WorldWideScience

Sample records for video content representation

  1. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  2. Video Content Foraging

    NARCIS (Netherlands)

    van Houten, Ynze; Schuurman, Jan Gerrit; Verhagen, Pleunes Willem; Enser, Peter; Kompatsiaris, Yiannis; O’Connor, Noel E.; Smeaton, Alan F.; Smeulders, Arnold W.M.

    2004-01-01

    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

  3. Content-based image and video compression

    Science.gov (United States)

    Du, Xun; Li, Honglin; Ahalt, Stanley C.

    2002-08-01

    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.

  4. Video databases: automatic retrieval based on content.

    Science.gov (United States)

    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.

  5. Video quality assessment for web content mirroring

    Science.gov (United States)

    He, Ye; Fei, Kevin; Fernandez, Gustavo A.; Delp, Edward J.

    2014-03-01

    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.

  6. Music Videos: On Reality and Representation.

    Science.gov (United States)

    Tee, Ernie

    Music videos from the past few years have become a prominent phenomenon in our culture. They are critically compared by a small or large section of the public with the structures of, and relations within, social reality. These videos are considered to portray real situations that are, according to the standards of western culture, severely…

  7. Representational content and the reciprocal interplay of agent and environment

    NARCIS (Netherlands)

    Bosse, T.; Jonker, C.M.; Treur, J.

    Declarative modelling approaches in principle assume a notion of representation or representational content for the modelling concepts. The notion of representational content as discussed in literature in cognitive science and philosophy of mind shows complications as soon as agent and

  8. Video Primal Sketch: A Unified Middle-Level Representation for Video

    OpenAIRE

    Han, Zhi; Xu, Zongben; Zhu, Song-Chun

    2015-01-01

    This paper presents a middle-level video representation named Video Primal Sketch (VPS), which integrates two regimes of models: i) sparse coding model using static or moving primitives to explicitly represent moving corners, lines, feature points, etc., ii) FRAME /MRF model reproducing feature statistics extracted from input video to implicitly represent textured motion, such as water and fire. The feature statistics include histograms of spatio-temporal filters and velocity distributions. T...

  9. Representation of opponents in first-person shooter video games

    OpenAIRE

    Štěpánek, Adam

    2015-01-01

    Work focuses on representation of opponents in first-person shooter video games. It aims to discover tools, which developers of video games use to choose specific enemies for their games and in which way they present them. First-person shooters are used for this purposes because players have closest visual contact with opponents in this genre. The aim of this work is to describe most typical opponents in video games and to find out why this exact enemies are usualyy the most portrayed. Specia...

  10. Evolution-based Virtual Content Insertion with Visually Virtual Interactions in Videos

    Science.gov (United States)

    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.

  11. Game over: Asian Americans and video game representation [symposium

    OpenAIRE

    Thien-bao Thuc Phi

    2009-01-01

    Even video games by Asian creators tend to depict primarily white characters or reference Asian stereotypes such as kung fu fighters or yakuza thugs. Games depicting the Vietnam war are particularly troubling for Asian players expected to identify with white characters. As the game industry continues to expand, its representation of Asians and Asian Americans must change.

  12. Game over: Asian Americans and video game representation [symposium

    Directory of Open Access Journals (Sweden)

    Thien-bao Thuc Phi

    2009-03-01

    Full Text Available Even video games by Asian creators tend to depict primarily white characters or reference Asian stereotypes such as kung fu fighters or yakuza thugs. Games depicting the Vietnam war are particularly troubling for Asian players expected to identify with white characters. As the game industry continues to expand, its representation of Asians and Asian Americans must change.

  13. Contagious Content: Viral Video Ads Identification of Content Characteristics that Help Online Video Advertisements Go Viral

    Directory of Open Access Journals (Sweden)

    Yentl Knossenburg

    2016-12-01

    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.  

  14. Feature representation and compression for content-based retrieval

    Science.gov (United States)

    Xie, Hua; Ortega, Antonio

    2000-12-01

    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.

  15. Representations of content: psychological foundations and didactical background

    Directory of Open Access Journals (Sweden)

    Tomáš Janko

    2012-03-01

    Full Text Available This theoretical study concerns the issue of representations. Representation is a concept used when analysing and explaining human perception, cognition, communication, and learning. Firstly, we introduce the psychological foundations of the concept. Secondly, we clarify the concept of representations and its division in cognitive psychology. We define two basic forms of external representations - verbal and visual. In social psychology, the concept is used for explaining of how much individual cognition is determined by socio-cultural factors. Further, we mention the concept of representations that draws on the Theory of social representations (Moscovici and Vygotsky's ideas. The author seeks to develop a concept of representations usable in didactic discourse. The importance of representations for content-oriented didactics is clarified. We also define the levels on which a teacher reasons when using representations during instruction. Representations of curricular content, which are believed to play an important role when presenting the content to students, are also mentioned.

  16. Video Quality Prediction Models Based on Video Content Dynamics for H.264 Video over UMTS Networks

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

    Full Text Available The aim of this paper is to present video quality prediction models for objective non-intrusive, prediction of H.264 encoded video for all content types combining parameters both in the physical and application layer over Universal Mobile Telecommunication Systems (UMTS networks. In order to characterize the Quality of Service (QoS level, a learning model based on Adaptive Neural Fuzzy Inference System (ANFIS and a second model based on non-linear regression analysis is proposed to predict the video quality in terms of the Mean Opinion Score (MOS. The objective of the paper is two-fold. First, to find the impact of QoS parameters on end-to-end video quality for H.264 encoded video. Second, to develop learning models based on ANFIS and non-linear regression analysis to predict video quality over UMTS networks by considering the impact of radio link loss models. The loss models considered are 2-state Markov models. Both the models are trained with a combination of physical and application layer parameters and validated with unseen dataset. Preliminary results show that good prediction accuracy was obtained from both the models. The work should help in the development of a reference-free video prediction model and QoS control methods for video over UMTS networks.

  17. Cobra: A Content-Based Video Retrieval System

    NARCIS (Netherlands)

    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

  18. Ubiquitous picture-rich content representation

    Science.gov (United States)

    Wang, Wiley; Dean, Jennifer; Muzzolini, Russ

    2010-02-01

    The amount of digital images taken by the average consumer is consistently increasing. People enjoy the convenience of storing and sharing their pictures through online (digital) and offline (traditional) media. A set of pictures can be uploaded to: online photo services, web blogs and social network websites. Alternatively, these images can be used to generate: prints, cards, photo books or other photo products. Through uploading and sharing, images are easily transferred from one format to another. And often, a different set of associated content (text, tags) is created across formats. For example, on his web blog, a user may journal his experiences of his recent travel; on his social network website, his friends tag and comment on the pictures; in his online photo album, some pictures are titled and keyword-tagged. When the user wants to tell a complete story, perhaps in a photo book, he must collect, across all formats: the pictures, writings and comments, etc. and organize them in a book format. The user has to arrange the content of his trip in each format. The arrangement, the associations between the images, tags, keywords and text, cannot be shared with other formats. In this paper, we propose a system that allows the content to be easily created and shared across various digital media formats. We define a uniformed data association structure to connect: images, documents, comments, tags, keywords and other data. This content structure allows the user to switch representation formats without reediting. The framework under each format can emphasize (display or hide) content elements based on preference. For example, a slide show view will emphasize the display of pictures with limited text; a blog view will display highlighted images and journal text; and the photo book will try to fit in all images and text content. In this paper, we will discuss the strategy to associate pictures with text content, so that it can naturally tell a story. We will also list

  19. Is It Life or Is It Memorex? Video as a Representation of Reality

    Science.gov (United States)

    Troseth, Georgene L.

    2010-01-01

    This paper offers an overview of research on infants' early behavior toward televised images, followed by an account of the development of "representational competence" with video. Several aspects of representation are involved in young children's understanding and use of video. From a very young age, children form mental representations of the…

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

    Science.gov (United States)

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

    2003-09-01

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

  1. Virtual muscularity: a content analysis of male video game characters.

    Science.gov (United States)

    Martins, Nicole; Williams, Dmitri C; Ratan, Rabindra A; Harrison, Kristen

    2011-01-01

    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.

  2. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    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…

  3. Content-based management service for medical videos.

    Science.gov (United States)

    Mendi, Engin; Bayrak, Coskun; Cecen, Songul; Ermisoglu, Emre

    2013-01-01

    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.

  4. Content and ratings of mature-rated video games.

    Science.gov (United States)

    Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin

    2006-04-01

    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.

  5. Hardly that kind of girl? : on female representations in mainstream pop music videos

    OpenAIRE

    Hansen, Kai Arne

    2011-01-01

    Music video is a particularly powerful medium for showcasing pop artists, offering up a site where images and sounds come together to shape alluring representations. This thesis explores a selection of mainstream pop videos from a poststructuralist perspective, linking the representations of selected female artists to notions of gendered identity, sexuality, and ethnicity. As technological advancements open up new representational opportunities, current trends seem to showcase the female pop ...

  6. Highlight detection for video content analysis through double filters

    Science.gov (United States)

    Sun, Zhonghua; Chen, Hexin; Chen, Mianshu

    2005-07-01

    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.

  7. Content-adaptive pyramid representation for 3D object classification

    DEFF Research Database (Denmark)

    Kounalakis, Tsampikos; Boulgouris, Nikolaos; Triantafyllidis, Georgios

    2016-01-01

    In this paper we introduce a novel representation for the classification of 3D images. Unlike most current approaches, our representation is not based on a fixed pyramid but adapts to image content and uses image regions instead of rectangular pyramid scales. Image characteristics, such as depth...

  8. Using content models to build audio-video summaries

    Science.gov (United States)

    Saarela, Janne; Merialdo, Bernard

    1998-12-01

    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.

  9. Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content.

    Science.gov (United States)

    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).

  10. Arcade Video Games: Proxemic, Cognitive and Content Analyses.

    Science.gov (United States)

    Braun, Claude M. J.; Giroux, Josette

    1989-01-01

    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…

  11. A Gatekeeper Final Boss: An Analysis of MOGAI Representation in Video Games

    OpenAIRE

    Jared Talbert

    2016-01-01

    There have been MOGAI characters since near the beginning of video games, but their representation has been something of debate and controversy. This paper looks at not only the history of representing MOGAI characters, but the dynamics of how these populations are represented within video games, and analyses how players feel regarding this subject.

  12. A Gatekeeper Final Boss: An Analysis of MOGAI Representation in Video Games

    Directory of Open Access Journals (Sweden)

    Jared Talbert

    2016-07-01

    Full Text Available There have been MOGAI characters since near the beginning of video games, but their representation has been something of debate and controversy. This paper looks at not only the history of representing MOGAI characters, but the dynamics of how these populations are represented within video games, and analyses how players feel regarding this subject.

  13. Deriving video content type from HEVC bitstream semantics

    Science.gov (United States)

    Nightingale, James; Wang, Qi; Grecos, Christos; Goma, Sergio R.

    2014-05-01

    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

  14. Quality-aware Content Adaptation in Digital Video Streaming

    OpenAIRE

    Wilk, Stefan

    2016-01-01

    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...

  15. Individual differences shape the content of visual representations.

    Science.gov (United States)

    Reeder, Reshanne R

    2017-12-01

    Visually perceiving a stimulus activates a pictorial representation of that item in the brain, but how pictorial is the representation of a stimulus in the absence of visual stimulation? Here I address this question with a review of the literatures on visual imagery (VI), visual working memory (VWM), and visual preparatory templates, all of which require activating visual information in the absence of sensory stimulation. These processes have historically been studied separately, but I propose that they can provide complimentary evidence for the pictorial nature of their contents. One major challenge in studying the contents of visual representations is the discrepant findings concerning the extent of overlap (both cortical and behavioral) between externally and internally sourced visual representations. I argue that these discrepancies may in large part be due to individual differences in VI vividness and precision, the specific representative abilities required to perform a task, appropriateness of visual preparatory strategies, visual cortex anatomy, and level of expertise with a particular object category. Individual differences in visual representative abilities greatly impact task performance and may influence the likelihood of experiences such as intrusive VI and hallucinations, but research still predominantly focuses on uniformities in visual experience across individuals. In this paper I review the evidence for the pictorial content of visual representations activated for VI, VWM, and preparatory templates, and highlight the importance of accounting for various individual differences in conducting research on this topic. Copyright © 2016 Elsevier Ltd. All rights reserved.

  16. Automated processing of massive audio/video content using FFmpeg

    Directory of Open Access Journals (Sweden)

    Kia Siang Hock

    2014-01-01

    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.

  17. Content and ratings of teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    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

  18. A Joint Compression Scheme of Video Feature Descriptors and Visual Content.

    Science.gov (United States)

    Zhang, Xiang; Ma, Siwei; Wang, Shiqi; Zhang, Xinfeng; Sun, Huifang; Gao, Wen

    2017-02-01

    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.

  19. Video content analysis on body-worn cameras for retrospective investigation

    Science.gov (United States)

    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.

    2015-10-01

    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.

  20. Content-Aware Video Adaptation under Low-Bitrate Constraint

    Directory of Open Access Journals (Sweden)

    Hsiao Ming-Ho

    2007-01-01

    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.

  1. Obtaining video descriptors for a content-based video information system

    Science.gov (United States)

    Bescos, Jesus; Martinez, Jose M.; Cabrera, Julian M.; Cisneros, Guillermo

    1998-09-01

    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.

  2. Content validation of an interprofessional learning video peer assessment tool.

    Science.gov (United States)

    Nisbet, Gillian; Jorm, Christine; Roberts, Chris; Gordon, Christopher J; Chen, Timothy F

    2017-12-16

    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.

  3. Reading while Watching Video: The Effect of Video Content on Reading Comprehension and Media Multitasking Ability

    Science.gov (United States)

    Lin, Lin; Lee, Jennifer; Robertson, Tip

    2011-01-01

    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…

  4. Content-Adaptive Sketch Portrait Generation by Decompositional Representation Learning.

    Science.gov (United States)

    Zhang, Dongyu; Lin, Liang; Chen, Tianshui; Wu, Xian; Tan, Wenwei; Izquierdo, Ebroul

    2017-01-01

    Sketch portrait generation benefits a wide range of applications such as digital entertainment and law enforcement. Although plenty of efforts have been dedicated to this task, several issues still remain unsolved for generating vivid and detail-preserving personal sketch portraits. For example, quite a few artifacts may exist in synthesizing hairpins and glasses, and textural details may be lost in the regions of hair or mustache. Moreover, the generalization ability of current systems is somewhat limited since they usually require elaborately collecting a dictionary of examples or carefully tuning features/components. In this paper, we present a novel representation learning framework that generates an end-to-end photo-sketch mapping through structure and texture decomposition. In the training stage, we first decompose the input face photo into different components according to their representational contents (i.e., structural and textural parts) by using a pre-trained convolutional neural network (CNN). Then, we utilize a branched fully CNN for learning structural and textural representations, respectively. In addition, we design a sorted matching mean square error metric to measure texture patterns in the loss function. In the stage of sketch rendering, our approach automatically generates structural and textural representations for the input photo and produces the final result via a probabilistic fusion scheme. Extensive experiments on several challenging benchmarks suggest that our approach outperforms example-based synthesis algorithms in terms of both perceptual and objective metrics. In addition, the proposed method also has better generalization ability across data set without additional training.

  5. Representational contents of domestic violence against women among nursing students

    Directory of Open Access Journals (Sweden)

    Camila Daiane Silva

    2016-12-01

    Full Text Available This study aimed to analyze the representational contents of domestic violence against women among nursing students. This is a qualitative research, based on the Theory of Social Representations. We collected the data from August to November/2014 by semi-structured interviews, analyzed by software. Thirty-three students participated, 16 from the initial grades and 17 from the final grades. We identified two categories: representational content acquired in the pre-university and university years. The initial grades listed high school, cases with family members and colleagues. Among the final grades, knowledge was acquired during academic weeks, research groups, practical activities, and internships. The knowledge of common sense is constant, especially between the students of initial grades and the reified, between the final series. The actions of the future professional life can base on personal experiences, reified common sense knowledge, and practical knowledge generated during graduation. It highlights the impact on training to provide assistance to women/persons in situations of violence.

  6. A Video Browsing Tool for Content Management in Postproduction

    Directory of Open Access Journals (Sweden)

    Werner Bailer

    2010-01-01

    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.

  7. Techniques for creating video content for radiology education.

    Science.gov (United States)

    Menashe, Sarah; Otjen, Jeffrey; Thapa, Mahesh M

    2014-01-01

    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.

  8. Appropriation, Parody, Gender Play, and Self-Representation in Preadolescents' Digital Video Production

    Science.gov (United States)

    Ivashkevich, Olga; Shoppell, Samantha

    2013-01-01

    The authors discuss their participant observation study with the 10-year-old boy and 8-year-old girl who collaborated on making digital videos at home. Major themes that emerged from this research include appropriation of popular culture texts, parody, gender play, and managing self-representations. These themes highlight the benefits of video…

  9. Playing with Representations: How Do Kids Make Use of Quantitative Representations in Video Games?

    Science.gov (United States)

    Satwicz, Tom; Stevens, Reed

    2008-01-01

    This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…

  10. Trends In Academic Content for Mobile Devices [video

    Directory of Open Access Journals (Sweden)

    Dan D'Agostino

    2012-06-01

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

  11. Audio scene segmentation for video with generic content

    Science.gov (United States)

    Niu, Feng; Goela, Naveen; Divakaran, Ajay; Abdel-Mottaleb, Mohamed

    2008-01-01

    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.

  12. Newton’s Cradle Experiment Using Video Tracking Analysis with Multiple Representation Approach

    Science.gov (United States)

    Anissofira, A.; Latief, F. D. E.; Kholida, L.; Sinaga, P.

    2017-09-01

    This paper reports a Physics lesson using video tracking analysis applied in Newton’s Cradle experiment to train student’s multiple representation skill. This study involved 30 science high school students from class XI. In this case, Tracker software was used to verify energy conservation law, with help from data result such as graphs and tables. Newton’s Cradle is commonly used to demonstrate the law of energy and momentum conservation. It consists of swinging spherical bobs which transfers energy from one to another by means of elastic collisions. From the video analysis, it is found that there is a difference in the velocity of the two bobs of opposite ends. Furthermore, investigation of what might cause it to happen can be done by observing and analysing the recorded video. This paper discusses students’ response and teacher’s reflection after using Tracker video analysis software in the Physics lesson. Since Tracker has the ability to provide us with multiple means of data representation way, we conclude that this method could be a good alternative solution and might also be considered better than performing a hands-on experiment activity in which not every school have suitable laboratory equipment.

  13. Automatic Representation and Segmentation of Video Sequences via a Novel Framework Based on the nD-EVM and Kohonen Networks

    Directory of Open Access Journals (Sweden)

    José-Yovany Luis-García

    2016-01-01

    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.

  14. Tracking and recognition face in videos with incremental local sparse representation model

    Science.gov (United States)

    Wang, Chao; Wang, Yunhong; Zhang, Zhaoxiang

    2013-10-01

    This paper addresses the problem of tracking and recognizing faces via incremental local sparse representation. First a robust face tracking algorithm is proposed via employing local sparse appearance and covariance pooling method. In the following face recognition stage, with the employment of a novel template update strategy, which combines incremental subspace learning, our recognition algorithm adapts the template to appearance changes and reduces the influence of occlusion and illumination variation. This leads to a robust video-based face tracking and recognition with desirable performance. In the experiments, we test the quality of face recognition in real-world noisy videos on YouTube database, which includes 47 celebrities. Our proposed method produces a high face recognition rate at 95% of all videos. The proposed face tracking and recognition algorithms are also tested on a set of noisy videos under heavy occlusion and illumination variation. The tracking results on challenging benchmark videos demonstrate that the proposed tracking algorithm performs favorably against several state-of-the-art methods. In the case of the challenging dataset in which faces undergo occlusion and illumination variation, and tracking and recognition experiments under significant pose variation on the University of California, San Diego (Honda/UCSD) database, our proposed method also consistently demonstrates a high recognition rate.

  15. Video retargeting for stereoscopic content under 3D viewing constraints

    Science.gov (United States)

    Chamaret, C.; Boisson, G.; Chevance, C.

    2012-03-01

    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.

  16. Study of the effects of video content on quality of experience

    Science.gov (United States)

    Paudyal, Pradip; Battisti, Federica; Carli, Marco

    2015-01-01

    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.

  17. Alcohol, tobacco and illicit substances in music videos: a content analysis of prevalence and genre.

    Science.gov (United States)

    Gruber, Enid L; Thau, Helaine M; Hill, Douglas L; Fisher, Deborah A; Grube, Joel W

    2005-07-01

    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.

  18. An Automatic Multimedia Content Summarization System for Video Recommendation

    Science.gov (United States)

    Yang, Jie Chi; Huang, Yi Ting; Tsai, Chi Cheng; Chung, Ching I.; Wu, Yu Chieh

    2009-01-01

    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…

  19. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos.

    Science.gov (United States)

    Huang, Jidong; Kornfield, Rachel; Emery, Sherry L

    2016-03-18

    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

  20. Automatic Annotation of Formula 1 Races for Content-Based Video Retrieval

    NARCIS (Netherlands)

    Mihajlovic, V.; Petkovic, M.

    2001-01-01

    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

  1. Celebrity over science? An analysis of Lyme disease video content on YouTube.

    Science.gov (United States)

    Yiannakoulias, N; Tooby, R; Sturrock, S L

    2017-10-01

    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.

  2. Online sparse representation for remote sensing compressed-sensed video sampling

    Science.gov (United States)

    Wang, Jie; Liu, Kun; Li, Sheng-liang; Zhang, Li

    2014-11-01

    Most recently, an emerging Compressed Sensing (CS) theory has brought a major breakthrough for data acquisition and recovery. It asserts that a signal, which is highly compressible in a known basis, can be reconstructed with high probability through sampling frequency which is well below Nyquist Sampling Frequency. When applying CS to Remote Sensing (RS) Video imaging, it can directly and efficiently acquire compressed image data by randomly projecting original data to obtain linear and non-adaptive measurements. In this paper, with the help of distributed video coding scheme which is a low-complexity technique for resource limited sensors, the frames of a RS video sequence are divided into Key frames (K frames) and Non-Key frames (CS frames). In other words, the input video sequence consists of many groups of pictures (GOPs) and each GOP consists of one K frame followed by several CS frames. Both of them are measured based on block, but at different sampling rates. In this way, the major encoding computation burden will be shifted to the decoder. At the decoder, the Side Information (SI) is generated for the CS frames using traditional Motion-Compensated Interpolation (MCI) technique according to the reconstructed key frames. The over-complete dictionary is trained by dictionary learning methods based on SI. These learning methods include ICA-like, PCA, K-SVD, MOD, etc. Using these dictionaries, the CS frames could be reconstructed according to sparse-land model. In the numerical experiments, the reconstruction performance of ICA algorithm, which is often evaluated by Peak Signal-to-Noise Ratio (PSNR), has been made compared with other online sparse representation algorithms. The simulation results show its advantages in reducing reconstruction time and robustness in reconstruction performance when applying ICA algorithm to remote sensing video reconstruction.

  3. Fall Detection for Elderly from Partially Observed Depth-Map Video Sequences Based on View-Invariant Human Activity Representation

    Directory of Open Access Journals (Sweden)

    Rami Alazrai

    2017-03-01

    Full Text Available This paper presents a new approach for fall detection from partially-observed depth-map video sequences. The proposed approach utilizes the 3D skeletal joint positions obtained from the Microsoft Kinect sensor to build a view-invariant descriptor for human activity representation, called the motion-pose geometric descriptor (MPGD. Furthermore, we have developed a histogram-based representation (HBR based on the MPGD to construct a length-independent representation of the observed video subsequences. Using the constructed HBR, we formulate the fall detection problem as a posterior-maximization problem in which the posteriori probability for each observed video subsequence is estimated using a multi-class SVM (support vector machine classifier. Then, we combine the computed posteriori probabilities from all of the observed subsequences to obtain an overall class posteriori probability of the entire partially-observed depth-map video sequence. To evaluate the performance of the proposed approach, we have utilized the Kinect sensor to record a dataset of depth-map video sequences that simulates four fall-related activities of elderly people, including: walking, sitting, falling form standing and falling from sitting. Then, using the collected dataset, we have developed three evaluation scenarios based on the number of unobserved video subsequences in the testing videos, including: fully-observed video sequence scenario, single unobserved video subsequence of random lengths scenarios and two unobserved video subsequences of random lengths scenarios. Experimental results show that the proposed approach achieved an average recognition accuracy of 93 . 6 % , 77 . 6 % and 65 . 1 % , in recognizing the activities during the first, second and third evaluation scenario, respectively. These results demonstrate the feasibility of the proposed approach to detect falls from partially-observed videos.

  4. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos

    Science.gov (United States)

    2016-01-01

    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

  5. Tobacco Content in Video Games: Categorization of Tobacco Typologies and Gamer Recall.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2017-11-15

    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

  6. Content Area Vocabulary Videos in Multiple Contexts: A Pedagogical Tool

    Science.gov (United States)

    Webb, C. Lorraine; Kapavik, Robin Robinson

    2015-01-01

    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?…

  7. Representations of modality-general valence for videos and music derived from fMRI data.

    Science.gov (United States)

    Kim, Jongwan; Shinkareva, Svetlana V; Wedell, Douglas H

    2017-03-01

    This study tested for neural representations of valence that are shared across visual and auditory modalities referred to as modality-general representations. On a given trial participants made either affective or semantic judgments of short silent videos or music samples. For each modality valence was manipulated at three levels, positive, neutral, and negative, while controlling for the level of arousal. Whole-brain crossmodal identification of affect indicated the presence of modality-general valence representations that distinguished 1) positive from negative trials (signed valence) and 2) valenced from non-valenced trials (unsigned valence). These results generalized across the two tasks. Brain regions that were sensitive to valence states in the same way for both modalities were identified by searchlight analysis of fMRI data by comparing the correlation of voxel responses to the same and different valence conditions across the two modalities. These analyses identified seven clusters that distinguished signed valence, unsigned valence or both. Signed valence was represented in the precuneus, unsigned valence in the bilateral medial prefrontal cortex, superior temporal sulcus (STS)/postcentral, and middle frontal gyrus (MFG) and both types were represented in the STS/MFG and thalamus. These results support the idea that modality general valence is represented in a network of several locations throughout the brain. Copyright © 2017 Elsevier Inc. All rights reserved.

  8. The most widely viewed YouTube videos with content related to multivitamins

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2016-10-01

    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.

  9. Content Analysis of Science Teacher Representations in Google Images

    Science.gov (United States)

    Bergman, Daniel

    2017-01-01

    Teacher images can impact numerous perceptions in educational settings, as well as through popular media. The portrayal of effective science teaching is especially challenging to specify, given the complex nature of science inquiry and other standards-based practices. The present study examined the litany of representations of science teachers…

  10. The homological content of the Jones representations at $q = -1$

    DEFF Research Database (Denmark)

    Egsgaard, Jens Kristian; Fuglede Jørgensen, Søren

    We generalize a discovery of Kasahara and show that the Jones representations of braid groups, when evaluated at $q = -1$, are related to the action on homology of a branched double cover of the underlying punctured disk. As an application, we prove for a large family of pseudo-Anosov mapping cla...

  11. Revisiting video game ratings: Shift from content-centric to parent-centric approach

    Directory of Open Access Journals (Sweden)

    Jiow Hee Jhee

    2017-01-01

    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.

  12. Query-by-Emoji Video Search

    NARCIS (Netherlands)

    Cappallo, S.; Mensink, T.; Snoek, C.G.M.

    2015-01-01

    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

  13. Age and violent-content labels make video games forbidden fruits for youth

    NARCIS (Netherlands)

    Nije Bijvank, M.; Konijn, E.A.; Bushman, B.J.; Roelofsma, P.H.M.P.

    2009-01-01

    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

  14. Conceptual Understanding and Representation Quality through Multi-representation Learning on Newton Law Content

    Directory of Open Access Journals (Sweden)

    Suci Furwati

    2017-08-01

    Full Text Available Abstract: Students who have good conceptual acquisition will be able to represent the concept by using multi representation. This study aims to determine the improvement of students' understanding of the concept of Newton's Law material, and the quality of representation used in solving problems on Newton's Law material. The results showed that the concept acquisition of students increased from the average of 35.32 to 78.97 with an effect size of 2.66 (strong and N-gain of 0.68 (medium. The quality of each type of student representation also increased from level 1 and level 2 up to level 3. Key Words: concept aquisition, represetation quality, multi representation learning, Newton’s Law Abstrak: Siswa yang memiliki penguasaan konsep yang baik akan mampu merepresentasikan konsep dengan menggunakan multi representasi. Penelitian ini bertujuan untuk mengetahui peningkatan pemahaman konsep siswa SMP pada materi Hukum Newton, dan kualitas representasi yang digunakan dalam menyelesaikan masalah pada materi Hukum Newton. Hasil penelitian menunjukkan bahwa penguasaan konsep siswa meningkat dari rata-rata 35,32 menjadi 78,97 dengan effect size sebesar 2,66 (kuat dan N-gain sebesar 0,68 (sedang. Kualitas tiap jenis representasi siswa juga mengalami peningkatan dari level 1 dan level 2 naik menjadi level 3. Kata kunci: hukum Newton, kualitas representasi, pemahaman konsep, pembelajaran multi representasi

  15. Making it Real: Faculty Collaboration to Create Video Content

    Directory of Open Access Journals (Sweden)

    Claudia Jennifer Dold

    2012-04-01

    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.

  16. Learning with Technology: Video Modeling with Concrete-Representational-Abstract Sequencing for Students with Autism Spectrum Disorder

    Science.gov (United States)

    Yakubova, Gulnoza; Hughes, Elizabeth M.; Shinaberry, Megan

    2016-01-01

    The purpose of this study was to determine the effectiveness of a video modeling intervention with concrete-representational-abstract instructional sequence in teaching mathematics concepts to students with autism spectrum disorder (ASD). A multiple baseline across skills design of single-case experimental methodology was used to determine the…

  17. Sources and content of popular online videos about autism spectrum disorders.

    Science.gov (United States)

    Kollia, Betty; Kamowski-Shakibai, Margaret T; Basch, Corey H; Clark, Ashley

    2017-01-01

    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.

  18. Alzheimer's Disease in Social Media: Content Analysis of YouTube Videos.

    Science.gov (United States)

    Tang, Weizhou; Olscamp, Kate; Choi, Seul Ki; Friedman, Daniela B

    2017-10-19

    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

  19. Perceptual quality of 4K-resolution video content compared to HD

    OpenAIRE

    Van Wallendael, Glenn; Coppens, Paulien; Paridaens, Tom; Van Kets, Niels; Van den Broeck, Wendy; Lambert, Peter

    2016-01-01

    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...

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

    OpenAIRE

    Bouaziz, Baseem; Zlitni, Tarek; Walid MAHDI

    2013-01-01

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

  1. Enhancing Secondary Science Content Accessibility with Video Games

    Science.gov (United States)

    Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin

    2014-01-01

    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…

  2. Lyme Disease and YouTubeTM: A Cross-Sectional Study of Video Contents.

    Science.gov (United States)

    Basch, Corey H; Mullican, Lindsay A; Boone, Kwanza D; Yin, Jingjing; Berdnik, Alyssa; Eremeeva, Marina E; Fung, Isaac Chun-Hai

    2017-08-01

    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.

  3. Youth access, creation, and content of smokeless tobacco ("dip") videos in social media.

    Science.gov (United States)

    Seidenberg, Andrew B; Rodgers, Elizabeth J; Rees, Vaughan W; Connolly, Gregory N

    2012-04-01

    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 © 2012 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  4. Zika Virus on YouTube: An Analysis of English-language Video Content by Source

    Directory of Open Access Journals (Sweden)

    Corey H. Basch

    2017-03-01

    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.

  5. Zika Virus on YouTube: An Analysis of English-language Video Content by Source.

    Science.gov (United States)

    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

    2017-03-01

    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.

  6. Classification of dual language audio-visual content: Introduction to the VideoCLEF 2008 pilot benchmark evaluation task

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.J.F.; Köhler, J.; Larson, M.; de Jong, F.M.G.; Kraaij, W.; Ordelman, R.J.F.

    2008-01-01

    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

  7. Content-Adaptive Packetization and Streaming of Wavelet Video over IP Networks

    Directory of Open Access Journals (Sweden)

    Chien-Peng Ho

    2007-03-01

    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.

  8. Content-Adaptive Packetization and Streaming of Wavelet Video over IP Networks

    Directory of Open Access Journals (Sweden)

    Ho Chien-Peng

    2007-01-01

    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.

  9. 16 CFR 315.7 - Content of advertisements and other representations.

    Science.gov (United States)

    2010-01-01

    ... 16 Commercial Practices 1 2010-01-01 2010-01-01 false Content of advertisements and other... OF CONGRESS CONTACT LENS RULE § 315.7 Content of advertisements and other representations. Any person... contact lenses may not represent, by advertisement, sales presentation, or otherwise, that contact lenses...

  10. Overview of VideoCLEF 2008: Automatic Generation of Topic-based Feeds for Dual Language Audio-Visual Content

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.J.F.

    2009-01-01

    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

  11. Overview of VideoCLEF 2008: Automatic generation of topic-based feeds for dual language audio-visual content

    NARCIS (Netherlands)

    Larson, M.; Newman, E.; Jones, G.

    2008-01-01

    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

  12. Adolescents' exposure to tobacco and alcohol content in YouTube music videos.

    Science.gov (United States)

    Cranwell, Jo; Murray, Rachael; Lewis, Sarah; Leonardi-Bee, Jo; Dockrell, Martin; Britton, John

    2015-04-01

    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.

  13. A Content Analysis on the Representation of Syrian Asylum Seekers in the Turkish Press

    Directory of Open Access Journals (Sweden)

    Müzeyyen Pandır

    2015-11-01

    Full Text Available This article is a content analysis of the representation of Syrian asylum seekers in the Turkish press. The research sample includes news reports, columns and visuals published in 2014 in five national newspapers with the highest circulation figures (“Hürriyet”, “Sabah”, “Posta”, “Sözcü”, “Zaman”. The article is part of a larger research project, which is funded by TÜBİTAK, investigating the representation of Syrian asylum seekers between 2011 and 2015 in Turkish newspapers. Analysing news texts and columns is widely held in research projects. However, conducting a visual analysis on news photographs is usually overlooked. This study investigates news texts and news photographs together. The study shows that the coverage of Syrian asylum seekers has usually a positive or neutral content. However, the results also point out the ambivalence in the representations of asylum seekers. The representations of Syrian asylum seekers portray these individuals mostly as “poor” people “in need of help” as well as “threats” for social security. These frequently repeated representations and ambivalence show that the representation of Syrian asylum seekers in Turkish newspapers reproduces the stereotypical representation of asylum seekers as defined in international studies.

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

    NARCIS (Netherlands)

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

    2014-01-01

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

  15. The Impact of Rock Videos and Music with Suicidal Content on Thoughts and Attitudes about Suicide.

    Science.gov (United States)

    Rustad, Robin A.; Small, Jacob E.; Jobes, David A.; Safer, Martin A.; Peterson, Rebecca J.

    2003-01-01

    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)

  16. Gaussian Process Regression-Based Video Anomaly Detection and Localization With Hierarchical Feature Representation.

    Science.gov (United States)

    Cheng, Kai-Wen; Chen, Yie-Tarng; Fang, Wen-Hsien

    2015-12-01

    This paper presents a hierarchical framework for detecting local and global anomalies via hierarchical feature representation and Gaussian process regression (GPR) which is fully non-parametric and robust to the noisy training data, and supports sparse features. While most research on anomaly detection has focused more on detecting local anomalies, we are more interested in global anomalies that involve multiple normal events interacting in an unusual manner, such as car accidents. To simultaneously detect local and global anomalies, we cast the extraction of normal interactions from the training videos as a problem of finding the frequent geometric relations of the nearby sparse spatio-temporal interest points (STIPs). A codebook of interaction templates is then constructed and modeled using the GPR, based on which a novel inference method for computing the likelihood of an observed interaction is also developed. Thereafter, these local likelihood scores are integrated into globally consistent anomaly masks, from which anomalies can be succinctly identified. To the best of our knowledge, it is the first time GPR is employed to model the relationship of the nearby STIPs for anomaly detection. Simulations based on four widespread datasets show that the new method outperforms the main state-of-the-art methods with lower computational burden.

  17. Tracking of Moving Objects in Video Through Invariant Features in Their Graph Representation

    Directory of Open Access Journals (Sweden)

    Averbuch A

    2008-01-01

    Full Text Available Abstract The paper suggests a contour-based algorithm for tracking moving objects in video. The inputs are segmented moving objects. Each segmented frame is transformed into region adjacency graphs (RAGs. The object's contour is divided into subcurves. Contour's junctions are derived. These junctions are the unique “signature� of the tracked object. Junctions from two consecutive frames are matched. The junctions' motion is estimated using RAG edges in consecutive frames. Each pair of matched junctions may be connected by several paths (edges that become candidates that represent a tracked contour. These paths are obtained by the -shortest paths algorithm between two nodes. The RAG is transformed into a weighted directed graph. The final tracked contour construction is derived by a match between edges (subcurves and candidate paths sets. The RAG constructs the tracked contour that enables an accurate and unique moving object representation. The algorithm tracks multiple objects, partially covered (occluded objects, compounded object of merge/split such as players in a soccer game and tracking in a crowded area for surveillance applications. We assume that features of topologic signature of the tracked object stay invariant in two consecutive frames. The algorithm's complexity depends on RAG's edges and not on the image's size.

  18. Exploring the representation of health in videogames: a content analysis.

    Science.gov (United States)

    Brooksby, Alan

    2008-12-01

    Early qualitative work has suggested that videogame players see the concept of health as an important part of the gaming interface, but the way health is shown in games is commonly considered to be simplistic. The aim of this study is to explore further ways in which the concept of health is represented in videogames beyond its most common usage in the interface. Ten videogames were analyzed for content in mobility, ability, psychology, social, and pain dimensions by coding 15 minutes of videotaped play. Pain was the category that was overwhelmingly represented in this sample, with the social category the second most common. Further work is needed to explore the impact on play experience.

  19. Performance of MPEG-7 spectral basis representations for retrieval of home video abstract

    Science.gov (United States)

    Kim, Hyoung-Gook; Sikora, Thomas

    2003-12-01

    In this paper, we present a classification and retrieval technique targeted for retrieval of home video abstract using dimension-reduced, decorrelated spectral features of audio content. The feature extraction based on MPEG-7 descriptors consists of three main stages: Normalized Audio Spectrum Envelope (NASE), basis decomposition algorithm and basis projection, obtained by multiplying the NASE with a set of extracted basis functions. A classifier based on continuous hidden Markov models is applied. For retrieval with accurate performance the system consists of a two-level hierarchy method using speech recognition and sound classification. For the measure of the performance we compare the classification results of MPEG-7 standardized features vs. Mel-scale Frequency Cepstrum Coefficients (MFCC). Results show that the MFCC features yield better performance compared to MPEG-7 features.

  20. Blind summarization: content-adaptive video summarization using time-series analysis

    Science.gov (United States)

    Divakaran, Ajay; Radhakrishnan, Regunathan; Peker, Kadir A.

    2006-01-01

    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.

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

    Science.gov (United States)

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

    2013-01-01

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

  2. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

    OpenAIRE

    Near, Christopher E.

    2012-01-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games...

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

    OpenAIRE

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

    2014-01-01

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

  4. Age and violent-content labels make video games forbidden fruits for youth.

    Science.gov (United States)

    Bijvank, Marije Nije; Konijn, Elly A; Bushman, Brad J; Roelofsma, Peter H M P

    2009-03-01

    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.

  5. Sexual content in video games: an analysis of the Entertainment Software Rating Board classification from 1994 to 2013.

    Science.gov (United States)

    Vidaña-Pérez, Dèsirée; Braverman-Bronstein, Ariela; Basto-Abreu, Ana; Barrientos-Gutierrez, Inti; Hilscher, Rainer; Barrientos-Gutierrez, Tonatiuh

    2018-01-11

    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.

  6. Content-Aware Scalability-Type Selection for Rate Adaptation of Scalable Video

    Directory of Open Access Journals (Sweden)

    Tekalp A Murat

    2007-01-01

    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.

  7. Know your data: understanding implicit usage versus explicit action in video content classification

    Science.gov (United States)

    Yew, Jude; Shamma, David A.

    2011-02-01

    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.

  8. Roles of female video game characters and their impact on gender representation

    OpenAIRE

    Rajkowska, Paulina

    2014-01-01

    Due to immense popularity of video games the author investigates the presence of gender portrayal within them. The purpose of this study is to thoroughly analyse a general phenomenon, such as gender, within video games to develop a better understanding of its particularities in this form of media and to expand the general body of knowledge on video games as a research topic. As prior literature shows, gender within video games can be either defined by its biased and sexualized character or by...

  9. The Structure and Content of Social Representations of Lawyers, Psychologists and Journalists about Mentally Ill People

    Directory of Open Access Journals (Sweden)

    Yakushenko A.V.,

    2015-08-01

    Full Text Available We studied the structure and content of social representations of the mentally ill people among the various professional groups of young people. This study involved 60 people aged 20 to 30 years (50% of respondents were girls, 50% were boys, specializing in psychology, law and journalism. We used semi-structured interview, associative method with elements of ranking and emotional attitude, and drawing techniques. We tested the following hypotheses: 1 the social representations of the mentally ill people contain elements with negative valence in all investigated occupational groups of young people; 2 social representations of the mentally ill people are based on such constructs as "otherness"; treatment (hospital, pills, experts; disease (synonyms, names of diseases, symptoms; the attitude of society; 3 social representations of the mentally ill people of lawyers and journalists are simpler and more consistent than those of psychologists. These hypotheses were supported by the empirical results

  10. Developing elementary teachers' ability to design and implement multiple representations of science content

    Science.gov (United States)

    Sheehan, Cheryl D.

    The purpose of this study was to investigate the effects of science instruction emphasizing multiple representations of science principles on elementary teachers' science knowledge, on their knowledge of how to use multiple representations in their science teaching practice, and the integration of this knowledge into pedagogical content knowledge. The overarching goal was to contribute to the on-going national debate on teacher quality. The study was exploratory using a mixed method, qualitative and quantitative, pre-test/post-test design. Multiple forms of data were collected including copies of all the participants' work products, detailed field notes taken during observations of the classes, and audio taped class and small group discussions. Changes in the teachers' science content knowledge, their ability to use multiple representations of science principles, and their ability to assess the appropriateness of the representations for teaching were measured over a fifteen week period of instruction in elementary science methods. Shulman's construct, pedagogical content knowledge (PCK), provided the framework for the study. Changes in the teachers' PCK were analyzed using Anderson's Schema Theory and Paivio's Duel Coding Theory. Participants' increased their use of science content knowledge, their ability to represent science principles in alternative ways, and their ability to explain the relationship between the principles and the representations. Their beliefs about how young children learn science did not change. The study illuminated the complexity of pedagogical content knowledge and how intellectually challenging it is to provide practicing elementary teachers with the kinds of experiences necessary to develop basic pedagogical content knowledge for the teaching of science.

  11. Comparison of color representations for content-based image retrieval in dermatology

    NARCIS (Netherlands)

    Bosman, Hedde H.W.J.; Petkov, Nicolai; Jonkman, Marcel F.

    Background/purpose: We compare the effectiveness of 10 different color representations in a content-based image retrieval task for dermatology. Methods: As features, we use the average colors of healthy and lesion skin in an image. The extracted features are used to retrieve similar images from a

  12. Attitudes towards schizophrenia on YouTube: A content analysis of Finnish and Greek videos.

    Science.gov (United States)

    Athanasopoulou, Christina; Suni, Sanna; Hätönen, Heli; Apostolakis, Ioannis; Lionis, Christos; Välimäki, Maritta

    2016-01-01

    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.

  13. Student Thinking Processes While Constructing Graphic Representations of Textbook Content: What Insights Do Think-Alouds Provide?

    Science.gov (United States)

    Scott, D. Beth; Dreher, Mariam Jean

    2016-01-01

    This study examined the thinking processes students engage in while constructing graphic representations of textbook content. Twenty-eight students who either used graphic representations in a routine manner during social studies instruction or learned to construct graphic representations based on the rhetorical patterns used to organize textbook…

  14. Automating the construction of scene classifiers for content-based video retrieval

    NARCIS (Netherlands)

    Khan, L.; Israël, Menno; Petrushin, V.A.; van den Broek, Egon; van der Putten, Peter

    2004-01-01

    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

  15. Control and Innovation on Digital Platforms : the case of Netflix and streaming of video content

    OpenAIRE

    Vigeland, Eirik

    2012-01-01

    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...

  16. Adaptive Content Management for UGC Video Delivery in Mobile Internet Era

    Directory of Open Access Journals (Sweden)

    Qilin Fan

    2016-01-01

    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.

  17. The Effect of Content Representation Design Principles on Users' Intuitive Beliefs and Use of E-Learning Systems

    Science.gov (United States)

    Al-Samarraie, Hosam; Selim, Hassan; Zaqout, Fahed

    2016-01-01

    A model is proposed to assess the effect of different content representation design principles on learners' intuitive beliefs about using e-learning. We hypothesized that the impact of the representation of course contents is mediated by the design principles of alignment, quantity, clarity, simplicity, and affordance, which influence the…

  18. Automatic Synthesis of Background Music Track Data by Analysis of Video Contents

    Science.gov (United States)

    Modegi, Toshio

    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.

  19. Assessing the Content of YouTube Videos in Educating Patients Regarding Common Imaging Examinations.

    Science.gov (United States)

    Rosenkrantz, Andrew B; Won, Eugene; Doshi, Ankur M

    2016-12-01

    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.

  20. A content analysis of smoking fetish videos on YouTube: regulatory implications for tobacco control.

    Science.gov (United States)

    Kim, Kyongseok; Paek, Hye-Jin; Lynn, Jordan

    2010-03-01

    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.

  1. Axiological and educational analysis of video-games with violence contents

    Directory of Open Access Journals (Sweden)

    José Antonio ORTEGA CARRILLO

    2017-07-01

    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.

  2. Neural Representation of Working Memory Content Is Modulated by Visual Attentional Demand.

    Science.gov (United States)

    Kiyonaga, Anastasia; Dowd, Emma Wu; Egner, Tobias

    2017-12-01

    Recent theories assert that visual working memory (WM) relies on the same attentional resources and sensory substrates as visual attention to external stimuli. Behavioral studies have observed competitive tradeoffs between internal (i.e., WM) and external (i.e., visual) attentional demands, and neuroimaging studies have revealed representations of WM content as distributed patterns of activity within the same cortical regions engaged by perception of that content. Although a key function of WM is to protect memoranda from competing input, it remains unknown how neural representations of WM content are impacted by incoming sensory stimuli and concurrent attentional demands. Here, we investigated how neural evidence for WM information is affected when attention is occupied by visual search-at varying levels of difficulty-during the delay interval of a WM match-to-sample task. Behavioral and fMRI analyses suggested that WM maintenance was impacted by the difficulty of a concurrent visual task. Critically, multivariate classification analyses of category-specific ventral visual areas revealed a reduction in decodable WM-related information when attention was diverted to a visual search task, especially when the search was more difficult. This study suggests that the amount of available attention during WM maintenance influences the detection of sensory WM representations.

  3. BDVC (Bimodal Database of Violent Content): A database of violent audio and video

    Science.gov (United States)

    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

    2017-09-01

    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.

  4. Headless, hungry, and unhealthy: a video content analysis of obese persons portrayed in online news.

    Science.gov (United States)

    Puhl, Rebecca M; Peterson, Jamie Lee; DePierre, Jenny A; Luedicke, Joerg

    2013-01-01

    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.

  5. Organ donation on Web 2.0: content and audience analysis of organ donation videos on YouTube.

    Science.gov (United States)

    Tian, Yan

    2010-04-01

    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.

  6. Fast repurposing of high-resolution stereo video content for mobile use

    Science.gov (United States)

    Karaoglu, Ali; Lee, Bong Ho; Boev, Atanas; Cheong, Won-Sik; Gotchev, Atanas

    2012-06-01

    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.

  7. Cell type discovery and representation in the era of high-content single cell phenotyping.

    Science.gov (United States)

    Bakken, Trygve; Cowell, Lindsay; Aevermann, Brian D; Novotny, Mark; Hodge, Rebecca; Miller, Jeremy A; Lee, Alexandra; Chang, Ivan; McCorrison, Jamison; Pulendran, Bali; Qian, Yu; Schork, Nicholas J; Lasken, Roger S; Lein, Ed S; Scheuermann, Richard H

    2017-12-21

    A fundamental characteristic of multicellular organisms is the specialization of functional cell types through the process of differentiation. These specialized cell types not only characterize the normal functioning of different organs and tissues, they can also be used as cellular biomarkers of a variety of different disease states and therapeutic/vaccine responses. In order to serve as a reference for cell type representation, the Cell Ontology has been developed to provide a standard nomenclature of defined cell types for comparative analysis and biomarker discovery. Historically, these cell types have been defined based on unique cellular shapes and structures, anatomic locations, and marker protein expression. However, we are now experiencing a revolution in cellular characterization resulting from the application of new high-throughput, high-content cytometry and sequencing technologies. The resulting explosion in the number of distinct cell types being identified is challenging the current paradigm for cell type definition in the Cell Ontology. In this paper, we provide examples of state-of-the-art cellular biomarker characterization using high-content cytometry and single cell RNA sequencing, and present strategies for standardized cell type representations based on the data outputs from these cutting-edge technologies, including "context annotations" in the form of standardized experiment metadata about the specimen source analyzed and marker genes that serve as the most useful features in machine learning-based cell type classification models. We also propose a statistical strategy for comparing new experiment data to these standardized cell type representations. The advent of high-throughput/high-content single cell technologies is leading to an explosion in the number of distinct cell types being identified. It will be critical for the bioinformatics community to develop and adopt data standard conventions that will be compatible with these new

  8. Is Content Really King? An Objective Analysis of the Public's Response to Medical Videos on YouTube

    Science.gov (United States)

    Desai, Tejas; Shariff, Afreen; Dhingra, Vibhu; Minhas, Deeba; Eure, Megan; Kats, Mark

    2013-01-01

    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

  9. Dry facts are not always inviting: a content analysis of Korean videos regarding Parkinson's disease on YouTube.

    Science.gov (United States)

    Kim, Ryul; Park, Hye-Young; Kim, Han-Joon; Kim, Aryun; Jang, Mi-Hee; Jeon, Beomseok

    2017-12-01

    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.

  10. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People

    OpenAIRE

    Cranwell, J.C.; Whitamore, Kathy; Britton, John; Leonardi-Bee, Jo

    2016-01-01

    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...

  11. Axiological and educational analysis of video-games with violence contents

    OpenAIRE

    José Antonio ORTEGA CARRILLO; Mª Carmen ROBLES VILCHEZ

    2017-01-01

    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...

  12. Pedagogical Content Knowledge (PCK Representation in Vibration and Wave Teaching for Junior High School

    Directory of Open Access Journals (Sweden)

    Endang Purwaningsih

    2015-12-01

    Full Text Available Learning materials of vibrations and waves in physics involve abstract mathematical knowledge, not easy to be understood, and frequently generate misconceptions. However, the subject is fundamental prerequisite for mastering more complicated physical concepts. On the other hand, teachers´ materials comprehension itself can affect the way teachers teaching and giving learning experience to the students. Here, we use descriptive research to figure out teacher´s pedagogical content knowledge (PCK representation during teaching and learning process of vibrations and waves for junior high school grade VIII. Four professional junior high school teachers were chosen as sample. The PCK representation was focused on the content representation (CoRe which represents teachers´ materials comprehension and their special aspects. Data collections have been done by means documentation study, ongoing classroom activities observation and interviews with the teachers as well as the students. Outcome of this research are: 1 Basic ideas/concepts expected by teachers for students to learn are not yet covering the basic concept needed to understand the concept itself, 2 Teachers are not yet mastering the teaching materials comprehensively, 3 Classroom activities/learning experiences and the method given to the students are not varied.

  13. HATE BENEATH THE COUNTER SPEECH? A QUALITATIVE CONTENT ANALYSIS OF USER COMMENTS ON YOUTUBE RELATED TO COUNTER SPEECH VIDEOS

    OpenAIRE

    Julian Ernst; Schmitt, Josephine B.; Diana Rieger; Ann Kristin Beier; Peter Vorderer; Gary Bente; Hans Joachim Roth

    2017-01-01

    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...

  14. The influence of sexual music videos on adolescents' misogynistic beliefs: the role of video content, gender, and affective engagement

    NARCIS (Netherlands)

    van Oosten, J.M.F.; Peter, J.; Valkenburg, P.M.

    2015-01-01

    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

  15. Self-Supervised Video Representation Learning With Odd-One-Out Networks

    NARCIS (Netherlands)

    Fernando, B.; Bilen, H.; Gavves, E.; Gould, S.

    2017-01-01

    We propose a new self-supervised CNN pre-training technique based on a novel auxiliary task called odd-one-out learning. In this task, the machine is asked to identify the unrelated or odd element from a set of otherwise related elements. We apply this technique to self-supervised video

  16. Effects of Short-Term Memory and Content Representation Type on Mobile Language Learning

    Directory of Open Access Journals (Sweden)

    Nian-Shing Chen

    2008-10-01

    Full Text Available Due to the rapid advancements in mobile communication and wireless technologies, many researchers and educators have started to believe that these emerging technologies can be leveraged to support formal and informal learning opportunities. Mobile language learning can be effectively implemented by delivering learning content through mobile phones. Because the screen size of mobile phones is limited, the presentation of materials using different Learning Content Representation (LCR types is an issue that needs to be explored. This study addresses the issue of content adaptation in mobile language learning environments. Two dimensions have been taken into consideration to identify a promising solution: instructional strategies (LCR types: written annotation and pictorial annotation, and learners’ cognitive models (verbal and visual short-term memory. Our findings show that providing learning content with pictorial annotation in a mobile language learning environment can help learners with lower verbal and higher visual ability because such learners find it easier to learn content presented in a visual rather than in a verbal form. Providing learning content with both written and pictorial annotation can also help learners with both high verbal and high visual abilities. According to the Cognitive Load Theory, providing too much information may produce a higher cognitive load and lead to irritation and a lack of concentration. Our findings also suggest that providing just the basic learning materials is more helpful to learners with low verbal and visual abilities.

  17. Comparison of Ionospheric Vertical Total Electron Content modelling approaches using spline based representations

    Science.gov (United States)

    Krypiak-Gregorczyk, Anna; Wielgosz, Pawel; Borkowski, Andrzej; Schmidt, Michael; Erdogan, Eren; Goss, Andreas

    2017-04-01

    Since electromagnetic measurements show dispersive characteristics, accurate modelling of the ionospheric electron content plays an important role for positioning and navigation applications to mitigate the effect of the ionospheric disturbances. Knowledge about the ionosphere contributes to a better understanding of space weather events as well as to forecast these events to enable protective measures in advance for electronic systems and satellite missions. In the last decades, advances in satellite technologies, data analysis techniques and models together with a rapidly growing number of analysis centres allow modelling the ionospheric electron content with an unprecedented accuracy in (near) real-time. In this sense, the representation of electron content variations in time and space with spline basis functions has gained practical importance in global and regional ionosphere modelling. This is due to their compact support and their flexibility to handle unevenly distributed observations and data gaps. In this contribution, the performances of two ionosphere models from UWM and DGFI-TUM, which are developed using spline functions are evaluated. The VTEC model of DGFI-TUM is based on tensor products of trigonometric B-spline functions in longitude and polynomial B-spline functions in latitude for a global representation. The UWM model uses two dimensional planar thin plate spline (TPS) with the Universal Transverse Mercator representation of ellipsoidal coordinates. In order to provide a smooth VTEC model, the TPS minimizes both, the squared norm of the Hessian matrix and deviations between data points and the model. In the evaluations, the differenced STEC analysis method and Jason-2 altimetry comparisons are applied.

  18. 2D/3D video content adaptation decision engine based on content classification and user assessment

    Science.gov (United States)

    Fernandes, Rui; Andrade, M. T.

    2017-07-01

    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.

  19. Investigating Pre-Service Science Teachers (PSTs)’ Technological Pedagogical Content Knowledge Through Extended Content Representation (CoRe)

    Science.gov (United States)

    Agustin, R. R.; Liliasari, L.

    2017-02-01

    The purpose of this study was to attain an insight into pre-service science teachers’ technological pedagogical content knowledge (TPACK) as an integrative competency that is addressed by 21st century skills. The methods used in the study was descriptive. Nineteen pre-service science teachers (PSTs) of an educational university in Indonesia were involved in a semester long school science course. The course mainly develop students’ pedagogical content knowledge (PCK) by utilizing content representation (CoRe) template. Furthermore an infusion of technological knowledge (TK) analysis led to the study of their TPACK by extending the template with a question in line to TK. The extended CoRe and self-reported survey were employed as instruments. The analysis of data used were quantitative and qualitative technique to obtain the insight into PSTs’ PCK and TK. The results shows contrary value of PCK and TK identified by CoRe template to those measured by self-reported survey. However, the PSTs perceive their TPACK much higher, that, is 74.74%. Further investigation regarding PSTs ability to compose lesson plan was recommended for further research to capture more comprehensive insight into PSTs’ TPACK.

  20. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games

    Science.gov (United States)

    Near, Christopher E.

    2012-01-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. PMID:23467816

  1. Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games.

    Science.gov (United States)

    Near, Christopher E

    2013-02-01

    Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in "hypersexualized" ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales.

  2. Content analysis of antismoking videos on YouTube: message sensation value, message appeals, and their relationships with viewer responses

    National Research Council Canada - National Science Library

    Paek, Hye-Jin; Kim, Kyongseok; Hove, Thomas

    2010-01-01

    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...

  3. Practical, Real-Time, and Robust Watermarking on the Spatial Domain for High-Definition Video Contents

    Science.gov (United States)

    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.

  4. Direct ophthalmoscopy on YouTube: analysis of instructional YouTube videos' content and approach to visualization.

    Science.gov (United States)

    Borgersen, Nanna Jo; Henriksen, Mikael Johannes Vuokko; Konge, Lars; Sørensen, Torben Lykke; Thomsen, Ann Sofia Skou; Subhi, Yousif

    2016-01-01

    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.

  5. An embedded system for face classification in infrared video using sparse representation

    Science.gov (United States)

    Saavedra M., Antonio; Pezoa, Jorge E.; Zarkesh-Ha, Payman; Figueroa, Miguel

    2017-09-01

    We propose a platform for robust face recognition in Infrared (IR) images using Compressive Sensing (CS). In line with CS theory, the classification problem is solved using a sparse representation framework, where test images are modeled by means of a linear combination of the training set. Because the training set constitutes an over-complete dictionary, we identify new images by finding their sparsest representation based on the training set, using standard l1-minimization algorithms. Unlike conventional face-recognition algorithms, we feature extraction is performed using random projections with a precomputed binary matrix, as proposed in the CS literature. This random sampling reduces the effects of noise and occlusions such as facial hair, eyeglasses, and disguises, which are notoriously challenging in IR images. Thus, the performance of our framework is robust to these noise and occlusion factors, achieving an average accuracy of approximately 90% when the UCHThermalFace database is used for training and testing purposes. We implemented our framework on a high-performance embedded digital system, where the computation of the sparse representation of IR images was performed by a dedicated hardware using a deeply pipelined architecture on an Field-Programmable Gate Array (FPGA).

  6. Promoting pedagogical content knowledge development for early career secondary teachers in science and technology using content representations

    Science.gov (United States)

    Williams, John; Eames, Chris; Hume, Anne; Lockley, John

    2012-11-01

    Background: This research addressed the key area of early career teacher education and aimed to explore the use of a 'content representation' (CoRe) as a mediational tool to develop early career secondary teacher pedagogical content knowledge (PCK). This study was situated in the subject areas of science and technology, where sound teacher knowledge is particularly important to student engagement. Purpose: The study was designed to examine whether such a tool (a CoRe), co-designed by an early career secondary teacher with expert content and pedagogy specialists, can enhance the PCK of early career teachers. The research questions were: How can experts in content and pedagogy work together with early career teachers to develop one science topic CoRe and one technology topic CoRe to support the development of PCK for early career secondary teachers? How does the use of a collaboratively designed CoRe affect the planning of an early career secondary teacher in science or technology? How has engagement in the development and use of an expert-informed CoRe developed an early career teacher's PCK? Sample: The research design incorporated a unique partnership between two expert classroom teachers, two content experts, four early career teachers, and four researchers experienced in science and technology education. Design: This study employed an interpretivist-based methodology and an action research approach within a four-case study design. Data were gathered using qualitative research methods focused on semi-structured interviews, observations and document analysis. Results: The study indicated that CoRes, developed through this collaborative process, helped the early career teachers focus on the big picture of the topic, emphasize particularly relevant areas of content and consider alternative ways of planning for their teaching. Conclusions: This paper presents an analysis of the process of CoRe development by the teacher-expert partnerships and the effect that had on

  7. Through the looking glass of a chemistry video game: Evaluating the effects of different MLEs presenting identical content material

    Science.gov (United States)

    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.

  8. Impairment-Factor-Based Audiovisual Quality Model for IPTV: Influence of Video Resolution, Degradation Type, and Content Type

    Directory of Open Access Journals (Sweden)

    Garcia MN

    2011-01-01

    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.

  9. Towards a Video Passive Content Fingerprinting Method for Partial-Copy Detection Robust against Non-Simulated Attacks.

    Directory of Open Access Journals (Sweden)

    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

  10. Celiac disease on YouTube - a study of the Polish content available on the popular video-sharing website.

    Science.gov (United States)

    Kiedrowski, Mirosław; Mróz, Andrzej; Gajewska, Danuta; Nurzyński, Paweł; Deptała, Andrzej

    2017-10-23

    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.

  11. Gender (In)equality in Internet Pornography: A Content Analysis of Popular Pornographic Internet Videos.

    Science.gov (United States)

    Klaassen, Marleen J E; Peter, Jochen

    2015-01-01

    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.

  12. Video summarisation: A conceptual framework and survey of the state of the art

    OpenAIRE

    Money, AG; Agius, H.

    2008-01-01

    This is the post-print (final draft post-refereeing) version of the article. Copyright @ 2007 Elsevier Inc. Video summaries provide condensed and succinct representations of the content of a video stream through a combination of still images, video segments, graphical representations and textual descriptors. This paper presents a conceptual framework for video summarisation derived from the research literature and used as a means for surveying the research literature. The framework distin...

  13. Matching trajectories between video sequences by exploiting a sparse projective invariant representation.

    Science.gov (United States)

    Nunziati, Walter; Sclaroff, Stan; Del Bimbo, Alberto

    2010-03-01

    Identifying correspondences between trajectory segments observed from nonsynchronized cameras is important for reconstruction of the complete trajectory of moving targets in a large scene. Such a reconstruction can be obtained from motion data by comparing the trajectory segments and estimating both the spatial and temporal alignments. Exhaustive testing of all possible correspondences of trajectories over a temporal window is only viable in the cases with a limited number of moving targets and large view overlaps. Therefore, alternative solutions are required for situations with several trajectories that are only partially visible in each view. In this paper, we propose a new method that is based on view-invariant representation of trajectories, which is used to produce a sparse set of salient points for trajectory segments observed in each view. Only the neighborhoods at these salient points in the view--invariant representation are then used to estimate the spatial and temporal alignment of trajectory pairs in different views. It is demonstrated that, for planar scenes, the method is able to recover with good precision and efficiency both spatial and temporal alignments, even given relatively small overlap between views and arbitrary (unknown) temporal shifts of the cameras. The method also provides the same capabilities in the case of trajectories that are only locally planar, but exhibit some nonplanarity at a global level.

  14. Multiple Moving Object Detection for Fast Video Content Description in Compressed Domain

    Directory of Open Access Journals (Sweden)

    Boris Mansencal

    2007-11-01

    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 “rough indexing,” 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.

  15. Preschoolers' Recall of Science Content From Educational Videos Presented With and Without Songs

    Science.gov (United States)

    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.

  16. Characterizing the information content of a newly hatched chick's first visual object representation.

    Science.gov (United States)

    Wood, Justin N

    2015-03-01

    How does object recognition emerge in the newborn brain? To address this question, I examined the information content of the first visual object representation built by newly hatched chicks (Gallus gallus). In their first week of life, chicks were raised in controlled-rearing chambers that contained a single virtual object rotating around a single axis. In their second week of life, I tested whether subjects had encoded information about the identity and viewpoint of the virtual object. The results showed that chicks built object representations that contained both object identity information and view-specific information. However, there was a trade-off between these two types of information: subjects who were more sensitive to identity information were less sensitive to view-specific information, and vice versa. This pattern of results is predicted by iterative, hierarchically organized visual processing machinery, the machinery that supports object recognition in adult primates. More generally, this study shows that invariant object recognition is a core cognitive ability that can be operational at the onset of visual object experience. © 2014 John Wiley & Sons Ltd.

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

    Science.gov (United States)

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

    2013-01-01

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

  18. Investigation on effectiveness of mid-level feature representation for semantic boundary detection in news video

    Science.gov (United States)

    Radhakrishan, Regunathan; Xiong, Ziyou; Divakaran, Ajay; Raj, Bhiksha

    2003-11-01

    In our past work, we have attempted to use a mid-level feature namely the state population histogram obtained from the Hidden Markov Model (HMM) of a general sound class, for speaker change detection so as to extract semantic boundaries in broadcast news. In this paper, we compare the performance of our previous approach with another approach based on video shot detection and speaker change detection using the Bayesian Information Criterion (BIC). Our experiments show that the latter approach performs significantly better than the former. This motivated us to examine the mid-level feature closely. We found that the component population histogram enabled discovery of broad phonetic categories such as vowels, nasals, fricatives etc, regardless of the number of distinct speakers in the test utterance. In order for it to be useful for speaker change detection, the individual components should model the phonetic sounds of each speaker separately. From our experiments, we conclude that state/component population histograms can only be useful for further clustering or semantic class discovery if the features are chosen carefully so that the individual states represent the semantic categories of interest.

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

    Science.gov (United States)

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

    1998-10-01

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

  20. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People.

    Science.gov (United States)

    Cranwell, Jo; Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo

    2016-07-01

    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.

  1. Alcohol and Tobacco Content in UK Video Games and Their Association with Alcohol and Tobacco Use Among Young People

    Science.gov (United States)

    Whittamore, Kathy; Britton, John; Leonardi-Bee, Jo

    2016-01-01

    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

  2. Prevalence of Behavior Changing Strategies in Fitness Video Games: Theory-Based Content Analysis

    Science.gov (United States)

    Hatkevich, Claire

    2013-01-01

    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

  3. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.

    Science.gov (United States)

    Lyons, Elizabeth Jane; Hatkevich, Claire

    2013-05-07

    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

  4. HATE BENEATH THE COUNTER SPEECH? A QUALITATIVE CONTENT ANALYSIS OF USER COMMENTS ON YOUTUBE RELATED TO COUNTER SPEECH VIDEOS

    Directory of Open Access Journals (Sweden)

    Julian Ernst

    2017-03-01

    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.

  5. Emerging technologies for 3D video creation, coding, transmission and rendering

    CERN Document Server

    Dufaux, Frederic; Cagnazzo, Marco

    2013-01-01

    With the expectation of greatly enhanced user experience, 3D video is widely perceived as the next major advancement in video technology. In order to fulfil the expectation of enhanced user experience, 3D video calls for new technologies addressing efficient content creation, representation/coding, transmission and display. Emerging Technologies for 3D Video will deal with all aspects involved in 3D video systems and services, including content acquisition and creation, data representation and coding, transmission, view synthesis, rendering, display technologies, human percepti

  6. (Self)-representations on youtube

    DEFF Research Database (Denmark)

    Simonsen, Thomas Mosebo

    This paper examines forms of self-representation on YouTube with specific focus on Vlogs (Video blogs). The analytical scope of the paper is on how User-generated Content on YouTube initiates a certain kind of audiovisual representation and a particular interpretation of reality that can...... be distinguished within Vlogs. This will be analysed through selected case studies taken from a representative sample of empirically based observations of YouTube videos. The analysis includes a focus on how certain forms of representation can be identified as representations of the self (Turkle 1995, Scannell...... 1996, Walker 2005) and further how these forms must be comprehended within a context of technological constrains, institutional structures and social as well as economical practices on YouTube (Burgess and Green 2009, Van Dijck 2009). It is argued that these different contexts play a vital part...

  7. A New Tool for Collaborative Video Search via Content-based Retrieval and Visual Inspection

    NARCIS (Netherlands)

    Hürst, W.O.; Ip Vai Ching, Algernon; Hudelist, Marco A.; Primus, Manfred J.; Schoeffmann, Klaus; Beecks, Chrisitan

    2016-01-01

    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

  8. Comprehensive depth estimation algorithm for efficient stereoscopic content creation in three-dimensional video systems

    Science.gov (United States)

    Xu, Huihui; Jiang, Mingyan

    2015-07-01

    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.

  9. Mastery of Content Representation (CoRes) Related TPACK High School Biology Teacher

    Science.gov (United States)

    Nasution, W. R.; Sriyati, S.; Riandi, R.; Safitri, M.

    2017-09-01

    The purpose of this study was to determine the mastery of Content Representation (CoRes) teachers related to the integration of technology and pedagogy in teaching Biology (TPACK). This research uses a descriptive method. The data were taken using instruments CoRes as the primary data and semi-structured interviews as supporting data. The subjects were biology teacher in class X MIA from four schools in Bandung. Teachers raised CoRes was analyzed using a scoring rubric CoRes with coding 1-3 then categorized into a group of upper, middle, or lower. The results showed that the two teachers in the lower category. This results means that the control of teachers in defining the essential concept in the CoRes has not been detailed and specific. Meanwhile, two other teachers were in the middle category. This means that the ability of teachers to determine the essential concepts in the CoRes are still inadequate so that still needs to be improved.

  10. Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings.

    Science.gov (United States)

    Ivory, James D; Williams, Dmitri; Martins, Nicole; Consalvo, Mia

    2009-08-01

    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.

  11. The Use of Eye Tracking in Research on Video-Based Second Language (L2) Listening Assessment: A Comparison of Context Videos and Content Videos

    Science.gov (United States)

    Suvorov, Ruslan

    2015-01-01

    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…

  12. Sexually Explicit Media on the Internet: A Content Analysis of Sexual Behaviors, Risk, and Media Characteristics in Gay Male Adult Videos

    OpenAIRE

    Downing, Martin J.; Schrimshaw, Eric W.; Antebi, Nadav; Siegel, Karolynn

    2013-01-01

    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...

  13. Channel Allocation Based on Content Characteristics for Video Transmission in Time-Domain-Based Multichannel Cognitive Radio Networks

    Directory of Open Access Journals (Sweden)

    Md. Jalil Piran

    2015-01-01

    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.

  14. Performance evaluation of real-time video content analysis systems in the CANDELA project

    Science.gov (United States)

    Desurmont, Xavier; Wijnhoven, Rob; Jaspers, Egbert; Caignart, Olivier; Barais, Mike; Favoreel, Wouter; Delaigle, Jean-Francois

    2005-02-01

    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.

  15. Content analysis of antismoking videos on YouTube: message sensation value, message appeals, and their relationships with viewer responses.

    Science.gov (United States)

    Paek, Hye-Jin; Kim, Kyongseok; Hove, Thomas

    2010-12-01

    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.

  16. Understanding Behaviors in Videos through Behavior-Specific Dictionaries

    DEFF Research Database (Denmark)

    Ren, Huamin; Liu, Weifeng; Olsen, Søren Ingvor

    2018-01-01

    Understanding behaviors is the core of video content analysis, which is highly related to two important applications: abnormal event detection and action recognition. Dictionary learning, as one of the mid-level representations, is an important step to process a video. It has achieved state...

  17. Understanding behaviors in videos through behavior-specific dictionaries

    DEFF Research Database (Denmark)

    Ren, Huamin; Liu, Weifeng; Olsen, Søren Ingvor

    2018-01-01

    Understanding behaviors is the core of video content analysis, which is highly related to two important applications: abnormal event detection and action recognition. Dictionary learning, as one of the mid-level representations, is an important step to process a video. It has achieved state...

  18. Representation of health conditions on Facebook: content analysis and evaluation of user engagement.

    Science.gov (United States)

    Hale, Timothy M; Pathipati, Akhilesh S; Zan, Shiyi; Jethwani, Kamal

    2014-08-04

    A sizable majority of adult Internet users report looking for health information online. Social networking sites (SNS) like Facebook represent a common place to seek information, but very little is known about the representation and use of health content on SNS. Our goal in this study was to understand the role of SNS in health information seeking. More specifically, we aimed to describe how health conditions are represented on Facebook Pages and how users interact with these different conditions. We used Google Insights to identify the 20 most searched for health conditions on Google and then searched each of the resulting terms on Facebook. We compiled a list of the first 50 Facebook "Pages" results for each health condition. After filtering results to identify pages relevant to our research, we categorized pages into one of seven categories based on the page's primary purpose. We then measured user engagement by evaluating the number of "Likes" for different conditions and types of pages. The search returned 50 pages for 18 of the health conditions, but only 48 pages were found for "anemia" and 5 pages were found for "flu symptoms", yielding a total of 953 pages. A large number of pages (29.4%, 280/953) were irrelevant to the health condition searched. Of the 673 relevant pages, 151 were not in English or originated outside the United States, leaving 522 pages to be coded for content. The most common type of page was marketing/promotion (32.2%, 168/522) followed by information/awareness (20.7%, 108/522), Wikipedia-type pages (15.5%, 81/522), patient support (9.4%, 49/522), and general support (3.6%, 19/522). Health conditions varied greatly by the primary page type. All health conditions had some marketing/promotion pages and this made up 76% (29/38) of pages on acquired immunodeficiency syndrome (AIDS). The largest percentage of general support pages were cancer (19%, 6/32) and stomach (16%, 4/25). For patient support, stroke (67%, 4/6), lupus (33%, 10

  19. Representation of Health Conditions on Facebook: Content Analysis and Evaluation of User Engagement

    Science.gov (United States)

    Pathipati, Akhilesh S; Zan, Shiyi; Jethwani, Kamal

    2014-01-01

    Background A sizable majority of adult Internet users report looking for health information online. Social networking sites (SNS) like Facebook represent a common place to seek information, but very little is known about the representation and use of health content on SNS. Objective Our goal in this study was to understand the role of SNS in health information seeking. More specifically, we aimed to describe how health conditions are represented on Facebook Pages and how users interact with these different conditions. Methods We used Google Insights to identify the 20 most searched for health conditions on Google and then searched each of the resulting terms on Facebook. We compiled a list of the first 50 Facebook “Pages” results for each health condition. After filtering results to identify pages relevant to our research, we categorized pages into one of seven categories based on the page’s primary purpose. We then measured user engagement by evaluating the number of “Likes” for different conditions and types of pages. Results The search returned 50 pages for 18 of the health conditions, but only 48 pages were found for “anemia” and 5 pages were found for “flu symptoms”, yielding a total of 953 pages. A large number of pages (29.4%, 280/953) were irrelevant to the health condition searched. Of the 673 relevant pages, 151 were not in English or originated outside the United States, leaving 522 pages to be coded for content. The most common type of page was marketing/promotion (32.2%, 168/522) followed by information/awareness (20.7%, 108/522), Wikipedia-type pages (15.5%, 81/522), patient support (9.4%, 49/522), and general support (3.6%, 19/522). Health conditions varied greatly by the primary page type. All health conditions had some marketing/promotion pages and this made up 76% (29/38) of pages on acquired immunodeficiency syndrome (AIDS). The largest percentage of general support pages were cancer (19%, 6/32) and stomach (16%, 4/25). For

  20. Content-Based Indexing and Teaching Focus Mining for Lecture Videos

    Science.gov (United States)

    Lin, Yu-Tzu; Yen, Bai-Jang; Chang, Chia-Hu; Lee, Greg C.; Lin, Yu-Chih

    2010-01-01

    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…

  1. Movie Ratings and the Content of Adult Videos: The Sex-Violence Ratio.

    Science.gov (United States)

    Yang, Ni; Linz, Daniel

    1990-01-01

    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)

  2. What arguments on vaccinations run through YouTube videos in Italy? A content analysis.

    Science.gov (United States)

    Covolo, Loredana; Ceretti, Elisabetta; Passeri, Chiara; Boletti, Michela; Gelatti, Umberto

    2017-07-03

    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.

  3. How violent video games communicate violence: A literature review and content analysis of moral disengagement factors

    NARCIS (Netherlands)

    Hartmann, T.; Krakowiak, M.; Tsay-Vogel, M.

    2014-01-01

    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

  4. Obesity in the new media: a content analysis of obesity videos on YouTube.

    Science.gov (United States)

    Yoo, Jina H; Kim, Junghyun

    2012-01-01

    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.

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

    Science.gov (United States)

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

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

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

    NARCIS (Netherlands)

    Burghouts, G.J.

    2013-01-01

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

  7. Prime-Time Pilots: A Content Analysis of Changes in Gender Representation.

    Science.gov (United States)

    Vest, David

    1992-01-01

    Television programs undergo many revisions from original script to completed pilot. This study analyzed 21 programs which debuted in 1987 to determine whether there were significant changes in the portrayal of women during the production. The results showed little change in gender representation from the original script to the finished program and…

  8. The Effects of Profanity in Violent Video Game Content on Players' Hostile Expectations, Accessibility of Aggressive Thoughts, Aggressive Feelings, and Other Responses

    OpenAIRE

    Ivory, Adrienne Holz

    2010-01-01

    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 ...

  9. Future-saving audiovisual content for Data Science: Preservation of geoinformatics video heritage with the TIB|AV-Portal

    Science.gov (United States)

    Löwe, Peter; Plank, Margret; Ziedorn, Frauke

    2015-04-01

    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 [1]. 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: [1] 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)

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

    Science.gov (United States)

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

    2006-02-01

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

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

    Directory of Open Access Journals (Sweden)

    Lothar Mikos

    2016-07-01

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

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

    Science.gov (United States)

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

    2016-10-01

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

  13. Adaptation of the methodological instrument of the representation of the content (CORE to the theoretical framework of TPCK

    Directory of Open Access Journals (Sweden)

    Boris Fernando Candela

    2017-07-01

    Full Text Available Since the middle of the eighties the community in science education has been interested in teachers to identify and develop the Content Pedagogical Knowledge (PCK. To this end, it has designed educational programs from a “reflective orientation” perspective structured from a set of training activities whose tasks are focused on the practice of designing specific content learning environments, where the methodological instrument of the Representation of Content (CoRe has played a critical role. The logical structure of it provides the possibility for teachers to become aware of the theoretical and methodological elements that underpin the PCK. On the other hand, with the emergence of digital technologies as an instrument for representing content and effective management of the classroom, the need to transform the construct of the Content Pedagogical Knowledge (PCK to the Technological and Pedagogical Knowledge of the content is generated (TPCK. In this sense, it is pertinent to adapt the epistemological structure of the CoRe to the theoretical framework of the emerging construct of the TPCK, in order that this instrument continue to be used as a key heuristic in education programs where the practice of designing environments Learning is important for the professional development of teachers. Of course, the adaptation of the CoRe to the perspective of the TPCK is accompanied by a conceptualization of each of the twelve items that configure it, in order to illustrate the teachers during their development.

  14. Graphics to H.264 video encoding for 3D scene representation and interaction on mobile devices using region of interest

    Science.gov (United States)

    Le, Minh Tuan; Nguyen, Congdu; Yoon, Dae-Il; Jung, Eun Ku; Jia, Jie; Kim, Hae-Kwang

    2007-12-01

    In this paper, we propose a method of 3D graphics to video encoding and streaming that are embedded into a remote interactive 3D visualization system for rapidly representing a 3D scene on mobile devices without having to download it from the server. In particular, a 3D graphics to video framework is presented that increases the visual quality of regions of interest (ROI) of the video by performing more bit allocation to ROI during H.264 video encoding. The ROI are identified by projection 3D objects to a 2D plane during rasterization. The system offers users to navigate the 3D scene and interact with objects of interests for querying their descriptions. We developed an adaptive media streaming server that can provide an adaptive video stream in term of object-based quality to the client according to the user's preferences and the variation of network bandwidth. Results show that by doing ROI mode selection, PSNR of test sample slightly change while visual quality of objects increases evidently.

  15. "Get Lucky!" Sexual Content in Music Lyrics, Videos and Social Media and Sexual Cognitions and Risk among Emerging Adults in the USA and Australia

    Science.gov (United States)

    Wright, Chrysalis L.; Rubin, Mark

    2017-01-01

    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…

  16. The Role of Violent Video Game Content in Adolescent Development: Boys' Perspectives

    Science.gov (United States)

    Olson, Cheryl K.; Kutner, Lawrence A.; Warner, Dorothy E.

    2008-01-01

    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…

  17. Learning from video modeling examples : Content kept equal, adults are more effective models than peers

    NARCIS (Netherlands)

    Hoogerheide, Vincent; van Wermeskerken, Margot; Loyens, Sofie M M; van Gog, Tamara

    2016-01-01

    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

  18. Dynamics of trimming the content of face representations for categorization in the brain.

    Directory of Open Access Journals (Sweden)

    Nicola J van Rijsbergen

    2009-11-01

    Full Text Available To understand visual cognition, it is imperative to determine when, how and with what information the human brain categorizes the visual input. Visual categorization consistently involves at least an early and a late stage: the occipito-temporal N170 event related potential related to stimulus encoding and the parietal P300 involved in perceptual decisions. Here we sought to understand how the brain globally transforms its representations of face categories from their early encoding to the later decision stage over the 400 ms time window encompassing the N170 and P300 brain events. We applied classification image techniques to the behavioral and electroencephalographic data of three observers who categorized seven facial expressions of emotion and report two main findings: (1 over the 400 ms time course, processing of facial features initially spreads bilaterally across the left and right occipito-temporal regions to dynamically converge onto the centro-parietal region; (2 concurrently, information processing gradually shifts from encoding common face features across all spatial scales (e.g., the eyes to representing only the finer scales of the diagnostic features that are richer in useful information for behavior (e.g., the wide opened eyes in 'fear'; the detailed mouth in 'happy'. Our findings suggest that the brain refines its diagnostic representations of visual categories over the first 400 ms of processing by trimming a thorough encoding of features over the N170, to leave only the detailed information important for perceptual decisions over the P300.

  19. Hi YouTube! Personality Impressions and Verbal Content in Social Video

    OpenAIRE

    Biel, Joan-Isaac; Gatica-Perez, Daniel; Dines, John; Tsminiaki, Vagia

    2013-01-01

    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...

  20. Can Clinical Scenario Videos Improve Dental Students' Perceptions of the Basic Sciences and Ability to Apply Content Knowledge?

    Science.gov (United States)

    Miller, Cynthia Jayne; Metz, Michael James

    2015-12-01

    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

  1. Misplaced Multiculturalism: Representations of American Indians in U.S. History Academic Content Standards

    Science.gov (United States)

    Anderson, Carl B.

    2012-01-01

    This qualitative textual analysis investigates the ideological lenses through which U.S. History content standards for grades 5-12 for Arizona and Washington frame interactions between American Indians and European Americans during U.S. national development. The study's multiperspective critical conceptual framework interrogates the standards not…

  2. The Representation of Latinos and the Use of Spanish: A Critical Content Analysis of "Skippyjon Jones"

    Science.gov (United States)

    Martínez-Roldan, Carmen M.

    2013-01-01

    This study illustrates the presence of Mock Spanish in some English-based picture books and the ways this usage misrepresents Latino people, language, and culture. The author conducted a critical content analysis of five Skippyjon Jones books. Her guiding question was, How is language used, particularly Spanish, in these English texts, and what…

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

    Directory of Open Access Journals (Sweden)

    José Borja ARJONA MARTÍN

    2014-07-01

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

  4. Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content.

    Science.gov (United States)

    Stockdale, Laura; Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L

    2017-12-01

    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.

  5. Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content

    Science.gov (United States)

    Morrison, Robert G; Palumbo, Robert; Garbarino, James; Silton, Rebecca L

    2017-01-01

    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

  6. Adult and adolescent exposure to tobacco and alcohol content in contemporary YouTube music videos in Great Britain: a population estimate.

    Science.gov (United States)

    Cranwell, Jo; Opazo-Breton, Magdalena; Britton, John

    2016-05-01

    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/

  7. Content-aware video quality assessment: predicting human perception of quality using peak signal to noise ratio and spatial/temporal activity

    Science.gov (United States)

    Ortiz-Jaramillo, B.; Niño-Castañeda, J.; Platiša, L.; Philips, W.

    2015-03-01

    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.

  8. "F*ck It! Let's Get to Drinking-Poison our Livers!": a Thematic Analysis of Alcohol Content in Contemporary YouTube MusicVideos.

    Science.gov (United States)

    Cranwell, Jo; Britton, John; Bains, Manpreet

    2017-02-01

    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.

  9. Dictionaries and distributions: Combining expert knowledge and large scale textual data content analysis : Distributed dictionary representation.

    Science.gov (United States)

    Garten, Justin; Hoover, Joe; Johnson, Kate M; Boghrati, Reihane; Iskiwitch, Carol; Dehghani, Morteza

    2018-02-01

    Theory-driven text analysis has made extensive use of psychological concept dictionaries, leading to a wide range of important results. These dictionaries have generally been applied through word count methods which have proven to be both simple and effective. In this paper, we introduce Distributed Dictionary Representations (DDR), a method that applies psychological dictionaries using semantic similarity rather than word counts. This allows for the measurement of the similarity between dictionaries and spans of text ranging from complete documents to individual words. We show how DDR enables dictionary authors to place greater emphasis on construct validity without sacrificing linguistic coverage. We further demonstrate the benefits of DDR on two real-world tasks and finally conduct an extensive study of the interaction between dictionary size and task performance. These studies allow us to examine how DDR and word count methods complement one another as tools for applying concept dictionaries and where each is best applied. Finally, we provide references to tools and resources to make this method both available and accessible to a broad psychological audience.

  10. Representations of the health value of vitamin D supplementation in newspapers: media content analysis

    OpenAIRE

    Caulfield, Timothy; Clark, Marianne I; McCormack, James P.; Rachul, Christen; Field, Catherine J.

    2014-01-01

    Objective To examine the nature of media coverage of vitamin D in relation to its role in health and the need for supplements. Design Media content analysis. Setting Print articles from elite newspapers in the UK, the USA and Canada. Participants 294 print newspaper articles appearing over 5?years (2009?2014). Results Newspaper coverage of vitamin D generally supported supplementation. The most common framing of vitamin D in print articles was ?adequate vitamin D is necessary for good health....

  11. Usage patterns of blue flower color representation by Encyclopedia of Life content providers

    OpenAIRE

    Chantal-Marie Wright; Katja Seltmann

    2014-01-01

    Abstract Encyclopedia of Life (EOL) is a resource for community-driven biodiversity data, focusing on species information and images. Research into blue flowers to compare color ('blueness') at different elevations revealed that data content providers describe flowers as blue for any color hue in the range from blue to magenta. We propose methods for standardizing color values and color searching within EOL by means of an expanded color vocabulary and improved access to image metadata, in ord...

  12. Representing Representation: Integration between the Temporal Lobe and the Posterior Cingulate Influences the Content and Form of Spontaneous Thought.

    Directory of Open Access Journals (Sweden)

    Jonathan Smallwood

    Full Text Available When not engaged in the moment, we often spontaneously represent people, places and events that are not present in the environment. Although this capacity has been linked to the default mode network (DMN, it remains unclear how interactions between the nodes of this network give rise to particular mental experiences during spontaneous thought. One hypothesis is that the core of the DMN integrates information from medial and lateral temporal lobe memory systems, which represent different aspects of knowledge. Individual differences in the connectivity between temporal lobe regions and the default mode network core would then predict differences in the content and form of people's spontaneous thoughts. This study tested this hypothesis by examining the relationship between seed-based functional connectivity and the contents of spontaneous thought recorded in a laboratory study several days later. Variations in connectivity from both medial and lateral temporal lobe regions was associated with different patterns of spontaneous thought and these effects converged on an overlapping region in the posterior cingulate cortex. We propose that the posterior core of the DMN acts as a representational hub that integrates information represented in medial and lateral temporal lobe and this process is important in determining the content and form of spontaneous thought.

  13. Usage patterns of blue flower color representation by Encyclopedia of Life content providers.

    Science.gov (United States)

    Wright, Chantal-Marie; Seltmann, Katja C

    2014-01-01

    Encyclopedia of Life (EOL) is a resource for community-driven biodiversity data, focusing on species information and images. Research into blue flowers to compare color ('blueness') at different elevations revealed that data content providers describe flowers as blue for any color hue in the range from blue to magenta. We propose methods for standardizing color values and color searching within EOL by means of an expanded color vocabulary and improved access to image metadata, in order to improve the research capacity of this valuable resource.

  14. [Viewing of horror and violence videos by adolescence. A study of speech samples of video consumers with the Gottschalk-Gleser Speech Content analysis].

    Science.gov (United States)

    Hopf, H; Weiss, R H

    1996-01-01

    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).

  15. 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

    OpenAIRE

    Lundmark, Joakim; Sandström Lindberg, Eric

    2015-01-01

    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 ...

  16. Sexually explicit media on the internet: a content analysis of sexual behaviors, risk, and media characteristics in gay male adult videos.

    Science.gov (United States)

    Downing, Martin J; Schrimshaw, Eric W; Antebi, Nadav; Siegel, Karolynn

    2014-05-01

    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.

  17. A content analysis of the representation of statins in the British newsprint media.

    Science.gov (United States)

    Chisnell, Julia; Marshall, Tom; Hyde, Chris; Zhelev, Zhivko; Fleming, Lora E

    2017-08-21

    This study reviewed the news media coverage of statins, seeking to identify specific trends or differences in viewpoint between media outlets and examine common themes. The study is a content analysis of the frequency and content of the reporting of statins in a selection of the British newsprint media. It involved an assessment of the number, timing and thematic content of articles followed by a discourse analysis examining the underlying narratives. The sample was the output of four UK newspapers, covering a broad-spectrum readership, over a six month timeframe 1 October 2013 to 31 March 2014. A total of 67 articles included reference to statins. The majority (39, 58%) were reporting or responding to publication of a clinical study. The ratio of negative to positive coverage was greater than 2:1 overall. In the more politically right-leaning newspapers, 67% of coverage was predominantly negative (30/45 articles); 32% in the more left-leaning papers (7/22 articles). Common themes were the perceived 'medicalisation' of the population; the balance between lifestyle modification and medical treatments in the primary prevention of heart disease; side effects and effectiveness of statins; pharmaceutical sponsorship and implications for the reliability of evidence; trust between the public and government, institutions, research organisations and the medical profession. Newsprint media coverage of statins was substantially influenced by the publication of national guidance and by coverage in the medical journals of clinical studies and comment. Statins received a predominantly negative portrayal, notably in the more right-leaning press. There were shared themes: concern about the balance between medication and lifestyle change in the primary prevention of heart disease; the adverse effects of treatment; and a questioning of the reliability of evidence from research institutions, scientists and clinicians in the light of their potential allegiances and funding. © Article

  18. Effect of informational content of noise on speech representation in the aging midbrain and cortex.

    Science.gov (United States)

    Presacco, Alessandro; Simon, Jonathan Z; Anderson, Samira

    2016-11-01

    The ability to understand speech is significantly degraded by aging, particularly in noisy environments. One way that older adults cope with this hearing difficulty is through the use of contextual cues. Several behavioral studies have shown that older adults are better at following a conversation when the target speech signal has high contextual content or when the background distractor is not meaningful. Specifically, older adults gain significant benefit in focusing on and understanding speech if the background is spoken by a talker in a language that is not comprehensible to them (i.e., a foreign language). To understand better the neural mechanisms underlying this benefit in older adults, we investigated aging effects on midbrain and cortical encoding of speech when in the presence of a single competing talker speaking in a language that is meaningful or meaningless to the listener (i.e., English vs. Dutch). Our results suggest that neural processing is strongly affected by the informational content of noise. Specifically, older listeners' cortical responses to the attended speech signal are less deteriorated when the competing speech signal is an incomprehensible language rather than when it is their native language. Conversely, temporal processing in the midbrain is affected by different backgrounds only during rapid changes in speech and only in younger listeners. Additionally, we found that cognitive decline is associated with an increase in cortical envelope tracking, suggesting an age-related over (or inefficient) use of cognitive resources that may explain their difficulty in processing speech targets while trying to ignore interfering noise. Copyright © 2016 the American Physiological Society.

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

    Science.gov (United States)

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

    2015-07-01

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

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

    Science.gov (United States)

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

    2015-01-01

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

  1. Gender (in)equality in internet pornography: a content analysis of popular pornographic internet videos

    NARCIS (Netherlands)

    Klaassen, M.J.E.; Peter, J.

    2015-01-01

    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

  2. Research-Based Strategies for Teaching Content to Students with Intellectual Disabilities: Adapted Videos

    Science.gov (United States)

    Evmenova, Anna S.; Behrmann, Michael M.

    2011-01-01

    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…

  3. Complex event processing for content-based text, image, and video retrieval

    NARCIS (Netherlands)

    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.

    2016-01-01

    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,

  4. Representations of the health value of vitamin D supplementation in newspapers: media content analysis.

    Science.gov (United States)

    Caulfield, Timothy; Clark, Marianne I; McCormack, James P; Rachul, Christen; Field, Catherine J

    2014-12-31

    To examine the nature of media coverage of vitamin D in relation to its role in health and the need for supplements. Media content analysis. Print articles from elite newspapers in the UK, the USA and Canada. 294 print newspaper articles appearing over 5 years (2009-2014). Newspaper coverage of vitamin D generally supported supplementation. The most common framing of vitamin D in print articles was "adequate vitamin D is necessary for good health." Articles also framed vitamin D as difficult to obtain from food supply and framed vitamin D deficiency as a widespread concern. In discussions of supplementation, 80% articles suggested supplementation is or may be necessary for the general population, yet almost none of the articles discussed the potential harms of vitamin D supplementation in any detail. Print articles named 40 different health conditions in relationship to vitamin D. The most commonly cited conditions included bone health, cancer and cardiovascular health. Although print articles referred to a wide range of scholarly research on vitamin D with varying degrees of endorsement for supplementation, a general tone of support for vitamin D supplementation in media coverage persisted. Newspaper articles conveyed overall support for vitamin D supplementation. News articles linked vitamin D to a wide range of health conditions for which there is no conclusive scientific evidence. Media coverage downplayed the limitations of existing science and overlooked any potential risks associated with supplementation. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  5. Improving student learning via mobile phone video content: Evidence from the BridgeIT India project

    Science.gov (United States)

    Wennersten, Matthew; Quraishy, Zubeeda Banu; Velamuri, Malathi

    2015-08-01

    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.

  6. Energy Content & Spectral Energy Representation of Wave Propagation in a Granular Chain

    Science.gov (United States)

    Shrivastava, Rohit; Luding, Stefan

    2017-04-01

    A mechanical wave is propagation of vibration with transfer of energy and momentum. Studying the energy as well as spectral energy characteristics of a propagating wave through disordered granular media can assist in understanding the overall properties of wave propagation through materials like soil. The study of these properties is aimed at modeling wave propagation for oil, mineral or gas exploration (seismic prospecting) or non-destructive testing for the study of internal structure of solids. Wave propagation through granular materials is often accompanied by energy attenuation which is quantified by Quality factor and this parameter has often been used to characterize material properties, hence, determining the Quality factor (energy attenuation parameter) can also help in determining the properties of the material [3], studied experimentally in [2]. The study of Energy content (Kinetic, Potential and Total Energy) of a pulse propagating through an idealized one-dimensional discrete particle system like a mass disordered granular chain can assist in understanding the energy attenuation due to disorder as a function of propagation distance. The spectral analysis of the energy signal can assist in understanding dispersion as well as attenuation due to scattering in different frequencies (scattering attenuation). The selection of one-dimensional granular chain also helps in studying only the P-wave attributes of the wave and removing the influence of shear or rotational waves. Granular chains with different mass distributions have been studied, by randomly selecting masses from normal, binary and uniform distributions and the standard deviation of the distribution is considered as the disorder parameter, higher standard deviation means higher disorder and lower standard deviation means lower disorder [1]. For obtaining macroscopic/continuum properties, ensemble averaging has been invoked. Instead of analyzing deformation-, velocity- or stress

  7. Fathers' Representation in Observational Studies on Parenting and Childhood Obesity: A Systematic Review and Content Analysis.

    Science.gov (United States)

    Davison, Kirsten K; Gicevic, Selma; Aftosmes-Tobio, Alyssa; Ganter, Claudia; Simon, Christine L; Newlan, Sami; Manganello, Jennifer A

    2016-11-01

    The involvement of fathers in caregiving has increased substantially over the past 30 years. Yet in child and adolescent psychopathology, few studies include fathers as research participants and few present results for fathers separate from those for mothers. We test for the first time whether a similar pattern exists in research on parenting and childhood obesity. To conduct a systematic review and quantitative content analysis of observational studies on parenting and childhood obesity to (1) document the inclusion of fathers, relative to mothers, as research participants and (2) examine characteristics of studies that did and did not include fathers. This study presents new data on the number and gender of parent research participants. We searched title, abstract, and Medical Subject Headings term fields in 5 research databases (PubMed, EMBASE, Academic Search Premier, PsycINFO, and CINAHL) using terms combining parents or parenting (e.g., mother, father, caregiver, parenting style, food parenting) and obesity (e.g., obesity, body weight, overweight) or obesity-related lifestyle behaviors (e.g., diet, snacking, physical activity, outdoor play, exercise, media use). We identified and screened studies as per the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) published between January 2009 and December 2015, examining links between parenting and childhood obesity, including parents or caregivers as research participants, and written in English. We excluded interventions, nonhuman studies, dissertations, conference abstracts, and studies on youths with specific medical conditions. Of 5557 unique studies, 667 studies were eligible. For each of the 667 studies, 4 coders were trained to code characteristics of the study (e.g., publication year, geographic region, journal, study focus) and parent research participants (e.g., parent gender, demographic background, biological relationship with child, and residential status). We established

  8. Fathers’ Representation in Observational Studies on Parenting and Childhood Obesity: A Systematic Review and Content Analysis

    Science.gov (United States)

    Gicevic, Selma; Aftosmes-Tobio, Alyssa; Ganter, Claudia; Simon, Christine L.; Newlan, Sami; Manganello, Jennifer A.

    2016-01-01

    Background. The involvement of fathers in caregiving has increased substantially over the past 30 years. Yet in child and adolescent psychopathology, few studies include fathers as research participants and few present results for fathers separate from those for mothers. We test for the first time whether a similar pattern exists in research on parenting and childhood obesity. Objectives. To conduct a systematic review and quantitative content analysis of observational studies on parenting and childhood obesity to (1) document the inclusion of fathers, relative to mothers, as research participants and (2) examine characteristics of studies that did and did not include fathers. This study presents new data on the number and gender of parent research participants. Search methods. We searched title, abstract, and Medical Subject Headings term fields in 5 research databases (PubMed, EMBASE, Academic Search Premier, PsycINFO, and CINAHL) using terms combining parents or parenting (e.g., mother, father, caregiver, parenting style, food parenting) and obesity (e.g., obesity, body weight, overweight) or obesity-related lifestyle behaviors (e.g., diet, snacking, physical activity, outdoor play, exercise, media use). Selection criteria. We identified and screened studies as per the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) published between January 2009 and December 2015, examining links between parenting and childhood obesity, including parents or caregivers as research participants, and written in English. We excluded interventions, nonhuman studies, dissertations, conference abstracts, and studies on youths with specific medical conditions. Of 5557 unique studies, 667 studies were eligible. Data collection and analysis. For each of the 667 studies, 4 coders were trained to code characteristics of the study (e.g., publication year, geographic region, journal, study focus) and parent research participants (e.g., parent gender, demographic

  9. Three-dimensional representations of complex carbohydrates and polysaccharides--SweetUnityMol: a video game-based computer graphic software.

    Science.gov (United States)

    Pérez, Serge; Tubiana, Thibault; Imberty, Anne; Baaden, Marc

    2015-05-01

    A molecular visualization program tailored to deal with the range of 3D structures of complex carbohydrates and polysaccharides, either alone or in their interactions with other biomacromolecules, has been developed using advanced technologies elaborated by the video games industry. All the specific structural features displayed by the simplest to the most complex carbohydrate molecules have been considered and can be depicted. This concerns the monosaccharide identification and classification, conformations, location in single or multiple branched chains, depiction of secondary structural elements and the essential constituting elements in very complex structures. Particular attention was given to cope with the accepted nomenclature and pictorial representation used in glycoscience. This achievement provides a continuum between the most popular ways to depict the primary structures of complex carbohydrates to visualizing their 3D structures while giving the users many options to select the most appropriate modes of representations including new features such as those provided by the use of textures to depict some molecular properties. These developments are incorporated in a stand-alone viewer capable of displaying molecular structures, biomacromolecule surfaces and complex interactions of biomacromolecules, with powerful, artistic and illustrative rendering methods. They result in an open source software compatible with multiple platforms, i.e., Windows, MacOS and Linux operating systems, web pages, and producing publication-quality figures. The algorithms and visualization enhancements are demonstrated using a variety of carbohydrate molecules, from glycan determinants to glycoproteins and complex protein-carbohydrate interactions, as well as very complex mega-oligosaccharides and bacterial polysaccharides and multi-stranded polysaccharide architectures. © The Author 2014. Published by Oxford University Press. All rights reserved. For permissions, please e

  10. Examining the Use of Video Study Groups for Developing Literacy Pedagogical Content Knowledge of Critical Elements of Strategy Instruction with Elementary Teachers

    Science.gov (United States)

    Shanahan, Lynn E.; Tochelli, Andrea L.

    2014-01-01

    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…

  11. Compact video synopsis via global spatiotemporal optimization.

    Science.gov (United States)

    Nie, Yongwei; Xiao, Chunxia; Sun, Hanqiu; Li, Ping

    2013-10-01

    Video synopsis aims at providing condensed representations of video data sets that can be easily captured from digital cameras nowadays, especially for daily surveillance videos. Previous work in video synopsis usually moves active objects along the time axis, which inevitably causes collisions among the moving objects if compressed much. In this paper, we propose a novel approach for compact video synopsis using a unified spatiotemporal optimization. Our approach globally shifts moving objects in both spatial and temporal domains, which shifting objects temporally to reduce the length of the video and shifting colliding objects spatially to avoid visible collision artifacts. Furthermore, using a multilevel patch relocation (MPR) method, the moving space of the original video is expanded into a compact background based on environmental content to fit with the shifted objects. The shifted objects are finally composited with the expanded moving space to obtain the high-quality video synopsis, which is more condensed while remaining free of collision artifacts. Our experimental results have shown that the compact video synopsis we produced can be browsed quickly, preserves relative spatiotemporal relationships, and avoids motion collisions.

  12. Induced α rhythms track the content and quality of visual working memory representations with high temporal precision.

    Science.gov (United States)

    Anderson, David E; Serences, John T; Vogel, Edward K; Awh, Edward

    2014-05-28

    Past work has suggested that neuronal oscillations coordinate the cellular assemblies that represent items in working memory (WM). In line with this hypothesis, we show that the spatial distribution of power in the alpha frequency band (8-12 Hz) can be used to decode the content and quality of the representations stored in visual WM. We acquired EEG data during an orientation WM task, and used a forward encoding model of orientation selectivity to reconstruct orientation-specific response profiles (termed channel tuning functions, or CTFs) that tracked the orientation of the memorandum during both encoding and delay periods of the trial. Critically, these EEG-based CTFs were robust predictors of both between- and within-subject differences in mnemonic precision, showing that EEG-based CTFs provide a sensitive measure of the quality of sensory population codes. Experiments 2 and 3 established that these EEG-based CTFs are contingent on the voluntary storage goals of the observer. When observers were given a postsample cue to store or drop the memorandum, the resulting CTF was sustained in the "store" condition and rapidly eliminated following the "drop" cue. When observers were instructed to store one of two simultaneously presented stimuli, only the stored item was represented in a sustained fashion throughout the delay period. These findings suggest that the oscillatory activity in the alpha frequency band plays a central role in the active storage of information in visual WM, and demonstrate a powerful approach for tracking the precision of on-line memories with high temporal resolution. Copyright © 2014 the authors 0270-6474/14/347587-13$15.00/0.

  13. The impact of multiple representations of content using multimedia on learning outcomes across learning styles and modal preferences

    National Research Council Canada - National Science Library

    M D Sankey; D Birch; M W Gardiner

    2011-01-01

    ... more effectively for different learning styles and modal preferences. This paper presents the findings of an experiment to measure the impact of multiple representations on learning outcomes, including student learning performance and engagement...

  14. Scalable Video Streaming for Single-Hop Wireless Networks Using a Contention-Based Access MAC Protocol

    Directory of Open Access Journals (Sweden)

    Monchai Lertsutthiwong

    2008-07-01

    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.

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

    Science.gov (United States)

    Ivory, James D; Magee, Robert G

    2009-06-01

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

  16. Characterization of social video

    Science.gov (United States)

    Ostrowski, Jeffrey R.; Sarhan, Nabil J.

    2009-01-01

    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.

  17. An atom is known by the company it keeps: Content, representation and pedagogy within the epistemic revolution of the complexity sciences

    Science.gov (United States)

    Blikstein, Paulo

    The goal of this dissertation is to explore relations between content, representation, and pedagogy, so as to understand the impact of the nascent field of complexity sciences on science, technology, engineering and mathematics (STEM) learning. Wilensky & Papert coined the term "structurations" to express the relationship between knowledge and its representational infrastructure. A change from one representational infrastructure to another they call a "restructuration." The complexity sciences have introduced a novel and powerful structuration: agent-based modeling. In contradistinction to traditional mathematical modeling, which relies on equational descriptions of macroscopic properties of systems, agent-based modeling focuses on a few archetypical micro-behaviors of "agents" to explain emergent macro-behaviors of the agent collective. Specifically, this dissertation is about a series of studies of undergraduate students' learning of materials science, in which two structurations are compared (equational and agent-based), consisting of both design research and empirical evaluation. I have designed MaterialSim, a constructionist suite of computer models, supporting materials and learning activities designed within the approach of agent-based modeling, and over four years conducted an empirical inves3 tigation of an undergraduate materials science course. The dissertation is comprised of three studies: Study 1 - diagnosis . I investigate current representational and pedagogical practices in engineering classrooms. Study 2 - laboratory studies. I investigate the cognition of students engaging in scientific inquiry through programming their own scientific models. Study 3 - classroom implementation. I investigate the characteristics, advantages, and trajectories of scientific content knowledge that is articulated in epistemic forms and representational infrastructures unique to complexity sciences, as well as the feasibility of the integration of constructionist

  18. Content-based retrieval of focal liver lesions using bag-of-visual-words representations of single- and multiphase contrast-enhanced CT images.

    Science.gov (United States)

    Yang, Wei; Lu, Zhentai; Yu, Mei; Huang, Meiyan; Feng, Qianjin; Chen, Wufan

    2012-12-01

    This paper is aimed at developing and evaluating a content-based retrieval method for contrast-enhanced liver computed tomographic (CT) images using bag-of-visual-words (BoW) representations of single and multiple phases. The BoW histograms are extracted using the raw intensity as local patch descriptor for each enhance phase by densely sampling the image patches within the liver lesion regions. The distance metric learning algorithms are employed to obtain the semantic similarity on the Hellinger kernel feature map of the BoW histograms. The different visual vocabularies for BoW and learned distance metrics are evaluated in a contrast-enhanced CT image dataset comprised of 189 patients with three types of focal liver lesions, including 87 hepatomas, 62 cysts, and 60 hemangiomas. For each single enhance phase, the mean of average precision (mAP) of BoW representations for retrieval can reach above 90 % which is significantly higher than that of intensity histogram and Gabor filters. Furthermore, the combined BoW representations of the three enhance phases can improve mAP to 94.5 %. These preliminary results demonstrate that the BoW representation is effective and feasible for retrieval of liver lesions in contrast-enhanced CT images.

  19. 3D video coding: an overview of present and upcoming standards

    Science.gov (United States)

    Merkle, Philipp; Müller, Karsten; Wiegand, Thomas

    2010-07-01

    An overview of existing and upcoming 3D video coding standards is given. Various different 3D video formats are available, each with individual pros and cons. The 3D video formats can be separated into two classes: video-only formats (such as stereo and multiview video) and depth-enhanced formats (such as video plus depth and multiview video plus depth). Since all these formats exist of at least two video sequences and possibly additional depth data, efficient compression is essential for the success of 3D video applications and technologies. For the video-only formats the H.264 family of coding standards already provides efficient and widely established compression algorithms: H.264/AVC simulcast, H.264/AVC stereo SEI message, and H.264/MVC. For the depth-enhanced formats standardized coding algorithms are currently being developed. New and specially adapted coding approaches are necessary, as the depth or disparity information included in these formats has significantly different characteristics than video and is not displayed directly, but used for rendering. Motivated by evolving market needs, MPEG has started an activity to develop a generic 3D video standard within the 3DVC ad-hoc group. Key features of the standard are efficient and flexible compression of depth-enhanced 3D video representations and decoupling of content creation and display requirements.

  20. Gender and video games: How is female gender generally represented in various genres of video games?

    OpenAIRE

    Xeniya Kondrat

    2015-01-01

    Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008). Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in vi...

  1. Content, Interaction, or Both? Synthesizing Two German Traditions in a Video Study on Learning to Explain in Mathematics Classroom Microcultures

    Science.gov (United States)

    Prediger, Susanne; Erath, Kirstin

    2014-01-01

    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…

  2. Supported eText in Captioned Videos: A Comparison of Expanded versus Standard Captions on Student Comprehension of Educational Content

    Science.gov (United States)

    Anderson-Inman, Lynne; Terrazas-Arellanes, Fatima E.

    2009-01-01

    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…

  3. Creating Joint Representations of Collaborative Problem Solving with Multi-Touch Technology

    Science.gov (United States)

    Mercier, E.; Higgins, S.

    2014-01-01

    Multi-touch surfaces have the potential to change the nature of computer-supported collaborative learning, allowing more equitable access to shared digital content. In this paper, we explore how large multi-touch tables can be used by groups of students as an external representation of their group interaction processes. Video data from 24 groups…

  4. Making good physics videos

    Science.gov (United States)

    Lincoln, James

    2017-05-01

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

  5. Using digital technologies to enhance chemistry students' understanding and representational skills

    DEFF Research Database (Denmark)

    Hilton, Annette

    representations to make explanations on the molecular level. Student interviews and classroom video-recordings suggested that using digital resources to create multimodal texts promoted knowledge transformation and hence deeper reflection on the meaning of data and representations. The study has implications...... and reported on two laboratory based inquiry tasks using digital technologies. Data were collected using pre- and post-tests, student texts and interviews and classroom video-recording. Content analysis of student texts indicated that students were able to generate new knowledge and use multiple...... for inquiry learning and using digital technologies to enhance students’ understanding of chemistry on multiple levels....

  6. Content

    DEFF Research Database (Denmark)

    Keiding, Tina Bering

    Aim, content and methods are fundamental categories of both theoretical and practical general didactics. A quick glance in recent pedagogical literature on higher education, however, reveals a strong preoccupation with methods, i.e. how teaching should be organized socially (Biggs & Tang, 2007...... a theoretical approach, which takes complexity as fundamental premise for modern society (Luhmann, 1985, 2002). In educational situations conditionally valuable content generally will exceed what can actually be taught within the frames of an education. In pedagogy this situation is often referred...... to as ‘abundance of material’, and in many cases it is not obvious, how the line between actually chosen and conditionally relevant content can be draw. Difficulties in drawing the line between actual educational content and conditionally relevant content can be handled in different way. One way, quite efficient...

  7. In search of video event semantics

    NARCIS (Netherlands)

    Mazloom, M.

    2016-01-01

    In this thesis we aim to represent an event in a video using semantic features. We start from a bank of concept detectors for representing events in video. At first we considered the relevance of concepts to the event inside the video representation. We address the problem of video event

  8. Archival Representation in the Digital Age

    Science.gov (United States)

    Zhang, Jane

    2012-01-01

    This study analyzes the representation systems of three digitized archival collections using the traditional archival representation framework of provenance, order, and content. The results of the study reveal a prominent role of provenance representation, a compromised role of order representation, and an active role of content representation in…

  9. Identifying Common Mathematical Misconceptions from Actions in Educational Video Games. CRESST Report 838

    Science.gov (United States)

    Kerr, Deirdre

    2014-01-01

    Educational video games provide an opportunity for students to interact with and explore complex representations of academic content and allow for the examination of problem-solving strategies and mistakes that can be difficult to capture in more traditional environments. However, data from such games are notoriously difficult to analyze. This…

  10. Measurement and Historical Information Building: challenges and opportunities in the representation of semantically structured 3D content

    Directory of Open Access Journals (Sweden)

    Ramona Quattrini

    2016-06-01

    Full Text Available The possibility of applying the BIM approach is an interesting challenge in the framework of 3D modelling and management/enhancement of historic buildings, especially high cultural and architectural value. A big challenge in reality based modelling is to develop simple methods to get HBIM models for cultural heritage, that guarantee accuracy, precision and quality of representation compliant with the acquired data.The present work, dealing with two cases study, highlights the feasibility of a whole approach and opens the way for the development of centralized HBIM that can be used as complete data set of information on all disciplines, in particular for the heritage restoration and preservation, but also for its dissemination and exploitation. Similar methods facilitate the HBIM diffusion for the management of survey and restoration processes of historic buildings.

  11. Enhancing student interactions with the instructor and content using pen-based technology, YouTube videos, and virtual conferencing.

    Science.gov (United States)

    Cox, James R

    2011-01-01

    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.

  12. Human, Nature, Dynamism: The Effects of Content and Movement Perception on Brain Activations during the Aesthetic Judgment of Representational Paintings.

    Science.gov (United States)

    Di Dio, Cinzia; Ardizzi, Martina; Massaro, Davide; Di Cesare, Giuseppe; Gilli, Gabriella; Marchetti, Antonella; Gallese, Vittorio

    2015-01-01

    Movement perception and its role in aesthetic experience have been often studied, within empirical aesthetics, in relation to the human body. No such specificity has been defined in neuroimaging studies with respect to contents lacking a human form. The aim of this work was to explore, through functional magnetic imaging (f MRI), how perceived movement is processed during the aesthetic judgment of paintings using two types of content: human subjects and scenes of nature. Participants, untutored in the arts, were shown the stimuli and asked to make aesthetic judgments. Additionally, they were instructed to observe the paintings and to rate their perceived movement in separate blocks. Observation highlighted spontaneous processes associated with aesthetic experience, whereas movement judgment outlined activations specifically related to movement processing. The ratings recorded during aesthetic judgment revealed that nature scenes received higher scored than human content paintings. The imaging data showed similar activation, relative to baseline, for all stimuli in the three tasks, including activation of occipito-temporal areas, posterior parietal, and premotor cortices. Contrast analyses within aesthetic judgment task showed that human content activated, relative to nature, precuneus, fusiform gyrus, and posterior temporal areas, whose activation was prominent for dynamic human paintings. In contrast, nature scenes activated, relative to human stimuli, occipital and posterior parietal cortex/precuneus, involved in visuospatial exploration and pragmatic coding of movement, as well as central insula. Static nature paintings further activated, relative to dynamic nature stimuli, central and posterior insula. Besides insular activation, which was specific for aesthetic judgment, we found a large overlap in the activation pattern characterizing each stimulus dimension (content and dynamism) across observation, aesthetic judgment, and movement judgment tasks. These

  13. Development of Technological and Pedagogical Content Knowledge of the Chemistry by Teachers in Training Through the Reflection of PaP-eRs and Videos

    Directory of Open Access Journals (Sweden)

    Boris Fernando Candela

    2018-01-01

    Full Text Available This article described how trainee teachers identified and developed some elements of the Technological and Pedagogical Knowledge of Chemistry Content (CTPC, along the course of educational and pedagogical context by "reflective orientation". The methodological perspective was qualitative by case study, which was configured by two interwoven areas of reflection, namely: (a reflecting on the opinions of experts about the teaching of a content, through the readings proposed in the training programs; and (b reflecting on the teaching carried out by experienced teachers through case videos and the Repertoire of Professional and Pedagogical Experiences (PaP-eRs. This heuristic reduced the complexity of teaching in a manageable story located in a specific context, so that teachers could identify and reflect on their theories about the teaching and learning of chemistry. This study showed that teachers in training identified and developed the following elements of the CTPC of chemistry: general pedagogy, language as a learning tool, difficulties and alternative conceptions, knowledge of technology as an instrument to represent the contents and manage the chemistry classroom, and the formative evaluation. Definitely, the reflection of the critical events of the PaP-eRs and videos of cases was considered an appropriate heuristic that allowed the future teachers to articulate the knowledge coming from the literature in education in chemistry, with the virtual experiences of teaching-learning of a real context. Of course, this reflection was mediated by reading, discussing and reflecting on the intelligent actions of an exemplary teacher when guiding singular students from a sociocultural perspective, with the purpose of beginning to refine their theories of teaching and learning chemistry.

  14. Powerful elderly characters in video games: Flemeth of Dragon Age

    OpenAIRE

    Elisabeta Toma

    2015-01-01

    As games are becoming an increasingly popular medium in various demographic and professional strata, scholars are discussing their content and how they shape society. However, despite an increase in gender analysis of video games, little has been written about orienting games towards an elderly audience, or game representations of aging and older persons. Games specifically designed for older persons are focused on improving cognitive functions, starting from the assumption that the elderly a...

  15. Michezo Video: Nairobi’s gamers and the developers who are promoting local content\\ud Michezo Vidéo: Les joueurs et les développeurs de Nairobi promouvant le contenu local

    OpenAIRE

    Callus, Paula; Potter, C.

    2017-01-01

    In Kenya, the rise of digital technologies and related new media, and an infrastructure able to support them, has seen the emergence of a growing local video games industry and a new generation of Kenyan video game developers, players and promoters. This article focuses upon the particular design strategies employed by young producers of creative digital content for games and the current networks of practice, play and support unfolding around these new gaming technologies. Interviewees for th...

  16. Automatically assessing properties of dynamic cameras for camera selection and rapid deployment of video content analysis tasks in large-scale ad-hoc networks

    Science.gov (United States)

    den Hollander, Richard J. M.; Bouma, Henri; van Rest, Jeroen H. C.; ten Hove, Johan-Martijn; ter Haar, Frank B.; Burghouts, Gertjan J.

    2017-10-01

    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.

  17. The Representation of Immigrants in Spanish television fiction. A proposal for a Content Analysis. El Comisario y Hospital Central

    Directory of Open Access Journals (Sweden)

    Dra. Elena Galán Fajardo

    2006-01-01

    Full Text Available Spanish society is getting more and more multicultural. Demographys has changed considerably. Anyway, hegemonic media, especially televisión fiction as one of the most demanded genres on prime-time, avoiding or just showing them into ilegality, exclusion or margination plots. This research analyzes the image of immigrants in the plots of two of the Spanish workplace series with more audience nowadays. They were from 1999 to 2005. Using a content analyses these series has been estudied and the stereotypes used has been observed. In addition, the results of this study has been compared with the information from the Spanish National Institute of Statistics to show similarities and differences with the results obtained of the reality in the same temporary period. Finally, it has been observed a massive employment of negative stereotypes assigned to the image of the immigrant in both series and a correlation between reality and fiction.

  18. Representations of celebrities' weight and shape during pregnancy and postpartum: a content analysis of three entertainment magazine websites.

    Science.gov (United States)

    Gow, Rachel W; Lydecker, Janet A; Lamanna, Jennifer D; Mazzeo, Suzanne E

    2012-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities' experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N=387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities' pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities' pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. Copyright © 2011 Elsevier Ltd. All rights reserved.

  19. Representations of Celebrities’ Weight and Shape during Pregnancy and Postpartum: A Content Analysis of Three Entertainment Magazine Websites

    Science.gov (United States)

    Gow, Rachel W.; Lydecker, Janet A.; Lamanna, Jennifer D.; Mazzeo, Suzanne E.

    2011-01-01

    Entertainment magazine websites provide a continuous stream of celebrity news accessed by over 13 million unique viewers each month. Celebrities’ experiences of pregnancy and new motherhood appear to be popular topics within these media outlets; however, little research has investigated the content of this coverage. In this study, investigators coded articles (N = 387) published between August 1, 2007 and August 1, 2008 on three popular entertainment magazine websites. Relatively few articles about celebrities’ pregnancies discussed weight (13%) or shape (30%), and an even smaller proportion (6.2%) included any discussion of postpartum body dissatisfaction. This suggests a gap between portrayal of celebrities’ pregnancies and postpartum experiences and those of non-celebrity women. This disparity is concerning as it might lead to unrealistic expectations about pregnancy and postpartum for both pregnant readers and a more general audience. This study provides important initial information about the messages these media provide regarding pregnancy-related appearance. PMID:21873126

  20. Contents

    Directory of Open Access Journals (Sweden)

    Editor IJRED

    2012-11-01

    Full Text Available International Journal of Renewable Energy Development www.ijred.com Volume 1             Number 3            October 2012                ISSN 2252- 4940   CONTENTS OF ARTICLES page Design and Economic Analysis of a Photovoltaic System: A Case Study 65-73 C.O.C. Oko , E.O. Diemuodeke, N.F. Omunakwe, and E. Nnamdi     Development of Formaldehyde Adsorption using Modified Activated Carbon – A Review 75-80 W.D.P Rengga , M. Sudibandriyo and M. Nasikin     Process Optimization for Ethyl Ester Production in Fixed Bed Reactor Using Calcium Oxide Impregnated Palm Shell Activated Carbon (CaO/PSAC 81-86 A. Buasri , B. Ksapabutr, M. Panapoy and N. Chaiyut     Wind Resource Assessment in Abadan Airport in Iran 87-97 Mojtaba Nedaei       The Energy Processing by Power Electronics and its Impact on Power Quality 99-105 J. E. Rocha and B. W. D. C. Sanchez       First Aspect of Conventional Power System Assessment for High Wind Power Plants Penetration 107-113 A. Merzic , M. Music, and M. Rascic   Experimental Study on the Production of Karanja Oil Methyl Ester and Its Effect on Diesel Engine 115-122 N. Shrivastava,  , S.N. Varma and M. Pandey  

  1. Making Good Physics Videos

    Science.gov (United States)

    Lincoln, James

    2017-01-01

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

  2. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

    Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)

  3. Encoding Concept Prototypes for Video Event Detection and Summarization

    NARCIS (Netherlands)

    Mazloom, M.; Habibian, A.; Liu, D.; Snoek, C.G.M.; Chang, S.F.

    2015-01-01

    This paper proposes a new semantic video representation for few and zero example event detection and unsupervised video event summarization. Different from existing works, which obtain a semantic representation by training concepts over images or entire video clips, we propose an algorithm that

  4. Video-Based Big Data Analytics in Cyberlearning

    Science.gov (United States)

    Wang, Shuangbao; Kelly, William

    2017-01-01

    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…

  5. What Do Social Media Say About Makeovers? A Content Analysis of Cosmetic Surgery Videos and Viewers' Responses on YouTube.

    Science.gov (United States)

    Wen, Nainan; Chia, Stella C; Hao, Xiaoming

    2015-01-01

    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.

  6. Automation of systems enabling search on stored video data

    Science.gov (United States)

    Hanjalic, Alan; Ceccarelli, Marco; Lagendijk, Reginald L.; Biemond, Jan

    1997-01-01

    In the European project SMASH mass-market storage systems for domestic use are under study. Besides the storage technology that is developed in this project, the related objective of user-friendly browsing/query of video data is studied as well. Key issues in developing a user-friendly system are (1) minimizing the user-intervention in preparatory steps (extraction and storage of representative information needed for browsing/query), (2) providing an acceptable representation of the stored video content in view of a higher automation level, (3) the possibility for performing these steps directly on the incoming stream at storage time, and (4) parameter-robustness of algorithms used for these steps. This paper proposes and validate novel approaches for automation of mentioned preparatory phases. A detection method for abrupt shot changes is proposed, using locally computed threshold based on a statistical model for frame-to-frame differences. For the extraction of representative frames (key frames) an approach is presented which distributes a given number of key frames over the sequence depending on content changes in a temporal segment of the sequence. A multimedia database is introduced, able to automatically store all bibliographic information about a recorded video as well as a visual representation of the content without any manual intervention from the user.

  7. Automated analysis and annotation of basketball video

    Science.gov (United States)

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

    1997-01-01

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

  8. Social Properties of Mobile Video

    Science.gov (United States)

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

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

  9. COMPOSITIONAL AND CONTENT-RELATED PARTICULARITIES OF POLITICAL MEDIA TEXTS (THROUGH THE EXAMPLE OF THE TEXTS OF POLITICAL VIDEO CLIPS ISSUED BY THE CANDIDATES FOR PRESIDENCY IN FRANCE IN 2017

    Directory of Open Access Journals (Sweden)

    Dmitrieva, A.V.

    2017-09-01

    Full Text Available The article examines the texts of political advertising video clips issued by the candidates for presidency in France during the campaign before the first round of elections in 2017. The mentioned examples of media texts are analysed from the compositional point of view as well as from that of the content particularities which are directly connected to the text structure. In general, the majority of the studied clips have a similar structure and consist of three parts: introduction, main part and conclusion. However, as a result of the research, a range of advantages marking well-structured videos was revealed. These include: addressing the voters and stating the speech topic clearly at the beginning of the clip, a relevant attention-grabbing opening phrase, consistency and clarity of the information presentation, appropriate use of additional video plots, conclusion at the end of the clip.

  10. A Multilevel Analysis of Diverse Learners Playing Life Science Video Games: Interactions between Game Content, Learning Disability Status, Reading Proficiency, and Gender

    Science.gov (United States)

    Israel, Maya; Wang, Shuai; Marino, Matthew T.

    2016-01-01

    Extant research reports differential effects related to the efficacy of video games as a means to enhance science instruction. However, there are very few studies examining differences in learning outcomes across student-level independent variables. This study used multilevel modeling to examine the effects of three video game-enhanced life…

  11. Compact Visualisation of Video Summaries

    Directory of Open Access Journals (Sweden)

    Janko Ćalić

    2007-01-01

    Full Text Available This paper presents a system for compact and intuitive video summarisation aimed at both high-end professional production environments and small-screen portable devices. To represent large amounts of information in the form of a video key-frame summary, this paper studies the narrative grammar of comics, and using its universal and intuitive rules, lays out visual summaries in an efficient and user-centered way. In addition, the system exploits visual attention modelling and rapid serial visual presentation to generate highly compact summaries on mobile devices. A robust real-time algorithm for key-frame extraction is presented. The system ranks importance of key-frame sizes in the final layout by balancing the dominant visual representability and discovery of unanticipated content utilising a specific cost function and an unsupervised robust spectral clustering technique. A final layout is created using an optimisation algorithm based on dynamic programming. Algorithm efficiency and robustness are demonstrated by comparing the results with a manually labelled ground truth and with optimal panelling solutions.

  12. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  13. Representing videos in tangible products

    Science.gov (United States)

    Fageth, Reiner; Weiting, Ralf

    2014-03-01

    Videos can be taken with nearly every camera, digital point and shoot cameras, DSLRs as well as smartphones and more and more with so-called action cameras mounted on sports devices. The implementation of videos while generating QR codes and relevant pictures out of the video stream via a software implementation was contents in last years' paper. This year we present first data about what contents is displayed and how the users represent their videos in printed products, e.g. CEWE PHOTOBOOKS and greeting cards. We report the share of the different video formats used, the number of images extracted out of the video in order to represent the video, the positions in the book and different design strategies compared to regular books.

  14. Reimagining Game Design: Exploring the Design of Constructible Authentic Representations for Science Reasoning

    Science.gov (United States)

    Holbert, Nathan Ryan

    Video games have recently become a popular space for educational design due to their interactive and engaging nature and the ubiquity of the gaming experience among youth. Though many researchers argue video games can provide opportunities for learning, educational game design has focused on the classroom rather than the informal settings where games are typically played. Educational games have been moderately successful at achieving learning gains on standardized items, but have failed to show improvements on related but distal problems. In this dissertation I develop and assess a new design principle, called constructible authentic representations for creating informal gaming experiences that players will actively draw on when reasoning in formal and real world contexts. These games provide players with opportunities to engage in meaningful construction with components that integrate relevant concepts to create in-game representations that visually and epistemologically align with related tools and representations utilized in the target domain. In the first phase of the dissertation, I observed children playing popular video games to better understand what in-game representations children attend to and how interactions with these representations contribute to intuitive ideas of encountered STEM content. Results from this study fed into the iterative design of two prototype video games, FormulaT Racing and Particles!, intending to give players useful knowledge resources for reasoning about kinematics and the particulate nature of matter respectively. Designed games encourage players to utilize and refine intuitive ideas about target content through the construction of domain relevant representations. To assess the effectiveness of these designs I conducted two studies of children ages 7-14 playing prototype games in informal settings. An analysis of pre- and post-game clinical interviews, domain specific tasks, and video and logging data of gameplay suggests

  15. Enhanced P2P Services Providing Multimedia Content

    Directory of Open Access Journals (Sweden)

    E. Ardizzone

    2007-01-01

    To address this major limitation, we propose an original image and video sharing system, in which a user is able to interactively search interesting resources by means of content-based image and video retrieval techniques. In order to limit the network traffic load, maximizing the usefulness of each peer contacted in the query process, we also propose the adoption of an adaptive overlay routing algorithm, exploiting compact representations of the multimedia resources shared by each peer. Experimental results confirm the validity of the proposed approach, that is capable of dynamically adapting the network topology to peer interests, on the basis of query interactions among users.

  16. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  17. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

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

  18. Improving Peer-to-Peer Video Systems

    NARCIS (Netherlands)

    Petrocco, R.P.

    2016-01-01

    Video Streaming is nowadays the Internet’s biggest source of consumer traffic. Traditional content providers rely on centralised client-server model for distributing their video streaming content. The current generation is moving from being passive viewers, or content consumers, to active content

  19. A novel video recommendation system based on efficient retrieval of human actions

    Science.gov (United States)

    Ramezani, Mohsen; Yaghmaee, Farzin

    2016-09-01

    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.

  20. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th

  1. Representation for Reciprocal Agent-Environment Interaction

    NARCIS (Netherlands)

    Bosse, T.; Jonker, C.M.; Treur, J.

    2009-01-01

    Declarative modelling approaches in principle assume a notion of representation or representational content for the modelling concepts. The notion of representational content as discussed in literature in cognitive science and philosophy of mind shows complications as soon as agent and environment

  2. Viewers' perceptions of a YouTube music therapy session video.

    Science.gov (United States)

    Gregory, Dianne; Gooding, Lori G

    2013-01-01

    Recent research revealed diverse content and varying levels of quality in YouTube music therapy videos and prompted questions about viewers' discrimination abilities. This study compares ratings of a YouTube music therapy session video by viewers with different levels of music therapy expertise to determine video elements related to perceptions of representational quality. Eighty-one participants included 25 novices (freshmen and sophomores in an introductory music therapy course), 25 pre-interns (seniors and equivalency students who had completed all core Music Therapy courses), 26 professionals (MT-BC or MT-BC eligibility) with a mean of 1.75 years of experience, and an expert panel of 5 MT-BC professionals with a mean of 11 years of experience in special education. After viewing a music therapy special education video that in previous research met basic competency criteria and professional standards of the American Music Therapy Association, participants completed a 16-item questionnaire. Novices' ratings were more positive (less discriminating) compared to experienced viewers' neutral or negative ratings. Statistical analysis (ANOVA) of novice, pre-intern, and professional ratings of all items revealed significant differences p, .05) for specific therapy content and for a global rating of representational quality. Experienced viewers' ratings were similar to the expert panel's ratings. Content analysis of viewers' reasons for their representational quality ratings corroborated ratings of therapy-specific content. A video that combines and clearly depicts therapy objectives, client improvement, and the effectiveness of music within a therapeutic intervention best represent the music therapy profession in a public social platform like YouTube.

  3. Perceptual hashing of sheet music based on graphical representation

    Science.gov (United States)

    Kremser, Gert; Schmucker, Martin

    2006-02-01

    For the protection of Intellectual Property Rights (IPR), different passive protection methods have been developed. These watermarking and fingerprinting technologies protect content beyond access control and thus tracing illegal distributions as well as the identification of people who are responsible for a illegal distribution is possible. The public's attention was attracted especially to the second application by the illegal distribution of the so called 'Hollywood screeners'. The focus of current research is on audio and video content and images. These are the common content types we are faced with every day, and which mostly have a huge commercial value. Especially the illegal distribution of content that has not been officially published shows the potential commercial impact of illegal distributions. Content types, however, are not limited to audio, video and images. There is a range of other content types, which also deserve the development of passive protection technologies. For sheet music for instance, different watermarking technologies have been developed, which up to this point only function within certain limitations. This is the reason why we wanted to find out how to develop a fingerprinting or perceptual hashing method for sheet music. In this article, we describe the development of our algorithm for sheet music, which is based on simple graphical features. We describe the selection of these features and the subsequent processing steps. The resulting compact representation is analyzed and the first performance results are reported.

  4. Spatial constraints of stereopsis in video displays

    Science.gov (United States)

    Schor, Clifton

    1989-01-01

    Recent development in video technology, such as the liquid crystal displays and shutters, have made it feasible to incorporate stereoscopic depth into the 3-D representations on 2-D displays. However, depth has already been vividly portrayed in video displays without stereopsis using the classical artists' depth cues described by Helmholtz (1866) and the dynamic depth cues described in detail by Ittleson (1952). Successful static depth cues include overlap, size, linear perspective, texture gradients, and shading. Effective dynamic cues include looming (Regan and Beverly, 1979) and motion parallax (Rogers and Graham, 1982). Stereoscopic depth is superior to the monocular distance cues under certain circumstances. It is most useful at portraying depth intervals as small as 5 to 10 arc secs. For this reason it is extremely useful in user-video interactions such as telepresence. Objects can be manipulated in 3-D space, for example, while a person who controls the operations views a virtual image of the manipulated object on a remote 2-D video display. Stereopsis also provides structure and form information in camouflaged surfaces such as tree foliage. Motion parallax also reveals form; however, without other monocular cues such as overlap, motion parallax can yield an ambiguous perception. For example, a turning sphere, portrayed as solid by parallax can appear to rotate either leftward or rightward. However, only one direction of rotation is perceived when stereo-depth is included. If the scene is static, then stereopsis is the principal cue for revealing the camouflaged surface structure. Finally, dynamic stereopsis provides information about the direction of motion in depth (Regan and Beverly, 1979). Clearly there are many spatial constraints, including spatial frequency content, retinal eccentricity, exposure duration, target spacing, and disparity gradient, which - when properly adjusted - can greatly enhance stereodepth in video displays.

  5. Digital video transcoding for transmission and storage

    CERN Document Server

    Sun, Huifang; Chen, Xuemin

    2004-01-01

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

  6. Poetic representation

    DEFF Research Database (Denmark)

    Wulf-Andersen, Trine Østergaard

    2012-01-01

    be written up and disseminated. The article takes a methodological focus, considering general aims and methods of the research project, before turning to the elaboration on how poetic representations have been constructed and employed as a vehicle for certain kinds of participation, representation......, and dialogue, of situated participants. The article includes a lengthy example of a poetic representation of one participant’s story, and the author comments on the potentials of ‘doing’ poetic representations as an example of writing in ways that challenges what sometimes goes unasked in participative social...

  7. Twofold Video Hashing with Automatic Synchronization

    OpenAIRE

    Li, Mu; Monga, Vishal

    2014-01-01

    Video hashing finds a wide array of applications in content authentication, robust retrieval and anti-piracy search. While much of the existing research has focused on extracting robust and secure content descriptors, a significant open challenge still remains: Most existing video hashing methods are fallible to temporal desynchronization. That is, when the query video results by deleting or inserting some frames from the reference video, most existing methods assume the positions of the dele...

  8. Video2Sentence and Vice Versa

    Science.gov (United States)

    2013-10-25

    which outperforms a low-level audiovisual representation. Our novelty is to demonstrate the capabilities of semantic representations for translating ...demonstrate the translations using arbi- trary web videos and sentences related to everyday events. What is more, we will provide an automatically generated...explanation, in terms of concept detectors, on why a partic- ular video or sentence has been retrieved as the most likely translation . Categories and

  9. Efficient data replication for the delivery of high-quality video content over P2P VoD advertising networks

    Science.gov (United States)

    Ho, Chien-Peng; Yu, Jen-Yu; Lee, Suh-Yin

    2011-12-01

    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.

  10. Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework

    Science.gov (United States)

    Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher

    2017-01-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character…

  11. Handbook of video databases design and applications

    CERN Document Server

    Furht, Borko

    2003-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Markos Avlonitis

    2014-01-01

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

  13. Characteristics of "Music Education" Videos Posted on Youtube

    Science.gov (United States)

    Whitaker, Jennifer A.; Orman, Evelyn K.; Yarbrough, Cornelia

    2014-01-01

    This content analysis sought to determine information related to users uploading, general content, and specific characteristics of music education videos on YouTube. A total of 1,761 videos from a keyword search of "music education" were viewed and categorized. Results for relevant videos indicated users posted videos under 698 different…

  14. Women as Video Game Consumers

    OpenAIRE

    Kiviranta, Hanna

    2017-01-01

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

  15. Digital video.

    Science.gov (United States)

    Johnson, Don; Johnson, Mike

    2004-04-01

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

  16. An experimental evaluation of the State Adult Attachment Measure: the influence of attachment primes on the content of state attachment representations

    OpenAIRE

    Bosmans, Guy; Bowles, David P.; Dewitte, Marieke; Winter, Simon; Braet, Caroline

    2014-01-01

    Attachment theory predicts cross-contextual stability of attachment representations, but research findings are rather mixed. Recently, it has been suggested that these mixed findings reflect the existence of both state and trait attachment components. The development of the State Adult Attachment Measure (SAAM) has enabled an investigation of this hypothesis. The current study aimed to evaluate the extent to which the SAAM is a useful instrument for studying such state attachment hypotheses. ...

  17. Surveillance Video Synopsis in GIS

    Directory of Open Access Journals (Sweden)

    Yujia Xie

    2017-10-01

    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.

  18. Reflections of Girls in the Media: A Content Analysis. A Study of Television Shows and Commercials, Movies, Music Videos, and Teen Magazine Articles and Ads. An Executive Summary.

    Science.gov (United States)

    Signorielli, Nancy

    This document presents an executive summary of a study that examined messages sent to adolescent girls (ages 10 to 17) across 6 types of media most heavily used by adolescent girls: television, movies, magazines, music videos, television commercials, and magazine advertisements. The study asked what messages are sent about gender roles--primarily…

  19. Reflections of Girls in the Media: A Content Analysis. A Study of Television Shows and Commercials, Movies, Music Videos, and Teen Magazine Articles and Ads.

    Science.gov (United States)

    Signorielli, Nancy

    A study examined kinds of messages prevalent in the media used by preteen and teenage girls, asking what messages are sent about goals, dating, careers, behavior, and appearance and its relationship to well being. Four media were the subject of the study, which comprised 12 samples from television programs, theatrical films, music videos, and teen…

  20. Self-evaluation and peer-feedback of medical students' communication skills using a web-based video annotation system. Exploring content and specificity

    NARCIS (Netherlands)

    Hulsman, Robert L.; van der Vloodt, Jane

    2015-01-01

    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

  1. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    Science.gov (United States)

    Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K

    2016-04-21

    In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  2. Estimation of Web video multiplicity

    Science.gov (United States)

    Cheung, SenChing S.; Zakhor, Avideh

    1999-12-01

    With ever more popularity of video web-publishing, many popular contents are being mirrored, reformatted, modified and republished, resulting in excessive content duplication. While such redundancy provides fault tolerance for continuous availability of information, it could potentially create problems for multimedia search engines in that the search results for a given query might become repetitious, and cluttered with a large number of duplicates. As such, developing techniques for detecting similarity and duplication is important to multimedia search engines. In addition, content providers might be interested in identifying duplicates of their content for legal, contractual or other business related reasons. In this paper, we propose an efficient algorithm called video signature to detect similar video sequences for large databases such as the web. The idea is to first form a 'signature' for each video sequence by selection a small number of its frames that are most similar to a number of randomly chosen seed images. Then the similarity between any tow video sequences can be reliably estimated by comparing their respective signatures. Using this method, we achieve 85 percent recall and precision ratios on a test database of 377 video sequences. As a proof of concept, we have applied our proposed algorithm to a collection of 1800 hours of video corresponding to around 45000 clips from the web. Our results indicate that, on average, every video in our collection from the web has around five similar copies.

  3. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.

  4. Effectiveness of Artistic Interaction through Video Conferencing

    Directory of Open Access Journals (Sweden)

    Suzan Duygu Erişti

    2011-10-01

    Full Text Available This study investigated Turkish and Canadian primary school students’ ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along with cultural components depicted in pictures. The results obtained were analyzed and interpreted based on the quantitative content analysis method. The research results revealed that the majority of the students explained their viewpoints through the effectiveness of the process. The students highlighted the importance of learning a different culture, learning about a different art technique and recognizing new friends in the process. The synchronization regarding interactive art education through videoconferencing was another important experience reflected by the students. Most of the students indicated that interactive art education through videoconferencing encouraged them to learn and understand about different cultures, helped them develop cultural awareness, attracted their attention and increased their motivation.

  5. Effectiveness of Artistic Interaction through Video Conferencing

    Directory of Open Access Journals (Sweden)

    Suzan Duygu Erişti

    2011-04-01

    Full Text Available This study investigated Turkish and Canadian primary school students’ ways of expressing their perception of interactive art education through video conferencing and that of cultural interaction through pictorial representations. The qualitative research data were collected in the form of pictures and interviews on interactive art education along with cultural components depicted in pictures. The results obtained were analyzed and interpreted based on the quantitative content analysis method. The research results revealed that the majority of the students explained their viewpoints through the effectiveness of the process. The students highlighted the importance of learning a different culture, learning about a different art technique and recognizing new friends in the process. The synchronization regarding interactive art education through videoconferencing was another important experience reflected by the students. Most of the students indicated that interactive art education through videoconferencing encouraged them to learn and understand about different cultures, helped them develop cultural awareness, attracted their attention and increased their motivation

  6. Informational value and bias of videos related to orthodontics screened on a video-sharing Web site.

    Science.gov (United States)

    Knösel, Michael; Jung, Klaus

    2011-05-01

    To assess the informational value, intention, source, and bias of videos related to orthodontics screened by the video-sharing Internet platform YouTube. YouTube (www.youtube.com) was scanned in July 2010 for orthodontics-related videos using an adequately defined search term. Each of the first 30 search results of the scan was categorized with the system-generated sorts "by relevance" and "most viewed" (total: 60). These were rated independently by three assessors, who completed a questionnaire for each video. The data were analyzed statistically using Friedman's test for dependent samples, Kendall's tau, and Fleiss's kappa. The YouTube scan produced 5140 results. There was a wide variety of information about orthodontics available on YouTube, and the highest proportion of videos was found to originate from orthodontic patients. These videos were also the most viewed ones. The informational content of most of the videos was generally judged to be low, with a rather poor to inadequate representation of the orthodontic profession, although a moderately pro-orthodontics stance prevailed. It was noticeable that the majority of contributions of orthodontists to YouTube constituted advertising. This tendency was not viewed positively by the majority of YouTube users, as was evident in the divergence in the proportions when sorting by "relevance" and "most viewed." In the light of the very large number of people using the Internet as their primary source of information, orthodontists should recognize the importance of YouTube and similar social media Web sites in the opinion-forming process, especially in the case of adolescents.

  7. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  8. CHARACTER RECOGNITION OF VIDEO SUBTITLES\\

    Directory of Open Access Journals (Sweden)

    Satish S Hiremath

    2016-11-01

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

  9. Scaffolding With and Through Videos

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen

    2012-01-01

    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....

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

    Science.gov (United States)

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

    2015-04-01

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

  11. Self-evaluation and peer-feedback of medical students' communication skills using a web-based video annotation system. Exploring content and specificity.

    Science.gov (United States)

    Hulsman, Robert L; van der Vloodt, Jane

    2015-03-01

    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.

  12. Automatic content-based analysis of georeferenced image data: Detection of Beggiatoa mats in seafloor video mosaics from the HÅkon Mosby Mud Volcano

    Science.gov (United States)

    Jerosch, K.; Lüdtke, A.; Schlüter, M.; Ioannidis, G. T.

    2007-02-01

    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.

  13. Constrained Multi-View Video Face Clustering.

    Science.gov (United States)

    Cao, Xiaochun; Zhang, Changqing; Zhou, Chengju; Fu, Huazhu; Foroosh, Hassan

    2015-11-01

    In this paper, we focus on face clustering in videos. To promote the performance of video clustering by multiple intrinsic cues, i.e., pairwise constraints and multiple views, we propose a constrained multi-view video face clustering method under a unified graph-based model. First, unlike most existing video face clustering methods which only employ these constraints in the clustering step, we strengthen the pairwise constraints through the whole video face clustering framework, both in sparse subspace representation and spectral clustering. In the constrained sparse subspace representation, the sparse representation is forced to explore unknown relationships. In the constrained spectral clustering, the constraints are used to guide for learning more reasonable new representations. Second, our method considers both the video face pairwise constraints as well as the multi-view consistence simultaneously. In particular, the graph regularization enforces the pairwise constraints to be respected and the co-regularization penalizes the disagreement among different graphs of multiple views. Experiments on three real-world video benchmark data sets demonstrate the significant improvements of our method over the state-of-the-art methods.

  14. Crowdsourcing visual detectors for video search

    NARCIS (Netherlands)

    Freiburg, B.; Kamps, J.; Snoek, C.G.M.

    2011-01-01

    In this paper we study social tagging at the video fragment-level using a combination of automated content understanding and the wisdom of the crowds. We are interested in the question whether crowdsourcing can be beneficial to a video search engine that automatically recognizes video fragments on a

  15. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

    Full Text Available The highly efficient and robust stitching of aerial video captured by unmanned aerial vehicles (UAVs is a challenging problem in the field of robot vision. Existing commercial image stitching systems have seen success with offline stitching tasks, but they cannot guarantee high-speed performance when dealing with online aerial video sequences. In this paper, we present a novel system which has an unique ability to stitch high-frame rate aerial video at a speed of 150 frames per second (FPS. In addition, rather than using a high-speed vision platform such as FPGA or CUDA, our system is running on a normal personal computer. To achieve this, after the careful comparison of the existing invariant features, we choose the FAST corner and binary descriptor for efficient feature extraction and representation, and present a spatial and temporal coherent filter to fuse the UAV motion information into the feature matching. The proposed filter can remove the majority of feature correspondence outliers and significantly increase the speed of robust feature matching by up to 20 times. To achieve a balance between robustness and efficiency, a dynamic key frame-based stitching framework is used to reduce the accumulation errors. Extensive experiments on challenging UAV datasets demonstrate that our approach can break through the speed limitation and generate an accurate stitching image for aerial video stitching tasks.

  16. User aware video streaming

    Science.gov (United States)

    Kerofsky, Louis; Jagannath, Abhijith; Reznik, Yuriy

    2015-03-01

    We describe the design of a video streaming system using adaptation to viewing conditions to reduce the bitrate needed for delivery of video content. A visual model is used to determine sufficient resolution needed under various viewing conditions. Sensors on a mobile device estimate properties of the viewing conditions, particularly the distance to the viewer. We leverage the framework of existing adaptive bitrate streaming systems such as HLS, Smooth Streaming or MPEG-DASH. The client rate selection logic is modified to include a sufficient resolution computed using the visual model and the estimated viewing conditions. Our experiments demonstrate significant bitrate savings compare to conventional streaming methods which do not exploit viewing conditions.

  17. Maps in video games – range of applications

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2015-09-01

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

  18. Apples to Oranges: Comparing Streaming Video Platforms

    OpenAIRE

    Milewski, Steven; Threatt, Monique

    2017-01-01

    Librarians rely on an ever-increasing variety of platforms to deliver streaming video content to our patrons. These two presentations will examine different aspects of video streaming platforms to gain guidance from the comparison of platforms. The first will examine the accessibility compliance of the various video streaming platforms for users with disabilities by examining accessibility features of the platforms. The second will be a comparison of subject usage of two of the larger video s...

  19. Value Representations

    DEFF Research Database (Denmark)

    Rasmussen, Majken Kirkegaard; Petersen, Marianne Graves

    2011-01-01

    Stereotypic presumptions about gender affect the design process, both in relation to how users are understood and how products are designed. As a way to decrease the influence of stereotypic presumptions in design process, we propose not to disregard the aspect of gender in the design process......, as the perspective brings valuable insights on different approaches to technology, but instead to view gender through a value lens. Contributing to this perspective, we have developed Value Representations as a design-oriented instrument for staging a reflective dialogue with users. Value Representations...

  20. News media representations of a common EU foreign and security policy: a cross-national content analysis of CFSP coverage in national quality newspapers

    NARCIS (Netherlands)

    Kandyla, A.-A.; de Vreese, C.

    2011-01-01

    This study is a cross-national comparative content analysis of the broadsheet press coverage of EU Common Foreign and Security issues (n=1453) focusing on the presence of indicators of a European Public Sphere. Specifically, we investigated the visibility of Common Foreign and Security Policy (CFSP)

  1. A Framework for Advanced Video Traces: Evaluating Visual Quality for Video Transmission Over Lossy Networks

    Directory of Open Access Journals (Sweden)

    Reisslein Martin

    2006-01-01

    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.

  2. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...

  3. DEVELOPMENT OF INTERACTIVE E-BOOK BASED ON CHEMICAL REPRESENTATION REFER TO CURRICULUM 2013

    Directory of Open Access Journals (Sweden)

    L. Tania

    2015-11-01

    Full Text Available This research aimed to develop an interactive e-book based representations of chemistry; describes the characteristics of the interactive e-book developed; the teachers responses in content suitability with curriculum and graphics aspects; and student responses in readibility aspects. The method used was research and development. The characteristics of interactive e-book: it was developed referring to the core competencies (KI and basic competence (KD in the curriculum 2013, allowed active interaction between students and e-book, completed with pictures, animations or videos in three levels of the chemical representation. Teachers’ responses to the content suitability and graphic aspects were very good with the percentage of each 98.46% and 97.5%. The students’ responses in readibility aspects was very good with percentage of 88.5%.

  4. Representational Machines

    DEFF Research Database (Denmark)

    Petersson, Dag; Dahlgren, Anna; Vestberg, Nina Lager

    to the enterprises of the medium. This is the subject of Representational Machines: How photography enlists the workings of institutional technologies in search of establishing new iconic and social spaces. Together, the contributions to this edited volume span historical epochs, social environments, technological...

  5. Advanced real-time manipulation of video streams

    CERN Document Server

    Herling, Jan

    2014-01-01

    Diminished Reality is a new fascinating technology that removes real-world content from live video streams. This sensational live video manipulation actually removes real objects and generates a coherent video stream in real-time. Viewers cannot detect modified content. Existing approaches are restricted to moving objects and static or almost static cameras and do not allow real-time manipulation of video content. Jan Herling presents a new and innovative approach for real-time object removal with arbitrary camera movements.

  6. Generic Film Forms for Dynamic Virtual Video Synthesis

    NARCIS (Netherlands)

    C.A. Lindley

    1999-01-01

    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

  7. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    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.

  8. A Conceptual Characterization of Online Videos Explaining Natural Selection

    Science.gov (United States)

    Bohlin, Gustav; Göransson, Andreas; Höst, Gunnar E.; Tibell, Lena A. E.

    2017-01-01

    Educational videos on the Internet comprise a vast and highly diverse source of information. Online search engines facilitate access to numerous videos claiming to explain natural selection, but little is known about the degree to which the video content match key evolutionary content identified as important in evolution education research. In…

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

    Science.gov (United States)

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

    2011-01-01

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

  10. Effects of Mathematics Content Knowledge on Pre-School Teachers' Performance: A Video-Based Assessment of Perception and Planning Abilities in Informal Learning Situations

    Science.gov (United States)

    Dunekacke, Simone; Jenßen, Lars; Blömeke, Sigrid

    2015-01-01

    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…

  11. Developing an accessible video player

    Directory of Open Access Journals (Sweden)

    Juan José Rodríguez Soler

    2012-05-01

    Full Text Available Online Channels in financial institutions allows customers with disabilities to access services in a convenient way for them.However, one of the current challenges of this sector is to improve web accessibility and to incorporate technological resources to provide access to multimedia and video content, which has become a new form of internet communication.The present work shows in detail the strategy followed when designing and developing the new video player used by Bankinter for these purposes.

  12. Tiny videos: a large data set for nonparametric video retrieval and frame classification.

    Science.gov (United States)

    Karpenko, Alexandre; Aarabi, Parham

    2011-03-01

    In this paper, we present a large database of over 50,000 user-labeled videos collected from YouTube. We develop a compact representation called "tiny videos" that achieves high video compression rates while retaining the overall visual appearance of the video as it varies over time. We show that frame sampling using affinity propagation-an exemplar-based clustering algorithm-achieves the best trade-off between compression and video recall. We use this large collection of user-labeled videos in conjunction with simple data mining techniques to perform related video retrieval, as well as classification of images and video frames. The classification results achieved by tiny videos are compared with the tiny images framework [24] for a variety of recognition tasks. The tiny images data set consists of 80 million images collected from the Internet. These are the largest labeled research data sets of videos and images available to date. We show that tiny videos are better suited for classifying scenery and sports activities, while tiny images perform better at recognizing objects. Furthermore, we demonstrate that combining the tiny images and tiny videos data sets improves classification precision in a wider range of categories.

  13. Performance Analysis of Video Transmission Using Sequential Distortion Minimization Method for Digital Video Broadcasting Terrestrial

    Directory of Open Access Journals (Sweden)

    Novita Astin

    2016-12-01

    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.

  14. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...

  15. MedlinePlus FAQ: Is audio description available for videos on MedlinePlus?

    Science.gov (United States)

    ... audiodescription.html Question: Is audio description available for videos on MedlinePlus? To use the sharing features on ... page, please enable JavaScript. Answer: Audio description of videos helps make the content of videos accessible to ...

  16. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...

  17. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

    Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.

  18. Content analysis of UK newspaper and online news representations of women's and men's 'binge' drinking: a challenge for communicating evidence-based messages about single-episodic drinking?

    Science.gov (United States)

    Patterson, C; Emslie, C; Mason, O; Fergie, G; Hilton, S

    2016-12-27

    In the UK, men's alcohol-related morbidity and mortality still greatly exceeds women's, despite an increase in women's alcohol consumption in recent decades. New UK alcohol guidelines introduce gender-neutral low-risk alcohol consumption guidance. This study explores how UK newspaper and online news represent women's and men's 'binge' drinking to identify opportunities to better align reporting of harmful drinking with evidence. Quantitative and qualitative content analysis of 308 articles published in 7 UK national newspapers and the BBC News website between 1 January 2012 and 31 December 2013. Articles associated women with 'binge' drinking more frequently than men, and presented women's drinking as more problematic. Men were more frequently characterised as violent or disorderly, while women were characterised as out of control, putting themselves in danger, harming their physical appearance and burdening men. Descriptions of female 'binge' drinkers' clothing and appearance were typically moralistic. The UK news media's disproportionate focus on women's 'binge' drinking is at odds with epidemiological evidence, may reproduce harmful gender stereotypes and may obstruct public understandings of the gender-neutral weekly consumption limits in newly proposed alcohol guidelines. In order to better align reporting of harmful drinking with current evidence, public health advocates may engage with the media with a view to shifting media framing of 'binge' drinking away from specific groups (young people; women) and contexts (public drinking) and towards the health risks of specific drinking behaviours, which affect all groups regardless of context. 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/.

  19. Veterans Crisis Line: Videos About Reaching out for Help

    Science.gov (United States)

    Veterans Crisis Line Skip to Main Content SuicidePreventionLifeline.org Get Help Materials Get Involved Crisis Centers About Be There ... see more videos from Veterans Health Administration Veterans Crisis Line -- After the Call see more videos from ...

  20. Videography-Based Unconstrained Video Analysis.

    Science.gov (United States)

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

    2017-05-01

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

  1. Discriminative Non-Linear Stationary Subspace Analysis for Video Classification.

    Science.gov (United States)

    Baktashmotlagh, Mahsa; Harandi, Mehrtash; Lovell, Brian C; Salzmann, Mathieu

    2014-12-01

    Low-dimensional representations are key to the success of many video classification algorithms. However, the commonly-used dimensionality reduction techniques fail to account for the fact that only part of the signal is shared across all the videos in one class. As a consequence, the resulting representations contain instance-specific information, which introduces noise in the classification process. In this paper, we introduce non-linear stationary subspace analysis: a method that overcomes this issue by explicitly separating the stationary parts of the video signal (i.e., the parts shared across all videos in one class), from its non-stationary parts (i.e., the parts specific to individual videos). Our method also encourages the new representation to be discriminative, thus accounting for the underlying classification problem. We demonstrate the effectiveness of our approach on dynamic texture recognition, scene classification and action recognition.

  2. Building Cognition: The Construction of Computational Representations for Scientific Discovery

    Science.gov (United States)

    Chandrasekharan, Sanjay; Nersessian, Nancy J.

    2015-01-01

    Novel computational representations, such as simulation models of complex systems and video games for scientific discovery (Foldit, EteRNA etc.), are dramatically changing the way discoveries emerge in science and engineering. The cognitive roles played by such computational representations in discovery are not well understood. We present a…

  3. Video Analytics

    DEFF Research Database (Denmark)

    This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...

  4. The ethics of human-chicken relationships in video games

    OpenAIRE

    Flick, Catherine; Fothergill, B. Tyr

    2015-01-01

    In this paper, we look at the historical place that chickens have held in media depictions and as entertainment, analyse several types of representations of chickens in video games, and draw out reflections on society in the light of these representations. We also look at real-life, modern historical, and archaeological evidence of chicken treatment and the evolution of social attitudes with regard to animal rights, and deconstruct the depiction of chickens in video games in this light.

  5. Fragile watermarking scheme for H.264 video authentication

    Science.gov (United States)

    Wang, Chuen-Ching; Hsu, Yu-Chang

    2010-02-01

    A novel H.264 advanced video coding fragile watermarking method is proposed that enables the authenticity and integrity of the video streams to be verified. The effectiveness of the proposed scheme is demonstrated by way of experimental simulations. The results show that by embedding the watermark information in the last nonzero-quantized coefficient in each discrete cosine transform block, the proposed scheme induces no more than a minor distortion of the video content. In addition, we show that the proposed scheme is able to detect unauthorized changes in the watermarked video content without the original video. The experimental results demonstrate the feasibility of the proposed video authentication system.

  6. Parity Bit Replenishment for JPEG 2000-Based Video Streaming

    Directory of Open Access Journals (Sweden)

    François-Olivier Devaux

    2009-01-01

    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.

  7. The Educational Efficacy of Distinct Information Delivery Systems in Modified Video Games

    Science.gov (United States)

    Moshirnia, Andrew; Israel, Maya

    2010-01-01

    Despite the increasing popularity of many commercial video games, this popularity is not shared by educational video games. Modified video games, however, can bridge the gap in quality between commercial and education video games by embedding educational content into popular commercial video games. This study examined how different information…

  8. Representational Thickness

    DEFF Research Database (Denmark)

    Mullins, Michael

    to improve design conditions for architects, thereby increasing the “thickness of representation”. The study commences from a broader theoretical enquiry, a review of previous research and examples of relevant context in which virtual reality has been used in practice. It develops from this discussion three......Contemporary communicational and informational processes contribute to the shaping of our physical environment by having a powerful influence on the process of design. Applications of virtual reality (VR) are transforming the way architecture is conceived and produced by introducing dynamic...... elements into the process of design. Through its immersive properties, virtual reality allows access to a spatial experience of a computer model very different to both screen based simulations as well as traditional forms of architectural representation. The dissertation focuses on processes of the current...

  9. Performance evaluation software moving object detection and tracking in videos

    CERN Document Server

    Karasulu, Bahadir

    2013-01-01

    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),

  10. Building 3D Event Logs for Video Investigation

    NARCIS (Netherlands)

    Dang, T.K.; Worring, M.; Bui, T.D.

    2015-01-01

    In scene investigation, creating a video log captured using a handheld camera is more convenient and more complete than taking photos and notes. By introducing video analysis and computer vision techniques, it is possible to build a spatio-temporal representation of the investigation. Such a

  11. Video Analytics

    DEFF Research Database (Denmark)

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

  12. Video Analytics

    DEFF Research Database (Denmark)

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

  13. Teaching a Foreign Language Using Videos

    Directory of Open Access Journals (Sweden)

    Veronika Pisarenko

    2017-10-01

    Full Text Available Education technology represents a system of influences on the trainee in the training process. It involves the management of a didactic process with the inclusion of stages of the trainees’ activities, organization and control. The problem of educational technology efficiency is based on strategies of representation, acquisition, storing, reproducing, and actualization of various forms of educational information. This paper considers audiovisual technologies (AT for foreign language training in high school. It reports on a number of audiovisual activities in foreign language training. The research provides some ideas of the students’ perception of video in the education process. The classification of video materials allows consideration of the different pedagogical and didactic conditions of AT realization. The functional features of a video film in the training process and four stages of audiovisual education technology based on a video film are described. To present the process of training, the pedagogical algorithms based on the structure of the knowledge acquisition process are developed according to the aims of viewing (illustrative viewing, fact-finding, studying, critical, and search viewing. The stages of AT realization (previewing, presentation, after-viewing, and actualization are considered. An educational intervention using AT is developed and we investigate (1 the effectiveness of audiovisual technology as a teaching method; and (2 the degree of knowledge acquisition of the language content proposed to students. The aim of foreign language training is to form and to develop foreign language communicative competence that includes different skills, abilities and knowledge of grammar, pronunciation and vocabulary, skills in reading, writing, audition and speaking. To estimate the communicative competence level, we used the calculation of knowledge acquisition factor of training material. A significant improvement was observed in

  14. Violent video games affecting our children.

    Science.gov (United States)

    Vessey, J A; Lee, J E

    2000-01-01

    Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role.

  15. Multimodal Emotion Recognition in Response to Videos

    NARCIS (Netherlands)

    Soleymani, Mohammad; Pantic, Maja; Pun, Thierry

    This paper presents a user-independent emotion recognition method with the goal of recovering affective tags for videos using electroencephalogram (EEG), pupillary response and gaze distance. We first selected 20 video clips with extrinsic emotional content from movies and online resources. Then,

  16. Improving video event retrieval by user feedback

    NARCIS (Netherlands)

    Boer, M. de; Pingen, G.; Knook, D.; Schutte, K.; Kraaij, W.

    2017-01-01

    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

  17. Collective representational content for shared extended mind

    NARCIS (Netherlands)

    Bosse, T.; Jonker, C.M.; Schut, M.C.; Treur, J.

    2006-01-01

    Some types of species exploit the external environment to support their cognitive processes, in the sense of patterns created in the environment that function as external mental states and serve as an extension to their mind. In the case of social species the creation and exploitation of such

  18. Collective Representational Content for Shared Extended Mind

    NARCIS (Netherlands)

    Bosse, T.; Jonker, C.M.; Schut, M.C.; Treur, J.

    2006-01-01

    Some types of species exploit the external environment to support their cognitive processes, in the sense of patterns created in the environment that function as external mental states and serve as an extension to their mind. In the case of social species the creation and exploitation of such

  19. Indexed Captioned Searchable Videos: A Learning Companion for STEM Coursework

    Science.gov (United States)

    Tuna, Tayfun; Subhlok, Jaspal; Barker, Lecia; Shah, Shishir; Johnson, Olin; Hovey, Christopher

    2017-02-01

    Videos of classroom lectures have proven to be a popular and versatile learning resource. A key shortcoming of the lecture video format is accessing the content of interest hidden in a video. This work meets this challenge with an advanced video framework featuring topical indexing, search, and captioning (ICS videos). Standard optical character recognition (OCR) technology was enhanced with image transformations for extraction of text from video frames to support indexing and search. The images and text on video frames is analyzed to divide lecture videos into topical segments. The ICS video player integrates indexing, search, and captioning in video playback providing instant access to the content of interest. This video framework has been used by more than 70 courses in a variety of STEM disciplines and assessed by more than 4000 students. Results presented from the surveys demonstrate the value of the videos as a learning resource and the role played by videos in a students learning process. Survey results also establish the value of indexing and search features in a video platform for education. This paper reports on the development and evaluation of ICS videos framework and over 5 years of usage experience in several STEM courses.

  20. Video streaming into the mainstream.

    Science.gov (United States)

    Garrison, W

    2001-12-01

    Changes in Internet technology are making possible the delivery of a richer mixture of media through data streaming. High-quality, dynamic content, such as video and audio, can be incorporated into Websites simply, flexibly and interactively. Technologies such as G3 mobile communication, ADSL, cable and satellites enable new ways of delivering medical services, information and learning. Systems such as Quicktime, Windows Media and Real Video provide reliable data streams as video-on-demand and users can tailor the experience to their own interests. The Learning Development Centre at the University of Portsmouth have used streaming technologies together with e-learning tools such as dynamic HTML, Flash, 3D objects and online assessment successfully to deliver on-line course content in economics and earth science. The Lifesign project--to develop, catalogue and stream health sciences media for teaching--is described and future medical applications are discussed.

  1. Memories in movement: the contemporary community video on the border between reality and representation – an study of Roda Memória projectMemórias em movimento: o vídeo comunitário na fronteira entre realidade e representação – um estudo do projeto Roda Memória

    Directory of Open Access Journals (Sweden)

    Juliana Oshima Franco

    2013-04-01

    Full Text Available Through researches around the uniqueness of image-sound in movement, especially the documentary and the video as peculiar tools for reality changes in the symbolic field, this study intends to make reflections about Roda Memória project, developed by Núcleo de Comunicação Popular e Comunitária da AlmA (Associação Intercultural de Projetos Sociais, an non-governmental organization from Londrina (PR. This project aims to contribute to the valorization of memories and life histories, seeking to multiply interpretations of Londrina’s past, through the production of video documentaries with the participation of young people from different neighborhoods of the city. Looking for aspects that could justify the choice of audiovisual media as a strategic tool for the democratization of the communication and the social memory, was diagnosed its hybrid potential for both register realities, and construct representations about real, either as a registration and documentation technology, or as the most transgressive artistic platform, marking its position between reality and representation. It was also possible to observe how the issue of reality representation is central in the popular video field – that between late 1970s and early 1990s, rallied around the ideal of “giving voice to the people” and the intention to have “image in hands” as a way to build contra informative and contra hegemonic speeches – stimulating it transition to what we call contemporary community video, which proposes new attitudes and expectations about the changing potential of video. Thus, we consider Roda Memória as an example of how, on the border between reality and representation, the contemporary community video, and the documentary as a “place of memory” as well, continue to be a strategic tool to reveal new perspectives on the present and the past, emphasizing collaborative processes and the experimentation of new forms of social interaction.A partir

  2. Object tracking for a class of dynamic image-based representations

    Science.gov (United States)

    Gan, Zhi-Feng; Chan, Shing-Chow; Ng, King-To; Shum, Heung-Yeung

    2005-07-01

    Image-based rendering (IBR) is an emerging technology for photo-realistic rendering of scenes from a collection of densely sampled images and videos. Recently, an object-based approach for rendering and the compression of a class of dynamic image-based representations called plenoptic videos was proposed. The plenoptic video is a simplified dynamic light field, which is obtained by capturing videos at regularly locations along a series of line segments. In the object-based approach, objects at large depth differences are segmented into layers for rendering and compression. The rendering quality in large environment can be significantly improved, as demonstrated by the pop-up lightfields. In addition, by coding the plenoptic video at the object level, desirable functionalities such as scalability of contents, error resilience, and interactivity with individual IBR objects, can be achieved. An important step in the object-based approach is to segment the objects in the video streams into layers or image-based objects, which is largely done by semi-automatic technique. To reduce the segmentation time for segmenting plenoptic videos, efficient tracking techniques are highly desirable. This paper proposes a new automatic object tracking method based on the level-set method. Our method, which utilizes both local and global features of the image sequences instead of global features exploited in previous approach, can achieve better tracking results for objects, especially with non-uniform energy distribution. Due to possible segmentation errors around object boundaries, natural matting with Bayesian approach is also incorporated into our system. Using the alpha map and texture so estimated, it is very convenient to composite the image-based objects onto the background of the original or other plenoptic videos. Furthermore, a MPEG-4 like object-based algorithm is developed for compressing the plenoptic videos, which consist of the alpha maps, depth maps and textures of the

  3. Good-Enough Language Processing: Evidence from Sentence-Video Matching

    Science.gov (United States)

    Kharkwal, Gaurav; Stromswold, Karin

    2014-01-01

    This paper investigates how detailed a linguistic representation is formed for descriptions of visual events. In two experiments, participants watched captioned videos and decided whether the captions accurately described the videos. In both experiments, videos depicted geometric shapes moving around the screen. In the first experiment, all of the…

  4. A video for teaching english tenses

    Directory of Open Access Journals (Sweden)

    Frida Unsiah

    2017-04-01

    Students of English Language Education Program in Faculty of Cultural Studies Universitas Brawijaya ideally master Grammar before taking the degree of Sarjana Pendidikan. However, the fact shows that they are still weak in Grammar especially tenses. Therefore, the researchers initiate to develop a video as a media to teach tenses. Objectively, by using video, students get better understanding on tenses so that they can communicate using English accurately and contextually. To develop the video, the researchers used ADDIE model (Analysis, Design, Development, Implementation, Evaluation. First, the researchers analyzed the students’ learning need to determine the product that would be developed, in this case was a movie about English tenses. Then, the researchers developed a video as the product. The product then was validated by media expert who validated attractiveness, typography, audio, image, and usefulness and content expert and validated by a content expert who validated the language aspects and tenses of English used by the actors in the video dealing with the grammar content, pronunciation, and fluency performed by the actors. The result of validation shows that the video developed was considered good. Theoretically, it is appropriate to be used English Grammar classes. However, the media expert suggests that it still needs some improvement for the next development especially dealing with the synchronization between lips movement and sound on the scenes while the content expert suggests that the Grammar content of the video should focus on one tense only to provide more detailed concept of the tense.

  5. Gender and video games: How is female gender generally represented in various genres of video games?

    Directory of Open Access Journals (Sweden)

    Xeniya Kondrat

    2015-06-01

    Full Text Available Gender representation in video games is a current sensitive topic in entertainment media. Gender studies in video games look at the difference between the portrayal of female and male characters. Most video games tend to over-represent stereotypes and in general use extensive violence and cruelty (Maietti, 2008. Some video games use wrong, disrespectful and sometimes even violent representations of both genders. This research paper focuses on the current representation of female gender in video games and how they are represented, stereotyped and used as characters in games. Results show that there is a difference between portraying women in the past and present. This research paper is based on previous academic research and results which were achieved with online questionnaire among game players and two interviews with professionals in the field of game design. The results show that there is still negative stereotyping of female gender. However, at the same time, the answers of the respondents show that the target audience of video games desires improvements in presentation of female gender as well as male.

  6. Geoblocking and global video culture.

    NARCIS (Netherlands)

    Lobato, Ramon; Meese, James; Rasch, Mirjam

    How do global audiences use streaming platforms like YouTube, Netflix and iPlayer? How does the experience of digital video change according to location? What strategies do people use to access out-of-region content? What are the commercial and governmental motivations behind geoblocking?

  7. Transmission Policy Selection for Multi-View Content Delivery Over Bandwidth Constrained Channels.

    Science.gov (United States)

    Chakareski, Jacob

    2014-02-01

    I formulate an optimization framework for computing the transmission actions of streaming multi-view video content over bandwidth constrained channels. The optimization finds the schedule for sending the packetized data that maximizes the reconstruction quality of the content, for the given network bandwidth. Two prospective multi-view content representation formats are considered: 1) MVC and 2) video plus depth. In the case of each, I formulate directed graph models that characterize the interdependencies between the data units that comprise the content. For the video plus depth format, I develop a novel space-time error concealment strategy that reconstructs the missing content based on received data units from multiple views. I design multiple techniques to solve the optimization problem of interest, at varying degrees of complexity and accuracy. In conjunction, I derive spatiotemporal models of the reconstruction error for the multi-view content that I employ to reduce the computational requirements of the optimization. I study the performance of my framework via simulation experiments. Significant gains in terms of rate-distortion efficiency are demonstrated over various reference methods.

  8. A Comparison of Video Formats for Online Teaching

    Science.gov (United States)

    Malaga, Ross A.; Koppel, Nicole B.

    2017-01-01

    The use of video to deliver content to students online has become increasingly popular. However, educators are often plagued with the question of which format to use to deliver asynchronous video material. Whether it is a College or University committing to a common video format or an individual instructor selecting the method that works best for…

  9. Pedagogical Transformations of Science Content Knowledge in Korean Elementary Classrooms

    Science.gov (United States)

    Oh, Phil Seok; Kim, Kyoung Suk

    2013-06-01

    While a solid understanding of science content knowledge is important in developing expertise in science teaching, it is not necessarily a sufficient condition to teach science effectively in elementary schools. Teachers need to have the ability to transform their knowledge into forms learnable by students. Based on this perspective, the current study explored how science content knowledge was pedagogically transformed in Korean elementary classrooms. Data sources included video-recorded science lessons of five elementary teachers in a metropolitan city of Korea. The analysis of the data revealed that the Korean teachers often engaged in transforming science content knowledge by means of different semiotic modes, including language, pictures, materials, actions, and their complex combinations. Further, their representations of scientific knowledge were in diverse forms, such as personifications, analogies, quiz questions, pictorial models, diagrams, animations, real-life examples, hand demonstrations, videos, flash tools, and songs-and-dances. Future research involving a wider range of participants, such as students, content specialists, and teachers with weak and strong content understanding, was suggested to confirm the findings of this study and find more various ways of pedagogical transformation of science subject matter knowledge.

  10. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

    In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.

  11. Scalable video on demand adaptive Internet-based distribution

    CERN Document Server

    Zink, Michael

    2013-01-01

    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

  12. Improving the pedagogical effectiveness of medical videos.

    Science.gov (United States)

    Iorio-Morin, Christian; Brisebois, Simon; Becotte, Annick; Mior, Frédéric

    2017-07-01

    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.

  13. Social representations of female orgasm.

    Science.gov (United States)

    Lavie-Ajayi, Maya; Joffe, Hélène

    2009-01-01

    This study examines women's social representations of female orgasm. Fifty semi-structured interviews were conducted with British women. The data were thematically analysed and compared with the content of female orgasm-related writing in two women's magazines over a 30-year period. The results indicate that orgasm is deemed the goal of sex with emphasis on its physiological dimension. However, the women and the magazines graft onto this scientifically driven representation the importance of relational and emotive aspects of orgasm. For the women, particularly those who experience themselves as having problems with orgasm, the scientifically driven representations induce feelings of failure, but are also resisted. The findings highlight the role played by the social context in women's subjective experience of their sexual health.

  14. Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena

    Science.gov (United States)

    Corredor, Javier; Gaydos, Matthew; Squire, Kurt

    2014-06-01

    This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.

  15. Mining Crowdsourced First Impressions in Online Social Video

    OpenAIRE

    Biel, Joan-Isaac; Gatica-Perez, Daniel

    2014-01-01

    While multimedia and social computing research have used crowdsourcing techniques to annotate objects, actions, and scenes in social video sites like YouTube, little work has ad- dressed the crowdsourcing of personal and social traits in online social video or social media content in general. In this paper, we address the problems of (1) crowdsourcing the annotation of first impressions of video bloggers (vloggers) personal and social traits in conversational YouTube videos, and (2) mining th...

  16. Web-Mediated Augmentation and Interactivity Enhancement of Omni-Directional Video in Both 2D and 3D

    OpenAIRE

    Wijnants, Maarten; Van Erum, Kris; QUAX, Peter; Lamotte, Wim

    2015-01-01

    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...

  17. Video-assisted segmentation of speech and audio track

    Science.gov (United States)

    Pandit, Medha; Yusoff, Yusseri; Kittler, Josef; Christmas, William J.; Chilton, E. H. S.

    1999-08-01

    Video database research is commonly concerned with the storage and retrieval of visual information invovling sequence segmentation, shot representation and video clip retrieval. In multimedia applications, video sequences are usually accompanied by a sound track. The sound track contains potential cues to aid shot segmentation such as different speakers, background music, singing and distinctive sounds. These different acoustic categories can be modeled to allow for an effective database retrieval. In this paper, we address the problem of automatic segmentation of audio track of multimedia material. This audio based segmentation can be combined with video scene shot detection in order to achieve partitioning of the multimedia material into semantically significant segments.

  18. Multi-Modal Surrogates for Retrieving and Making Sense of Videos: Is Synchronization between the Multiple Modalities Optimal?

    Science.gov (United States)

    Song, Yaxiao

    2010-01-01

    Video surrogates can help people quickly make sense of the content of a video before downloading or seeking more detailed information. Visual and audio features of a video are primary information carriers and might become important components of video retrieval and video sense-making. In the past decades, most research and development efforts on…

  19. Display device-adapted video quality-of-experience assessment

    Science.gov (United States)

    Rehman, Abdul; Zeng, Kai; Wang, Zhou

    2015-03-01

    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.

  20. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  2. NEI You Tube Videos: Amblyopia

    Science.gov (United States)

    ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...

  3. Video Analytics for Business Intelligence

    CERN Document Server

    Porikli, Fatih; Xiang, Tao; Gong, Shaogang

    2012-01-01

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

  4. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  5. On the Fly Porn Video Blocking Using Distributed Multi-Gpu and Data Mining Approach

    OpenAIRE

    Urvesh Devani; Valmik B Nikam; Meshram, B B

    2014-01-01

    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...

  6. Refilming with depth-inferred videos.

    Science.gov (United States)

    Zhang, Guofeng; Dong, Zilong; Jia, Jiaya; Wan, Liang; Wong, Tien-Tsin; Bao, Hujun

    2009-01-01

    Compared to still image editing, content-based video editing faces the additional challenges of maintaining the spatiotemporal consistency with respect to geometry. This brings up difficulties of seamlessly modifying video content, for instance, inserting or removing an object. In this paper, we present a new video editing system for creating spatiotemporally consistent and visually appealing refilming effects. Unlike the typical filming practice, our system requires no labor-intensive construction of 3D models/surfaces mimicking the real scene. Instead, it is based on an unsupervised inference of view-dependent depth maps for all video frames. We provide interactive tools requiring only a small amount of user input to perform elementary video content editing, such as separating video layers, completing background scene, and extracting moving objects. These tools can be utilized to produce a variety of visual effects in our system, including but not limited to video composition, "predator" effect, bullet-time, depth-of-field, and fog synthesis. Some of the effects can be achieved in real time.

  7. 61214++++','DOAJ-ART-EN'); return false;" href="+++++https://jual.nipissingu.ca/wp-content/uploads/sites/25/2014/06/v61214.m4v">61214++++">Jailed - Video

    Directory of Open Access Journals (Sweden)

    Cameron CULBERT

    2012-07-01

    Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.

  8. Objective video presentation QoE predictor for smart adaptive video streaming

    Science.gov (United States)

    Wang, Zhou; Zeng, Kai; Rehman, Abdul; Yeganeh, Hojatollah; Wang, Shiqi

    2015-09-01

    How to deliver videos to consumers over the network for optimal quality-of-experience (QoE) has been the central goal of modern video delivery services. Surprisingly, regardless of the large volume of videos being delivered everyday through various systems attempting to improve visual QoE, the actual QoE of end consumers is not properly assessed, not to say using QoE as the key factor in making critical decisions at the video hosting, network and receiving sites. Real-world video streaming systems typically use bitrate as the main video presentation quality indicator, but using the same bitrate to encode different video content could result in drastically different visual QoE, which is further affected by the display device and viewing condition of each individual consumer who receives the video. To correct this, we have to put QoE back to the driver's seat and redesign the video delivery systems. To achieve this goal, a major challenge is to find an objective video presentation QoE predictor that is accurate, fast, easy-to-use, display device adaptive, and provides meaningful QoE predictions across resolution and content. We propose to use the newly developed SSIMplus index (https://ece.uwaterloo.ca/~z70wang/research/ssimplus/) for this role. We demonstrate that based on SSIMplus, one can develop a smart adaptive video streaming strategy that leads to much smoother visual QoE impossible to achieve using existing adaptive bitrate video streaming approaches. Furthermore, SSIMplus finds many more applications, in live and file-based quality monitoring, in benchmarking video encoders and transcoders, and in guiding network resource allocations.

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

    NARCIS (Netherlands)

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

    2011-01-01

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

  10. Identifying Suitable YouTube Videos for Children

    NARCIS (Netherlands)

    C. Eickhoff (Carsten); A.P. de Vries (Arjen)

    2010-01-01

    htmlabstractContent-sharing platforms such as YouTube or MyVideo are experiencing huge user numbers that are still rising very quickly. Among the users there is a steadily growing share of children. In spite of this tendency the content of many popular videos is not suitable for children and should

  11. Powerful elderly characters in video games: Flemeth of Dragon Age

    Directory of Open Access Journals (Sweden)

    Elisabeta Toma

    2015-12-01

    Full Text Available As games are becoming an increasingly popular medium in various demographic and professional strata, scholars are discussing their content and how they shape society. However, despite an increase in gender analysis of video games, little has been written about orienting games towards an elderly audience, or game representations of aging and older persons. Games specifically designed for older persons are focused on improving cognitive functions, starting from the assumption that the elderly are in need of special games in order to repair age-related deficits. This repair-focused design philosophy comes at the expense of pursuing a broader understanding of quality of life and non-programmatic entertainment. Games-for-fun that also explicitly target the elderly as an audience are almost invisible. In this article we turn our attention to a powerful elderly feminine character in an AAA game designed for entertainment without a serious mission, namely Flemeth from Dragon Age. We discuss how the game depicts and models older characters: What repertoire of portraits has Flemeth as an old woman, in the Dragon Age games? How does Flemeth contribute to an enlarged repertoire of portrayals of old women in video games? We conclude that Flemeth’s gender and age displays in Dragon Age do not impoverish her portrayal but, on the contrary, turn her into a powerful and complex character, thus offering a model for game design to represent and invite older players.

  12. Video Design Games

    DEFF Research Database (Denmark)

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

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

  13. Representation as the representation of experience

    NARCIS (Netherlands)

    Ankersmit, FR

    This essay deals, mainly, with the notion of representation. Representation is associated with texts and, as such, is contrasted to the true singular statement. It is argued that the relationship between the text and what the text represents can never be modeled on the relationship between the true

  14. Video visual analytics

    OpenAIRE

    Höferlin, Markus Johannes

    2013-01-01

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

  15. Lingual orthodontic treatment: A YouTube™ video analysis.

    Science.gov (United States)

    Lena, Yağmur; Dindaroğlu, Furkan

    2017-12-19

    The aim of this study was to examine the quality of information offered for patients seeking information on lingual orthodontic treatment. YouTube™ was searched for videos about lingual orthodontic treatment using the key word "lingual braces" from the Google Trends application. One hundred and four videos were selected to be analyzed from the first 120 results. The video content was evaluated using a 10-point score, which was used for classifying low- and high-content video groups. The video information and quality index (VIQI) was applied to determine the quality of the videos. The Mann-Whitney U-test, Chi-square test, and logistic regression analysis were used, and the Pearson correlation coefficient was calculated for statistical evaluations. We classified 32 videos as high-content and 72 as low-content. Most videos were uploaded by laypeople (58.7%, n = 61). Definition of lingual braces and psychological impact were the most commonly discussed topics (51.0%), followed by speech performance (47.1%), pain (44.2%), tongue soreness (37.5%), and biomechanics (14.4%). Compared to the low-content group, the high-content video group had a significantly higher mean number of views (19,867.41 vs 6720.08, P = .002) and more "likes" (135.88 vs 13.01, P comments" (26.28 vs 5.31, P = .002). There was no difference in the total VIQI score between the groups ( P = .009). The content of YouTube™ videos for lingual orthodontics was generally incomplete. Most videos mentioned psychological effects, but few videos discussed the biomechanics or procedure. Orthodontists should be aware of the information available on YouTube™.

  16. Violence in Teen-Rated Video Games

    Science.gov (United States)

    Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M

    2004-01-01

    Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: 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 content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2

  17. Violence in teen-rated video games.

    Science.gov (United States)

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. 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 content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  18. Bi-Level Semantic Representation Analysis for Multimedia Event Detection.

    Science.gov (United States)

    Chang, Xiaojun; Ma, Zhigang; Yang, Yi; Zeng, Zhiqiang; Hauptmann, Alexander G

    2017-05-01

    Multimedia event detection has been one of the major endeavors in video event analysis. A variety of approaches have been proposed recently to tackle this problem. Among others, using semantic representation has been accredited for its promising performance and desirable ability for human-understandable reasoning. To generate semantic representation, we usually utilize several external image/video archives and apply the concept detectors trained on them to the event videos. Due to the intrinsic difference of these archives, the resulted representation is presumable to have different predicting capabilities for a certain event. Notwithstanding, not much work is available for assessing the efficacy of semantic representation from the source-level. On the other hand, it is plausible to perceive that some concepts are noisy for detecting a specific event. Motivated by these two shortcomings, we propose a bi-level semantic representation analyzing method. Regarding source-level, our method learns weights of semantic representation attained from different multimedia archives. Meanwhile, it restrains the negative influence of noisy or irrelevant concepts in the overall concept-level. In addition, we particularly focus on efficient multimedia event detection with few positive examples, which is highly appreciated in the real-world scenario. We perform extensive experiments on the challenging TRECVID MED 2013 and 2014 datasets with encouraging results that validate the efficacy of our proposed approach.

  19. BeautifulAgony.com and the Representation of Pleasure

    OpenAIRE

    Ward, Anna E.

    2006-01-01

    In my paper “BeautifulAgony. com and the Representation of Pleasure,” I examine a website launched in 2004 known as Beautiful Agony: Facettes de la Petite Mort in order to explicate the ways in which orgasm and pleasure are conceived and represented. Beautiful Agony is a subscription-based website featuring downloadable video submissions of both women and men experiencing orgasms. The videos are framed from the shoulders up and contain no nudity; the videos convey sexual pleasure entirely thr...

  20. Pornography classification: The hidden clues in video space-time.

    Science.gov (United States)

    Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson

    2016-11-01

    As web technologies and social networks become part of the general public's life, the problem of automatically detecting pornography is into every parent's mind - nobody feels completely safe when their children go online. In this paper, we focus on video-pornography classification, a hard problem in which traditional methods often employ still-image techniques - labeling frames individually prior to a global decision. Frame-based approaches, however, ignore significant cogent information brought by motion. Here, we introduce a space-temporal interest point detector and descriptor called Temporal Robust Features (TRoF). TRoF was custom-tailored for efficient (low processing time and memory footprint) and effective (high classification accuracy and low false negative rate) motion description, particularly suited to the task at hand. We aggregate local information extracted by TRoF into a mid-level representation using Fisher Vectors, the state-of-the-art model of Bags of Visual Words (BoVW). We evaluate our original strategy, contrasting it both to commercial pornography detection solutions, and to BoVW solutions based upon other space-temporal features from the scientific literature. The performance is assessed using the Pornography-2k dataset, a new challenging pornographic benchmark, comprising 2000 web videos and 140h of video footage. The dataset is also a contribution of this work and is very assorted, including both professional and amateur content, and it depicts several genres of pornography, from cartoon to live action, with diverse behavior and ethnicity. The best approach, based on a dense application of TRoF, yields a classification error reduction of almost 79% when compared to the best commercial classifier. A sparse description relying on TRoF detector is also noteworthy, for yielding a classification error reduction of over 69%, with 19× less memory footprint than the dense solution, and yet can also be implemented to meet real-time requirements

  1. Representations of Multiple-Valued Logic Functions

    CERN Document Server

    Stankovic, Radomir S

    2012-01-01

    Compared to binary switching functions, multiple-valued functions offer more compact representations of the information content of signals modeled by logic functions and, therefore, their use fits very well in the general settings of data compression attempts and approaches. The first task in dealing with such signals is to provide mathematical methods for their representation in a way that will make their application in practice feasible.Representation of Multiple-Valued Logic Functions is aimed at providing an accessible introduction to these mathematical techniques that are necessary for ap

  2. IMAGES AND SOCIAL REPRESENTATION: SEMIOTIC ANALYSIS CONTRIBUTIONS

    Directory of Open Access Journals (Sweden)

    Izabela Gonçalves Terra

    2016-09-01

    Full Text Available The common sense knowledge formation is object of study of the Social Representation Theory, which highlights the role of communication in the production of comprehension by the subjects. The visual images favor the socialization of meanings and are active elements in the formation of social representations. Given the expressive role of the images in the formation of representational contents, this paper aims to present a semiotics analysis method for researches on social representations. The semiotic analysis of images was selected as a theoretical and methodological basis, for offering the means required for guidance for an effective research method to identify the social representations of socially shared iconic signs. The analysis method was explored by means of analytical procedures, employed for the apprehension of social representations of the feminine in posters for Brazilian Ministry of Health campaigns, which allowed access to the network of meanings associated with the analyzed visual image. It should be emphasized that the relevance of the use of semiotic analysis to analyze social representations, which presents itself as a fertile perspective for further studies expanding the possibilities of exploitation of visual content.

  3. An Evaluation of Educational Neurological Eye Movement Disorder Videos Posted on Internet Video Sharing Sites.

    Science.gov (United States)

    Hickman, Simon J

    2016-03-01

    Internet video sharing sites allow the free dissemination of educational material. This study investigated the quality and educational content of videos of eye movement disorders posted on such sites. Educational neurological eye movement videos were identified by entering the titles of the eye movement abnormality into the search boxes of the video sharing sites. Also, suggested links were followed from each video. The number of views, likes, and dislikes for each video were recorded. The videos were then rated for their picture and sound quality. Their educational value was assessed according to whether the video included a description of the eye movement abnormality, the anatomical location of the lesion (if appropriate), and the underlying diagnosis. Three hundred fifty-four of these videos were found on YouTube and Vimeo. There was a mean of 6,443 views per video (range, 1-195,957). One hundred nineteen (33.6%) had no form of commentary about the eye movement disorder shown apart from the title. Forty-seven (13.3%) contained errors in the title or in the text. Eighty (22.6%) had excellent educational value by describing the eye movement abnormality, the anatomical location of the lesion, and the underlying diagnosis. Of these, 30 also had good picture and sound quality. The videos with excellent educational value had a mean of 9.84 "likes" per video compared with 2.37 for those videos without a commentary (P educational value with good picture and sound quality had a mean of 10.23 "likes" per video (P = 0.004 vs videos with no commentary). There was no significant difference in the mean number of "dislikes" between those videos that had no commentary or which contained errors and those with excellent educational value. There are a large number of eye movement videos freely available on these sites; however, due to the lack of peer review, a significant number have poor educational value due to having no commentary or containing errors. The number of "likes

  4. High efficiency video coding (HEVC) algorithms and architectures

    CERN Document Server

    Budagavi, Madhukar; Sullivan, Gary

    2014-01-01

    This book provides developers, engineers, researchers and students with detailed knowledge about the High Efficiency Video Coding (HEVC) standard. HEVC is the successor to the widely successful H.264/AVC video compression standard, and it provides around twice as much compression as H.264/AVC for the same level of quality. The applications for HEVC will not only cover the space of the well-known current uses and capabilities of digital video – they will also include the deployment of new services and the delivery of enhanced video quality, such as ultra-high-definition television (UHDTV) and video with higher dynamic range, wider range of representable color, and greater representation precision than what is typically found today. HEVC is the next major generation of video coding design – a flexible, reliable and robust solution that will support the next decade of video applications and ease the burden of video on world-wide network traffic. This book provides a detailed explanation of the various parts ...

  5. Mobile video with mobile IPv6

    CERN Document Server

    Minoli, Daniel

    2012-01-01

    Increased reliance on mobile devices and streaming of video content are two of the most recent changes that have led those in the video distribution industry to be concerned about the shifting or erosion of traditional advertising revenues. Infrastructure providers also need to position themselves to take advantage of these trends. Mobile Video with Mobile IPv6provides an overview of the current mobile landscape, then delves specifically into the capabilities and operational details of IPv6. The book also addresses 3G and 4G services, the application of Mobile IPv6 to streaming and other mobil

  6. Playing prosocial video games increases the accessibility of prosocial thoughts.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2011-01-01

    Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.

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

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

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

  8. An improvement analysis on video compression using file segmentation

    Science.gov (United States)

    Sharma, Shubhankar; Singh, K. John; Priya, M.

    2017-11-01

    From the past two decades the extreme evolution of the Internet has lead a massive rise in video technology and significantly video consumption over the Internet which inhabits the bulk of data traffic in general. Clearly, video consumes that so much data size on the World Wide Web, to reduce the burden on the Internet and deduction of bandwidth consume by video so that the user can easily access the video data.For this, many video codecs are developed such as HEVC/H.265 and V9. Although after seeing codec like this one gets a dilemma of which would be improved technology in the manner of rate distortion and the coding standard.This paper gives a solution about the difficulty for getting low delay in video compression and video application e.g. ad-hoc video conferencing/streaming or observation by surveillance. Also this paper describes the benchmark of HEVC and V9 technique of video compression on subjective oral estimations of High Definition video content, playback on web browsers. Moreover, this gives the experimental ideology of dividing the video file into several segments for compression and putting back together to improve the efficiency of video compression on the web as well as on the offline mode.

  9. Representations of Circular Words

    Directory of Open Access Journals (Sweden)

    László Hegedüs

    2014-05-01

    Full Text Available In this article we give two different ways of representations of circular words. Representations with tuples are intended as a compact notation, while representations with trees give a way to easily process all conjugates of a word. The latter form can also be used as a graphical representation of periodic properties of finite (in some cases, infinite words. We also define iterative representations which can be seen as an encoding utilizing the flexible properties of circular words. Every word over the two letter alphabet can be constructed starting from ab by applying the fractional power and the cyclic shift operators one after the other, iteratively.

  10. Compression evaluation of surgery video recordings retaining diagnostic credibility (compression evaluation of surgery video)

    Science.gov (United States)

    Duplaga, M.; Leszczuk, M. I.; Papir, Z.; Przelaskowski, A.

    2008-12-01

    Wider dissemination of medical digital video libraries is affected by two correlated factors, resource effective content compression that directly influences its diagnostic credibility. It has been proved that it is possible to meet these contradictory requirements halfway for long-lasting and low motion surgery recordings at compression ratios close to 100 (bronchoscopic procedures were a case study investigated). As the main supporting assumption, it has been accepted that the content can be compressed as far as clinicians are not able to sense a loss of video diagnostic fidelity (a visually lossless compression). Different market codecs were inspected by means of the combined subjective and objective tests toward their usability in medical video libraries. Subjective tests involved a panel of clinicians who had to classify compressed bronchoscopic video content according to its quality under the bubble sort algorithm. For objective tests, two metrics (hybrid vector measure and hosaka Plots) were calculated frame by frame and averaged over a whole sequence.

  11. A system for endobronchial video analysis

    Science.gov (United States)

    Byrnes, Patrick D.; Higgins, William E.

    2017-03-01

    Image-guided bronchoscopy is a critical component in the treatment of lung cancer and other pulmonary disorders. During bronchoscopy, a high-resolution endobronchial video stream facilitates guidance through the lungs and allows for visual inspection of a patient's airway mucosal surfaces. Despite the detailed information it contains, little effort has been made to incorporate recorded video into the clinical workflow. Follow-up procedures often required in cancer assessment or asthma treatment could significantly benefit from effectively parsed and summarized video. Tracking diagnostic regions of interest (ROIs) could potentially better equip physicians to detect early airway-wall cancer or improve asthma treatments, such as bronchial thermoplasty. To address this need, we have developed a system for the postoperative analysis of recorded endobronchial video. The system first parses an input video stream into endoscopic shots, derives motion information, and selects salient representative key frames. Next, a semi-automatic method for CT-video registration creates data linkages between a CT-derived airway-tree model and the input video. These data linkages then enable the construction of a CT-video chest model comprised of a bronchoscopy path history (BPH) - defining all airway locations visited during a procedure - and texture-mapping information for rendering registered video frames onto the airwaytree model. A suite of analysis tools is included to visualize and manipulate the extracted data. Video browsing and retrieval is facilitated through a video table of contents (TOC) and a search query interface. The system provides a variety of operational modes and additional functionality, including the ability to define regions of interest. We demonstrate the potential of our system using two human case study examples.

  12. Exploring University Students' Engagement with Online Video Lectures in a Blended Introductory Mechanics Course

    CERN Document Server

    Lin, Shih-Yin; Seaton, Daniel T; Douglas, Scott S; Greco, Edwin F; Thoms, Brian D; Schatz, Michael F

    2016-01-01

    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...

  13. Learnable pooling with Context Gating for video classification

    OpenAIRE

    Miech, Antoine; Laptev, Ivan; Sivic, Josef

    2017-01-01

    Common video representations often deploy an average or maximum pooling of pre-extracted frame features over time. Such an approach provides a simple means to encode feature distributions, but is likely to be suboptimal. As an alternative, we here explore combinations of learnable pooling techniques such as Soft Bag-of-words, Fisher Vectors , NetVLAD, GRU and LSTM to aggregate video features over time. We also introduce a learnable non-linear network unit, named Context Gating, aiming at mode...

  14. Consuming Ecstasy: Representations of Male and Female Orgasm in Mainstream Pornography.

    Science.gov (United States)

    Séguin, Léa J; Rodrigue, Carl; Lavigne, Julie

    2018-01-01

    Social representations, which appear in a variety of media, can influence the way sexual experiences are perceived and understood. While pornography is not the only medium in which orgasm is portrayed, it is the most explicit, and it is widespread and easily accessible. As such, pornography is an ideal medium for examining representations of male and female orgasm. PornHub's 50 most viewed videos of all time were viewed and coded for the frequency of male and female orgasm, orgasm-inducing sex acts (and whether activity inducing female orgasms included some form of clitoral stimulation), and auditory (verbal, vocal) and visual (bodily) indicators of orgasm. Content analysis was used to code and analyze the data. Results were analyzed in light of sexual script theory and previous orgasm research. Only 18.3% of women, compared to 78.0% of men, were shown reaching orgasm. Sex differences in depictions of orgasm, beyond the appearance of semen, were documented. Results support the male performance script as evident in pornographic depictions of orgasm, as well as coital and orgasm imperatives. As a result, representations of male and female orgasm in mainstream pornography may serve to perpetuate unrealistic beliefs and expectations in relation to female orgasm and male sexual performance.

  15. 77 FR 64340 - Announcement of Requirements and Registration for Cancer Care Video Challenge

    Science.gov (United States)

    2012-10-19

    ... employee of an affiliate, subsidiary, advertising agency, or any other company involved in marketing a..., effort to show quality of the video content, narrative and visual appearance will be assessed.) 4. Video...

  16. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

    Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imagery in video games (n = 6), video game playing and smoking behavior (n = 11), video game addiction and tobacco addiction (n = 5) and genre-specific game playing and smoking behavior (n = 3). Tobacco content was present in a subset of video games. The literature is inconclusive as to whether exposure to video games as a single construct is associated with smoking behavior. Four of five studies found an association between video game addiction and smoking. For genre-specific game playing, studies suggest that the type of game played affected association with smoking behavior. Research on how playing video games influences adolescents' perceptions of smoking and smoking behaviors is still in its nascence. Further research is needed to understand how adolescents respond to viewing and manipulating tobacco imagery, and whether engaging in game smoking translates into changes in real-world attitudes or behavior. Smoking imagery in video games may contribute to normalizing adolescent smoking. A large body of research has shown that smoking imagery in a variety of media types contributes to adolescent smoking uptake and the normalization of smoking behavior, and almost 90% of adolescents play video games, yet there has never been a published systematic review of the literature on this important topic. This is the first systematic review to examine the research on tobacco and video games.We found that tobacco imagery is indeed present in video games, the relationship between video game playing and smoking

  17. Do-It-Yourself Whiteboard-Style Physics Video Lectures

    Science.gov (United States)

    Douglas, Scott Samuel; Aiken, John Mark; Greco, Edwin; Schatz, Michael; Lin, Shih-Yin

    2017-01-01

    Video lectures are increasingly being used in physics instruction. For example, video lectures can be used to "flip" the classroom, i.e., to deliver, via the Internet, content that is traditionally transmitted by in-class lectures (e.g., presenting concepts, working examples, etc.), thereby freeing up classroom time for more interactive instruction. To date, most video lectures are live lecture recordings or screencasts. The hand-animated "whiteboard" video is an alternative to these more common styles and affords unique creative opportunities such as stop-motion animation or visual "demonstrations" of phenomena that would be difficult to demo in a classroom. In the spring of 2013, a series of whiteboard-style videos were produced to provide video lecture content for Georgia Tech introductory physics instruction, including flipped courses and a MOOC. This set of videos (which also includes screencasts and live recordings) can be found on the "Your World is Your Lab" YouTube channel. In this article, we describe this method of video production, which is suitable for an instructor working solo or in collaboration with students; we explore students' engagement with these videos in a separate work. A prominent example of whiteboard animation is the "Minute Physics" video series by Henry Reich, whose considerable popularity and accessible, cartoony style were the original inspiration for our own video lectures.

  18. Comparing the Usefulness of Video and Map Information In Navigation Tasks

    Energy Technology Data Exchange (ETDEWEB)

    Curtis W. Nielsen; Michael A. Goodrich

    2006-03-01

    One of the fundamental aspects of robot teleoperation is the ability to successfully navigate a robot through an environment. We define successful navigation to mean that the robot minimizes collisions and arrives at the destination in a timely manner. Often video and map information is presented to a robot operator to aid in navigation tasks. This paper addresses the usefulness of map and video information in a navigation task by comparing a side-by-side (2D) representation and an integrated (3D) representation in both a simulated and a real world study. The results suggest that sometimes video is more helpful than a map and other times a map is more helpful than video. From a design perspective, an integrated representation seems to help navigation more than placing map and video side-by-side.

  19. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... support group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ... group for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support ...

  20. Video Games and Citizenship

    National Research Council Canada - National Science Library

    Bourgonjon, Jeroen; Soetaert, Ronald

    2013-01-01

    ... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...

  1. Videos, Podcasts and Livechats

    Medline Plus

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

  2. Videos, Podcasts and Livechats

    Medline Plus

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

  3. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...

  4. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Back Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo ... Support Groups Back Is a support group for me? Find a group Back Upcoming events Video Library ...

  5. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... group for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork ... for me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ...

  6. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  7. Videos, Podcasts and Livechats

    Science.gov (United States)

    ... the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For the Media For Clinicians For ... Family Caregivers Glossary Menu In this section Links Videos Podcasts Webinars For the Media For Clinicians For ...

  8. Videos, Podcasts and Livechats

    Medline Plus

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

  9. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  10. Video Screen Capture Basics

    Science.gov (United States)

    Dunbar, Laura

    2014-01-01

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

  11. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... News Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ... this section Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary ...

  12. Web-based Video Annotation and its Applications

    Science.gov (United States)

    Yamamoto, Daisuke; Nagao, Katashi

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

  13. Transmission of compressed video

    Science.gov (United States)

    Pasch, H. L.

    1990-09-01

    An overview of video coding is presented. The aim is not to give a technical summary of possible coding techniques, but to address subjects related to video compression in general and to the transmission of compressed video in more detail. Bit rate reduction is in general possible by removing redundant information; removing information the eye does not use anyway; and reducing the quality of the video. The codecs which are used for reducing the bit rate, can be divided into two groups: Constant Bit rate Codecs (CBC's), which keep the bit rate constant, but vary the video quality; and Variable Bit rate Codecs (VBC's), which keep the video quality constant by varying the bit rate. VBC's can be in general reach a higher video quality than CBC's using less bandwidth, but need a transmission system that allows the bandwidth of a connection to fluctuate in time. The current and the next generation of the PSTN does not allow this; ATM might. There are several factors which influence the quality of video: the bit error rate of the transmission channel, slip rate, packet loss rate/packet insertion rate, end-to-end delay, phase shift between voice and video, and bit rate. Based on the bit rate of the coded video, the following classification of coded video can be made: High Definition Television (HDTV); Broadcast Quality Television (BQTV); video conferencing; and video telephony. The properties of these classes are given. The video conferencing and video telephony equipment available now and in the next few years can be divided into three categories: conforming to 1984 CCITT standard for video conferencing; conforming to 1988 CCITT standard; and conforming to no standard.

  14. Desktop video conferencing

    OpenAIRE

    Potter, Ray; Roberts, Deborah

    2007-01-01

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

  15. 47 CFR 79.3 - Video description of video programming.

    Science.gov (United States)

    2010-10-01

    ... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...

  16. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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

  17. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  18. Developing a Promotional Video

    Science.gov (United States)

    Epley, Hannah K.

    2014-01-01

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

  19. Characterising expert representations during real-time action : A Skill Theory application to soccer

    NARCIS (Netherlands)

    Den Hartigh, Ruud J. R.; Van Der Steen, Steffie; De Meij, Mart; Van Yperen, Nico W.; Gernigon, Christophe; Van Geert, Paul L. C.

    2014-01-01

    In various domains, experts are found to possess elaborate domain-specific representations they developed over years. In this study, we provide the first systematic attempt to characterise the short-term representations among individuals with different expertise levels. We showed videos of soccer

  20. STEREOVIDEO YouTube channel: Short educational videos for the on-line learning of the stereographic projection technique in Structural Geology

    Science.gov (United States)

    Insua-Arevalo, Juan M.; Alvarez-Gomez, Jose A.; Castiñeiras, Pedro; Tejero-Lopez, Rosa; Martinez-Diaz, Jose J.; Rodriguez-Peces, Martin J.

    2017-04-01

    STEREOVIDEO channel (https://www.youtube.com/user/geostereovideo) is a YouTube channel of short educational videos (communication technologies resources. Such a reinforcing facilitates the possibility to deepen more on conceptual aspects once the students dominate the representation tool helping them to develop their own critical thinking skills. After three years of being launched on-line (on 2014), we analyze the broadcast and acceptance of the channel by the academic community. For this purpose we have taken into account two different sources: (1) the analytics tool from YouTube (subscriptions, views, countries, comments from the users, type of device for viewing), and (2) our own survey among users (students and teachers) to get their opinion about the videos. By January, 2017 (date of sending of this abstract), the channel has a total of 650 subscriptions, with more than 85,000 views all around the world, mainly in Spanish speaking countries (as the videos are in Spanish). The main devices for viewing the videos are PCs, but is noteworthy the use of smart phones and tablets. The video users, both students and teachers, value this type of content positively.

  1. Segment scheduling method for reducing 360° video streaming latency

    Science.gov (United States)

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

    2017-09-01

    streaming methods. The proposed dual buffer segment scheduling method is implemented in an end-to-end tile based 360° viewports adaptive video streaming platform, where the entire 360° video is divided into a number of tiles, and each tile is independently encoded into multiple quality level representations. The client requests different quality level representations of each tile based on the viewer's head orientation and the available bandwidth, and then composes all tiles together for rendering. The simulation results verify that the proposed dual buffer segment scheduling algorithm reduces the viewport switch latency, and utilizes available bandwidth more efficiently. As a result, a more consistent immersive 360° video viewing experience can be presented to the user.

  2. User-Generated Video and Intertextuality

    DEFF Research Database (Denmark)

    Christensen, Lars Holmgaard; Rasmussen, Tove Arendt; Kofoed, Peter

    This paper discusses the changing relationship between texts, producers and audiences and tries to understand user-generated audio-visual content or to be more precise, intertextuality in user-generated videos in relation to distribution formats, cultural form and genres. Continuing on from...... people, in particular user-generated videos uploaded and shared in social media networks online. Finally we are informed by Paul Ricoeur's work on hermeneutics and self as another, we explore the role of user-generated content as a specific kind of mediated sociability we suggest that user...

  3. Semisupervised feature selection via spline regression for video semantic recognition.

    Science.gov (United States)

    Han, Yahong; Yang, Yi; Yan, Yan; Ma, Zhigang; Sebe, Nicu; Zhou, Xiaofang

    2015-02-01

    To improve both the efficiency and accuracy of video semantic recognition, we can perform feature selection on the extracted video features to select a subset of features from the high-dimensional feature set for a compact and accurate video data representation. Provided the number of labeled videos is small, supervised feature selection could fail to identify the relevant features that are discriminative to target classes. In many applications, abundant unlabeled videos are easily accessible. This motivates us to develop semisupervised feature selection algorithms to better identify the relevant video features, which are discriminative to target classes by effectively exploiting the information underlying the huge amount of unlabeled video data. In this paper, we propose a framework of video semantic recognition by semisupervised feature selection via spline regression (S(2)FS(2)R) . Two scatter matrices are combined to capture both the discriminative information and the local geometry structure of labeled and unlabeled training videos: A within-class scatter matrix encoding discriminative information of labeled training videos and a spline scatter output from a local spline regression encoding data distribution. An l2,1 -norm is imposed as a regularization term on the transformation matrix to ensure it is sparse in rows, making it particularly suitable for feature selection. To efficiently solve S(2)FS(2)R , we develop an iterative algorithm and prove its convergency. In the experiments, three typical tasks of video semantic recognition, such as video concept detection, video classification, and human action recognition, are used to demonstrate that the proposed S(2)FS(2)R achieves better performance compared with the state-of-the-art methods.

  4. Study of Temporal Effects on Subjective Video Quality of Experience.

    Science.gov (United States)

    Bampis, Christos George; Zhi Li; Moorthy, Anush Krishna; Katsavounidis, Ioannis; Aaron, Anne; Bovik, Alan Conrad

    2017-11-01

    HTTP adaptive streaming is being increasingly deployed by network content providers, such as Netflix and YouTube. By dividing video content into data chunks encoded at different bitrates, a client is able to request the appropriate bitrate for the segment to be played next based on the estimated network conditions. However, this can introduce a number of impairments, including compression artifacts and rebuffering events, which can severely impact an end-user's quality of experience (QoE). We have recently created a new video quality database, which simulates a typical video streaming application, using long video sequences and interesting Netflix content. Going beyond previous efforts, the new database contains highly diverse and contemporary content, and it includes the subjective opinions of a sizable number of human subjects regarding the effects on QoE of both rebuffering and compression distortions. We observed that rebuffering is always obvious and unpleasant to subjects, while bitrate changes may be less obvious due to content-related dependencies. Transient bitrate drops were preferable over rebuffering only on low complexity video content, while consistently low bitrates were poorly tolerated. We evaluated different objective video quality assessment algorithms on our database and found that objective video quality models are unreliable for QoE prediction on videos suffering from both rebuffering events and bitrate changes. This implies the need for more general QoE models that take into account objective quality models, rebuffering-aware information, and memory. The publicly available video content as well as metadata for all of the videos in the new database can be found at http://live.ece.utexas.edu/research/LIVE_NFLXStudy/nflx_index.html.

  5. Distinguishing Representations as Origin and Representations as Input: Roles for Individual Cells

    Directory of Open Access Journals (Sweden)

    Jonathan C.W. Edwards

    2016-09-01

    Full Text Available It is widely perceived that there is a problem in giving a naturalistic account of mental representation that deals adequately with meaning, interpretation or significance (semantic content. It is suggested here that this problem may arise partly from the conflation of two vernacular senses of representation: representation-as-origin and representation-as-input. The flash of a neon sign may in one sense represent a popular drink, but to function as representation it must provide an input to a ‘consumer’ in the street. The arguments presented draw on two principles – the neuron doctrine and the need for a venue for ‘presentation’ or ‘reception’ of a representation at a specified site, consistent with the locality principle. It is also argued that domains of representation cannot be defined by signal traffic, since they can be expected to include ‘null’ elements based on non-firing cells. In this analysis, mental representations-as-origin are distributed patterns of cell firing. Each firing cell is given semantic value in its own right - some form of atomic propositional significance – since different axonal branches may contribute to integration with different populations of signals at different downstream sites. Representations-as-input are patterns of local co-arrival of signals in the form of synaptic potentials in dendrites. Meaning then draws on the relationships between active and null inputs, forming ‘scenarios’ comprising a molecular combination of ‘premises’ from which a new output with atomic propositional significance is generated. In both types of representation, meaning, interpretation or significance pivots on events in an individual cell. (This analysis only applies to ‘occurrent’ representations based on current neural activity. The concept of representations-as-input emphasises the need for a ‘consumer’ of a representation and the dependence of meaning on the co-relationships involved in an

  6. Social representations of women

    Directory of Open Access Journals (Sweden)

    Álvaro Estramiana, José Luis

    2006-05-01

    Full Text Available Social Representations is one of the most important theories in contemporary social psychology. Since the social psychologist Serge Moscovici developed his theory of social representations to explain how a scientific theory such as the psychoanalysis turns into a common sense knowledge many studies have been done by different social psychologists. The analysis of the social representations of women as represented in myths and popular beliefs is an excellent opportunity to study how this theory can be applied to this representational field. At the same time it makes possible to understand the formation of attitudes towards women

  7. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  8. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi

  9. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  10. Effects of prosocial video games on prosocial behavior.

    Science.gov (United States)

    Greitemeyer, Tobias; Osswald, Silvia

    2010-02-01

    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Copyright 2009 APA, all rights reserved

  11. REPRESENTASI HOMOSEKSUALITAS DI YOUTUBE: (Studi Semiotika pada Video Pernikahan Sam Tsui

    Directory of Open Access Journals (Sweden)

    Lilis Rucirisyanti

    2017-12-01

    Full Text Available Abstract. Social media is instrumental in giving effect to nitizens, good effects or bad effect, then social media can be also represent a person. Diserve social media make it interesting for nitizens. One of social media is Youtube. Many a lot of video at there, strat from tips and trick videos, journey or vacation video, wedding video, and ect. Everyone can publish their video on Youtube. No exception of same sex enthusiast, in this study are homosexual or gay. One of is a wedding video Sam Tsui and Casey Braves. This research is a qualitative research and this research uses semiotcs analysus of Roland Barthes. By doing an analysis of video that have been published by Sam on Youtube, also do document search and literature. The author sees the existence of verbal and non vebal forms of representation from same sex merriage video of men and men.

  12. Layer-Optimized Streaming of Motion-Compensated Orthogonal Video

    OpenAIRE

    SHEN, Wenjie

    2013-01-01

    This report presents a layer-optimized streaming technique for delivering video content over the Internet using quality-scalable motion-compensated orthogonal video. We use Motion-Compensated Orthogonal Transforms (MCOT) to remove temporal and spatial redundancy. The resulting subbands are quantized and entropy coded by Embedded Block Coding with Optimized Truncations (EBCOT). Therefore, we are able to encode the input video into multiple quality layers with sequential decoding dependency. A ...

  13. Multimedia ontology representation and applications

    CERN Document Server

    Chaudhury, Santanu; Ghosh, Hiranmay

    2015-01-01

    The result of more than 15 years of collective research, Multimedia Ontology: Representation and Applications provides a theoretical foundation for understanding the nature of media data and the principles involved in its interpretation. The book presents a unified approach to recent advances in multimedia and explains how a multimedia ontology can fill the semantic gap between concepts and the media world. It relays real-life examples of implementations in different domains to illustrate how this gap can be filled.The book contains information that helps with building semantic, content-based

  14. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi

  15. Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games

    Science.gov (United States)

    Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz

    2008-01-01

    Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…

  16. Representation and Reference

    NARCIS (Netherlands)

    Ankersmit, F.R.

    2010-01-01

    This essay focuses on the historical text as a whole. It does so by conceiving of the historical text as representation - in the way the we may say of a photo or a painting that it represents the person depicted on it. It is argued that representation cannot be properly understood by modelling it on

  17. Wigner's Symmetry Representation Theorem

    Indian Academy of Sciences (India)

    IAS Admin

    This article elucidates the important role the no- tion of symmetry has played in physics. It dis- cusses the proof of one of the important theorems of quantum mechanics, viz., Wigner's Symmetry. Representation Theorem. It also shows how the representations of various continuous and dis- crete symmetries follow from the ...

  18. MORPHOLOGICAL REPRESENTATION AND SEMANTIC ...

    African Journals Online (AJOL)

    MORPHOLOGICAL REPRESENTATION AND SEMANTIC INTERPRETATION. Rudolf P. Botha. Introduction ... The morphological representation assigned to a complex word must provide the formal structure required ..... It has been argued in the literature that "markedness" claims such as. (16)(a) and (b) are unacceptable ...

  19. Video mining using combinations of unsupervised and supervised learning techniques

    Science.gov (United States)

    Divakaran, Ajay; Miyahara, Koji; Peker, Kadir A.; Radhakrishnan, Regunathan; Xiong, Ziyou

    2003-12-01

    We discuss the meaning and significance of the video mining problem, and present our work on some aspects of video mining. A simple definition of video mining is unsupervised discovery of patterns in audio-visual content. Such purely unsupervised discovery is readily applicable to video surveillance as well as to consumer video browsing applications. We interpret video mining as content-adaptive or "blind" content processing, in which the first stage is content characterization and the second stage is event discovery based on the characterization obtained in stage 1. We discuss the target applications and find that using a purely unsupervised approach are too computationally complex to be implemented on our product platform. We then describe various combinations of unsupervised and supervised learning techniques that help discover patterns that are useful to the end-user of the application. We target consumer video browsing applications such as commercial message detection, sports highlights extraction etc. We employ both audio and video features. We find that supervised audio classification combined with unsupervised unusual event discovery enables accurate supervised detection of desired events. Our techniques are computationally simple and robust to common variations in production styles etc.

  20. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available Veterans Crisis Line Skip to Main Content SuicidePreventionLifeline.org Get Help Materials Get Involved Crisis Centers About Be There Show You ... more videos from Veterans Health Administration Veterans Crisis Line -- After the Call see more videos from Veterans ...

  1. Selection of keyframes for video colourization using steerable filtering

    Indian Academy of Sciences (India)

    Somdyuti Paul

    2017-09-08

    Sep 8, 2017 ... Abstract. The appropriate selection of distinctive keyframes to represent the salient contents of a video is a critical task in video ... Steerable filtering; dominant orientation; keyframe selection; adaptive thresholding. 1. Introduction ..... the XX Brazilian Symposium on Computer Graphics and. Image Processing ...

  2. Video Games Related to Young Adults: Mapping Research Interest

    Science.gov (United States)

    Piotrowski, Chris

    2015-01-01

    This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…

  3. Segmentation Based Video Steganalysis to Detect Motion Vector Modification

    Directory of Open Access Journals (Sweden)

    Peipei Wang

    2017-01-01

    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.

  4. Veterans Crisis Line: Videos About Reaching out for Help

    Medline Plus

    Full Text Available Veterans Crisis Line Skip to Main Content SuicidePreventionLifeline.org Get Help Materials Get Involved Crisis Centers About Be There ... see more videos from Veterans Health Administration Veterans Crisis Line -- After the Call see more videos from ...

  5. Recognizing Strokes in Tennis Videos Using Hidden Markov Models

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem; Zivkovic, Z.

    This paper addresses content-based video retrieval with an emphasis on recognizing events in tennis game videos. In particular, we aim at recognizing different classes of tennis strokes using automatic learning capability of Hidden Markov Models. Driven by our domain knowledge, a robust player

  6. Do-It-Yourself Whiteboard-Style Physics Video Lectures

    Science.gov (United States)

    Douglas, Scott Samuel; Aiken, John Mark; Greco, Edwin; Schatz, Michael; Lin, Shih-Yin

    2017-01-01

    Video lectures are increasingly being used in physics instruction. For example, video lectures can be used to "flip" the classroom, i.e., to deliver, via the Internet, content that is traditionally transmitted by in-class lectures (e.g., presenting concepts, working examples, etc.), thereby freeing up classroom time for more interactive…

  7. Embedded data representations

    DEFF Research Database (Denmark)

    Willett, Wesley; Jansen, Yvonne; Dragicevic, Pierre

    2017-01-01

    We introduce embedded data representations, the use of visual and physical representations of data that are deeply integrated with the physical spaces, objects, and entities to which the data refers. Technologies like lightweight wireless displays, mixed reality hardware, and autonomous vehicles...... are making it increasingly easier to display data in-context. While researchers and artists have already begun to create embedded data representations, the benefits, trade-offs, and even the language necessary to describe and compare these approaches remain unexplored. In this paper, we formalize the notion...... of physical data referents – the real-world entities and spaces to which data corresponds – and examine the relationship between referents and the visual and physical representations of their data. We differentiate situated representations, which display data in proximity to data referents, and embedded...

  8. Group and representation theory

    CERN Document Server

    Vergados, J D

    2017-01-01

    This volume goes beyond the understanding of symmetries and exploits them in the study of the behavior of both classical and quantum physical systems. Thus it is important to study the symmetries described by continuous (Lie) groups of transformations. We then discuss how we get operators that form a Lie algebra. Of particular interest to physics is the representation of the elements of the algebra and the group in terms of matrices and, in particular, the irreducible representations. These representations can be identified with physical observables. This leads to the study of the classical Lie algebras, associated with unitary, unimodular, orthogonal and symplectic transformations. We also discuss some special algebras in some detail. The discussion proceeds along the lines of the Cartan-Weyl theory via the root vectors and root diagrams and, in particular, the Dynkin representation of the roots. Thus the representations are expressed in terms of weights, which are generated by the application of the elemen...

  9. Tracking of Individuals in Very Long Video Sequences

    DEFF Research Database (Denmark)

    Fihl, Preben; Corlin, Rasmus; Park, Sangho

    2006-01-01

    In this paper we present an approach for automatically detecting and tracking humans in very long video sequences. The detection is based on background subtraction using a multi-mode Codeword method. We enhance this method both in terms of representation and in terms of automatically updating the...

  10. Unpacking Exoplanet Detection Using Pedagogical Discipline Representations (PDRs)

    Science.gov (United States)

    Prather, Edward E.; Chambers, Timothy G.; Wallace, Colin Scott; Brissenden, Gina

    2017-01-01

    Successful educators know the importance of using multiple representations to teach the content of their disciplines. We have all seen the moments of epiphany that can be inspired when engaging with just the right representation of a difficult concept. The formal study of the cognitive impact of different representations on learners is now an active area of education research. The affordances of a particular representation are defined as the elements of disciplinary knowledge that students are able to access and reason about using that representation. Instructors with expert pedagogical content knowledge teach each topic using representations with complementary affordances, maximizing their students’ opportunity to develop fluency with all aspects of the topic. The work presented here examines how we have applied the theory of affordances to the development of pedagogical discipline representation (PDR) in an effort to provide access to, and help non-science-majors engage in expert-like reasoning about, general relativity as applied to detection of exoplanets. We define a pedagogical discipline representation (PDR) as a representation that has been uniquely tailored for the purpose of teaching a specific topic within a discipline. PDRs can be simplified versions of expert representations or can be highly contextualized with features that purposefully help unpack specific reasoning or concepts, and engage learners’ pre-existing mental models while promoting and enabling critical discourse. Examples of PDRs used for instruction and assessment will be provided along with preliminary results documenting the effectiveness of their use in the classroom.

  11. The rising era of audiovisual data: How marketers are adapting to the video revolution

    OpenAIRE

    Tran, Hang

    2017-01-01

    Video is among the most widely consumed types of content on the internet according to Cisco. The emergence of this audio visual data has sparked the revolution in content marketing. Drawing from the history of the communication, the study explains how video marketing evolves within the boundaries of planning and managing marketing projects. Despite various marketing-related studies and researches on how video content is winning over, the reasons for this rise have not been studied in corr...

  12. Discontinuity minimization for omnidirectional video projections

    Science.gov (United States)

    Alshina, Elena; Zakharchenko, Vladyslav

    2017-09-01

    Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.

  13. Do Knowledge-Component Models Need to Incorporate Representational Competencies?

    Science.gov (United States)

    Rau, Martina Angela

    2017-01-01

    Traditional knowledge-component models describe students' content knowledge (e.g., their ability to carry out problem-solving procedures or their ability to reason about a concept). In many STEM domains, instruction uses multiple visual representations such as graphs, figures, and diagrams. The use of visual representations implies a…

  14. Representation sociale de l'hygiene chez les populations riveraines ...

    African Journals Online (AJOL)

    The results showed that the content of the representation of hygiene in the populations living in the vicinity of the Akouedo dump refer to the terms of cleanliness and health that they associate with the notions of environment, food, health and body hygiene. Keywords: Social representation, hygiene, riparian populations, ...

  15. Learning About Semi Conductors for Teaching—the Role Played by Content Knowledge in Pedagogical Content Knowledge (PCK) Development

    Science.gov (United States)

    Rollnick, Marissa

    2017-08-01

    This study focuses on how teachers learn to teach a new topic and the role played by their developing content knowledge as they teach. The paper is based on seven high school science teachers' studies on the teaching of semiconductors, at the time a new topic in the curriculum. Analysis of artefacts such as teacher concept maps, video recordings of lessons, journals and other classroom-based evidence shows how the extent and type of teachers' content knowledge informed their choice of teaching approaches and how their learning of content took place alongside the development of teaching strategies. The development of content knowledge was combined with increased understanding of how to teach the topic in almost all cases. Evidence of development of teachers' PCK was found in their increased ability to design teaching strategies, and their use of representations and suitable assessment tasks for their lessons. Some specific common teaching strategies were identified across the teachers. These strategies could add to the canon of teachers' topic - specific professional knowledge for semiconductors. The study provides increased understanding of how teachers simultaneously master content and its teaching and how mediated self-reflection is a fruitful approach for assisting teachers to learn to teach a new topic.

  16. Web Video Event Recognition by Semantic Analysis From Ubiquitous Documents.

    Science.gov (United States)

    Yu, Litao; Yang, Yang; Huang, Zi; Wang, Peng; Song, Jingkuan; Shen, Heng Tao

    2016-12-01

    In recent years, the task of event recognition from videos has attracted increasing interest in multimedia area. While most of the existing research was mainly focused on exploring visual cues to handle relatively small-granular events, it is difficult to directly analyze video content without any prior knowledge. Therefore, synthesizing both the visual and semantic analysis is a natural way for video event understanding. In this paper, we study the problem of Web video event recognition, where Web videos often describe large-granular events and carry limited textual information. Key challenges include how to accurately represent event semantics from incomplete textual information and how to effectively explore the correlation between visual and textual cues for video event understanding. We propose a novel framework to perform complex event recognition from Web videos. In order to compensate the insufficient expressive power of visual cues, we construct an event knowledge base by deeply mining semantic information from ubiquitous Web documents. This event knowledge base is capable of describing each event with comprehensive semantics. By utilizing this base, the textual cues for a video can be significantly enriched. Furthermore, we introduce a two-view adaptive regression model, which explores the intrinsic correlation between the visual and textual cues of the videos to learn reliable classifiers. Extensive experiments on two real-world video data sets show the effectiveness of our proposed framework and prove that the event knowledge base indeed helps improve the performance of Web video event recognition.

  17. Portrayal of smokeless tobacco in YouTube videos.

    Science.gov (United States)

    Bromberg, Julie E; Augustson, Erik M; Backinger, Cathy L

    2012-04-01

    Videos of smokeless tobacco (ST) on YouTube are abundant and easily accessible, yet no studies have examined the content of ST videos. This study assesses the overall portrayal, genre, and messages of ST YouTube videos. In August 2010, researchers identified the top 20 search results on YouTube by "relevance" and "view count" for the following search terms: "ST," "chewing tobacco," "snus," and "Skoal." After eliminating videos that were not about ST (n = 26), non-English (n = 14), or duplicate (n = 42), a final sample of 78 unique videos was coded for overall portrayal, genre, and various content measures. Among the 78 unique videos, 15.4% were anti-ST, while 74.4% were pro-ST. Researchers were unable to determine the portrayal of ST in the remaining 10.3% of videos because they involved excessive or "sensationalized" use of the ST, which could be interpreted either positively or negatively, depending on the viewer. The most common ST genre was positive video diaries (or "vlogs"), which made up almost one third of the videos (29.5%), followed by promotional advertisements (20.5%) and anti-ST public service announcements (12.8%). While YouTube is intended for user-generated content, 23.1% of the videos were created by professional organizations. These results demonstrate that ST videos on YouTube are overwhelmingly pro-ST. More research is needed to determine who is viewing these ST YouTube videos and how they may affect people's knowledge, attitudes, and behaviors regarding ST use.

  18. Understanding Video Games

    DEFF Research Database (Denmark)

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

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

  19. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  20. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

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

    Directory of Open Access Journals (Sweden)

    Abdullah M. Iliyasu

    2013-07-01

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

  2. Visual Alphabets: Video classification by end users

    NARCIS (Netherlands)

    Israël, Menno; van den Broek, Egon; van der Putten, Peter; den Uyl, Marten J.; Petrushin, Valery A.; Khan, Latifur

    2007-01-01

    The work presented here 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

  3. Video and Course Context Discussion on Massive Open Online Courses

    DEFF Research Database (Denmark)

    Dubosson, Magali; Emad, Sabine; Broillet, Alexandra

    2014-01-01

    Video and Course Content Discussion on Massive Open Online Courses: An Exploratory Research—Magali Dubosson (HEG Fribourg), Sabine Emad (HEG Genève), Alexandra Broillet (University of Geneva and Webster University Geneva), Constance Kampf (Aarhus University, Denmark)...

  4. New Ways of Using Video Technology in English Language Teaching.

    Science.gov (United States)

    Migliacci, Naomi

    2002-01-01

    Examines the different uses of video technologies in English language teaching, including content and instructional presentation, planning for instruction, designing tasks for students, assessment, and using new technologies. (Author/VWL)

  5. Communicating Responsible Behaviour in Tourism Through Online Videos: a Cross-Cultural Perspective

    National Research Council Canada - National Science Library

    Wided Batat; Sonja Prentovic

    2014-01-01

      This research aims to discuss the approaches of tourism professionals to communication on responsible behaviour through sustainable tourism video contents shared on social media indicating cross...

  6. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

  7. Green Power Partnership Videos

    Science.gov (United States)

    The Green Power Partnership develops videos on a regular basis that explore a variety of topics including, Green Power partnership, green power purchasing, Renewable energy certificates, among others.

  8. Media theory: Representations and examples

    National Research Council Canada - National Science Library

    Ovchinnikov, Sergei

    2008-01-01

    In this paper we develop a representational approach to media theory. We construct representations of media by well-graded families of sets and partial cubes and establish the uniqueness of these representations...

  9. Embracing Videos in Scholarly Publishing: The IOP Publishing Experience

    OpenAIRE

    Belsole, Elena; Dacey, James P; Navas, John

    2016-01-01

    In scholarly publishing video content has emerged in recent years as a way of conveying results beyond the written article. In 2010 New Journal of Physics started a pilot project on “video abstracts” as a means to innovate and offer authors opportunities to showcase their work. Today other IOP Publishing journals also offer this option to authors. IOP Publishing’s e-book programme also has adopted video abstracts and includes embedded video and multimedia in the e-books them...

  10. Body representation in patients after vascular brain injuries.

    Science.gov (United States)

    Razmus, Magdalena

    2017-11-01

    Neuropsychological literature suggests that body representation is a multidimensional concept consisting of various types of representations. Previous studies have demonstrated dissociations between three types of body representation specified by the kind of data and processes, i.e. body schema, body structural description, and body semantics. The aim of the study was to describe the state of body representation in patients after vascular brain injuries and to provide evidence for the different types of body representation. The question about correlations between body representation deficits and neuropsychological dysfunctions was also investigated. Fifty patients after strokes and 50 control individuals participated in the study. They were examined with tasks referring to dynamic representation of body parts positions, topological body map, and lexical and semantic knowledge about the body. Data analysis showed that vascular brain injuries result in deficits of body representation, which may co-occur with cognitive dysfunctions, but the latter are a possible risk factor for body representation deficits rather than sufficient or imperative requisites for them. The study suggests that types of body representation may be separated on the basis not only of their content, but also of their relation with self. Principal component analysis revealed three factors, which explained over 66% of results variance. The factors, which may be interpreted as types or dimensions of mental model of a body, represent different degrees of connection with self. The results indicate another possibility of body representation types classification, which should be verified in future research.

  11. Dynamic Textures Modeling via Joint Video Dictionary Learning.

    Science.gov (United States)

    Wei, Xian; Li, Yuanxiang; Shen, Hao; Chen, Fang; Kleinsteuber, Martin; Wang, Zhongfeng

    2017-04-06

    Video representation is an important and challenging task in the computer vision community. In this paper, we consider the problem of modeling and classifying video sequences of dynamic scenes which could be modeled in a dynamic textures (DT) framework. At first, we assume that image frames of a moving scene can be modeled as a Markov random process. We propose a sparse coding framework, named joint video dictionary learning (JVDL), to model a video adaptively. By treating the sparse coefficients of image frames over a learned dictionary as the underlying "states", we learn an efficient and robust linear transition matrix between two adjacent frames of sparse events in time series. Hence, a dynamic scene sequence is represented by an appropriate transition matrix associated with a dictionary. In order to ensure the stability of JVDL, we impose several constraints on such transition matrix and dictionary. The developed framework is able to capture the dynamics of a moving scene by exploring both sparse properties and the temporal correlations of consecutive video frames. Moreover, such learned JVDL parameters can be used for various DT applications, such as DT synthesis and recognition. Experimental results demonstrate the strong competitiveness of the proposed JVDL approach in comparison with state-of-the-art video representation methods. Especially, it performs significantly better in dealing with DT synthesis and recognition on heavily corrupted data.

  12. The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors.

    Science.gov (United States)

    Lynch, Paul J.; Gentile, Douglas A.; Olson, Abbie A.; van Brederode, Tara M.

    Video games have become one of the favorite activities of children in America. A growing body of research links violent video game play to aggressive cognitions, attitudes, and behaviors. This study tested the predictions that exposure to violent video game content is: (1) positively correlated with hostile attribution bias; (2) positively…

  13. Networked telepresence system using web browsers and omni-directional video streams

    Science.gov (United States)

    Ishikawa, Tomoya; Yamazawa, Kazumasa; Sato, Tomokazu; Ikeda, Sei; Nakamura, Yutaka; Fujikawa, Kazutoshi; Sunahara, Hideki; Yokoya, Naokazu

    2005-03-01

    In this paper, we describe a new telepresence system which enables a user to look around a virtualized real world easily in network environments. The proposed system includes omni-directional video viewers on web browsers and allows the user to look around the omni-directional video contents on the web browsers. The omni-directional video viewer is implemented as an Active-X program so that the user can install the viewer automatically only by opening the web site which contains the omni-directional video contents. The system allows many users at different sites to look around the scene just like an interactive TV using a multi-cast protocol without increasing the network traffic. This paper describes the implemented system and the experiments using live and stored video streams. In the experiment with stored video streams, the system uses an omni-directional multi-camera system for video capturing. We can look around high resolution and high quality video contents. In the experiment with live video streams, a car-mounted omni-directional camera acquires omni-directional video streams surrounding the car, running in an outdoor environment. The acquired video streams are transferred to the remote site through the wireless and wired network using multi-cast protocol. We can see the live video contents freely in arbitrary direction. In the both experiments, we have implemented a view-dependent presentation with a head-mounted display (HMD) and a gyro sensor for realizing more rich presence.

  14. Scalable gastroscopic video summarization via similar-inhibition dictionary selection.

    Science.gov (United States)

    Wang, Shuai; Cong, Yang; Cao, Jun; Yang, Yunsheng; Tang, Yandong; Zhao, Huaici; Yu, Haibin

    2016-01-01

    This paper aims at developing an automated gastroscopic video summarization algorithm to assist clinicians to more effectively go through the abnormal contents of the video. To select the most representative frames from the original video sequence, we formulate the problem of gastroscopic video summarization as a dictionary selection issue. Different from the traditional dictionary selection methods, which take into account only the number and reconstruction ability of selected key frames, our model introduces the similar-inhibition constraint to reinforce the diversity of selected key frames. We calculate the attention cost by merging both gaze and content change into a prior cue to help select the frames with more high-level semantic information. Moreover, we adopt an image quality evaluation process to eliminate the interference of the poor quality images and a segmentation process to reduce the computational complexity. For experiments, we build a new gastroscopic video dataset captured from 30 volunteers with more than 400k images and compare our method with the state-of-the-arts using the content consistency, index consistency and content-index consistency with the ground truth. Compared with all competitors, our method obtains the best results in 23 of 30 videos evaluated based on content consistency, 24 of 30 videos evaluated based on index consistency and all videos evaluated based on content-index consistency. For gastroscopic video summarization, we propose an automated annotation method via similar-inhibition dictionary selection. Our model can achieve better performance compared with other state-of-the-art models and supplies more suitable key frames for diagnosis. The developed algorithm can be automatically adapted to various real applications, such as the training of young clinicians, computer-aided diagnosis or medical report generation. Copyright © 2015 Elsevier B.V. All rights reserved.

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

    Directory of Open Access Journals (Sweden)

    Alonso JoséI

    2008-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Raquel Perez Leal

    2007-12-01

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

  17. How Online Access Changed Amateur Video Editing

    Directory of Open Access Journals (Sweden)

    Eugster Benjamin

    2014-12-01

    Full Text Available Digital technology has often been discussed in relation to how it changed either the production or the reception of audiovisual cultures. This paper will consider a combination of both as a crucial part in understanding strategies of inter- and transmedial amateur creativity. Based on an experimental ethnography of the online video subgenre/subculture “YouTubePoop,” the paper will elaborate on the connection between the individual experience and the creation of digital media. The loose collective of independent amateurs behind the YouTubePoop videos makes use of already existing audiovisual material ranging from television shows to videos of other YouTube users. The re-created remixes and mash-ups are characterized by their random selection of original material and their nonsensical humour. Hence, the rapid montage of this heterogeneous content is just as much part of the intensified aesthetic expressiveness as are the applied special effects available in the digital video editing software. Both aspects highlight the strong interdependence of the rapid accessibility of online content and digital technology and the new aesthetic expressions they are fostering. The paper will show how the experience and navigation of digital interfaces (editing software, media players, or homepages affect the design and practice of these video-remixes. This will open the discussion about intertextual strategies of media appropriation to an aesthetic and praxeological analysis of media interaction.

  18. Nest-representable tolerances

    OpenAIRE

    Lipparini, Paolo

    2017-01-01

    We introduce the notion of a nest-representable tolerance and show that some results from our former paper "From congruence identities to tolerance identities" [CT] can be extended to this more general setting.

  19. Hyperfinite representation of distributions

    Indian Academy of Sciences (India)

    Hyperfinite representation of distributions is studied following the method introduced by Kinoshita [2, 3], although we use a different approach much in the vein of [4]. Products and Fourier transforms of representatives of distributions are also analysed.

  20. Wigner's Symmetry Representation Theorem

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 19; Issue 10. Wigner's Symmetry Representation Theorem: At the Heart of Quantum Field Theory! Aritra Kr Mukhopadhyay. General Article Volume 19 Issue 10 October 2014 pp 900-916 ...