WorldWideScience

Sample records for video genre classification

  1. Inter Genre Similarity Modelling For Automatic Music Genre Classification

    OpenAIRE

    Bagci, Ulas; Erzin, Engin

    2009-01-01

    Music genre classification is an essential tool for music information retrieval systems and it has been finding critical applications in various media platforms. Two important problems of the automatic music genre classification are feature extraction and classifier design. This paper investigates inter-genre similarity modelling (IGS) to improve the performance of automatic music genre classification. Inter-genre similarity information is extracted over the mis-classified feature population....

  2. Genre-Specific Semantic Video Indexing

    NARCIS (Netherlands)

    Wu, J.; Worring, M.

    2010-01-01

    In many applications, we find large video collections from different genres where the user is often only interested in one or two specific video genres. So, when users are querying the system with a specific semantic concept, they are likely aiming a genre specific instantiation of this concept.

  3. Towards Genre Classification in Anglophone West Africa Video Films: The Case of Scorned as a Woman’s Film

    Directory of Open Access Journals (Sweden)

    Kwamena Kwansah-Aidoo

    2015-08-01

    Full Text Available This paper explores the woman’s film within the context of Africa and African cinematography by examining the Ghanaian video film Scorned (2008, written and directed by Shirley Frimpong-Manso. It examines the themes, narrative structure, and cinematic style employed in the Ghanaian video film Scorned (2008, comparing it to the key elements of the 1930s – 1950s woman’s film genre of Hollywood. We argue that Scorned follows the traditional genre of the woman’s Hollywood movie while simultaneously subverting some of the ingrained conventions and expectations of that genre. The film merges and renegotiates the generic elements of the woman’s film as represented in the Hollywood woman’s film genre and melodrama by focusing on the underpinning ideologies, plot, and aesthetics in making visible the Ghanaian woman’s experience and constructing a female consciousness. Such engagements can contribute to teasing out some of the generic elements, which could constitute the African woman’s film.

  4. Music Genre Classification Systems - A Computational Approach

    OpenAIRE

    Ahrendt, Peter; Hansen, Lars Kai

    2006-01-01

    Automatic music genre classification is the classification of a piece of music into its corresponding genre (such as jazz or rock) by a computer. It is considered to be a cornerstone of the research area Music Information Retrieval (MIR) and closely linked to the other areas in MIR. It is thought that MIR will be a key element in the processing, searching and retrieval of digital music in the near future. This dissertation is concerned with music genre classification systems and in particular...

  5. Detecting Family Resemblance: Automated Genre Classification

    Directory of Open Access Journals (Sweden)

    Yunhyong Kim

    2007-03-01

    Full Text Available This paper presents results in automated genre classification of digital documents in PDF format. It describes genre classification as an important ingredient in contextualising scientific data and in retrieving targetted material for improving research. The current paper compares the role of visual layout, stylistic features, and language model features in clustering documents and presents results in retrieving five selected genres (Scientific Article, Thesis, Periodicals, Business Report, and Form from a pool of materials populated with documents of the nineteen most popular genres found in our experimental data set.

  6. Video Game Genre Affordances for Physics Education

    Science.gov (United States)

    Anagnostou, Kostas; Pappa, Anastasia

    2011-01-01

    In this work, the authors analyze the video game genres' features and investigate potential mappings to specific didactic approaches in the context of Physics education. To guide the analysis, the authors briefly review the main didactic approaches for Physics and identify qualities that can be projected into game features. Based on the…

  7. Automatic Genre Classification of Musical Signals

    Science.gov (United States)

    Barbedo, Jayme Garcia sArnal; Lopes, Amauri

    2006-12-01

    We present a strategy to perform automatic genre classification of musical signals. The technique divides the signals into 21.3 milliseconds frames, from which 4 features are extracted. The values of each feature are treated over 1-second analysis segments. Some statistical results of the features along each analysis segment are used to determine a vector of summary features that characterizes the respective segment. Next, a classification procedure uses those vectors to differentiate between genres. The classification procedure has two main characteristics: (1) a very wide and deep taxonomy, which allows a very meticulous comparison between different genres, and (2) a wide pairwise comparison of genres, which allows emphasizing the differences between each pair of genres. The procedure points out the genre that best fits the characteristics of each segment. The final classification of the signal is given by the genre that appears more times along all signal segments. The approach has shown very good accuracy even for the lowest layers of the hierarchical structure.

  8. Music Genre Classification Systems - A Computational Approach

    DEFF Research Database (Denmark)

    Ahrendt, Peter

    2006-01-01

    to systems which use e.g. a symbolic representation or textual information about the music. The approach to music genre classification systems has here been system-oriented. In other words, all the different aspects of the systems have been considered and it is emphasized that the systems should...

  9. Temporal feature integration for music genre classification

    DEFF Research Database (Denmark)

    Meng, Anders; Ahrendt, Peter; Larsen, Jan

    2007-01-01

    , but they capture neither the temporal dynamics nor dependencies among the individual feature dimensions. Here, a multivariate autoregressive feature model is proposed to solve this problem for music genre classification. This model gives two different feature sets, the diagonal autoregressive (DAR......) and multivariate autoregressive (MAR) features which are compared against the baseline mean-variance as well as two other temporal feature integration techniques. Reproducibility in performance ranking of temporal feature integration methods were demonstrated using two data sets with five and eleven music genres...

  10. On music genre classification via compressive sampling

    DEFF Research Database (Denmark)

    Sturm, Bob L.

    2013-01-01

    Recent work \\cite{Chang2010} combines low-level acoustic features and random projection (referred to as ``compressed sensing'' in \\cite{Chang2010}) to create a music genre classification system showing an accuracy among the highest reported for a benchmark dataset. This not only contradicts previ...... previous findings that suggest low-level features are inadequate for addressing high-level musical problems, but also that a random projection of features can improve classification. We reproduce this work and resolve these contradictions....

  11. Music genre classification using temporal domain features

    Science.gov (United States)

    Shiu, Yu; Kuo, C.-C. Jay

    2004-10-01

    Music genre provides an efficient way to index songs in the music database, and can be used as an effective means to retrieval music of a similar type, i.e. content-based music retrieval. In addition to other features, the temporal domain features of a music signal are exploited so as to increase the classification rate in this research. Three temporal techniques are examined in depth. First, the hidden Markov model (HMM) is used to emulate the time-varying properties of music signals. Second, to further increase the classification rate, we propose another feature set that focuses on the residual part of music signals. Third, the overall classification rate is enhanced by classifying smaller segments from a test material individually and making decision via majority voting. Experimental results are given to demonstrate the performance of the proposed techniques.

  12. Playing the Tune: Video Game Music, Gamers, and Genre

    OpenAIRE

    Tim Summers

    2011-01-01

    This article proposes a particular approach to video game music, advocating the usefulness of genre-based enquiry. Two generic levels are active in video game music: ‘interactive genre’ (the type of game/interactive mechanism) and ‘environmental genre’ (the ‘setting’ of the game). The interaction between these levels produces the game’s music. By examining games within the same interactive genre, even if the environmental genre is markedly different, we can begin to uncover similar concerns, ...

  13. Turkish Music Genre Classification using Audio and Lyrics Features

    National Research Council Canada - National Science Library

    Önder ÇOBAN

    2017-01-01

    .... In this context, researchers have developed music information systems to find solutions for such major problems as automatic playlist creation, hit song detection, and music genre or mood classification...

  14. Video Game Genre as a Predictor of Problem Use

    OpenAIRE

    ELLIOTT, LUTHER; Golub, Andrew; Ream, Geoffrey; DUNLAP, ELOISE

    2012-01-01

    This study assessed how problem video game playing (PVP) varies with game type, or “genre,” among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g...

  15. Clever Toolbox - the Art of Automated Genre Classification

    DEFF Research Database (Denmark)

    2005-01-01

    Automatic musical genre classification can be defined as the science of finding computer algorithms that a digitized sound clip as input and yield a musical genre as output. The goal of automated genre classification is, of course, that the musical genre should agree with the human classificasion....... This demo illustrates an approach to the problem that first extract frequency-based sound features followed by a "linear regression" classifier. The basic features are the so-called mel-frequency cepstral coefficients (MFCCs), which are extracted on a time-scale of 30 msec. From these MFCC features, auto......-regressive coefficients (ARs) are extracted along with the mean and gain to get a single (30 dimensional) feature vector on the time-scale of 1 second. These features have been used because they have performed well in a previous study (Meng, Ahrendt, Larsen (2005)). Linear regression (or single-layer linear NN...

  16. Music genre classification via likelihood fusion from multiple feature models

    Science.gov (United States)

    Shiu, Yu; Kuo, C.-C. J.

    2005-01-01

    Music genre provides an efficient way to index songs in a music database, and can be used as an effective means to retrieval music of a similar type, i.e. content-based music retrieval. A new two-stage scheme for music genre classification is proposed in this work. At the first stage, we examine a couple of different features, construct their corresponding parametric models (e.g. GMM and HMM) and compute their likelihood functions to yield soft classification results. In particular, the timbre, rhythm and temporal variation features are considered. Then, at the second stage, these soft classification results are integrated to result in a hard decision for final music genre classification. Experimental results are given to demonstrate the performance of the proposed scheme.

  17. Music Genre Classification Using MIDI and Audio Features

    OpenAIRE

    Cataltepe Zehra; Yaslan Yusuf; Sonmez Abdullah

    2007-01-01

    We report our findings on using MIDI files and audio features from MIDI, separately and combined together, for MIDI music genre classification. We use McKay and Fujinaga's 3-root and 9-leaf genre data set. In order to compute distances between MIDI pieces, we use normalized compression distance (NCD). NCD uses the compressed length of a string as an approximation to its Kolmogorov complexity and has previously been used for music genre and composer clustering. We convert the MIDI pieces to a...

  18. Music Genre Classification using the multivariate AR feature integration model

    DEFF Research Database (Denmark)

    Ahrendt, Peter; Meng, Anders

    2005-01-01

    informative decisions about musical genre. For the MIREX music genre contest several authors derive long time features based either on statistical moments and/or temporal structure in the short time features. In our contribution we model a segment (1.2 s) of short time features (texture) using a multivariate......Music genre classification systems are normally build as a feature extraction module followed by a classifier. The features are often short-time features with time frames of 10-30ms, although several characteristics of music require larger time scales. Thus, larger time frames are needed to take...

  19. Improving Music Genre Classification by Short-Time Feature Integration

    DEFF Research Database (Denmark)

    Meng, Anders; Ahrendt, Peter; Larsen, Jan

    2005-01-01

    of seconds instead of milliseconds. The problem of making new features on the larger time scale from the short-time features (feature integration) has only received little attention. This paper investigates different methods for feature integration and late information fusion for music genre classification......Many different short-time features, using time windows in the size of 10-30 ms, have been proposed for music segmentation, retrieval and genre classification. However, often the available time frame of the music to make the actual decision or comparison (the decision time horizon) is in the range...

  20. “The Naming of Cats”: Automated Genre Classification

    Directory of Open Access Journals (Sweden)

    Yunhyong Kim

    2007-07-01

    Full Text Available This paper builds on the work presented at the ECDL 2006 in automated genre classification as a step toward automating metadata extraction from digital documents for ingest into digital repositories such as those run by archives, libraries and eprint services (Kim & Ross, 2006b. We have previously proposed dividing features of a document into five types (features for visual layout, language model features, stylometric features, features for semantic structure, and contextual features as an object linked to previously classified objects and other external sources and have examined visual and language model features. The current paper compares results from testing classifiers based on image and stylometric features in a binary classification to show that certain genres have strong image features which enable effective separation of documents belonging to the genre from a large pool of other documents.

  1. Music Genre Classification Using MIDI and Audio Features

    Science.gov (United States)

    Cataltepe, Zehra; Yaslan, Yusuf; Sonmez, Abdullah

    2007-12-01

    We report our findings on using MIDI files and audio features from MIDI, separately and combined together, for MIDI music genre classification. We use McKay and Fujinaga's 3-root and 9-leaf genre data set. In order to compute distances between MIDI pieces, we use normalized compression distance (NCD). NCD uses the compressed length of a string as an approximation to its Kolmogorov complexity and has previously been used for music genre and composer clustering. We convert the MIDI pieces to audio and then use the audio features to train different classifiers. MIDI and audio from MIDI classifiers alone achieve much smaller accuracies than those reported by McKay and Fujinaga who used not NCD but a number of domain-based MIDI features for their classification. Combining MIDI and audio from MIDI classifiers improves accuracy and gets closer to, but still worse, accuracies than McKay and Fujinaga's. The best root genre accuracies achieved using MIDI, audio, and combination of them are 0.75, 0.86, and 0.93, respectively, compared to 0.98 of McKay and Fujinaga. Successful classifier combination requires diversity of the base classifiers. We achieve diversity through using certain number of seconds of the MIDI file, different sample rates and sizes for the audio file, and different classification algorithms.

  2. Music Genre Classification Using MIDI and Audio Features

    Directory of Open Access Journals (Sweden)

    Abdullah Sonmez

    2007-01-01

    Full Text Available We report our findings on using MIDI files and audio features from MIDI, separately and combined together, for MIDI music genre classification. We use McKay and Fujinaga's 3-root and 9-leaf genre data set. In order to compute distances between MIDI pieces, we use normalized compression distance (NCD. NCD uses the compressed length of a string as an approximation to its Kolmogorov complexity and has previously been used for music genre and composer clustering. We convert the MIDI pieces to audio and then use the audio features to train different classifiers. MIDI and audio from MIDI classifiers alone achieve much smaller accuracies than those reported by McKay and Fujinaga who used not NCD but a number of domain-based MIDI features for their classification. Combining MIDI and audio from MIDI classifiers improves accuracy and gets closer to, but still worse, accuracies than McKay and Fujinaga's. The best root genre accuracies achieved using MIDI, audio, and combination of them are 0.75, 0.86, and 0.93, respectively, compared to 0.98 of McKay and Fujinaga. Successful classifier combination requires diversity of the base classifiers. We achieve diversity through using certain number of seconds of the MIDI file, different sample rates and sizes for the audio file, and different classification algorithms.

  3. Automatic music genres classification as a pattern recognition problem

    Science.gov (United States)

    Ul Haq, Ihtisham; Khan, Fauzia; Sharif, Sana; Shaukat, Arsalan

    2013-12-01

    Music genres are the simplest and effect descriptors for searching music libraries stores or catalogues. The paper compares the results of two automatic music genres classification systems implemented by using two different yet simple classifiers (K-Nearest Neighbor and Naïve Bayes). First a 10-12 second sample is selected and features are extracted from it, and then based on those features results of both classifiers are represented in the form of accuracy table and confusion matrix. An experiment carried out on test 60 taken from middle of a song represents the true essence of its genre as compared to the samples taken from beginning and ending of a song. The novel techniques have achieved an accuracy of 91% and 78% by using Naïve Bayes and KNN classifiers respectively.

  4. Video game genre as a predictor of problem use.

    Science.gov (United States)

    Elliott, Luther; Golub, Andrew; Ream, Geoffrey; Dunlap, Eloise

    2012-03-01

    This study assessed how problem video game playing (PVP) varies with game type, or "genre," among adult video gamers. Participants (n=3,380) were adults (18+) who reported playing video games for 1 hour or more during the past week and completed a nationally representative online survey. The survey asked about characteristics of video game use, including titles played in the past year and patterns of (problematic) use. Participants self-reported the extent to which characteristics of PVP (e.g., playing longer than intended) described their game play. Five percent of our sample reported moderate to extreme problems. PVP was concentrated among persons who reported playing first-person shooter, action adventure, role-playing, and gambling games most during the past year. The identification of a subset of game types most associated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games and those populations at greatest risk of PVP with the ultimate goal of better understanding, preventing, and treating this contemporary mental health problem.

  5. Turkish Music Genre Classification using Audio and Lyrics Features

    OpenAIRE

    Önder ÇOBAN

    2017-01-01

    Music Information Retrieval (MIR) has become a popular research area in recent years. In this context, researchers have developed music information systems to find solutions for such major problems as automatic playlist creation, hit song detection, and music genre or mood classification. Meta-data information, lyrics, or melodic content of music are used as feature resource in previous works. However, lyrics do not often used in MIR systems and the number of works in this field is not enough...

  6. Improving Music Genre Classification by Short Time Feature Integration

    OpenAIRE

    Meng, Anders; Ahrendt, Peter; Larsen, Jan

    2005-01-01

    Many different short-time features, using time windows in the size of 10-30 ms, have been proposed for music segmentation, retrieval and genre classification. However, often the available time frame of the music to make the actual decision or comparison (the decision time horizon) is in the range of seconds instead of milliseconds. The problem of making new features on the larger time scale from the short-time features (feature integration) has only received little attention. This paper inves...

  7. Automatic Music Genre Classification Using Ensemble of Classifiers

    OpenAIRE

    Silla Jr, Carlos N.; Kaestner, Celso A. A.; Koerich, Alessandro L.

    2007-01-01

    This paper presents a novel approach to the task of automatic music genre classification which is based on multiple feature vectors and ensemble of classifiers. Multiple feature vectors are extracted from a single music piece. First, three 30-second music segments, one from the beginning, one from the middle and one from end part of a music piece are selected and feature vectors are extracted from each segment. Individual classifiers are trained to account for each feature vector extracted fr...

  8. Co-occurrence Models in Music Genre Classification

    DEFF Research Database (Denmark)

    Ahrendt, Peter; Goutte, Cyril; Larsen, Jan

    2005-01-01

    Music genre classification has been investigated using many different methods, but most of them build on probabilistic models of feature vectors x\\_r which only represent the short time segment with index r of the song. Here, three different co-occurrence models are proposed which instead consider...... the whole song as an integrated part of the probabilistic model. This was achieved by considering a song as a set of independent co-occurrences (s, x\\_r) (s is the song index) instead of just a set of independent (x\\_r)'s. The models were tested against two baseline classification methods on a difficult 11...

  9. Turkish Music Genre Classification using Audio and Lyrics Features

    Directory of Open Access Journals (Sweden)

    Önder ÇOBAN

    2017-05-01

    Full Text Available Music Information Retrieval (MIR has become a popular research area in recent years. In this context, researchers have developed music information systems to find solutions for such major problems as automatic playlist creation, hit song detection, and music genre or mood classification. Meta-data information, lyrics, or melodic content of music are used as feature resource in previous works. However, lyrics do not often used in MIR systems and the number of works in this field is not enough especially for Turkish. In this paper, firstly, we have extended our previously created Turkish MIR (TMIR dataset, which comprises of Turkish lyrics, by including the audio file of each song. Secondly, we have investigated the effect of using audio and textual features together or separately on automatic Music Genre Classification (MGC. We have extracted textual features from lyrics using different feature extraction models such as word2vec and traditional Bag of Words. We have conducted our experiments on Support Vector Machine (SVM algorithm and analysed the impact of feature selection and different feature groups on MGC. We have considered lyrics based MGC as a text classification task and also investigated the effect of term weighting method. Experimental results show that textual features can also be effective as well as audio features for Turkish MGC, especially when a supervised term weighting method is employed. We have achieved the highest success rate as 99,12\\% by using both audio and textual features together.

  10. Improving Music Genre Classification by Short Time Feature Integration

    DEFF Research Database (Denmark)

    Meng, Anders; Ahrendt, Peter; Larsen, Jan

    . The problem of making new features on the larger time scale from the short-time features (feature integration) has only received little attention. This paper investigates different methods for feature integration (early information fusion) and late information fusion (assembling of probabilistic outputs......Many different short-time features (derived from 10-30ms of audio) have been proposed for music segmentation, retrieval and genre classification. Often the available time frame of the music to make a decision (the decision time horizon) is in the range of seconds instead of milliseconds...

  11. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    Aims To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. Design Nationally representative survey. Setting Online. Participants Large sample (n=3,380) of adult video gamers in the US. Measurements Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. Findings Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. Conclusions Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of “addictive” video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play. PMID:23284310

  12. The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-12-01

    AIMS: To assess the contribution of patterns of video game play, including game genre, involvement, and time spent gaming, to problem use symptomatology. DESIGN: Nationally representative survey. SETTING: Online. PARTICIPANTS: Large sample (n=3,380) of adult video gamers in the US. MEASUREMENTS: Problem video game play (PVGP) scale, video game genre typology, use patterns (gaming days in the past month and hours on days used), enjoyment, consumer involvement, and background variables. FINDINGS: Study confirms game genre's contribution to problem use as well as demographic variation in play patterns that underlie problem video game play vulnerability. CONCLUSIONS: Identification of a small group of game types positively correlated with problem use suggests new directions for research into the specific design elements and reward mechanics of "addictive" video games. Unique vulnerabilities to problem use among certain groups demonstrate the need for ongoing investigation of health disparities related to contextual dimensions of video game play.

  13. 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.

  14. The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers

    Science.gov (United States)

    Elliott, Luther; Ream, Geoffrey; McGinsky, Elizabeth; Dunlap, Eloise

    2012-01-01

    A nationally representative online survey (n = 3,380) was used to assess the contribution of patterns of video game play to problem video game play (PVGP) symptomatology. Game genre, enjoyment, consumer involvement, time spent gaming (gaming days in the past month and hours on days used), and demographic variables were all examined. The study…

  15. Patterns of choices on video game genres and Internet addiction.

    Science.gov (United States)

    Floros, Georgios; Siomos, Konstantinos

    2012-08-01

    In this study, we attempt to identify motives pivotal in choices made regarding online and offline game genres and assess whether they are meaningful predictors of Internet addiction. A separate goal was to determine how an assessment of Internet-related cognitions compares to criteria-based research instruments on Internet addiction, and demonstrate its clinical usefulness. We are using data from a cross-sectional study of the entire adolescent student population aged 12-18 of the island of Kos. Results indicate that specific game genres and motives for choosing a game are important predictors of Internet addiction, even after accounting for sociodemographic and Internet-use-related variables. Gender differences are not statistically important when we account for genre choices and motives for choosing them. Boys' thought content tends to revolve more around their Internet use compared to girls. Several patterns of motives to play specific genres were identified with the help of a canonical correlation analysis, demonstrating the fact that the simple observation of overt behavior is not enough to deduce the meaning of these actions for the individual. Using multiple measures of online addiction, examining genre preferences and underlying motives for choosing a game can be helpful in reaching a better understanding of the individual game player.

  16. Genre.

    Directory of Open Access Journals (Sweden)

    Jacques Lévy

    2004-10-01

    Full Text Available Depuis quelques années, le mot « genre » tend à remplacer le mot « sexe » dans les sciences sociales francophones. Pour une part, ce changement est probablement plus justifié en anglais, pour lequel le mot «  sex  » renvoie plus exclusivement qu’en français à la sexualité ( to have sex = faire l’amour. L’engouement francophone s’explique cependant, pour l’essentiel, par la même motivation que celui des anglophones : montrer que les différences observées dans ...

  17. SHIP CLASSIFICATION FROM MULTISPECTRAL VIDEOS

    Directory of Open Access Journals (Sweden)

    Frederique Robert-Inacio

    2012-05-01

    Full Text Available Surveillance of a seaport can be achieved by different means: radar, sonar, cameras, radio communications and so on. Such a surveillance aims, on the one hand, to manage cargo and tanker traffic, and, on the other hand, to prevent terrorist attacks in sensitive areas. In this paper an application to video-surveillance of a seaport entrance is presented, and more particularly, the different steps enabling to classify mobile shapes. This classification is based on a parameter measuring the similarity degree between the shape under study and a set of reference shapes. The classification result describes the considered mobile in terms of shape and speed.

  18. Single-labelled music genre classification using content-based features

    CSIR Research Space (South Africa)

    Ajoodha, R

    2015-11-01

    Full Text Available In this paper we use content-based features to perform automatic classification of music pieces into genres. We categorise these features into four groups: features extracted from the Fourier transform’s magnitude spectrum, features designed...

  19. A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course

    OpenAIRE

    Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise

    2013-01-01

    This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History C...

  20. 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.

  1. The Form is the Substance: Classification of Genres in Text

    Science.gov (United States)

    2001-01-01

    Mean value with one standard deviation error margin.) 4.2 Discussion Use of the presentation feature set yields a significant advatage over use of word...number of genres and increased corpus size. 6 References Biber, D. (1995) "Variation Across Speech and Writing ", Cambridge University Press, New York...Support Vector Machines", Cambridge University Press, . Flesch, R. (1974) "The Art of Readable Writing ", Harper and Row, New York. Illouz, G., B.Habert

  2. An Investigation of Feature Models for Music Genre Classification using the Support Vector Classifier

    DEFF Research Database (Denmark)

    Meng, Anders; Shawe-Taylor, John

    2005-01-01

    In music genre classification the decision time is typically of the order of several seconds however most automatic music genre classification systems focus on short time features derived from 10-50ms. This work investigates two models, the multivariate gaussian model and the multivariate...... autoregressive model for modelling short time features. Furthermore, it was investigated how these models can be integrated over a segment of short time features into a kernel such that a support vector machine can be applied. Two kernels with this property were considered, the convolution kernel and product...

  3. On Automatic Music Genre Recognition by Sparse Representation Classification using Auditory Temporal Modulations

    DEFF Research Database (Denmark)

    Sturm, Bob L.; Noorzad, Pardis

    2012-01-01

    A recent system combining sparse representation classification (SRC) and a perceptually-based acoustic feature (ATM) \\cite{Panagakis2009,Panagakis2009b,Panagakis2010c}, outperforms by a significant margin the state of the art in music genre recognition, e.g., \\cite{Bergstra2006}. With genre so...... difficult to define, and seemingly based on factors more broad than acoustics, this remarkable result motivates investigation into, among other things, why it works and what it means for how humans organize music. In this paper, we review the application of SRC and ATM to recognizing genre, and attempt...... to reproduce the results of \\cite{Panagakis2009}. First, we find that classification results are consistent for features extracted from different analyses. Second, we find that SRC accuracy improves when we pose the sparse representation problem with inequality constraints. Finally, we find that only when we...

  4. A Genre Classification Plug-in for Data Collection

    DEFF Research Database (Denmark)

    Lehn-Schiøler, Tue; Arenas-García, Jerónimo; Petersen, Kaare Brandt

    2006-01-01

    This demonstration illustrates how the methods developed in the MIR community can be used to provide real-time feedback to music users. By creating a genre classifier plug-in for a popular media player we present users with relevant information as they play their songs. The plug-in can furthermore...... be used as a data collection platform. After informed consent from a selected set of users the plug-in will report on music consumption behavior back to a central server....

  5. A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course

    Science.gov (United States)

    Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise

    2013-01-01

    This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18–29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail. PMID:24688802

  6. A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course.

    Science.gov (United States)

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2013-05-21

    This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18-29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.

  7. The remediation of the fan convention: Understanding the emerging genre of cosplay music videos

    Directory of Open Access Journals (Sweden)

    Nicolle Lamerichs

    2015-03-01

    Full Text Available Through cosplay (costume play, fans perform existing fictional characters in self-created costumes, thereby enriching and extending popular narratives. Cosplay is an understudied form of appropriation that transforms and actualizes an existing story or game in close connection to the fan community and the fan's own identity. Although the costume can be experienced firsthand at convention sites, it is also remediated in photography, thereby extending its potential audience and performative possibilities. In the rich emerging genre of cosplay music videos, commonly shot and produced at convention sites, fans juxtapose different cosplayers and texts. Informed by work on other fan videos, such as machinima, I propose a reading of a selected corpus of videos to analyze the dynamics of costume culture as it transcends the convention grounds.

  8. A Mood-based Genre Classification of Television Content

    OpenAIRE

    Corona, Humberto; O'Mahony, Michael P.

    2015-01-01

    The classification of television content helps users organise and navigate through the large list of channels and programs now available. In this paper, we address the problem of television content classification by exploiting text information extracted from program transcriptions. We present an analysis which adapts a model for sentiment that has been widely and successfully applied in other fields such as music or blog posts. We use a real-world dataset obtained from the Box- fish API to co...

  9. What’s in a URL? Genre Classification from URLs

    Science.gov (United States)

    2012-01-01

    then introduced along with our empirical study and analysis of the results in Section. Fi- nally, we conclude with some discussion of the results and...features: frequencies of sentiment words (positive/negative adjectives and adverbs), frequencies of commonly used internet acronyms (e.g., “afaik...from URLs approach. We will combine classification from URLs with classification from webpages in a multimodal approach to leverage the strength of both

  10. 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...

  11. 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

  12. 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.

  13. 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

  14. Video game genre preference, physical activity and screen-time in adolescent boys from low-income communities.

    Science.gov (United States)

    Thorne, Hayden T; Smith, Jordan J; Morgan, Philip J; Babic, Mark J; Lubans, David R

    2014-12-01

    The primary aim of this study was to examine the association between the types of video games played by adolescent boys and their participation in physical activity and recreational screen-time. Participants were 320 boys (mean age = 12.7, ±0.5 years) from 14 secondary schools located in low-income areas of New South Wales, Australia. Outcomes included height, weight, physical activity (accelerometers), total screen-time, and video game genre preference. Significant differences in both weekday and weekend screen-time were found between video game genre groups. In addition, significant differences in overall activity and moderate-to-vigorous physical activity were found between genre groups on weekdays. Between-group differences in physical activity on weekends were not statistically significant. This cross-sectional study has demonstrated that video game genre preference is associated with physical activity and screen-time in adolescent boys from low-income communities. Copyright © 2014 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  15. Decision time horizon for music genre classification using short time features

    DEFF Research Database (Denmark)

    Ahrendt, Peter; Meng, Anders; Larsen, Jan

    2004-01-01

    In this paper music genre classification has been explored with special emphasis on the decision time horizon and ranking of tapped-delay-line short-time features. Late information fusion as e.g. majority voting is compared with techniques of early information fusion such as dynamic PCA (DPCA......). The most frequently suggested features in the literature were employed including mel-frequency cepstral coefficients (MFCC), linear prediction coefficients (LPC), zero-crossing rate (ZCR), and MPEG-7 features. To rank the importance of the short time features consensus sensitivity analysis is applied....... A Gaussian classifier (GC) with full covariance structure and a linear neural network (NN) classifier are used....

  16. Impact of video game genre on surgical skills development: a feasibility study.

    Science.gov (United States)

    de Araujo, Thiago Bozzi; Silveira, Filipe Rodrigues; Souza, Dante Lucas Santos; Strey, Yuri Thomé Machado; Flores, Cecilia Dias; Webster, Ronaldo Scholze

    2016-03-01

    The playing of video games (VGs) was previously shown to improve surgical skills. This is the first randomized, controlled study to assess the impact of VG genre on the development of basic surgical skills. Twenty first-year, surgically inexperienced medical students attended a practical course on surgical knots, suturing, and skin-flap technique. Later, they were randomized into four groups: control and/or nongaming (ContG), first-person-shooter game (ShotG), racing game (RaceG), and surgery game (SurgG). All participants had 3 wk of Nintendo Wii training. Surgical and VG performances were assessed by two independent, blinded surgeons who evaluated basal performance (time 0) and performance after 1 wk (time 1) and 3 wk (time 2) of training. The training time of RaceG was longer than that of ShotG and SurgG (P = 0.045). Compared to SurgG and RaceG, VG scores for ShotG improved less between times 0 and 1 (P = 0.010) but more between times 1 and 2 (P = 0.004). Improvement in mean surgical performance scores versus time differed in each VG group (P = 0.011). At time 2, surgical performance scores were significantly higher in ShotG (P = 0.002) and SurgG (P = 0.022) than in ContG. The surgical performance scores of RaceG were not significantly different from the score achieved by ContG (P = 0.279). Different VG genres may differentially impact the development of surgical skills by medical students. More complex games seem to improve performance even if played less. Although further studies are needed, surgery-related VGs with sufficient complexity and playability could be a feasible adjuvant to improving surgical skills. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    Science.gov (United States)

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  18. Six degrees of video game narrative: a classification for narrative in video games

    OpenAIRE

    Şengün, Sercan

    2013-01-01

    158 pages This study aims to construct a systematical approach to classification of narrative usage in video games. The most recent dominant approaches of reading a video game text – narratology and ludology - are discussed. By inquiring the place of interactivity and autonomy inside the discourse of video game narrative, a classification is proposed. Consequently six groups of video games are determined, depending on the levels of combination of narration and ludic context. These Six Degr...

  19. 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.

  20. 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.

  1. The Effect of Normalization in Violence Video Classification Performance

    Science.gov (United States)

    Ali, Ashikin; Senan, Norhalina

    2017-08-01

    Basically, data pre-processing is an important part of data mining. Normalization is a pre-processing stage for any type of problem statement, especially in video classification. Challenging problems that arises in video classification is because of the heterogeneous content, large variations in video quality and complex semantic meanings of the concepts involved. Therefore, to regularize this problem, it is thoughtful to ensure normalization or basically involvement of thorough pre-processing stage aids the robustness of classification performance. This process is to scale all the numeric variables into certain range to make it more meaningful for further phases in available data mining techniques. Thus, this paper attempts to examine the effect of 2 normalization techniques namely Min-max normalization and Z-score in violence video classifications towards the performance of classification rate using Multi-layer perceptron (MLP) classifier. Using Min-Max Normalization range of [0,1] the result shows almost 98% of accuracy, meanwhile Min-Max Normalization range of [-1,1] accuracy is 59% and for Z-score the accuracy is 50%.

  2. Genre and ..

    DEFF Research Database (Denmark)

    Genres are everywhere and we all know how to use them. However, they are also elusive and hard to describe. We act and interact through genre, understand through genre, and organize through genre, but we have a hard time defining individual genres, and an even harder time understanding what a gen...

  3. Optimizing Training Set Construction for Video Semantic Classification

    Directory of Open Access Journals (Sweden)

    Xiuqing Wu

    2007-12-01

    Full Text Available We exploit the criteria to optimize training set construction for the large-scale video semantic classification. Due to the large gap between low-level features and higher-level semantics, as well as the high diversity of video data, it is difficult to represent the prototypes of semantic concepts by a training set of limited size. In video semantic classification, most of the learning-based approaches require a large training set to achieve good generalization capacity, in which large amounts of labor-intensive manual labeling are ineluctable. However, it is observed that the generalization capacity of a classifier highly depends on the geometrical distribution of the training data rather than the size. We argue that a training set which includes most temporal and spatial distribution information of the whole data will achieve a good performance even if the size of training set is limited. In order to capture the geometrical distribution characteristics of a given video collection, we propose four metrics for constructing/selecting an optimal training set, including salience, temporal dispersiveness, spatial dispersiveness, and diversity. Furthermore, based on these metrics, we propose a set of optimization rules to capture the most distribution information of the whole data using a training set with a given size. Experimental results demonstrate these rules are effective for training set construction in video semantic classification, and significantly outperform random training set selection.

  4. Classification of video tampering methods and countermeasures using digital watermarking

    Science.gov (United States)

    Yin, Peng; Yu, Hong H.

    2001-11-01

    The development and spread of multimedia services require authentication techniques to prove the originality and integrity of multimedia data and (or) to localize the alterations made on the media. A wide variety of authentication techniques have been proposed in the literature, but most studies have been primarily focused on still images. In this paper, we will mainly address video authentication. We first summarize the classification of video tampering methods. Based on our proposed classification, the quality of existing authentication techniques can be evaluated. We then propose our own authentication system to combat those tampering methods. The comparison of two basic authentication categories, fragile watermark and digital signature, are made and the need for combining them are discussed. Finally, we address some issues on authenticating a broad sense video, the mixture of visual, audio and text data.

  5. Full-motion video analysis for improved gender classification

    Science.gov (United States)

    Flora, Jeffrey B.; Lochtefeld, Darrell F.; Iftekharuddin, Khan M.

    2014-06-01

    The ability of computer systems to perform gender classification using the dynamic motion of the human subject has important applications in medicine, human factors, and human-computer interface systems. Previous works in motion analysis have used data from sensors (including gyroscopes, accelerometers, and force plates), radar signatures, and video. However, full-motion video, motion capture, range data provides a higher resolution time and spatial dataset for the analysis of dynamic motion. Works using motion capture data have been limited by small datasets in a controlled environment. In this paper, we explore machine learning techniques to a new dataset that has a larger number of subjects. Additionally, these subjects move unrestricted through a capture volume, representing a more realistic, less controlled environment. We conclude that existing linear classification methods are insufficient for the gender classification for larger dataset captured in relatively uncontrolled environment. A method based on a nonlinear support vector machine classifier is proposed to obtain gender classification for the larger dataset. In experimental testing with a dataset consisting of 98 trials (49 subjects, 2 trials per subject), classification rates using leave-one-out cross-validation are improved from 73% using linear discriminant analysis to 88% using the nonlinear support vector machine classifier.

  6. Genre Anxiety

    DEFF Research Database (Denmark)

    Alacovska, Ana

    2015-01-01

    This article explores how the concept of genre can enrich our understanding of gender inequality in media industries. All media work takes place within genre-specific production worlds, which seem to be gender-segregated. By examining the gendered and gendering ideology of genres, an outcome of g...... anxiety and constrains female travel writers’ biographical identity work. By treating genres as mediators of work experiences and practices, I elucidate how contemporary female travel writers experience and cope with genre-induced anxiety....

  7. Improving Students� Ability in Writing Hortatory Exposition Texts by Using Process-Genre Based Approach with YouTube Videos as the Media

    Directory of Open Access Journals (Sweden)

    fifin naili rizkiyah

    2017-06-01

    Full Text Available Abstract: This research is aimed at finding out how Process-Genre Based Approach strategy with YouTube Videos as the media are employed to improve the students� ability in writing hortatory exposition texts. This study uses collaborative classroom action research design following the procedures namely planning, implementing, observing, and reflecting. The procedures of carrying out the strategy are: (1 relating several issues/ cases to the students� background knowledge and introducing the generic structures and linguistic features of hortatory exposition text as the BKoF stage, (2 analyzing the generic structure and the language features used in the text and getting model on how to write a hortatory exposition text by using the YouTube Video as the MoT stage, (3 writing a hortatory exposition text collaboratively in a small group and in pairs through process writing as the JCoT stage, and (4 writing a hortatory exposition text individually as the ICoT stage. The result shows that the use of Process-Genre Based Approach and YouTube Videos can improve the students� ability in writing hortatory exposition texts. The percentage of the students achieving the score above the minimum passing grade (70 had improved from only 15.8% (3 out of 19 students in the preliminary study to 100% (22 students in the Cycle 1. Besides, the score of each aspect; content, organization, vocabulary, grammar, and mechanics also improved. � Key Words: writing ability, hortatory exposition text, process-genre based approach, youtube video

  8. Real-time Classification of Gorilla Video Segments in Affective Categories Using Crowd-Sourced Annotations

    NARCIS (Netherlands)

    Schavemaker, J.G.M.; Thomas, E.D.R.; Havekes, A.

    2014-01-01

    In this contribution we present a method to classify segments of gorilla videos1 in different affective categories. The classification method is trained by crowd sourcing affective annotation. The trained classification then uses video features (computed from the video segments) to classify a new

  9. Queer Tracings of Genre

    DEFF Research Database (Denmark)

    Balle, Søren Hattesen

    : ‘goatish speech'), thus widening the genre's pastoral code to encompass sodomistic desire among its classified meanings. In this way, I would propose, Ashbery's re-signifying of outmoded poetic genres and forms marks an attempt to articulate a nonconformist poetics that raises critical questions about...... to a dominant cultural climate in the ‘50s when the homosexual theme was deemed beyond normal hetero-normative classifications of gender identity....

  10. Film: Genres and Genre Theory

    DEFF Research Database (Denmark)

    Bondebjerg, Ib

    2015-01-01

    Genre is a concept used in film studies and film theory to describe similarities between groups of films based on aesthetic or broader social, institutional, cultural, and psychological aspects. Film genre shares similarities in form and style, theme, and communicative function. A film genre...

  11. Contrasting medium and genre on Wikipedia to open up the dominating definition and classification of geoengineering

    Directory of Open Access Journals (Sweden)

    Nils Markusson

    2016-08-01

    Full Text Available Geoengineering is typically defined as a techno-scientific response to climate change that differs from mitigation and adaptation, and that includes diverse individual technologies, which can be classified as either solar radiation management or carbon dioxide removal. We analyse the representation of geoengineering on Wikipedia as a way of opening up this dominating, if contested, model for further debate. We achieve this by contrasting the dominating model as presented in the encyclopaedic article texts with the patterns of hyper-link associations between the articles. Two datasets were created tracing the geoengineering construct on Wikipedia, shedding light on its boundary with its context, as well as on its internal structure. The analysis shows that the geoengineering category tends to be associated on Wikipedia primarily with atmospheric solar radiation management rather than land-based carbon dioxide removal type technologies. The results support the notion that the dominant model of defining and classifying geoengineering technology has been beneficial for solar radiation management type technologies more than for land-based carbon dioxide removal ones. The article also demonstrates that controversy mapping with Wikipedia data affords analysis that can open up dominating definitions and classifications of technologies, and offer resistance to their frequent naturalising and decontextualising tendencies. This work is in line with recent work on digital sociology, but the article contributes a new methodology and reports on the first empirical application of controversy mapping using Wikipedia data to a technology.

  12. Snowflake classification using a 2D video-disdrometer

    Science.gov (United States)

    Berne, A.; Monhart, S.; Schneebeli, M.

    2012-12-01

    Snowflakes can be formed in a variety of shapes (needle, plate, column, dendrite or aggregate to name a few) depending on the environmental conditions (mainly temperature and humidity). The 2D video-disdrometer (2DVD hereafter) is able to provide 2D pictures of the falling hydrometeors from 2 perpendicular views. Such detailed information is relevant to study the microstructure of precipitation in general and of snowfall in particular. A first valuable step is the ability to classify the snowflakes (to compare with polarimetric classification for instance). The main objective of the present contribution is to propose an innovative approach based on supervised classification to assign 2DVD measurements (1-min resolution) to different snowflake classes. A large data set corresponding to 2 winter seasons and collected in the Swiss Alps is used. After careful filtering and rematching of the falling particles sampled by a 2DVD, the values of 12 descriptors (related to the respective distributions according to height, width and fall speed) are calculated at each (1-min) time step. A training set is then built by manually classifying 2DVD data, so that the algorithm can be "trained" to classify time steps as a function of the 12 descriptors. 5 classes have been defined: large-aggregate-like, aggregate-like, dendrite-like, graupel-like and small particles. The comparison of the manual and automatic classifications on a set of about 190 (1-min) time steps covering all the 5 classes shows the good quality and reliability of the proposed automatic classification approach. Future work will focus on the comparison between the classification derived from measurements collected by the 2DVD and a near-by polarimetric radar.

  13. Revisiting Inter-Genre Similarity

    DEFF Research Database (Denmark)

    Sturm, Bob L.; Gouyon, Fabien

    2013-01-01

    We revisit the idea of ``inter-genre similarity'' (IGS) for machine learning in general, and music genre recognition in particular. We show analytically that the probability of error for IGS is higher than naive Bayes classification with zero-one loss (NB). We show empirically that IGS does...

  14. Logo detection and classification in a sport video: video indexing for sponsorship revenue control

    Science.gov (United States)

    Kovar, Bohumil; Hanjalic, Alan

    2001-12-01

    This paper presents a novel approach to detecting and classifying a trademark logo in frames of a sport video. In view of the fact that we attempt to detect and recognize a logo in a natural scene, the algorithm developed in this paper differs from traditional techniques for logo detection and classification that are applicable either to well-structured general text documents (e.g. invoices, memos, bank cheques) or to specialized trademark logo databases, where logos appear isolated on a clear background and where their detection and classification is not disturbed by the surrounding visual detail. Although the development of our algorithm is still in its starting phase, experimental results performed so far on a set of soccer TV broadcasts are very encouraging.

  15. Big Davids – Real-Time Sensor Classification. Real-time classification of gorilla video segments in affective categories using crowd-sourced annotations

    NARCIS (Netherlands)

    Havekes, A.; Thomas, E.D.R.; Schavemaker, J.G.M.

    2013-01-01

    In this sheet book we present a method to classify segments of gorilla videos in different affective categories. The classification method is trained by crowd sourcing annotation. The trained classification than uses video features (computed from the video segments) to classify a new video segment

  16. Stop-Frame Removal Improves Web Video Classification

    NARCIS (Netherlands)

    Habibian, A.; Snoek, C.G.M.

    2014-01-01

    Web videos available in sharing sites like YouTube, are becoming an alternative to manually annotated training data, which are necessary for creating video classifiers. However, when looking into web videos, we observe they contain several irrelevant frames that may randomly appear in any video,

  17. Speech Genres and Discourse: Genres Study in Discourse Analysis Paradigm

    Directory of Open Access Journals (Sweden)

    Вадим Викторович Дементьев

    2016-12-01

    Full Text Available The article is devoted to the place of research on speech genres in the paradigm of discourse analysis. Focus is brought to bear on the directions of discourse analysis which have much in common with the theory of speech genre problems, categorical apparatus or set of base units, as well as using speech genre methodology to solve their problems. It is shown that the main problem, combining discourse analysis and theory of speech genres, is structuring and parameterization of speech communication, and thus - search for basic models of structuring, which organize a production of speech and its interpretation. In this regard, discourse units as well as their location with respect to the genres in the general speech space are discussed. The communicative and cognitive aspects of these units are analyzed, the chain links are constructed, which correspond to the components of communicative concepts that have clear compositional, thematic and stylistic content: the standard structure of the communicative concept is a chain of “action/act ~ process / manner ~ role / type ~ genre ~ communicative tonality”, while in most chains the main components are speech genres. Much attention is paid to the discursive classification of speech genres: genres are discussed in different types of discourse.

  18. 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

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

    Directory of Open Access Journals (Sweden)

    Huang Shyh-Fang

    2012-01-01

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

  20. Klasifikasi Lagu Berdasarkan Genre pada Format WAV

    Directory of Open Access Journals (Sweden)

    Nurmiyati Tamatjita

    2014-07-01

    Abstract             Music genre is getting complex from time to time. As the size of digital media grows along with amount of data, manual search of digital audio files according to its genre is considered impractical and inefficient; therefore a classification mechanism is needed to improve searching.             Zero Crossing Rate (ZCR, Average Energy (E and Silent Ratio (SR are a few of features that can be extracted from digital audio files to classify its genre. This research conducted to classify digital audio (songs into 12 genres: Ballad, Blues, Classic, Harmony, Hip Hop, Jazz, Keroncong, Latin, Pop, Electronic, Reggae and Rock using above mentioned features, extracted from WAV audio files. Classification is performed several times using selected 3, 6, 9 and 12 genres respectively.             The result shows that classification of 3 music genres (Ballad, Blues, Classic has the highest accuracy (96.67%, followed by 6 genres (Ballad, Blues, Classic, Harmony, Hip Hop, Jazz with 70%, and 9 genres (Ballad, Blues, Classic, Harmony, Hip Hop, Jazz, Keroncong, Latin, Pop with 53.33% accuracy. Classification of all 12 music genres yields the lowest accuracy of 33.33%.    Keywords— Zero Crossing Rate (ZCR, Average Energy (E, Silent Ratio (SR, Euclidean Distance

  1. 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...

  2. What genre theory does

    DEFF Research Database (Denmark)

    Andersen, Jack

    2015-01-01

    Purpose To provide a small overview of genre theory and its associated concepts and to show how genre theory has had its antecedents in certain parts of the social sciences and not in the humanities. Findings The chapter argues that the explanatory force of genre theory may be explained with its...... emphasis on everyday genres, de facto genres. Originality/value By providing an overview of genre theory, the chapter demonstrates the wealth and richness of forms of explanations in genre theory....

  3. Genre Complexes in Popular Music

    Science.gov (United States)

    Childress, C. Clayton

    2016-01-01

    Recent work in the sociology of music suggests a declining importance of genre categories. Yet other work in this research stream and in the sociology of classification argues for the continued prevalence of genres as a meaningful tool through which creators, critics and consumers focus their attention in the topology of available works. Building from work in the study of categories and categorization we examine how boundary strength and internal differentiation structure the genre pairings of some 3 million musicians and groups. Using a range of network-based and statistical techniques, we uncover three musical “complexes,” which are collectively constituted by 16 smaller genre communities. Our analysis shows that the musical universe is not monolithically organized but rather composed of multiple worlds that are differently structured—i.e., uncentered, single-centered, and multi-centered. PMID:27203852

  4. Genre Complexes in Popular Music.

    Science.gov (United States)

    Silver, Daniel; Lee, Monica; Childress, C Clayton

    2016-01-01

    Recent work in the sociology of music suggests a declining importance of genre categories. Yet other work in this research stream and in the sociology of classification argues for the continued prevalence of genres as a meaningful tool through which creators, critics and consumers focus their attention in the topology of available works. Building from work in the study of categories and categorization we examine how boundary strength and internal differentiation structure the genre pairings of some 3 million musicians and groups. Using a range of network-based and statistical techniques, we uncover three musical "complexes," which are collectively constituted by 16 smaller genre communities. Our analysis shows that the musical universe is not monolithically organized but rather composed of multiple worlds that are differently structured-i.e., uncentered, single-centered, and multi-centered.

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

    Directory of Open Access Journals (Sweden)

    Wiesław PAMUŁA

    2009-01-01

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

  6. Support-vector-machine tree-based domain knowledge learning toward automated sports video classification

    Science.gov (United States)

    Xiao, Guoqiang; Jiang, Yang; Song, Gang; Jiang, Jianmin

    2010-12-01

    We propose a support-vector-machine (SVM) tree to hierarchically learn from domain knowledge represented by low-level features toward automatic classification of sports videos. The proposed SVM tree adopts a binary tree structure to exploit the nature of SVM's binary classification, where each internal node is a single SVM learning unit, and each external node represents the classified output type. Such a SVM tree presents a number of advantages, which include: 1. low computing cost; 2. integrated learning and classification while preserving individual SVM's learning strength; and 3. flexibility in both structure and learning modules, where different numbers of nodes and features can be added to address specific learning requirements, and various learning models can be added as individual nodes, such as neural networks, AdaBoost, hidden Markov models, dynamic Bayesian networks, etc. Experiments support that the proposed SVM tree achieves good performances in sports video classifications.

  7. Communicative Purpose as Genre Determinant

    DEFF Research Database (Denmark)

    Askehave, Inger

    1999-01-01

    Through the years researchers and LSP teachers alike have used various parameters for classifying texts. This article sets out to discuss the notion of "communicative purpose" as a means for classifying text. It points to some of the difficulties associated with the functional approaches to genre...... classification in general and the notion of "communicative purpose" in particular....

  8. Region descriptors for automatic classification of small sea targets in infrared video

    NARCIS (Netherlands)

    Mouthaan, M.M.; Broek, S.P. van den; Hendriks, E.A.; Schwering, P.B.W.

    2011-01-01

    We evaluate the performance of different key-point detectors and region descriptors when used for automatic classification of small sea targets in infrared video. In our earlier research performed on this subject as well as in other literature, many different region descriptors have been proposed.

  9. Adaptive Resolution Upconversion for Compressed Video Using Pixel Classification

    Directory of Open Access Journals (Sweden)

    Shao Ling

    2007-01-01

    Full Text Available A novel adaptive resolution upconversion algorithm that is robust to compression artifacts is proposed. This method is based on classification of local image patterns using both structure information and activity measure to explicitly distinguish pixels into content or coding artifacts. The structure information is represented by adaptive dynamic-range coding and the activity measure is the combination of local entropy and dynamic range. For each pattern class, the weighting coefficients of upscaling are optimized by a least-mean-square (LMS training technique, which trains on the combination of the original images and the compressed downsampled versions of the original images. Experimental results show that our proposed upconversion approach outperforms other classification-based upconversion and artifact reduction techniques in concatenation.

  10. Gender classification from video under challenging operating conditions

    Science.gov (United States)

    Mendoza-Schrock, Olga; Dong, Guozhu

    2014-06-01

    The literature is abundant with papers on gender classification research. However the majority of such research is based on the assumption that there is enough resolution so that the subject's face can be resolved. Hence the majority of the research is actually in the face recognition and facial feature area. A gap exists for gender classification under challenging operating conditions—different seasonal conditions, different clothing, etc.—and when the subject's face cannot be resolved due to lack of resolution. The Seasonal Weather and Gender (SWAG) Database is a novel database that contains subjects walking through a scene under operating conditions that span a calendar year. This paper exploits a subset of that database—the SWAG One dataset—using data mining techniques, traditional classifiers (ex. Naïve Bayes, Support Vector Machine, etc.) and traditional (canny edge detection, etc.) and non-traditional (height/width ratios, etc.) feature extractors to achieve high correct gender classification rates (greater than 85%). Another novelty includes exploiting frame differentials.

  11. Kronecker PCA based spatio-temporal modeling of video for dismount classification

    Science.gov (United States)

    Greenewald, Kristjan H.; Hero, Alfred O.

    2014-06-01

    We consider the application of KronPCA spatio-temporal modeling techniques1, 2 to the extraction of spatiotemporal features for video dismount classification. KronPCA performs a low-rank type of dimensionality reduction that is adapted to spatio-temporal data and is characterized by the T frame multiframe mean μ and covariance ∑ of p spatial features. For further regularization and improved inverse estimation, we also use the diagonally corrected KronPCA shrinkage methods we presented in.1 We apply this very general method to the modeling of the multivariate temporal behavior of HOG features extracted from pedestrian bounding boxes in video, with gender classification in a challenging dataset chosen as a specific application. The learned covariances for each class are used to extract spatiotemporal features which are then classified, achieving competitive classification performance.

  12. Genre Interference in the Process of Foreign Language Speaking Training

    OpenAIRE

    Vavilova, Elena N.; Korneeva, Marina A.; Quy, Nguyen Ngoc

    2015-01-01

    This article is devoted to a study of speech genre competence formation in technical students studying foreign language (English or Russian as a foreign). Correlations of terms of speech genre theory and types of speech genre classification are the subject of this work; the need to form speech genre competence as a component of communicative competence during the educational process is substantiated. The authors suppose that during the process of learning a foreign language, processes not onl...

  13. ACTIVE: Activity Concept Transitions in Video Event Classification (Open Access)

    Science.gov (United States)

    2014-03-03

    approach yet achieves impressive results. It fol- lows the Bag-of-Words (BoW) scheme with the following three steps: low-level feature extraction , fixed...activity concept. Every two concepts i, j have a transition probability P (Cj |Ci) from concept i to j. Each observation is a feature vector x extracted from...activity concept classification. DT tracks points densely and describes each tracklet with its shape and the HoG , HoF, MBH features around the tracklet

  14. Dense Trajectories and DHOG for Classification of Viewpoints from Echocardiogram Videos

    Directory of Open Access Journals (Sweden)

    Liqin Huang

    2016-01-01

    Full Text Available In echo-cardiac clinical computer-aided diagnosis, an important step is to automatically classify echocardiography videos from different angles and different regions. We propose a kind of echocardiography video classification algorithm based on the dense trajectory and difference histograms of oriented gradients (DHOG. First, we use the dense grid method to describe feature characteristics in each frame of echocardiography sequence and then track these feature points by applying the dense optical flow. In order to overcome the influence of the rapid and irregular movement of echocardiography videos and get more robust tracking results, we also design a trajectory description algorithm which uses the derivative of the optical flow to obtain the motion trajectory information and associates the different characteristics (e.g., the trajectory shape, DHOG, HOF, and MBH with embedded structural information of the spatiotemporal pyramid. To avoid “dimension disaster,” we apply Fisher’s vector to reduce the dimension of feature description followed by the SVM linear classifier to improve the final classification result. The average accuracy of echocardiography video classification is 77.12% for all eight viewpoints and 100% for three primary viewpoints.

  15. Genre, technology and embodied interaction: The evolution of digital game genres and motion gaming

    Directory of Open Access Journals (Sweden)

    Andreas Gregersen

    2011-11-01

    Full Text Available Technology has been given relatively little attention in genre theory, but this article argues that material technologies can be important components in genre development. The argument is based on a historically informed analysis of digital games, with special attention paid to home console video games and recent genre developments within this domain commonly referred to as motion gaming. The main point is that digital game genres imply structured embodied activity. A constitutive element of digital game mediation is a control interface geared to player embodiment, and I propose the concept of ‘interaction modes’ to describe the coupling of technology and player embodiment and show how this can be integrated with genre theory. The resulting framework allows for increased attention to continuity and change in game and communication genres, material and digital technologies, and the related interaction modes.

  16. The genre mask: Rhetorical style and audience activation in the investigation film

    NARCIS (Netherlands)

    Gamaker, E.D.A.

    2015-01-01

    The Genre Mask discusses the use of genre and generic tropes as a mask for hidden or subversive meaning held beneath the familiar aesthetic of genre-observant film productions. This idea is approached from the perspective of genre classification and identification, and for the purposes of this study

  17. Child development and genre preference: research for educational game design.

    Science.gov (United States)

    Sherry, John L; Lucas, Kristen; Greenberg, Bradley S; Holmstrom, Amanda

    2013-05-01

    As the movement to capitalize on unique affordances of video games for learning continues to grow, relatively little research in that area has examined how formal features, such as genre and game mechanics, draw and hold children's attention. This study examines which genres children prefer and the reasons why children prefer those genres by reporting on a video game uses and gratifications survey of children of various ages (n=685). Results show distinct patterns of game use and preference tied to typical child developmental ecology at each age, indicating that genre preference varies by age and developmental context. Implications for game research and educational gaming are provided.

  18. Classification of video sequences into chosen generalized use classes of target size and lighting level.

    Science.gov (United States)

    Leszczuk, Mikołaj; Dudek, Łukasz; Witkowski, Marcin

    The VQiPS (Video Quality in Public Safety) Working Group, supported by the U.S. Department of Homeland Security, has been developing a user guide for public safety video applications. According to VQiPS, five parameters have particular importance influencing the ability to achieve a recognition task. They are: usage time-frame, discrimination level, target size, lighting level, and level of motion. These parameters form what are referred to as Generalized Use Classes (GUCs). The aim of our research was to develop algorithms that would automatically assist classification of input sequences into one of the GUCs. Target size and lighting level parameters were approached. The experiment described reveals the experts' ambiguity and hesitation during the manual target size determination process. However, the automatic methods developed for target size classification make it possible to determine GUC parameters with 70 % compliance to the end-users' opinion. Lighting levels of the entire sequence can be classified with an efficiency reaching 93 %. To make the algorithms available for use, a test application has been developed. It is able to process video files and display classification results, the user interface being very simple and requiring only minimal user interaction.

  19. Music genre recognition with risk and rejection

    DEFF Research Database (Denmark)

    Sturm, Bob L.

    2013-01-01

    We explore risk and rejection for music genre recognition (MGR) within the minimum risk framework of Bayesian classification. In this way, we attempt to give an MGR system knowledge that some misclassifications are worse than others, and that deferring classification to an expert may be a better...

  20. Genre as Fictional Action

    DEFF Research Database (Denmark)

    Auken, Sune

    2014-01-01

    The arcticle is an interdisciplinary study between literary and rhetorical genre research. Its starting point is the well-deserved leading position held by Rhetorical Genre Studies (RGS). The article proposes a scholarly collaboration between Literary Studies and RGS and posits one possible...... starting point for this collaboration by utilizing Carolyn Miller´s central concept of "Genre as Social Action" as a way to analyze literary characters´ social actions within narratives through an interpretation of their uses of genre....

  1. A Low Energy Consumption Storage Method for Cloud Video Surveillance Data Based on SLA Classification

    Directory of Open Access Journals (Sweden)

    Yonghua Xiong

    2016-01-01

    Full Text Available With the continuous expansion of the amount of data with time in mobile video applications such as cloud video surveillance (CVS, the increasing energy consumption in video data centers has drawn widespread attention for the past several years. Addressing the issue of reducing energy consumption, we propose a low energy consumption storage method specially designed for CVS systems based onthe service level agreement (SLA classification. A novel SLA with an extra parameter of access time period is proposed and then utilized as a criterion for dividing virtual machines (VMs and data storage nodes into different classifications. Tasks can be scheduled in real time for running on the homologous VMs and data storage nodes according to their access time periods. Any nodes whose access time periods do not encompass the current time will be placed into the energy saving state while others are in normal state with the capability of undertaking tasks. As a result, overall electric energy consumption in data centers is reduced while the SLA is fulfilled. To evaluate the performance, we compare the method with two related approaches using the Hadoop Distributed File System (HDFS. The results show the superiority and effectiveness of our method.

  2. Semiological seizure classification of epileptic seizures in children admitted to video-EEG monitoring unit.

    Science.gov (United States)

    Alan, Serdar; Yalnızoğlu, Dilek; Turanlı, Güzide; Karlı-Oğuz, Kader; Lay-Ergun, Eser; Söylemezoğlu, Figen; Akalan, Nejat; Topçu, Meral

    2015-01-01

    We aimed to determine seizure characteristics of pediatric patients with epilepsy, and evaluate if Semiological Seizure Classification (SSC) system is applicable in this cohort. We retrospectively studied 183 patients, aged between 3 months-18 years, admitted to the video-EEG monitoring unit (VEMU). Most patients suffered from intractable epilepsy with comorbidities, and had structural lesions. Seizures were classified based on ictal video-EEG recordings by using SSC system; 157 patients had only one seizure type, 26 had more than one seizure types. Overall 211 seizures and 373 semiologies were analyzed; 114 seizures (54%) had more than one semiological subtype. The most frequent semiology was motor seizures (78%), followed by dialeptic seizures (12%). The most common subtypes were simple motor seizures (49%); tonic seizures constituted (28.4%) of all semiologies. We conclude that SSC system is applicable for children with epilepsy admitted to VEMU; complementary EEG and imaging data are required for evaluation of patients with epilepsy.

  3. Semiologic classification of psychogenic non epileptic seizures (PNES) based on video EEG analysis: do we need new classification systems?

    Science.gov (United States)

    Wadwekar, Vaibhav; Nair, Pradeep Pankajakshan; Murgai, Aditya; Thirunavukkarasu, Sibi; Thazhath, Harichandrakumar Kottyen

    2014-03-01

    Different studies have described useful signs to diagnose psychogenic non-epileptic seizure (PNES). A few authors have tried to describe the semiologic groups among PNES patients; each group consisting of combination of features. But there is no uniformity of nomenclature among these studies. Our aim was to find out whether the objective classification system proposed by Hubsch et al. was useful and adequate to classify PNES patient population from South India. We retrospectively analyzed medical records and video EEG monitoring data of patients, recorded during 3 year period from June 2010 to July 2013. We observed the semiologic features of each PNES episode and tried to group them strictly adhering to Hubsch et al. classification. Minor modifications were made to include patients who were left unclassified. A total of 65 patients were diagnosed to have PNES during this period, out of which 11 patients were excluded due to inadequate data. We could classify 42(77.77%) patients without modifying the defining criteria of the Hubsch et al. groups. With minor modification we could classify 94.96% patients. The modified groups with patient distribution are as follows: Class 1--dystonic attacks with primitive gestural activities [3(5.6%)]. Class 2 – paucikinetic attacks with or without preserved responsiveness [5(9.3%)]. Class 3--pseudosyncope with or without hyperventilation [21(38.9%)]. Class 4--hyperkinetic prolonged attacks with hyperventilation, involvement of limbs and/or trunk [14(25.9%)]. Class 5--axial dystonic attacks [8(14.8%)]. Class 6--unclassified type [3(5.6%)]. This study demonstrates that the Hubsch's classification with minor modifications is useful and adequate to classify PNES patients from South India. Copyright © 2013 British Epilepsy Association. Published by Elsevier Ltd. All rights reserved.

  4. Sounding the Bromance: The Chopstick Brothers' 'Little Apple' music video, genre, gender and the search for meaning in Chinese popular music

    OpenAIRE

    Stock, Jonathan P. J.

    2016-01-01

    This article analyses the music video of ‘Little Apple’ by Wang Taili and Xiao Yang, also known as the Chopstick Brothers, one of China’s most successful productions in 2014, and one that exemplifies certain emerging trends in Chinese popular music more generally. The music video draws on K-pop models but also on Western inspirations (biblical, historical and contemporary) and has proven hard to reduce to a single, definitive narrative or interpretation. The analysis proceeds by introducing t...

  5. EEG-based classification of video quality perception using steady state visual evoked potentials (SSVEPs)

    Science.gov (United States)

    Acqualagna, Laura; Bosse, Sebastian; Porbadnigk, Anne K.; Curio, Gabriel; Müller, Klaus-Robert; Wiegand, Thomas; Blankertz, Benjamin

    2015-04-01

    Objective. Recent studies exploit the neural signal recorded via electroencephalography (EEG) to get a more objective measurement of perceived video quality. Most of these studies capitalize on the event-related potential component P3. We follow an alternative approach to the measurement problem investigating steady state visual evoked potentials (SSVEPs) as EEG correlates of quality changes. Unlike the P3, SSVEPs are directly linked to the sensory processing of the stimuli and do not require long experimental sessions to get a sufficient signal-to-noise ratio. Furthermore, we investigate the correlation of the EEG-based measures with the outcome of the standard behavioral assessment. Approach. As stimulus material, we used six gray-level natural images in six levels of degradation that were created by coding the images with the HM10.0 test model of the high efficiency video coding (H.265/MPEG-HEVC) using six different compression rates. The degraded images were presented in rapid alternation with the original images. In this setting, the presence of SSVEPs is a neural marker that objectively indicates the neural processing of the quality changes that are induced by the video coding. We tested two different machine learning methods to classify such potentials based on the modulation of the brain rhythm and on time-locked components, respectively. Main results. Results show high accuracies in classification of the neural signal over the threshold of the perception of the quality changes. Accuracies significantly correlate with the mean opinion scores given by the participants in the standardized degradation category rating quality assessment of the same group of images. Significance. The results show that neural assessment of video quality based on SSVEPs is a viable complement of the behavioral one and a significantly fast alternative to methods based on the P3 component.

  6. Queer Tracings of Genre

    DEFF Research Database (Denmark)

    Balle, Søren Hattesen

    at a time when the very concept of genre had more or less been eroded as a result of romantic and modernist literature's resistance to conventional genre labelling, but also when an increasing cultural influence of popular genres and post-war criticism's search for universal literary principles led...... to a revival of the term. In my paper I shall argue that Ashbery's return to old genres and forms in his early poems is to be read as neither a traditionalizing nor a modernizing gesture. Instead, they will be claimed to have a queer intermediary status. On the one hand, their presence seems to stand out...

  7. Classification-based Multi-client Video Transmission over Heterogeneous Networks

    OpenAIRE

    Bo Li; Peng Wang; Yongfei Zhang

    2013-01-01

    These Real-time video streaming over networks operates under stringent network resource constraints, with multiple video clients competing for limited network resources. In this paper, we study the problem of bandwidth allocation for video transmission over heterogeneous networks, with multiple video clients connecting to the video server simultaneously and demanding for the video services, and aim to provide the best possible Quality of Service (QoS) under limited bandwidth of both the video...

  8. Teaching Genre with Purpose

    Science.gov (United States)

    Duke, Nell K.; Caughlan, Samantha; Juzwik, Mary M.; Martin, Nicole M.

    2012-01-01

    Readers use different processes to read different kinds of text. Three principles can guide teachers in helping their students better understand the nuances of different genres. Teachers should engage students in reading and writing for real-world reasons, develop students' knowledge of specific genre features, and teach strategies tailored to…

  9. Genres of War

    DEFF Research Database (Denmark)

    Skouvig, Laura

    2015-01-01

    , for example, a specific genre as the proclamation was shaped by different genre systems and directed its readers to a desired field of actions. Those actions depended on the specific purposes of the proclamations. Originality/value A traditional focus on the siege has been political and military issues...

  10. Two Systems for Automatic Music Genre Recognition

    DEFF Research Database (Denmark)

    Sturm, Bob L.

    2012-01-01

    We re-implement and test two state-of-the-art systems for automatic music genre classification; but unlike past works in this area, we look closer than ever before at their behavior. First, we look at specific instances where each system consistently applies the same wrong label across multiple...

  11. AHP 45: REVIEW: TIBETAN LITERARY GENRES, TEXTS, AND TEXT TYPES

    Directory of Open Access Journals (Sweden)

    Tricia Kehoe

    2017-03-01

    Full Text Available Intended as a follow-up to Cabezón and Jackson's groundbreaking Tibetan Literature: Studies in Genre (1996, Tibetan Literary Genres, Texts, and Text Types: From Genre Classification to Transformation aims to deepen our understandings of Tibetan literature by approaching Tibetan text types from systematic and historical perspectives. Growing out of a conference panel at the twelfth Tibetan Studies seminar, the book explores both pre-modern and contemporary genres, as well as issues of classification and methodologies. In doing so, this collection of essays edited by Jim Rheingans covers a great deal of new ground in terms of discussions of terminology, definitions, and the theoretical landscape pertaining to literature, genre, text boundaries, and typologies in the field of Tibetan literature. ...

  12. Text Genres in Information Organization

    Science.gov (United States)

    Nahotko, Marek

    2016-01-01

    Introduction: Text genres used by so-called information organizers in the processes of information organization in information systems were explored in this research. Method: The research employed text genre socio-functional analysis. Five genre groups in information organization were distinguished. Every genre group used in information…

  13. Genre and Interpretation

    DEFF Research Database (Denmark)

    Auken, Sune

    2015-01-01

    Despite the immensity of genre studies as well as studies in interpretation, our understanding of the relationship between genre and interpretation is sketchy at best. The article attempts to unravel some of intricacies of that relationship through an analysis of the generic interpretation carried...... out by us all in everyday life, and the role of generic interpretation in scholarly work. The article argues that the role played by genre in interpretation has as much to do with the individual characteristics of an utterance as with its relationship to other utterances. An interest in the generic...... traits of an utterance will lead to a characterization of its individual, as well as its general characteristics. The article proceeds to describe three central concepts within genre studies that are applicable to generic interpretation: “horizon of expectation,” “world,” and the triad “theme...

  14. Single Trial Classification of EEG and Peripheral Physiological Signals for Recognition of Emotions Induced by Music Videos

    OpenAIRE

    Koelstra, Sander; Yazdani, Ashkan; Soleymani, Mohammad; Mühl, Christian; Lee, Jong-Seok; Nijholt, Anton; Pun, Thierry; Ebrahimi, Touradj; Patras, Ioannis

    2010-01-01

    Recently, the field of automatic recognition of users' affective states has gained a great deal of attention. Automatic, implicit recognition of affective states has many applications, ranging from personalized content recommendation to automatic tutoring systems. In this work, we present some promising results of our research in classification of emotions induced by watching music videos. We show robust correlations between users' self-assessments of arousal and valence and the frequency pow...

  15. Revision de la famille des Alcyoniidae: les genres Sarcophytum et Lobophytum

    NARCIS (Netherlands)

    Tixier-Durivault, A.

    1958-01-01

    TABLE DES MATIÈ RES rages Introduction ..............1 1. — Genre Sarcophytum Lesson..........2 Généralités..............2 Classification.............7 Description des espèces...........10 2. — Genre Lobophytum Marenzeller.........88 Généralités..............88 Classification.............91

  16. Genre in media production

    Directory of Open Access Journals (Sweden)

    Hanne Bruun

    2011-08-01

    Full Text Available How do we explain changes in media genres? Are they the result of economic, technological or other kinds of structural forces; or are they the result of the change-producing agency of the media producers? And how are changes in media texts connected to contextual conditions for media production on micro-, meso- or macro levels? This article suggests that a theoretical approach using a pragmatic and socio-cognitive understanding of genre will help us to address these questions. This approach can highlight the interplay between human agency and different kinds of structural forces involved in specific professional media production cultures. Furthermore, it has the potential to integrate media texts and especially the micro- and meso levels of production. Using lessons learned and findings from my recent production study of Danish television satire, the article will argue three major methodological as well as knowledge-producing advantages of a genre approach.

  17. Winter Precipitation Classification from Two Dimensional Video Disdrometer Data: Observations from Gcpex and Lpvex Experiments

    Science.gov (United States)

    Huang, G. J.; Chandra, C. V.; Moisseev, D.

    2014-12-01

    The liquid-equivalent snow rate (SR) quantitative precipitation estimation (QPE) using radar (both ground-base and satellite) is very important component of GPM research. Winter storms can have with different type of precipitations such as, pristine ice crystal, sleet, graupel-like snow, rimed and aggregated snow, and each type of precipitations have very different micro-physical properties (e.g. size, density, fall speed, dielectric constant), to estimate SR accurately using radar becomes a challenge. The first step to get a proper estimator from radar observations is the precipitation classification. The form of different winter precipitation relates to the environment especially the temperature and humidity. In addition, the different precipitation type also correspond to different shape and density resulting in different fall speeds. Recent research shows that 2DVD is able to observe winter precipitation successfully. The 2DVD can measure the fall speed of each particle falling into its observing area, and provide the contours from two orthogonal views. It is straight forward to estimate the diameter of snowflake from two views of 2DVD and compute the particle size distribution (PSD). In order to classify the different type of precipitation, we must not only estimate the diameter but also define several geometric features. In this paper we explore a technique to estimate features from the contours of 2D-Video images. In this paper, we analyze observations from two GPM winter campaigns namely, GCPEX and LPVEX. From these data sets , we derive the to get the statistics of fall speed and geometric features developed in this paper. Subsequently these are used to classify winter precipitation into four catalogs, namely rain, sleet, graupel-like snow and fluffy snow (may form by aggregation or aggregation with riming). We apply this procedure to two GCPEx cases which mixed with different type of precipitation in different time interval. Since we are using the

  18. Genre theory in information studies

    CERN Document Server

    Andersen, Jack

    2015-01-01

    This book highlights the important role genre theory plays within information studies. It illustrates how modern genre studies inform and enrich the study of information, and conversely how the study of information makes its own independent contributions to the study of genre.

  19. The Implications of Program Genres for the Design of Social Television Systems

    NARCIS (Netherlands)

    D. Geerts (David); P.S. Cesar Garcia (Pablo Santiago); D.C.A. Bulterman (Dick)

    2008-01-01

    htmlabstractIn this paper, we look at how television genres can play a role in the use of social interactive television systems (social iTV). Based on a user study of a system for sending and receiving enriched video fragments to and from a range of devices, we discuss which genres are preferred for

  20. Bakhtin's "Theory" of Genre

    Directory of Open Access Journals (Sweden)

    Clive Thomson

    1984-09-01

    Full Text Available The originality of Bakhtin's fragmentary and partial theory of literary genre is underlined in this article. Bakhtin's reflexion on genre is very different from that of his Formalist contemporaries. Instead of proposing elaborate typologies or generic categories, Bakhtin more often devotes his attention to showing that a meaningful approach to the topic must be diachronic. From an epistemological point of view, the possibility of exact duplication or repetition of the same generic device from text to text is denied. Each text (or reading of a text is a new performance in which generic material is reworked and re-presented. There are affinities, therefore, between the positions of Bakhtin and Fredric Jameson (in The Political Unconscious . Generic categories are useful only if they are seen as diagnostic tools which help us to better understand how texts enter into dialogic relations with each other.

  1. Emotion, gender and genre

    DEFF Research Database (Denmark)

    Agger, Gunhild

    2011-01-01

    Traditionally, Scandinavian TV crime fiction has been regarded as a public arena for critical exhibition of and debate about salient features in contemporary social development. To explain the acknowledged impact of this kind of crime fiction, it is necessary to involve the notions of emotion and...... and gender in combination with the mixing of genres, as especially the thriller and the melodrama have invaded the police procedural. This is demonstrated in an analysis of The Killing....

  2. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

    Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.

  3. Modern Spanish Joke "Chiste" in Terms of Genre

    Directory of Open Access Journals (Sweden)

    Юлия Васильевна Тарасенкова

    2014-12-01

    Full Text Available Joke has a significant place in the Spanish-language system of speech genres and Spanish linguistic culture, and therefore represents a vast field for research. In the article on the material of the modern Spanish joke "chiste" we discuss genre features of this variety of humorous discourse and justify the conclusion that the joke "chiste" is characterized by heterogeneity and incorporates elements of all functional styles: colloquial, publicistic and newspaper, official and scientific. The purpose of this study is to conduct a comprehensive analysis of the Spanish jokes from the point of view of genre. Material for the study are Spanish jokes taken from collections of anecdotes, periodicals, websites, and we also study this speech genre using samples obtained from Spanish-speaking informants (Iberian version. The main methods of research are descriptive method, traditional linguistic analysis, method of classification and systematization, as well as practical method of comparison of translations.

  4. Genre on Time

    DEFF Research Database (Denmark)

    Givskov, Cecilie

    2009-01-01

    the journalistic credo. The article analyze how the socio-cultural political context developed especially since 2001 interacts with the content and form of the political fiction films, and how the films are embedded in a general mediatization of culture which implies that subject matter related to for example......In a Danish context the political fiction film has not been heavily promoted or been the centre of attention for directors, and when it has been explored it has in fact not been a very successful genre. However, recently, an interest in the political sphere has emerged among filmmakers in Denmark...

  5. Webmediated genres: a challenge to tratidtional genre theory

    DEFF Research Database (Denmark)

    Askehave, Inger; Nielsen, Anne Ellerup

    2004-01-01

    Paper exploraing the possibility of extending the functional genre model to account for non-linear, multi-modal, web-meidated documents including the discussion of the function of links......Paper exploraing the possibility of extending the functional genre model to account for non-linear, multi-modal, web-meidated documents including the discussion of the function of links...

  6. 29. Genre et environnement

    OpenAIRE

    Laugier, Sandra

    2017-01-01

    Les questionnements ouverts à l’époque contemporaine autour du genre et de l’environnement peuvent apparaître comme largement convergents, car ils font apparaître des systèmes de dépendance souvent inaperçus. Une première réponse a été apportée par les théories de l’« écoféminisme », d’une domination conjuguée de l’homme, sur la femme et sur la nature. La force subversive de cette approche repose sur un acquis des réflexions sur l’environnement, c’est-à-dire sur la reconnaissance de nos dépen...

  7. Issues and advances in research methods on video games and cognitive abilities

    Science.gov (United States)

    Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta

    2015-01-01

    The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process. PMID:26483717

  8. Issues and Advances in Research Methods on Video Games and Cognitive Abilities

    Directory of Open Access Journals (Sweden)

    Bart eSobczyk

    2015-09-01

    Full Text Available The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs over non-players (NVGPs and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.

  9. Issues and advances in research methods on video games and cognitive abilities.

    Science.gov (United States)

    Sobczyk, Bart; Dobrowolski, Paweł; Skorko, Maciek; Michalak, Jakub; Brzezicka, Aneta

    2015-01-01

    The impact of video game playing on cognitive abilities has been the focus of numerous studies over the last 10 years. Some cross-sectional comparisons indicate the cognitive advantages of video game players (VGPs) over non-players (NVGPs) and the benefits of video game trainings, while others fail to replicate these findings. Though there is an ongoing discussion over methodological practices and their impact on observable effects, some elementary issues, such as the representativeness of recruited VGP groups and lack of genre differentiation have not yet been widely addressed. In this article we present objective and declarative gameplay time data gathered from large samples in order to illustrate how playtime is distributed over VGP populations. The implications of this data are then discussed in the context of previous studies in the field. We also argue in favor of differentiating video games based on their genre when recruiting study samples, as this form of classification reflects the core mechanics that they utilize and therefore provides a measure of insight into what cognitive functions are likely to be engaged most. Additionally, we present the Covert Video Game Experience Questionnaire as an example of how this sort of classification can be applied during the recruitment process.

  10. Hyperlanguage, derivation and genre

    Directory of Open Access Journals (Sweden)

    Maria Marta Furlanetto

    2012-07-01

    Full Text Available The present paper has as its background a research on the trends of derivation in cultivated Brazilian Portuguese, whose partial results have allowed a reflection on the synthesis-theme: the functioning of a hyperlanguage. A hyperlanguage (notion developed by Sylvain Auroux, serves subjects, spatially and temporally, with certain linguistic capacities, immersed in a world in which there are, among other things, technical artifacts as grammars and dictionaries, which have a descriptive, but also a normative role. The result is a constant dispute between stabilization and destabilization (centripetal and centrifugal forces, in Bakhtin. By also using the play structure/event, according to the discursive semantics by Michel Pêcheux, my goal is to further reflect on the issues raised, approaching the historical-discursive provisionality of the identities in the production of meaning effects. From the practical standpoint, I point to the emergence of heterogeneous genres, as those which exploit humor, with indefinite authorship, and I propose the discursive reading of a sample.

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

    Science.gov (United States)

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

    2016-02-01

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

  12. Classification of lower extremity movement patterns based on visual assessment: reliability and correlation with 2-dimensional video analysis.

    Science.gov (United States)

    Harris-Hayes, Marcie; Steger-May, Karen; Koh, Christine; Royer, Nat K; Graci, Valentina; Salsich, Gretchen B

    2014-01-01

    Abnormal movement patterns have been implicated in lower extremity injury. Reliable, valid, and easily implemented assessment methods are needed to examine existing musculoskeletal disorders and investigate predictive factors for lower extremity injury. To determine the reliability of experienced and novice testers in making visual assessments of lower extremity movement patterns and to characterize the construct validity of the visual assessments. Cross-sectional study. University athletic department and research laboratory. Convenience sample of 30 undergraduate and graduate students who regularly participate in athletics (age = 19.3 ± 4.5 years). Testers were 2 experienced physical therapists and 1 novice postdoctoral fellow (nonclinician). We took videos of 30 athletes performing the single-legged squat. Three testers observed the videos on 2 occasions and classified the lower extremity movement as dynamic valgus, no change, or dynamic varus. The classification was based on the estimated change in frontal-plane projection angle (FPPA) of the knee from single-legged stance to maximum single-legged squat depth. The actual FPPA change was measured quantitatively. We used percentage agreement and weighted κ to examine tester reliability and to determine construct validity of the visual assessment. The κ values for intratester and intertester reliability ranged from 0.75 to 0.90, indicating substantial to excellent reliability. Percentage agreement between the visual assessment and the quantitative FPPA change category was 90%, with a κ value of 0.85. Visual assessments were made reliably by experienced and novice testers. Additionally, movement-pattern categories based on visual assessments were in excellent agreement with objective methods to measure FPPA change. Therefore, visual assessments can be used in the clinic to assess movement patterns associated with musculoskeletal disorders and in large epidemiologic studies to assess the association between lower

  13. 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.

  14. Exploiting link structure for web page genre identification

    KAUST Repository

    Zhu, Jia

    2015-07-07

    As the World Wide Web develops at an unprecedented pace, identifying web page genre has recently attracted increasing attention because of its importance in web search. A common approach for identifying genre is to use textual features that can be extracted directly from a web page, that is, On-Page features. The extracted features are subsequently inputted into a machine learning algorithm that will perform classification. However, these approaches may be ineffective when the web page contains limited textual information (e.g., the page is full of images). In this study, we address genre identification of web pages under the aforementioned situation. We propose a framework that uses On-Page features while simultaneously considering information in neighboring pages, that is, the pages that are connected to the original page by backward and forward links. We first introduce a graph-based model called GenreSim, which selects an appropriate set of neighboring pages. We then construct a multiple classifier combination module that utilizes information from the selected neighboring pages and On-Page features to improve performance in genre identification. Experiments are conducted on well-known corpora, and favorable results indicate that our proposed framework is effective, particularly in identifying web pages with limited textual information. © 2015 The Author(s)

  15. Classification

    Science.gov (United States)

    Clary, Renee; Wandersee, James

    2013-01-01

    In this article, Renee Clary and James Wandersee describe the beginnings of "Classification," which lies at the very heart of science and depends upon pattern recognition. Clary and Wandersee approach patterns by first telling the story of the "Linnaean classification system," introduced by Carl Linnacus (1707-1778), who is…

  16. 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).

  17. Classification

    DEFF Research Database (Denmark)

    Hjørland, Birger

    2017-01-01

    This article presents and discusses definitions of the term “classification” and the related concepts “Concept/conceptualization,”“categorization,” “ordering,” “taxonomy” and “typology.” It further presents and discusses theories of classification including the influences of Aristotle...... and Wittgenstein. It presents different views on forming classes, including logical division, numerical taxonomy, historical classification, hermeneutical and pragmatic/critical views. Finally, issues related to artificial versus natural classification and taxonomic monism versus taxonomic pluralism are briefly...

  18. Video Gameplay, Personality and Academic Performance

    Science.gov (United States)

    Ventura, Matthew; Shute, Valerie; Kim, Yoon Jeon

    2012-01-01

    The relationship between video gameplay, video game genre preference, personality, and GPA was investigated in an online correlational study with university students. In addition to administering self-report measures of GPA and personality, we asked three different questions regarding styles of video gameplay. The first asked the average time…

  19. Computational Thinking in Constructionist Video Games

    Science.gov (United States)

    Weintrop, David; Holbert, Nathan; Horn, Michael S.; Wilensky, Uri

    2016-01-01

    Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with…

  20. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  1. The Gendering Power of Genres

    DEFF Research Database (Denmark)

    Alacovska, Ana

    2017-01-01

    , by virtue of their internal, structural and discursive patterning, play a constitutive role in regulating media producers’ gendered professional identities, shaping their struggle for recognition and structuring their economic sustainability. Rather than being merely outcomes of production processes, genres...... a control and boundary ascription mechanism that implicitly governs, sustains and reproduces gendered identity formation, career aspirations and biographical standing. Drawing on in-depth interviews with female producers of Scandinavian crime fiction, globally branded as Nordic Noir, I examine how female...... writers in Denmark have coped with and experienced the gendering effect of the genre in which they work and to which they are financially beholden. I also tease out the ways in which crime fiction, a masculine genre, causes anxiety of authorship and affects female producers’ identity and boundary work...

  2. Classification Accuracy Is Not Enough

    DEFF Research Database (Denmark)

    Sturm, Bob L.

    2013-01-01

    A recent review of the research literature evaluating music genre recognition (MGR) systems over the past two decades shows that most works (81\\%) measure the capacity of a system to recognize genre by its classification accuracy. We show here, by implementing and testing three categorically...

  3. Alternative Genres of IS Research

    DEFF Research Database (Denmark)

    Avital, Michel; Mathiassen, Lars; Crowston, Kevin

    2012-01-01

    The potential value of alternative genres in IS research is the core question that drives this panel discussion. The term “Alternative Genres” refers to unconventional forms of thinking, doing, and communicating scholarship and practice. It relates to innovation with respect to epistemological...... perspectives, research methods, semantic framing, literary styles, and media of expression. Overall, the application of alternative genres is considered to be a generative act that provides an opportunity to take a fresh look and to gain deeper understanding of the subject matter. Nonetheless, paradoxically...... be utilized to support the discipline's the next leap forward....

  4. 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...

  5. Succeshistorier og livsstilsunderholdning: Celebrityinterviewet som genre

    DEFF Research Database (Denmark)

    Haastrup, Helle Kannik

    2011-01-01

    Celebrityinterviewet er en genre for sig med mange forskellige variationer og her skal det handle om filmstjerneinterviewet. Interviews med filmstjerner er det, man kan kalde en multifunktionel genre, fordi genren kombinerer filmpromotion og livsstilstematisering....

  6. Game Genre Evolution for Educational Games

    OpenAIRE

    Watters, Carolyn

    2005-01-01

    Game Genre Evolution for Educational Games Introduction Mass media, such as radio and television, are complex combinations of channel and genre. Genres allow us to make distinctions and choices within a given medium largely on the basis of content and form, for example, talk shows, dramas, or sitcoms. Modern digital games have gained the status of mass medium [8] and genre are very evident. From the McLuhan perspective [2], the personal and social consequences of a medium result from the new ...

  7. Genre Identification of Very Brief Musical Excerpts

    Science.gov (United States)

    Mace, Sandra T.; Wagoner, Cynthia L.; Teachout, David J.; Hodges, Donald A.

    2012-01-01

    The purpose of this study was to examine how well individuals were able to identify different music genres from very brief excerpts and whether musical training, gender and preference played a role in genre identification. Listeners were asked to identify genre from classical, jazz, country, metal, and rap/hip hop excerpts that were 125, 250, 500,…

  8. Readers' Knowledge of Popular Genre

    Science.gov (United States)

    Dixon, Peter; Bortolussi, Marisa

    2009-01-01

    This research examined readers' knowledge of popular genres. Participants wrote short essays on fantasy, science fiction, or romance. The similarities among the essays were measured using latent semantic analysis (LSA) and were then analyzed using multidimensional scaling and cluster analysis. The clusters and scales were interpreted by searching…

  9. BYLINA AS A LITERARY GENRE

    Directory of Open Access Journals (Sweden)

    Olga V. Zakharova

    2015-11-01

    Full Text Available The bylina is a Russian epic song about the bogatyrs. Diff erent genre transformations of bylinas are known in folklore: prosaic narrations [pobyval’shchiny], bogatyr tales, legends about the bogatyrs, lubok tales about the feats of the bogatyrs and knights. In the early 19th  century, Russian literature was actively absorbing epic images and motives: the bogatyrs were turning into characters of novellas, literary tales, poems, novels, operas. Some poets and writers were attempting to develop the bylina as a literary genre. Their genre search was a  creative imitation of Th e Tale of Igor’s Campaign [“Slovo o polku Igoreve”] published in 1800 and in some cases of the Collection of Kirsha Danilov (1804. One of the first attempts was Gavrila R. Derzhavin’s work Dobrynya, Dramatic Musical Performance in Five Acts [“Dobrynya, teatral’noe predstavlenie s muzykoyu, v pyati deystviyakh”, 1804]. Glorifying the idea of the state, the poet composes a work where epic and literary characters act and the plot is derived not only from bylinas and tales, but also from chivalric novels. In Stepan S. Andreev’s poem Levsil, a Russian Bogatyr [“Levsil, russkiy bogatyr’”, 1807] the hero is not only a folkloric (epic and fabulous character, but also a literary one. Alexander F. Veltman’s novel Koshchei the Immortal. A Bylina of the Old Times [“Koshchey bessmertnyy. Bylina starogo vremeni”, 1833] was an ingenious genre experiment. The word ‘bylina’ was used in its title in  the literary genre meaning for the fi rst time ever. The genre of Easter novella Ilya Muromets. A Tale from the Rus’ of the Bogatyrs [“Il’ya Muromets. Skazka Rusi bogatyrskyi”, 1836] by Vladimir I. Dahl emerged from a complicated interaction of the tale, the bylina, the Old Russian novella and the hagiography. The literary transformations of folkloric genre stemmed from the authors’ imaginative need to create a national and historical myth

  10. Multiple Feature Fusion Based on Co-Training Approach and Time Regularization for Place Classification in Wearable Video

    Directory of Open Access Journals (Sweden)

    Vladislavs Dovgalecs

    2013-01-01

    Full Text Available The analysis of video acquired with a wearable camera is a challenge that multimedia community is facing with the proliferation of such sensors in various applications. In this paper, we focus on the problem of automatic visual place recognition in a weakly constrained environment, targeting the indexing of video streams by topological place recognition. We propose to combine several machine learning approaches in a time regularized framework for image-based place recognition indoors. The framework combines the power of multiple visual cues and integrates the temporal continuity information of video. We extend it with computationally efficient semisupervised method leveraging unlabeled video sequences for an improved indexing performance. The proposed approach was applied on challenging video corpora. Experiments on a public and a real-world video sequence databases show the gain brought by the different stages of the method.

  11. Oral genres, argumentation and teaching

    Directory of Open Access Journals (Sweden)

    Zilda G. O. Aquino

    2015-02-01

    Full Text Available This paper aims at dealing with issues related to language spoken in the classroom, focusing on discursive practices that highlight argumentation. We believe that the discussions that were made around genres, especially guided by the studies of Bakhtin and Text Linguistics, have been providing a breakthrough towards the necessity for the school to promote language teaching through the discursive genre approach. That is what we expect to be happening since both writing and spoken modalities deserve space in learning. We believe that oral genres demand that teachers acquire specific knowledge of the features of spoken language interaction that arise from its use in practical situations. Because these studies are recent among our researchers (not longer than three decades, they should still be very present in our discussions. In this paper, we focus on a specific genre of oral tradition – the debate. It is ideal for knowledge building and taking a stand at issues that arise in society, all of which is particularly important to the school. Besides contributing to the development of skills required by certain sociodiscursive practices, it is proposed that the teaching of argumentation in oral genres concentrate on the observation of selected strategies in interactions. We are particularly interested in interactions that emerge when one interaction party is trying to persuade the other. The corpus consists of the transcriptions of debates which occurred both in the classroom and in other contexts, such as the media. The methodological approach is done by identifying the arguments and their strategic use in specific situations. The theoretical discussion rests on the works of Orecchioni (2010, Marcuschi (2004, Dolz and Schneuwly (2004, Perelman and Olbrechts-Tyteca (1996 [1958], among others.

  12. 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.

  13. Text genres and registers the computation of linguistic features

    CERN Document Server

    Fang, Chengyu Alex

    2015-01-01

    This book is a description of some of the most recent advances in text classification as part of a concerted effort to achieve computer understanding of human language. In particular, it addresses state-of-the-art developments in the computation of higher-level linguistic features, ranging from etymology to grammar and syntax for the practical task of text classification according to genres, registers and subject domains. Serving as a bridge between computational methods and sophisticated linguistic analysis, this book will be of particular interest to academics and students of computational linguistics as well as professionals in natural language engineering.

  14. 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...

  15. Iscenesættelse af genre

    DEFF Research Database (Denmark)

    Molbæk, Marie-Louise

    2013-01-01

    awareness. The critical genre awareness is defined as the awareness of the context of communication (the correlation between discourse, situation, purpose, other texts, author, recipient) and the ability to make use of this knowledge while consuming and writing generic texts.The article looks at the speech...... of the developing process of genre and the effects from and toward discourses.The article argues (a) that the school curriculum should include critical genre awareness and (b) that the circle model represents an understanding of aspects of genre which the students should be engaged in to achieve critical genre...

  16. Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration.

    Science.gov (United States)

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

    The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.

  17. The fashion blog as genre

    DEFF Research Database (Denmark)

    Engholm, Ida; Hansen-Hansen, Erik

    2013-01-01

    Fashion as a phenomenon cannot be understood indepen- dently of the visual images and designed presentations that convey the content and forms of fashion. With the breakthrough of the digital media in the 2000s we were introduced to new ways of communicating and staging fashion where the blog...... in particular has established a new media culture for the distribution and exchange of potential fashion-based self-presentation forms and resulted in new design strategies. In this article, the fashion blog is presented as a specific genre that is charac- terised by remediating existing genre forms and combin......- ing them into new formats, where amateur bricolage approaches are combined with the reproduction of fam- iliar features from the established fashion media. The article presents four types of fashion blogs, each represent- ing a specific design strategy for presenting and interact- ing with fashion...

  18. Social media as communicative genres

    Directory of Open Access Journals (Sweden)

    Stine Lomborg

    2011-08-01

    Full Text Available As a focus of study, ‘social media’ tend to lack definitional clarity and grounding in theories of media and text. This paper establishes and discusses a conceptual framework for defining social media as communicative genres, constituted by the interplay between interactive functionalities configured at the software level and the invocation and appropriation of various software functionalities to achieve specific purposes in and through users’ actual communicative practices. I suggest that social media might be seen as particularly dynamic genres, subject to continuous disruption and uncertainty,owing to their deinstitutionalised and participatory character, and the shifting roles of producers and recipients in the networks and conversations that make up social media content.

  19. Musical genres: beating to the rhythms of different drums

    Energy Technology Data Exchange (ETDEWEB)

    Correa, Debora C; Costa, Luciano da F [Instituto de Fisica de Sao Carlos - Universidade de Sao Paulo, Av. Trabalhador Sao Carlense 400, Caixa Postal 369, CEP 13560-970, Sao Carlos, Sao Paulo (Brazil); Saito, Jose H, E-mail: deboracorrea@ursa.ifsc.usp.b, E-mail: luciano@ursa.ifsc.usp.b [Departamento de Computacao-Universidade Federal de Sao Carlos, Rodovia Washington Luis, km 235, SP-310, CEP 13565-905, Sao Carlos, Sao Paulo (Brazil)

    2010-05-15

    Online music databases have increased significantly as a consequence of the rapid growth of the Internet and digital audio, requiring the development of faster and more efficient tools for music content analysis. Musical genres are widely used to organize music collections. In this paper, the problem of automatic single and multi-label music genre classification is addressed by exploring rhythm-based features obtained from a respective complex network representation. A Markov model is built in order to analyse the temporal sequence of rhythmic notation events. Feature analysis is performed by using two multivariate statistical approaches: principal components analysis (unsupervised) and linear discriminant analysis (supervised). Similarly, two classifiers are applied in order to identify the category of rhythms: parametric Bayesian classifier under the Gaussian hypothesis (supervised) and agglomerative hierarchical clustering (unsupervised). Qualitative results obtained by using the kappa coefficient and the obtained clusters corroborated the effectiveness of the proposed method.

  20. Musical genres: beating to the rhythms of different drums

    Science.gov (United States)

    Correa, Debora C.; Saito, Jose H.; Costa, Luciano da F.

    2010-05-01

    Online music databases have increased significantly as a consequence of the rapid growth of the Internet and digital audio, requiring the development of faster and more efficient tools for music content analysis. Musical genres are widely used to organize music collections. In this paper, the problem of automatic single and multi-label music genre classification is addressed by exploring rhythm-based features obtained from a respective complex network representation. A Markov model is built in order to analyse the temporal sequence of rhythmic notation events. Feature analysis is performed by using two multivariate statistical approaches: principal components analysis (unsupervised) and linear discriminant analysis (supervised). Similarly, two classifiers are applied in order to identify the category of rhythms: parametric Bayesian classifier under the Gaussian hypothesis (supervised) and agglomerative hierarchical clustering (unsupervised). Qualitative results obtained by using the kappa coefficient and the obtained clusters corroborated the effectiveness of the proposed method.

  1. Robust parameterization of time-frequency characteristics for recognition of musical genres of Mexican culture

    Science.gov (United States)

    Pérez Rosas, Osvaldo G.; Rivera Martínez, José L.; Maldonado Cano, Luis A.; López Rodríguez, Mario; Amaya Reyes, Laura M.; Cano Martínez, Elizabeth; García Vázquez, Mireya S.; Ramírez Acosta, Alejandro A.

    2017-09-01

    The automatic identification and classification of musical genres based on the sound similarities to form musical textures, it is a very active investigation area. In this context it has been created recognition systems of musical genres, formed by time-frequency characteristics extraction methods and by classification methods. The selection of this methods are important for a good development in the recognition systems. In this article they are proposed the Mel-Frequency Cepstral Coefficients (MFCC) methods as a characteristic extractor and Support Vector Machines (SVM) as a classifier for our system. The stablished parameters of the MFCC method in the system by our time-frequency analysis, represents the gamma of Mexican culture musical genres in this article. For the precision of a classification system of musical genres it is necessary that the descriptors represent the correct spectrum of each gender; to achieve this we must realize a correct parametrization of the MFCC like the one we present in this article. With the system developed we get satisfactory detection results, where the least identification percentage of musical genres was 66.67% and the one with the most precision was 100%.

  2. Predicting Film Genres with Implicit Ideals

    OpenAIRE

    Olney, Andrew McGregor

    2013-01-01

    We present a new approach to defining film genre based on implicit ideals. When viewers rate the likability of a film, they indirectly express their ideal of what a film should be. Across six studies we investigate the category structure that emerges from likability ratings and the category structure that emerges from the features of film. We further compare these data-driven category structures with human annotated film genres. We conclude that film genres are structured more around ideals t...

  3. College Course File: Studies in Genre--Horror.

    Science.gov (United States)

    Olson, Scott R.

    1996-01-01

    States that a Studies in Genre course essentially explores genre theory with the "hook" of a particular popular genre (in this case, horror) that serves as case study and exemplar for more general theories of genre. Describes the course's modular design so it can be expanded into other genres as time passes. Discusses each unit's…

  4. Predicting film genres with implicit ideals

    Directory of Open Access Journals (Sweden)

    Andrew McGregor Olney

    2013-01-01

    Full Text Available We present a new approach to defining film genre based on implicit ideals. When viewers rate the likability of a film, they indirectly express their ideal of what a film should be. Across six studies we investigate the category structure that emerges from likability ratings and the category structure that emerges from the features of film. We further compare these data-driven category structures with human annotated film genres. We conclude that film genres are structured more around ideals than around features of film. This finding lends experimental support to the notion that film genres are set of shifting, fuzzy, and highly contextualized psychological categories.

  5. Predicting film genres with implicit ideals.

    Science.gov (United States)

    Olney, Andrew McGregor

    2012-01-01

    We present a new approach to defining film genre based on implicit ideals. When viewers rate the likability of a film, they indirectly express their ideal of what a film should be. Across six studies we investigate the category structure that emerges from likability ratings and the category structure that emerges from the features of film. We further compare these data-driven category structures with human annotated film genres. We conclude that film genres are structured more around ideals than around features of film. This finding lends experimental support to the notion that film genres are set of shifting, fuzzy, and highly contextualized psychological categories.

  6. The Instructional Text like a Textual Genre

    Directory of Open Access Journals (Sweden)

    Adiane Fogali Marinello

    2011-07-01

    Full Text Available This article analyses the instructional text as a textual genre and is part of the research called Reading and text production from the textual genre perspective, done at Universidade de Caxias do Sul, Campus Universitário da Região dos Vinhedos. Firstly, some theoretical assumptions about textual genre are presented, then, the instructional text is characterized. After that an instructional text is analyzed and, finally, some activities related to reading and writing of the mentioned genre directed to High School and University students are suggested.

  7. Predicting Film Genres with Implicit Ideals

    Science.gov (United States)

    Olney, Andrew McGregor

    2013-01-01

    We present a new approach to defining film genre based on implicit ideals. When viewers rate the likability of a film, they indirectly express their ideal of what a film should be. Across six studies we investigate the category structure that emerges from likability ratings and the category structure that emerges from the features of film. We further compare these data-driven category structures with human annotated film genres. We conclude that film genres are structured more around ideals than around features of film. This finding lends experimental support to the notion that film genres are set of shifting, fuzzy, and highly contextualized psychological categories. PMID:23423823

  8. The Dialogization of Genres in Teaching Narrative: Theorizing Hybrid Genres in Classroom Discourse

    Science.gov (United States)

    Juzwik, Mary M.

    2004-01-01

    Mary M. Juzwik draws on a grounded study to propose a hybrid theory of classroom genres that builds on Bauman's conceptualization of the "dialogization of genres." This perspective foregrounds Bakhtin's earlier and more literary work, while backgrounding Bakhtin's later, more social scientific perspectives on genre. In particular, Juzwik…

  9. The Genre of Syllabus in Higher Education

    Science.gov (United States)

    Afros, Elena; Schryer, Catherine F.

    2009-01-01

    This article examines the genre of syllabus in higher education. In particular, it focuses on the intertextuality and interdiscursivity of paper-based and web-mediated syllabi and the ways they are used to promote links between various academic--classroom and research--genres and discourse communities. The corpus consists of ten syllabi with…

  10. Ballad as a Genre in Kazakh Literature

    Directory of Open Access Journals (Sweden)

    Bektursyn Kaliev

    2012-12-01

    Full Text Available The article is concerned with the little-studied genre in Kazakh literature – a ballad, recognizes ballads in oral folk-poetic arts, considers the process of national ballad establishment as a literary genre, associated with the great Kazakh poet – Abay.

  11. Final Summary: Genre Theory in Information Studies

    DEFF Research Database (Denmark)

    Andersen, Jack

    2015-01-01

    Purpose This chapter offers a re-description of knowledge organization in light of genre and activity theory. Knowledge organization needs a new description in order to account for those activities and practices constituting and causing concrete knowledge organization activity. Genre and activity...... theory is put forward as a framework for situating such a re-description. Findings By means of genre and activity theory, the chapters argues that understanding the genre and activity systems, in which every form of knowledge organization is embedded, makes us capable of seeing how knowledge organization...... informing and shaping concrete forms of knowledge organization activity. With this, we are able to understand how knowledge organization activity also contributes to construct genre and activity systems and not only aid them....

  12. 'I love Rock 'n' Roll'--music genre preference modulates brain responses to music.

    Science.gov (United States)

    Istók, Eva; Brattico, Elvira; Jacobsen, Thomas; Ritter, Aileen; Tervaniemi, M

    2013-02-01

    The present study examined the effect of participants' music genre preference on the neural processes underlying evaluative and cognitive judgements of music using the event-related potential technique. To this aim, two participant groups differing in their preference for Latin American and Heavy Metal music performed a liking judgement and a genre classification task on a variety of excerpts of either music genre. A late positive potential (LPP) was elicited in all conditions between 600 and 900 ms after stimulus onset. During the genre classification task, an early negativity was elicited by the preferred compared to the non-preferred music at around 230-370 ms whereas the non-preferred genre was characterized by a larger LPP. The findings suggest that evaluative and cognitive judgements of music are accompanied by affective responses and that the valence of music may spontaneously modulate early processes of music categorization even when no overt liking judgement is required. Copyright © 2012 Elsevier B.V. All rights reserved.

  13. Categorizing moving objects into film genres: the effect of animacy attribution, emotional response, and the deviation from non-fiction.

    Science.gov (United States)

    Visch, Valentijn T; Tan, Ed S

    2009-02-01

    The reported study follows the footsteps of Heider, and Simmel (1944) [Heider, F., & Simmel, M. (1944). An experimental study of apparent behavior. American Journal of Psychology, 57, 243-249] and Michotte (1946/1963) [Michotte, A. (1963). The perception of causality (T.R. Miles & E. Miles, Trans.). London: Methuen (Original work published 1946)] who demonstrated the role of object movement in attributions of life-likeness to figures. It goes one step further in studying the categorization of film scenes as to genre as a function of object movements. In an animated film scene portraying a chase, movements of the chasing object were systematically varied as to parameters: velocity, efficiency, fluency, detail, and deformation. The object movements were categorized by viewers into genres: non-fiction, comedy, drama, and action. Besides this categorization, viewers rated their animacy attribution and emotional response. Results showed that non-expert viewers were consistent in categorizing the genres according to object movement parameters. The size of its deviation from the unmanipulated movement scene determined the assignment of any target scene to one of the fiction genres: small and moderate deviations resulted in categorization as drama and action, and large deviations as comedy. The results suggest that genre classification is achieved by, at least, three distinct cognitive processes: (a) animacy attribution, which influences the fiction versus non-fiction classification; (b) emotional responses, which influences the classification of a specific fiction genre; and (c) the amount of deviation from reality, at least with regard to movements.

  14. 'Academic literacies approaches to genre'?

    Directory of Open Access Journals (Sweden)

    Brian Street

    Full Text Available I provide an overview of approaches to writing referred to as 'academic literacies' building on broader traditions, such as New Literacy Studies, and I draw out the relevance of such traditions for the ways in which lecturers provide support to their students with regard to the writing requirements of the University. I offer three case studies of the application of academic literacies approaches to programmes concerned with supporting student writing, in the UK and the USA. I briefly conclude by asking how far these accounts and this work can be seen to bring together many of the themes raised at SIGET conferences - including academic literacies and its relation to genre theories - and express the hope that it opens up trajectories for future research and collaboration of the kind they were founded to develop.

  15. 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.

  16. Classifications in popular music

    NARCIS (Netherlands)

    van Venrooij, A.; Schmutz, V.; Wright, J.D.

    2015-01-01

    The categorical system of popular music, such as genre categories, is a highly differentiated and dynamic classification system. In this article we present work that studies different aspects of these categorical systems in popular music. Following the work of Paul DiMaggio, we focus on four

  17. Video Analysis: Lessons from Professional Video Editing Practice

    Directory of Open Access Journals (Sweden)

    Eric Laurier

    2008-09-01

    Full Text Available In this paper we join a growing body of studies that learn from vernacular video analysts quite what video analysis as an intelligible course of action might be. Rather than pursuing epistemic questions regarding video as a number of other studies of video analysis have done, our concern here is with the crafts of producing the filmic. As such we examine how audio and video clips are indexed and brought to hand during the logging process, how a first assembly of the film is built at the editing bench and how logics of shot sequencing relate to wider concerns of plotting, genre and so on. In its conclusion we make a number of suggestions about the future directions of studying video and film editors at work. URN: urn:nbn:de:0114-fqs0803378

  18. 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...

  19. 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...

  20. Genres of the American Tv Series

    Directory of Open Access Journals (Sweden)

    Giorgio Grignaffini

    2016-06-01

    Full Text Available The American television series had grown enormously in recent years, both qualitatively and quantitatively , but the notion of genre has maintained its centrality . The multiplication of channels and distribution platforms has created a diversification, but just to allow an orientation in an increasingly broad offer both for those who create the series and the audiences , the system still use the genres although reworked and re-encoded . Through the analysis of " authorial " series such as True Detective , Fargo and The Knick, this article addresses some of the major trends that are going through the American tv series production from the point of view of the reworking of the genres.

  1. Alternative Genres in Information Systems Research

    DEFF Research Database (Denmark)

    Avital, Michel; Mathiassen, Lars; Schultze, Ulrike

    2017-01-01

    . Furthermore, we wishto encourage Information Systems (IS) scholars to leverage a wider array ofalternative genres to present their research in order to develop new insights onsubject matters of interest to the IS discipline, as well as expand on howcontemporary and emergent phenomena of interest are conceived...... discuss thenature of the academic article genre and the role of alternative ways of writing.We also introduce the six exemplars of alternative genres in the special issue,namely conversation, French new novel, meditation, memoir, allegory, andcrowdsourced research. We highlight key insights...... and contemplate theirimplications for current and future IS research....

  2. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games.

    Science.gov (United States)

    Chesham, Alvin; Wyss, Patric; Müri, René Martin; Mosimann, Urs Peter; Nef, Tobias

    2017-04-18

    In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants' mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games (mean 0.75 and 0.73). For casual game

  3. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

    Science.gov (United States)

    Chesham, Alvin; Wyss, Patric; Müri, René Martin

    2017-01-01

    Background In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, CVGs are organized into genres (eg, puzzle games) based on the rule-directed interaction with the game. Importantly, game genre not only influences the ease of interaction and cognitive abilities CVGs demand, but also affects whether older adults are willing to play any particular genre. To date, studies looking at how different CVG genres resonate with older adults are lacking. Objective The aim of this study was to investigate how much older adults enjoy different CVG genres and how favorably their CVG characteristics are rated. Methods A total of 16 healthy adults aged 65 years and above playtested 7 CVGs from 4 genres: casual action, puzzle, simulation, and strategy video games. Thereafter, they rated casual game preference and acceptance of casual game characteristics using 4 scales from the Core Elements of the Gaming Experience Questionnaire (CEGEQ). For this, participants rated how much they liked the game (enjoyment), understood the rules of the game (game-play), learned to manipulate the game (control), and make the game their own (ownership). Results Overall, enjoyment and acceptance of casual game characteristics was high and significantly above the midpoint of the rating scale for all CVG genres. Mixed model analyses revealed that ratings of enjoyment and casual game characteristics were significantly influenced by CVG genre. Participants’ mean enjoyment of casual puzzle games (mean 0.95 out of 1.00) was significantly higher than that for casual simulation games

  4. Utterance and Function in Genre Studies: A Literary Perspective

    DEFF Research Database (Denmark)

    Auken, Sune

    2015-01-01

    Purpose Though contemporary Genre Studies, and especially American Rhetorical Genre Studies (RGS), has made great progress through prioritizing the functional aspect of genre, there is now much to be gained by giving renewed space to the formal and thematic sides of genre as well, granting the co...

  5. Genre-related temporary collocations in english discourse

    Directory of Open Access Journals (Sweden)

    Е В Терехова

    2009-09-01

    Full Text Available The paper discusses genre-related temporary collocations (TC. It also provides genre definition, analyzes different genre-related TC which are used in TV speeches, diplomatic texts, and English media texts. TC implementing in genre-related texts, preferential reinterpretation criteria which characterize terminology formation, their interpretation, and their translation from English into Russian is considered.

  6. Wheezes, crackles and rhonchi: simplifying description of lung sounds increases the agreement on their classification: a study of 12 physicians' classification of lung sounds from video recordings

    Science.gov (United States)

    Melbye, Hasse; Garcia-Marcos, Luis; Brand, Paul; Everard, Mark; Priftis, Kostas; Pasterkamp, Hans

    2016-01-01

    Background The European Respiratory Society (ERS) lung sounds repository contains 20 audiovisual recordings of children and adults. The present study aimed at determining the interobserver variation in the classification of sounds into detailed and broader categories of crackles and wheezes. Methods Recordings from 10 children and 10 adults were classified into 10 predefined sounds by 12 observers, 6 paediatricians and 6 doctors for adult patients. Multirater kappa (Fleiss' κ) was calculated for each of the 10 adventitious sounds and for combined categories of sounds. Results The majority of observers agreed on the presence of at least one adventitious sound in 17 cases. Poor to fair agreement (κ<0.40) was usually found for the detailed descriptions of the adventitious sounds, whereas moderate to good agreement was reached for the combined categories of crackles (κ=0.62) and wheezes (κ=0.59). The paediatricians did not reach better agreement on the child cases than the family physicians and specialists in adult medicine. Conclusions Descriptions of auscultation findings in broader terms were more reliably shared between observers compared to more detailed descriptions. PMID:27158515

  7. Hybrid discursive genres in the hypermedia era

    Directory of Open Access Journals (Sweden)

    Lucia Santaella

    2014-11-01

    Full Text Available The future plurality of discursive genres was emphasized by Bakhtin. For him, the discursive genres tend to grow as the spheres of human praxis develop and become complex. Due to this anticipation already announced by Bakhtin, the purpose of this paper is to extend the notion of discursive genres for occurrences in digital social networks, baptizing them as hybrid genres, given the fact that in the web, the strictly verbal discourse leaks the borders not only of the typical linearity of verbal language, in hypertext, but also of the exclusivity of verbal discourse in its mixtures with all forms of fixed and moving images and also with sound, music, noise, and speech, in multimedia.

  8. The Blogging Artist: a Genre-Analysis Approach to Teaching English for Art Purposes

    Directory of Open Access Journals (Sweden)

    Anda-Elena Crețiu

    2013-07-01

    Full Text Available Building on the now classic approaches to Discourse Analysis offered by Swales and Bhatia, the present paper tries to establish the benefits and value of applying the method of Genre Analysis to teaching English for Art Purposes, with a focus on a more recent Internet genre, that of the artist’s blog (weblog. The artist’s blog is seen as part of the greater genre of the weblog, which has already been classified into a number of subgenres. The paper proposes yet another dimension to be added to those already considered when classifying the weblogs: the dimension of “occupational-oriented content” as a descriptive for further classifications; it also tries to uncover the generic features of this type of discourse. The ultimate aim of this study is, on the one hand, that of providing art students with the necessary know-how of using the weblog genre for their current and future professional purposes, as part of the complex system of genres devised by the artistic discourse community in order to communicate both within and without itself, and, on the other hand, to help students use their knowledge of the English language to create such a discourse type in order to obtain maximum benefits.

  9. The Blogging Artist: a Genre-Analysis Approach to Teaching English for Art Purposes

    Directory of Open Access Journals (Sweden)

    Anda-Elena Crețiu

    2013-06-01

    Full Text Available Building on the now classic approaches to Discourse Analysis offered by Swales and Bhatia, the present paper tries to establish the benefits and value of applying the method of Genre Analysis to teaching English for Art Purposes, with a focus on a more recent Internet genre, that of the artist’s blog (weblog. The artist’s blog is seen as part of the greater genre of the weblog, which has already been classified into a number of subgenres. The paper proposes yet another dimension to be added to those already considered when classifying the weblogs: the dimension of “occupational-oriented content” as a descriptive for further classifications; it also tries to uncover the generic features of this type of discourse. The ultimate aim of this study is, on the one hand, that of providing art students with the necessary know-how of using the weblog genre for their current and future professional purposes, as part of the complex system of genres devised by the artistic discourse community in order to communicate both within and without itself, and, on the other hand, to help students use their knowledge of the English language to create such a discourse type in order to obtain maximum benefits.

  10. Observations sur les espèces du genre Oxyopisthen et des genres voisins

    NARCIS (Netherlands)

    Roelofs, W.

    1892-01-01

    Depuis ma dernière publication d’espèces du genre Oxyopisthen et des genres du même groupe ¹), j’ai eu connaissance du travail de Mr. Aurivillius sur ces insectes, et j’ai su examiner un grand nombre d’individus, surtout dans la collection de Mr. van de Poll, acquis par lui depuis ma publication

  11. Transforming Musical Signals through a Genre Classifying Convolutional Neural Network

    Science.gov (United States)

    Geng, S.; Ren, G.; Ogihara, M.

    2017-05-01

    Convolutional neural networks (CNNs) have been successfully applied on both discriminative and generative modeling for music-related tasks. For a particular task, the trained CNN contains information representing the decision making or the abstracting process. One can hope to manipulate existing music based on this 'informed' network and create music with new features corresponding to the knowledge obtained by the network. In this paper, we propose a method to utilize the stored information from a CNN trained on musical genre classification task. The network was composed of three convolutional layers, and was trained to classify five-second song clips into five different genres. After training, randomly selected clips were modified by maximizing the sum of outputs from the network layers. In addition to the potential of such CNNs to produce interesting audio transformation, more information about the network and the original music could be obtained from the analysis of the generated features since these features indicate how the network 'understands' the music.

  12. Tech Writing, Meet "Tomb Raider": Video and Computer Games in the Technical Communication Classroom

    Science.gov (United States)

    Vie, Stephanie

    2008-01-01

    This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…

  13. Emotional Sentence Annotation Helps Predict Fiction Genre

    Science.gov (United States)

    Samothrakis, Spyridon; Fasli, Maria

    2015-01-01

    Fiction, a prime form of entertainment, has evolved into multiple genres which one can broadly attribute to different forms of stories. In this paper, we examine the hypothesis that works of fiction can be characterised by the emotions they portray. To investigate this hypothesis, we use the work of fictions in the Project Gutenberg and we attribute basic emotional content to each individual sentence using Ekman’s model. A time-smoothed version of the emotional content for each basic emotion is used to train extremely randomized trees. We show through 10-fold Cross-Validation that the emotional content of each work of fiction can help identify each genre with significantly higher probability than random. We also show that the most important differentiator between genre novels is fear. PMID:26524352

  14. Køn og genre i TAXA

    DEFF Research Database (Denmark)

    Pedersen, Vibeke

    1998-01-01

    SUMMARY: Gender and Genre in “Taxa”: Sensitive Masculinity and Mothers on Trial The article looks at the new Danish prime-time soap opera “Taxa”, asking why a usually devaluated women’s genre as the soap opera has succeeded in addressing the entire family in prime time on Sunday evening. The serial...... is discussed in the light of Christine Gledhill’s statement that in the new prime-time soap “melodrama and realism, women’s and men’s culture, intersect (...) in a particularly productive way”. I conclude that while it it true that the male characters in “Taxa” are multi-dimensional personalities, women...... in this Danish soap opera are not only almost absent as writers and directors, but the female figures are also highly mythologized. Thus the costs of the soap genre going mainstream are marginalization and trivialization of women....

  15. Emotional Sentence Annotation Helps Predict Fiction Genre.

    Science.gov (United States)

    Samothrakis, Spyridon; Fasli, Maria

    2015-01-01

    Fiction, a prime form of entertainment, has evolved into multiple genres which one can broadly attribute to different forms of stories. In this paper, we examine the hypothesis that works of fiction can be characterised by the emotions they portray. To investigate this hypothesis, we use the work of fictions in the Project Gutenberg and we attribute basic emotional content to each individual sentence using Ekman's model. A time-smoothed version of the emotional content for each basic emotion is used to train extremely randomized trees. We show through 10-fold Cross-Validation that the emotional content of each work of fiction can help identify each genre with significantly higher probability than random. We also show that the most important differentiator between genre novels is fear.

  16. From Persuasive to Authoritative Speech Genres

    DEFF Research Database (Denmark)

    Nørreklit, Hanne; Scapens, Robert

    2014-01-01

    Purpose: The purpose of this paper is to contrast the speech genres in the original and the published versions of an article written by academic researchers and published in the US practitioner-oriented journal, Strategic Finance. The original version, submitted by the researchers, war rewritten...... were due to differences in the forms communication used by academics and practitioners, as the analysis progressed it became clear that the differences the authors were observing could be traced to more profound differences in philosophical assumptions about the "way of understanding and constructing......, the authors have focused on just one instance in which a text written by academics was re-written for publication in a practitioner journal. Originality/value: The paper contrasts the rationalism of the persuasive speech genre and the pragmatism of the authoritative speech genre. It cautions academic...

  17. 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.

  18. Audio Mining with emphasis on Music Genre Classification

    DEFF Research Database (Denmark)

    Meng, Anders

    2004-01-01

    in searching / retrieving audio effectively is needed. Currently, search engines such as e.g. Google, AltaVista etc. do not search into audio files, but uses either the textual information attached to the audio file or the textual information around the audio. Also in the hearing aid industries around...

  19. Music Genre Classification using an Auditory Memory Model

    DEFF Research Database (Denmark)

    Jensen, Kristoffer

    2011-01-01

    spectral flux has a peak, and the spectral content that is increased by the new note is added to the STM. The STM is exponentially fading with time span and number of elements, and each note only belongs to the STM for a limited time. Initial experiment regarding the behavior of the STM shows promising...

  20. 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.

  1. Genre Categorization in Contemporary British and US-American Novels

    National Research Council Canada - National Science Library

    Ceia, Carlos

    2016-01-01

    In his article "Genre Categorization in Contemporary British and US-American Novels" Carlos Ceia discusses a certain type of resistance to genre categorization in many novels in contemporary literature...

  2. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  3. "Emotions-Only" versus "Special People": Genre in fan discourse

    Directory of Open Access Journals (Sweden)

    Louisa Ellen Stein

    2008-09-01

    Full Text Available This essay looks at genre as a complex set of discursive threads running unevenly through production, TV text, and fan reception. Through a case study of the reception of fan favorite Roswell, this essay interrogates the role of genre in spectatorship. In its mixing of teen and science fiction elements, Roswell trod upon contested generic spaces, eliciting strong reaction from its viewers. Connections between genre and gender came to the fore, as producer commentary linked science fiction with male audiences and teen romance with female audiences. Fans responded with analyses that greatly complicated and at times overtly rejected industrial suppositions regarding the gendered work of genre. Through these fan conversations, we can witness the complexity of genre as discursive thread moving through not only TV texts but also multivariant fan responses. I intend this essay to work at two levels. My analysis of fan responses to Roswell models the possibilities of a close study of genre discourse. At the same time, my case study probes the nature of genre in fan engagement, as genre discourses intersect with other fan concerns such as character identification, perceptions of textual quality, and questions of gender representation. While we cannot necessarily look to fan accounts for proof of how viewers engage with genre, they do tell us how fans frame their engagement with genre, how they incorporate genre into their performance of fannishness, and how they perform and thus enact genre itself as a shared cultural process.

  4. Hidden in Plain Sight: Occlusion in Pedagogical Genres

    Science.gov (United States)

    Neaderhiser, Stephen E.

    2016-01-01

    Occluded genres in academia work "behind the scenes" to support and develop an academic's professional identity. However, while significant attention has been paid to occluded genres that support an academic's identity as a researcher, very little scholarship examines how occlusion operates in genres of pedagogy, such as the syllabus,…

  5. Rhetorical Scarcity: Spatial and Economic Inflections on Genre Change

    Science.gov (United States)

    Applegarth, Risa

    2012-01-01

    This study examines how changes in a key scientific genre supported anthropology's early twentieth-century bid for scientific status. Combining spatial theories of genre with inflections from the register of economics, I develop the concept of "rhetorical scarcity" to characterize this genre change not as evolution but as manipulation that…

  6. Setswana Sports Terms: A Genre Analysis | Otlogetswe | Marang ...

    African Journals Online (AJOL)

    Genre studies in Setswana are rare, particularly those which study genre on the basis of lexical distinctiveness. Such studies have however been attempted in other languages (cf. Stamatatos et al., 2000; Xiao and McEnery, 2005). The paper proposes a genre analysis of the sports domain of Setswana. It implements a ...

  7. Genre and Practice: Shaping Possibilities for Children.

    Science.gov (United States)

    Graue, M. Elizabeth; Marsh, Monica Miller

    1996-01-01

    Examines the dialogic nature of educational practices, by studying how local speech genres in two diverse communities influence teachers' descriptions of their practice and the children with whom they work. Argues that the meanings attached to the way students are viewed are generated within a community and have profound implications for the way…

  8. Stepping into Science Fiction: Understanding the Genre

    Science.gov (United States)

    Barone, Diane; Barone, Rebecca

    2014-01-01

    This manuscript focuses on fifth graders' understanding of science fiction. It is argued that it is necessary for students to understand both reading strategies and the key elements of a genre for comprehension. Students read "The Giver" within literature circles and conversation and written responses about the book were used for…

  9. Genres Across Cultures: Types of Acceptability Variation

    Science.gov (United States)

    Shaw, Philip; Gillaerts, Paul; Jacobs, Everett; Palermo, Ofelia; Shinohara, Midori; Verckens, J. Piet

    2004-01-01

    One can ask four questions about genre validity across cultures. Does a certain form or configuration occur in the culture in question? Is it acceptable? If acceptable, is it in practice preferred? Is it recommended by prescriptive authorities? This paper reports the results of an attempt to answer these questions empirically by testing the…

  10. Attacking Automatic Video Analysis Algorithms: A Case Study of Google Cloud Video Intelligence API

    OpenAIRE

    Hosseini, Hossein; Xiao, Baicen; Clark, Andrew; Poovendran, Radha

    2017-01-01

    Due to the growth of video data on Internet, automatic video analysis has gained a lot of attention from academia as well as companies such as Facebook, Twitter and Google. In this paper, we examine the robustness of video analysis algorithms in adversarial settings. Specifically, we propose targeted attacks on two fundamental classes of video analysis algorithms, namely video classification and shot detection. We show that an adversary can subtly manipulate a video in such a way that a human...

  11. Multi-word Expressions in Genre Specification

    OpenAIRE

    Aksan, Mustafa; Aksan, Yeşim

    2015-01-01

    Corpus analyses of lexical structures have uncovered different functions that they come to serve in textual organisation. Frequently occurring patterns of lexical items, the multi-word units, display different distributional properties across different genres and contribute to particular discourse structure. This study first presents a typology of tri-grams in Turkish extracted from the Turkish National Corpus. Second, it discusses the distributional properties of most frequently occurring tr...

  12. 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

  13. LES ALOSA FOSSILES ET LA NOTION DE GENRE EN SYSTÉMATIQUE PHYLOGÉNÉTIQUE.

    Directory of Open Access Journals (Sweden)

    ZARAGÜETA BAGILS R.

    2001-07-01

    Full Text Available Un total de douze espèces fossiles a été attribué au genre Alosa. Une seule espèce provient de gisements oligocènes de Russie alors que les autres sont des espèces miocènes en provenance de Turquie (5 espèces, de l’Afrique du Nord (Oran, 4 espèces, du Caucase (1 espèce et d’Allemagne (1 espèce. La plupart de ces espèces seront retirées du genre lorsque les relations de parenté entre elles seront analysées. Elles n’appartiennent probablement pas au genre Alosa. Mais, comment peut-on décider de l’appartenance d’un poisson, fossile ou actuel, à un genre ? Alosa est un taxon d’un rang taxonomique. Pour la systématique évolutionniste, un taxon n’est rien d’autre qu’une classe, c’est-à-dire un regroupement d’objets partageant au moins l’un des caractères diagnostiques du groupe. En systématique phylogénétique, au contraire, un genre est un individu. Il doit donc posséder primitivement l’ensemble des caractères diagnostiques et il possède une histoire propre. Il peut comprendre un nombre arbitraire d’espèces et avoir une extension temporelle et spatiale quelconque. Par ailleurs, l’utilisation des catégories taxonomiques ne se justifie ni par la théorie de l’évolution (une théorie des mécanismes et des processus ni par les méthodes de classification phylogénétique (ayant trait à la structure des relations de parenté. Il s’agit plutôt d’une ingérence de la nomenclature dans la théorie générale des classifications. En ce qui concerne les aloses, en l’absence d’étude phylogénétique, on ne peut pas se prononcer sur la pertinence de ce taxon. Les espèces actuelles partagent certains caractères de l’appareil branchial. Mais ces caractères ne sont pas observables chez les fossiles attribués au genre Alosa. Ils doivent être considérés, par conséquent, comme des Clupeidae incertae sedis.

  14. NOAA Transet Lines Shapefile- Benthic Habitat Classifications from Minibat ROV Underwater Video, US Virgin Islands, Project NF-04-06, 2004, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a line shapefile showing the trackline of various Remotely Operated Vehicle (ROV) underwater video transects in the US Virgin Islands.NOAA's...

  15. Auditory profiles of classical, jazz, and rock musicians: Genre-specific sensitivity to musical sound features

    Directory of Open Access Journals (Sweden)

    Mari eTervaniemi

    2016-01-01

    Full Text Available When compared with individuals without explicit training in music, adult musicians have facilitated neural functions in several modalities. They also display structural changes in various brain areas, these changes corresponding to the intensity and duration of their musical training. Previous studies have focused on investigating musicians with training in Western classical music. However, musicians involved in different musical genres may display highly differentiated auditory profiles according to the demands set by their genre, i.e. varying importance of different musical sound features. This hypothesis was tested in a novel melody paradigm including deviants in tuning, timbre, rhythm, melody transpositions, and melody contour. Using this paradigm while the participants were watching a silent video and instructed to ignore the sounds, we compared classical, jazz, and rock musicians’ and non-musicians’ accuracy of neural encoding of the melody. In all groups of participants, all deviants elicited an MMN response, which is a cortical index of deviance discrimination. The strength of the MMN and the subsequent attentional P3a responses reflected the importance of various sound features in each music genre: these automatic brain responses were selectively enhanced to deviants in tuning (classical musicians, timing (classical and jazz musicians, transposition (jazz musicians, and melody contour (jazz and rock musicians. Taken together, these results indicate that musicians with different training history have highly specialized cortical reactivity to sounds which violate the neural template for melody content.

  16. Auditory Profiles of Classical, Jazz, and Rock Musicians: Genre-Specific Sensitivity to Musical Sound Features.

    Science.gov (United States)

    Tervaniemi, Mari; Janhunen, Lauri; Kruck, Stefanie; Putkinen, Vesa; Huotilainen, Minna

    2015-01-01

    When compared with individuals without explicit training in music, adult musicians have facilitated neural functions in several modalities. They also display structural changes in various brain areas, these changes corresponding to the intensity and duration of their musical training. Previous studies have focused on investigating musicians with training in Western classical music. However, musicians involved in different musical genres may display highly differentiated auditory profiles according to the demands set by their genre, i.e., varying importance of different musical sound features. This hypothesis was tested in a novel melody paradigm including deviants in tuning, timbre, rhythm, melody transpositions, and melody contour. Using this paradigm while the participants were watching a silent video and instructed to ignore the sounds, we compared classical, jazz, and rock musicians' and non-musicians' accuracy of neural encoding of the melody. In all groups of participants, all deviants elicited an MMN response, which is a cortical index of deviance discrimination. The strength of the MMN and the subsequent attentional P3a responses reflected the importance of various sound features in each music genre: these automatic brain responses were selectively enhanced to deviants in tuning (classical musicians), timing (classical and jazz musicians), transposition (jazz musicians), and melody contour (jazz and rock musicians). Taken together, these results indicate that musicians with different training history have highly specialized cortical reactivity to sounds which violate the neural template for melody content.

  17. Acoustic Features Influence Musical Choices Across Multiple Genres

    OpenAIRE

    Barone, Michael D.; Jotthi Bansal; Woolhouse, Matthew H.

    2017-01-01

    Based on a large behavioral dataset of music downloads, two analyses investigate whether the acoustic features of listeners' preferred musical genres influence their choice of tracks within non-preferred, secondary musical styles. Analysis 1 identifies feature distributions for pairs of genre-defined subgroups that are distinct. Using correlation analysis, these distributions are used to test the degree of similarity between subgroups' main genres and the other music within their download col...

  18. The influence of game genre on Internet gaming disorder

    OpenAIRE

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online ...

  19. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    Science.gov (United States)

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  20. EAP, Business English and Swales' approach to genre analysis

    OpenAIRE

    Revilla Vicente, Rosa

    2008-01-01

    One of the most influential genre scholars is John Swales. His 1990 book Genre Analysis is a point of reference in the field and he is considered one of the most widely respected and cited researchers. The aim of this article is to demonstrate how John Swales' approach to genre analysis, which was originally designed to research English in academic and research settings, can al so be used for the textual analysis of occupational genres. The theory he develops in his latest two books (1990, 20...

  1. Sur les genres narratifs nénetses

    OpenAIRE

    Toulouze, Eva

    2004-01-01

    International audience; The Forest Nenets have two indigenous genres defining their narrative genres: "shotpyavs" and "wanL". This article attempts, on the bases of fieldwork, to understand how these genres function synchronically and diachronically. I show that these categories are dynamic and allow to keep narratives alive thanks to a change of status even if the belief system in which they were included changes.; Les Nénetses des forêts ont deux genres narratifs, appelés shotpyavs" et "wan...

  2. The genre tutorial and social networks terminology

    Directory of Open Access Journals (Sweden)

    Márcio Sales Santiago

    2014-02-01

    Full Text Available This paper analyzes the terminology in the Internet social networks tutorials. A tutorial is a specialized text, full of terms, aiming to teach an individual or group of individuals who need some guidelines to operationalize a computerized tool, such as a social network. It is necessary to identify linguistic and terminological characteristics from the specialized lexical units in this digital genre. Social networks terminology is described and exemplified here. The results show that it is possible to refer to two specific terminologies in tutorials which help to determine the terminological profile of the thematic area, specifically from the point of view of denomination.

  3. Genre and Activism: Schools, Social Movements, and Genres as Discourse Conduits

    Science.gov (United States)

    Collin, Ross

    2013-01-01

    This article examines the literacy practices of three school-based student activist groups: a Gay-Straight Alliance, a high school chapter of Amnesty International, and a human rights club unaffiliated with Amnesty. Specifically, this article investigates how members of the different groups advanced their projects by repurposing school genres such…

  4. A Genre Analysis of ESP Book Reviews and Its Reflections into Genre-Based Instruction

    Science.gov (United States)

    Ulum, Ömer Gökhan

    2016-01-01

    This study firstly aims at specifying and presenting the frequency of different types of rhetorical moves employed in ESP book reviews, and then highlighting the importance of comprehending genre knowledge of the profession that ELT postgraduate students will set out in future, as this knowledge is essential to their professional career. With this…

  5. Gender/Genre: The Lack of Gendered Register in Texts Requiring Genre Knowledge

    Science.gov (United States)

    Larson, Brian N.

    2016-01-01

    Some studies have found characteristics of written texts that vary with author gender, echoing popular beliefs about essential gender differences that are reinforced in popular works of some scholarly authors. This article reports a study examining texts (N = 193) written in the same genre--a legal memorandum--by women and men with similar…

  6. Roadside video data analysis deep learning

    CERN Document Server

    Verma, Brijesh; Stockwell, David

    2017-01-01

    This book highlights the methods and applications for roadside video data analysis, with a particular focus on the use of deep learning to solve roadside video data segmentation and classification problems. It describes system architectures and methodologies that are specifically built upon learning concepts for roadside video data processing, and offers a detailed analysis of the segmentation, feature extraction and classification processes. Lastly, it demonstrates the applications of roadside video data analysis including scene labelling, roadside vegetation classification and vegetation biomass estimation in fire risk assessment.

  7. 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.

  8. La correspondance comme genre éthique Correspondance as an Ethical Genre

    Directory of Open Access Journals (Sweden)

    Anna Jaubert

    2010-10-01

    Full Text Available Les caractéristiques d’un genre de discours découlent de la situation de communication dans laquelle il s’inscrit, et qu’il reflète. Pour une correspondance, et singulièrement pour une correspondance d’auteurs, cette situation est celle d’une interaction à la fois directe et biaisée qui engage l’ethos de l’épistolier. Nous analysons les idéaux qu’il produit sur un fond de valeurs partagées. Le champ d’investigation retenu est celui de certaines correspondances célèbres du 18e siècle, car la lettre est à cette époque une manifestation très accomplie de la sociabilité. De ce fait, elle a connu une dérive littérarisante, source d’un décalage pragmatique qui l’attire dans la mouvance d’un genre second, la correspondance littéraire, où l’implication éthique du discours devient sa détermination majeure.The characteristics of a genre of discourse depend upon its specific situation of communication - the genre being embedded in this situation and, at the same time, reflecting it. Concerning correspondences, especially between authors, this situation consists of an interaction both direct and indirect, involving the ethos of the letter writer. Our analysis focuses on the ideals it produces on a background of shared values. The field of inquiry is a choice of famous correspondences of the 18th century, since the letter was at that time an accomplished manifestation of sociability. As such, it adopted a literary form, which created a pragmatic gap and put it under the dependence of another genre, the fictional correspondence, in which ethic implications became its determining factor.

  9. New Directions for Academic Video Game Collections: Strategies for Acquiring, Supporting, and Managing Online Materials

    Science.gov (United States)

    Robson, Diane; Durkee, Patrick

    2012-01-01

    The work of collection development in academic video game collections is at a crucial point of transformation--gaming librarians are ready to expand beyond console games collected in disc and cartridge format to the world of Internet games. At the same time, forms and genres of video games such as serious and independent games are increasingly…

  10. Gêneros textuais e letramento Genre and literacy

    Directory of Open Access Journals (Sweden)

    Maria do Socorro Oliveira

    2010-01-01

    Full Text Available Neste painel, discutimos a relação 'letramento' e 'gênero textual', considerando a rica complexidade que envolve não apenas esses objetos teóricos mas também a sua aplicação no domínio pedagógico, particularmente no que diz respeito ao ensino-aprendizagem de língua materna. Vincularemos a discussão a nossa experiência de ensino, pesquisa e extensão desenvolvida em programas de formação de professores, voltados para a mobilização de práticas transdisciplinares de natureza colaborativa e fortalecedora da ação docente. Nessa direção, indicamos os projetos de letramento como uma alternativa para o desenvolvimento de um trabalho contextualizado com os gêneros textuais.Our contribution to this panel intends to discuss how 'literacy' and 'genres' are related, taking into account the complexity involving not only these two theoretical concepts, but also their implementation in the pedagogical domain, especially related to mother tongue learning-teaching. We intend to discuss that based on our experience in teaching, research and extension developed at teacher education programs aiming at transdisciplinary practices of colaborative and strengthening nature. To accomplish this task, we suggest literacy projects as an alternative to develop a contextualized work with genres.

  11. The Roles of Popular Music in Video Games

    OpenAIRE

    Frydenlund, Jørgen

    2015-01-01

    This thesis explores the roles of popular music in video games. It draws on the analytical tools used in ludomusicology, film music studies and studies of music videos. Unlike other audiovisual media, video games are based on interactivity and a range of narrativity based on genre. Some games focus on gameplay and others are more inclined with telling a good story. Implementation of popular music in video games has history stretching all the way back to the 80's, and is currently becoming an ...

  12. NOAA Point Shapefile- Benthic Habitat Classifications from Minibat ROV Underwater Video, US Virgin Islands, Project NF-04-06, 2004, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a point shapefile with benthic habitat classifications of vertical relief, geomorphological structure, substrate, and biological cover for...

  13. NOAA Point Shapefile- Benthic Habitat Classifications from Phantom S2 ROV Underwater Video, US Virgin Islands, Project NF-05-05, 2005, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a point shapefile with benthic habitat classifications of vertical relief, geomorphological structure, substrate, and biological cover for...

  14. NOAA Point Shapefile- Benthic Habitat Classifications from Phantom S2 ROV Underwater Video, US Virgin Islands, Project NF-06-03, 2006, UTM 20N WGS84

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a point shapefile with benthic habitat classifications of vertical relief, geomorphological structure, substrate, and biological cover for...

  15. ¿El Caballo Viejo? Latin Genre Recognition with Deep Learning and Spectral Periodicity

    DEFF Research Database (Denmark)

    Sturm, Bob L.; Kereliuk, Corey Mose; Larsen, Jan

    2015-01-01

    as BALLROOM. In this paper, we reproduce the “winning” deep learning system using LMD, and measure the effects of time dilation on its performance. We find that tempo changes of at most ±6 % greatly diminish and improve its performance. Interpreted with the low-level nature of the input features......The “winning” system in the 2013 MIREX Latin Genre Classification Task was a deep neural network trained with simple features. An explanation for its winning performance has yet to be found. In previous work, we built similar systems using the BALLROOM music dataset, and found their performances...

  16. Variable discursive constructions of three genres of science ...

    African Journals Online (AJOL)

    Variable discursive constructions of three genres of science. Jean Parkinson, Ralph Adendorff. Abstract. The present study reports on a comparison of the research article, university textbook and science news article as a preamble to capturing ideological differences between these three genres of scientific writing.

  17. Building Knowledge Structures in Teaching Cross-Cultural Sales Genres.

    Science.gov (United States)

    Yunxia, Zhu

    2000-01-01

    Considers how approaching genres as knowledge structures provides a useful theoretical basis for teaching students to communicate across cultures. Presents an approach that is divided into four interrelated teaching stages: background information, communicative purposes, text structure, and the implications of genre comparisons. Finds teaching the…

  18. Doing Dialogue: Genre and Flexibility in Public Engagement with Science

    DEFF Research Database (Denmark)

    Davies, Sarah Rachael

    2009-01-01

    suggests that event framings (as found in the discourse of events) are multiple, varying from lecture to open debate. Furthermore the genre of events is flexible, with participant involvement organised through the use of genres derived from education, talkshows and news interviewing as well as more...

  19. Genre pedagogy in the mediation of socially-situated literacies ...

    African Journals Online (AJOL)

    In this article, the writer explores learner experience during the scaffolding of subjectspecific academic literacies using a genre pedagogical approach that views linguistic expertise as a socially-situated phenomenon. For the learners of this case study, the mastery of the descriptive report genre, in particular, was ...

  20. Taming the Alien Genre: Bringing Science Fiction into the Classroom.

    Science.gov (United States)

    Bucher, Kathrine T.; Manning, M. Lee

    2001-01-01

    Notes the popularity of the science fiction/fantasy genre, and offers a definition of these genres. Discusses teachers' reluctance to read or teach science fiction, but emphasizes its appeal and its usefulness. Discusses how teachers can select and use good science fiction books. Offers a checklist for evaluating such books, and suggests 18…

  1. Genre, Identity, and the Brain: Insights from Neuropsychology

    Science.gov (United States)

    Clark, Irene

    2016-01-01

    The article explores several perspectives on the interconnection between genre and identity, an issue that has generated significant scholarship in rhetorical genre studies. It suggests that current work in neuroplasticity--that is, changes in the brain that can occur through learning and experience--complicates and problematizes the issue and is…

  2. Genre-Based Teaching and Assessment in Secondary English Classrooms

    Science.gov (United States)

    Lee, Icy

    2012-01-01

    This study investigates how genre can be used as an organisational principle to interweave teaching and assessment in the L2 school context. Relying on data from interviews and lesson observations gathered from two Secondary 1 (that is, Grade 7) Hong Kong classrooms, the study sought to discover how teachers implemented genre-based teaching and…

  3. Doctorate as Genre: Supporting Thesis Writing across Campus

    Science.gov (United States)

    Carter, Susan

    2011-01-01

    Increasingly learning advisors provide generic support for doctoral students. The terms "genre" (a category, type or family) and "generic" (ambiguously both "of a category" and "non-specific") are interrogated here in relation to such support. Literary studies scholars divide texts by genre for the purpose…

  4. "Prophesying after the Event": The Archeology and Ecology of Genre.

    Science.gov (United States)

    Coe, Richard M.

    "Genre" has become the keyword in a movement to create a more dynamic, dialectical, contextual conception of "dispositio," of structure as a factor in psychological and social processes of writing. A dynamic conception of genre as social process in symbolic action can be reached by combining Kenneth Burke's technique of…

  5. 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

  6. 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....

  7. Rôle de genre et drôle de genre. Edith Cresson Premier Ministre ou le mauvais genre en politique

    OpenAIRE

    Dulong, Delphine

    2011-01-01

    International audience; En revenant sur le "cas "d'Edith Cresson à Matignon, cette communication éclaire les mécanismes par lesquels les identités de genre en politique peuvent devenir un enjeu socio-politique et illustre à cet égard de manière exemplaire l'affirmation selon laquelle "le genre est une manière première de signifier des rapports de pouvoir" (J. Scott).

  8. Introducing Genre into Japanese-as-a-Foreign-Language: Toward a Genre-Specific Approach to Elementary/Intermediate Writing

    Science.gov (United States)

    Shinji, Kawamitsu

    2015-01-01

    Despite the social turn in views of language and the increasing attention to an application of genre theory in teaching languages, the field of Japanese-as-a-Foreign-Language (JFL) has not yet found genre a valuable resource for approaching learners' writing ability. Writing is still practiced as a psycholinguistic space to check learners'…

  9. 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...

  10. Feature Quantization and Pooling for Videos

    Science.gov (United States)

    2014-05-01

    similar. 1.2 Context Video has become a very popular media for communication, entertainment , and science. Videos are widely used in educational...The same approach applied to action classification from YouTube videos of sport events shows that BoW approaches on real world data sets need further...dog videos, where the camera also tracks the people and animals . In Figure 4.38 we compare across action classes how well each segmentation

  11. Chapitre V. Les genres minoritaires au Patis

    OpenAIRE

    2016-01-01

    I) Le film musical « Le musical cinématographique… est indissociable de la naissance du cinéma parlant à la fin des années 1920. Le cinéma était fort bien préparé à l’arrivée de ce genre, tant en raison de l’accompagnement musical des films muets qu’en raison de l’importance des spectacles chantés et dansés dans d’autres sphères artistiques, comme le théâtre de music-hall ou la danse. Les années 1930 voient donc se codifier les multiples formes du musical. Deux axes principaux sont alors obse...

  12. Blockbuster genres in Danish independent film

    DEFF Research Database (Denmark)

    Hansen, Kim Toft

    2013-01-01

    Several institutional interests – including The Danish Film Institute, The National Film School of Denmark and Nordisk Film – have motivated the national and international success of Danish cinema. Hence, these institutions have had a heavy influence on the appearance of Danish cinema. One aspect...... grown from being amateur home productions to more self-aware production companies. What is interesting about this development, though, is the fact that many of the indie filmmakers do not react against blockbuster marked dominance, but they respond by delving directly into international blockbuster...... genres and styles in the search for what is missing in Danish cinema. This works for some directors, principally, by directly reacting against the institutional and economic dominance and protectionism of primarily The Danish Film Institute. Indirectly, the some of the filmmakers seem to react against...

  13. Video monitoring of visible atmospheric emissions: from a manual device to a new fully automatic detection and classification device; Video surveillance des rejets atmospheriques d'un site siderurgique: d'un systeme manuel a la detection automatique

    Energy Technology Data Exchange (ETDEWEB)

    Bardet, I.; Ryckelynck, F.; Desmonts, T. [Sollac, 59 - Dunkerque (France)

    1999-11-01

    Complete text of publication follows: the context of strong local sensitivity to dust emissions from an integrated steel plant justifies the monitoring of the emissions of abnormally coloured smokes from this plant. In a first step, the watch is done 'visually' by screening and counting the puff emissions through a set of seven cameras and video recorders. The development of a new device making automatic picture analysis allowed to render the inspection automatic. The new system detects and counts the incidents and sends an alarm to the process operator. This way for automatic detection can be extended, after some tests, to other uses in the environmental field. (authors)

  14. 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.

  15. Acoustic Features Influence Musical Choices Across Multiple Genres.

    Science.gov (United States)

    Barone, Michael D; Bansal, Jotthi; Woolhouse, Matthew H

    2017-01-01

    Based on a large behavioral dataset of music downloads, two analyses investigate whether the acoustic features of listeners' preferred musical genres influence their choice of tracks within non-preferred, secondary musical styles. Analysis 1 identifies feature distributions for pairs of genre-defined subgroups that are distinct. Using correlation analysis, these distributions are used to test the degree of similarity between subgroups' main genres and the other music within their download collections. Analysis 2 explores the issue of main-to-secondary genre influence through the production of 10 feature-influence matrices, one per acoustic feature, in which cell values indicate the percentage change in features for genres and subgroups compared to overall population averages. In total, 10 acoustic features and 10 genre-defined subgroups are explored within the two analyses. Results strongly indicate that the acoustic features of people's main genres influence the tracks they download within non-preferred, secondary musical styles. The nature of this influence and its possible actuating mechanisms are discussed with respect to research on musical preference, personality, and statistical learning.

  16. THE COMPETENCE OF EFL TEACHERS IN MASTERING GENRE BASED TEXTS

    Directory of Open Access Journals (Sweden)

    Rois Mahfud

    2011-03-01

    Full Text Available This study aimed to find out the junior high school English teachers’ competence in mastering genre-based texts. The study was conducted to 13 English teachers of Junior High Schools in the districts of Kahayan Hilir, Maliku, and Jabiren Raya in Pulang Pisau Regency.  The data were obtained from test and questionnnaire. The result of the test shows that the teachers’ mastery in all genre-based texts was at the ‘fair’ level with 65.38. The average score in each genre varied with 79.23 (good for recount text; 68.46 (fair for procedural text; 65.77 (fair for descriptive text; 64.23 (poor for narrative text; and 46.54 (very poor for report text. Meanwhile, the result of the questionnaire revealed that there was no training for teachers on genre-based texts. The finding of this study reccommends the need of training in mastering genre based texts for Junior High School teachers for better students’ achievement in mastering genre-based text and for better preparation for National Examination.  Keywords: competence, curriculum, EFL teacher, Genre-based Approach

  17. Acoustic Features Influence Musical Choices Across Multiple Genres

    Directory of Open Access Journals (Sweden)

    Michael D. Barone

    2017-07-01

    Full Text Available Based on a large behavioral dataset of music downloads, two analyses investigate whether the acoustic features of listeners' preferred musical genres influence their choice of tracks within non-preferred, secondary musical styles. Analysis 1 identifies feature distributions for pairs of genre-defined subgroups that are distinct. Using correlation analysis, these distributions are used to test the degree of similarity between subgroups' main genres and the other music within their download collections. Analysis 2 explores the issue of main-to-secondary genre influence through the production of 10 feature-influence matrices, one per acoustic feature, in which cell values indicate the percentage change in features for genres and subgroups compared to overall population averages. In total, 10 acoustic features and 10 genre-defined subgroups are explored within the two analyses. Results strongly indicate that the acoustic features of people's main genres influence the tracks they download within non-preferred, secondary musical styles. The nature of this influence and its possible actuating mechanisms are discussed with respect to research on musical preference, personality, and statistical learning.

  18. On the genre-fication of music: a percolation approach

    Science.gov (United States)

    Lambiotte, R.; Ausloos, M.

    2006-03-01

    We analyze web-downloaded data on people sharing their music library. By attributing to each music group usual music genres (Rock, Pop ...), and analysing correlations between music groups of different genres with percolation-idea based methods, we probe the reality of these subdivisions and construct a music genre cartography, with a tree representation. We also discuss an alternative objective way to classify music, that is based on the complex structure of the groups audience. Finally, a link is drawn with the theory of hidden variables in complex networks.

  19. Educational Contribution of RPG Video Games: Modern Media in Modern Education

    OpenAIRE

    Kratochvíl, Martin

    2014-01-01

    TITLE OF WORK: The Educational Contribution of RPG Video Games: Modern Media in Modern Education AUTHOR: Martin Kratochvíl KEY WORDS: video games, RPG genre, modern education, critical thinking, language learning, student's motivation DEPARTMENT: Department of English Language and Literature Charles University in Prague, Faculty of Education SUPERVISOR: Mark Robert Farrell ABSTRACT: The subject of this topic is to research the potential contribution of RPG video games in the field of modern e...

  20. Genre of khaghani’s elegies

    Directory of Open Access Journals (Sweden)

    Alireza Shanazari

    2016-02-01

    Abolhasan Tahami’s elegy by Naser Mohseniniya and Arezu Yazdanpanah Kermani. In Persian courtesy, elegy is often versified and it may have different genres, but the most frequently used genre up to the end of 8th century is the ode, and fragment genre, Refrain and compounding are next ranks. Among Khaghani’s elegies, twenty-one elegies are composed in ode genre, sixteen of which have row and five others do not have any row.   After ode, Fragment genre has more applicability in Khaghani’s Divan in elegies. Generally, he composed nineteen Fragments about the courtier and religious men. Khaghani also composed four composite-tie about his son mourning and government’s personnel. One thing to be noticed by poet about elegy is the proportion of verse with subject. Most of prosodic verses couldn’t be used in elegy. From the beginning of Persian poetry to the end of 8th century, Ramal poetical meter (faelaton foot is the most usable and Gharib poetical metre (faoulon foot is less usable one among others. In Khaghani’s Divan Ramal poetical meter with fifteen cases, the most usable poetical meter is elegy. After future, Mozare octagonal poetical meter (mafoulo faelato mafailo faelon and khafif poetical meter (faelaton mafaelon faelon are placed next with six cases. Mojtas poetical meter (mafaelon faalaton mafaelon faelon monsareh poetical meter (moftaelon faelato moftaelon fa and gharib poetical meter (faoulon faoulon faoulon faal are less usable poetric matre in Khaghani’s Divan about composing elegy.   In Khaghani’s elegies like other poet’s elegies, imagination has been shown differently. Although Khaghani couldn’t hide his influence from the coming event, he also does not give up imagology. According to the conducted studies, one should say that Khaghani made nice images in elegy; images followed by formality, but its amount is less than Khaghani’s other odes. Simile is presented more than other imaginations in Khaghani’s elegies. Next step belongs to

  1. Genre, the organization of knowledge and everyday life

    DEFF Research Database (Denmark)

    Andersen, Jack

    2017-01-01

    Introduction. From the point of view of genre theory, this paper explains how the organization of knowledge can be understood as an articulation of everyday communication with and in digital media. I argue that, with genre, a theoretical frame can be offered to cast the organization of knowledge...... as a communicative activity in everyday life. Method. This is a text-based argument which pulls together different sources for developing and discussing the contention. Analysis. I will start out with some brief reflections on digital media and communicative interaction. From there I will look into some steps...... already made toward understanding knowledge organization as an everyday activity, before providing some examples of how the organization of knowledge in digital media can be understood as genre-based communication in everyday life. Results. Due to the saturation of digital media in everyday life, genre...

  2. GENRE ANALYSIS IN TEACHING ENGLISH FOR PROFESSIONAL COMMUNICATION

    Directory of Open Access Journals (Sweden)

    Klaudia Valdmanová

    2014-03-01

    Full Text Available During their studies of general English at secondary school students obtain knowledge of the forms and meaning of words used in everyday situations, knowledge of grammatical components and frequently occurring language functions. Then they enroll in university to study a profession. English for Professional Communication is usually a part of their curriculum. Within it, they need to acquire communicative competence enabling them to enter a discourse community of experts. In addition to learning the terminology used in a profession they have to acquire sociolingual and discourse competences as well including generic one. It is a challenge that English teachers face when they decide to enclose authentic genres into their teaching materials. This paper presents suggestions how written genres can be used in teaching English for nurses. Most of the discourse and genre analyses relate to face-to-face doctor-patient encounters and nurses´ computer-mediated communications. To my knowledge, less attention has been given to written genres of the nursing discourse. Therefore the paper presents the most important concepts of genre, explains the roles of genre in organizational communication and gives a brief description of the discourse community of nurses and ways it uses task-oriented and patient-oriented genres as mechanisms of interaction.It also explains the purpose of individual genres. In the process of creating materials for learning professional English one of the most important tasks is the selection of suitable texts as they should meet learners´ needs and represent texts used in practice. I consider a Nursing Care Plan for a key text. Therefore, I present a detailed analysis of its parts focused on their communicative functions, description of standardized lexis, grammar structures and broken grammar rules. I suggest a method how to teach the Nursing Care Plan genre in English lessons and present tasks leading to the acquisition of receptive

  3. Music Videos and Sexual Risk in African American Adolescent Girls: Gender, Power and the Need for Media Literacy

    Science.gov (United States)

    Robillard, Alyssa

    2012-01-01

    Background: Music videos contain sexual content often reflecting women as promiscuous, submissive, or passive. Few studies have examined gender- and sex-related attitudes in African American females, particularly across genres of music videos. Purpose: Using constructs from Cultivation Theory, Theory of Gender and Power and Social Cognitive…

  4. Keys to Successful Interactive Storytelling: A Study of the Booming "Choose-Your-Own-Adventure" Video Game Industry

    Science.gov (United States)

    Tyndale, Eric; Ramsoomair, Franklin

    2016-01-01

    Video gaming has become a multi-billion dollar industry that continues to capture the hearts, minds and pocketbooks of millions of gamers who span all ages. Narrative and interactive games form part of this market. The popularity of tablet computers and the technological advances of video games have led to a renaissance in the genre for both youth…

  5. Nation, Genre and Female Performance in Canadian Cinema

    Directory of Open Access Journals (Sweden)

    Murat Akser

    2013-06-01

    Full Text Available This paper outlines a theory of sytle and performance in Canadian film based on geography, gender and genre. It is possible to form a theory of Canadian cinema based on theme-genre (strong women, nature as oppressor in dysfunctional family melodramas in which female characters, as well as their personas, interact with both a physical geography and a social space to define a Canadian identity.

  6. 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.

  7. Visual analysis of music in function of music video

    Directory of Open Access Journals (Sweden)

    Antal Silard

    2015-01-01

    Full Text Available Wide-spread all over the planet, incorporating all music genres, the music video, the subject matter of this analysis, has become irreplaceable in promotions, song presentations, an artist's image, visual aesthetics of subculture; today, most of the countries in the world have a channel devoted to music only, i.e. to music video. The form started to develop rapidly in the 50s of the twentieth century, alongside television. As it developed, its purpose has changed: from a simple presentation of musicians to an independent video form.

  8. 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...

  9. An Analysis of Text Genres Belonging to Bilateral Commissive Text Types Used in the Management of Multinational Corporations for Communication Purposes

    Directory of Open Access Journals (Sweden)

    Suzana Jurin

    2012-06-01

    Full Text Available The aim of this article is to present and analyse text genres of the bilateral commissive type that are mostly used in management communication for attaining objectives of a particular corporation. This paper aims at providing a linguistic analysis of the text. Materials which have been used for the analysis of text genres and text types are based on theoretical principles of text linguistics. The literature and research related to the link between corporate discourse and corporations’ ideologies will not be taken into consideration in this paper. This topic will not be considered as important for this research.Text genres are dealt with in this paper as implementations of texts in communication. Their communicative function is the most important classification parameter. The analysis of text genres belonging to bilateral commissive text types that can be found in the corpus, aims at showing that management uses a specific vocabulary, grammatical structures and syntax in the communication by means of bilateral commissives and that text genres which have been analysed according to their micro structural and macro structural features make up a specific communication model that management uses in a given communicational situation.

  10. 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.

  11. The influence of game genre on Internet gaming disorder

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  12. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  13. 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...

  14. Genre-adaptive Semantic Computing and Audio-based Modelling for Music Mood Annotation

    DEFF Research Database (Denmark)

    Saari, Pasi; Fazekas, György; Eerola, Tuomas

    2016-01-01

    This study investigates whether taking genre into account is beneficial for automatic music mood annotation in terms of core affects valence, arousal, and tension, as well as several other mood scales. Novel techniques employing genre-adaptive semantic computing and audio-based modelling are prop......This study investigates whether taking genre into account is beneficial for automatic music mood annotation in terms of core affects valence, arousal, and tension, as well as several other mood scales. Novel techniques employing genre-adaptive semantic computing and audio-based modelling...... related to a set of 600 popular music tracks spanning multiple genres. The results show that ACTwg outperforms a semantic computing technique that does not exploit genre information, and ACTwg-SLPwg outperforms conventional techniques and other genre-adaptive alternatives. In particular, improvements......-based genre representation for genre-adaptive music mood analysis....

  15. "No level up!": no effects of video game specialization and expertise on cognitive performance.

    Science.gov (United States)

    Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.

  16. Genre as diversity, and rhetorical mode as unity in language use Genre as diversity, and rhetorical mode as unity in language use

    Directory of Open Access Journals (Sweden)

    José Luiz Meurer

    2008-04-01

    Full Text Available Current theorizing on genre within Systemic Functional Linguiscs (SFL as well as other traditions of genre analysis have not paid much attention to the interrelationship between the notions of rhetorical mode and genre. In this paper I argue that rhetorical mode may be an important notion in genre studies and that it should thus be foregrounded. I elaborate on the different linguistic and functional status of genres and rhetorical modes attempting to show that it is essential for text/discourse analysis to draw a clear distinction between them. Within this perspective I propose that while genres stand for diversity and fit the notion of specific text type identifiable by specific format and used in specific social contexts to fulfil specific functions, rhetorical modes stand for unity as they constitute general patterns of language organisation strategically used by authors/ writers as linguistic resources in the creation of specific genres. I illustrate the discussion by analysing the strategic use of clause relations as rhetorical modes occurring in a specific genre, namely, a fable. The paper should be relevant for discourse analysis and genre studies within SFL and other genre traditions as well as for language teachers involved with reading and writing. Current theorizing on genre within Systemic Functional Linguiscs (SFL as well as other traditions of genre analysis have not paid much attention to the interrelationship between the notions of rhetorical mode and genre. In this paper I argue that rhetorical mode may be an important notion in genre studies and that it should thus be foregrounded. I elaborate on the different linguistic and functional status of genres and rhetorical modes attempting to show that it is essential for text/discourse analysis to draw a clear distinction between them. Within this perspective I propose that while genres stand for diversity and fit the notion of specific text type identifiable by specific

  17. Exploring the Genre of Academic Oral Presentations: A Critical Review

    Directory of Open Access Journals (Sweden)

    Kuldip Kaur

    2017-12-01

    Full Text Available Conducting Academic Oral Presentation (AOP is an endeavour for undergraduates although it is a key academic genre for undergraduates.  Despite its importance, there remains a paucity of studies on this oral genre in the Malaysian context as shown in the body of the literature. This paper provides a critical review of the literature on AOP and discusses the advantages and limitations of the previous studies to date on this oral genre. The literature shows most studies that adopt the genre analysis approach typically analyse only one section of the oral genre.  These studies have not examined the AOP rhetorical structure in totality.  Moreover, studies on multimodal analysis of AOP comparing the verbal and non-verbal modes are limited. Only few studies have attempted to examine the juxtaposition of the moves, linguistic elements and the visuals.  AOPs are ubiquitous for the students across various courses and disciplines in the university and past studies have also compared the differences between disciplines (Zappa-Hollman, 2007; Morita, 2000.Thus, realizing the importance of AOP, clearly there is a necessity to conduct more research in this area in the local context.

  18. Prediction of Potential Hit Song and Musical Genre Using Artificial Neural Networks

    Science.gov (United States)

    Monterola, Christopher; Abundo, Cheryl; Tugaff, Jeric; Venturina, Lorcel Ericka

    Accurately quantifying the goodness of music based on the seemingly subjective taste of the public is a multi-million industry. Recording companies can make sound decisions on which songs or artists to prioritize if accurate forecasting is achieved. We extract 56 single-valued musical features (e.g. pitch and tempo) from 380 Original Pilipino Music (OPM) songs (190 are hit songs) released from 2004 to 2006. Based on an effect size criterion which measures a variable's discriminating power, the 20 highest ranked features are fed to a classifier tasked to predict hit songs. We show that regardless of musical genre, a trained feed-forward neural network (NN) can predict potential hit songs with an average accuracy of ΦNN = 81%. The accuracy is about +20% higher than those of standard classifiers such as linear discriminant analysis (LDA, ΦLDA = 61%) and classification and regression trees (CART, ΦCART = 57%). Both LDA and CART are above the proportional chance criterion (PCC, ΦPCC = 50%) but are slightly below the suggested acceptable classifier requirement of 1.25*ΦPCC = 63%. Utilizing a similar procedure, we demonstrate that different genres (ballad, alternative rock or rock) of OPM songs can be automatically classified with near perfect accuracy using LDA or NN but only around 77% using CART.

  19. Advances in Classification Research. Volume 10. Proceedings of the ASIS SIG/CR Classification Research Workshop (10th, Washington, DC, November 1-5, 1999). ASIST Monograph Series.

    Science.gov (United States)

    Albrechtsen, Hanne, Ed.; Mai, Jens-Erik, Ed.

    This volume is a compilation of the papers presented at the 10th ASIS (American Society for Information Science) workshop on classification research. Major themes include the social and cultural informatics of classification and coding systems, subject access and indexing theory, genre analysis and the agency of documents in the ordering of…

  20. Teaching Writing in the Disciplines: Student Perspectives on Learning Genre

    Directory of Open Access Journals (Sweden)

    Mary Goldschmidt

    2014-09-01

    Full Text Available Writing in the Disciplines curricula can both challenge and reinforce assumptions that writing is a general skill that students will already have learned prior to doing the specialized writing in their chosen field of study. Rhetorical genre studies, however, tends to emphasize the situated nature of writing expertise, and thus supports the exploration of more sustained and varied forms of writing instruction in higher education. This article reports on a qualitative study that gave priority to a rich source of pedagogical insight: student writers themselves. In-depth interviews and surveys were used to examine the pedagogical practices and curricular experiences identified by students as being most helpful in developing undergraduate expertise in their discipline’s research genre. These student-centered descriptions of successful genre learning point the way toward curricular and instructional models that emphasize the intellectual, affective, and relational nature of writing.

  1. Violence in E-rated video games.

    Science.gov (United States)

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  2. A data set for evaluating the performance of multi-class multi-object video tracking

    OpenAIRE

    Chakraborty, Avishek; Stamatescu, Victor; Wong, Sebastien C.; Wigley, Grant; Kearney, David

    2017-01-01

    One of the challenges in evaluating multi-object video detection, tracking and classification systems is having publically available data sets with which to compare different systems. However, the measures of performance for tracking and classification are different. Data sets that are suitable for evaluating tracking systems may not be appropriate for classification. Tracking video data sets typically only have ground truth track IDs, while classification video data sets only have ground tru...

  3. A Multi-Discipline, Multi-Genre Digital Library for Research and Education

    Science.gov (United States)

    Nelson, Michael L.; Maly, Kurt; Shen, Stewart N. T.

    2004-01-01

    We describe NCSTRL+, a unified, canonical digital library for educational and scientific and technical information (STI). NCSTRL+ is based on the Networked Computer Science Technical Report Library (NCSTRL), a World Wide Web (WWW) accessible digital library (DL) that provides access to over 100 university departments and laboratories. NCSTRL+ implements two new technologies: cluster functionality and publishing "buckets". We have extended the Dienst protocol, the protocol underlying NCSTRL, to provide the ability to "cluster" independent collections into a logically centralized digital library based upon subject category classification, type of organization, and genres of material. The concept of "buckets" provides a mechanism for publishing and managing logically linked entities with multiple data formats. The NCSTRL+ prototype DL contains the holdings of NCSTRL and the NASA Technical Report Server (NTRS). The prototype demonstrates the feasibility of publishing into a multi-cluster DL, searching across clusters, and storing and presenting buckets of information.

  4. GENRE AND STYLISTIC SPECIFICS OF MAX KIDRUK’S TECHNOTHRILLERS

    OpenAIRE

    Пасько, І. В.

    2016-01-01

    The investigation of Max Kidruk’s novels «Bot» and «Bot: Guayaquil Paradox» confirmed the hypothesis about the definition of their genre as tehnothriller with the features of science fiction as the part of its metagenre paradigm. It was investigated that the tehnothriller was the genre close to the «soft», or social, science fiction and to the occupational novel. There is no exact convention-al definition of the tehnothriller in scientific literature, so the first part of the researched was f...

  5. comment mieux agir contre les violences basees sur le genre

    International Development Research Centre (IDRC) Digital Library (Canada)

    les inégalités sociales de genre, les stéréotypes de genre, les croy- ances sexistes et plus ou moins l'interprétation tendancieuse de la religion. » n. A. D.. EnquêtéE. « Les violences ont pour cause pour la plupart la pauvreté, car vivre dans la précarité peut pouss- er quelqu'un à faire des choses pas du tout désirables ».

  6. Historical Fiction as a Mixture of History and Romance: Towards the Genre Definition of the Historical Novel

    Directory of Open Access Journals (Sweden)

    Nagy Ladislav

    2014-09-01

    Full Text Available This article focuses on Walter Scott’s Waverley and its classification as the founding text of the historical novel by Georg Lukacs. The author attempts to show that Lukacs takes Scott too much at his word and posits Waverley in the tradition of the English historical novel as it developed from Defoe and Fielding, while neglecting the close ties that Waverley has with marginalized genres such as romance. The author also argues that rather than being an expression of class consciousness, Waverley is an attempt to justify a certain change in political attitude, from radicalism to conservatism

  7. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

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

  8. Conceptual Interview: Peculiarities of the Genre and The Journalist’s Work Methods

    Directory of Open Access Journals (Sweden)

    Matskevich Tetiana

    2015-06-01

    Full Text Available Peculiarities of conceptual interview as a genre of universal publicism, the journalist’s work methods and conditions that enable a complete realization of the genre are analyzed in the article.

  9. Le genre en jeu. De la construction du genre dans les interactions en tennis de table

    Directory of Open Access Journals (Sweden)

    Rémi Richard

    2012-05-01

    Full Text Available À travers le cas d’un groupe de pongistes, cet article s’attache à mettre au jour les processus de construction du genre dans une pratique sportive mixte. À partir des propositions américaines des gender studies et plus particulièrement la notion de performativité qui replace l’individu au centre du processus de construction sociale de la réalité, nous allons tenter de saisir les procédés mis en œuvre par ces sportifs pour produire des normes de genre. Les observations et les entretiens réalisés montrent que tous les éléments de la situation sportive constituent une occasion de « faire » le genre : l’espace, les temps sportifs, la logique de l’activité et, bien sûr, les discours des sportifs sont mis au service d’une masculinisation du tennis de table.Gender game. About the construction of gender in the interactions in table tennisThrough the case of a group of table tennis players, this article attempts to bring to light the processes of gender construction in a mixed sports practice. From the American propositions of gender studies, and more particularly the concept of performativity which replaces the individual in the center of the process of social construction of the reality, we are going to try to seize the strategies implemented by these table tennis players to produce norms of gender. The observations and interviews realized show that all the elements of the sport situation are an opportunity "to do" gender: space, time, logic of the activity and of course speeches of the players service a masculinizing of table tennis.El género en juego. La construcción del género en las interacciones en el tenis de mesaA través el caso de un grupo de tenistas de mesa, este artículo tiene como objeto el poner en evidencia los procesos de construcción de género en una actividad deportiva mixta. A partir de las proposiciones americanas de los gender studies y en particular la noción de «performatividad» que

  10. Genre-adaptive semantic computing and audio-based modelling for music mood annotation.

    OpenAIRE

    Saari, Pasi; Fazekas, Gyorgy; Eerola, Tuomas; Barthet, Mathieu; Lartillot, Olivier; Sandler, Mark

    2016-01-01

    This study investigates whether taking genre into account is beneficial for automatic music mood annotation in terms of core affects valence, arousal, and tension, as well as several other mood scales. Novel techniques employing genre-adaptive semantic computing and audio-based modelling are proposed. A technique called the ACTwg employs genre-adaptive semantic computing of mood-related social tags, whereas ACTwg-SLPwg combines semantic computing and audio-based modelling, both in a genre-ada...

  11. The effect of violent video game playing on gamer's views of victims of crime

    OpenAIRE

    McLean, L.

    2015-01-01

    This research was designed to explore the relationship between violent video game play and attitudes towards victims. As the violent genre of games become more popular and as the graphics and content becomes even more realistic and immersive, there has been concern that this media form offers a different perspective on violence to players than more passive forms of media. Much of the research in the area of violent video game research has focused on changes in players in terms of aggressive b...

  12. The Effect of Interactivity with a Music Video Game on Second Language Vocabulary Recall

    National Research Council Canada - National Science Library

    deHaan, Jonathan; Reed, W. Michael; Kuwada, Katsuko

    2010-01-01

    ... institutionalized" (Steuer, 1993, p. 21, emphasis in original). Effective second language teaching and learning with games is more likely to occur if practical conclusions can be drawn from empirical evidence. Investigating the relationship between video games and language acquisition is problematic because of the ever-increasing variations of the media. Numerous genre...

  13. Indigenous Australian autobiography and the question of genre: an analysis of scholarly discourse

    Directory of Open Access Journals (Sweden)

    Oliver Haag

    2011-12-01

    Full Text Available This article is concerned with the different genre applications to Indigenous Australian autobiographies. Scholarship has not employed a consistent genre designation for this literature. This article identifies the reasons for a particular genre choice in scholarship and draws on interviews with scholars and authors to test their motivation for either adopting or rejecting the term 'autobiography' for Indigenous life narratives.

  14. A hybrid documentary genre: Animated documentary and the analysis of Waltz with Bashir (2008) movie

    National Research Council Canada - National Science Library

    Barış Tolga Ekinci

    2017-01-01

    .... The film genre which is called documentary has been defined in many different ways. In this study, animated documentary genre which is a form of hybrid documentary has been concerned with Baudrillard's theory. In this context, Ari Folman's animated documentary Waltz with Bassir (2008) has been analyzed with genre criticism method.

  15. Replication Research in Comparative Genre Analysis in English for Academic Purposes

    Science.gov (United States)

    Basturkmen, Helen

    2014-01-01

    In recent years a number of comparative studies based on an established approach to genre analysis have been published in the English for Academic Purposes (EAP) literature. Studies in this emerging strand of research typically aim to identify how the rhetorical structure of a particular genre (a text type) or part of a genre may vary across…

  16. An Analysis of the GTZAN Music Genre Dataset

    DEFF Research Database (Denmark)

    Sturm, Bob L.

    2012-01-01

    Most research in automatic music genre recognition has used the dataset assembled by Tzanetakis et al. in 2001. The composition and integrity of this dataset, however, has never been formally analyzed. For the first time, we provide an analysis of its composition, and create a machine...

  17. "Legal Problem Question Answer Genre" across Jurisdictions and Cultures

    Science.gov (United States)

    Tessuto, Girolamo

    2011-01-01

    This paper seeks to analyse discourse patterns of legal opinions in two languages and cultures--namely, Legal Problem Question Answers (LPQs) in the UK academic writing context and Pareri (Ps) in the Italian professional writing context. The qualitative and quantitative analysis of discourse in this paper, based on the tenets of genre analysis,…

  18. Teaching Writing in the Disciplines: Student Perspectives on Learning Genre

    Science.gov (United States)

    Goldschmidt, Mary

    2014-01-01

    Writing in the Disciplines curricula can both challenge and reinforce assumptions that writing is a general skill that students will already have learned prior to doing the specialized writing in their chosen field of study. Rhetorical genre studies, however, tends to emphasize the situated nature of writing expertise, and thus supports the…

  19. A Genre-Based Investigation of Workplace Communities

    NARCIS (Netherlands)

    Foscarini, F.

    2014-01-01

    This article discusses various key concepts involved in Rhetorical Genre Studies (RGS) and some of the theoretical frameworks frequently applied by RGS scholars, with the purpose of demonstrating their relevance to the archives and records management domain. By drawing on activity theory,

  20. The letter of submission: avoiding the promotional genre

    DEFF Research Database (Denmark)

    Shaw, Philip; Okamura, Akiko

    1998-01-01

    of American culture and the subculture of science. Research published elsewhere (Okamura and Shaw 1999, ESPJ) shows that neither native speakers of English nor non-natives who were not practising scientists could produce the appropriate genre, while NNS scientists produced texts which only deviated slightly...

  1. Effects of Different Genres of Music on Stress Levels.

    Science.gov (United States)

    Marshall, O. W.; Tomcala, Maryjane

    The response of patients with stress problems to one of five music genres during biofeedback training is measured. Fifty male and female patients between the ages of 15 and 25 who were receiving psychotherapy, self-help counseling, and physical fitness training as well as biofeedback training comprised the sample. Using a Biofeedback Systems…

  2. An Interpretation of Two Oromo Folklore Genres Integrated to ...

    African Journals Online (AJOL)

    The purpose of this study was to analyze and interpret the meanings of two selected folklore genres namely: riddle and pastoral song portrayed in primary Oromo language student text books integrated to enhance the language skills, knowledge, attitude and cultural values of the children. Qualitative method was employed ...

  3. Genre of Music and Lyrical Content: Expectation Effects.

    Science.gov (United States)

    Ballard, Mary E; Dodson, Alan R; Bazzini, Doris G

    1999-12-01

    This study was designed to examine whether people's expectations differ regarding how music lyrics affect individual behavior as a function of music genre. Because legislative attention and media publicity have been biased against certain types of popular music (i.e., heavy metal and rap), the authors expected that those genres of music would be viewed more negatively than other genres of popular music, for which there has been little or no negative publicity (i.e., pop and country). Participants (N = 160 college students) rated their perceptions of how the lyrical content of a song would affect listeners' behavior. The authors presented prosocial or antisocial lyrical passages to students (N = 160) under the guise of four musical genres (heavy metal, rap, pop, and country). Participants rated the potential impact of the lyrics on listeners' behavior. Findings indicated that lyrics labeled as heavy metal or rap were perceived as less likely to inspire prosocial behavior but not more likely to inspire antisocial behavior than the same lyrics labeled as country or pop.

  4. A Survey of Evaluation in Music Genre Recognition

    DEFF Research Database (Denmark)

    Sturm, Bob L.

    2012-01-01

    Much work is focused upon music genre recognition (MGR) from audio recordings, symbolic data, and other modalities. While reviews have been written of some of this work before, no survey has been made of the approaches to evaluating approaches to MGR. This paper compiles a bibliography of work...

  5. Verbal irony: Differences in usage across written genres

    NARCIS (Netherlands)

    Burgers, C.F.; van Mulken, M.J.P.; Schellens, P.J.M.C.

    2012-01-01

    According to Gibbs and Colston, one of the biggest challenges for irony research is the uncovering of the various ways in which irony is used in discourse. This article takes up a genre-based approach to deal with this research challenge. In a content analysis of ironic utterances from six written

  6. Dissertation Acknowledgments: The Anatomy of a Cinderella Genre

    Science.gov (United States)

    Hyland, Ken

    2003-01-01

    Although sometimes considered to be only marginally related to the key academic goals of establishing claims and reputations, acknowledgments are commonplace in scholarly communication and virtually obligatory in dissertation writing. The significance of this disregarded "Cinderella" genre lies partly in the opportunities it offers students to…

  7. Understanding the Text Genre Preferences of Third-Grade Readers

    Science.gov (United States)

    Gallo, Gina; Ness, Molly K.

    2013-01-01

    In recent decades, researchers have indicated that U.S. schools have underexposed elementary grade students to informational text. The increased exposure to this genre should be a top instructional priority. In the present study, we explored 46 third-grade students' attitudes toward and perceptions of informational text. Using three data sources…

  8. Effects of Associating with Musical Genres on Heterosexual Attraction.

    Science.gov (United States)

    Zillman, Dolf; Bhatia, Azra

    1989-01-01

    Studies the effect of musical preferences on undergraduate students' estimation of numerous behavioral traits and the desirability of a potential heterosexual date. Finds that such disclosure influences attraction, as well as the perception and evaluation of pertinent traits, the effects being a function of genre-specific stereotypes and…

  9. Coming-of-Age Genre: A Gendered Literary Appreciation of ...

    African Journals Online (AJOL)

    The scathing discrepancies of situating select novels within the confines of comingof- age genres remain to be resolved. The textual and thematic discovery and criticism of many such so associated novels predates the invention of the Xitsonga written literature, yet it underpins the basic tenets of most of this language's ...

  10. Classifying web genres in context: a case study documenting the web genres used by a software engineer

    NARCIS (Netherlands)

    Montesi, M.; Navarrete, T.

    2008-01-01

    This case study analyzes the Internet-based resources that a software engineer uses in his daily work. Methodologically, we studied the web browser history of the participant, classifying all the web pages he had seen over a period of 12 days into web genres. We interviewed him before and after the

  11. Genre Analysis and Writing Skill: Improving Iranian EFL Learners Writing Performance through the Tenets of Genre Analysis

    Science.gov (United States)

    Kalali, Nazanin Naderi; Pishkar, Kian

    2015-01-01

    The main thrust of this study was to determine whether a genre-based instruction improve the writing proficiency of Iranian EFL learners. To this end, 30 homogenous Iranian BA learners studying English at Islamic Azad University, Bandar Abbas Branch were selected as the participants of the study through a version of TOEFL test as the proficiency…

  12. Music genre preference and tempo alter alpha and beta waves in human non-musicians

    Directory of Open Access Journals (Sweden)

    Hunter Gentry

    2013-10-01

    Full Text Available This study examined the effects of music genre and tempo on brain activation patterns in 10 nonmusicians.Two genres (rock and jazz and three tempos (slowed, medium/normal, andquickened were examined using EEG recording and analyzed through Fast Fourier Transform(FFT analysis. When participants listened to their preferred genre, an increase in alpha waveamplitude was observed. Alpha waves were not significantly affected by tempo. Beta waveamplitude increased significantly as the tempo increased. Genre had no effect on beta waves. Thefindings of this study indicate that genre preference and artificially modified tempo do affectalpha and beta wave activation in non-musicians listening to preselected songs.

  13. ‘No Level Up!’: No effects of video game specialization and expertise on cognitive performance

    Directory of Open Access Journals (Sweden)

    Fernand eGobet

    2014-11-01

    Full Text Available Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants’ expertise and genre specialisation have on cognitive improvements in one task unrelated to video gaming (a flanker task and one related task (change detection task with both control and genre-specific images. This study was unique in three ways. Firstly, it analysed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players. Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialisation of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25 were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e. effect of congruence, there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialisation and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.

  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. 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...

  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. 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...

  19. The Issue of Textual Genres in the Medical Literature Produced in Late Imperial China

    Science.gov (United States)

    Bretelle-Establet, Florence

    A great abundance of Chinese medical texts have come down to us since the mid seventeenth century. This is the combined result of the large number of texts written in this period and the fact that the texts were better preserved than earlier. As a matter of fact, the large number of medical texts, coming from various social settings, set historians the quite daunting challenge of understanding what the texts really were and how they should be classified. The idea underlying this article was to go beyond the various modern generic classifications used thus far ("learned", "popular", and the like) and to highlight, instead, how medical texts themselves differ from each other. In this aim, I chose to compare a number of excerpts of medical texts written from the eighteenth century to the beginning of the twentieth century in different geographical and social settings. And to compare them, I decided to use some tools created by linguists who have been particularly interested in the issues of genre, notably those used by speech act theoreticians. In this article thus, I analyze these excerpts by paying close attention to the five levels of any discourse act, summarized in the well known formula "Who (says) What (to) Whom (in) What Channel (with) What Effect", following Harold D. Lasswell's classic communication paradigm. In other words, I try to shed light on how each of these texts differs from the others from the semantic, syntactic and emotional angles and whether these differences can be linked to the authors' social, geographical, chronological or intentional settings, and, finally, if we can speak of genres in Chinese medical literature.

  20. Action Classification and Highlighting in Videos

    OpenAIRE

    Torabi, Atousa; Sigal, Leonid

    2017-01-01

    Inspired by recent advances in neural machine translation, that jointly align and translate using encoder-decoder networks equipped with attention, we propose an attentionbased LSTM model for human activity recognition. Our model jointly learns to classify actions and highlight frames associated with the action, by attending to salient visual information through a jointly learned soft-attention networks. We explore attention informed by various forms of visual semantic features, including tho...

  1. Between genres and styles in the films of Robert Bresson

    Directory of Open Access Journals (Sweden)

    Luíza Beatriz Alvim

    2016-02-01

    Full Text Available The films of French director Robert Bresson are considered sober and transcendental. However, in A gentle woman (1969 and in Four nights of a dreamer (1972, he included extracts of quite different genres, like a libertine comedy (the extract of film Benjamim by Michel Deville, 1968, a Shakespearean tragedy (a performance of Shakespeare´s Hamlet and a gangster film (When love possesses us, produced by Bresson himself. In a way, those excerpts represent exactly the opposite of Bresson´s cinema. On the other hand, they still have some familiarity with it. We analyze the approach of those genres in the sequences in Bresson´s films, as well of the styles present in them by the use of music and images of paintings.

  2. Mock Games: A New Genre of Pervasive Play

    DEFF Research Database (Denmark)

    Brynskov, Martin; Ludvigsen, Martin

    2006-01-01

    In this paper we identify and characterize, in theory and by design example, a new genre of pervasive play for tweens that lies on the border between play and game, called mock games. The objective is to design digital support for more or less structured playfulness among preteen children......, primarily girls, in a way that emphasizes humor, friendly battle and identity construction. The method used is a combination of a review of a number of theories of games and play and a field study into the social reality of children’s playful activities. Based on these two investigations we characterize...... mock games as a genre and show that it is not covered well by any one of the reviewed theories, taking into account both social and technical aspects. Then we present a design example of such a system, DARE! We conclude by discussing ethical issues and set goals for future research....

  3. Technique, genre ou médium ?

    OpenAIRE

    Massuet, Jean-Baptiste

    2016-01-01

    « Manga », « cartoon », « film d’animation », autant de locutions pour désigner ce que la langue française a, à partir des années 1910-1920, choisi d’unifier sous le terme générique de « dessin animé ». Sous cette appellation, d’aucuns pourraient percevoir une technique, l’animation de dessins, là où d’autres pourraient percevoir un genre, principalement institutionnalisé aux États-Unis dans le courant des années 1920-1930. Cependant, comment le dessin animé envisagé en tant que genre, répond...

  4. 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...

  5. Institutionnalisation du genre, des droits et de la participation ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Un des résultats attendus est le renouvellement et le développement des compétences de recherche en genre, en articulation avec la problématique de droits et de citoyenneté ... Modes de gestion des hommes et des femmes entrepreneurs dans les petites et moyennes entreprises (PME) à Dakar : mémoire de maîtrise.

  6. Teaching Writing in the Disciplines: Student Perspectives on Learning Genre

    OpenAIRE

    Mary Goldschmidt

    2014-01-01

    Writing in the Disciplines curricula can both challenge and reinforce assumptions that writing is a general skill that students will already have learned prior to doing the specialized writing in their chosen field of study. Rhetorical genre studies, however, tends to emphasize the situated nature of writing expertise, and thus supports the exploration of more sustained and varied forms of writing instruction in higher education. This article reports on a qualitative study that gave priority ...

  7. A tale of two textbooks: Experiments in genre.

    Science.gov (United States)

    Kaiser, David

    2012-03-01

    Though the notion of a scientific textbook has been around for almost three centuries, the category has hardly been stable. The plasticity of the textbook genre may be illustrated by recent variations as well as long-term trends. In this brief essay I examine two idiosyncratic but highly successful physics books, each published in the mid 1970s, whose production, marketing, and adoption reveal some of the slippage between such categories as textbook, scholarly monograph, and popular best seller.

  8. An Anthology as a Representative Genre in Contemporary Ukrainian Literature

    Directory of Open Access Journals (Sweden)

    Olena Haleta

    2013-12-01

    Full Text Available In this article is analyzed a history and functions of an anthology in a modern Ukrainian literature from the last quarter of the 19th c. to the beginning of the 21st. An anthology is treated as a literary and anthropological project which is characterized by recasting of original materials and specific politics of its re-arangement. It proposes a new cultural value hierarchy, defines a literary field and the rules of its organization. As a form of literary self-representation an anthology participates in a process of forming a literary tradition and canon, its diversification up to the emergence of anti-canon; it intensifies a work of cultural memory, represents new literary genres and styles and also indicates an appearance of diaspora as a model of cultural citizenship. Numerous anthological projects also stress spacial, performative, subjective, gender, erotical, somatic, and oneirological aspects of creative writing; they rethink a very nature of literature as a creative experiment and as a social action in a context of mass culture and new media development. This allows us to consider the literary anthology as a way of a literary self-reflection and as a separate meta-genre in modern Ukrainian literature. The main genre-defining anthological qualities are such as selectivity, double methonimity, integrity and an ability to create new cultural values. The history of anthology as a specific meta-genre helps us to understand the general pecularities of modenr and postmodern literature, its structure and principles of development, its key problems and challanges and also its the most important achievements.

  9. Academic writing in a corpus of 4th grade science notebooks: An analysis of student language use and adult expectations of the genres of school science

    Science.gov (United States)

    Esquinca, Alberto

    This is a study of language use in the context of an inquiry-based science curriculum in which conceptual understanding ratings are used split texts into groups of "successful" and "unsuccessful" texts. "Successful" texts could include known features of science language. 420 texts generated by students in 14 classrooms from three school districts, culled from a prior study on the effectiveness of science notebooks to assess understanding, in addition to the aforementioned ratings are the data sources. In science notebooks, students write in the process of learning (here, a unit on electricity). The analytical framework is systemic functional linguistics (Halliday and Matthiessen, 2004; Eggins, 2004), specifically the concepts of genre, register and nominalization. Genre classification involves an analysis of the purpose and register features in the text (Schleppegrell, 2004). The use of features of the scientific academic register, namely the use relational processes and nominalization (Halliday and Martin, 1993), requires transitivity analysis and noun analysis. Transitivity analysis, consisting of the identification of the process type, is conducted on 4737 ranking clauses. A manual count of each noun used in the corpus allows for a typology of nouns. Four school science genres, procedures, procedural recounts reports and explanations, are found. Most texts (85.4%) are factual, and 14.1% are classified as explanations, the analytical genre. Logistic regression analysis indicates that there is no significant probability that the texts classified as explanation are placed in the group of "successful" texts. In addition, material process clauses predominate in the corpus, followed by relational process clauses. Results of a logistic regression analysis indicate that there is a significant probability (Chi square = 15.23, p corpus has recognizable genres and features science language, and relational processes are more prevalent in "successful" texts. However, the

  10. What Is Video Good for? Examining How Media and Story Genre Interact

    Science.gov (United States)

    Koehler, Matthew; Yadav, Aman; Phillips, Michael; Cavazos-Kottke, Sean

    2005-01-01

    Research suggests that the educational value of a media format depends upon the ways in which its representational affordances interact with complex features of the learning environment, including learner characteristics, content domains, pedagogical strategies, and cognitive and social processes. In the current study, we sought to understand some…

  11. Audio-video decision support for patients: the documentary genre as a basis for decision aids

    NARCIS (Netherlands)

    Volandes, A.E.; Barry, M.J.; Wood, F.; Elwyn, G.

    2013-01-01

    Objective Decision support tools are increasingly using audio-visual materials. However, disagreement exists about the use of audio-visual materials as they may be subjective and biased. Methods This is a literature review of the major texts for documentary film studies to extrapolate issues of

  12. Tula song folklore: genre-stylistic and dialectic peculiarities

    Directory of Open Access Journals (Sweden)

    Krasovskaya Nelli Alexandrovna

    2016-06-01

    Full Text Available The article analyzes the works of Tula folklore recorded in the western part of the Tula region, in terms of genre, stylistic and linguistic features. The relevance of the study is related to the fact that Tula folk songs has not been studied, linguistic features of the works are not subjected to serious analysis. The article describes the features of the genre of songs recorded in Belevsky district of Tula region, including the ancient fortunetelling chants, wedding ceremony songs, romantic ballads etc., it is cited numerous examples in the lyrics that reflect the dialectal features of the phonetic, grammatical, lexical levels. According to the authors, a modern folk song genre retains its diversity and is a kind of storeroom containing priceless linguistic wealth. The analysis allows to draw conclusions about the presence and well-preserved in the recorded music of South Russian dialect phonetic and grammatical features. So far, there is no established typology of Tula dialects, therefore, according to the authors, the fixation of folklore in the territories bordering on Tula dialects, is very important and interesting for further descriptive and comparative work on identifying the eastern and south-south-west differences in Tula dialects.

  13. Business plan: A preliminary approach to an unknown genre

    Directory of Open Access Journals (Sweden)

    Federico Navarro

    2015-11-01

    Full Text Available The business plan has been widely included in the curricula of economics degrees and is key to business practice worldwide, but has not been studied from a socio-discursive perspective yet due to restrictions in its social, spatial, and temporal circulation. Based on interviews and a qualitative analysis of a corpus of 38 texts written in Spanish, I aim to provide a preliminary description of the genre. Results indicate that a chain of four phases is associated to a continuum of social settings organized through entrepreneurial/corporate and expert/training variables; its rhetorical structure includes “describing present/potential situation of the company and market” and “describing future processes of strategic actions regarding the marketing, production, and financial plans”. This analysis offers methodological innovations to account for occluded genres, encourages the contrastive study of the business plan in different cultural and linguistic environments, and assists business teachers with a situated picture of the genre

  14. A media discursive genre: The defender of the viewer

    Directory of Open Access Journals (Sweden)

    Víctor Alfonso Barragán Escarpeta

    2016-08-01

    Full Text Available The following article presents the progress of the research called “A media discursive genre: The defender of the viewer” and has the objective to characterize this particular genre. This research is based on the ideas of Bajtin (1982, Carranza (2012 as well as Social-Communicative Perspective of Charaudeau (2012 about genres, in the way that they give theoretical and methodological elements to the establishment of this characterization, and, in the same way, for being perspectives that emphasize on the social component of texts, let us to understand aspects such as relations between participants and the influence of these in discourse. To do this, our methodology analyzes two different programs of public television channels through making transcripts and images, selected from the establishment of the following categories: the field of social practice, the overall situation of communication (SGC and the specific situation of communication (SEC; also discursive properties and the formal properties; flexible frameworks and the subject agent. In this way, this article makes a practical-theoretical exercise of an inductive nature which rescues how categories of the communicative situation and the analysis of elements such as supports allow a greater deepening of different dimensions in the media discursive practices (social relation, themes, etc. as well as observing to what extent we are talking about discursive genders and sub genders in daily life.

  15. 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.

  16. Genre Analysis and Writing Skill: Improving Iranian EFL Learners Writing Performance through the Tenets of Genre Analysis

    Directory of Open Access Journals (Sweden)

    Nazanin Naderi Kalali

    2015-12-01

    Full Text Available The main thrust of this study was to determine whether a genre-based instruction improve the writing proficiency of Iranian EFL learners. To this end, 30 homogenous Iranian BA learners studying English at Islamic Azad University, Bandar Abbas Branch were selected as the participants of the study through a version of TOEFL test as the proficiency test. The selected participants were 15 females and 15 males who were randomly divided into two groups of experimental and control. The both experimental and control groups were asked to write on a topic determined by the researcher which were considered as the pre-test. The writing of the students were scored using holistic scoring procedure. The subjects received sixteen hours instruction—the experimental group using a genre-based pedagogy and the control group through the traditional methodology which was followed by a post-test—the subjects were, this time, asked to write on the same topic which they were asked to write before instruction. Their post-writings were also scored through the holistic scoring procedures. In analyzing the data, t-test statistic was utilized for comparing the performances of the two groups. It was found that there is statistically significant difference between the writing ability of the participants who go under a genre-based instruction and who don’t. The study, however, didn’t find any significant role for gender. Keywords: genre analysis, writing skill, holistic scoring procedure, pre-test, post-test, t-test

  17. Videostreaming - populární fenomén. Online video není pouze streaming

    OpenAIRE

    Burachovičová, Eva

    2009-01-01

    This diploma thesis aims to provide a general overview of the issue of IP video transmission. First chapter gives in-dept introduction of the technical side of video streaming and online video generally and its functions. The second part presents the main roles of theusers and genres in this field and it also show the main social aspects of the online video technologies. The aim of the third chapter is to refer to the current use of technology and to its possible further usage. In the fourth ...

  18. Neural Basis of Video Gaming: A Systematic Review

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464

  19. Neural Basis of Video Gaming: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Marc Palaus

    2017-05-01

    Full Text Available Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games.Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass.Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games.Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence.Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  20. Neural Basis of Video Gaming: A Systematic Review.

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  1. Aiming at the English language proficiency objectives of the National Core Curriculum for basic education through video games

    OpenAIRE

    Lukkarinen, M. (Markus)

    2013-01-01

    The objective of this paper is to study the Finnish National core curriculum for basic education and its English language proficiency objectives and analyse how video games can help ninth graders to aim at these objectives and improve their English language skills. Additionally, this thesis examines if the genre of a video game played has an impact on the English language learning experience, i.e., whether playing, for instance, a role-playing game benefits the student more in terms of Englis...

  2. The Double Feedback Loop and the Parameter Theory of Text Genres

    DEFF Research Database (Denmark)

    Bundgaard, Peer; Østergaard, Svend

    2014-01-01

    [This article has a double scope. First, we consider the dynamics inherent in the emergence of genres. Our view is that genres emerge relative to two sets of constraints, which we aim to capture in our double feedback loop model for the dynamics of genres. On the one hand, (text) genres, or text...... types, as we will interchangeably call them, emerge as a variation of already existing text types. On the other hand, genres develop as a response to the negative constraints or positive affordances of given situations: that is, either the exigencies of the situation or the new resources available...... type is not simply caused by the exigencies present in a given situation, but, once emerged, also feeds back into the situation, further stabilizing or consolidating it: hence, the use of the term “feedback loop”. Section 2 is a more detailed discussion of the dynamics of genres with a particular focus...

  3. "Once more a kingly quest": Fan games and the classic adventure genre

    Directory of Open Access Journals (Sweden)

    Anastasia Marie Salter

    2009-03-01

    Full Text Available The classic adventure games—part of the earliest traditions of interactive narrative—have not disappeared, although they no longer occupy space on the shelves at the local computer store. Even as changing hardware and operating systems render these games of the 1980s and 1990s literally unplayable without emulating the computer systems of the past, fans are keeping these stories alive. Authorship of these games has changed hands: it is now under the control of the fans, the former and current players. Through the online sharing of fan-created game design tool sets and of the fan-created games themselves, these new coauthors create a haven to revisit these decades-old games using fresh eyes and fresh systems. The products of these folk art–reminiscent efforts also offer a venue to reconsider video game fandom in light of genres. They also allow us to understand these "personal games," productions of one or more people that are not intended for commercial sale, as carrying the heritage of the classic era forward into the next generation of gaming.

  4. The Implementation of Process-genre Approach to Teaching Writing Business Letter

    OpenAIRE

    Gupitasari, Hilda

    2013-01-01

    This paper reports on the results of a study on the implementation of the process-genre approach to teaching writing business letters. The study aimed to find out whether the implementation of the process-genre approach can improve students' ability in writing business lettersand to investigate students' responses to the use of the process-genre approach. This study used Classroom Action Research (CAR) design and the participants were twelfth gradersat one vocational school in Cianjur. The re...

  5. Real-time visual concept classification

    NARCIS (Netherlands)

    Uijlings, J.R.R.; Smeulders, A.W.M.; Scha, R.J.H.

    2010-01-01

    As datasets grow increasingly large in content-based image and video retrieval, computational efficiency of concept classification is important. This paper reviews techniques to accelerate concept classification, where we show the trade-off between computational efficiency and accuracy. As a basis,

  6. Learning and Recognition of Clothing Genres From Full-Body Images.

    Science.gov (United States)

    Hidayati, Shintami C; You, Chuang-Wen; Cheng, Wen-Huang; Hua, Kai-Lung

    2017-06-19

    According to the theory of clothing design, the genres of clothes can be recognized based on a set of visually differentiable style elements, which exhibit salient features of visual appearance and reflect high-level fashion styles for better describing clothing genres. Instead of using less-discriminative low-level features or ambiguous keywords to identify clothing genres, we proposed a novel approach for automatically classifying clothing genres based on the visually differentiable style elements. A set of style elements, that are crucial for recognizing specific visual styles of clothing genres, were identified based on the clothing design theory. In addition, the corresponding salient visual features of each style element were identified and formulated with variables that can be computationally derived with various computer vision algorithms. To evaluate the performance of our algorithm, a dataset containing 3250 full-body shots crawled from popular online stores was built. Recognition results show that our proposed algorithms achieved promising overall precision, recall, and F-score of 88.76%, 88.53%, and 88.64% for recognizing upperwear genres, and 88.21%, 88.17%, and 88.19% for recognizing lowerwear genres, respectively. The effectiveness of each style element and its visual features on recognizing clothing genres was demonstrated through a set of experiments involving different sets of style elements or features. In summary, our experimental results demonstrate the effectiveness of the proposed method in clothing genre recognition.

  7. Genre in the function of irony: Literary revenge of Michael Psellos

    Directory of Open Access Journals (Sweden)

    Repajić Milena

    2015-01-01

    Full Text Available The paper deals with the problem of genres and methodological digressions in the sixth book of Michael Psellos’ Chronographia, in the context of contemporary genre theories. Conventional opinions about author’s motives for composing digressions about genre and about the complex argument he leaves for interpretation of his own text will be questioned. The main thesis is that the genre-play within history - primarily the use of drama and encomium - has a role in depicting the ironic portrait of the emperor Constantine IX Monomachos. [Projekat Ministarstva nauke Republike Srbije, br. 177015

  8. Real time automatic scene classification

    NARCIS (Netherlands)

    Verbrugge, R.; Israël, Menno; Taatgen, N.; van den Broek, Egon; van der Putten, Peter; Schomaker, L.; den Uyl, Marten J.

    2004-01-01

    This work has been done as part of the EU VICAR (IST) project and the EU SCOFI project (IAP). The aim of the first project was to develop a real time video indexing classification annotation and retrieval system. For our systems, we have adapted the approach of Picard and Minka [3], who categorized

  9. Classifying smoke in laparoscopic videos using SVM

    Directory of Open Access Journals (Sweden)

    Alshirbaji Tamer Abdulbaki

    2017-09-01

    Full Text Available Smoke in laparoscopic videos usually appears due to the use of electrocautery when cutting or coagulating tissues. Therefore, detecting smoke can be used for event-based annotation in laparoscopic surgeries by retrieving the events associated with the electrocauterization. Furthermore, smoke detection can also be used for automatic smoke removal. However, detecting smoke in laparoscopic video is a challenge because of the changeability of smoke patterns, the moving camera and the different lighting conditions. In this paper, we present a video-based smoke detection algorithm to detect smoke of different densities such as fog, low and high density in laparoscopic videos. The proposed method depends on extracting various visual features from the laparoscopic images and providing them to support vector machine (SVM classifier. Features are based on motion, colour and texture patterns of the smoke. We validated our algorithm using experimental evaluation on four laparoscopic cholecystectomy videos. These four videos were manually annotated by defining every frame as smoke or non-smoke frame. The algorithm was applied to the videos by using different feature combinations for classification. Experimental results show that the combination of all proposed features gives the best classification performance. The overall accuracy (i.e. correctly classified frames is around 84%, with the sensitivity (i.e. correctly detected smoke frames and the specificity (i.e. correctly detected non-smoke frames are 89% and 80%, respectively.

  10. Legitimacy, Self-Interpretation and Genre in Media Industries

    DEFF Research Database (Denmark)

    Alacovska, Ana

    2015-01-01

    . In contrast to prevalent theorisations of paratexts as simultaneous hermeneutic and marketing frameworks that regulate a reader’s interpretive practices (reception) and/or media purchasing habits (consumption), I suggest that paratexts are vehicles through which media production companies engage in auto......-communication, that is, self-interpret with a view to legitimating an ethical, virtuous and authentic institutional self. I furthermore suggest that a media company’s paratextual legitimation efforts unfold in reference to the genre, under the label of which its media products are produced, promoted and distributed...

  11. Universal patterns in sound amplitudes of songs and music genres

    Science.gov (United States)

    Mendes, R. S.; Ribeiro, H. V.; Freire, F. C. M.; Tateishi, A. A.; Lenzi, E. K.

    2011-01-01

    We report a statistical analysis of more than eight thousand songs. Specifically, we investigated the probability distribution of the normalized sound amplitudes. Our findings suggest a universal form of distribution that agrees well with a one-parameter stretched Gaussian. We also argue that this parameter can give information on music complexity, and consequently it helps classify songs as well as music genres. Additionally, we present statistical evidence that correlation aspects of the songs are directly related to the non-Gaussian nature of their sound amplitude distributions.

  12. Genre-based Course Book for Hospitality Departmentn in Surakarta

    OpenAIRE

    Suprihatin, Yeni

    2016-01-01

    This research is aimed at designing ESP Course book at SMK Sahid Surakarta that mainly focus: To investigate the quality of existing learning book used in English teaching and learning at SMK especially in hospitality department and to describe the design of Genre-based ESP course book for hospitality department of SMK.This research and development was carried out in SMK Sahid Surakarta in the academic year of 2015/2016. The number of population was three classes (that consisted of the eighth...

  13. Exploring the relationship between video game expertise and fluid intelligence.

    Directory of Open Access Journals (Sweden)

    Athanasios V Kokkinakis

    Full Text Available Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs. In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.

  14. Impact of video games on plasticity of the hippocampus.

    Science.gov (United States)

    West, G L; Konishi, K; Diarra, M; Benady-Chorney, J; Drisdelle, B L; Dahmani, L; Sodums, D J; Lepore, F; Jolicoeur, P; Bohbot, V D

    2017-08-08

    The hippocampus is critical to healthy cognition, yet results in the current study show that action video game players have reduced grey matter within the hippocampus. A subsequent randomised longitudinal training experiment demonstrated that first-person shooting games reduce grey matter within the hippocampus in participants using non-spatial memory strategies. Conversely, participants who use hippocampus-dependent spatial strategies showed increased grey matter in the hippocampus after training. A control group that trained on 3D-platform games displayed growth in either the hippocampus or the functionally connected entorhinal cortex. A third study replicated the effect of action video game training on grey matter in the hippocampus. These results show that video games can be beneficial or detrimental to the hippocampal system depending on the navigation strategy that a person employs and the genre of the game.Molecular Psychiatry advance online publication, 8 August 2017; doi:10.1038/mp.2017.155.

  15. Exploring the relationship between video game expertise and fluid intelligence.

    Science.gov (United States)

    Kokkinakis, Athanasios V; Cowling, Peter I; Drachen, Anders; Wade, Alex R

    2017-01-01

    Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.

  16. Audio-Visual Classification of Sports Types

    DEFF Research Database (Denmark)

    Gade, Rikke; Abou-Zleikha, Mohamed; Christensen, Mads Græsbøll

    2015-01-01

    In this work we propose a method for classification of sports types from combined audio and visual features ex- tracted from thermal video. From audio Mel Frequency Cepstral Coefficients (MFCC) are extracted, and PCA are applied to reduce the feature space to 10 dimensions. From the visual modality...... short trajectories are constructed to rep- resent the motion of players. From these, four motion fea- tures are extracted and combined directly with audio fea- tures for classification. A k-nearest neighbour classifier is applied for classification of 180 1-minute video sequences from three sports types...

  17. Coding the Complexity of Activity in Video Recordings

    DEFF Research Database (Denmark)

    Harter, Christopher Daniel; Otrel-Cass, Kathrin

    2017-01-01

    This paper presents a theoretical approach to coding and analyzing video data on human interaction and activity, using principles found in cultural historical activity theory. The systematic classification or coding of information contained in video data on activity can be arduous and time consum...

  18. Messages about Antibiotic Resistance in Different Newspaper Genres

    Directory of Open Access Journals (Sweden)

    Marwa Nasr

    2013-10-01

    Full Text Available Poorer people are more likely to use antibiotics; inappropriate antibiotic use causes resistance, and health campaigns attempt to change behaviour through education. However, fuelled by the media, the public think antibiotic resistance is outside their control. Differences in the attribution of blame for antibiotic resistance in two genres of UK newspapers, targeting distinct socioeconomic groups, were examined using a mixed methods approach. Firstly, depiction of blame was categorised as either external to the lay public (outside their control or internal (lay person accountable and subjected to a chi-square test. Secondly, using critical discourse analysis, we examined the portrayal of the main agents through newspaper language. Data from 597 articles (307 broadsheets analysed revealed a significant association between newspaper genre and attribution of blame for antibiotic resistance. While both newspaper types blamed antibiotic resistance predominantly on factors external to the lay public, broadsheets were more likely to acknowledge internal factors than tabloids. Tabloids provided a more skewed representation, exposing readers to inaccurate explanations about antibiotic resistance. They highlighted ineptitude in health professionals, victimising patients and blaming others, while broadsheets used less emotive language. Pharmacists should take special care to communicate the importance of appropriate antibiotic use against this backdrop of distortion.

  19. Uncovering collective listening habits and music genres in bipartite networks

    Science.gov (United States)

    Lambiotte, R.; Ausloos, M.

    2005-12-01

    In this paper, we analyze web-downloaded data on people sharing their music library, that we use as their individual musical signatures. The system is represented by a bipartite network, nodes being the music groups and the listeners. Music groups’ audience size behaves like a power law, but the individual music library size is an exponential with deviations at small values. In order to extract structures from the network, we focus on correlation matrices, that we filter by removing the least correlated links. This percolation idea-based method reveals the emergence of social communities and music genres, that are visualized by a branching representation. Evidence of collective listening habits that do not fit the neat usual genres defined by the music industry indicates an alternative way of classifying listeners and music groups. The structure of the network is also studied by a more refined method, based upon a random walk exploration of its properties. Finally, a personal identification-community imitation model for growing bipartite networks is outlined, following Potts ingredients. Simulation results do reproduce quite well the empirical data.

  20. Writing business research article abstracts: A genre approach

    Directory of Open Access Journals (Sweden)

    Carmen Piqué-Noguera

    2012-10-01

    Full Text Available A great deal has been published about oral and written genres in business (e.g., letters, research articles, oral presentations, etc., and less attention has been paid to business research article abstracts as a written genre, as many experts would argue. This research intends to raise rhetorical awareness about the role of abstracts in today’s academic world. To this effect, the abstracts of two official publications of the Association of Business Communication, Journal of Business Communication and Business Communication Quarterly, have been analyzed and compared in terms of structure and content according to models published in the specialized literature. The results show an irregular and inconsistent presentation of abstracts, a good number of them following no set pattern and thus lacking in important information for researchers. These findings suggest, first of all, that abstracts have a specific mission to fulfil and should not be disregarded; and, secondly, that journal guidelines for authors should be more explicit in their instructions on how to write and structure abstracts.

  1. Applied genre analysis: a multi-perspective model

    Directory of Open Access Journals (Sweden)

    Vijay K Bhatia

    2002-04-01

    Full Text Available Genre analysis can be viewed from two different perspectives: it may be seen as a reflection of the complex realities of the world of institutionalised communication, or it may be seen as a pedagogically effective and convenient tool for the design of language teaching programmes, often situated within simulated contexts of classroom activities. This paper makes an attempt to understand and resolve the tension between these two seemingly contentious perspectives to answer the question: "Is generic description a reflection of reality, or a convenient fiction invented by applied linguists?". The paper also discusses issues related to the nature and use of linguistic description in a genre-based educational enterprise, claiming that instead of using generic descriptions as models for linguistic reproduction of conventional forms to respond to recurring social contexts, as is often the case in many communication based curriculum contexts, they can be used as analytical resource to understand and manipulate complex inter-generic and multicultural realisations of professional discourse, which will enable learners to use generic knowledge to respond to novel social contexts and also to create new forms of discourse to achieve pragmatic success as well as other powerful human agendas.

  2. 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.

  3. Automated Video Quality Assessment for Deep-Sea Video

    Science.gov (United States)

    Pirenne, B.; Hoeberechts, M.; Kalmbach, A.; Sadhu, T.; Branzan Albu, A.; Glotin, H.; Jeffries, M. A.; Bui, A. O. V.

    2015-12-01

    these effects. These steps include filtering out unusable data, color and luminance balancing, and choosing the most appropriate image descriptors. We apply these techniques to generate automated quality assessment of video data and illustrate their utility with an example application where we perform vision-based substrate classification.

  4. The Role of Genre in Language Syllabus Design: The Case of Bahrain

    Science.gov (United States)

    Bax, Stephen

    2006-01-01

    This article examines the role of genre in English language syllabus design, with reference to a project in Bahrain secondary schools. It attempts to show how, through a carefully devised and conducted qualitative study in ethnographic mode, a syllabus was developed which placed genre at its centre. It also attempts to illuminate how issues…

  5. The Very Hungry Caterpillar Turned into a Butterfly: Children's and Parents' Enjoyment of Different Book Genres

    Science.gov (United States)

    Robertson, Sarah-Jane L.; Reese, Elaine

    2017-01-01

    This study aimed to examine which genres parents are reading to children and for themselves. Furthermore, it aimed to examine mothers' and fathers' shared reading strategies for different book genres in relation to children's language and literacy development. Parents shared a narrative and an expository book with their preschool-aged children.…

  6. Use of the Genre-Based Approach to Teach Expository Essays to English Pedagogy Students

    Science.gov (United States)

    Gómez Burgos, Eric

    2017-01-01

    The following article reports the results of an action research project conducted in a public university in Chile. The project consisted of exposing ten undergraduate students from an English pedagogy program to a genre-based approach to writing expository essays. During eight weeks the three stages of the genre-based approach, namely:…

  7. Genre-based Pedagogy: A case of an Iranian ESP Business Management course

    Directory of Open Access Journals (Sweden)

    Hadis Toufani Asl

    2015-11-01

    Full Text Available Genre-based instruction has been latterly a very common method used in language courses. In spite of the various research conducted on academic genres, there are still very few studies which examine the learners’ perceptions of genre-based pedagogy, particularly in courses like English for Specific Purposes (ESP. Therefore, the present study aimed at considering the Sophomore Business Management learners’ perspective on genre instruction in their ESP course, at the University of Tehran. The focuses of the present study were the focal genres of textbook and teaching method in terms of the content feature. The data was collected by means of both quantitative and qualitative instruments which were subject to both statistical analysis and constant comparative method of qualitative analysis. Results of the study revealed that the practice of genres were relevant to some of the learners’ subsequent academic and non-academic performance. Furthermore, the results regarding the questionnaire section indicated that a number of learners could apply the genre features and they were conscious of them. By and large, it was concluded that the explicit instruction together with the provision of more English-mediated content courses, for practices outside of the classroom, can have a higher impact on ESP programs. Keywords: ESP, genre-based pedagogy, content, textbook, teaching method, activities, learners’ perception

  8. Improving Iranian High School Students' Reading Comprehension Using the Tenets of Genre Analysis

    Directory of Open Access Journals (Sweden)

    Rezvan Adelnia

    2016-08-01

    Full Text Available This study is an attempt to investigate impact of using a technique, namely, genre-based approach on improving reading ability on Iranian EFL learners' achievement. Therefore, an attempt was made to compare genre-based approach to teaching reading with traditional approaches. For achieving this purpose, by administering the Oxford Quick Placement Test (OQPT 80 female EFL learners were chosen. We assigned the participants to an experimental and a control group randomly. A reading test was administered on the whole population as the pretest. 10 reading passages were taught using the tenets of genre based instruction, while the same reading passages were taught to the participants in the control group traditionally. After 10 sessions of instruction when all the passages were taught, the participants sat for a posttest. The research hypothesis according to which using genre-based approach to teaching reading does not significantly improve reading ability of Iranian EFL learners was rejected at 0.05 level of significance. Differently stated, using genre-based approach to teach reading can improve EFL learners’ performance in their reading classes. The result also showed that there is a meaningful difference between the performance of students who go under a traditional approach in teaching reading comprehension and those who are instructed using genre-based approach. The outcomes of this study can be used by English language teachers to consider the importance of a genre-based instruction. Keywords: Genre-Based Instruction (GBI, Reading comprehension, Iranian EFL learners, Reading comprehension

  9. Is the press release a genre? a study of form and content

    DEFF Research Database (Denmark)

    Lassen, Inger

    2006-01-01

    ; Eggins, 1994). Genre analysts who have studied press releases in particular (e.g. Frandsen et al., 1997; Jcobs, 1999) tend to share this view, but nevertheless categorize communicative events conveyed through the press release as belonging to one genre despite variation in rhetorical objectives...

  10. Selecting Television Programs for Language Learning: Investigating Television Programs from the Same Genre

    Science.gov (United States)

    Webb, Stuart

    2011-01-01

    The scripts of 288 television episodes were analysed to determine the extent to which vocabulary reoccurs in television programs from the same subgenres and unrelated television programs from different genres. Episodes from two programs from each of the following three subgenres of the American drama genre: medical, spy/action, and criminal…

  11. Unblocking Occluded Genres in Graduate Writing: Thesis and Dissertation Support Services at North Carolina State University

    Science.gov (United States)

    Autry, Meagan Kittle; Carter, Michael

    2015-01-01

    In 2013, the Graduate School at North Carolina State University launched Thesis and Dissertation Support Services, a rhetorical, genre-based approach to assisting students with their graduate writing. Through a description of the program's founding, goals, and first year of services, we summarize this genre-based approach that is informed by the…

  12. A Dozen Heads Are Better than One: Collaborative Writing in Genre-Based Pedagogy

    Science.gov (United States)

    Caplan, Nigel A.; Farling, Monica

    2017-01-01

    Organizing writing instruction around genres rather than rhetorical modes can be a highly effective and engaging preparation for students' academic and professional writing needs. The teaching/learning cycle (TLC) is a highly scaffolded curriculum model for teaching target written genres. In the TLC, the organization of and linguistic choices in a…

  13. Connecting Genres and Languages in Online Scholarly Communication: An Analysis of Research Group Blogs

    Science.gov (United States)

    Luzón, María José

    2017-01-01

    Blogs provide an open space for scholars to share information, communicate about their research, and reach a diversified audience. Posts in academic blogs are usually hybrid texts where various genres are connected and recontextualized; yet little research has examined how these genres function together to support scholars' activity. The purpose…

  14. Reconsidering Genre Theory in K-12 Schools: A Response to School Reforms in the United States

    Science.gov (United States)

    Gebhard, Meg; Harman, Ruth

    2011-01-01

    Education reforms in the United States have placed new demands on English language learners (ELLs) and their teachers in K-12 public schools. In response, many teachers, teacher educators, and literacy scholars are reexamining genre theory and genre-based pedagogy as a way of supporting the academic literacy development of the growing number of…

  15. Students' Genre Expectations and the Effects of Text Cohesion on Reading Comprehension

    Science.gov (United States)

    Schmitz, Anke; Gräsel, Cornelia; Rothstein, Björn

    2017-01-01

    This study raises the question what makes school texts comprehensible by analyzing whether students' genre expectations about literary or expository texts moderate the impact of different forms of text cohesion on reading comprehension, even when the texts are similar regarding their genre. 754 students (Grade 9) from comprehensive schools read…

  16. Genre-dependent interaction of coherence and lexical cohesion in written discourse

    NARCIS (Netherlands)

    Berzlánovich, I.; Redeker, G.

    2012-01-01

    We investigate the interaction between coherence and lexical cohesion in expository and persuasive texts using seven encyclopedia texts and seven fundraising letters. We describe genre structure in terms of genre-specific moves and coherence structure with Rhetorical Structure Theory. For lexical

  17. Teaching Memoir in the Elementary School Classroom: A Genre Study Approach

    Science.gov (United States)

    Gibney, Tara

    2012-01-01

    This article describes how one teacher implemented a memoir genre study in her sixth grade classroom using a writing workshop approach. It begins by outlining the author's philosophy and rationale for teaching writing in this manner. This is followed by a discussion of how one could organize one's classroom for a memoir genre study. Several…

  18. Contemporary Memoir: A 21st-Century Genre Ideal for Teens

    Science.gov (United States)

    Kirby, Dawn Latta; Kirby, Dan

    2010-01-01

    For the past 20 years, the authors have been reading and teaching literary memoir to students of all ages. In the mid-1980s, they began looking for ways to incorporate more nonfiction into their literature classes, hoping to find a fresh genre unflattened by instruction. They wanted to explore with students a genre that literary critics had not…

  19. Revisiting a Genre: Teaching Infographics in Business and Professional Communication Courses

    Science.gov (United States)

    Toth, Christopher

    2013-01-01

    Infographics exist on nearly any topic you can imagine, proliferating in the digital age with social media. As this genre continues to explode in the business scene, business and professional communication instructors can no longer ignore showing their students infographics. After first defining the genre and outlining how it situates itself…

  20. Evaluating the effectiveness of a cross-disciplinary genre-focused ...

    African Journals Online (AJOL)

    In tertiary education settings it is imperative for students to move confidently between the academic discourses of a variety of disciplines. Thus, it is merited to aim writing interventions at genres that straddle disciplinary boundaries. Following a survey on preferred genres and text types at the University of Pretoria an ...

  1. Improving Iranian High School Students' Reading Comprehension Using the Tenets of Genre Analysis

    Science.gov (United States)

    Adelnia, Rezvan; Salehi, Hadi

    2016-01-01

    This study is an attempt to investigate impact of using a technique, namely, genre-based approach on improving reading ability on Iranian EFL learners' achievement. Therefore, an attempt was made to compare genre-based approach to teaching reading with traditional approaches. For achieving this purpose, by administering the Oxford Quick Placement…

  2. The use of genre analysis in the design of electronic meeting systems

    Directory of Open Access Journals (Sweden)

    Pedro Antunes

    2006-01-01

    Full Text Available Introduction. Genre analysis is an approach to study communication patterns and thus it can be applied to the specific context of meetings. This research investigates the impact of genre analysis on the design of electronic meeting systems. Background. The primary goal of genre analysis is to understand how virtual communities use digital communication to collaborate. This knowledge is fundamental to inform IT design, particularly in areas where communication and informality are paramount. However, the research literature does not report any experiments where genre analysis has been used to inform electronic meeting system design. Problems. The paper tackles the following common problems found in current electronic meeting systems: (1 reduced organizational integration, neglecting many contextual cues and explaining factors necessary to make meeting outcomes usable within the organization; (2 lack of support to specific communities of users, stressing the dependency on a facilitator to configure and manage the technology; and (3 lack of support to meeting occurrences that span across long time periods. Conclusion. . The paper describes how genre analysis was used to develop electronic meeting systems for several organizations and meeting genres. It covers the complete design process, from genre elicitation to validation. The obtained results demonstrate that the genre approach produces electronic meeting systems focused on organizational integration, pre-configured to communities of users, supporting long-term usage and added organizational value.

  3. NOAA Point Shapefile- Benthic Habitat Classifications from Phantom S2 ROV Underwater Video, US Virgin Islands, Project NF-06-03, 2006, UTM 20N WGS84 (NCEI Accession 0131851)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a point shapefile with benthic habitat classifications of vertical relief, geomorphological structure, substrate, and biological cover for...

  4. NOAA Point Shapefile- Benthic Habitat Classifications from Phantom S2 ROV Underwater Video, US Virgin Islands, Project NF-05-05, 2005, UTM 20N WGS84 (NCEI Accession (0131860)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — This dataset contains a point shapefile with benthic habitat classifications of vertical relief, geomorphological structure, substrate, and biological cover for...

  5. 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

  6. 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: ...

  7. 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 ...

  8. 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 ...

  9. Research of Video Steganalysis Algorithm Based on H265 Protocol

    Directory of Open Access Journals (Sweden)

    Wu Kaicheng

    2015-01-01

    This paper researches LSB matching VSA based on H265 protocol with the research background of 26 original Video sequences, it firstly extracts classification features out from training samples as input of SVM, and trains in SVM to obtain high-quality category classification model, and then tests whether there is suspicious information in the video sample. The experimental results show that VSA algorithm based on LSB matching can be more practical to obtain all frame embedded secret information and carrier and video of local frame embedded. In addition, VSA adopts the method of frame by frame with a strong robustness in resisting attack in the corresponding time domain.

  10. Multimodal Semantics Extraction from User-Generated Videos

    Directory of Open Access Journals (Sweden)

    Francesco Cricri

    2012-01-01

    Full Text Available User-generated video content has grown tremendously fast to the point of outpacing professional content creation. In this work we develop methods that analyze contextual information of multiple user-generated videos in order to obtain semantic information about public happenings (e.g., sport and live music events being recorded in these videos. One of the key contributions of this work is a joint utilization of different data modalities, including such captured by auxiliary sensors during the video recording performed by each user. In particular, we analyze GPS data, magnetometer data, accelerometer data, video- and audio-content data. We use these data modalities to infer information about the event being recorded, in terms of layout (e.g., stadium, genre, indoor versus outdoor scene, and the main area of interest of the event. Furthermore we propose a method that automatically identifies the optimal set of cameras to be used in a multicamera video production. Finally, we detect the camera users which fall within the field of view of other cameras recording at the same public happening. We show that the proposed multimodal analysis methods perform well on various recordings obtained in real sport events and live music performances.

  11. Explaining Deep Convolutional Neural Networks on Music Classification

    OpenAIRE

    Choi, Keunwoo; Fazekas, George; Sandler, Mark

    2016-01-01

    Deep convolutional neural networks (CNNs) have been actively adopted in the field of music information retrieval, e.g. genre classification, mood detection, and chord recognition. However, the process of learning and prediction is little understood, particularly when it is applied to spectrograms. We introduce auralisation of a CNN to understand its underlying mechanism, which is based on a deconvolution procedure introduced in [2]. Auralisation of a CNN is converting the learned convolutiona...

  12. "In this scenario, I do this, for these reasons": narrative, genre and ethical reasoning in the clinic.

    Science.gov (United States)

    Jordens, Christopher F C; Little, Miles

    2004-05-01

    Narrative analysis has been applied by health researchers to investigate (among other things) clinical reasoning, clinical ethics and human identity. The term 'narrative' is often used as a broad category that covers a variety of spoken genres, however, and it thereby lacks delicacy as an analytic tool. We introduce genre theory, which enables us to differentiate more clearly between story genres and other spoken genres. We then apply the theory to ten narrative-style interviews with clinicians involved in the treatment and management of colorectal cancer in Sydney, Australia. We characterise the narrative-style interview as a macro-genre, and draw attention to the occurrence of spoken genres other than stories. We focus our analysis on a policy genre that occurred naturally and frequently in the spoken discourse of the informants, but which has not been described before in either the literature of social linguistics or the health and medical literature. We analyse two examples of this genre in detail in order to characterise its main semantic features, and differentiate it from story genres. We then discuss the genre with reference to Aristotelian interpretations of ethical reasoning in the clinic. We conclude that the policy genre is both the unfolding of practical wisdom in speech, and the appropriate choice of genre where a display of ethical identity is called for. Finally, we discuss the implications of our findings for ongoing research, for ethics education, for bioethical theory, and for communication between some of the different stakeholder groups in clinical medicine.

  13. 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 ...

  14. Peculiarities of a genre of existentialistic novel in English literature

    Directory of Open Access Journals (Sweden)

    Khuraman Alieva

    2011-06-01

    Full Text Available The article is devoted to the peculiarities of a genre of existentialistic novel in English literature. Existentialism (from Latin exsistentia — existence, — a trend in the XX-th century philosophy, considering the person as the unique spiritual being capable to a choice of own destiny. However it is necessary to notice that in the sixties, in England there was also an optimistic variant of existentialism. One of the main representatives was the writer and philosopher Colin Wilson. C. Wilson speaks about new understanding of freedom which consists in expansion and deepening of consciousness by various methods of psychoanalysis, psychotherapy and meditation. The writer considers that the major problem of the person – to understand the duality.

  15. Challenges in the new multimodal environment of research genres

    DEFF Research Database (Denmark)

    Maier, Carmen Daniela; Engberg, Jan

    of the new multi-resources flows proposed in the prototype articles, we adopt a multimodal approach in our analysis. We address the semiotic modes’ interaction and combination in order to identify the roles of the semiotic interplay in creating and multiplying meaning at various levels of the generic...... sequentiality and spatial proximity of the multimodal three-pane article view. This study aims to extend the focus on ‘asymmetric’ communication between experts and lay-people, and addresses asymmetries that can appear between experts due to the new requirements for disseminating academic knowledge....... The findings of this research work can contribute to a better understanding of the strategies required today and in the future for disseminating academic knowledge across several semiotic modes and media in research genres....

  16. Le genre des communiqués sur Internet

    DEFF Research Database (Denmark)

    Strunck, Jeanne

    2004-01-01

    Le présent volume contient des articles qui présentent une variété d'approches en analyse du discours et révèlent de nouvelles réflexions encourageant la compréhension de la construction d'images publiques et d'idéologies impliquées dans les textes médiatiques. Les discours de la presse imprimée,...... discours, et en ce qui concerne plus précisement les discours médiatiques, elle envisage la problématique des genres dans une perspective à la fois classique, et "révisitée" à la lumière des théories récentes en analyse des discours et des interactions verbales....

  17. Characterization of high school mathematics and physics language genres

    Science.gov (United States)

    Wallace, Michelle L.

    Research indicates that language factors play a critical role in the learning of school mathematics and science. Symbols and language-forms have been created to represent and discuss mathematical ideas. Understanding language factors, therefore, is critical in improving the teaching and learning of school mathematics and science. The specific goal of this research was to characterize language genres found in secondary school mathematics and physics classrooms. The research presented here was conducted in two secondary school classrooms---one algebra and one physics---taught by the same teacher. The focus was on the discourse between the teacher and her students. In both mathematics and physics, the teacher attended to the meaning of mathematical concepts and processes, but the talk differed. Physics talk focused on developing meaning for the physics concepts through activities and discussion, which were accompanied by mathematical calculations and analyses. Algebra talk, on the other hand, was procedural and narrative in nature. Thus physics talk was more descriptive of individual concepts and situation, and was more explanatory and exploratory than algebra talk. All discourse inevitably reflects one's thinking and beliefs about the content of that discourse. Thus talking algebra and talking physics, as observed in this study, both represented the teacher's beliefs about teaching and learning and the nature of the school curriculum. Even for a teacher with a strong academic background in both mathematics and science, integrating across the curriculum can be hindered by the approved school curriculum and by the reality of the particular classroom context. Providing professional development and implementing one of several available integrated curricula would be needed if more integration were to be implemented. This study presents a literature-based description of the conceptual notion of language genre. It additionally presents a conceptualization of mathematics and

  18. 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.

  19. 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...

  20. 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.

  1. Re-Describing Knowledge Organization — A Genre and Activity-Based View

    DEFF Research Database (Denmark)

    Andersen, Jack

    2015-01-01

    Purpose This chapter offers a re-description of knowledge organization in light of genre and activity theory. Knowledge organization needs a new description in order to account for those activities and practices constituting and causing concrete knowledge organization activity. Genre and activity...... informing and shaping concrete forms of knowledge organization activity. With this, we are able to understand how knowledge organization activity also contributes to construct genre and activity systems and not only aid them.......Purpose This chapter offers a re-description of knowledge organization in light of genre and activity theory. Knowledge organization needs a new description in order to account for those activities and practices constituting and causing concrete knowledge organization activity. Genre and activity...... theory is put forward as a framework for situating such a re-description. Findings By means of genre and activity theory, the chapters argues that understanding the genre and activity systems, in which every form of knowledge organization is embedded, makes us capable of seeing how knowledge organization...

  2. 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...

  3. The Evolution of Mashup Literature: Identifying the Genre through Jane Austen’s Novels

    OpenAIRE

    Riter, Amanda

    2017-01-01

    The aim of this thesis is to define, categorise, and justify the genre of mashup literature by providing a framework for understanding what mashup literature is, and analysing what it has to offer. The project seeks to examine the development of mashup literature, both from its influences in music and film mashups, as well as from fan fiction and the supernatural and romance genres that are mashed into the new work. The purpose is to show that the bounds of mashup literature as a genre extend...

  4. Word Class Ratios and Genres in Written Japanese: Revisiting the Modifier Verb Ratio

    Directory of Open Access Journals (Sweden)

    Bor HODOŠČEK

    2011-10-01

    Full Text Available This paper explores the variability of genres in the Balanced Corpus of Contemporary Written Japanese using the modifier-verb ratio proposed by Kabashima and Jukaku (1965. Using bagplots to quantifying the relation between noun and modifier-verb ratios, as well as some summary statistics obtain from them, we attempt to classify genres according to Kabashima and Jugaku (1965. Our initial analysis confirms previous research results, while at the same time uncovering some contradictions in the ratios of the genre of magazines.

  5. Framework for Processing Videos in the Presence of Spatially Varying Motion Blur

    Science.gov (United States)

    2016-02-10

    AFRL-AFOSR-JP-TR-2016-0030 Framework for Processing Videos in the Presence of Spatially Varying Motion Blur Ambasamudram Rajagopalan INDIAN...for Processing Videos in the Presence of Spatially Varying Motion Blur 5a. CONTRACT NUMBER FA23861314138 5b. GRANT NUMBER 13RSZ116_134138 5c... video analysis, Image Processing, Video analysis, Information Technology 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT SAR 18. NUMBER OF

  6. Meta-media and meta-communication - Revisiting the concept of genre in the digital media environment

    Directory of Open Access Journals (Sweden)

    Klaus Bruhn Jensen

    2011-08-01

    Full Text Available As analytical categories, genres have traditionally occupied a middle ground – between media as technologies and institutions, on the one hand, and discourses as material and modal forms of expression and interaction, on the other. With digitalization, the very concept of genre is in doubt: is the world wide web, Facebook, or the writing on its walls the genre? This article situat es genre in relation to the concepts of meta-media and meta-communication. First, I characterize the computer and the internet as metamedia, incorporating previous genres of embodied communication as well as mass communication. Second, I describe genres as a variety of meta-communication, which serves to configure communication in the first place. In conclusion, I discuss whether and how a category of meta-genres might help to account for some distinctive features of the digital media environment.

  7. Video game use in boys with autism spectrum disorder, ADHD, or typical development.

    Science.gov (United States)

    Mazurek, Micah O; Engelhardt, Christopher R

    2013-08-01

    The study objectives were to examine video game use in boys with autism spectrum disorder (ASD) compared with those with ADHD or typical development (TD) and to examine how specific symptoms and game features relate to problematic video game use across groups. Participants included parents of boys (aged 8-18) with ASD (n = 56), ADHD (n = 44), or TD (n = 41). Questionnaires assessed daily hours of video game use, in-room video game access, video game genres, problematic video game use, ASD symptoms, and ADHD symptoms. Boys with ASD spent more time than did boys with TD playing video games (2.1 vs 1.2 h/d). Both the ASD and ADHD groups had greater in-room video game access and greater problematic video game use than the TD group. Multivariate models showed that inattentive symptoms predicted problematic game use for both the ASD and ADHD groups; and preferences for role-playing games predicted problematic game use in the ASD group only. Boys with ASD spend much more time playing video games than do boys with TD, and boys with ASD and ADHD are at greater risk for problematic video game use than are boys with TD. Inattentive symptoms, in particular, were strongly associated with problematic video game use for both groups, and role-playing game preferences may be an additional risk factor for problematic video game use among children with ASD. These findings suggest a need for longitudinal research to better understand predictors and outcomes of video game use in children with ASD and ADHD.

  8. A Neuromorphic System for Video Object Recognition

    Directory of Open Access Journals (Sweden)

    Deepak eKhosla

    2014-11-01

    Full Text Available Automated video object recognition is a topic of emerging importance in both defense and civilian applications. This work describes an accurate and low-power neuromorphic architecture and system for real-time automated video object recognition. Our system, Neuormorphic Visual Understanding of Scenes (NEOVUS, is inspired by recent findings in computational neuroscience on feed-forward object detection and classification pipelines for processing and extracting relevant information from visual data. The NEOVUS architecture is inspired by the ventral (what and dorsal (where streams of the mammalian visual pathway and combines retinal processing, form-based and motion-based object detection, and convolutional neural nets based object classification. Our system was evaluated by the Defense Advanced Research Projects Agency (DARPA under the NEOVISION2 program on a variety of urban area video datasets collected from both stationary and moving platforms. The datasets are challenging as they include a large number of targets in cluttered scenes with varying illumination and occlusion conditions. The NEOVUS system was also mapped to commercially available off-the-shelf hardware. The dynamic power requirement for the system that includes a 5.6Mpixel retinal camera processed by object detection and classification algorithms at 30 frames per second was measured at 21.7 Watts (W, for an effective energy consumption of 5.4 nanoJoules (nJ per bit of incoming video. In a systematic evaluation of five different teams by DARPA on three aerial datasets, the NEOVUS demonstrated the best performance with the highest recognition accuracy and at least three orders of magnitude lower energy consumption than two independent state of the art computer vision systems. These unprecedented results show that the NEOVUS has the potential to revolutionize automated video object recognition towards enabling practical low-power and mobile video processing applications.

  9. Dépendances à longue distance et genres textuels

    Directory of Open Access Journals (Sweden)

    Bérard Lolita

    2014-07-01

    Full Text Available Dans cet article, nous analysons les constructions de dépendance à longue distance, du type « qu’est-ce que vous voulez que je fasse » en français. L’étude s’appuie sur un corpus de dix millions de mots constitué de dix genres d’un million de mot. Les attestations relevées ne s’organisent pas autour d’une formule prototypique contrairement aux descriptions des corpus anglais et néerlandais. En revanche, leur comportement varie en fonction des genres de corpus. Au vu de sept critères descriptifs de la construction, nous établissons trois groupes, qui forment un continuum. Le premier réunit les tranches « Loisirs et vie pratique » (PRAT, « Sciences et Techniques » (SCIE, « Institutions » (INST et « Politique » (POLI ; le second « Presse » (PRES et « Forum » (FORM et le dernier « Littérature contemporaine » (LITC, « Divers » (DIVS, « Oral » (ORAL et « Littérature ancienne » (LITA. Dans la seconde partie de l’article, nous cherchons une explication à la constitution de ces groupes. Le trait distinctif est-il le contenu thématique, le degré d’élaboration/spontanéité, le degré de formel/informel ou le degré de codification ? Pour vérifier nos hypothèses, nous analysons un phénomène considéré comme typique de chaque trait et nous le comparons avec les constructions de dépendance à longue distance : le lexique, les sujets nominaux, l’inversion sujet-verbe, le tutoiement/vouvoiement. Nous concluons que le trait distinctif est celui de la codification, bien qu’il n’y ait pas vraiment de phénomène typique à notre connaissance qui puisse réellement le confirmer. Il serait nécessaire de croiser l’analyse de multiples phénomènes pour appuyer cette répartition.

  10. Defect detection on videos using neural network

    Directory of Open Access Journals (Sweden)

    Sizyakin Roman

    2017-01-01

    Full Text Available In this paper, we consider a method for defects detection in a video sequence, which consists of three main steps; frame compensation, preprocessing by a detector, which is base on the ranking of pixel values, and the classification of all pixels having anomalous values using convolutional neural networks. The effectiveness of the proposed method shown in comparison with the known techniques on several frames of the video sequence with damaged in natural conditions. The analysis of the obtained results indicates the high efficiency of the proposed method. The additional use of machine learning as postprocessing significantly reduce the likelihood of false alarm.

  11. Making fictions sound real - On film sound, perceptual realism and genre

    Directory of Open Access Journals (Sweden)

    Birger Langkjær

    2010-05-01

    Full Text Available This article examines the role that sound plays in making fictions perceptually real to film audiences, whether these fictions are realist or non-realist in content and narrative form. I will argue that some aspects of film sound practices and the kind of experiences they trigger are related to basic rules of human perception, whereas others are more properly explained in relation to how aesthetic devices, including sound, are used to characterise the fiction and thereby make it perceptually real to its audience. Finally, I will argue that not all genres can be defined by a simple taxonomy of sounds. Apart from an account of the kinds of sounds that typically appear in a specific genre, a genre analysis of sound may also benefit from a functionalist approach that focuses on how sounds can make both realist and non-realist aspects of genres sound real to audiences.

  12. Making fictions sound real - On film sound, perceptual realism and genre

    Directory of Open Access Journals (Sweden)

    Birger Langkjær

    2009-09-01

    Full Text Available This article examines the role that sound plays in making fictions perceptually real to film audiences, whether these fictions are realist or non-realist in content and narrative form. I will argue that some aspects of film sound practices and the kind of experiences they trigger are related to basic rules of human perception, whereas others are more properly explained in relation to how aesthetic devices, including sound, are used to characterise the fiction and thereby make it perceptually real to its audience. Finally, I will argue that not all genres can be defined by a simple taxonomy of sounds. Apart from an account of the kinds of sounds that typically appear in a specific genre, a genre analysis of sound may also benefit from a functionalist approach that focuses on how sounds can make both realist and non-realist aspects of genres sound real to audiences.

  13. Does routine formulation change meaning? - The impact of genre on word semantics in the legal domain

    DEFF Research Database (Denmark)

    Engberg, Jan

    2000-01-01

    The article investigates the influence of the genre on word semantics in the legal domain. The presented example is the use of the notion of evidence in German legal judgements and the consequent semantic specialisation....

  14. The training of genre as form of social innovation. Experiences in the mountainous municipality Segundo Frente

    Directory of Open Access Journals (Sweden)

    Sonia Maritza Gendis-Pérez

    2017-06-01

    Full Text Available The target of this investigation is to design a methodology for the training in genre topics like form of social innovation directed to the peasants associated with the credit Cooperative and Services (CCS "José Martí" in the municipality Segundo Frente. The qualitative methodology was used. There were used skills as the taking part observation, the semistructured individual interviews and the histories of life. The results of the proposal are demonstrated in the visibilización of the problems of inequality of the existing genres in the CCS. The consolidation of the work of the Commission of Genre. The putting in practice of measurements directed to the fulfillment of the strategy of genre of the National Association of Small Farmers (ANAP and the stimulation of the access of the rural women to major quantity of charges of direction.

  15. Genre and text-type conventions in Early Modern Women´s recipe books

    National Research Council Canada - National Science Library

    Isabel de la Cruz Cabanillas

    2017-01-01

    .... The article seeks to explore genre and text-type conventions in a corpus of medical and culinary recipes written or compiled by women in the seventeenth and eighteenth centuries of Early Modern Britain...

  16. Integrating the Genre-Based Approach into Teaching Writing in Arabic As a Foreign Language

    Directory of Open Access Journals (Sweden)

    Mahmoud Azaz

    2016-07-01

    Full Text Available Research on teaching writing in Arabic as a less commonly taught language is still in its infancy. Motivated by the dearth of research on the integration of the genre-based approach into teaching writing in Arabic and the absence of such an approach, this paper proposes a genre-based framework for teaching writing in Arabic. Building on conclusions drawn from recent research, it proposes four specific guiding principles. Furthermore, it offers a model lesson plan that shows an instructional sequence of how a single genre, which is congratulation letters, both personal and formal, can be effectively taught. Moreover, results of a survey onducted on a selected group of instructors of Arabic (n = 10 showed that they responded very positively to the proposed model. The guiding principles and the lesson plan are aimed to offer the underlying theoretical knowledge and a practical example for teaching this genre and other relevant ones in Arabic.

  17. THE ROLE OF TEXT GENRES OFFER AND AUTHORISATION/APPROVAL IN MANAGEMENT COMMUNICATION

    National Research Council Canada - National Science Library

    Suzana Jurin

    2011-01-01

      The purpose of this paper is to present and analyse text genres offer and authorisation/approval as unilateral text types that are mostly used for communication purposes in tourism and hospitality management...

  18. Semi-Documentary/Semi-Fiction: An Examination of Genre in "Strangers in Good Company."

    Science.gov (United States)

    George, Diana

    1995-01-01

    Discusses the 1990 Canadian film, "Strangers in Good Company," which is semidocumentary and semifiction. Discusses the creation of the movie, the genres it moves between, and how the personal becomes political. (SR)

  19. Does the Effect of Exposure to TV Sex on Adolescent Sexual Behavior Vary by Genre?

    Science.gov (United States)

    Gottfried, Jeffrey A; Vaala, Sarah E; Bleakley, Amy; Hennessy, Michael; Jordan, Amy

    2013-02-01

    Using the Integrated Model of Behavioral Prediction, this study examines the effects of exposure to sexual content on television by genre, specifically looking at comedy, drama, cartoon, and reality programs, on adolescents' sex-related cognitions and behaviors. Additionally, we compared the amount and explicitness of sexual content as well as the frequency of risk and responsibility messages in these four genres. Findings show that overall exposure to sexual content on television was not related to teens' engagement in sexual intercourse the following year. When examined by genre, exposure to sexual content in comedies was positively associated while exposure to sexual content in dramas was negatively associated with attitudes regarding sex, perceived normative pressure, intentions, and engaging in sex one year later. Implications of adolescent exposure to various types of content and for using genre categories to examine exposure and effects are discussed.

  20. THE USE OF SCAFFOLDING TECHNIQUE TO IMPROVE THE STUDENTS’ COMPETENCE IN WRITING GENRE-BASED TEXTS

    Directory of Open Access Journals (Sweden)

    Sri Mulatsih

    2011-04-01

    Full Text Available Dalam menulis teks yang bersifat genre-based, para mahasiswa masih mengalami kesulitan, khususnya tentang bagaimana mengembangkan ide, membangun sturktur tematik yang benar, dan menggunakan cirri lexico-grammar pada teks. Untuk mengatasi masalah itu the scaffolding technique dibutuhkan dalam kelas Writing. Teknik itu diberikan untuk membantu para mahasiswa menulis sebuah teks, termasuk, persiapan, presentasi dan refleksi. 25 mahasiswa Fakultas Bahasa & Sastra, Dian Nuswantoro, dipilih untuk diberi pengarahan dan diminta untuk menulis teks genre-based dalam bahasa Inggris. Siklusnya diulang tiga kali. Hasilnya menunjukkan peningkatan yang signifikan pada kompetensi menulis teks yang bersifat genre-based itu.   Keywords    :    Genre-Based Writing, Scaffolding Technique, Students’ competence, Texts, Teaching.

  1. The Effectiveness of Pre-Service English Teachers’ Collaborative Genre-Based Writing Feedback

    Directory of Open Access Journals (Sweden)

    Didik Rinan Sumekto

    2017-05-01

    Full Text Available This study investigated the collaborative genre-based effectiveness among the pre-service English teachers (PSETs. Data collection used the genre-based writing feedback observation upon its reflection and instruction and need analysis questionnaire. The data analysis used multivariate statistics method to generalize the writing tests. The findings showed that the PSETs’ feedback supported the interaction, accountability, and interdependence. These aspects were due to the collaborative participation in groups, in which the PSETs worked with the flexibility, entirely performed the quality, andcontributed in positive attitude during the meetings and assignments. The feedback emphasized the learning improvement within the formative reflection through the general linear model (GLM repeated measures analysis, where F=6,114 and p<0,01. This study concludes that the collaborative genre-based writing feedback has the positive response from the PSETs. The determinant ranges gains in between 85% to 90% after a series of genre-based writing lectures were conducted.

  2. The paradoxes of cinematic movement: is the road movie a static genre?

    National Research Council Canada - National Science Library

    Hurault-Paupe, Anne

    2015-01-01

    .... This typology is applied to the road movie, that is, a film genre defined as comprising those films which were considered as road movies by American critics or by their producers when they were first released...

  3. Multimodal genres in textbooks: are students being schooled for visual literacy?

    Directory of Open Access Journals (Sweden)

    Cláudia Graziano Paes de Barros

    2012-11-01

    Full Text Available In this paper, we discuss some issues involved in teaching and learning reading, especially schooling in visual literacy. We seek to observe the work developed with genres that combine verbal and visual languages, found in the reading activities of two high school textbook series for Portuguese language teaching. Our goal was to understand to what extent these activities contribute towards the development of reading skills needed to deal with the specificities of these genres. Therefore, we used the enunciative and discursive assumptions of the socio-historical approach of Bakhtin Circle, as well as the Social Semiotics perspective to understand multimodality. Data analysis revealed that the incidence of multimodal genres studied in the two textbook series is hardly representative. The didactic treatment these genres receive in reading activities does not favor the mobilization of specific reading skills and contributes little to students‟ visual literacy schooling.

  4. The Role of Genre-Based Activities in the Writing of Argumentative Essays in EFL

    National Research Council Canada - National Science Library

    Pedro Antonio Chala Bejarano; Claudia Marcela Chapetón

    2013-01-01

    .... The study intended to go beyond an emphasis on linguistic and textual features in English as a foreign language argumentative essays by using a set of genre-based activities and the understanding...

  5. Does the Effect of Exposure to TV Sex on Adolescent Sexual Behavior Vary by Genre?

    Science.gov (United States)

    Gottfried, Jeffrey A.; Vaala, Sarah E.; Bleakley, Amy; Hennessy, Michael; Jordan, Amy

    2013-01-01

    Using the Integrated Model of Behavioral Prediction, this study examines the effects of exposure to sexual content on television by genre, specifically looking at comedy, drama, cartoon, and reality programs, on adolescents’ sex-related cognitions and behaviors. Additionally, we compared the amount and explicitness of sexual content as well as the frequency of risk and responsibility messages in these four genres. Findings show that overall exposure to sexual content on television was not related to teens’ engagement in sexual intercourse the following year. When examined by genre, exposure to sexual content in comedies was positively associated while exposure to sexual content in dramas was negatively associated with attitudes regarding sex, perceived normative pressure, intentions, and engaging in sex one year later. Implications of adolescent exposure to various types of content and for using genre categories to examine exposure and effects are discussed. PMID:24187395

  6. Attention and Distraction: On the Aesthetic Experience of Video Installation Art

    Directory of Open Access Journals (Sweden)

    Petersen, Anne Ring

    2010-10-01

    Full Text Available This article aims to examine the interrelationship between attention and distraction in the reception of video installation art, a genre which is commonly associated with "immersion" and an intensified feeling of presence in the discourses on new media art and installation art. This tends to veil the fact that the behaviour of many visitors is characterised by a certain restlessness and distraction. The article suggests that, in contradistinction to traditional disciplines of art like painting and sculpture, video installations seem to stimulate a "reception in distraction" (Walter Benjamin that is at odds with the ideal of a reception in concentration that governs the institutions of fine art as well as aesthetic theory. It intends to demonstrate how the experience of video installation art can only be understood by recognising that the close connections between, on the one hand, video art and, on the other hand, the cultural formations of television, film and computers have fundamentally re-configured "aesthetic experience."

  7. Établissement d'une section Genre au centre Mada Al-Carmel pour ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    Établissement d'une section Genre au centre Mada Al-Carmel pour accorder la priorité aux questions de genre chez les Palestiniens en Israël. Les femmes et les jeunes filles palestiniennes forment plus de la moitié de la population arabe en Israël, laquelle représente environ 17 % de la population israélienne.

  8. Why girls play digital games: an empirical study into the relations between gender, motivations and genre

    OpenAIRE

    Van Looy, Jan; Courtois, Cédric; Vermeulen, Lotte

    2011-01-01

    In recent years, several studies have explored the motivations for playing different game genres such as MMO (Yee, 2006a, 2006b) and FPS (Jansz & Tanis, 2007). Others have taken steps towards creating an integrated framework for use across genres (Sherry, Lucas, Greenberg, & Lachlan, 2006). Despite the strong gender bias of the game industry, however, none of these studies have tackled the issue of gender differences in motivations. This paper aims to fill this gap by exploring the relation b...

  9. Business Biography in Mexico: The State of the Genre, its Usefulness, and How to Research One

    OpenAIRE

    Andrew Paxman

    2018-01-01

    This three-part article addresses the genre of business biography in Mexico. In the first part, I evaluate those biographies already written, which can be classified as commissioned works (the majority fall into this category and tend to lack analytical value) or independent creations. I also explain the scarcity of biography in this country as compared to the Anglo-Saxon tra- dition. In the second part I propose seven reasons why the biography genre is useful for history and sociology; some...

  10. Perceived performance anxiety in advanced musicians specializing in different musical genres

    OpenAIRE

    Papageorgi, I.; Creech, A.; Welch, G.

    2013-01-01

    Most research on musical performance anxiety has focused on musicians coming from a classical background, and performance anxiety experiences of musicians outside the western classical genre remain under-researched. The aim of this study was to investigate perceived performance anxiety experiences in undergraduate and professional musicians and to explore whether musical genre specialization (Western classical, jazz, popular, Scottish traditional) affected musicians' performance anxiety exper...

  11. Description d’une nouvelle espèce du genre Eryx, Eryx Reinhardtii

    NARCIS (Netherlands)

    Schlegel, H.

    1851-01-01

    M. M. DUMÉRIL et BIBRON, auxquels on doit des descriptions très exactes des espèces qui composent le genre Eryx, les ont distribuées, dans leur méthode dichotomique ou artificielle, dans deux genres, Eryx et Platygaster, qui eux-mêmes se trouvent éloignés l’un de l’autre pour figurer dans deux

  12. Linguistic Feature Development Across Grades and Genre in Elementary Writing.

    Science.gov (United States)

    Hall-Mills, Shannon; Apel, Kenn

    2015-07-01

    As children develop skills in writing across academic contexts, clinicians and educators need to have a fundamental understanding of typical writing development as well as valid and reliable assessment methods. The purpose of this study was to examine the progression of linguistic elements in school-age children's narrative and expository writing development. Narrative and expository writing samples produced by 89 children in Grades 2 through 4 were analyzed at the microstructure and macrostructure levels. Measures of receptive vocabulary, word-level reading, and reading comprehension were obtained. Exploratory factor analyses revealed 4 microstructure factors (e.g., productivity, grammatical complexity, grammatical accuracy, and lexical density) and 1 macrostructure factor (e.g., a combination of organization, text structure, and cohesion). Multivariate analyses of covariance with reading comprehension as a covariate showed that productivity and macrostructure were sensitive to grade-level and genre differences and that expository grammatical complexity was sensitive to grade-level differences. Findings are discussed in light of grade-level standards for narrative and expository writing and current practices in writing assessment. Multiple suggestions are offered for clinical and educational implications, and specific directions are provided for future research.

  13. STUDY OF WRITING PRODUCTION MATERIAL THROUGH TEXTUAL GENRES

    Directory of Open Access Journals (Sweden)

    Cleide Inês Wittke

    2016-06-01

    Full Text Available A great number of studies about the process of language teaching and learning have focused on the analyses of didactic materials. Even though the didactic material itself does not guarantee successful learning, it can be seen as the first step towards this aim. Taken this into account and based on a socio-discursive interactionism approach to language, this article analyses the “Portuguese Language Olympics – Writing the Future”(“Olímpiada de Língua Portuguesa – Escrevendo o Futuro”pedagogic material, in particular the sequences that make up the “Points of View “ (“Pontos de Vista” volume, in order to investigate whether its didactic activitiesand exercises are in line with good practices of writing production, especially considering that the pedagogic material claims to work with textual genres. After contextualizing historically and theoretically the material under study, the didactic sequences in which argumentative essays are dealt with are analyzed in order to look for textual, linguistic, discursive and enunciative elements that can define and characterize the writing project.

  14. MEDIA VIDEO PEMBELAJARAN METHODS OF TEFL

    Directory of Open Access Journals (Sweden)

    Utami Widiati, Enny Irawati, Yazid Basth -

    2013-05-01

    Full Text Available Abstract: VCD Learning-Media in Method of TEFL. This study took four steps:  survey for needs assess­ment, product development, expert validation, and small-scale try-out. The survey, using a questionnaire, engaged 29 students having passed the masterate course on Methods of TEFL. A seasoned faculty member handling the course was also involved as a research subject with whom interviews were conducted.  Based on the information obtained in the survey, video materials were developed following two kinds of activities: the development of learning scenario and script for screenplay, and the visual recording of teaching-learning activities based on the scenario and screenplay. The recordings were limited to 3 teaching-learning models. The subjects participating in the three teaching-learning models of Audio-lingual Method, Think-Pair-Share, and Genre-based Approach include students (and English teachers of SMP and SMA Labora­torium UM. In short, the VCD product has been developed in view of the needs assessment and theoretically fit. The product has achieved some degree of validity through expert validation and small-scale try-out; revisions based on the experts’ feedback and try-out results have been made. Abstrak: Media Video Pembelajaran Methods of TEFL. Penelitian ini meliputi 4 (empat kegiatan: survei analisis kebutuhan, pengembangan produk, validasi ahli, dan uji lapang terbatas. Survei mengguna­kan kuesioner dan melibatkan 29 mahasiswa S2 yang sudah mengambil matakuliah Methods of TEFL. Seorang dosen yang sudah berpengalaman mengampu matakuliah dimaksud juga dilibatkan sebagai subjek wawancara. Berdasarkan hasil survei, produk materi video dikembangkan dengan mengikuti dua langkah: pengembangan skenario pembelajaran dan script untuk screenplay, dan perekaman gambar aktivitas pem­belajaran berdasarkan skenario dan screenplay. Kegiatan perekaman dilaksanakan untuk tiga skenario model pembelajaran. Peserta pada model pembelajaran meliputi

  15. THE TRANSFORMATION OF THE GENRE OF THE CHRISTMAS STORY IN MODERN LITERATURE (D. BYKOV, L. PETRUSHEVSKAYA

    Directory of Open Access Journals (Sweden)

    Yulia Yur'evna Danilenko

    2014-11-01

    Full Text Available Article is devoted to the study of the transformation of the genre of the Christmas story in modern literature. Th e article analyzes the infl uence of the classic Christmas story by Hans Christian Andersen Th e Little Match Girl on the structure of modern texts of mass and elite literature. (D. Bykov Th e Little Match Girl gives a light, L. Petrushevskaya Black Coat. Th e subject of the study is a strategy of rethinking, recoding the source of the original content in the fabric of a new product. Th e structural and semiotic analysis of the texts revealed some tricks to updates-the-genre: fi lling-up with the new semantics, complicating a genre model of a Christmas story. Analysis showed that referring to the genre of a Christmas story, modern authors have diff erent purposes, using diff erent artistic strategies and methods. Some of them tend to reproduce the canon, appealing to the reader's memory (D. Bykov. Others develop the genre of a Christmas story, enriching it with new structural elements, interlacing it with other genres (L. Petrushevskaya.

  16. Genre of khaghani’s elegies

    Directory of Open Access Journals (Sweden)

    Alireza Shanazari

    2016-01-01

    with the help of comparing Khaghani Shervani and Abolhasan Tahami’s elegy by Naser Mohseniniya and Arezu Yazdanpanah Kermani. In Persian courtesy, elegy is often versified and it may have different genres, but the most frequently used genre up to the end of 8th century is the ode, and fragment genre, Refrain and compounding are next ranks. Among Khaghani’s elegies, twenty-one elegies are composed in ode genre, sixteen of which have row and five others do not have any row.   After ode, Fragment genre has more applicability in Khaghani’s Divan in elegies. Generally, he composed nineteen Fragments about the courtier and religious men. Khaghani also composed four composite-tie about his son mourning and government’s personnel. One thing to be noticed by poet about elegy is the proportion of verse with subject. Most of prosodic verses couldn’t be used in elegy. From the beginning of Persian poetry to the end of 8th century, Ramal poetical meter (faelaton foot is the most usable and Gharib poetical metre (faoulon foot is less usable one among others. In Khaghani’s Divan Ramal poetical meter with fifteen cases, the most usable poetical meter is elegy. After future, Mozare octagonal poetical meter (mafoulo faelato mafailo faelon and khafif poetical meter (faelaton mafaelon faelon are placed next with six cases. Mojtas poetical meter (mafaelon faalaton mafaelon faelon monsareh poetical meter (moftaelon faelato moftaelon fa and gharib poetical meter (faoulon faoulon faoulon faal are less usable poetric matre in Khaghani’s Divan about composing elegy.   In Khaghani’s elegies like other poet’s elegies, imagination has been shown differently. Although Khaghani couldn’t hide his influence from the coming event, he also does not give up imagology. According to the conducted studies, one should say that Khaghani made nice images in elegy; images followed by formality, but its amount is less than Khaghani’s other odes. Simile

  17. 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 ...

  18. 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...

  19. 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 ...

  20. 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 ...

  1. 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...

  2. 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 ...

  3. 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 ...

  4. 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 ...

  5. 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 ...

  6. 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 ...

  7. 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 ...

  8. 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.

  9. 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 ...

  10. 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.

  11. 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...

  12. 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...

  13. 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,…

  14. 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....

  15. 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…

  16. 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

  17. 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

  18. A community ecology of genres: Explaining the emergence of new genres in the UK field of electronic/dance music, 1985-1999

    NARCIS (Netherlands)

    van Venrooij, A.

    2015-01-01

    This paper proposes and tests a ‘cultural ecological’ model for explaining the emergence of 12 genres in the UK field of electronic/dance music. By combining two large data sets, containing more than eight thousand documents from the mainstream UK music press and discographical information on almost

  19. ISSVA classification.

    Science.gov (United States)

    Dasgupta, Roshni; Fishman, Steven J

    2014-08-01

    Mulliken and Glowacki, in 1982 created a classification system of vascular anomalies which divided vascular anomalies into tumors and malformations which provided the framework for great advances in the management of these patients. This classification system was recently expanded at the 2014 ISSVA workshop in Melbourne. This revision again provides much greater detail including newly named anomalies and identified genes to account for recent advances in knowledge and clinical associations. Copyright © 2014. Published by Elsevier Inc.

  20. 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.

  1. THE DIARIES OF A. M. DOSTOYEVSKY: THE PROBLEM OF GENRE

    Directory of Open Access Journals (Sweden)

    Klavdiya Valer'evna Sizyukhina

    2014-11-01

    Full Text Available The article analyzes the key genre characteristics of A. M.  Dostoyevsky’s diaries: the context, the image type, the stylistic originality. Though the diaries have their own art history, they are also the literary part of the similar memoir document «Memories». The age of the diarist plays an important role in the comprehension process of the diary text functionality. A. M. Dostoyevsky began writing his diaries at the end of hislife. Probably the disease of his wife invoked the writing activity. Dostoyevskymade his diary writings in a strictly chronological order. The writer just once was to interrupt the chronological order of his writings because of his wife's death. Dostoyevsky suspended writing his diaries for almost two years. The first time Dostoyevsky initiated himself into the similar form of diary writing was his regular epistolary correspondence with the sister V. M. Dostoyevskaya. That time the writer was in St. Petersburg and described his everyday impressions in letters. The topics of A. M. Dostoyevsky's diaries refer to family and domestic questions. Along with the domestic topic, art materials of the diaries include a wide range of the historical portraits and the descriptions of the meaningful epochal personalities and events. Th e travel writings and the dates to be comprehended in the spirit of the Christian calendar occupy an important place in A. M. Dostoyevsky's diaries. These art components sacralize the chronotope and the art style of the diaries. The stylistic experiments of the diaries are highly various: dreams, poetic improvisations, offi cial work documents, drawings, plans.

  2. 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

  3. 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

  4. 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.

  5. 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

  6. High-Level Event Recognition in Unconstrained Videos

    Science.gov (United States)

    2013-01-01

    et al. [93] adopted random forest , a collection of binary decision trees, for fast quantization. Shotton et al. [124] proposed semantic texton forests ...detection for sports video. In: Proceedings of international conference on image and video retrieval, Urbana -Champaign, IL 8. Ballan L, Bertini M, Bimbo AD...Proceedings of AAAI con- ference 93. Moosmann F, Nowak E, Jurie F (2008) Randomized clustering forests for image classification. IEEE Trans Pattern Anal

  7. Violent video games and delinquent behavior in adolescents: A risk factor perspective.

    Science.gov (United States)

    Exelmans, Liese; Custers, Kathleen; Van den Bulck, Jan

    2015-05-01

    Over the years, criminological research has identified a number of risk factors that contribute to the development of aggressive and delinquent behavior. Although studies have identified media violence in general and violent video gaming in particular as significant predictors of aggressive behavior, exposure to violent video games has been largely omitted from the risk factor literature on delinquent behavior. This cross-sectional study therefore investigates the relationship between violent video game play and adolescents' delinquent behavior using a risk factor approach. An online survey was completed by 3,372 Flemish adolescents, aged 12-18 years old. Data were analyzed by means of negative binomial regression modelling. Results indicated a significant contribution of violent video games in delinquent behavior over and beyond multiple known risk variables (peer delinquency, sensation seeking, prior victimization, and alienation). Moreover, the final model that incorporated the gaming genres proved to be significantly better than the model without the gaming genres. Results provided support for a cumulative and multiplicative risk model for delinquent behavior. Aggr. Behav. 41:267-279, 2015. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.

  8. Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.

    Science.gov (United States)

    Bediou, Benoit; Adams, Deanne M; Mayer, Richard E; Tipton, Elizabeth; Green, C Shawn; Bavelier, Daphne

    2018-01-01

    The ubiquity of video games in today's society has led to significant interest in their impact on the brain and behavior and in the possibility of harnessing games for good. The present meta-analyses focus on one specific game genre that has been of particular interest to the scientific community-action video games, and cover the period 2000-2015. To assess the long-lasting impact of action video game play on various domains of cognition, we first consider cross-sectional studies that inform us about the cognitive profile of habitual action video game players, and document a positive average effect of about half a standard deviation (g = 0.55). We then turn to long-term intervention studies that inform us about the possibility of causally inducing changes in cognition via playing action video games, and show a smaller average effect of a third of a standard deviation (g = 0.34). Because only intervention studies using other commercially available video game genres as controls were included, this latter result highlights the fact that not all games equally impact cognition. Moderator analyses indicated that action video game play robustly enhances the domains of top-down attention and spatial cognition, with encouraging signs for perception. Publication bias remains, however, a threat with average effects in the published literature estimated to be 30% larger than in the full literature. As a result, we encourage the field to conduct larger cohort studies and more intervention studies, especially those with more than 30 hours of training. (PsycINFO Database Record (c) 2018 APA, all rights reserved).

  9. Speech Genres in Transformation: a Comparative Study of Journals’ and Blogs’ Generic Structure Potential under a Systemic-functional Perspective

    Directory of Open Access Journals (Sweden)

    Orlando Vian Jr.

    2011-07-01

    Full Text Available This text presents partial results of a research project developed at undergraduate level which aimed at comparing the Generic Structure Potential (Halliday & Hasan, 1989 of two genres: journals and blogs. Aiming to bring some contributions to genre studies from a systemicfunctional perspective, we analyzed blogs as a genre resulting from transformations of journals, recontextualized according to sociohistorical changes brought about by the internet. We present the Generic Structure Potential of both genres based on data collected and their register variables (Halliday & Hasan, 1989 as a way of showing the differences and similarities between them both.

  10. What Older People Like to Play: Genre Preferences and Acceptance of Casual Games

    OpenAIRE

    Chesham, Alvin; Wyss, Patric; M?ri, Ren? Martin; Mosimann, Urs Peter; Nef, Tobias

    2017-01-01

    BACKGROUND In recent computerized cognitive training studies, video games have emerged as a promising tool that can benefit cognitive function and well-being. Whereas most video game training studies have used first-person shooter (FPS) action video games, subsequent studies found that older adults dislike this type of game and generally prefer casual video games (CVGs), which are a subtype of video games that are easy to learn and use simple rules and interfaces. Like other video games, ...

  11. 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.

  12. Background music genre can modulate flavor pleasantness and overall impression of food stimuli.

    Science.gov (United States)

    Fiegel, Alexandra; Meullenet, Jean-François; Harrington, Robert J; Humble, Rachel; Seo, Han-Seok

    2014-05-01

    This study aimed to determine whether background music genre can alter food perception and acceptance, but also to determine how the effect of background music can vary as a function of type of food (emotional versus non-emotional foods) and source of music performer (single versus multiple performers). The music piece was edited into four genres: classical, jazz, hip-hop, and rock, by either a single or multiple performers. Following consumption of emotional (milk chocolate) or non-emotional food (bell peppers) with the four musical stimuli, participants were asked to rate sensory perception and impression of food stimuli. Participants liked food stimuli significantly more while listening to the jazz stimulus than the hip-hop stimulus. Further, the influence of background music on overall impression was present in the emotional food, but not in the non-emotional food. In addition, flavor pleasantness and overall impression of food stimuli differed between music genres arranged by a single performer, but not between those by multiple performers. In conclusion, our findings demonstrate that music genre can alter flavor pleasantness and overall impression of food stimuli. Furthermore, the influence of music genre on food acceptance varies as a function of the type of served food and the source of music performer. Published by Elsevier Ltd.

  13. Characteristics of Internet use in relation to game genre in Korean adolescents.

    Science.gov (United States)

    Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa

    2007-04-01

    As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.

  14. 'If it didn't work the first time, we can try it again': Conditionals as a grounding device in a genre of illness discourse.

    Science.gov (United States)

    Dorgeloh, Heidrun

    2014-01-01

    This article explores the occurrence and some special patterns of conditional usage in medical discourse produced by doctors and patients. Findings are based on the Journal of the American Medical Association with its section 'Clinical Crossroads' which was founded to further the co-operation of patients with medical professionals. The analysis centers upon the concept of prediction, which is considered both a semantic concept governing verb patterns as well as a communicative act prominent in medical encounters. It is found that, in the discourse context investigated here, patients are more concerned with prediction than are doctors, but that they also produce at times unusual patterns in which they mirror their doctors' voices. The mapping of mental spaces, inherent in the conditional construction, then takes the form of a mapping of voices as institutionalized by the genre. Such uses of conditionals suggests that a classification based on content, or 'logic' from which only pragmatic types of conditionals depart, turns out to be inadequate, since the construction operates on two simultaneous levels; these are grounded in the discourse situation provided by the genre. For medical communication, this illustrates that patients engage in their own predictions but also strive for an alignment with their doctors.

  15. Tissue Classification

    DEFF Research Database (Denmark)

    Van Leemput, Koen; Puonti, Oula

    2015-01-01

    Computational methods for automatically segmenting magnetic resonance images of the brain have seen tremendous advances in recent years. So-called tissue classification techniques, aimed at extracting the three main brain tissue classes (white matter, gray matter, and cerebrospinal fluid), are now...... well established. In their simplest form, these methods classify voxels independently based on their intensity alone, although much more sophisticated models are typically used in practice. This article aims to give an overview of often-used computational techniques for brain tissue classification...

  16. What does video-camera framing say during the news? A look at contemporary forms of visual journalism

    Directory of Open Access Journals (Sweden)

    Juliana Freire Gutmann

    2012-12-01

    Full Text Available In order to contribute to the discussion about audiovisual processing of journalistic information, this article examines connections between the uses of video framing on the television news stage, contemporary senses, public interest and the distinction values of journalism, addressed here through the perspective of the concepts of conversation and participation. The article identifies recurring video framing techniques used by 15 Brazilian television newscasts, accounting for contemporary forms of audiovisual telejournalism, responsible for new types of spatial-temporal configurations. From a methodological perspective, this article seeks to contribute to the study of the television genre by understanding the uses of these audiovisual techniques as a strategy for newscast communicability.

  17. WHAT DOES VIDEO-CAMERA FRAMING SAY DURING THE NEWS? A LOOK AT CONTEMPORARY FORMS OF VISUAL JOURNALISM

    Directory of Open Access Journals (Sweden)

    Juliana Freire Gutmann

    2013-06-01

    Full Text Available In order to contribute to the discussion about audiovisual processing of journalistic information, this article examines connections between the uses of video framing on the television news stage, contemporary senses, public interest and the distinction values of journalism, addressed here through the perspective of the concepts of conversation and participation. The article identifies recurring video framing techniques used by 15 Brazilian television newscasts, accounting for contemporary forms of audiovisual telejournalism, responsible for new types of spatial-temporal configurations. From a methodological perspective, this article seeks to contribute to the study of the television genre by understanding the uses of these audiovisual techniques as a strategy for newscast communicability.

  18. 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...

  19. 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.

  20. From 'essay' to 'personal text': The role of genre in Norwegian EFL exam papers 1996-2011

    Directory of Open Access Journals (Sweden)

    Sigrid Ørevik

    2012-12-01

    Full Text Available Introduction This article investigates developments in the use of genre in Norwegian EFL exam papers for first year upper secondary school during the time period from 1996 to 2011, describing genres rendered in texts for reception (attached text material and texts for production (task options in the main exam assignment in the two curriculum periods Reform 94 and the Knowledge Promotion of 2006. Genre-related patterns are identified and compared, and the aspect of multimodality in texts for reception and production in EFL exams is discussed. Material and method Sixteen exam papers from 1996 to 2011 constitute the corpus material of the study. Genres rendered in attached text material are categorized, as well as specified and inferred genre instructions in the chief assignment for text production. The study employs a mixed method combining quantitative and qualitative analyses. Findings The results show significant changes in genres rendered in texts for reception. A few computer-generated genres are observed in the last curriculum period; but no increase in multimodal texts from R94 to LK06 is observed. The range of genres for production remains largely unchanged through the period of investigation, although the distribution among the genres changes. Moreover, genre instructions in text assignments are, to a certain extent, unclear or mixed in both curriculum periods, although more so in R94 than in LK06. Discussion and conclusion Based on these findings the article suggests further investigation and debate concerning genre awareness connected to EFL exams, among education authorities as well as among teachers and students of English.

  1. Academic summary: a mediation experience with the genre in initial teacher training

    Directory of Open Access Journals (Sweden)

    Rubia Mara Bragagnollo

    2014-02-01

    Full Text Available Current research deals with the constitution of writing in initial teacher training when employing the Academic Summary genre. The mediation process and the tools involved are focused. Analysis is based on the concepts of interaction and writing discussed by Vygotsky (1991, Bakhtin and Volochinov (2006 and Bakhtin (2003 within the socio-interaction and enunciation perspectives of language and the notion of discursive genres. A mediation experience in the writing of academic summaries with teachers in initial training at the university and the highlighting of mediation in this process are provided. The experience occurred with first year students of the Language and Literature undergraduate course at a government-run university in Paraná in 2009. Employing the  qualitative-interpretative approach in the analysis of one summary, the advantages of mediation activities in writing process of the genre are demonstrated.

  2. Reading Comprehension Course Through a Genre-Oriented Approach at a School in Colombia

    Directory of Open Access Journals (Sweden)

    Andrés Rodríguez Sánchez

    2017-07-01

    Full Text Available This paper reports on an action-research study aimed at identifying the problems and needs of a specific group of tenth graders at a school in Colombia in relation to their reading comprehension in English in order to design, partially implement, and evaluate a genre-oriented syllabus. Findings show that the explicit instruction of metacognitive strategies helped students become more efficient readers, as well as the fact that the exposure and analysis of genres developed a better comprehension of different kinds of texts, making these students aware of the structure and patterns of the texts they were reading as they approached them with reading strategies that were appropriate for each genre and stage.

  3. LES ALOSA FOSSILES ET LA NOTION DE GENRE EN SYSTÉMATIQUE PHYLOGÉNÉTIQUE.

    OpenAIRE

    ZARAGÜETA BAGILS R.

    2001-01-01

    Un total de douze espèces fossiles a été attribué au genre Alosa. Une seule espèce provient de gisements oligocènes de Russie alors que les autres sont des espèces miocènes en provenance de Turquie (5 espèces), de l’Afrique du Nord (Oran, 4 espèces), du Caucase (1 espèce) et d’Allemagne (1 espèce). La plupart de ces espèces seront retirées du genre lorsque les relations de parenté entre elles seront analysées. Elles n’appartiennent probablement pas au genre Alosa. Mais, commen...

  4. The effects of music genre on young people's alcohol consumption: an experimental observational study.

    Science.gov (United States)

    Engels, Rutger C M E; Poelen, Evelien A P; Spijkerman, Renske; Ter Bogt, Tom

    2012-01-01

    The aim of this study was to test whether exposure to specific music genres in a social drinking setting leads to differences in drinking levels. An observational experimental design was used in which we invited peer groups of young adults into a bar lab, a lab which is furnished like an ordinary, small pub. Between two tasks, people had a break of 50 minutes in which they could order nonalcoholic and alcoholic beverages. During the break, participants were exposed to a specific music genre: popular, hard rock, rap, or classical music. Those groups who were exposed to classical music drank significantly more alcohol than those who were exposed to other music genres. This pattern is quite robust and does not depend on participants' sex or age, drinking habits, own music preference, and relative importance of music in participant's lives. The study's limitations are mentioned.

  5. The Use of Genre Theory for Improving Writing Proficiency Skills in Explanations

    Directory of Open Access Journals (Sweden)

    María Martínez Lirola

    2015-08-01

    Full Text Available The study reported in this paper focuses on the use of genre theory as an appropriate framework for English L2 writing in the subject English Language IV of the degree in English Studies. We compared 40 explanations written by students in this course at the University of Alicante (Spain before and after they had studied different text types following genre theory. This study will show that using the theory of genre as a framework to teach academic writing helped students to improve their level of literacy through the study of text types and specific grammatical structures that appear in these texts. Findings suggest that exposing students to good models of different text types, paying special attention to explanations, and asking them to write texts based on these models, improves students' texts from the grammatical and the textual points of view.

  6. Videos Influence Behavior Change Measures for Voice and Speech in Individuals with Parkinson's Disease.

    Science.gov (United States)

    Kopf, Lisa M; Graetzer, Simone; Huh, Jina

    2015-10-01

    The majority of individuals with Parkinson's disease (PD) experience voice and speech difficulties at some point over the course of the disease. Voice therapy has been found to help improve voice and speech in individuals with PD, but the majority of these individuals do not enroll in voice therapy. The purpose of this study was to determine whether watching short videos about voice symptoms and treatment in Parkinson's disease influences readiness to change, stages of change, and self-efficacy in individuals with PD. Eight individuals with PD participated in the study. Fifteen videos were chosen, three representing each of the five stages of change. We chose videos from YouTube that represented variety in speakers, content, and genre. We found that readiness to change significantly increased after watching videos, suggesting that watching videos helped these individuals move closer to actively improving their voice and speech. In addition, five of the eight participants showed forward movement in stages of change. Finally, self-efficacy demonstrated a positive trend following video watching. Overall, our results demonstrate that watching videos available on the internet can influence individuals with Parkinson's disease in changing vocal behavior. Implications for future wireless health applications are described.

  7. How Color Properties Can Be Used to Elicit Emotions in Video Games

    Directory of Open Access Journals (Sweden)

    Erik Geslin

    2016-01-01

    Full Text Available Classifying the many types of video games is difficult, as their genres and supports are different, but they all have in common that they seek the commitment of the player through exciting emotions and challenges. Since the income of the video game industry exceeds that of the film industry, the field of inducting emotions through video games and virtual environments is attracting more attention. Our theory, widely supported by substantial literature, is that the chromatic stimuli intensity, brightness, and saturation of a video game environment produce an emotional effect on players. We have observed a correlation between the RGB additives color spaces, HSV, HSL, and HSI components of video game images, presented to n=85 participants, and the emotional statements expressed in terms of arousal and valence, recovered in a subjective semantic questionnaire. Our results show a significant correlation between luminance, saturation, lightness, and the emotions of joy, sadness, fear, and serenity experienced by participants viewing 24 video game images. We also show strong correlations between the colorimetric diversity, saliency volume, and stimuli conspicuity and the emotions expressed by the players. These results allow us to propose video game environment development methods in the form of a circumplex model. It is aimed at game designers for developing emotional color scripting.

  8. 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

  9. 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.

  10. Correlation Between Arthroscopy Simulator and Video Game Performance: A Cross-Sectional Study of 30 Volunteers Comparing 2- and 3-Dimensional Video Games.

    Science.gov (United States)

    Jentzsch, Thorsten; Rahm, Stefan; Seifert, Burkhardt; Farei-Campagna, Jan; Werner, Clément M L; Bouaicha, Samy

    2016-07-01

    To investigate the association between arthroscopy simulator performance and video game skills. This study compared the performances of 30 volunteers without experience performing arthroscopies in 3 different tasks of a validated virtual reality knee arthroscopy simulator with the video game experience using a questionnaire and actual performances in 5 different 2- and 3-dimensional (D) video games of varying genres on 2 different platforms. Positive correlations between knee arthroscopy simulator and video game performances (ρ = 0.63, P game and a first-person shooter game, as well as the meniscus resection and a tile-matching puzzle game (all ρ ≥ 0.60, P game. Although knee arthroscopy performances do not correlate with 2-D strategy video game skills, they show a correlation with 2-D tile-matching puzzle games only for easier tasks with a rather limited focus, and highly correlate with 3-D sports and first-person shooter video games. These findings show that experienced and good 3-D gamers are better arthroscopists than nonexperienced and poor 3-D gamers. Level II, observational cross-sectional study. Copyright © 2016 Arthroscopy Association of North America. Published by Elsevier Inc. All rights reserved.

  11. Optimized static and video EEG rapid serial visual presentation (RSVP) paradigm based on motion surprise computation

    Science.gov (United States)

    Khosla, Deepak; Huber, David J.; Bhattacharyya, Rajan

    2017-05-01

    In this paper, we describe an algorithm and system for optimizing search and detection performance for "items of interest" (IOI) in large-sized images and videos that employ the Rapid Serial Visual Presentation (RSVP) based EEG paradigm and surprise algorithms that incorporate motion processing to determine whether static or video RSVP is used. The system works by first computing a motion surprise map on image sub-regions (chips) of incoming sensor video data and then uses those surprise maps to label the chips as either "static" or "moving". This information tells the system whether to use a static or video RSVP presentation and decoding algorithm in order to optimize EEG based detection of IOI in each chip. Using this method, we are able to demonstrate classification of a series of image regions from video with an azimuth value of 1, indicating perfect classification, over a range of display frequencies and video speeds.

  12. ActivityNet: A Large-Scale Video Benchmark for Human Activity Understanding

    KAUST Repository

    Heilbron, Fabian Caba

    2015-06-02

    In spite of many dataset efforts for human action recognition, current computer vision algorithms are still severely limited in terms of the variability and complexity of the actions that they can recognize. This is in part due to the simplicity of current benchmarks, which mostly focus on simple actions and movements occurring on manually trimmed videos. In this paper we introduce ActivityNet, a new largescale video benchmark for human activity understanding. Our benchmark aims at covering a wide range of complex human activities that are of interest to people in their daily living. In its current version, ActivityNet provides samples from 203 activity classes with an average of 137 untrimmed videos per class and 1.41 activity instances per video, for a total of 849 video hours. We illustrate three scenarios in which ActivityNet can be used to compare algorithms for human activity understanding: untrimmed video classification, trimmed activity classification and activity detection.

  13. Xenolog classification.

    Science.gov (United States)

    Darby, Charlotte A; Stolzer, Maureen; Ropp, Patrick J; Barker, Daniel; Durand, Dannie

    2017-03-01

    Orthology analysis is a fundamental tool in comparative genomics. Sophisticated methods have been developed to distinguish between orthologs and paralogs and to classify paralogs into subtypes depending on the duplication mechanism and timing, relative to speciation. However, no comparable framework exists for xenologs: gene pairs whose history, since their divergence, includes a horizontal transfer. Further, the diversity of gene pairs that meet this broad definition calls for classification of xenologs with similar properties into subtypes. We present a xenolog classification that uses phylogenetic reconciliation to assign each pair of genes to a class based on the event responsible for their divergence and the historical association between genes and species. Our classes distinguish between genes related through transfer alone and genes related through duplication and transfer. Further, they separate closely-related genes in distantly-related species from distantly-related genes in closely-related species. We present formal rules that assign gene pairs to specific xenolog classes, given a reconciled gene tree with an arbitrary number of duplications and transfers. These xenology classification rules have been implemented in software and tested on a collection of ∼13 000 prokaryotic gene families. In addition, we present a case study demonstrating the connection between xenolog classification and gene function prediction. The xenolog classification rules have been implemented in N otung 2.9, a freely available phylogenetic reconciliation software package. http://www.cs.cmu.edu/~durand/Notung . Gene trees are available at http://dx.doi.org/10.7488/ds/1503 . durand@cmu.edu. Supplementary data are available at Bioinformatics online.

  14. Der Terminator und die Femme fatale. Gender im Genre-Kino The Terminator and the Femme Fatale: Gender in Genre Cinema

    Directory of Open Access Journals (Sweden)

    Rochus Wolff

    2005-03-01

    Full Text Available Mit Hollywood hybrid legen Claudia Liebrand und Ines Steiner einen äußerst lesenswerten Sammelband vor, in dem aus unterschiedlichen Blickwinkeln Hollywoodfilme der vergangenen Jahre untersucht wurden. Im Zentrum stehen dabei stets die komplexen Wechselwirkungen zwischen Genre und Gender. Von wenigen Schwächen abgesehen, gelingen den Autor/-innen dabei durchweg überzeugende Analysen.Claudia Liesbrand and Ines Steiner’s very worth reading Hollywood hybrid is a collected volume in which Hollywood films of recent years are examined from various angles. Central to the text is the continually complex interaction between genre and gender. With this, the authors enjoy, a few weaknesses aside, ongoing success.

  15. Vampyr och nagelbitare : En genre- och diskursanalys av barn- och ungdomsrysare och deras ämnesord

    OpenAIRE

    Björnström, Lovisa

    2015-01-01

    This master's thesis in Library and Information Science examines how the genre division of the horror fictionis constructed at the children and youth department of a library by studying subject headings of the titles.The aim is to examine what is included in the genre, in the two labelings called vampire and nail-biter/spine-chiller, what separates them, and what difference there is between children and youth thrillers/horror fiction. Also the cover designs and how readers portray these books...

  16. ATTEMPTS TO FIND ETHOLOGY GENRE IN FAIRY TALE BY IVAN FRANKO “MYKYTA THE FOX”

    Directory of Open Access Journals (Sweden)

    Valeriy Syrotenko

    2016-11-01

    Full Text Available The article is devoted to finding typology signs in the fairy-tale by Іvan Franko that characterize works of ethology genre. Turning to the genre descriptions of this particular work is not accidental, as until now there is no clearly defined genre theory, and it is foremost explained by the fact that literary reviewers understand the nature of genre content differently. Some people see in it nothing but formal displays, and others connect it with different vital realities that attract the writer’s attention. A fully original genre conception is offered by G. Pospelov, and its basis is presented in understanding the genre range of problems such as mythological, national and historical, novel and ethological. The determined typology signs of the ethological are the following: firstly, concentration on the analysis of public environment, finding out what is considered to be a stable state, as well as the display of the dominating conduct norms. Secondly, the characters display peculiar static, inwardly immobile features; they express certain “models” of people’s behaving in different social environments. Therefore the semantic and artistic features of Ivan Franko’s fairy-tale is examined through the prism of the typology of the ethology genre; that allows to specify the understanding of concept “genre”, “literary fairy-tale as a genre”, the value of the work of ethological range of problems at the moment when a literary work is being written and in social and literary periods that follow. Displays of ethological problem range the fairy-tale are manifested in its composition nature, in peculiarities of grouping the characters; that reflects definite conflict orientation of the work and thus display of dominant traits of the main characters at least. The plot structure of the fairy-tale, namely verse, "works" for underlining the ethological range of problems: with his inserted stories Ivan Franko depicts into details the dominant

  17. Transporter Classification Database (TCDB)

    Data.gov (United States)

    U.S. Department of Health & Human Services — The Transporter Classification Database details a comprehensive classification system for membrane transport proteins known as the Transporter Classification (TC)...

  18. Teaching Writing Skills Based on a Genre Approach to L2 Primary School Students: An Action Research

    Science.gov (United States)

    Ahn, Hyejeong

    2012-01-01

    This article, based on research findings, examines the effect of implementing a genre approach to develop writing competency of Year 5 and 6 L2 primary school students. Using action research, the genre approach was implemented over a 10-week term with two lessons per week in a culturally and linguistically diverse ESL class in a South Australian…

  19. Handedness and "Open-Earedness": Strong Right-Handers Are Less Likely to Prefer Less Popular Musical Genres

    Science.gov (United States)

    Christman, Stephen D.

    2013-01-01

    Research shows that strong right-handedness is associated with decreased cognitive flexibility and decreased tendencies to update beliefs, arising from decreased interhemispheric interaction. In the current study, strong right-handedness was associated with decreased overall liking of less popular musical genres (with the specific genres of…

  20. Musical Preference and Music Education: Musical Preferences of Turkish University Students and Their Levels in Genre Identification

    Science.gov (United States)

    Gürgen, Elif Tekin

    2016-01-01

    The aim of this study was to investigate if there is any relationship between musical preference, genre identification and frequency of listening to music genres, and whether musical training and gender played a role in these factors. A total of 205 college music and non-music majors recorded their preference for 13 music excerpts in popular,…