experienced learning. Twenty-two groups with 120 fifth-year students were each assigned paper-based problem-based learning and video-based problem-based learning using patient-simulated videos. We compared target achievement rates in questionnaires using the Wilcoxon signed-rank test and discussion contents diversity using the Mann-Whitney U test. A follow-up survey used a chi-square test to measure students' recall of cases in three categories: video, paper, and non-experienced. Video-based problem-based learning displayed significantly higher achievement rates for imagining authentic patients (p=0.001), incorporating a comprehensive approach including psychosocial aspects (pproblem-based tutorials can be implemented if we create patient-simulated videos for each symptom as teaching materials.
Full Text Available This paper presents a new approach for text-based video content retrieval system. The proposed scheme consists of three main processes that are key frame extraction, text localization and keyword matching. For the key-frame extraction, we proposed a Maximally Stable Extremal Region (MSER based feature which is oriented to segment shots of the video with different text contents. In text localization process, in order to form the text lines, the MSERs in each key frame are clustered based on their similarity in position, size, color, and stroke width. Then, Tesseract OCR engine is used for recognizing the text regions. In this work, to improve the recognition results, we input four images obtained from different pre-processing methods to Tesseract engine. Finally, the target keyword for querying is matched with OCR results based on an approximate string search scheme. The experiment shows that, by using the MSER feature, the videos can be segmented by using efficient number of shots and provide the better precision and recall in comparison with a sum of absolute difference and edge based method.
Wang, Zedong; Wang, Jing; Wang, Fei; Li, Chengcai; Fei, Zesong; Rahim, Tariq
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.
Full Text Available Objective: to show how standards-based approaches for content standardization, content management, content related services and tools as well as the respective certification systems not only guarantee reliable content integration and content interoperability, but also are of particular benefit to people with special needs in eAccessibility/eInclusion. Method: document MoU/MG/05 N0221 ''Semantic Interoperability and the need for a coherent policy for a framework of distributed, possibly federated repositories for all kinds of content items on a world-wide scale''2, which was adopted in 2005, was a first step towards the formulation of global interoperability requirements for structured content. These requirements -based on advanced terminological principles- were taken up in EU-projects such as IN-SAFETY (INfrastructure and SAFETY and OASIS (Open architecture for Accessible Services Integration and Standardization. Results: Content integration and content interoperability are key concepts in connection with the emergence of state-of-the-art distributed and federated databases/repositories of structured content. Given the fact that linguistic content items are increasingly combined with or embedded in non-linguistic content items (and vice versa, a systemic and generic approach to data modelling and content management has become the order of the day. Fulfilling the requirements of capability for multilinguality and multimodality, based on open standards makes software and database design fit for eAccessibility/eInclusion from the outset. It also makes structured content capable for global content integration and content interoperability, because it enhances its potential for being re-used and re-purposed in totally different eApplications. Such content as well as the methods, tools and services applied can be subject to new kinds of certification schemes which also should be based on standards. Conclusions: Content must be totally reliable in some
Saur, Drew D.; Tan, Yap-Peng; Kulkarni, Sanjeev R.; Ramadge, Peter J.
Automated analysis and annotation of video sequences are important for digital video libraries, content-based video browsing and data mining projects. A successful video annotation system should provide users with useful video content summary in a reasonable processing time. Given the wide variety of video genres available today, automatically extracting meaningful video content for annotation still remains hard by using current available techniques. However, a wide range video has inherent structure such that some prior knowledge about the video content can be exploited to improve our understanding of the high-level video semantic content. In this paper, we develop tools and techniques for analyzing structured video by using the low-level information available directly from MPEG compressed video. Being able to work directly in the video compressed domain can greatly reduce the processing time and enhance storage efficiency. As a testbed, we have developed a basketball annotation system which combines the low-level information extracted from MPEG stream with the prior knowledge of basketball video structure to provide high level content analysis, annotation and browsing for events such as wide- angle and close-up views, fast breaks, steals, potential shots, number of possessions and possession times. We expect our approach can also be extended to structured video in other domains.
Zhou, Peipei; Ding, Qinghai; Luo, Haibo; Hou, Xinglin
Violent interaction detection is of vital importance in some video surveillance scenarios like railway stations, prisons or psychiatric centres. Existing vision-based methods are mainly based on hand-crafted features such as statistic features between motion regions, leading to a poor adaptability to another dataset. En lightened by the development of convolutional networks on common activity recognition, we construct a FightNet to represent the complicated visual violence interaction. In this paper, a new input modality, image acceleration field is proposed to better extract the motion attributes. Firstly, each video is framed as RGB images. Secondly, optical flow field is computed using the consecutive frames and acceleration field is obtained according to the optical flow field. Thirdly, the FightNet is trained with three kinds of input modalities, i.e., RGB images for spatial networks, optical flow images and acceleration images for temporal networks. By fusing results from different inputs, we conclude whether a video tells a violent event or not. To provide researchers a common ground for comparison, we have collected a violent interaction dataset (VID), containing 2314 videos with 1077 fight ones and 1237 no-fight ones. By comparison with other algorithms, experimental results demonstrate that the proposed model for violent interaction detection shows higher accuracy and better robustness.
Spyrou, Evaggelos; Iakovidis, Dimitris K.
The wireless capsule endoscope is a swallowable medical device equipped with a miniature camera enabling the visual examination of the gastrointestinal (GI) tract. It wirelessly transmits thousands of images to an external video recording system, while its location and orientation are being tracked approximately by external sensor arrays. In this paper we investigate a video-based approach to tracking the capsule endoscope without requiring any external equipment. The proposed method involves extraction of speeded up robust features from video frames, registration of consecutive frames based on the random sample consensus algorithm, and estimation of the displacement and rotation of interest points within these frames. The results obtained by the application of this method on wireless capsule endoscopy videos indicate its effectiveness and improved performance over the state of the art. The findings of this research pave the way for a cost-effective localization and travel distance measurement of capsule endoscopes in the GI tract, which could contribute in the planning of more accurate surgical interventions.
In the latest Joint Video Exploration Team development, the quadtree plus binary tree (QTBT) block partitioning structure has been proposed for future video coding. Compared to the traditional quadtree structure of High Efficiency Video Coding (HEVC) standard, QTBT provides more flexible patterns for splitting the blocks, which results in dramatically increased combinations of block partitions and high computational complexity. In view of this, a confidence interval based early termination (CIET) scheme is proposed for QTBT to identify the unnecessary partition modes in the sense of rate-distortion (RD) optimization. In particular, a RD model is established to predict the RD cost of each partition pattern without the full encoding process. Subsequently, the mode decision problem is casted into a probabilistic framework to select the final partition based on the confidence interval decision strategy. Experimental results show that the proposed CIET algorithm can speed up QTBT block partitioning structure by reducing 54.7% encoding time with only 1.12% increase in terms of bit rate. Moreover, the proposed scheme performs consistently well for the high resolution sequences, of which the video coding efficiency is crucial in real applications.
Downing, Martin J.; Schrimshaw, Eric W.; Antebi, Nadav; Siegel, Karolynn
Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men (MSM). Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex perfor...
Martinez-Hernandez, Kermin Joel
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.
Yang, Fan; Ma, Chunting; Li, Haoyi
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.
Chow, John W.; Carlton, Les G.; Ekkekakis, Panteleimon; Hay, James G.
Discusses advantages of a video-based, digitized image system for the study and analysis of projectile motion in the physics laboratory. Describes the implementation of a web-based digitized video system. (WRM)
© 2013 IEEE. The existing efforts in computer assisted semen analysis have been focused on high speed imaging and automated image analysis of sperm motility. This results in a large amount of data, and it is extremely challenging for both clinical scientists and researchers to interpret, compare and correlate the multidimensional and time-varying measurements captured from video data. In this work, we use glyphs to encode a collection of numerical measurements taken at a regular interval and to summarize spatio-temporal motion characteristics using static visual representations. The design of the glyphs addresses the needs for (a) encoding some 20 variables using separable visual channels, (b) supporting scientific observation of the interrelationships between different measurements and comparison between different sperm cells and their flagella, and (c) facilitating the learning of the encoding scheme by making use of appropriate visual abstractions and metaphors. As a case study, we focus this work on video visualization for computer-aided semen analysis, which has a broad impact on both biological sciences and medical healthcare. We demonstrate that glyph-based visualization can serve as a means of external memorization of video data as well as an overview of a large set of spatiotemporal measurements. It enables domain scientists to make scientific observation in a cost-effective manner by reducing the burden of viewing videos repeatedly, while providing them with a new visual representation for conveying semen statistics.
Full Text Available In this paper, we proposed a secure video codec based on the discrete wavelet transformation (DWT and the Advanced Encryption Standard (AES processor. Either, use of video coding with DWT or encryption using AES is well known. However, linking these two designs to achieve secure video coding is leading. The contributions of our work are as follows. First, a new method for image and video compression is proposed. This codec is a synthesis of JPEG and JPEG2000,which is implemented using Huffman coding to the JPEG and DWT to the JPEG2000. Furthermore, an improved motion estimation algorithm is proposed. Second, the encryptiondecryption effects are achieved by the AES processor. AES is aim to encrypt group of LL bands. The prominent feature of this method is an encryption of LL bands by AES-128 (128-bit keys, or AES-192 (192-bit keys, or AES-256 (256-bit keys.Third, we focus on a method that implements partial encryption of LL bands. Our approach provides considerable levels of security (key size, partial encryption, mode encryption, and has very limited adverse impact on the compression efficiency. The proposed codec can provide up to 9 cipher schemes within a reasonable software cost. Latency, correlation, PSNR and compression rate results are analyzed and shown.
Duffy, Brian; Thiyagalingam, Jeyarajan; Walton, Simon; Smith, David J; Trefethen, Anne; Kirkman-Brown, Jackson C; Gaffney, Eamonn A; Min Chen
The existing efforts in computer assisted semen analysis have been focused on high speed imaging and automated image analysis of sperm motility. This results in a large amount of data, and it is extremely challenging for both clinical scientists and researchers to interpret, compare and correlate the multidimensional and time-varying measurements captured from video data. In this work, we use glyphs to encode a collection of numerical measurements taken at a regular interval and to summarize spatio-temporal motion characteristics using static visual representations. The design of the glyphs addresses the needs for (a) encoding some 20 variables using separable visual channels, (b) supporting scientific observation of the interrelationships between different measurements and comparison between different sperm cells and their flagella, and (c) facilitating the learning of the encoding scheme by making use of appropriate visual abstractions and metaphors. As a case study, we focus this work on video visualization for computer-aided semen analysis, which has a broad impact on both biological sciences and medical healthcare. We demonstrate that glyph-based visualization can serve as a means of external memorization of video data as well as an overview of a large set of spatiotemporal measurements. It enables domain scientists to make scientific observation in a cost-effective manner by reducing the burden of viewing videos repeatedly, while providing them with a new visual representation for conveying semen statistics.
Ukhanova, Ann; Forchhammer, Søren
This paper discusses the question of video codec enhancement for wireless video transmission of high definition video data taking into account constraints on memory and complexity. Starting from parameter adjustment for JPEG2000 compression algorithm used for wireless transmission and achieving...
Desurmont, Xavier; Wijnhoven, Rob; Jaspers, Egbert; Caignart, Olivier; Barais, Mike; Favoreel, Wouter; Delaigle, Jean-Francois
The CANDELA project aims at realizing a system for real-time image processing in traffic and surveillance applications. The system performs segmentation, labels the extracted blobs and tracks their movements in the scene. Performance evaluation of such a system is a major challenge since no standard methods exist and the criteria for evaluation are highly subjective. This paper proposes a performance evaluation approach for video content analysis (VCA) systems and identifies the involved research areas. For these areas we give an overview of the state-of-the-art in performance evaluation and introduce a classification into different semantic levels. The proposed evaluation approach compares the results of the VCA algorithm with a ground-truth (GT) counterpart, which contains the desired results. Both the VCA results and the ground truth comprise description files that are formatted in MPEG-7. The evaluation is required to provide an objective performance measure and a mean to choose between competitive methods. In addition, it enables algorithm developers to measure the progress of their work at the different levels in the design process. From these requirements and the state-of-the-art overview we conclude that standardization is highly desirable for which many research topics still need to be addressed.
A HTTP based video transmission system has been built upon the p2p(peer to peer) network structure utilizing the Java technologies. This makes the video monitoring available to any host which has been connected to the World Wide Web in any method, including those hosts behind firewalls or in isolated sub-networking. In order to achieve this, a video source peer has been developed, together with the client video playback peer. The video source peer can respond to the video stream request in HTTP protocol. HTTP based pipe communication model is developed to speeding the transmission of video stream data, which has been encoded into fragments using the JPEG codec. To make the system feasible in conveying video streams between arbitrary peers on the web, a HTTP protocol based relay peer is implemented as well. This video monitoring system has been applied in a tele-robotic system as a visual feedback to the operator.
Chen, Jiawen; Paris, Sylvain; Wang, Jue; Matusik, Wojciech; Cohen, Michael; Durand, Fredo
This paper introduces the video mesh, a data structure for representing video as 2.5D “paper cutouts.” The video mesh allows interactive editing of moving objects and modeling of depth, which enables 3D effects and post-exposure camera control. The video mesh sparsely encodes optical flow as well as depth, and handles occlusion using local layering and alpha mattes. Motion is described by a sparse set of points tracked over time. Each point also stores a depth value. The video mesh is a trian...
Aghito, Shankar Manuel; Forchhammer, Søren
In object based video, each frame is a composition of objects that are coded separately. The composition is performed through the alpha plane that represents the transparency of the object. We present an alternative to MPEG-4 for coding of alpha planes that considers their specific properties. Co....... Comparisons in terms of rate and distortion are provided, showing that the proposed coding scheme for still alpha planes is better than the algorithms for I-frames used in MPEG-4.......In object based video, each frame is a composition of objects that are coded separately. The composition is performed through the alpha plane that represents the transparency of the object. We present an alternative to MPEG-4 for coding of alpha planes that considers their specific properties...
Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi
Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning materials organised in accordance with a system of syllabi pacing charts. Teachers of Standard 5 and 6 English and Science classes were notified of the availability of new videos via text messages (SMS), which they downloaded onto their phones using an open-source application and showed, with suggested activities, to students on a TV screen using a TV-out cable. In their evaluation of this project, the authors of this paper found that the test scores of children who experienced the intervention improved by 0.36 standard deviations in English and 0.98 standard deviations in Science in Andhra Pradesh, relative to students in similar classrooms who did not experience the intervention. Differences between treatment and control schools in Tamil Nadu were less marked. The intervention was also cost-effective, relative to other computer-based interventions. Based on these results, the authors argue that is possible to use mobile phones to produce a strong positive and statistically significant effect in terms of teaching and learning quality across a large number of classrooms in India at a lower cost per student than past computer-based interventions.
Paek, Hye-Jin; Kim, Kyongseok; Hove, Thomas
Focusing on several message features that are prominent in antismoking campaign literature, this content-analytic study examines 934 antismoking video clips on YouTube for the following characteristics: message sensation value (MSV) and three types of message appeal (threat, social and humor). These four characteristics are then linked to YouTube's interactive audience response mechanisms (number of viewers, viewer ratings and number of comments) to capture message reach, viewer preference and viewer engagement. The findings suggest the following: (i) antismoking messages are prevalent on YouTube, (ii) MSV levels of online antismoking videos are relatively low compared with MSV levels of televised antismoking messages, (iii) threat appeals are the videos' predominant message strategy and (iv) message characteristics are related to viewer reach and viewer preference.
Musto, Cataldo; Narducci, Fedelucio; Lops, Pasquale; de Gemmis, Marco; Semeraro, Giovanni
Basic content-based personalization consists in matching up the attributes of a user profile, in which preferences and interests are stored, with the attributes of a content object. The Web 2.0 (r)evolution has changed the game for personalization, from ‘elitary’ Web 1.0, written by few and read by many, to web content generated by everyone (user-generated content - UGC), since the role of people has evolved from passive consumers of information to that of active contributors.
Maitre, Matthieu; Guillemot, Christine; Morin, Luce
This paper addresses the problem of side information extraction for distributed coding of videos captured by a camera moving in a 3-D static environment. Examples of targeted applications are augmented reality, remote-controlled robots operating in hazardous environments, or remote exploration by drones. It explores the benefits of the structure-from-motion paradigm for distributed coding of this type of video content. Two interpolation methods constrained by the scene geometry, based either on block matching along epipolar lines or on 3-D mesh fitting, are first developed. These techniques are based on a robust algorithm for sub-pel matching of feature points, which leads to semi-dense correspondences between key frames. However, their rate-distortion (RD) performances are limited by misalignments between the side information and the actual Wyner-Ziv (WZ) frames due to the assumption of linear motion between key frames. To cope with this problem, two feature point tracking techniques are introduced, which recover the camera parameters of the WZ frames. A first technique, in which the frames remain encoded separately, performs tracking at the decoder and leads to significant RD performance gains. A second technique further improves the RD performances by allowing a limited tracking at the encoder. As an additional benefit, statistics on tracks allow the encoder to adapt the key frame frequency to the video motion content.
Yang, Ni; Linz, Daniel
Quantifies sexual, violent, sexually violent, and prosocial behaviors in a sample of R-rated and X-rated videocassettes. Finds the predominant behavior in both X- and XXX-rated videos is sexual. Finds the predominant behavior in R-rated videos was violence followed by prosocial behavior. (RS)
Hartmann, T.; Krakowiak, M.; Tsay-Vogel, M.
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach
Zhu, Feida; Yan, Zhicheng; Bu, Jiajun; Yu, Yizhou
Color and tone stylization in images and videos strives to enhance unique themes with artistic color and tone adjustments. It has a broad range of applications from professional image postprocessing to photo sharing over social networks. Mainstream photo enhancement softwares, such as Adobe Lightroom and Instagram, provide users with predefined styles, which are often hand-crafted through a trial-and-error process. Such photo adjustment tools lack a semantic understanding of image contents and the resulting global color transform limits the range of artistic styles it can represent. On the other hand, stylistic enhancement needs to apply distinct adjustments to various semantic regions. Such an ability enables a broader range of visual styles. In this paper, we first propose a novel deep learning architecture for exemplar-based image stylization, which learns local enhancement styles from image pairs. Our deep learning architecture consists of fully convolutional networks (FCNs) for automatic semantics-aware feature extraction and fully connected neural layers for adjustment prediction. Image stylization can be efficiently accomplished with a single forward pass through our deep network. To extend our deep network from image stylization to video stylization, we exploit temporal superpixels (TSPs) to facilitate the transfer of artistic styles from image exemplars to videos. Experiments on a number of datasets for image stylization as well as a diverse set of video clips demonstrate the effectiveness of our deep learning architecture.
Ibrahim, Mohamad A.
This thesis reports original work on hardware realization of symmetric video encryption using chaos-based continuous systems as pseudo-random number generators. The thesis also presents some of the serious degradations caused by digitally implementing chaotic systems. Subsequently, some techniques to eliminate such defects, including the ultimately adopted scheme are listed and explained in detail. Moreover, the thesis describes original work on the design of an encryption system to encrypt MPEG-2 video streams. Information about the MPEG-2 standard that fits this design context is presented. Then, the security of the proposed system is exhaustively analyzed and the performance is compared with other reported systems, showing superiority in performance and security. The thesis focuses more on the hardware and the circuit aspect of the system’s design. The system is realized on Xilinx Vetrix-4 FPGA with hardware parameters and throughput performance surpassing conventional encryption systems.
Lemma, Aweke; van der Veen, Michiel; Celik, Mehmet
Successful watermarking algorithms have already been developed for various applications ranging from meta-data tagging to forensic tracking. Nevertheless, it is commendable to develop alternative watermarking techniques that provide a broader basis for meeting emerging services, usage models and security threats. To this end, we propose a new multiplicative watermarking technique for video, which is based on the principles of our successful MASK audio watermark. Audio-MASK has embedded the watermark by modulating the short-time envelope of the audio signal and performed detection using a simple envelope detector followed by a SPOMF (symmetrical phase-only matched filter). Video-MASK takes a similar approach and modulates the image luminance envelope. In addition, it incorporates a simple model to account for the luminance sensitivity of the HVS (human visual system). Preliminary tests show algorithms transparency and robustness to lossy compression.
Moreno, J; Ramos-Castro, J; Movellan, J; Parrado, E; Rodas, G; Capdevila, L
Our aim is to demonstrate the usefulness of photoplethysmography (PPG) for analyzing heart rate variability (HRV) using a standard 5-min test at rest with paced breathing, comparing the results with real RR intervals and testing supine and sitting positions. Simultaneous recordings of R-R intervals were conducted with a Polar system and a non-contact PPG, based on facial video recording on 20 individuals. Data analysis and editing were performed with individually designated software for each instrument. Agreement on HRV parameters was assessed with concordance correlations, effect size from ANOVA and Bland and Altman plots. For supine position, differences between video and Polar systems showed a small effect size in most HRV parameters. For sitting position, these differences showed a moderate effect size in most HRV parameters. A new procedure, based on the pixels that contained more heart beat information, is proposed for improving the signal-to-noise ratio in the PPG video signal. Results were acceptable in both positions but better in the supine position. Our approach could be relevant for applications that require monitoring of stress or cardio-respiratory health, such as effort/recuperation states in sports. © Georg Thieme Verlag KG Stuttgart · New York.
Hyun, Dai-Kyung; Ryu, Seung-Jin; Lee, Hae-Yeoun; Lee, Heung-Kyu
.... Nevertheless, there is little research being done on forgery of surveillance videos. This paper proposes a forensic technique to detect forgeries of surveillance video based on sensor pattern noise (SPN...
Pace, Barbara G.; Jones, Linda Cronin
Today, the use of web-based videos in science classrooms is becoming more and more commonplace. However, these videos are often fast-paced and information rich--science concepts can be fragmented and embedded within larger cultural issues. This article addresses the cognitive difficulties posed by many web-based science videos. Drawing on concepts…
In this dissertation, several approaches are proposed to improve the quality of video transmission over wired and wireless networks. To improve the robustness of video transmission over error-prone mobile networks, a proxy-based reference picture selection scheme is proposed. In the second part of the dissertation, rate-distortion optimized rate adaptation algorithms are proposed for video applications over congested network nodes. A segment-based proxy caching algorithm for video-on-demand a...
Bourennane, Salah; Fossati, Caroline; Ketchantang, William
Among existing biometrics, iris recognition systems are among the most accurate personal biometric identification systems. However, the acquisition of a workable iris image requires strict cooperation of the user; otherwise, the image will be rejected by a verification module because of its poor quality, inducing a high false reject rate (FRR). The FRR may also increase when iris localization fails or when the pupil is too dilated. To improve the existing methods, we propose to use video sequences acquired in real time by a camera. In order to keep the same computational load to identify the iris, we propose a new method to estimate the iris characteristics. First, we propose a new iris texture characterization based on Fourier-Mellin transform, which is less sensitive to pupil dilatations than previous methods. Then, we develop a new iris localization algorithm that is robust to variations of quality (partial occlusions due to eyelids and eyelashes, light reflects, etc.), and finally, we introduce a fast and new criterion of suitable image selection from an iris video sequence for an accurate recognition. The accuracy of each step of the algorithm in the whole proposed recognition process is tested and evaluated using our own iris video database and several public image databases, such as CASIA, UBIRIS, and BATH.
Full Text Available Transcoding is an effective method to provide video adaptation for heterogeneous internetwork video access and communication environments, which require the tailoring (i.e., repurposing of coded video properties to channel conditions, terminal capabilities, and user preferences. This paper presents a video transcoding system that is capable of applying a suite of error resilience tools on the input compressed video streams while controlling the output rates to provide robust communications over error-prone and bandwidth-limited 3G wireless networks. The transcoder is also designed to employ a new adaptive intra-refresh algorithm, which is responsive to the detected scene activity inherently embedded into the video content and the reported time-varying channel error conditions of the wireless network. Comprehensive computer simulations demonstrate significant improvements in the received video quality performances using the new transcoding architecture without an extra computational cost.
Eminsoy, Sertac; Dogan, Safak; Kondoz, Ahmet M.
Transcoding is an effective method to provide video adaptation for heterogeneous internetwork video access and communication environments, which require the tailoring (i.e., repurposing) of coded video properties to channel conditions, terminal capabilities, and user preferences. This paper presents a video transcoding system that is capable of applying a suite of error resilience tools on the input compressed video streams while controlling the output rates to provide robust communications over error-prone and bandwidth-limited 3G wireless networks. The transcoder is also designed to employ a new adaptive intra-refresh algorithm, which is responsive to the detected scene activity inherently embedded into the video content and the reported time-varying channel error conditions of the wireless network. Comprehensive computer simulations demonstrate significant improvements in the received video quality performances using the new transcoding architecture without an extra computational cost.
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.
Ivory, Adrienne Holz
Although the effects of violent video games on aggression in users have been researched extensively and the resulting body of research shows that violent video games can increase aggressive behaviors, aggression-related feelings and thoughts, and physiological arousal, no empirical studies to date have examined whether there are similar and parallel effects of verbal aggression (e.g., profanity) in video game content. A 2 X 2 between-subjects factorial experiment (N = 321) tested the effects ...
Tao, Junjie; Jia, Lili; You, Ying
Advances in digital video compression and IP communication technologies raised new issues and challenges concerning the integrity and authenticity of surveillance videos. It is so important that the system should ensure that once recorded, the video cannot be altered; ensuring the audit trail is intact for evidential purposes. This paper gives an overview of passive techniques of Digital Video Forensics which are based on intrinsic fingerprints inherent in digital surveillance videos. In this paper, we performed a thorough research of literatures relevant to video manipulation detection methods which accomplish blind authentications without referring to any auxiliary information. We presents review of various existing methods in literature, and much more work is needed to be done in this field of video forensics based on video data analysis and observation of the surveillance systems.
Martinez-Hernandez, Kermin Joel
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…
Irondi, Iheanyi; Wang, Qi; Grecos, Christos
Real-time HTTP streaming has gained global popularity for delivering video content over Internet. In particular, the recent MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard enables on-demand, live, and adaptive Internet streaming in response to network bandwidth fluctuations. Meanwhile, emerging is the new-generation video coding standard, H.265/HEVC (High Efficiency Video Coding) promises to reduce the bandwidth requirement by 50% at the same video quality when compared with the current H.264/AVC standard. However, little existing work has addressed the integration of the DASH and HEVC standards, let alone empirical performance evaluation of such systems. This paper presents an experimental HEVC-DASH system, which is a pull-based adaptive streaming solution that delivers HEVC-coded video content through conventional HTTP servers where the client switches to its desired quality, resolution or bitrate based on the available network bandwidth. Previous studies in DASH have focused on H.264/AVC, whereas we present an empirical evaluation of the HEVC-DASH system by implementing a real-world test bed, which consists of an Apache HTTP Server with GPAC, an MP4Client (GPAC) with open HEVC-based DASH client and a NETEM box in the middle emulating different network conditions. We investigate and analyze the performance of HEVC-DASH by exploring the impact of various network conditions such as packet loss, bandwidth and delay on video quality. Furthermore, we compare the Intra and Random Access profiles of HEVC coding with the Intra profile of H.264/AVC when the correspondingly encoded video is streamed with DASH. Finally, we explore the correlation among the quality metrics and network conditions, and empirically establish under which conditions the different codecs can provide satisfactory performance.
Chen, Xia; Cai, Canhui
The goal of this paper is to design a TCP friendly real-time video transport protocol that will not only utilize network resource efficiently, but also prevent network congestion from the real-time video transmitting effectively. To this end, we proposed a source based congestion control scheme to adapt video coding rate to the channel capacity of the IP network, including three stages: rate control, rate-adaptive video encoding, and rate shaping.
Gonzalez, Ray; Martinez, Jose M; Lo Menzo, Emanuele; Iglesias, Alberto R; Ro, Charles Y; Madan, Atul K
The Global Operative Assessment of Laparoscopic Skill (GOALS) is one validated metric utilized to grade laparoscopic skills and has been utilized to score recorded operative videos. To facilitate easier viewing of these recorded videos, we are developing novel techniques to enable surgeons to view these videos. The objective of this study is to determine the feasibility of utilizing widespread current consumer-based technology to assist in distributing appropriate videos for objective evaluation. Videos from residents were recorded via a direct connection from the camera processor via an S-video output via a cable into a hub to connect to a standard laptop computer via a universal serial bus (USB) port. A standard consumer-based video editing program was utilized to capture the video and record in appropriate format. We utilized mp4 format, and depending on the size of the file, the videos were scaled down (compressed), their format changed (using a standard video editing program), or sliced into multiple videos. Standard available consumer-based programs were utilized to convert the video into a more appropriate format for handheld personal digital assistants. In addition, the videos were uploaded to a social networking website and video sharing websites. Recorded cases of laparoscopic cholecystectomy in a porcine model were utilized. Compression was required for all formats. All formats were accessed from home computers, work computers, and iPhones without difficulty. Qualitative analyses by four surgeons demonstrated appropriate quality to grade for these formats. Our preliminary results show promise that, utilizing consumer-based technology, videos can be easily distributed to surgeons to grade via GOALS via various methods. Easy accessibility may help make evaluation of resident videos less complicated and cumbersome.
Ilgner, Justus F. R.; Kawai, Takashi; Shibata, Takashi; Yamazoe, Takashi; Westhofen, Martin
Introduction: An increasing number of surgical procedures are performed in a microsurgical and minimally-invasive fashion. However, the performance of surgery, its possibilities and limitations become difficult to teach. Stereoscopic video has evolved from a complex production process and expensive hardware towards rapid editing of video streams with standard and HDTV resolution which can be displayed on portable equipment. This study evaluates the usefulness of stereoscopic video in teaching undergraduate medical students. Material and methods: From an earlier study we chose two clips each of three different microsurgical operations (tympanoplasty type III of the ear, endonasal operation of the paranasal sinuses and laser chordectomy for carcinoma of the larynx). This material was added by 23 clips of a cochlear implantation, which was specifically edited for a portable computer with an autostereoscopic display (PC-RD1-3D, SHARP Corp., Japan). The recording and synchronization of left and right image was performed at the University Hospital Aachen. The footage was edited stereoscopically at the Waseda University by means of our original software for non-linear editing of stereoscopic 3-D movies. Then the material was converted into the streaming 3-D video format. The purpose of the conversion was to present the video clips by a file type that does not depend on a television signal such as PAL or NTSC. 25 4th year medical students who participated in the general ENT course at Aachen University Hospital were asked to estimate depth clues within the six video clips plus cochlear implantation clips. Another 25 4th year students who were shown the material monoscopically on a conventional laptop served as control. Results: All participants noted that the additional depth information helped with understanding the relation of anatomical structures, even though none had hands-on experience with Ear, Nose and Throat operations before or during the course. The monoscopic
Valdez, Connie A; Paulsen, Susan
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.
David Mauricio Guzmán-Delgado
Full Text Available This paper describes the metadata schema CVoDM, which is a TV-Anytime application profile. CVoDM provides a guidance for the description of Video on Demand (VoD contents with a special focus on their properties associated to educational competencies. In addition, a tool based on the CVoDM scheme that facilitates VoD contents description is presented, which is useful for generating educational contents repositories. The results of an evaluation support the validity of CVoDM scheme for describing competencies and its accuracy on contents retrieval tasks.
Full Text Available Objective The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient–clinician interaction in primary care settings.Methods We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings.Results This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared “unmanned” video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies.Conclusion With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.
Asan, Onur; Montague, Enid
The purpose of this paper is to describe the use of video-based observation research methods in primary care environment and highlight important methodological considerations and provide practical guidance for primary care and human factors researchers conducting video studies to understand patient-clinician interaction in primary care settings. We reviewed studies in the literature which used video methods in health care research, and we also used our own experience based on the video studies we conducted in primary care settings. This paper highlighted the benefits of using video techniques, such as multi-channel recording and video coding, and compared "unmanned" video recording with the traditional observation method in primary care research. We proposed a list that can be followed step by step to conduct an effective video study in a primary care setting for a given problem. This paper also described obstacles, researchers should anticipate when using video recording methods in future studies. With the new technological improvements, video-based observation research is becoming a promising method in primary care and HFE research. Video recording has been under-utilised as a data collection tool because of confidentiality and privacy issues. However, it has many benefits as opposed to traditional observations, and recent studies using video recording methods have introduced new research areas and approaches.
Full Text Available The advancing digitalization and media convergence demands TV broadcasting companies to adjust their content to various platforms and distribution channels. The internet, as convergent carrier medium, is increasingly taking on a central role for additional media. Classical linear TV is still important, but for some audiences it has been developing from a primary medium to a secondary medium. Owing to the growing melding of classical-linear TV contents with online offerings (e.g. video-on-demand platforms or Web–TV, a great dynamic can be seen which has triggered numerous discussions about the future of TV for some time now. This article will summarize the results of two different audience studies. Film and television shows are meanwhile distributed online via Video-on-Demand platforms such as Netflix or Amazon Prime Video. The first audience study has dealt with the use of VoD-platforms in Germany investigating user rituals, user motivation to watch films and TV shows on these platforms, and the meaning of VoD in everyday life. Most of the participants in this study reported that they mainly watch TV drama series at Netflix or Amazon Prime. Therefore, the second audience study focused the online use of television drama series of individuals and couples elaborating the phenomenon of binge watching. In relating the audience practice to the new structures of the television market the article will shed light on the future of television.
Ziffer, Julie; Nadirli, Orkhan; Rudnick, Benjamin; Pinkham, Sunny; Montgomery, Benjamin
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.
Li, Yucheng; Han, Dantao; Yan, Juanli
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.
Wright, Chrysalis L.; Rubin, Mark
This study examined the relationship between sexual content in music and sexual cognitions and risk among emerging adults in the USA and Australia. Music content was examined via lyrics, videos and social media. It was hypothesised that there would be a positive association between sexual content in music and sexual cognitions and risk. Sexual…
Na, Sang‐il; Oh, Weon‐Geun; Jeong, Dong‐Seok
.... The proposed two‐stage matching method is fast and works very well in finding locations. In addition, the proposed matching structure and strategy can distinguish a case in which a part of the query video matches a part...
textabstractThe FRAMES project within the RDN CRC (Cooperative Research Centre for Research Data Networks) is developing an experimental environment for video content-based retrieval and dynamic virtual video synthesis from archives of video data. The FRAMES research prototype is a video synthesis
Currently, many placement-based health programme students within the UK are supported through face-to-face visits from university staff. Whilst cited in literature as being of value, the face-to-face nature of this contact is not supported. Alternatives including video-based communications methods offer the potential for cost effective, environmentally responsible support. However, in order to establish the fitness for purpose of alternative approaches, the content and purpose of current supp...
Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12…
Hoogerheide, Vincent; van Wermeskerken, Margot; Loyens, Sofie M M; van Gog, Tamara
Learning from (video) modeling examples in which a model demonstrates how to perform a task is an effective instructional strategy. The model-observer similarity (MOS) hypothesis postulates that (perceived) similarity between learners and the model in terms of age or expertise moderates the
Full Text Available Turning a city into a smart city has attracted considerable attention. A smart city can be seen as a city that uses digital technology not only to improve the quality of people’s life, but also, to have a positive impact in the environment and, at the same time, offer efficient and easy-to-use services. A fundamental aspect to be considered in a smart city is people’s safety and welfare, therefore, having a good security system becomes a necessity, because it allows us to detect and identify potential risk situations, and then take appropriate decisions to help people or even prevent criminal acts. In this paper we present an architecture for automated video surveillance based on the cloud computing schema capable of acquiring a video stream from a set of cameras connected to the network, process that information, detect, label and highlight security-relevant events automatically, store the information and provide situational awareness in order to minimize response time to take the appropriate action.
Xu, Fang; Zhou, Qin-Wu; Wu, Peng; Chen, Xing; Yang, Xiaofeng; Yan, Hong-jian
This paper proposes a new non-contact heart rate measurement method based on photoplethysmography (PPG) theory. With this method we can measure heart rate remotely with a camera and ambient light. We collected video sequences of subjects, and detected remote PPG signals through video sequences. Remote PPG signals were analyzed with two methods, Blind Source Separation Technology (BSST) and Cross Spectral Power Technology (CSPT). BSST is a commonly used method, and CSPT is used for the first time in the study of remote PPG signals in this paper. Both of the methods can acquire heart rate, but compared with BSST, CSPT has clearer physical meaning, and the computational complexity of CSPT is lower than that of BSST. Our work shows that heart rates detected by CSPT method have good consistency with the heart rates measured by a finger clip oximeter. With good accuracy and low computational complexity, the CSPT method has a good prospect for the application in the field of home medical devices and mobile health devices.
Valentín, L.; Serrano, S. A.; Oves García, R.; Andrade, A.; Palacios-Alonso, M. A.; Sucar, L. Enrique
Turning a city into a smart city has attracted considerable attention. A smart city can be seen as a city that uses digital technology not only to improve the quality of people's life, but also, to have a positive impact in the environment and, at the same time, offer efficient and easy-to-use services. A fundamental aspect to be considered in a smart city is people's safety and welfare, therefore, having a good security system becomes a necessity, because it allows us to detect and identify potential risk situations, and then take appropriate decisions to help people or even prevent criminal acts. In this paper we present an architecture for automated video surveillance based on the cloud computing schema capable of acquiring a video stream from a set of cameras connected to the network, process that information, detect, label and highlight security-relevant events automatically, store the information and provide situational awareness in order to minimize response time to take the appropriate action.
Fu, Rongguo; Feng, Shu; Shen, Tianyu; Luo, Hao; Wei, Yifang; Yang, Qi
Low light level video is an important method of observation under low illumination condition, but the SNR of low light level video is low, the effect of observation is poor, so the noise reduction processing must be carried out. Low light level video noise mainly includes Gauss noise, Poisson noise, impulse noise, fixed pattern noise and dark current noise. In order to remove the noise in low-light-level video effectively, improve the quality of low-light-level video. This paper presents an improved time domain recursive filtering algorithm with three dimensional filtering coefficients. This algorithm makes use of the correlation between the temporal domain of the video sequence. In the video sequences, the proposed algorithm adaptively adjusts the local window filtering coefficients in space and time by motion estimation techniques, for the different pixel points of the same frame of the image, the different weighted coefficients are used. It can reduce the image tail, and ensure the noise reduction effect well. Before the noise reduction, a pretreatment based on boxfilter is used to reduce the complexity of the algorithm and improve the speed of the it. In order to enhance the visual effect of low-light-level video, an image enhancement algorithm based on guided image filter is used to enhance the edge of the video details. The results of experiment show that the hybrid algorithm can remove the noise of the low-light-level video effectively, enhance the edge feature and heighten the visual effects of video.
Full Text Available Wireless capsule endoscopy (WCE enables a physician to diagnose a patient's digestive system without surgical procedures. However, it takes 1-2 hours for a gastroenterologist to examine the video. To speed up the review process, a number of analysis techniques based on machine vision have been proposed by computer science researchers. In order to train a machine to understand the semantics of an image, the image contents need to be translated into numerical form first. The numerical form of the image is known as image abstraction. The process of selecting relevant image features is often determined by the modality of medical images and the nature of the diagnoses. For example, there are radiographic projection-based images (e.g., X-rays and PET scans, tomography-based images (e.g., MRT and CT scans, and photography-based images (e.g., endoscopy, dermatology, and microscopic histology. Each modality imposes unique image-dependent restrictions for automatic and medically meaningful image abstraction processes. In this paper, we review the current development of machine-vision-based analysis of WCE video, focusing on the research that identifies specific gastrointestinal (GI pathology and methods of shot boundary detection.
Verleur, Ria; Heuvelman, Ard; Verhagen, Plon W.
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…
Biel, Joan-Isaac; Gatica-Perez, Daniel; Dines, John; Tsminiaki, Vagia
Despite the evidence that social video conveys rich human personality information, research investigating the automatic prediction of personality impressions in vlogging has shown that, amongst the Big-Five traits, automatic nonverbal be- havioral cues are useful to predict mainly the Extraversion trait. This finding, also reported in other conversational settings, indicates that personality information may be coded in other behavioral dimensions like the verbal channel, which has been less s...
Seeling, P.; Reisslein, M.; Fitzek, Frank
Video traces contain information about encoded video frames, such as frame sizes and qualities, and provide a convenient method to conduct multimedia networking research. Although wiedely used in networking research, these traces do not allow to determine the video qaulityin an accurate manner...... after networking transport that includes losses and delays. In this work, we provide (i) an overview of frame dependencies that have to be taken into consideration when working with video traces, (ii) an algorithmic approach to combine traditional video traces and offset distortion traces to determine...... the video quality or distortion after lossy network transport, (iii) offset distortion and quality characteristics and (iv) the offset distortion trace format and tools to create offset distortion traces....
Miller, Cynthia Jayne; Metz, Michael James
Dental students often have difficulty understanding the importance of basic science classes, such as physiology, for their future careers. To help alleviate this problem, the aim of this study was to create and evaluate a series of video modules using simulated patients and custom-designed animations that showcase medical emergencies in the dental practice. First-year students in a dental physiology course formatively assessed their knowledge using embedded questions in each of the three videos; 108 to 114 of the total 120 first-year students answered the questions, for a 90-95% response rate. These responses indicated that while the students could initially recognize the cause of the medical emergency, they had difficulty in applying their knowledge of physiology to the scenario. In two of the three videos, students drastically improved their ability to answer high-level clinical questions at the conclusion of the video. Additionally, when compared to the previous year of the course, there was a significant improvement in unit exam scores on clinically related questions (6.2% increase). Surveys were administered to the first-year students who participated in the video modules and fourth-year students who had completed the course prior to implementation of any clinical material. The response rate for the first-year students was 96% (115/120) and for the fourth-year students was 57% (68/120). The first-year students indicated a more positive perception of the physiology course and its importance for success on board examinations and their dental career than the fourth-year students. The students perceived that the most positive aspects of the modules were the clear applications of physiology to real-life dental situations, the interactive nature of the videos, and the improved student comprehension of course concepts. These results suggest that online modules may be used successfully to improve students' perceptions of the basic sciences and enhance their ability to
Lee, Gil-Beom; Lee, Myeong-Jin; Lee, Woo-Kyung; Park, Joo-Heon; Kim, Tae-Hwan
Intelligent video surveillance systems detect pre-configured surveillance events through background modeling, foreground and object extraction, object tracking, and event detection. Shadow regions inside video frames sometimes appear as foreground objects, interfere with ensuing processes, and finally degrade the event detection performance of the systems. Conventional studies have mostly used intensity, color, texture, and geometric information to perform shadow detection in daytime video, but these methods lack the capability of removing shadows in nighttime video. In this paper, a novel shadow detection algorithm for nighttime video is proposed; this algorithm partitions each foreground object based on the object's vertical histogram and screens out shadow objects by validating their orientations heading toward regions of light sources. From the experimental results, it can be seen that the proposed algorithm shows more than 93.8% shadow removal and 89.9% object extraction rates for nighttime video sequences, and the algorithm outperforms conventional shadow removal algorithms designed for daytime videos.
Full Text Available Identifying inter-frame forgery is a hot topic in video forensics. In this paper, we propose a method based on the assumption that the optical flows are consistent in an original video, while in forgeries the consistency will be destroyed. We first extract optical flow from frames of videos and then calculate the optical flow consistency after normalization and quantization as distinguishing feature to identify inter-frame forgeries. We train the Support Vector Machine to classify original videos and video forgeries with optical flow consistency feature of some sample videos and test the classification accuracy in a large database. Experimental results show that the proposed method is efficient in classifying original videos and forgeries. Furthermore, the proposed method performs also pretty well in classifying frame insertion and frame deletion forgeries.
Albert A Angehrn
Full Text Available The vast majority of knowledge management initiatives fail because they do not take sufficiently into account the emotional, psychological and social needs of individuals. Only if users see real value for themselves will they actively use and contribute their own knowledge to the system, and engage with other users. Connection dynamics can make this easier, and even enjoyable, by connecting people and bringing them closer through shared experiences such as playing a game together. A higher connectedness of people to other people, and to relevant knowledge assets, will motivate them to participate more actively and increase system usage. In this paper, we describe the design of TENTube, a video-based connection tool we are developing to support competence development. TENTube integrates rich profiling and network visualization and navigation with agent-enhanced game-like connection dynamics.
Full Text Available A software platform is exposed, which was developed to enable demonstration and capacity testing. The platform simulates a joint optimized wireless video transmission. The development succeeded within the frame of the IST-PHOENIX project and is based on the system optimization model of the project. One of the constitutive parts of the model, the wireless network segment, is changed to a detailed, standard UTRA network simulation module. This paper consists of (1 a brief description of the projects simulation chain, (2 brief description of the UTRAN system, and (3 the integration of the two segments. The role of the UTRAN part in the joint optimization is described, with the configuration and control of this element. Finally, some simulation results are shown. In the conclusion, we show how our simulation results translate into real-world performance gains.
The human motion contains valuable information in many situations and people frequently perform an unconscious analysis of the motion of other people to understand their actions, intentions, and state of mind. An automatic analysis of human motion will facilitate many applications and thus has...... received great interest from both industry and research communities. The focus of this thesis is on video-based analysis of human motion and the thesis presents work within three overall topics, namely foreground segmentation, action recognition, and human pose estimation. Foreground segmentation is often...... the first important step in the analysis of human motion. By separating foreground from background the subsequent analysis can be focused and efficient. This thesis presents a robust background subtraction method that can be initialized with foreground objects in the scene and is capable of handling...
Full Text Available Abstract Illumination changes cause challenging problems for video surveillance algorithms, as objects of interest become masked by changes in background appearance. It is desired for such algorithms to maintain a consistent perception of a scene regardless of illumination variation. This work introduces a concept we call BigBackground, which is a model for representing large, persistent scene features based on chromatic self-similarity. This model is found to comprise 50% to 90% of surveillance scenes. The large, stable regions represented by the model are used as reference points for performing illumination compensation. The presented compensation technique is demonstrated to decrease improper false-positive classification of background pixels by an average of 83% compared to the uncompensated case and by 25% to 43% compared to compensation techniques from the literature.
Full Text Available Students often feel disconnected from their introductory social welfare policy courses. Therefore, it is important that instructors employ engaging pedagogical methods in the classroom. A review of the literature reveals that a host of methods have been utilized to attempt to interest students in policy courses, but there is no mention of using internet-based videos in the social welfare policy classroom. This article describes how to select and use appropriate internet-based videos from websites such as YouTube and SnagFilms, to effectively engage students in social welfare policy courses. Four rules are offered for choosing videos based on emotional impact, brevity, and relevance to course topics. The selected videos should elicit students’ passions and stimulate critical thinking when used in concert with instructor-generated discussion questions, writing assignments, and small group dialogue. Examples of the process of choosing videos, discussion questions, and student reactions to the use of videos are provided.
José Borja ARJONA MARTÍN
Full Text Available Due to the significant increase in the last five years of audiovisual content distribution over the web, this paper is focused on a study aimed at the description and classification of a wide sample of audiovisual initiatives whose access is carried out by means of the World Wide Web. The purpose of this study is to promote the debate concerning the different names of these incipient media, as well as their categorization and description so that an organised universe of the WebTV phenomenon could be provided. An analysis of formats and content is carried out on the basis of quantitative techniques in order to propose a categorization typology. These formats and content will be studied under three key variables: "Content", "Origin" and "Domain .tv". "Content" will help us define the programmatic lines of our study sample; “Source” refers to the source of a particular item of study (“Native WebTV or WebTV representative of a conventional media and "Domain.tv" will specify the proportion of case studies hosted with domain .tv. The results obtained in this study will offer the researchers and the professionals a comprehensive description of the models currently adopted in the field of video and television on the net.
Stockdale, Laura; Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L
Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition. © The Author (2017). Published by Oxford University Press.
Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L
Abstract Research on the effects of media violence exposure has shown robust associations among violent media exposure, increased aggressive behavior, and decreased empathy. Preliminary research indicates that frequent players of violent video games may have differences in emotional and cognitive processes compared to infrequent or nonplayers, yet research examining the amount and content of game play and the relation of these factors with affective and cognitive outcomes is limited. The present study measured neural correlates of response inhibition in the context of implicit attention to emotion, and how these factors are related to empathic responding in frequent and infrequent players of video games with graphically violent content. Participants completed a self-report measure of empathy as well as an affective stop-signal task that measured implicit attention to emotion and response inhibition during electroencephalography. Frequent players had lower levels of empathy as well as a reduction in brain activity as indicated by P100 and N200/P300 event related potentials. Reduced P100 amplitude evoked by happy facial expressions was observed in frequent players compared to infrequent players, and this effect was moderated by empathy, such that low levels of empathy further reduced P100 amplitudes for happy facial expressions for frequent players compared to infrequent players. Compared to infrequent players, frequent players had reduced N200/P300 amplitude during response inhibition, indicating less neural resources were recruited to inhibit behavior. Results from the present study illustrate that chronic exposure to violent video games modulates empathy and related neural correlates associated with affect and cognition. PMID:29040750
Full Text Available Detection of buildings and vegetation, and even more reconstruction of urban terrain from sequences of aerial images and videos is known to be a challenging task. It has been established that those methods that have as input a high-quality Digital Surface Model (DSM, are more straight-forward and produce more robust and reliable results than those image-based methods that require matching line segments or even whole regions. This motivated us to develop a new dense matching technique for DSM generation that is capable of simultaneous integration of multiple images in the reconstruction process. The DSMs generated by this new multi-image matching technique can be used for urban object extraction. In the first contribution of this paper, two examples of external sources of information added to the reconstruction pipeline will be shown. The GIS layers are used for recognition of streets and suppressing false alarms in the depth maps that were caused by moving vehicles while the near infrared channel is applied for separating vegetation from buildings. Three examples of data sets including both UAV-borne video sequences with a relatively high number of frames and high-resolution (10 cm ground sample distance data sets consisting of (few spatial-temporarily diverse images from large-format aerial frame cameras, will be presented. By an extensive quantitative evaluation of the Vaihingen block from the ISPRS benchmark on urban object detection, it will become clear that our procedure allows a straight-forward, efficient, and reliable instantiation of 3D city models.
Whitton, Nicola; Maclure, Maggie
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Cranwell, Jo; Opazo-Breton, Magdalena; Britton, John
We estimate exposure of British adults and adolescents to tobacco and alcohol content from a sample of popular YouTube music videos. British viewing figures were generated from 2 representative online national surveys of adult and adolescent viewing of the 32 most popular videos containing content. 2068 adolescents aged 11-18 years (1010 boys, 1058 girls), and 2232 adults aged 19+years (1052 male, 1180 female) completed the surveys. We used the number of 10 s intervals in the 32 most popular videos containing content to estimate the number of impressions. We extrapolated gross and per capita impressions for the British population from census data and estimated numbers of adults and adolescents who had ever watched the sampled videos. From video release to the point of survey, the videos delivered an estimated 1006 million gross impressions of alcohol (95% CI 748 to 1264 million), and 203 million of tobacco (95% CI 151 to 255 million), to the British population. Per capita exposure was around 5 times higher for alcohol than for tobacco, and nearly 4 times higher in adolescents, who were exposed to an average of 52.1 (95% CI 43.4 to 60.9) and 10.5 (95% CI 8.8 to 12.3) alcohol and tobacco impressions, respectively, than in adults (14.1 (95% CI 10.2 to 18.1) and 2.9 (95% CI 2.1 to 3.6)). Exposure rates were higher in girls than in boys. YouTube music videos deliver millions of gross impressions of alcohol and tobacco content. Adolescents are exposed much more than adults. Music videos are a major global medium of exposure to such content. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/
Cranwell, Jo; Britton, John; Bains, Manpreet
The purpose of the present study is to describe the portrayal of alcohol content in popular YouTube music videos. We used inductive thematic analysis to explore the lyrics and visual imagery in 49 UK Top 40 songs and music videos previously found to contain alcohol content and watched by many British adolescents aged between 11 and 18 years and to examine if branded content contravened alcohol industry advertising codes of practice. The analysis generated three themes. First, alcohol content was associated with sexualised imagery or lyrics and the objectification of women. Second, alcohol was associated with image, lifestyle and sociability. Finally, some videos showed alcohol overtly encouraging excessive drinking and drunkenness, including those containing branding, with no negative consequences to the drinker. Our results suggest that YouTube music videos promote positive associations with alcohol use. Further, several alcohol companies adopt marketing strategies in the video medium that are entirely inconsistent with their own or others agreed advertising codes of practice. We conclude that, as a harm reduction measure, policies should change to prevent adolescent exposure to the positive promotion of alcohol and alcohol branding in music videos.
Yamada, Takaaki; Echizen, Isao; Tezuka, Satoru; Yoshiura, Hiroshi
Emerging broadband networks and high performance of PCs provide new business opportunities of the live video streaming services for the Internet users in sport events or in music concerts. Digital watermarking for video helps to protect the copyright of the video content and the real-time processing is an essential requirement. For the small start of new business, it should be achieved by flexible software without special equipments. This paper describes a novel real-time watermarking system implemented on a commodity PC. We propose the system architecture and methods to shorten watermarking time by reusing the estimated watermark imperceptibility among neighboring frames. A prototype system enables real time processing in a series of capturing NTSC signals, watermarking the video, encoding it to MPEG4 in QGVA, 1Mbps, 30fps style and storing the video for 12 hours in maximum
Khosla, Deepak; Huber, David J.; Bhattacharyya, Rajan
In this paper, we describe an algorithm and system for optimizing search and detection performance for "items of interest" (IOI) in large-sized images and videos that employ the Rapid Serial Visual Presentation (RSVP) based EEG paradigm and surprise algorithms that incorporate motion processing to determine whether static or video RSVP is used. The system works by first computing a motion surprise map on image sub-regions (chips) of incoming sensor video data and then uses those surprise maps to label the chips as either "static" or "moving". This information tells the system whether to use a static or video RSVP presentation and decoding algorithm in order to optimize EEG based detection of IOI in each chip. Using this method, we are able to demonstrate classification of a series of image regions from video with an azimuth value of 1, indicating perfect classification, over a range of display frequencies and video speeds.
Full Text Available Conventional video traces (which characterize the video encoding frame sizes in bits and frame quality in PSNR are limited to evaluating loss-free video transmission. To evaluate robust video transmission schemes for lossy network transport, generally experiments with actual video are required. To circumvent the need for experiments with actual videos, we propose in this paper an advanced video trace framework. The two main components of this framework are (i advanced video traces which combine the conventional video traces with a parsimonious set of visual content descriptors, and (ii quality prediction schemes that based on the visual content descriptors provide an accurate prediction of the quality of the reconstructed video after lossy network transport. We conduct extensive evaluations using a perceptual video quality metric as well as the PSNR in which we compare the visual quality predicted based on the advanced video traces with the visual quality determined from experiments with actual video. We find that the advanced video trace methodology accurately predicts the quality of the reconstructed video after frame losses.
Lajoie, Susanne P.; Hmelo-Silver, Cindy; Wiseman, Jeffrey; Chan, Lap Ki; Lu, Jingyan; Khurana, Chesta; Cruz-Panesso, Ilian; Poitras, Eric; Kazemitabar, Maedeh
The goal of this study is to examine how to facilitate cross-cultural groups in problem-based learning (PBL) using online digital tools and videos. The PBL consisted of two video-based cases used to trigger student-learning issues about giving bad news to HIV-positive patients. Mixed groups of medical students from Canada and Hong Kong worked with…
Kumar, David Devraj
This paper is an invited adaptation of the IEEE Education Society Distinguished Lecture Approaches to Interactive Video Anchors in Problem-Based Science Learning. Interactive video anchors have a cognitive theory base, and they help to enlarge the context of learning with information-rich real-world situations. Carefully selected movie clips and…
Takahata, Minoru; Uemori, Akira; Nakano, Hirotaka
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.
López Velasco, Juan Pedro; Rodrigo Ferrán, Juan Antonio; Jiménez Bermejo, David; Menendez Garcia, Jose Manuel
Assessing video quality is a complex task. While most pixel-based metrics do not present enough correlation between objective and subjective results, algorithms need to correspond to human perception when analyzing quality in a video sequence. For analyzing the perceived quality derived from concrete video artifacts in determined region of interest we present a novel methodology for generating test sequences which allow the analysis of impact of each individual distortion. Through results obt...
Jung Han-Seung; Lee Young-Yoon; Lee Sang Uk
Watermarking for video sequences should consider additional attacks, such as frame averaging, frame-rate change, frame shuffling or collusion attacks, as well as those of still images. Also, since video is a sequence of analogous images, video watermarking is subject to interframe collusion. In order to cope with these attacks, we propose a scene-based temporal watermarking algorithm. In each scene, segmented by scene-change detection schemes, a watermark is embedded temporally to one-dimens...
Qi Wang; Zhaohong Li; Zhenzhen Zhang; Qinglong Ma
Identifying inter-frame forgery is a hot topic in video forensics. In this paper, we propose a method based on the assumption that the optical flows are consistent in an original video, while in forgeries the consistency will be destroyed. We first extract optical flow from frames of videos and then calculate the optical flow consistency after normalization and quantization as distinguishing feature to identify inter-frame forgeries. We train the Support Vector Machine to classify original vi...
Donghui LIU; Lina TONG; Jiashuo WANG; Xiaoyun SUN; Xiaoying ZUO; Yakun DU; Zhenzhou WANG
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...
Lucas, Laurent; Loscos, Céline
While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th
Hopf, H; Weiss, R H
In 1990 pupils of different schools in Württemberg were interviewed about their television and video consumption. It turned out that a high percentage of mainly male pupils of Hauptschulen (upper division of elementary schools) and special schools excessively and regularly consumed films which were on the index (X-rated) or seized depicting horror and violence. Subsequent to the inquiry through questionnaires and different personality tests, speech samples of 51 test persons were recorded on tape. 5 speech samples had to be excluded from further investigation since they contained less than 70 words. The transcribed and anonymized records were examined according to the Gottschalk-Gleser content analysis of verbal behavior, and two groups of so-called seldom lookers (n = 22) and frequent lookers (n = 24) were compared to each other. The frequent lookers significantly often reported about film contents which presumably means that their imagination is more restricted and less productive than that of the other group. In addition, this group of frequent lookers had significantly higher scores concerning death anxiety and guilt anxiety. With regard to hostility affects, their scores were also significantly raised concerning outward-overt hostility, outward-covert hostility, and ambivalent hostility. Probably the group of frequent lookers comprised more test persons with relationship disorders, with borderline risks, dissocial personality features, and problems to cope with their aggressiveness. So they show on the one hand a raised affinity to watch such films, but simultaneously unconscious and conscious learning processes take place which stimulate further aggressive fantasies (and possibly also actions).
Park, Sung Youl; Kim, Soo-Wook; Cha, Seung-Bong; Nam, Min-Woo
This study investigated the effectiveness of e-learning by comparing the learning outcomes in conventional face-to-face lectures and e-learning methods. Two video-based e-learning contents were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which was available at http://www.greenehrd.com.…
Li, Wei; Chen, Ting; Zhang, Wenjun; Shi, Yunyu; Li, Jun
In recent years, Music video data is increasing at an astonishing speed. Shot segmentation and keyframe extraction constitute a fundamental unit in organizing, indexing, retrieving video content. In this paper a unified framework is proposed to detect the shot boundaries and extract the keyframe of a shot. Music video is first segmented to shots by illumination-invariant chromaticity histogram in independent component (IC) analysis feature space .Then we presents a new metric, image complexity, to extract keyframe in a shot which is computed by ICs. Experimental results show the framework is effective and has a good performance.
The effects of intrinsic motivation, extrinsic motivation and toolkits onuser participation in User-generated content for video games: : A quantitative study of product development in online communities
Lundmark, Joakim; Sandström Lindberg, Eric
In this thesis we will discuss the subject of user participation in the development process of products, specifically video games, through a concept called User-generated content. Product development demands speed and flexibility in the development process and it has been suggested that managers should revise the process of product development to become more flexible and integrate the consumer in increasingly more steps of the process. Video games will often be modified after its release. In ...
Downing, Martin J; Schrimshaw, Eric W; Antebi, Nadav; Siegel, Karolynn
Recent research suggests that viewing sexually explicit media (SEM), i.e., adult videos, may influence sexual risk taking among men who have sex with men. Despite this evidence, very little is known about the content of gay male SEM on the Internet, including the prevalence of sexual risk behaviors and their relation to video- and performer-characteristics, viewing frequency, and favorability. The current study content analyzed 302 sexually explicit videos featuring male same-sex performers that were posted to five highly trafficked adult-oriented websites. Findings revealed that gay male SEM on the Internet features a variety of conventional and nonconventional sexual behaviors. There was a substantial prevalence of unprotected anal intercourse (UAI) (34 %) and was virtually the same as the prevalence of anal sex with a condom (36 %). The presence of UAI was not associated with video length, amateur production, number of video views, favorability, or website source. However, the presence of other potentially high-risk behaviors (e.g., ejaculation in the mouth, and ejaculation on/in/rubbed into the anus) was associated with longer videos, more views, and group sex videos (three or more performers). The findings of high levels of sexual risk behavior and the fact that there was virtually no difference in the prevalence of anal sex with and without a condom in gay male SEM have important implications for HIV prevention efforts, future research on the role of SEM on sexual risk taking, and public health policy.
Huang, Zhiwu; Shan, Shiguang; Wang, Ruiping; Zhang, Haihong; Lao, Shihong; Kuerban, Alifu; Chen, Xilin
Face recognition with still face images has been widely studied, while the research on video-based face recognition is inadequate relatively, especially in terms of benchmark datasets and comparisons. Real-world video-based face recognition applications require techniques for three distinct scenarios: 1) Videoto-Still (V2S); 2) Still-to-Video (S2V); and 3) Video-to-Video (V2V), respectively, taking video or still image as query or target. To the best of our knowledge, few datasets and evaluation protocols have benchmarked for all the three scenarios. In order to facilitate the study of this specific topic, this paper contributes a benchmarking and comparative study based on a newly collected still/video face database, named COX(1) Face DB. Specifically, we make three contributions. First, we collect and release a largescale still/video face database to simulate video surveillance with three different video-based face recognition scenarios (i.e., V2S, S2V, and V2V). Second, for benchmarking the three scenarios designed on our database, we review and experimentally compare a number of existing set-based methods. Third, we further propose a novel Point-to-Set Correlation Learning (PSCL) method, and experimentally show that it can be used as a promising baseline method for V2S/S2V face recognition on COX Face DB. Extensive experimental results clearly demonstrate that video-based face recognition needs more efforts, and our COX Face DB is a good benchmark database for evaluation.
H. R. Hosseinpoor
Full Text Available There is an increasingly large number of applications for Unmanned Aerial Vehicles (UAVs from monitoring, mapping and target geolocation. However, most of commercial UAVs are equipped with low-cost navigation sensors such as C/A code GPS and a low-cost IMU on board, allowing a positioning accuracy of 5 to 10 meters. This low accuracy cannot be used in applications that require high precision data on cm-level. This paper presents a precise process for geolocation of ground targets based on thermal video imagery acquired by small UAV equipped with RTK GPS. The geolocation data is filtered using an extended Kalman filter, which provides a smoothed estimate of target location and target velocity. The accurate geo-locating of targets during image acquisition is conducted via traditional photogrammetric bundle adjustment equations using accurate exterior parameters achieved by on board IMU and RTK GPS sensors, Kalman filtering and interior orientation parameters of thermal camera from pre-flight laboratory calibration process. The results of this study compared with code-based ordinary GPS, indicate that RTK observation with proposed method shows more than 10 times improvement of accuracy in target geolocation.
Wen, Nainan; Chia, Stella C; Hao, Xiaoming
This study examines portrayals of cosmetic surgery on YouTube, where we found a substantial number of cosmetic surgery videos. Most of the videos came from cosmetic surgeons who appeared to be aggressively using social media in their practices. Except for videos that explained cosmetic surgery procedures, most videos in our sample emphasized the benefits of cosmetic surgery, and only a small number of the videos addressed the involved risks. We also found that tactics of persuasive communication-namely, related to message source and message sensation value (MSV)-have been used in Web-based social media to attract viewers' attention and interests. Expert sources were used predominantly, although typical-consumer sources tended to generate greater viewer interest in cosmetic surgery than other types of message sources. High MSV, moreover, was found to increase a video's popularity.
Full Text Available A novel video shot boundary recognition method is proposed, which includes two stages of video feature extraction and shot boundary recognition. Firstly, we use adaptive locality preserving projections (ALPP to extract video feature. Unlike locality preserving projections, we define the discriminating similarity with mode prior probabilities and adaptive neighborhood selection strategy which make ALPP more suitable to preserve the local structure and label information of the original data. Secondly, we use an optimized multiple kernel support vector machine to classify video frames into boundary and nonboundary frames, in which the weights of different types of kernels are optimized with an ant colony optimization method. Experimental results show the effectiveness of our method.
Bavelier, D; Achtman, R L; Mani, M; Föcker, J
Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms...
Conkey, Curtis A; Bowers, Clint; Cannon-Bowers, Janis; Sanchez, Alicia
Multimedia training methods have traditionally relied heavily on video-based technologies, and significant research has shown these to be very effective training tools. However, production of video is time and resource intensive. Machinima technologies are based on videogaming technology. Machinima technology allows videogame technology to be manipulated into unique scenarios based on entertainment or training and practice applications. Machinima is the converting of these unique scenarios into video vignettes that tell a story. These vignettes can be interconnected with branching points in much the same way that education videos are interconnected as vignettes between decision points. This study addressed the effectiveness of machinima-based soft-skills education using avatar actors versus the traditional video teaching application using human actors in the training of frontline healthcare workers. This research also investigated the difference between presence reactions when using avatar actor-produced video vignettes as compared with human actor-produced video vignettes. Results indicated that the difference in training and/or practice effectiveness is statistically insignificant for presence, interactivity, quality, and the skill of assertiveness. The skill of active listening presented a mixed result indicating the need for careful attention to detail in situations where body language and facial expressions are critical to communication. This study demonstrates that a significant opportunity exists for the exploitation of avatar actors in video-based instruction.
Wijnants, Maarten; Van Erum, Kris; QUAX, Peter; Lamotte, Wim
Video consumption has since the emergence of the medium largely been a passive affair. This paper proposes augmented Omni-Directional Video (ODV) as a novel format to engage viewers and to open up new ways of interacting with video content. Augmented ODV blends two important contemporary technologies: Augmented Video Viewing and 360 degree video. The former allows for the addition of interactive features to Web-based video playback, while the latter unlocks spatial video navigation opportunit...
Cheng, Hui; Butler, Darren
Aerial surveillance has long been used by the military to locate, monitor and track the enemy. Recently, its scope has expanded to include law enforcement activities, disaster management and commercial applications. With the ever-growing amount of aerial surveillance video acquired daily, there is an urgent need for extracting actionable intelligence in a timely manner. Furthermore, to support high-level video understanding, this analysis needs to go beyond current approaches and consider the relationships, motivations and intentions of the objects in the scene. In this paper we propose a system for interpreting aerial surveillance videos that automatically generates a succinct but meaningful description of the observed regions, objects and events. For a given video, the semantics of important regions and objects, and the relationships between them, are summarised into a semantic concept graph. From this, a textual description is derived that provides new search and indexing options for aerial video and enables the fusion of aerial video with other information modalities, such as human intelligence, reports and signal intelligence. Using a Mixture-of-Experts video segmentation algorithm an aerial video is first decomposed into regions and objects with predefined semantic meanings. The objects are then tracked and coerced into a semantic concept graph and the graph is summarized spatially, temporally and semantically using ontology guided sub-graph matching and re-writing. The system exploits domain specific knowledge and uses a reasoning engine to verify and correct the classes, identities and semantic relationships between the objects. This approach is advantageous because misclassifications lead to knowledge contradictions and hence they can be easily detected and intelligently corrected. In addition, the graph representation highlights events and anomalies that a low-level analysis would overlook.
Performance Evaluation Software: Moving Object Detection and Tracking in Videos introduces a software approach for the real-time evaluation and performance comparison of the methods specializing in moving object detection and/or tracking (D&T) in video processing. Digital video content analysis is an important item for multimedia content-based indexing (MCBI), content-based video retrieval (CBVR) and visual surveillance systems. There are some frequently-used generic algorithms for video object D&T in the literature, such as Background Subtraction (BS), Continuously Adaptive Mean-shift (CMS),
Li, Jia; Xia, Changqun; Chen, Xiaowu
Image-based salient object detection (SOD) has been extensively studied in past decades. However, video-based SOD is much less explored due to the lack of large-scale video datasets within which salient objects are unambiguously defined and annotated. Toward this end, this paper proposes a video-based SOD dataset that consists of 200 videos. In constructing the dataset, we manually annotate all objects and regions over 7,650 uniformly sampled keyframes and collect the eye-tracking data of 23 subjects who free-view all videos. From the user data, we find that salient objects in a video can be defined as objects that consistently pop-out throughout the video, and objects with such attributes can be unambiguously annotated by combining manually annotated object/region masks with eye-tracking data of multiple subjects. To the best of our knowledge, it is currently the largest dataset for videobased salient object detection. Based on this dataset, this paper proposes an unsupervised baseline approach for video-based SOD by using saliencyguided stacked autoencoders. In the proposed approach, multiple spatiotemporal saliency cues are first extracted at the pixel, superpixel and object levels. With these saliency cues, stacked autoencoders are constructed in an unsupervised manner that automatically infers a saliency score for each pixel by progressively encoding the high-dimensional saliency cues gathered from the pixel and its spatiotemporal neighbors. In experiments, the proposed unsupervised approach is compared with 31 state-of-the-art models on the proposed dataset and outperforms 30 of them, including 19 imagebased classic (unsupervised or non-deep learning) models, six image-based deep learning models, and five video-based unsupervised models. Moreover, benchmarking results show that the proposed dataset is very challenging and has the potential to boost the development of video-based SOD.
Full Text Available Generally, time complexity of algorithms for content-based image retrial is extremely high. In order to retrieve images on large-scale databases efficiently, a new way for retrieving based on Hadoop distributed framework is proposed. Firstly, a database of images features is built by using Speeded Up Robust Features algorithm and Locality-Sensitive Hashing and then perform the search on Hadoop platform in a parallel way specially designed. Considerable experimental results show that it is able to retrieve images based on content on large-scale cluster and image sets effectively.
Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen
to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....
Full Text Available In recent years, video surveillance and monitoring have gained importance because of security and safety concerns. Banks, borders, airports, stores, and parking areas are the important application areas. There are two main parts in scenario recognition: Low level processing, including moving object detection and object tracking, and feature extraction. We have developed new features through this work which are RUD (relative upper density, RMD (relative middle density and RLD (relative lower density, and we have used other features such as aspect ratio, width, height, and color of the object. High level processing, including event start-end point detection, activity detection for each frame and scenario recognition for sequence of images. This part is the focus of our research, and different pattern recognition and classification methods are implemented and experimental results are analyzed. We looked into several methods of classification which are decision tree, frequency domain classification, neural network-based classification, Bayes classifier, and pattern recognition methods, which are control charts, and hidden Markov models. The control chart approach, which is a decision methodology, gives more promising results than other methodologies. Overlapping between events is one of the problems, hence we applied fuzzy logic technique to solve this problem. After using this method the total accuracy increased from 95.6 to 97.2.
Yang, Yongchao; Dorn, Charles; Mancini, Tyler; Talken, Zachary; Kenyon, Garrett; Farrar, Charles; Mascareñas, David
Experimental or operational modal analysis traditionally requires physically-attached wired or wireless sensors for vibration measurement of structures. This instrumentation can result in mass-loading on lightweight structures, and is costly and time-consuming to install and maintain on large civil structures, especially for long-term applications (e.g., structural health monitoring) that require significant maintenance for cabling (wired sensors) or periodic replacement of the energy supply (wireless sensors). Moreover, these sensors are typically placed at a limited number of discrete locations, providing low spatial sensing resolution that is hardly sufficient for modal-based damage localization, or model correlation and updating for larger-scale structures. Non-contact measurement methods such as scanning laser vibrometers provide high-resolution sensing capacity without the mass-loading effect; however, they make sequential measurements that require considerable acquisition time. As an alternative non-contact method, digital video cameras are relatively low-cost, agile, and provide high spatial resolution, simultaneous, measurements. Combined with vision based algorithms (e.g., image correlation, optical flow), video camera based measurements have been successfully used for vibration measurements and subsequent modal analysis, based on techniques such as the digital image correlation (DIC) and the point-tracking. However, they typically require speckle pattern or high-contrast markers to be placed on the surface of structures, which poses challenges when the measurement area is large or inaccessible. This work explores advanced computer vision and video processing algorithms to develop a novel video measurement and vision-based operational (output-only) modal analysis method that alleviate the need of structural surface preparation associated with existing vision-based methods and can be implemented in a relatively efficient and autonomous manner with little
Full Text Available Surveillance videos contain a considerable amount of data, wherein interesting information to the user is sparsely distributed. Researchers construct video synopsis that contain key information extracted from a surveillance video for efficient browsing and analysis. Geospatial–temporal information of a surveillance video plays an important role in the efficient description of video content. Meanwhile, current approaches of video synopsis lack the introduction and analysis of geospatial-temporal information. Owing to the preceding problems mentioned, this paper proposes an approach called “surveillance video synopsis in GIS”. Based on an integration model of video moving objects and GIS, the virtual visual field and the expression model of the moving object are constructed by spatially locating and clustering the trajectory of the moving object. The subgraphs of the moving object are reconstructed frame by frame in a virtual scene. Results show that the approach described in this paper comprehensively analyzed and created fusion expression patterns between video dynamic information and geospatial–temporal information in GIS and reduced the playback time of video content.
Wilson, Kaitlyn P.
Purpose: Video modeling is an intervention strategy that has been shown to be effective in improving the social and communication skills of students with autism spectrum disorders, or ASDs. The purpose of this tutorial is to outline empirically supported, step-by-step instructions for the use of video modeling by school-based speech-language…
Bryan, Craig J.; Dhillon-Davis, Luther E.; Dhillon-Davis, Kieran K.
In light of continuing concerns about iatrogenic effects associated with suicide prevention efforts utilizing video-based media, the impact of emotionally-charged videos on two vulnerable subgroups--suicidal viewers and suicide survivors--was explored. Following participation in routine suicide education as a part of the U.S. Air Force Suicide…
Satish S Hiremath
Full Text Available An important task in content based video indexing is to extract text information from videos. The challenges involved in text extraction and recognition are variation of illumination on each video frame with text, the text present on the complex background and different font size of the text. Using various image processing algorithms like morphological operations, blob detection and histogram of oriented gradients the character recognition of video subtitles is implemented. Segmentation, feature extraction and classification are the major steps of character recognition. Several experimental results are shown to demonstrate the performance of the proposed algorithm
Klaassen, M.J.E.; Peter, J.
Although Internet pornography is widely consumed and researchers have started to investigate its effects, we still know little about its content. This has resulted in contrasting claims about whether Internet pornography depicts gender (in)equality and whether this depiction differs between amateur
Kortelainen, Jukka; Seppänen, Tapio
Emotions are fundamental for everyday life affecting our communication, learning, perception, and decision making. Including emotions into the human-computer interaction (HCI) could be seen as a significant step forward offering a great potential for developing advanced future technologies. While the electrical activity of the brain is affected by emotions, offers electroencephalogram (EEG) an interesting channel to improve the HCI. In this paper, the selection of subject-independent feature set for EEG-based emotion recognition is studied. We investigate the effect of different feature sets in classifying person's arousal and valence while watching videos with emotional content. The classification performance is optimized by applying a sequential forward floating search algorithm for feature selection. The best classification rate (65.1% for arousal and 63.0% for valence) is obtained with a feature set containing power spectral features from the frequency band of 1-32 Hz. The proposed approach substantially improves the classification rate reported in the literature. In future, further analysis of the video-induced EEG changes including the topographical differences in the spectral features is needed.
den Hollander, Richard J. M.; Bouma, Henri; van Rest, Jeroen H. C.; ten Hove, Johan-Martijn; ter Haar, Frank B.; Burghouts, Gertjan J.
Video analytics is essential for managing large quantities of raw data that are produced by video surveillance systems (VSS) for the prevention, repression and investigation of crime and terrorism. Analytics is highly sensitive to changes in the scene, and for changes in the optical chain so a VSS with analytics needs careful configuration and prompt maintenance to avoid false alarms. However, there is a trend from static VSS consisting of fixed CCTV cameras towards more dynamic VSS deployments over public/private multi-organization networks, consisting of a wider variety of visual sensors, including pan-tilt-zoom (PTZ) cameras, body-worn cameras and cameras on moving platforms. This trend will lead to more dynamic scenes and more frequent changes in the optical chain, creating structural problems for analytics. If these problems are not adequately addressed, analytics will not be able to continue to meet end users' developing needs. In this paper, we present a three-part solution for managing the performance of complex analytics deployments. The first part is a register containing meta data describing relevant properties of the optical chain, such as intrinsic and extrinsic calibration, and parameters of the scene such as lighting conditions or measures for scene complexity (e.g. number of people). A second part frequently assesses these parameters in the deployed VSS, stores changes in the register, and signals relevant changes in the setup to the VSS administrator. A third part uses the information in the register to dynamically configure analytics tasks based on VSS operator input. In order to support the feasibility of this solution, we give an overview of related state-of-the-art technologies for autocalibration (self-calibration), scene recognition and lighting estimation in relation to person detection. The presented solution allows for rapid and robust deployment of Video Content Analysis (VCA) tasks in large scale ad-hoc networks.
Full Text Available Introduction: Various different learning methods are available for planning tuition regarding the introduction to surgical hand disinfection. These learning methods should help to organise and deal with this topic. The use of a video film is an alternative to conventional tuition due to the real presentation possibilities of practical demonstration. Objective: This study examines by way of comparison which form of communication is more effective for learning and applying surgical hand disinfection for medical students in their first year of studies: video-based instruction or conventional tuition. Methodology: A total of 50 first-year medical students were randomly allocated either to the “Conventional Instruction” (CI study group or to the “Video-based Instruction” (VI study group. The conventional instruction was carried out by an experienced nurse preceptor/nurse educator for the operating theatre who taught the preparatory measures and the actual procedure in a two-minute lesson. The second group watched a two-minute video sequence with identical content. Afterwards, both groups demonstrated practically the knowledge they had acquired at an individual practical test station. The quality (a of the preparation and (b of the procedure as well as (c the quality of the results was assessed by 6 blind experts using a check list. The acceptability of the respective teaching method was also asked about using a questionnaire.Results: The group performance did not differ either in the preparation (=-78, <0.44 or in the quality (=-99, <0.34. With respect to performance, it was possible to demonstrate a strong treatment effect. In the practical (=-3.33, <0.002, =0.943 and in the total score (=-2.65, <0.011, =0.751, the group with video-based instruction achieved a significantly better result. In response to the question as to which of the two learning methods they would prefer, the significant majority (60.4% of students stated video instruction
Urvesh Devani; Valmik B Nikam; Meshram, B B
Preventing users from accessing adult videos and at the same time allowing them to access good educational videos and other materials through campus wide network is a big challenge for organizations. Major existing web filtering systems are textual content or link analysis based. As a result, potential users cannot access qualitative and informative video content which is available online. Adult content detection in video based on motion features or skin detection requires sig...
Full Text Available Moving object detection and tracking is the computer vision and image processing is a hot research direction, based on the analysis of the moving target detection and tracking algorithm in common use, focus on the sports video target tracking non rigid body. In sports video, non rigid athletes often have physical deformation in the process of movement, and may be associated with the occurrence of moving target under cover. Media data is surging to fast search and query causes more difficulties in data. However, the majority of users want to be able to quickly from the multimedia data to extract the interested content and implicit knowledge (concepts, rules, rules, models and correlation, retrieval and query quickly to take advantage of them, but also can provide the decision support problem solving hierarchy. Based on the motion in sport video object as the object of study, conducts the system research from the theoretical level and technical framework and so on, from the layer by layer mining between low level motion features to high-level semantic motion video, not only provides support for users to find information quickly, but also can provide decision support for the user to solve the problem.
Zhou, Wensheng; Shen, Ye; Vellaikal, Asha; Kuo, C.-C. Jay
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.
Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion
Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.
Mota, Paulo; Carvalho, Nuno; Carvalho-Dias, Emanuel; João Costa, Manuel; Correia-Pinto, Jorge; Lima, Estevão
Since the end of the XIX century, teaching of surgery has remained practically unaltered until now. With the dawn of video-assisted laparoscopy, surgery has faced new technical and learning challenges. Due to technological advances, from Internet access to portable electronic devices, the use of online resources is part of the educational armamentarium. In this respect, videos have already proven to be effective and useful, however the best way to benefit from these tools is still not clearly defined. To assess the importance of video-based learning, using an electronic questionnaire applied to residents and specialists of different surgical fields. Importance of video-based learning was assessed in a sample of 141 subjects, using a questionnaire distributed by a GoogleDoc online form. We found that 98.6% of the respondents have already used videos to prepare for surgery. When comparing video sources by formation status, residents were found to use Youtube significantly more often than specialists (p didactic illustrations and procedure narration than specialists (p < 0.001). On the other hand, specialists prized surgeon's technical skill and the presence of tips and tricks much more than residents (p < 0.001). Video-based learning is currently a hallmark of surgical preparation among residents and specialists working in Portugal. Based on these findings we believe that the creation of quality and scientifically accurate videos, and subsequent compilation in available video-libraries appears to be the future landscape for video-based learning. Copyright © 2017 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.
Damsted, Camma; Larsen, L H; Nielsen, R.O.
and video time frame at initial contact during treadmill running using two-dimensional (2D) video recordings. METHODS: Thirty-one recreational runners were recorded twice, 1 week apart, with a high-speed video camera. Two blinded raters evaluated each video twice with an interval of at least 14 days...
Al-Hamad, A.; Moussa, A.; El-Sheimy, N.
The last two decades have witnessed a huge growth in the demand for geo-spatial data. This demand has encouraged researchers around the world to develop new algorithms and design new mapping systems in order to obtain reliable sources for geo-spatial data. Mobile Mapping Systems (MMS) are one of the main sources for mapping and Geographic Information Systems (GIS) data. MMS integrate various remote sensing sensors, such as cameras and LiDAR, along with navigation sensors to provide the 3D coordinates of points of interest from moving platform (e.g. cars, air planes, etc.). Although MMS can provide accurate mapping solution for different GIS applications, the cost of these systems is not affordable for many users and only large scale companies and institutions can benefits from MMS systems. The main objective of this paper is to propose a new low cost MMS with reasonable accuracy using the available sensors in smartphones and its video camera. Using the smartphone video camera, instead of capturing individual images, makes the system easier to be used by non-professional users since the system will automatically extract the highly overlapping frames out of the video without the user intervention. Results of the proposed system are presented which demonstrate the effect of the number of the used images in mapping solution. In addition, the accuracy of the mapping results obtained from capturing a video is compared to the same results obtained from using separate captured images instead of video.
Qin, Jinlei; Li, Zheng; Niu, Yuguang
The article put forward a method which had been used for video image acquisition and processing, and a system based on Java media framework (JMF) had been implemented by it. The method could be achieved not only by B/S mode but also by C/S mode taking advantage of the predominance of the Java language. Some key issues such as locating video data source, playing video, video image acquisition and processing and so on had been expatiated in detail. The operation results of the system show that this method is fully compatible with common video capture device. At the same time the system possesses many excellences as lower cost, more powerful, easier to develop and cross-platform etc. Finally the application prospect of the method which is based on java and JMF is pointed out.
Full Text Available Wavelet coding has been shown to achieve better compression than DCT coding and moreover allows scalability. 2D DWT can be easily extended to 3D and thus applied to video coding. However, 3D subband coding of video suffers from two drawbacks. The first is the amount of memory required for coding large 3D blocks; the second is the lack of temporal quality due to the sequence temporal splitting. In fact, 3D block-based video coders produce jerks. They appear at blocks temporal borders during video playback. In this paper, we propose a new temporal scan-based wavelet transform method for video coding combining the advantages of wavelet coding (performance, scalability with acceptable reduced memory requirements, no additional CPU complexity, and avoiding jerks. We also propose an efficient quality allocation procedure to ensure a constant quality over time.
Parisot, Christophe; Antonini, Marc; Barlaud, Michel
Wavelet coding has been shown to achieve better compression than DCT coding and moreover allows scalability. 2D DWT can be easily extended to 3D and thus applied to video coding. However, 3D subband coding of video suffers from two drawbacks. The first is the amount of memory required for coding large 3D blocks; the second is the lack of temporal quality due to the sequence temporal splitting. In fact, 3D block-based video coders produce jerks. They appear at blocks temporal borders during video playback. In this paper, we propose a new temporal scan-based wavelet transform method for video coding combining the advantages of wavelet coding (performance, scalability) with acceptable reduced memory requirements, no additional CPU complexity, and avoiding jerks. We also propose an efficient quality allocation procedure to ensure a constant quality over time.
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...
Ørngreen, Rikke; Levinsen, Karin Ellen Tweddell; Jelsbak, Vibe Alopaeus
The Bachelor Programme in Biomedical Laboratory Analysis at VIA's healthcare university college in Aarhus has established a blended class which combines traditional and live broadcast teaching (via an innovative choice of video conferencing system). On the so-called net-days, students have....... From here a number of general principles and perspective were derived for the specific program which can be useful to contemplate in general for similar educations. It is concluded that the blended class model using live video stream represents a viable pedagogical solution for the Bachelor Programme...... sheds light on the pedagogical challenges, the educational designs possible, the opportunities and constrains associated with video conferencing as a pedagogical practice, as well as the technological, structural and organisational conditions involved. In this paper a participatory action research...
Ruolin, Zhu; Jianbo, Liu; Yuan, Zhang; Xiaoyu, Wu
The technology of computer vision is used in the training of military shooting. In order to overcome the limitation of the bullet holes recognition using Video Image Analysis that exists over-detection or leak-detection, this paper adopts the support vector machine algorithm and convolutional neural network to extract and recognize Bullet Holes in the digital video and compares their performance. It extracts HOG characteristics of bullet holes and train SVM classifier quickly, though the target is under outdoor environment. Experiments show that support vector machine algorithm used in this paper realize a fast and efficient extraction and recognition of bullet holes, improving the efficiency of shooting training.
Dastageeri, H.; Storz, M.; Koukofikis, A.; Knauth, S.; Coors, V.
Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs), we decided to choose Augmented Reality (AR). For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC) standard Augmented Reality Markup Language (ARML).
Full Text Available Providing mobile location-based information for pedestrians faces many challenges. On one hand the accuracy of localisation indoors and outdoors is restricted due to technical limitations of GPS and Beacons. Then again only a small display is available to display information as well as to develop a user interface. Plus, the software solution has to consider the hardware characteristics of mobile devices during the implementation process for aiming a performance with minimum latency. This paper describes our approach by including a combination of image tracking and GPS or Beacons to ensure orientation and precision of localisation. To communicate the information on Points of Interest (POIs, we decided to choose Augmented Reality (AR. For this concept of operations, we used besides the display also the acceleration and positions sensors as a user interface. This paper especially goes into detail on the optimization of the image tracking algorithms, the development of the video-based AR player for the Android platform and the evaluation of videos as an AR element in consideration of providing a good user experience. For setting up content for the POIs or even generate a tour we used and extended the Open Geospatial Consortium (OGC standard Augmented Reality Markup Language (ARML.
Gaidhani, Prachi A.; Bagal, S.B.
International audience; This survey paper presents an overview of development of Sketch Based Image Retrieval (SBIR) and Content based image retrieval (CBIR) in the past few years. There is awful growth in bulk of images as well as the far-flung application in too many fields. The main attributes to represent as well index the images are color, shape, texture, spatial layout. These features of images are extracted to check similarity among the images. Generation of special query is the main p...
Rusanovskyy, Dmytro; Hannuksela, Miska M.; Su, Wenyi
This paper describes a novel approach of using depth information for advanced coding of associated video data in Multiview Video plus Depth (MVD)-based 3D video systems. As a possible implementation of this conception, we describe two coding tools that have been developed for H.264/AVC based 3D Video Codec as response to Moving Picture Experts Group (MPEG) Call for Proposals (CfP). These tools are Depth-based Motion Vector Prediction (DMVP) and Backward View Synthesis Prediction (BVSP). Simulation results conducted under JCT-3V/MPEG 3DV Common Test Conditions show, that proposed in this paper tools reduce bit rate of coded video data by 15% of average delta bit rate reduction, which results in 13% of bit rate savings on total for the MVD data over the state-of-the-art MVC+D coding. Moreover, presented in this paper conception of depth-based coding of video has been further developed by MPEG 3DV and JCT-3V and this work resulted in even higher compression efficiency, bringing about 20% of delta bit rate reduction on total for coded MVD data over the reference MVC+D coding. Considering significant gains, proposed in this paper coding approach can be beneficial for development of new 3D video coding standards. [Figure not available: see fulltext.
Wang, Jiayun; Zu, Jian; Wang, Likang
In this paper, considering the atmospheric refractive index, we present an approach to extract the recording date and geo-location from videos, based on the alteration of the shadow length. The paper carefully takes different information (photographed date, the length of the selected object) of the given video into consideration and forms a comprehensive approach to extract the temporal and spatial information of the given video. On the basis of this approach, we analyze the shadow length data of a chosen object from a real video and extract the temporal and spatial information of the video. Compared with the actual information, the error is less than 1%, which proves the validity of our approach.
Worring, M.; Snoek, C.G.M.; de Rooij, O.; Nguyen, G.P.; Koelma, D.C.
In this paper we present the methods and visualizations used in the MediaMill video search engine. The basis for the engine is a semantic indexing process which derives a lexicon of 101 concepts. To support the user in navigating the collection, the system defines a visual similarity space, a
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
Squire, Kurt D.
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
In 2005, digital media artist/activist Liv Gjestvang founded a nonprofit organization, Youth Video OUTreach (YVO), to teach lesbian, gay, bisexual, transgender, queer/questioning (LGBTQ) youth skills to create a documentary about their lives that could serve as a centerpiece for outreach and advocacy efforts by/for LGBTQ youth. While…
de Rooij, O.; Snoek, C.G.M.; Worring, M.
Various query methods for video search exist. Because of the semantic gap each method has its limitations. We argue that for effective retrieval query methods need to be combined at retrieval time. However, switching query methods often involves a change in query and browsing interface, which puts a
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.
Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi
Video recording has become a spontaneous everyday activity for many people, thanks to the video capabilities of modern mobile phones. Internet connectivity of mobile phones enables fluent sharing of captured material even real-time, which makes video an up-and-coming everyday interaction medium. In this article we discuss the effect of the video camera in the social environment, everyday life situations, mainly based on a study where four groups of people used digital video cameras in their normal settings. We also reflect on another study of ours, relating to real-time mobile video communication and discuss future views. The aim of our research is to understand the possibilities in the domain of mobile video. Live and delayed sharing seem to have their special characteristics, live video being used as a virtual window between places whereas delayed video usage has more scope for good-quality content. While this novel way of interacting via mobile video enables new social patterns, it also raises new concerns for privacy and trust between participating persons in all roles, largely due to the widely spreading possibilities of videos. Video in a social situation affects cameramen (who record), targets (who are recorded), passers-by (who are unintentionally in the situation), and the audience (who follow the videos or recording situations) but also the other way around, the participants affect the video by their varying and evolving personal and communicational motivations for recording.
Bae, Kyung-Hoon; Kim, Seung-Cheol; Hwang, Yong Seok; Kim, Eun-Soo
In this paper, variable disparity-motion estimation (VDME) based 3-view video coding is proposed. In the encoding, key-frame coding (KFC) based motion estimation and variable disparity estimation (VDE) for effectively fast three-view video encoding are processed. These proposed algorithms enhance the performance of 3-D video encoding/decoding system in terms of accuracy of disparity estimation and computational overhead. From some experiments, stereo sequences of 'Pot Plant' and 'IVO', it is shown that the proposed algorithm's PSNRs is 37.66 and 40.55 dB, and the processing time is 0.139 and 0.124 sec/frame, respectively.
Chen, Chen-Yu; Wang, Jia-Ching; Wang, Jhing-Fa; Hu, Yu-Hen
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.
Full Text Available This work is a review of the block-based algorithms used for motion estimation in video compression. It researches different types of block-based algorithms that range from the simplest named Full Search to the fast adaptive algorithms like Hierarchical Search. The algorithms evaluated in this paper are widely accepted by the video compressing community and have been used in implementing various standards, such as MPEG-4 Visual and H.264. The work also presents a very brief introduction to the entire flow of video compression.
Shi, Xu-li; Jin, Zhi-cheng; Teng, Guo-wei; Zhang, Zhao-yang; An, Ping; Xiao, Guang
It is a hot focus of current researches in video standards that how to transmit video streams over Internet and wireless networks. One of the key methods is FGS(Fine-Granular-Scalability), which can always adapt to the network bandwidth varying but with some sacrifice of coding efficiency, is supported by MPEG-4. Object-based video coding algorithm has been firstly included in MPEG-4 standard that can be applied in interactive video. However, the real time segmentation of VOP(video object plan) is difficult that limit the application of MPEG-4 standard in interactive video. H.264/AVC is the up-to-date video-coding standard, which enhance compression performance and provision a network-friendly video representation. In this paper, we proposed a new Object Based FGS(OBFGS) coding algorithm embedded in H.264/AVC that is different from that in mpeg-4. After the algorithms optimization for the H.264 encoder, the FGS first finish the base-layer coding. Then extract moving VOP using the base-layer information of motion vectors and DCT coefficients. Sparse motion vector field of p-frame composed of 4*4 blocks, 4*8 blocks and 8*4 blocks in base-layer is interpolated. The DCT coefficient of I-frame is calculated by using information of spatial intra-prediction. After forward projecting each p-frame vector to the immediate adjacent I-frame, the method extracts moving VOPs (video object plan) using a recursion 4*4 block classification process. Only the blocks that belong to the moving VOP in 4*4 block-level accuracy is coded to produce enhancement-layer stream. Experimental results show that our proposed system can obtain high interested VOP quality at the cost of fewer coding efficiency.
Fritz, H. M.; Phillips, D. A.; Okayasu, A.; Shimozono, T.; Liu, H.; Takeda, S.; Mohammed, F.; Skanavis, V.; Synolakis, C. E.; Takahashi, T.
The March 11, 2011, magnitude Mw 9.0 earthquake off the coast of the Tohoku region caused catastrophic damage and loss of life in Japan. The mid-afternoon tsunami arrival combined with survivors equipped with cameras on top of vertical evacuation buildings provided spontaneous spatially and temporally resolved inundation recordings. This report focuses on the surveys at 9 tsunami eyewitness video recording locations in Myako, Kamaishi, Kesennuma and Yoriisohama along Japan's Sanriku coast and the subsequent video image calibration, processing, tsunami hydrograph and flow velocity analysis. Selected tsunami video recording sites were explored, eyewitnesses interviewed and some ground control points recorded during the initial tsunami reconnaissance in April, 2011. A follow-up survey in June, 2011 focused on terrestrial laser scanning (TLS) at locations with high quality eyewitness videos. We acquired precise topographic data using TLS at the video sites producing a 3-dimensional "point cloud" dataset. A camera mounted on the Riegl VZ-400 scanner yields photorealistic 3D images. Integrated GPS measurements allow accurate georeferencing. The original video recordings were recovered from eyewitnesses and the Japanese Coast Guard (JCG). The analysis of the tsunami videos follows an adapted four step procedure originally developed for the analysis of 2004 Indian Ocean tsunami videos at Banda Aceh, Indonesia (Fritz et al., 2006). The first step requires the calibration of the sector of view present in the eyewitness video recording based on ground control points measured in the LiDAR data. In a second step the video image motion induced by the panning of the video camera was determined from subsequent images by particle image velocimetry (PIV) applied to fixed objects. The third step involves the transformation of the raw tsunami video images from image coordinates to world coordinates with a direct linear transformation (DLT) procedure. Finally, the instantaneous tsunami
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.…
Huda, C.; Hudha, M. N.; Ain, N.; Nandiyanto, A. B. D.; Abdullah, A. G.; Widiaty, I.
Computer programming course is theoretical. Sufficient practice is necessary to facilitate conceptual understanding and encouraging creativity in designing computer programs/animation. The development of tutorial video in an Android-based blended learning is needed for students’ guide. Using Android-based instructional material, students can independently learn anywhere and anytime. The tutorial video can facilitate students’ understanding about concepts, materials, and procedures of programming/animation making in detail. This study employed a Research and Development method adapting Thiagarajan’s 4D model. The developed Android-based instructional material and tutorial video were validated by experts in instructional media and experts in physics education. The expert validation results showed that the Android-based material was comprehensive and very feasible. The tutorial video was deemed feasible as it received average score of 92.9%. It was also revealed that students’ conceptual understanding, skills, and creativity in designing computer program/animation improved significantly.
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
Shanahan, Lynn E.; Tochelli, Andrea L.
This collective case study explored what nine elementary teachers' video study group discussions revealed about their understanding of pedagogical content knowledge for an explicit reading strategy instruction framework, Critical Elements of Strategy Instruction (CESI). Qualitative methods were used to inductively and deductively analyze…
Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi
Past efforts invested in computer-based education technology interventions have generated little evidence of affordable success at scale. This paper presents the results of a mobile phone-based intervention conducted in the Indian states of Andhra Pradesh and Tamil Nadu in 2012-13. The BridgeIT project provided a pool of audio-visual learning…
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.
Ahmet, Akgul; Gamze, Kus; Rustem, Mustafaoglu; Sezen, Karaborklu Argut
Visual signs draw more attention during the learning process. Video is one of the most effective tool including a lot of visual cues. This systematic review set out to explore the influence of video in surgical education. We reviewed the current evidence for the video-based surgical education methods, discuss the advantages and disadvantages on the teaching of technical and nontechnical surgical skills. This systematic review was conducted according to the guidelines defined in the preferred reporting items for systematic reviews and meta-analyses statement. The electronic databases: the Cochrane Library, Medline (PubMED), and ProQuest were searched from their inception to the 30 January 2016. The Medical Subject Headings (MeSH) terms and keywords used were "video," "education," and "surgery." We analyzed all full-texts, randomised and nonrandomised clinical trials and observational studies including video-based education methods about any surgery. "Education" means a medical resident's or student's training and teaching process; not patients' education. We did not impose restrictions about language or publication date. A total of nine articles which met inclusion criteria were included. These trials enrolled 507 participants and the total number of participants per trial ranged from 10 to 172. Nearly all of the studies reviewed report significant knowledge gain from video-based education techniques. The findings of this systematic review provide fair to good quality studies to demonstrate significant gains in knowledge compared with traditional teaching. Additional video to simulator exercise or 3D animations has beneficial effects on training time, learning duration, acquisition of surgical skills, and trainee's satisfaction. Video-based education has potential for use in surgical education as trainees face significant barriers in their practice. This method is effective according to the recent literature. Video should be used in addition to standard techniques
Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.
Ikegami, Akiko; Ohira, Yoshiyuki; Uehara, Takanori; Noda, Kazutaka; Suzuki, Shingo; Shikino, Kiyoshi; Kajiwara, Hideki; Kondo, Takeshi; Hirota, Yusuke; Ikusaka, Masatomi
Objectives We examined whether problem-based learning tutorials using patient-simulated videos showing daily life are more practical for clinical learning, compared with traditional paper-based problem-based learning, for the consideration rate of psychosocial issues and the recall rate for experienced learning. Methods Twenty-two groups with 120 fifth-year students were each assigned paper-based problem-based learning and video-based problem-based learning using patient-simulated videos. We ...
Full Text Available Design of automated video surveillance systems is one of the exigent missions in computer vision community because of their ability to automatically select frames of interest in incoming video streams based on motion detection. This research paper focuses on the real-time hardware implementation of a motion detection algorithm for such vision based automated surveillance systems. A dedicated VLSI architecture has been proposed and designed for clustering-based motion detection scheme. The working prototype of a complete standalone automated video surveillance system, including input camera interface, designed motion detection VLSI architecture, and output display interface, with real-time relevant motion detection capabilities, has been implemented on Xilinx ML510 (Virtex-5 FX130T FPGA platform. The prototyped system robustly detects the relevant motion in real-time in live PAL (720 × 576 resolution video streams directly coming from the camera.
Héctor Alejandro Galvis
Full Text Available This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context especially. This paper also provides solid reasons why the use of video games in education and foreign language education is justified. Additionally, this paper reviews second language acquisition theoretical foundations that provide the rationale for adapting video-game based language instruction in light of important second language acquisition constructs such as culture and identity, among others. Finally, this document provides options for further research to construct and test the efficacy of video-game based language instruction while simultaneously leaving it open for collaborative contributions.
Lehmann, Ronny; Seitz, Anke; Bosse, Hans Martin; Lutz, Thomas; Huwendiek, Sören
Physical examination skills are crucial for a medical doctor. The physical examination of children differs significantly from that of adults. Students often have only limited contact with pediatric patients to practice these skills. In order to improve the acquisition of pediatric physical examination skills during bedside teaching, we have developed a combined video-based training concept, subsequently evaluating its use and perception. Fifteen videos were compiled, demonstrating defined physical examination sequences in children of different ages. Students were encouraged to use these videos as preparation for bedside teaching during their pediatric clerkship. After bedside teaching, acceptance of this approach was evaluated using a 10-item survey, asking for the frequency of video use and the benefits to learning, self-confidence, and preparation of bedside teaching as well as the concluding OSCE. N=175 out of 299 students returned survey forms (58.5%). Students most frequently used videos, either illustrating complete examination sequences or corresponding focus examinations frequently assessed in the OSCE. Students perceived the videos as a helpful method of conveying the practical process and preparation for bedside teaching as well as the OSCE, and altogether considered them a worthwhile learning experience. Self-confidence at bedside teaching was enhanced by preparation with the videos. The demonstration of a defined standardized procedural sequence, explanatory comments, and demonstration of infrequent procedures and findings were perceived as particularly supportive. Long video segments, poor alignment with other curricular learning activities, and technical problems were perceived as less helpful. Students prefer an optional individual use of the videos, with easy technical access, thoughtful combination with the bedside teaching, and consecutive standardized practice of demonstrated procedures. Preparation with instructional videos combined with bedside
Li, Yan; Wang, Ruiping; Cui, Zhen; Shan, Shiguang; Chen, Xilin
We address the problem of face video retrieval in TV-series which searches video clips based on the presence of specific character, given one face track of his/her. This is tremendously challenging because on one hand, faces in TV-series are captured in largely uncontrolled conditions with complex appearance variations, and on the other hand retrieval task typically needs efficient representation with low time and space complexity. To handle this problem, we propose a compact and discriminative representation for the huge body of video data, named Compact Video Code (CVC). Our method first models the face track by its sample (i.e., frame) covariance matrix to capture the video data variations in a statistical manner. To incorporate discriminative information and obtain more compact video signature suitable for retrieval, the high-dimensional covariance representation is further encoded as a much lower-dimensional binary vector, which finally yields the proposed CVC. Specifically, each bit of the code, i.e., each dimension of the binary vector, is produced via supervised learning in a max margin framework, which aims to make a balance between the discriminability and stability of the code. Besides, we further extend the descriptive granularity of covariance matrix from traditional pixel-level to more general patchlevel, and proceed to propose a novel hierarchical video representation named Spatial Pyramid Covariance (SPC) along with a fast calculation method. Face retrieval experiments on two challenging TV-series video databases, i.e., the Big Bang Theory and Prison Break, demonstrate the competitiveness of the proposed CVC over state-of-the-art retrieval methods. In addition, as a general video matching algorithm, CVC is also evaluated in traditional video face recognition task on a standard Internet database, i.e., YouTube Celebrities, showing its quite promising performance by using an extremely compact code with only 128 bits.
Zuo, Xuguang; Yu, Lu; Yu, Hualong; Mao, Jue; Zhao, Yin
In movies and TV shows, it is common that several scenes repeat alternately. These videos are characterized with the long-term temporal correlation, which can be exploited to improve video coding efficiency. However, in applications supporting random access (RA), a video is typically divided into a number of RA segments (RASs) by RA points (RAPs), and different RASs are coded independently. In such a way, the long-term temporal correlation among RASs with similar scenes cannot be used. We present a scene-library-based video coding scheme for the coding of videos with repeated scenes. First, a compact scene library is built by clustering similar scenes and extracting representative frames in encoding video. Then, the video is coded using a layered scene-library-based coding structure, in which the library frames serve as long-term reference frames. The scene library is not cleared by RAPs so that the long-term temporal correlation between RASs from similar scenes can be exploited. Furthermore, the RAP frames are coded as interframes by only referencing library frames so as to improve coding efficiency while maintaining RA property. Experimental results show that the coding scheme can achieve significant coding gain over state-of-the-art methods.
Full Text Available In recent years, video super resolution techniques becomes mandatory requirements to get high resolution videos. Many super resolution techniques researched but still video super resolution or scaling is a vital challenge. In this paper, we have presented a real-time video scaling based on convolution neural network architecture to eliminate the blurriness in the images and video frames and to provide better reconstruction quality while scaling of large datasets from lower resolution frames to high resolution frames. We compare our outcomes with multiple exiting algorithms. Our extensive results of proposed technique RemCNN (Reconstruction error minimization Convolution Neural Network shows that our model outperforms the existing technologies such as bicubic, bilinear, MCResNet and provide better reconstructed motioning images and video frames. The experimental results shows that our average PSNR result is 47.80474 considering upscale-2, 41.70209 for upscale-3 and 36.24503 for upscale-4 for Myanmar dataset which is very high in contrast to other existing techniques. This results proves our proposed model real-time video scaling based on convolution neural network architecture’s high efficiency and better performance.
Joshi, Amit M.; Mishra, Vivekanand; Patrikar, R. M.
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.
Agerholm, Niels; Tønning, Charlotte; Madsen, Tanja Kidholm Osmann
has been developed. It works as a watchdog – if a passing road user affects defined part(s) of the video frame, RUBA records the time of the activity. It operates with three type of detectors (defined parts of the video frame): 1) if a road user passes the detector independent of the direction, 2......) if a road user passes the area in one pre-adjusted specific direction and 3) if a road user is standing still in the detector area. Also, RUBA can be adjusted so it registers massive entities (e.g. cars) while less massive ones (e.g. cyclists) are not registered. The software has been used for various...... analyses of traffic behaviour: traffic counts with and without removal of different modes of transportation, traffic conflicts, traffic behaviour for specific traffic flows and modes and comparisons of speeds in rebuilt road areas. While there is still space for improvement regarding data treatment speed...
Brooks, Wendy Louise
A rapidly growing industry creates and markets a vast range of screen media products designed specifically for babies and children under the age of three. Marketing of these products targets parents and is based on both implicit and explicit educational claims. Although the majority of products target literacy and numeracy, music presentations are…
Full Text Available In fixed video scenes, scene motion patterns can be a very useful prior knowledge for pedestrian detection which is still a challenge at present. A new approach of cascade pedestrian detection using an orthogonal scene motion pattern model in a general density video is developed in this paper. To statistically model the pedestrian motion pattern, a probability grid overlaying the whole scene is set up to partition the scene into paths and holding areas. Features extracted from different pattern areas are classified by a group of specific strategies. Instead of using a unitary classifier, the employed classifier is composed of two directional subclassifiers trained, respectively, with different samples which are selected by two orthogonal directions. Considering that the negative images from the detection window scanning are much more than the positive ones, the cascade AdaBoost technique is adopted by the subclassifiers to reduce the negative image computations. The proposed approach is proved effectively by static classification experiments and surveillance video experiments.
Belyaev, Evgeny; Forchhammer, Søren; Codreanu, Marian
Error concealment for video coding based on a 3-D discrete wavelet transform (DWT) is considered. We assume that the video sequence has a sparse representation in a known basis different from the DWT, e.g., in a 2-D discrete cosine transform basis. Then, we formulate the concealment problem as l1......-norm minimization and solve it utilizing an iterative thresholding algorithm. Comparing different thresholding operators, we show that video block-matching and 3-D filtering provide the best reconstruction by utilizing spatial similarity within a frame and temporal similarity between neighbor frames...
Hsu, Tz-Heng; Liang, You-Sheng; Chiang, Meng-Shu
In this paper, we propose a BitTorrent-based dynamic bandwidth adaptation algorithm for video streaming. Two mechanisms to improve the original BitTorrent protocol are proposed: (1) the decoding order frame first (DOFF) frame selection algorithm and (2) the rarest I frame first (RIFF) frame selection algorithm. With the proposed algorithms, a peer can periodically check the number of downloaded frames in the buffer and then allocate the available bandwidth adaptively for video streaming. As a result, users can have smooth video playout experience with the proposed algorithms.
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.
Søgaard, Jacob; Shahid, Muhammad; Pokhrel, Jeevan
Video streaming services are offered over the Internet and since the service providers do not have full control over the network conditions all the way to the end user, streaming technologies have been developed to maintain the quality of service in these varying network conditions i.e. so called...... adaptive video streaming. In order to cater for users' Quality of Experience (QoE) requirements, HTTP based adaptive streaming solutions of video services have become popular. However, the keys to ensure the users a good QoE with this technology is still not completely understood. User QoE feedback...
Parisot Christophe; Antonini Marc; Barlaud Michel
Wavelet coding has been shown to achieve better compression than DCT coding and moreover allows scalability. 2D DWT can be easily extended to 3D and thus applied to video coding. However, 3D subband coding of video suffers from two drawbacks. The first is the amount of memory required for coding large 3D blocks; the second is the lack of temporal quality due to the sequence temporal splitting. In fact, 3D block-based video coders produce jerks. They appear at blocks temporal borders during v...
Hellwagner, Hermann; Hofbauer, Heinz; Kuschnig, Robert; Stütz, Thomas; Uhl, Andreas
Universal Multimedia Access (UMA) calls for solutions where content is created once and subsequently adapted to given requirements. With regard to UMA and scalability, which is required often due to a wide variety of end clients, the best suited codecs are wavelet based (like the MC-EZBC) due to their inherent high number of scaling options. However, most transport technologies for delivering videos to end clients are targeted toward the H.264/AVC standard or, if scalability is required, the H.264/SVC. In this paper we will introduce a mapping of the MC-EZBC bitstream to existing H.264/SVC based streaming and scaling protocols. This enables the use of highly scalable wavelet based codecs on the one hand and the utilization of already existing network technologies without accruing high implementation costs on the other hand. Furthermore, we will evaluate different scaling options in order to choose the best option for given requirements. Additionally, we will evaluate different encryption options based on transport and bitstream encryption for use cases where digital rights management is required. PMID:26869746
Hellwagner, Hermann; Hofbauer, Heinz; Kuschnig, Robert; Stütz, Thomas; Uhl, Andreas
Universal Multimedia Access (UMA) calls for solutions where content is created once and subsequently adapted to given requirements. With regard to UMA and scalability, which is required often due to a wide variety of end clients, the best suited codecs are wavelet based (like the MC-EZBC) due to their inherent high number of scaling options. However, most transport technologies for delivering videos to end clients are targeted toward the H.264/AVC standard or, if scalability is required, the H.264/SVC. In this paper we will introduce a mapping of the MC-EZBC bitstream to existing H.264/SVC based streaming and scaling protocols. This enables the use of highly scalable wavelet based codecs on the one hand and the utilization of already existing network technologies without accruing high implementation costs on the other hand. Furthermore, we will evaluate different scaling options in order to choose the best option for given requirements. Additionally, we will evaluate different encryption options based on transport and bitstream encryption for use cases where digital rights management is required.
Karimi Moonaghi, Hossein; Hasanzadeh, Farzaneh; Shamsoddini, Somayyeh; Emamimoghadam, Zahra; Ebrahimzadeh, Saeed
Adherence to diet and fluids is the cornerstone of patients undergoing hemodialysis. By informing hemodialysis patients we can help them have a proper diet and reduce mortality and complications of toxins. Face to face education is one of the most common methods of training in health care system. But advantages of video- based education are being simple and cost-effective, although this method is virtual. Seventy-five hemodialysis patients were divided randomly into face to face and video-based education groups. A training manual was designed based on Orem's self-care model. Content of training manual was same in both the groups. In the face to face group, 2 educational sessions were accomplished during dialysis with a 1-week time interval. In the video-based education group, a produced film, separated to 2 episodes was presented during dialysis with a 1-week time interval. An Attitude questionnaire was completed as a pretest and at the end of weeks 2 and 4. SPSS software version 11.5 was used for analysis. Attitudes about fluid and diet adherence at the end of weeks 2 and 4 are not significantly different in face to face or video-based education groups. The patients' attitude had a significant difference in face to face group between the 3 study phases (pre-, 2, and 4 weeks postintervention). The same results were obtained in 3 phases of video-based education group. Our findings showed that video-based education could be as effective as face to face method. It is recommended that more investment be devoted to video-based education.
Full Text Available We consider multiuser video transmission for users that are non-equidistantly positioned from base station. We propose a greedy algorithm for video streaming in a wireless system with capacity achieving channel coding, that implements the cross-layer principle by partially separating the physical and the application layer. In such a system the parameters at the physical layer are dependent on the packet length and the conditions in the wireless channel and the parameters at the application layer are dependent on the reduction of the expected distortion assuming no packet errors in the system. We also address the fairness in the multiuser video system with non-equidistantly positioned users. Our fairness algorithm is based on modified opportunistic round robin scheduling. We evaluate the performance of the proposed algorithms by simulating the transmission of H.264/AVC video signals in a TDMA wireless system.
Full Text Available Compressive sensing (CS theory has opened up new paths for the development of signal processing applications. Based on this theory, a novel single pixel camera architecture has been introduced to overcome the current limitations and challenges of traditional focal plane arrays. However, video quality based on this method is limited by existing acquisition and recovery methods, and the method also suffers from being time-consuming. In this paper, a multi-frame motion estimation algorithm is proposed in CS video to enhance the video quality. The proposed algorithm uses multiple frames to implement motion estimation. Experimental results show that using multi-frame motion estimation can improve the quality of recovered videos. To further reduce the motion estimation time, a block match algorithm is used to process motion estimation. Experiments demonstrate that using the block match algorithm can reduce motion estimation time by 30%.
Full Text Available Passive video forensics has drawn much attention in recent years. However, research on detection of object-based forgery, especially for forged video encoded with advanced codec frameworks, is still a great challenge. In this paper, we propose a deep learning-based approach to detect object-based forgery in the advanced video. The presented deep learning approach utilizes a convolutional neural network (CNN to automatically extract high-dimension features from the input image patches. Different from the traditional CNN models used in computer vision domain, we let video frames go through three preprocessing layers before being fed into our CNN model. They include a frame absolute difference layer to cut down temporal redundancy between video frames, a max pooling layer to reduce computational complexity of image convolution, and a high-pass filter layer to enhance the residual signal left by video forgery. In addition, an asymmetric data augmentation strategy has been established to get a similar number of positive and negative image patches before the training. The experiments have demonstrated that the proposed CNN-based model with the preprocessing layers has achieved excellent results.
Zydney, Janet Mannheimer; Hooper, Simon
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…
Full Text Available Intelligent video surveillance systems detect pre-configured surveillance events through background modeling, foreground and object extraction, object tracking, and event detection. Shadow regions inside video frames sometimes appear as foreground objects, interfere with ensuing processes, and finally degrade the event detection performance of the systems. Conventional studies have mostly used intensity, color, texture, and geometric information to perform shadow detection in daytime video, but these methods lack the capability of removing shadows in nighttime video. In this paper, a novel shadow detection algorithm for nighttime video is proposed; this algorithm partitions each foreground object based on the object’s vertical histogram and screens out shadow objects by validating their orientations heading toward regions of light sources. From the experimental results, it can be seen that the proposed algorithm shows more than 93.8% shadow removal and 89.9% object extraction rates for nighttime video sequences, and the algorithm outperforms conventional shadow removal algorithms designed for daytime videos.
Love, Elyse M; Manalo, Iviensan F; Chen, Suephy C; Chen, Kuang-Ho; Stoff, Benjamin K
Several treatment options exist for uncomplicated basal cell carcinoma. Standardized and effective informed consent is difficult in busy dermatology clinics. We investigated whether an educational video depicting 3 treatment options for uncomplicated basal cell carcinoma-excision, electrodessication and curettage, and topical therapy-before standard in-office informed consent affected patient knowledge and consent time compared with standard in-office consent alone. Patients were randomized to receive video education plus verbal discussion (video) or standard verbal discussion alone (control). Both groups completed baseline and final knowledge assessments. The primary outcome measure was change in knowledge scores between groups. Secondary outcomes were patient satisfaction, physician satisfaction, and informed consent time. In all, 32 eligible patients (16 control, 16 video) from an academic institution and affiliate Department of Veterans Affairs Medical Center dermatology clinics participated. The video group had significantly greater gains in knowledge compared with the control group (mean ± SD: 9 ± 3.6 vs 2.9 ± 2.2) (P = .0048). There was no significant difference in total consent time between groups. Patients and physicians were highly satisfied with the video. Small sample size and slight methodological difference between recruitment sites are limitations. Video-based education for basal cell carcinoma improved patient knowledge with no additional physician time when compared with standard communication. Published by Elsevier Inc.
Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh
Introduction The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). Objective The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. Methods We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. Results The interrater agreement of classification was moderate (Fleiss’ kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, Panorexia information was identified in 29.3% of anorexia-related videos. Pro-anorexia videos are less common than informative videos; however, in proportional terms, pro-anorexia content is more highly favored and rated by its viewers. Efforts should focus on raising awareness, particularly among teenagers, about the trustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More research is needed to study
Syed-Abdul, Shabbir; Fernandez-Luque, Luis; Jian, Wen-Shan; Li, Yu-Chuan; Crain, Steven; Hsu, Min-Huei; Wang, Yao-Chin; Khandregzen, Dorjsuren; Chuluunbaatar, Enkhzaya; Nguyen, Phung Anh; Liou, Der-Ming
The amount of information being uploaded onto social video platforms, such as YouTube, Vimeo, and Veoh, continues to spiral, making it increasingly difficult to discern reliable health information from misleading content. There are thousands of YouTube videos promoting misleading information about anorexia (eg, anorexia as a healthy lifestyle). The aim of this study was to investigate anorexia-related misinformation disseminated through YouTube videos. We retrieved YouTube videos related to anorexia using the keywords anorexia, anorexia nervosa, proana, and thinspo on October 10, 2011.Three doctors reviewed 140 videos with approximately 11 hours of video content, classifying them as informative, pro-anorexia, or others. By informative we mean content describing the health consequences of anorexia and advice on how to recover from it; by pro-anorexia we mean videos promoting anorexia as a fashion, a source of beauty, and that share tips and methods for becoming and remaining anorexic. The 40 most-viewed videos (20 informative and 20 pro-anorexia videos) were assessed to gauge viewer behavior. The interrater agreement of classification was moderate (Fleiss' kappa=0.5), with 29.3% (n=41) being rated as pro-anorexia, 55.7% (n=78) as informative, and 15.0% (n=21) as others. Pro-anorexia videos were favored 3 times more than informative videos (odds ratio [OR] 3.3, 95% CI 3.3-3.4, Panorexia information was identified in 29.3% of anorexia-related videos. Pro-anorexia videos are less common than informative videos; however, in proportional terms, pro-anorexia content is more highly favored and rated by its viewers. Efforts should focus on raising awareness, particularly among teenagers, about the trustworthiness of online information about beauty and healthy lifestyles. Health authorities producing videos to combat anorexia should consider involving celebrities and models to reach a wider audience. More research is needed to study the characteristics of pro-anorexia videos
Madiedo, J. M.; Trigo-Rodriguez, J. M.; Lyytinen, E.
The SPanish Meteor Network (SPMN) is performing a continuous monitoring of meteor activity over Spain and neighbouring countries. The huge amount of data obtained by the 25 video observing stations that this network is currently operating made it necessary to develop new software packages to accomplish some tasks, such as data reduction and remote operation of autonomous systems based on high-sensitivity CCD video devices. The main characteristics of this software are described here.
Full Text Available Recently in the Computer Vision field, a subject of interest, at least in almost every video application based on scene content, is video segmentation. Some of these applications are indexing, surveillance, medical imaging, event analysis, and computer-guided surgery, for naming some of them. To achieve their goals, these applications need meaningful information about a video sequence, in order to understand the events in its corresponding scene. Therefore, we need semantic information which can be obtained from objects of interest that are present in the scene. In order to recognize objects we need to compute features which aid the finding of similarities and dissimilarities, among other characteristics. For this reason, one of the most important tasks for video and image processing is segmentation. The segmentation process consists in separating data into groups that share similar features. Based on this, in this work we propose a novel framework for video representation and segmentation. The main workflow of this framework is given by the processing of an input frame sequence in order to obtain, as output, a segmented version. For video representation we use the Extreme Vertices Model in the n-Dimensional Space while we use the Discrete Compactness descriptor as feature and Kohonen Self-Organizing Maps for segmentation purposes.
This video supplement contains a set of videos created during the approximately 10-year-long course of developing and testing the Goddard Space Flight Center (GSFC) harpoon-based approach for collecting comet samples. The purpose of the videos is to illustrate various design concepts used in this method of acquiring samples of comet material, the testing used to verify the concepts, and the evolution of designs and testing. To play the videos this PDF needs to be opened in the freeware Adobe Reader. They do not seem to play while within a browser. While this supplement can be used as a stand-alone document, it is intended to augment its parent document of the same title, Development and Testing of Harpoon-Based Approaches for Collecting Comet Samples (NASA/CR-2017-219018; this document is accessible from the website: https://ssed.gsfc.nasa.gov/harpoon/SAS_Paper-V1.pdf). The parent document, which only contains text and figures, describes the overall development and testing effort and contains references to each of the videos in this supplement. Thus, the videos are primarily intended to augment the information provided by the text and figures in the parent document. This approach was followed to allow the file size of the parent document to remain small enough to facilitate downloading and storage. Some of the videos were created by other organizations, Johns Hopkins University Applied Physics Laboratory (JHU APL) and the German Aerospace Center called, the Deutsches Zentrum für Luft- und Raumfahrt (DLR), who are partnering with GSFC on developing this technology. Each video is accompanied by text that provides a summary description of its nature and purpose, as well as the identity of the authors. All videos have been edited to only show key parts of the testing. Although not all videos have sound, the sound has been retained in those that have it. Also, each video has been given one or more title screens to clarify what is going in different phases of the video.
Qian, Jia; Sui, Xiubao
This paper presents a high-definition video display solution based on the FPGA and THS8200. THS8200 is a video decoder chip launched by TI company, this chip has three 10-bit DAC channels which can capture video data in both 4:2:2 and 4:4:4 formats, and its data synchronization can be either through the dedicated synchronization signals HSYNC and VSYNC, or extracted from the embedded video stream synchronization information SAV / EAV code. In this paper, we will utilize the address and control signals generated by FPGA to access to the data-storage array, and then the FPGA generates the corresponding digital video signals YCbCr. These signals combined with the synchronization signals HSYNC and VSYNC that are also generated by the FPGA act as the input signals of THS8200. In order to meet the bandwidth requirements of the high-definition TV, we adopt video input in the 4:2:2 format over 2×10-bit interface. THS8200 is needed to be controlled by FPGA with I2C bus to set the internal registers, and as a result, it can generate the synchronous signal that is satisfied with the standard SMPTE and transfer the digital video signals YCbCr into analog video signals YPbPr. Hence, the composite analog output signals YPbPr are consist of image data signal and synchronous signal which are superimposed together inside the chip THS8200. The experimental research indicates that the method presented in this paper is a viable solution for high-definition video display, which conforms to the input requirements of the new high-definition display devices.
Kelly, Kenneth W.
In an effort to develop a more effective means of teaching minority content, a course focusing on Native American issues was implemented at Northern Michigan University. The students involved in the project had very limited experience with minority group members, and those exposed to Native Americans often had negative stereotyped notions. The…
Full Text Available To make people at different places participate in the same conference, speak and discuss freely, the interactive remote video conferencing system is designed and realized based on multi-Agent collaboration. FEC (forward error correction and tree P2P technology are firstly used to build a live conference structure to transfer audio and video data; then the branch conference port can participate to speak and discuss through the application of becoming a interactive focus; the introduction of multi-Agent collaboration technology improve the system robustness. The experiments showed that, under normal network conditions, the system can support 350 branch conference node simultaneously to make live broadcasting. The audio and video quality is smooth. It can carry out large-scale remote video conference.
Xia, Zhen-Hua; Wang, Xiao-Shuang
With the rapid development of the electronic technology, multimedia technology and mobile communication technology, video monitoring system is going to the embedded, digital and wireless direction. In this paper, a solution of wireless video monitoring system based on WCDMA is proposed. This solution makes full use of the advantages of 3G, which have Extensive coverage network and wide bandwidth. It can capture the video streaming from the chip's video port, real-time encode the image data by the high speed DSP, and have enough bandwidth to transmit the monitoring image through WCDMA wireless network. The experiments demonstrate that the system has the advantages of high stability, good image quality, good transmission performance, and in addition, the system has been widely used, not be restricted by geographical position since it adopts wireless transmission. So, it is suitable used in sparsely populated, harsh environment scenario.
Boer, M. de; Pingen, G.; Knook, D.; Schutte, K.; Kraaij, W.
In content based video retrieval videos are often indexed with semantic labels (concepts) using pre-trained classifiers. These pre-trained classifiers (concept detectors), are not perfect, and thus the labels are noisy. Additionally, the amount of pre-trained classifiers is limited. Often automatic
Xu, Dawen; Wang, Rangding
A scheme of data hiding directly in a partially encrypted version of H.264/AVC videos is proposed which includes three parts, i.e., selective encryption, data embedding and data extraction. Selective encryption is performed on context adaptive binary arithmetic coding (CABAC) bin-strings via stream ciphers. By careful selection of CABAC entropy coder syntax elements for selective encryption, the encrypted bitstream is format-compliant and has exactly the same bit rate. Then a data-hider embeds the additional data into partially encrypted H.264/AVC videos using a CABAC bin-string substitution technique without accessing the plaintext of the video content. Since bin-string substitution is carried out on those residual coefficients with approximately the same magnitude, the quality of the decrypted video is satisfactory. Video file size is strictly preserved even after data embedding. In order to adapt to different application scenarios, data extraction can be done either in the encrypted domain or in the decrypted domain. Experimental results have demonstrated the feasibility and efficiency of the proposed scheme.
Full Text Available The study aims at developing and exploring a novel video-based assessment that captures classroom management expertise (CME of teachers and for which statistical results are provided. CME measurement is conceptualized by using four video clips that refer to typical classroom management situations in which teachers are heavily challenged (involving the challenges to manage transitions, instructional time, student behavior, and instructional feedback and by applying three cognitive demands posed on respondents when responding to test items related to the video clips (accuracy of perception, holistic perception, and justification of action. Research questions are raised regarding reliability, testlet effects (related to the four video clips applied for measurement, intercorrelations of cognitive demands, and criterion-related validity of the instrument. Evidence is provided that (1 using a video-based assessment CME can be measured in a reliable way, (2 the CME total score represents a general ability that is only slightly influenced by testlet effects related to the four video clips, (3 the three cognitive demands conceptualized for the measurement of CME are highly intercorrelated, and (4 the CME measure is positively correlated with declarative-conceptual general pedagogical knowledge (medium effect size, whereas it shows only small size correlations with non-cognitive teacher variables.
Fritz, H. M.; Phillips, D. A.; Okayasu, A.; Shimozono, T.; Liu, H.; Mohammed, F.; Skanavis, V.; Synolakis, C. E.; Takahashi, T.
On March 11, 2011, a magnitude Mw 9.0 earthquake occurred off the coast of Japan's Tohoku region causing catastrophic damage and loss of life. Numerous tsunami reconnaissance trips were conducted in Japan (Tohoku Earthquake and Tsunami Joint Survey Group). This report focuses on the surveys at 9 tsunami eyewitness video recording locations in Yoriisohama, Kesennuma, Kamaishi and Miyako along Japan's Sanriku coast and the subsequent video image calibration, processing, tsunami hydrograph and flow velocity analysis. Selected tsunami video recording sites were visited, eyewitnesses interviewed and some ground control points recorded during the initial tsunami reconnaissance from April 9 to 25. A follow-up survey from June 9 to 15, 2011 focused on terrestrial laser scanning (TLS) at locations with previously identified high quality eyewitness videos. We acquired precise topographic data using TLS at nine video sites with multiple scans acquired from different instrument positions at each site. These ground-based LiDAR measurements produce a 3-dimensional "point cloud" dataset. Digital photography from a scanner-mounted camera yields photorealistic 3D images. Integrated GPS measurements allow accurate georeferencing of the TLS data in an absolute reference frame such as WGS84. We deployed a Riegl VZ-400 scanner (1550 nm wavelength laser, 42,000 measurements/second, requires the calibration of the sector of view present in the eyewitness video recording based on visually identifiable ground control points measured in the LiDAR point cloud data. In a second step the video image motion induced by the panning of the video camera was determined from subsequent raw color images by means of planar particle image velocimetry (PIV) applied to fixed objects in the field of view. The third step involves the transformation of the raw tsunami video images from image coordinates to world coordinates. The mapping from video frame to real world coordinates follows the direct linear
Ramanadhan, Shoba; Mendez, Samuel R; Rao, Megan; Viswanath, Kasisomayajula
Community-based organizations (CBOs) are critical channels for the delivery of health promotion programs. Much of their influence comes from the relationships they have with community members and other key stakeholders and they may be able to harness the power of social media tools to develop and maintain these relationships. There are limited data describing if and how CBOs are using social media. This study assesses the extent to which CBOs engaged in health promotion use popular social media channels, the types of content typically shared, and the extent to which the interactive aspects of social media tools are utilized. We assessed the social media presence and patterns of usage of CBOs engaged in health promotion in Boston, Lawrence, and Worcester, Massachusetts. We coded content on three popular channels: Facebook, Twitter, and YouTube. We used content analysis techniques to quantitatively summarize posts, tweets, and videos on these channels, respectively. For each organization, we coded all content put forth by the CBO on the three channels in a 30-day window. Two coders were trained and conducted the coding. Data were collected between November 2011 and January 2012. A total of 166 organizations were included in our census. We found that 42% of organizations used at least one of the channels of interest. Across the three channels, organization promotion was the most common theme for content (66% of posts, 63% of tweets, and 93% of videos included this content). Most organizations updated Facebook and Twitter content at rates close to recommended frequencies. We found limited interaction/engagement with audience members. Much of the use of social media tools appeared to be uni-directional, a flow of information from the organization to the audience. By better leveraging opportunities for interaction and user engagement, these organizations can reap greater benefits from the non-trivial investment required to use social media well. Future research should
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...
How the "Understanding Research Evidence" Web-Based Video Series From the National Collaborating Centre for Methods and Tools Contributes to Public Health Capacity to Practice Evidence-Informed Decision Making: Mixed-Methods Evaluation.
Chan, Linda; Mackintosh, Jeannie; Dobbins, Maureen
The National Collaborating Centre for Methods and Tools (NCCMT) offers workshops and webinars to build public health capacity for evidence-informed decision-making. Despite positive feedback for NCCMT workshops and resources, NCCMT users found key terms used in research papers difficult to understand. The Understanding Research Evidence (URE) videos use plain language, cartoon visuals, and public health examples to explain complex research concepts. The videos are posted on the NCCMT website and YouTube channel. The first four videos in the URE web-based video series, which explained odds ratios (ORs), confidence intervals (CIs), clinical significance, and forest plots, were evaluated. The evaluation examined how the videos affected public health professionals' practice. A mixed-methods approach was used to examine the delivery mode and the content of the videos. Specifically, the evaluation explored (1) whether the videos were effective at increasing knowledge on the four video topics, (2) whether public health professionals were satisfied with the videos, and (3) how public health professionals applied the knowledge gained from the videos in their work. A three-part evaluation was conducted to determine the effectiveness of the first four URE videos. The evaluation included a Web-based survey, telephone interviews, and pretest and posttests, which evaluated public health professionals' experience with the videos and how the videos affected their public health work. Participants were invited to participate in this evaluation through various open access, public health email lists, through informational flyers and posters at the Canadian Public Health Association (CPHA) conference, and through targeted recruitment to NCCMT's network. In the Web-based surveys (n=46), participants achieved higher scores on the knowledge assessment questions from watching the OR (P=.04), CI (P=.04), and clinical significance (P=.05) videos but not the forest plot (P=.12) video, as
This article looks at the characteristics of Content-Based Instruction (CBI) and Content and Language Integrated Learning (CLIL) in order to examine their similarities and differences. The analysis shows that CBI/CLIL programmes share the same essential properties and are not pedagogically different from each other. In fact, the use of an L2 as…
Iorio-Morin, Christian; Brisebois, Simon; Becotte, Annick; Mior, Frédéric
Videos are often employed in medical cursus, yet few guidelines are available to help with their production. Mayer's cognitive theory of multimedia learning is the most cited evidence-based framework for improving pedagogical effectiveness of multimedia content. Based on this framework, we identified four workflow interventions to improve the effectiveness of video content in the context of medical education: (1) choosing appropriate content; (2) optimizing the voiceover; (3) optimizing the supporting visuals and (4) planning the shooting schedule in advance. Content creators should think about pedagogical effectiveness and aim to improve their work by applying evidence-based principles.
M. van Persie
Full Text Available During a fire incident live airborne video offers the fire brigade an additional means of information. Essential for the effective usage of the daylight and infra red video data from the UAS is that the information is fully integrated into the crisis management system of the fire brigade. This is a GIS based system in which all relevant geospatial information is brought together and automatically distributed to all levels of the organisation. In the context of the Dutch Fire-Fly project a geospatial video server was integrated with a UAS and the fire brigades crisis management system, so that real-time geospatial airborne video and derived products can be made available at all levels during a fire incident. The most important elements of the system are the Delftdynamics Robot Helicopter, the Video Multiplexing System, the Keystone geospatial video server/editor and the Eagle and CCS-M crisis management systems. In discussion with the Security Region North East Gelderland user requirements and a concept of operation were defined, demonstrated and evaluated. This article describes the technical and operational approach and results.
Chen, Jin; Wang, Yifan; Wang, Xuelei; Wang, Yuehong; Hu, Rui
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.
Ahmed, Mohamed; Karmouch, Ahmed
Video information, image processing, and computer vision techniques are developing rapidly because of the availability of acquisition, processing, and editing tools that use current hardware and software systems. However, problems still remain in conveying this video data to the end users. Limiting factors are the resource capabilities in distributed architectures and the features of the users' terminals. The efficient use of image processing, video indexing, and analysis techniques can provide users with solutions or alternatives. We see the video stream as a sequence of correlated images containing in its structure temporal events such as camera editing effects and presents a new algorithm for achieving video segmentation, indexing, and key framing tasks. The algorithm is based on color histograms and uses a binary penetration technique. Although much has been done in this area, most work does not adequately consider the optimization of timing performance and processing storage. This is especially the case if the techniques are designed for use in run-time distributed environments. Our main contribution is to blend high performance and storage criteria with the need to achieve effective results. The algorithm exploits the temporal heuristic characteristic of the visual information within a video stream. It takes into consideration the issues of detecting false cuts and missing true cuts due to the movement of the camera, the optical flow of large objects, or both. We provide a discussion, together with results from experiments and from the implementation of our application, to show the merits of the new algorithm as compared to the existing one.
Yoon, Bo Young; Choi, Ikseon; Choi, Seokjin; Kim, Tae-Hee; Roh, Hyerin; Rhee, Byoung Doo; Lee, Jong-Tae
The quality of problem representation is critical for developing students' problem-solving abilities in problem-based learning (PBL). This study investigates preclinical students' experience with standardized patients (SPs) as a problem representation method compared to using video cases in PBL. A cohort of 99 second-year preclinical students from Inje University College of Medicine (IUCM) responded to a Likert scale questionnaire on their learning experiences after they had experienced both video cases and SPs in PBL. The questionnaire consisted of 14 items with eight subcategories: problem identification, hypothesis generation, motivation, collaborative learning, reflective thinking, authenticity, patient-doctor communication, and attitude toward patients. The results reveal that using SPs led to the preclinical students having significantly positive experiences in boosting patient-doctor communication skills; the perceived authenticity of their clinical situations; development of proper attitudes toward patients; and motivation, reflective thinking, and collaborative learning when compared to using video cases. The SPs also provided more challenges than the video cases during problem identification and hypotheses generation. SPs are more effective than video cases in delivering higher levels of authenticity in clinical problems for PBL. The interaction with SPs engages preclinical students in deeper thinking and discussion; growth of communication skills; development of proper attitudes toward patients; and motivation. Considering the higher cost of SPs compared with video cases, SPs could be used most advantageously during the preclinical period in the IUCM curriculum.
Liu, Hao; Lu, Jiwen; Feng, Jianjiang; Zhou, Jie
In this paper, we propose a two-stream transformer networks (TSTN) approach for video-based face alignment. Unlike conventional image-based face alignment approaches which cannot explicitly model the temporal dependency in videos and motivated by the fact that consistent movements of facial landmarks usually occur across consecutive frames, our TSTN aims to capture the complementary information of both the spatial appearance on still frames and the temporal consistency information across frames. To achieve this, we develop a two-stream architecture, which decomposes the video-based face alignment into spatial and temporal streams accordingly. Specifically, the spatial stream aims to transform the facial image to the landmark positions by preserving the holistic facial shape structure. Accordingly, the temporal stream encodes the video input as active appearance codes, where the temporal consistency information across frames is captured to help shape refinements. Experimental results on the benchmarking video-based face alignment datasets show very competitive performance of our method in comparisons to the state-of-the-arts.
Efstathiou, Nectarios; Skitsas, Michael; Psaroudakis, Chrysostomos; Koutras, Nikolaos
Nowadays, video surveillance cameras are used for the protection and monitoring of a huge number of facilities worldwide. An important element in such surveillance systems is the use of aerial video streams originating from onboard sensors located on Unmanned Aerial Vehicles (UAVs). Video surveillance using UAVs represent a vast amount of video to be transmitted, stored, analyzed and visualized in a real-time way. As a result, the introduction and development of systems able to handle huge amount of data become a necessity. In this paper, a new approach for the collection, transmission and storage of aerial videos and metadata is introduced. The objective of this work is twofold. First, the integration of the appropriate equipment in order to capture and transmit real-time video including metadata (i.e. position coordinates, target) from the UAV to the ground and, second, the utilization of the ADITESS Versatile Media Content Management System (VMCMS-GE) for storing of the video stream and the appropriate metadata. Beyond the storage, VMCMS-GE provides other efficient management capabilities such as searching and processing of videos, along with video transcoding. For the evaluation and demonstration of the proposed framework we execute a use case where the surveillance of critical infrastructure and the detection of suspicious activities is performed. Collected video Transcodingis subject of this evaluation as well.
Verleur, R.; Heuvelman, A.; Verhagen, Pleunes Willem
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
Full Text Available Currently, many placement-based health programme students within the UK are supported through face-to-face visits from university staff. Whilst cited in literature as being of value, the face-to-face nature of this contact is not supported. Alternatives including video-based communications methods offer the potential for cost effective, environmentally responsible support. However, in order to establish the fitness for purpose of alternative approaches, the content and purpose of current support needs to be understood. This project aimed to investigate student perceptions of the ideal content and purpose of clinical support visits, and alternatives to the current face-to-face approach. Fifty-six Physiotherapy undergraduate students responded to questionnaires with a further nine participating in a follow-up focus group. Participants emphasised the value of the visit in guiding learning, ensuring progression and resolving arising issues, and highlighted concerns over alternative approaches. Focus group participants discussed the importance of personal and professional confidence in directing requirements for support, and went on to propose a menu of options for methods of communication. Whilst limited in some applications, video technologies may be one of the options. Overall, however, this project supports the need for consideration of individualised learning journeys within curriculum planning.
Luiz Affonso Guedes
Full Text Available Wireless sensor networks typically consist of a great number of tiny low-cost electronic devices with limited sensing and computing capabilities which cooperatively communicate to collect some kind of information from an area of interest. When wireless nodes of such networks are equipped with a low-power camera, visual data can be retrieved, facilitating a new set of novel applications. The nature of video-based wireless sensor networks demands new algorithms and solutions, since traditional wireless sensor networks approaches are not feasible or even efficient for that specialized communication scenario. The coverage problem is a crucial issue of wireless sensor networks, requiring specific solutions when video-based sensors are employed. In this paper, it is surveyed the state of the art of this particular issue, regarding strategies, algorithms and general computational solutions. Open research areas are also discussed, envisaging promising investigation considering coverage in video-based wireless sensor networks.
Costa, Daniel G; Guedes, Luiz Affonso
Wireless sensor networks typically consist of a great number of tiny low-cost electronic devices with limited sensing and computing capabilities which cooperatively communicate to collect some kind of information from an area of interest. When wireless nodes of such networks are equipped with a low-power camera, visual data can be retrieved, facilitating a new set of novel applications. The nature of video-based wireless sensor networks demands new algorithms and solutions, since traditional wireless sensor networks approaches are not feasible or even efficient for that specialized communication scenario. The coverage problem is a crucial issue of wireless sensor networks, requiring specific solutions when video-based sensors are employed. In this paper, it is surveyed the state of the art of this particular issue, regarding strategies, algorithms and general computational solutions. Open research areas are also discussed, envisaging promising investigation considering coverage in video-based wireless sensor networks.
Valli, D.; Ganesan, K.
Chaos based cryptosystems are an efficient method to deal with improved speed and highly secured multimedia encryption because of its elegant features, such as randomness, mixing, ergodicity, sensitivity to initial conditions and control parameters. In this paper, two chaos based cryptosystems are proposed: one is the higher-dimensional 12D chaotic map and the other is based on the Ikeda delay differential equation (DDE) suitable for designing a real-time secure symmetric video encryption scheme. These encryption schemes employ a substitution box (S-box) to diffuse the relationship between pixels of plain video and cipher video along with the diffusion of current input pixel with the previous cipher pixel, called cipher block chaining (CBC). The proposed method enhances the robustness against statistical, differential and chosen/known plain text attacks. Detailed analysis is carried out in this paper to demonstrate the security and uniqueness of the proposed scheme.
Ostrowski, Jeffrey R.; Sarhan, Nabil J.
The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.
Janssen, Anna; Shaw, Tim; Goodyear, Peter
Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.
Shaw, Tim; Goodyear, Peter
Background Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. Objective The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. Methods A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. Results The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Conclusions Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary
Xie, Ruobing; Li, Li; Jin, Weiqi; Guo, Hong
It is prevalent for the low-light night-vision helmet to equip the binocular viewer with image intensifiers. Such equipment can not only acquire night vision ability, but also obtain the sense of stereo vision to achieve better perception and understanding of the visual field. However, since the image intensifier is for direct-observation, it is difficult to apply the modern image processing technology. As a result, developing digital video technology in night vision is of great significance. In this paper, we design a low-light night-vision helmet with digital imaging device. It consists of three parts: a set of two low-illumination CMOS cameras, a binocular OLED micro display and an image processing PCB. Stereopsis is achieved through the binocular OLED micro display. We choose Speed-Up Robust Feature (SURF) algorithm for image registration. Based on the image matching information and the cameras' calibration parameters, disparity can be calculated in real-time. We then elaborately derive the constraints of binocular stereo display. The sense of stereo vision can be obtained by dynamically adjusting the content of the binocular OLED micro display. There is sufficient space for function extensions in our system. The performance of this low-light night-vision helmet can be further enhanced in combination with The HDR technology and image fusion technology, etc.
Chaudhary, Pankaj; Deshmukh, Aaradhana A.; Mihovska, Albena Dimitrova
, and both, a problem known as a cold start problem, i.e., the incapability to provide recommendation for new items, new users, or both, due to few rating factors available in the rating matrices. To this end, we present a biclustering technique, a novel cold start recommendation method that solves......Recommendation systems suggest items and users of interest based on preferences of items or users and item or user attributes. In social media-based services of dynamic content (such as news, blog, video, movies, books, etc.), recommender systems face the problem of discovering new items, new users...... the problem of identifying the new items and new users, to alleviate the dimensionality of the item-user rating matrix using biclustering technique. To overcome the information exiguity and rating diversity, it uses the smoothing and fusion technique. As discussed, the system presents content aware multimedia...
Ankush Mittal; Pagalthivarthi V Krishnan; Edward Altman
.... Most authored content exist in the form of videos, audio, slides, text, and simulations. In the absence of suitable annotations, the conversion of such materials for on-line distribution, presentation...
Fritz, Hermann M.; Phillips, David A.; Okayasu, Akio; Shimozono, Takenori; Liu, Haijiang; Takeda, Seiichi; Mohammed, Fahad; Skanavis, Vassilis; Synolakis, Costas E.; Takahashi, Tomoyuki
The March 11, 2011, magnitude Mw 9.0 earthquake off the Tohoku coast of Japan caused catastrophic damage and loss of life to a tsunami aware population. The mid-afternoon tsunami arrival combined with survivors equipped with cameras on top of vertical evacuation buildings provided fragmented spatially and temporally resolved inundation recordings. This report focuses on the surveys at 9 tsunami eyewitness video recording locations in Myako, Kamaishi, Kesennuma and Yoriisohama along Japan's Sanriku coast and the subsequent video image calibration, processing, tsunami hydrograph and flow velocity analysis. Selected tsunami video recording sites were explored, eyewitnesses interviewed and some ground control points recorded during the initial tsunami reconnaissance in April, 2011. A follow-up survey in June, 2011 focused on terrestrial laser scanning (TLS) at locations with high quality eyewitness videos. We acquired precise topographic data using TLS at the video sites producing a 3-dimensional "point cloud" dataset. A camera mounted on the Riegl VZ-400 scanner yields photorealistic 3D images. Integrated GPS measurements allow accurate georeferencing. The original video recordings were recovered from eyewitnesses and the Japanese Coast Guard (JCG). The analysis of the tsunami videos follows an adapted four step procedure originally developed for the analysis of 2004 Indian Ocean tsunami videos at Banda Aceh, Indonesia (Fritz et al., 2006). The first step requires the calibration of the sector of view present in the eyewitness video recording based on ground control points measured in the LiDAR data. In a second step the video image motion induced by the panning of the video camera was determined from subsequent images by particle image velocimetry (PIV) applied to fixed objects. The third step involves the transformation of the raw tsunami video images from image coordinates to world coordinates with a direct linear transformation (DLT) procedure. Finally, the
Bavelier, D; Achtman, R L; Mani, M; Föcker, J
Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits. A review of the aspects of attention enhanced in action game players suggests there are changes in the mechanisms that control attention allocation and its efficiency (Hubert-Wallander, Green, & Bavelier, 2010). The present study used brain imaging to test this hypothesis by comparing attentional network recruitment and distractor processing in action gamers versus non-gamers as attentional demands increased. Moving distractors were found to elicit lesser activation of the visual motion-sensitive area (MT/MST) in gamers as compared to non-gamers, suggestive of a better early filtering of irrelevant information in gamers. As expected, a fronto-parietal network of areas showed greater recruitment as attentional demands increased in non-gamers. In contrast, gamers barely engaged this network as attentional demands increased. This reduced activity in the fronto-parietal network that is hypothesized to control the flexible allocation of top-down attention is compatible with the proposal that action game players may allocate attentional resources more automatically, possibly allowing more efficient early filtering of irrelevant information. Copyright © 2011 Elsevier Ltd. All rights reserved.
Full Text Available We present a simple yet efficient scalable scheme for wavelet-based video coders, able to provide on-demand spatial, temporal, and SNR scalability, and fully compatible with the still-image coding standard JPEG2000. Whereas hybrid video coders must undergo significant changes in order to support scalability, our coder only requires a specific wavelet filter for temporal analysis, as well as an adapted bit allocation procedure based on models of rate-distortion curves. Our study shows that scalably encoded sequences have the same or almost the same quality than nonscalably encoded ones, without a significant increase in complexity. A full compatibility with Motion JPEG2000, which tends to be a serious candidate for the compression of high-definition video sequences, is ensured.
Full Text Available We present a simple yet efficient scalable scheme for wavelet-based video coders, able to provide on-demand spatial, temporal, and SNR scalability, and fully compatible with the still-image coding standard JPEG2000. Whereas hybrid video coders must undergo significant changes in order to support scalability, our coder only requires a specific wavelet filter for temporal analysis, as well as an adapted bit allocation procedure based on models of rate-distortion curves. Our study shows that scalably encoded sequences have the same or almost the same quality than nonscalably encoded ones, without a significant increase in complexity. A full compatibility with Motion JPEG2000, which tends to be a serious candidate for the compression of high-definition video sequences, is ensured.
Full Text Available The paper presents a multiple description (MD video coder based on three-dimensional (3D transforms. Two balanced descriptions are created from a video sequence. In the encoder, video sequence is represented in a form of coarse sequence approximation (shaper included in both descriptions and residual sequence (details which is split between two descriptions. The shaper is obtained by block-wise pruned 3D-DCT. The residual sequence is coded by 3D-DCT or hybrid, LOT+DCT, 3D-transform. The coding scheme is targeted to mobile devices. It has low computational complexity and improved robustness of transmission over unreliable networks. The coder is able to work at very low redundancies. The coding scheme is simple, yet it outperforms some MD coders based on motion-compensated prediction, especially in the low-redundancy region. The margin is up to 3 dB for reconstruction from one description.
Leonardo A. Mercado
Full Text Available In this paper, we explore the benefits to teacher evaluation when video-based self-observation is done by teachers as a vehicle for individual, reflective practice. We explore how it was applied systematically at the Instituto Cultural Peruano Norteamericano (ICPNA bi-national center in Lima, Peru among hundreds of English as a foreign language (EFL teachers in two institution-wide initiatives that have relied on self-observation through video professional development. In these cases, we provide a descriptive framework for each initiative as well as information on what was ultimately achieved by teachers, supervisors and the institution as a whole. We conclude with recommendations for implementing video-based self-evaluation.
Steele, Miriam; Steele, Howard; Bate, Jordan; Knafo, Hannah; Kinsey, Michael; Bonuck, Karen; Meisner, Paul; Murphy, Anne
This paper provides an account of multiple potential benefits of using video in clinical interventions designed to promote change in parent-child attachment relationships. The power of video to provide a unique perspective on parents' ways of thinking and feeling about their own behavior and that of their child will be discussed in terms of current attachment-based interventions using video either as the main component of the treatment or in addition to a more comprehensive treatment protocol. Interventions also range from those that use micro-analytic as compared to more global units of analyses, and there are potential bridges to be made with neuro-scientific research findings. In addition, this paper provides a clinical illustration of the utility of showing parents vignettes of video-filmed observations of parent-child interactions from the Group Attachment Based Intervention (GABI) for vulnerable families. Emphasis is placed on the motivational force arising from seeing (and hearing) oneself in interaction with one's child on video, thus serving as a powerful catalyst for reflective functioning and updating one's frame of reference for how to think, feel and behave with one's child.
Ho, Chien-Peng; Yu, Jen-Yu; Lee, Suh-Yin
Recent advances in modern television systems have had profound consequences for the scalability, stability, and quality of transmitted digital data signals. This is of particular significance for peer-to-peer (P2P) video-on-demand (VoD) related platforms, faced with an immediate and growing demand for reliable service delivery. In response to demands for high-quality video, the key objectives in the construction of the proposed framework were user satisfaction with perceived video quality and the effective utilization of available resources on P2P VoD networks. This study developed a peer-based promoter to support online advertising in P2P VoD networks based on an estimation of video distortion prior to the replication of data stream chunks. The proposed technology enables the recovery of lost video using replicated stream chunks in real time. Load balance is achieved by adjusting the replication level of each candidate group according to the degree-of-distortion, thereby enabling a significant reduction in server load and increased scalability in the P2P VoD system. This approach also promotes the use of advertising as an efficient tool for commercial promotion. Results indicate that the proposed system efficiently satisfies the given fault tolerances.
Lin, Shih-Yin; Seaton, Daniel T; Douglas, Scott S; Greco, Edwin F; Thoms, Brian D; Schatz, Michael F
The advent of MOOCs has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester blended introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80 percent throughout the semester while the percentage of students accessing lecture videos dropped to less than 40 percent by the end of the term. Moreover, students were more likely to access the entirety of a laboratory video than a lecture video. Our results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while students appear to consider the lecture vid...
Chisholm, Joseph D; Kingstone, Alan
Research has demonstrated that experience with action video games is associated with improvements in a host of cognitive tasks. Evidence from paradigms that assess aspects of attention has suggested that action video game players (AVGPs) possess greater control over the allocation of attentional resources than do non-video-game players (NVGPs). Using a compound search task that teased apart selection- and response-based processes (Duncan, 1985), we required participants to perform an oculomotor capture task in which they made saccades to a uniquely colored target (selection-based process) and then produced a manual directional response based on information within the target (response-based process). We replicated the finding that AVGPs are less susceptible to attentional distraction and, critically, revealed that AVGPs outperform NVGPs on both selection-based and response-based processes. These results not only are consistent with the improved-attentional-control account of AVGP benefits, but they suggest that the benefit of action video game playing extends across the full breadth of attention-mediated stimulus-response processes that impact human performance.
This paper presents an architecture and algorithms for model based video object segmentation and its applications to vision augmented interactive game. We are especially interested in real time low cost vision based applications that can be implemented in software in a PC. We use different models for background and a player object. The object segmentation algorithm is performed in two different levels: pixel level and object level. At pixel level, the segmentation algorithm is formulated as a maximizing a posteriori probability (MAP) problem. The statistical likelihood of each pixel is calculated and used in the MAP problem. Object level segmentation is used to improve segmentation quality by utilizing the information about the spatial and temporal extent of the object. The concept of an active region, which is defined based on motion histogram and trajectory prediction, is introduced to indicate the possibility of a video object region for both background and foreground modeling. It also reduces the overall computation complexity. In contrast with other applications, the proposed video object segmentation system is able to create background and foreground models on the fly even without introductory background frames. Furthermore, we apply different rate of self-tuning on the scene model so that the system can adapt to the environment when there is a scene change. We applied the proposed video object segmentation algorithms to several prototype virtual interactive games. In our prototype vision augmented interactive games, a player can immerse himself/herself inside a game and can virtually interact with other animated characters in a real time manner without being constrained by helmets, gloves, special sensing devices, or background environment. The potential applications of the proposed algorithms including human computer gesture interface and object based video coding such as MPEG-4 video coding.
Tuong, William; Larsen, Elizabeth R; Armstrong, April W
This systematic review examines the effectiveness of videos in modifying health behaviors. We searched PubMed (1975-2012), PsycINFO (1975-2012), EMBASE (1975-2012), and CINAHL (1983-2012) for controlled clinical trials that examined the effectiveness of video interventions in changing health behaviors. Twenty-eight studies comprised of 12,703 subjects were included in the systematic review. Video interventions were variably effective for modifying health behaviors depending on the target behaviors to be influenced. Video interventions appear to be effective in breast self-examination, prostate cancer screening, sunscreen adherence, self-care in patients with heart failure, HIV testing, treatment adherence, and female condom use. However, videos have not shown to be effective in influencing addiction behaviors when they are not tailored. Compared to loss-framing, gain-framed messages may be more effective in promoting certain types of health behavior change. Also, video modeling may facilitate learning of new behaviors and can be an important consideration in future video interventions.
Juel Henrichsen, Peter; Christiansen, Thomas Ulrich
Digital hearing aids use a variety of advanced digital signal processing methods in order to improve speech intelligibility. These methods are based on knowledge about the acoustics outside the ear as well as psychoacoustics. This paper investigates the recent observation that speech elements...
Full Text Available High Efficiency Video Coding (HEVC, which is the newest video coding standard, has been developed for the efficient compression of ultra high definition videos. One of the important features in HEVC is the adoption of a quad-tree based video coding structure, in which each incoming frame is represented as a set of non-overlapped coding tree blocks (CTB by variable-block sized prediction and coding process. To do this, each CTB needs to be recursively partitioned into coding unit (CU, predict unit (PU and transform unit (TU during the coding process, leading to a huge computational load in the coding of each video frame. This paper proposes to extract visual features in a CTB and uses them to simplify the coding procedure by reducing the depth of quad-tree partition for each CTB in HEVC intra coding mode. A measure for the edge strength in a CTB, which is defined with simple Sobel edge detection, is used to constrain the possible maximum depth of quad-tree partition of the CTB. With the constrained partition depth, the proposed method can reduce a lot of encoding time. Experimental results by HM10.1 show that the average time-savings is about 13.4% under the increase of encoded BD-Rate by only 0.02%, which is a less performance degradation in comparison to other similar methods.
Yu, Fang; An, Ping; Yang, Chao; You, Zhixiang; Shen, Liquan
As an extension of High Efficiency Video Coding ( HEVC), 3D-HEVC has been widely researched under the impetus of the new generation coding standard in recent years. Compared with H.264/AVC, its compression efficiency is doubled while keeping the same video quality. However, its higher encoding complexity and longer encoding time are not negligible. To reduce the computational complexity and guarantee the subjective quality of virtual views, this paper presents a novel video coding method for 3D-HEVC based on the saliency informat ion which is an important part of Human Visual System (HVS). First of all, the relationship between the current coding unit and its adjacent units is used to adjust the maximum depth of each largest coding unit (LCU) and determine the SKIP mode reasonably. Then, according to the saliency informat ion of each frame image, the texture and its corresponding depth map will be divided into three regions, that is, salient area, middle area and non-salient area. Afterwards, d ifferent quantization parameters will be assigned to different regions to conduct low complexity coding. Finally, the compressed video will generate new view point videos through the renderer tool. As shown in our experiments, the proposed method saves more bit rate than other approaches and achieves up to highest 38% encoding time reduction without subjective quality loss in compression or rendering.
Patki, Aniruddha; Puscas, Liana
To determine whether instructional videos modeling examples of "good" and "bad" patient communication skills are useful as an educational tool for improving resident-patient communication. Retrospective study in which resident participants in the module gave survey responses indicating perceived utility of the exercise. Tertiary academic medical center. A total of 11 otolaryngology trainees from postgraduate year 1-5 who attended the course over 2 separate sessions and provided feedback on the benefits of the module. All 11 residents attended both sessions. Of 22 total survey responses, 21 found that the videos were "realistic and engaging" and were a true representation of commonly encountered clinical scenarios. Residents identified multiple themes and behaviors distinguishing "good" vs "bad" communication with patients and felt they could incorporate these into daily practice. A perceived weakness was the lack of opportunity for "role playing" with a video-based module as opposed to standardized patients. Instructional videos, when realistic, are useful for modeling effective patient communication skills for residents. By watching the videos, residents are able to identify specific techniques they can incorporate into their daily practice. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.
Full Text Available We present a supervised learning-based approach for subpixel motion estimation which is then used to perform video super-resolution. The novelty of this work is the formulation of the problem of subpixel motion estimation in a ranking framework. The ranking formulation is a variant of classification and regression formulation, in which the ordering present in class labels namely, the shift between patches is explicitly taken into account. Finally, we demonstrate the applicability of our approach on superresolving synthetically generated images with global subpixel shifts and enhancing real video frames by accounting for both local integer and subpixel shifts.
Uddin, Md. Zia
In this paper, a novel spatiotemporal feature-based method is proposed to recognize facial expressions from depth video. Independent Component Analysis (ICA) spatial features of the depth faces of facial expressions are first augmented with the optical flow motion features. Then, the augmented features are enhanced by Fisher Linear Discriminant Analysis (FLDA) to make them robust. The features are then combined with on Hidden Markov Models (HMMs) to model different facial expressions that are later used to recognize appropriate expression from a test expression depth video. The experimental results show superior performance of the proposed approach over the conventional methods.
Rehman, Abdul; Zeng, Kai; Wang, Zhou
Today's viewers consume video content from a variety of connected devices, including smart phones, tablets, notebooks, TVs, and PCs. This imposes significant challenges for managing video traffic efficiently to ensure an acceptable quality-of-experience (QoE) for the end users as the perceptual quality of video content strongly depends on the properties of the display device and the viewing conditions. State-of-the-art full-reference objective video quality assessment algorithms do not take into account the combined impact of display device properties, viewing conditions, and video resolution while performing video quality assessment. We performed a subjective study in order to understand the impact of aforementioned factors on perceptual video QoE. We also propose a full reference video QoE measure, named SSIMplus, that provides real-time prediction of the perceptual quality of a video based on human visual system behaviors, video content characteristics (such as spatial and temporal complexity, and video resolution), display device properties (such as screen size, resolution, and brightness), and viewing conditions (such as viewing distance and angle). Experimental results have shown that the proposed algorithm outperforms state-of-the-art video quality measures in terms of accuracy and speed.
Smalley, Daniel E.; Smithwick, Quinn Y. J.; Bove, V. Michael, Jr.
We introduce a new holo-video display architecture ("Mark III") developed at the MIT Media Laboratory. The goal of the Mark III project is to reduce the cost and size of a holo-video display, making it into an inexpensive peripheral to a standard desktop PC or game machine which can be driven by standard graphics chips. Our new system is based on lithium niobate guided-wave acousto-optic devices, which give twenty or more times the bandwidth of the tellurium dioxide bulk-wave acousto-optic modulators of our previous displays. The novel display architecture is particularly designed to eliminate the high-speed horizontal scanning mechanism that has traditionally limited the scalability of Scophony- style video displays. We describe the system architecture and the guided-wave device, explain how it is driven by a graphics chip, and present some early results.
Ørngreen, Rikke; Mouritzen, Per
shows that the students experiment with various pedagogical situations, and that during the process of design, teaching, and reflection they acquire experiences at both a concrete specific and a general abstract level. The desktop video conference system creates challenges, with technical issues......This paper presents experiences from teaching video conferencing for learning and collaboration, and discusses the challenges and potentials of applying a collaborative and problem‐based learning (PBL) pedagogy. The research is an action research study, and we as researchers, educational planners...... conferences. We studied 3 subsequent years of a master program module on video conferencing, and the changes it has undergone. The participants work in groups and each group has the task of designing a short one hour (45min) educational design of their own choice. The students have to try out and evaluate...
Subhi, Yousif; Todsen, Tobias; Konge, Lars
Assessment of clinical competencies by direct observation is problematic for two main reasons the identity of the examinee influences the assessment scores, and direct observation demands experts at the exact location and the exact time. Recording the performance can overcome these problems......; however, managing video recordings and assessment sheets is troublesome and may lead to missing or incorrect data. Currently, no existing software solution can provide a local solution for the management of videos and assessments but this is necessary as assessment scores are confidential information......, and access to this information should be restricted to select personnel. A local software solution may also ease the need for customization to local needs and integration into existing user databases or project management software. We developed an integrable web-based solution for easy assessment of video...
Zhao, Chun-lei; Dai, Ming; Xiong, Jing-ying
To meet the requirement of high-quality transmission of videos captured by unmanned aerial vehicles (UAV) with low bandwidth, a novel rate control (RC) scheme based on region-of-interest (ROI) is proposed. First, the ROI information is sent to the encoder with the latest high efficient video coding (HEVC) standard to generate an ROI map. Then, by using the ROI map, bit allocation methods are developed at frame level and large coding unit (LCU) level, to avoid inaccurate bit allocation produced by camera movement. At last, by using a better robustness R- λ model, the quantization parameter ( QP) for each LCU is calculated. The experimental results show that the proposed RC method can get a lower bitrate error and a higher quality for reconstructed video by choosing appropriate pixel weight on the HEVC platform.
Lindsay, C J; Moore, D W; Anderson, A; Dillenburger, K
The aim of this paper is to bridge the gap between the corpus of imitation research and video-based intervention (VBI) research, and consider the impact imitation skills may be having on VBI outcomes and highlight potential areas for improving efficacy. A review of the imitation literature was conducted focusing on imitation skill deficits in children with autism followed by a critical review of the video modelling literature focusing on pre-intervention assessment of imitation skills and the impact imitation deficits may have on VBI outcomes. Children with autism have specific imitation deficits, which may impact VBI outcomes. Imitation training or procedural modifications made to videos may accommodate for these deficits. There are only six studies where VBI researchers have taken pre-intervention imitation assessments using an assortment of imitation measures. More research is required to develop a standardised multi-dimensional imitation assessment battery that can better inform VBI.
Full Text Available We present results of a study into the performance of a variety of different image transform-based feature types for speaker-independent visual speech recognition of isolated digits. This includes the first reported use of features extracted using a discrete curvelet transform. The study will show a comparison of some methods for selecting features of each feature type and show the relative benefits of both static and dynamic visual features. The performance of the features will be tested on both clean video data and also video data corrupted in a variety of ways to assess each feature type's robustness to potential real-world conditions. One of the test conditions involves a novel form of video corruption we call jitter which simulates camera and/or head movement during recording.
Héctor Alejandro Galvis Guerrero
This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead...
The problem of medical teleconsultations with intelligent computer system rather than with a human expert is analyzed. System for content-based retrieval of images is described and presented as a use case of a passive teleconsultation. Selected features, crucial for retrieval quality, are introduced including: synthesis of parametric images, regions of interest detection and extraction, definition of content-based features, generation of descriptors, query algebra, system architecture and performance. Additionally, electronic business pattern is proposed to generalize teleconsultation services like content-based retrieval systems.
Bennett, Kyle D.; Aljehany, Mashal Salman; Altaf, Enas Mohammednour
Video-based instruction (VBI) has a substantial amount of research supporting its use with individuals with autism spectrum disorder and other developmental disabilities. However, it has typically been implemented as a treatment package containing multiple interventions. Additionally, there are procedural variations of VBI. Thus, it is difficult…
Ganz, Jennifer B.; Earles-Vollrath, Theresa L.; Cook, Katherine E.
Visually based interventions such as video modeling have been demonstrated to be effective with students with autism spectrum disorder (ASD). This approach has wide utility, is appropriate for use with students of a range of ages and abilities, promotes independent functioning, and can be used to address numerous learner objectives, including…
Golubovich, Juliya; Seybert, Jacob; Martin-Raugh, Michelle; Naemi, Bobby; Vega, Ronald P.; Roberts, Richard D.
Accurate appraisal of others' behavior is critical for the production of skilled interpersonal behavior. We used an ecologically valid methodology, a video-based situational judgment test with true-false items, to assess the accuracy with which students (N = 947) perceive the interpersonal behavior of actors involved in workplace situations.…
Bødker, Susanne; Grønbæk, Kaj; Trigg, Randal
on a fine-grained video-based analysis of a single prototyping session, and focuses on the effects of an open-ended style of interaction between users and designers around a prototype. An analysis of focus shifts, initiative and storytelling during the session is brought to bear on the question of whether...
Galvis, Héctor Alejandro
This paper introduces video-game based language instruction as a teaching approach catering to the different socio-economic and learning needs of English as a Foreign Language students. First, this paper reviews statistical data revealing the low participation of Colombian students in English as a second language programs abroad (U.S. context…
This study investigated whether video-based materials can facilitate second language learners' text comprehension at the levels of macrostructure and microstructure. Three classes inclusive of 98 Chinese-speaking university students joined this study. The three classes were randomly assigned to three treatment groups: on-screen text (T Group),…
Christ, Tanya; Arya, Poonam; Chiu, Ming Ming
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…
Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Ventura, Matthew; Shute, Valerie; Zhao, Weinan
An online performance-based measure of persistence was developed using anagrams and riddles. Persistence was measured by recording the time spent on unsolved anagrams and riddles. Time spent on unsolved problems was correlated to a self-report measure of persistence. Additionally, frequent video game players spent longer times on unsolved problems…
Chuang, Tsung-Yen; Chen, Wei-Fan
This experimental study investigated whether computer-based video games facilitate children's cognitive learning. In comparison to traditional computer-assisted instruction (CAI), this study explored the impact of the varied types of instructional delivery strategies on children's learning achievement. One major research null hypothesis was…
Martín, Estefanía; Gértrudix, Manuel; Urquiza-Fuentes, Jaime; Haya, Pablo A.
This paper describes two datasets extracted from a video-based educational experience using a social and collaborative platform. The length of the trial was 3 months. It involved 111 students from two different courses. Twenty-nine came from Computer Engineering (CE) course and 82 from Media and Communication (M&C) course. They were organised…
Tian, Shu; Yin, Xu-Cheng; Su, Ya; Hao, Hong-Wei
Video text extraction plays an important role for multimedia understanding and retrieval. Most previous research efforts are conducted within individual frames. A few of recent methods, which pay attention to text tracking using multiple frames, however, do not effectively mine the relations among text detection, tracking and recognition. In this paper, we propose a generic Bayesian-based framework of Tracking based Text Detection And Recognition (T2DAR) from web videos for embedded captions, which is composed of three major components, i.e., text tracking, tracking based text detection, and tracking based text recognition. In this unified framework, text tracking is first conducted by tracking-by-detection. Tracking trajectories are then revised and refined with detection or recognition results. Text detection or recognition is finally improved with multi-frame integration. Moreover, a challenging video text (embedded caption text) database (USTB-VidTEXT) is constructed and publicly available. A variety of experiments on this dataset verify that our proposed approach largely improves the performance of text detection and recognition from web videos.
Balkom, L.J.M. van; Verhoeven, L.T.W.; Weerdenburg, M.W.C. van; Stoep, J.M.G.M.
An efficacy study of an indirect or Parent-based intervention programme involving Video Home Training (PVHT) was conducted with a focus on parental strategies to (re-)establish coherence in conversations between young children with Developmental Language Delay (DLD) and their parents or caregivers.
In the past decade, there has been important progress in the development and validation of video-based instruments that enable the systematic assessment of teaching competence with large samples of teachers, across multiple settings and populations, and by researchers other than the developers. This commentary focuses on the methodological…
Nelson, Lee J.; Potrac, Paul; Groom, Ryan
The aim of this paper was to provide some rich insights into how an elite ice-hockey player responded to his coaches' pedagogical delivery of video-based feedback sessions. Data for this study were gathered through a series of in-depth, semi-structured interviews and a reflective log relating to those interviews. The interviews were transcribed…
Verleur, Ria; Verhagen, Plon W.; Heuvelman, Ard
The purpose of this study was to examine whether a video-induced positive and negative mood has a differential effect on subsequent problem-solving activities in a web-based environment. The study also examined whether task conditions (task demands) moderated the mood effect. As in traditional experimental mood-effect studies, the affective video…
Gambari, Amosa Isiaka; Yaki, Akawo Angwal; Gana, Eli S.; Ughovwa, Queen Eguono
The study examined the effects of video-based multimedia instruction on secondary school students' achievement and retention in biology. In Nigeria, 120 students (60 boys and 60 girls) were randomly selected from four secondary schools assigned either into one of three experimental groups: Animation + Narration; Animation + On-screen Text;…
Karal, Hasan; Çebi, Ayça; Turgut, Yigit Emrah
The aim of this study was to define the role of the assistant in a classroom environment where students are taught using video conference-based synchronous distance education. Qualitative research approach was adopted and, among purposeful sampling methods, criterion sampling method was preferred in the scope of the study. The study was carried…
Sarrafi, Aral; Poozesh, Peyman; Niezrecki, Christopher; Mao, Zhu
In recent years, image processing techniques are being applied more often for structural dynamics identification, characterization, and structural health monitoring. Although as a non-contact and full-field measurement method, image processing still has a long way to go to outperform other conventional sensing instruments (i.e. accelerometers, strain gauges, laser vibrometers, etc.,). However, the technologies associated with image processing are developing rapidly and gaining more attention in a variety of engineering applications including structural dynamics identification and modal analysis. Among numerous motion estimation and image-processing methods, phase-based video motion estimation is considered as one of the most efficient methods regarding computation consumption and noise robustness. In this paper, phase-based video motion estimation is adopted for structural dynamics characterization on a 2.3-meter long Skystream wind turbine blade, and the modal parameters (natural frequencies, operating deflection shapes) are extracted. Phase-based video processing adopted in this paper provides reliable full-field 2-D motion information, which is beneficial for manufacturing certification and model updating at the design stage. The phase-based video motion estimation approach is demonstrated through processing data on a full-scale commercial structure (i.e. a wind turbine blade) with complex geometry and properties, and the results obtained have a good correlation with the modal parameters extracted from accelerometer measurements, especially for the first four bending modes, which have significant importance in blade characterization.
Hargie, Owen D. W.; Dickson, David A.
Discussion of making judgments about other people and forming first impressions focuses on a study in Northern Ireland that was concerned with the accuracy of first impressions based on nonverbal information. The use of video recordings is described, and correlations between actual and observed characteristics are examined. (22 references) (LRW)
Mechling, Linda; O'Brien, Eileen
This study investigated the effectiveness of computer-based video instruction (CBVI) to teach three young adults with moderate intellectual disabilities to push a "request to stop bus signal" and exit a city bus in response to target landmarks. A multiple probe design across three students and one bus route was used to evaluate effectiveness of…
Saito, Kazuya; Akiyama, Yuka
This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…
In this article, the author shares a content-based English as a Second/Foreign Language (ESL/EFL) workshop that strengthens language acquisition, increases intrinsic motivation, and bridges cultural divides. He uses a rock and roll workshop to introduce an organizational approach with a primary emphasis on cultural awareness content and a…
Erkin, Z.; Beye, M.; Veugen, P.J.M.; Lagendijk, R.L.
By offering personalized content to users, recommender systems have become a vital tool in ecommerce and online media applications. Content-based algorithms recommend items or products to users, that are most similar to those previously purchased or consumed. Unfortunately, collecting and storing
Erkin, Z.; Beye, M.; Veugen, P.J.M.; Lagendijk, R.L.
By offering personalized content to users, recommender systems have become a vital tool in e-commerce and online media applications. Content-based algorithms recommend items or products to users, that are most similar to those previously purchased or consumed. Unfortunately, collecting and storing
Damsted, C; Larsen, L H; Nielsen, R O
Two-dimensional video recordings are used in clinical practice to identify footstrike pattern. However, knowledge about the reliability of this method of identification is limited. To evaluate intra- and inter-rater reliability of visual identification of footstrike pattern and video time frame at initial contact during treadmill running using two-dimensional (2D) video recordings. Thirty-one recreational runners were recorded twice, 1 week apart, with a high-speed video camera. Two blinded raters evaluated each video twice with an interval of at least 14 days. Kappa values for within-day identification of footstrike pattern revealed intra-rater agreement of 0.83-0.88 and inter-rater agreement of 0.50-0.63. Corresponding figures for between-day identification of footstrike pattern were 0.63-0.69 and 0.41-0.53, respectively. Identification of video time frame at initial contact ranged from five frames to 12 frames (95% limits of agreement). For clinical use, the intra-rater within-day identification of footstrike pattern is highly reliable (kappa>0.80). For the inter-rater between-day identification inconsistencies may, in worst case, occur in 36% of the identifications (kappa=0.41). The 95% limits of agreement for identification of video time frame at initial contact may, at times, allow for different identification of footstrike pattern. Clinicians should, therefore, be encouraged to continue using clinical 2D video setups for intra-rater identification of footstrike pattern, but bear in mind the restrictions related to the between day identifications. Copyright © 2015 Elsevier B.V. All rights reserved.
Tengku Nor Rizan Tengku Mohamad Maasum
Full Text Available Abstract: Advocates of the content-based approach believed that a language can be learnt effectively when it is the medium of instruction rather than just a subject. Integrating English and content as part of instruction has become one of the cornerstones of second language pedagogy. Researchers claimed that there are many benefits of integrating English and content instruction. Among the benefits are the increase in students’ interest with content themes, meaningful input and understanding. In 2003, the Malaysian Ministry of Education introduced the teaching and learning of science and mathematics in English for Year One, Form One and Lower Six Form in all government public schools. This paper describes the challenges faced by teachers when they are required to teach content subjects such as science and mathematics in English. The focus of the paper is on the teachers’ pedagogical skills and content knowldge which comprises subject matter content, pedagogical approach, classroom management, use of resources, assessment, preparation of teaching materials, managing students, teachers’ compensatory communication strategies, use of first language and teachers’ perspectives of teaching content subjects in English. Data were obtained from a self-report questionnaire administered to 495 secondary school teachers in West Malaysia. Results from the study provide implications for school administrators in making decisions in assignment of capable teachers to teach the various levels of classes. Suggestions for teacher self-development and life-long learning efforts are also provided. Key words: Content-based instruction, ESL instruction, second language, first language and second language pedagogy
Whittaker, Robyn; Dorey, Enid; Bramley, Dale; Bullen, Chris; Denny, Simon; Elley, C Raina; Maddison, Ralph; McRobbie, Hayden; Parag, Varsha; Rodgers, Anthony; Salmon, Penny
Advances in technology allowed the development of a novel smoking cessation program delivered by video messages sent to mobile phones. This social cognitive theory-based intervention (called "STUB IT") used observational learning via short video diary messages from role models going through the quitting process to teach behavioral change techniques. The objective of our study was to assess the effectiveness of a multimedia mobile phone intervention for smoking cessation. A randomized controlled trial was conducted with 6-month follow-up. Participants had to be 16 years of age or over, be current daily smokers, be ready to quit, and have a video message-capable phone. Recruitment targeted younger adults predominantly through radio and online advertising. Registration and data collection were completed online, prompted by text messages. The intervention group received an automated package of video and text messages over 6 months that was tailored to self-selected quit date, role model, and timing of messages. Extra messages were available on demand to beat cravings and address lapses. The control group also set a quit date and received a general health video message sent to their phone every 2 weeks. The target sample size was not achieved due to difficulty recruiting young adult quitters. Of the 226 randomized participants, 47% (107/226) were female and 24% (54/226) were Maori (indigenous population of New Zealand). Their mean age was 27 years (SD 8.7), and there was a high level of nicotine addiction. Continuous abstinence at 6 months was 26.4% (29/110) in the intervention group and 27.6% (32/116) in the control group (P = .8). Feedback from participants indicated that the support provided by the video role models was important and appreciated. This study was not able to demonstrate a statistically significant effect of the complex video messaging mobile phone intervention compared with simple general health video messages via mobile phone. However, there was
Mechling, Linda C.; Gast, David L.; Langone, John
A study evaluated use of computer-based video instruction to teach generalized reading of grocery store aisle signs and the location of the corresponding grocery items to four students (ages 9-17) mental retardation. The computer-based video program was successful in teaching generalized reading of signs and the location of items. (Contains…
Furtak, Erin Marie; Alonzo, Alicia C.
The Trends in International Mathematics and Science Study (TIMSS) Video Study explored instructional practices in the United States (US) in comparison with other countries that ranked higher on the 1999 TIMSS assessment, and revealed that 8th grade science teachers in the US emphasize activities over content during lessons (Roth et al. 2006). This study applies the content framework from the TIMSS Video Study to a sample of 28 3rd grade teachers enacting an inquiry-based unit on floating and sinking, and seeks a deeper understanding of teachers’ practices through analysis of interviews with those teachers. Transcripts of observed lessons were coded according to the TIMSS framework for types of content, and transcripts of teacher interviews were coded to capture the ways in which teachers described their role in and purposes for teaching science, particularly with respect to the floating and sinking unit. Results indicate that teachers focused more on canonical, procedural and experimental knowledge during lessons than on real-world connections and the nature of science; however, none of the types of content received major emphasis in a majority of the classrooms in the sample. During interviews, teachers described their practice in ways that prioritized helping students to like science over specific content outcomes. The study suggests that elementary school teachers’ emphasis on doing and feeling during inquiry-based lessons may interfere with teaching of content.
Oropesa, Ignacio; Sánchez-González, Patricia; Chmarra, Magdalena K; Lamata, Pablo; Fernández, Alvaro; Sánchez-Margallo, Juan A; Jansen, Frank Willem; Dankelman, Jenny; Sánchez-Margallo, Francisco M; Gómez, Enrique J
The EVA (Endoscopic Video Analysis) tracking system is a new system for extracting motions of laparoscopic instruments based on nonobtrusive video tracking. The feasibility of using EVA in laparoscopic settings has been tested in a box trainer setup. EVA makes use of an algorithm that employs information of the laparoscopic instrument's shaft edges in the image, the instrument's insertion point, and the camera's optical center to track the three-dimensional position of the instrument tip. A validation study of EVA comprised a comparison of the measurements achieved with EVA and the TrEndo tracking system. To this end, 42 participants (16 novices, 22 residents, and 4 experts) were asked to perform a peg transfer task in a box trainer. Ten motion-based metrics were used to assess their performance. Construct validation of the EVA has been obtained for seven motion-based metrics. Concurrent validation revealed that there is a strong correlation between the results obtained by EVA and the TrEndo for metrics, such as path length (ρ = 0.97), average speed (ρ = 0.94), or economy of volume (ρ = 0.85), proving the viability of EVA. EVA has been successfully validated in a box trainer setup, showing the potential of endoscopic video analysis to assess laparoscopic psychomotor skills. The results encourage further implementation of video tracking in training setups and image-guided surgery.
Andrew, Rex K.; Stewart, Brent K.; Langer, Steven G.; Stegbauer, Keith C.
We present a wavelet-based video codec based on a 3D wavelet transformer, a uniform quantizer/dequantizer and an arithmetic encoder/decoder. The wavelet transformer uses biorthogonal Antonini wavelets in the two spatial dimensions and Haar wavelets in the time dimensions. Multiple levels of decomposition are supported. The codec has been applied to pre-scan-converted ultrasound image data and does not produce the type of blocking artifacts that occur in MPEG- compressed video. The PSNR at a given compression rate increases with the number of levels of decomposition: for our data at 50:1 compression, the PSNR increases from 18.4 dB at one level to 24.0 dB at four levels of decomposition. Our 3D wavelet-based video codec provides the high compression rates required to transmit diagnostic ultrasound video over existing low bandwidth links without introducing the blocking artifacts which have been demonstrated to diminish clinical utility.
Prediger, Susanne; Erath, Kirstin
How do students learn to explain? We take this exemplary research question for presenting two antagonist traditions in German mathematics education research and their synthesis in an ongoing video study. These two traditions are (1) the German Didaktik approach that can be characterized by its epistemologically sensitive analyses and…
Anderson-Inman, Lynne; Terrazas-Arellanes, Fatima E.
Expanded captions are designed to enhance the educational value by linking unfamiliar words to one of three types of information: vocabulary definitions, labeled illustrations, or concept maps. This study investigated the effects of expanded captions versus standard captions on the comprehension of educational video materials on DVD by secondary…
Nightingale, James; Wang, Qi; Grecos, Christos
The rapid growth in the use of video streaming over IP networks has outstripped the rate at which new network infrastructure has been deployed. These bandwidth-hungry applications now comprise a significant part of all Internet traffic and present major challenges for network service providers. The situation is more acute in mobile networks where the available bandwidth is often limited. Work towards the standardisation of High Efficiency Video Coding (HEVC), the next generation video coding scheme, is currently on track for completion in 2013. HEVC offers the prospect of a 50% improvement in compression over the current H.264 Advanced Video Coding standard (H.264/AVC) for the same quality. However, there has been very little published research on HEVC streaming or the challenges of delivering HEVC streams in resource-constrained network environments. In this paper we consider the problem of adapting an HEVC encoded video stream to meet the bandwidth limitation in a mobile networks environment. Video sequences were encoded using the Test Model under Consideration (TMuC HM6) for HEVC. Network abstraction layers (NAL) units were packetized, on a one NAL unit per RTP packet basis, and transmitted over a realistic hybrid wired/wireless testbed configured with dynamically changing network path conditions and multiple independent network paths from the streamer to the client. Two different schemes for the prioritisation of RTP packets, based on the NAL units they contain, have been implemented and empirically compared using a range of video sequences, encoder configurations, bandwidths and network topologies. In the first prioritisation method the importance of an RTP packet was determined by the type of picture and the temporal switching point information carried in the NAL unit header. Packets containing parameter set NAL units and video coding layer (VCL) NAL units of the instantaneous decoder refresh (IDR) and the clean random access (CRA) pictures were given the