WorldWideScience

Sample records for video genre classification

  1. Video genre classification using multimodal features

    Science.gov (United States)

    Jin, Sung Ho; Bae, Tae Meon; Choo, Jin Ho; Ro, Yong Man

    2003-12-01

    We propose a video genre classification method using multimodal features. The proposed method is applied for the preprocessing of automatic video summarization or the retrieval and classification of broadcasting video contents. Through a statistical analysis of low-level and middle-level audio-visual features in video, the proposed method can achieve good performance in classifying several broadcasting genres such as cartoon, drama, music video, news, and sports. In this paper, we adopt MPEG-7 audio-visual descriptors as multimodal features of video contents and evaluate the performance of the classification by feeding the features into a decision tree-based classifier which is trained by CART. The experimental results show that the proposed method can recognize several broadcasting video genres with a high accuracy and the classification performance with multimodal features is superior to the one with unimodal features in the genre classification.

  2. Hierarchical vs non-hierarchical audio indexation and classification for video genres

    Science.gov (United States)

    Dammak, Nouha; BenAyed, Yassine

    2018-04-01

    In this paper, Support Vector Machines (SVMs) are used for segmenting and indexing video genres based on only audio features extracted at block level, which has a prominent asset by capturing local temporal information. The main contribution of our study is to show the wide effect on the classification accuracies while using an hierarchical categorization structure based on Mel Frequency Cepstral Coefficients (MFCC) audio descriptor. In fact, the classification consists in three common video genres: sports videos, music clips and news scenes. The sub-classification may divide each genre into several multi-speaker and multi-dialect sub-genres. The validation of this approach was carried out on over 360 minutes of video span yielding a classification accuracy of over 99%.

  3. You Tube Video Genres. Amateur how-to Videos Versus Professional Tutorials

    Directory of Open Access Journals (Sweden)

    Andreea Mogoș

    2015-12-01

    Full Text Available In spite of the fact that there is a vast literature on traditional textual and visual genre classifications, the categorization of web content is still a difficult task, because this medium is fluid, unstable and fast-paced on one hand and, on the other hand, the genre classifications are socially constructed through the tagging process and the interactions (commenting, rating, chatting. This paper focuses on YouTube tutorials and aims to compare video tutorials produced by professionals with amateur video tutorials.

  4. You Tube Video Genres. Amateur how-to Videos Versus Professional Tutorials

    OpenAIRE

    Andreea Mogoș; Constantin Trofin

    2015-01-01

    In spite of the fact that there is a vast literature on traditional textual and visual genre classifications, the categorization of web content is still a difficult task, because this medium is fluid, unstable and fast-paced on one hand and, on the other hand, the genre classifications are socially constructed through the tagging process and the interactions (commenting, rating, chatting). This paper focuses on YouTube tutorials and aims to compare video tutorials produced by professionals wi...

  5. 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....

  6. 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.

  7. Efficient genre-specific semantic video indexing

    NARCIS (Netherlands)

    Wu, J.; Worring, M.

    2012-01-01

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

  8. 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.

  9. 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.

  10. Music Genre Classification Systems - A Computational Approach

    DEFF Research Database (Denmark)

    Ahrendt, Peter

    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 systems which use the raw audio signal as input to estimate the corresponding genre. This is in contrast...... 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...

  11. 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......) is subsequently used for classification. This classifier is rather simple; current research investigates more advanced methods of classification....

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

    OpenAIRE

    Summers, Tim

    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. Audio Mining with emphasis on Music Genre Classification

    DEFF Research Database (Denmark)

    Meng, Anders

    2004-01-01

    Audio is an important part of our daily life, basically it increases our impression of the world around us whether this is communication, music, danger detection etc. Currently the field of Audio Mining, which here includes areas of music genre, music recognition / retrieval, playlist generation...... the world the problem of detecting environments from the input audio is researched as to increase the life quality of hearing-impaired. Basically there is a lot of work within the field of audio mining. The presentation will mainly focus on music genre classification where we have a fixed amount of genres...... to choose from. Basically every audio mining system is more or less consisting of the same stages as for the music genre setting. My research so far has mainly focussed on finding relevant features for music genre classification living at different timescales using early and late information fusion. It has...

  14. 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...... genre data set with a variety of modern music. The basis was a so-called AR feature representation of the music. Besides the benefit of having proper probabilistic models of the whole song, the lowest classification test errors were found using one of the proposed models....

  15. Exploring different approaches for music genre classification

    Directory of Open Access Journals (Sweden)

    Antonio Jose Homsi Goulart

    2012-07-01

    Full Text Available In this letter, we present different approaches for music genre classification. The proposed techniques, which are composed of a feature extraction stage followed by a classification procedure, explore both the variations of parameters used as input and the classifier architecture. Tests were carried out with three styles of music, namely blues, classical, and lounge, which are considered informally by some musicians as being “big dividers” among music genres, showing the efficacy of the proposed algorithms and establishing a relationship between the relevance of each set of parameters for each music style and each classifier. In contrast to other works, entropies and fractal dimensions are the features adopted for the classifications.

  16. 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.

  17. 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

  18. Convolutional Neural Network Achieves Human-level Accuracy in Music Genre Classification

    OpenAIRE

    Dong, Mingwen

    2018-01-01

    Music genre classification is one example of content-based analysis of music signals. Traditionally, human-engineered features were used to automatize this task and 61% accuracy has been achieved in the 10-genre classification. However, it's still below the 70% accuracy that humans could achieve in the same task. Here, we propose a new method that combines knowledge of human perception study in music genre classification and the neurophysiology of the auditory system. The method works by trai...

  19. 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.

  20. 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.

  1. “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.

  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. Flow Genres: The Varieties of Video Game Experience

    Czech Academy of Sciences Publication Activity Database

    Hrabec, O.; Chrz, Vladimír

    2015-01-01

    Roč. 7, č. 1 (2015), s. 1-19 ISSN 1942-3888 R&D Projects: GA ČR(CZ) GAP407/12/2432 Institutional support: RVO:68081740 Keywords : flow * optimal experience * genre * video game Subject RIV: AN - Psychology

  4. 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.

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

    DEFF Research Database (Denmark)

    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 investigates different methods for feature integration and late information fusion for music genre classification...

  6. 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...

  7. 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.

  8. 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...

  9. Towards the use of similarity distances to music genre classification: A comparative study.

    Science.gov (United States)

    Goienetxea, Izaro; Martínez-Otzeta, José María; Sierra, Basilio; Mendialdua, Iñigo

    2018-01-01

    Music genre classification is a challenging research concept, for which open questions remain regarding classification approach, music piece representation, distances between/within genres, and so on. In this paper an investigation on the classification of generated music pieces is performed, based on the idea that grouping close related known pieces in different sets -or clusters- and then generating in an automatic way a new song which is somehow "inspired" in each set, the new song would be more likely to be classified as belonging to the set which inspired it, based on the same distance used to separate the clusters. Different music pieces representations and distances among pieces are used; obtained results are promising, and indicate the appropriateness of the used approach even in a such a subjective area as music genre classification is.

  10. Towards the use of similarity distances to music genre classification: A comparative study.

    Directory of Open Access Journals (Sweden)

    Izaro Goienetxea

    Full Text Available Music genre classification is a challenging research concept, for which open questions remain regarding classification approach, music piece representation, distances between/within genres, and so on. In this paper an investigation on the classification of generated music pieces is performed, based on the idea that grouping close related known pieces in different sets -or clusters- and then generating in an automatic way a new song which is somehow "inspired" in each set, the new song would be more likely to be classified as belonging to the set which inspired it, based on the same distance used to separate the clusters. Different music pieces representations and distances among pieces are used; obtained results are promising, and indicate the appropriateness of the used approach even in a such a subjective area as music genre classification is.

  11. Music Genre Classification Revisited: An In-Depth Examination Guided by Music Experts

    DEFF Research Database (Denmark)

    Pálmason, Haukur; Jónsson, Björn Thór; Schedl, Markus

    2017-01-01

    Despite their many identified shortcomings, music genres are still often used as ground truth and as a proxy for music similarity. In this work we therefore take another in-depth look at genre classification, this time with the help of music experts. In comparison to existing work, we aim...... at including the viewpoint of different stakeholders to investigate whether musicians and end-user music taxonomies agree on genre ground truth, through a user study among 20 professional and semi-professional music protagonists. We then compare the results of their genre judgments with different commercial...

  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

    2012-01-01

    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…

  13. 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...

  14. 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.

  15. Music Genre Classification Revisited: An In-Depth Examination Guided by Music Experts

    OpenAIRE

    Pálmason, Haukur; Jónsson, Björn Thór; Schedl, Markus; Knees, Peter

    2017-01-01

    Despite their many identified shortcomings, music genres are still often used as ground truth and as a proxy for music similarity. In this work we therefore take another in-depth look at genre classification, this time with the help of music experts. In comparison to existing work, we aim at including the viewpoint of different stakeholders to investigate whether musicians and end-user music taxonomies agree on genre ground truth, through a user study among 20 professional and semi-profession...

  16. 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.

  17. 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.

  18. 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...... 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...

  19. 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.

  20. 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.

  1. Benin Video-film: A Case for the Documentary Genre

    OpenAIRE

    Omoera, Osakue Stevenson

    2016-01-01

    Although Onions Edionwe’s films, such as Echoes of a Kingdom, Arousa N’ohuan-ren, and Aisiokuoba, are notable documentaries, they represent an “insignificant” component of the total number of movies that have been made in the Benin or Edo language film section of the Nigerian film culture (Nollywood). A critical review of the Benin video culture indicates that a majority of the Benin film content creators tend to ignore the documentary genre. This article explores the reasons Benin filmmakers...

  2. A Videography Analysis Framework for Video Retrieval and Summarization (Open Access)

    Science.gov (United States)

    2012-09-07

    J. S. D. Mason, and M.Pawlewski. Video genre classification using dy- namics. In IEEE ICASSP, 2001. [16] Ashutosh Saxena, Sung H. Chung, and Andrew Y...directing semantics for film shot classification. IEEE Transactions on Circuits and Systems for Video Technology (TCSVT), 19(10):1529–1542, 2009. [23

  3. Genres, user attitudes and prospects for learning through video on the WWW

    NARCIS (Netherlands)

    Kommers, Piet A.M.; Okamoto, T; Hartley, R.; Kinshuk, T.; Klus, J.P.

    2001-01-01

    Building upon the notion that TV and video programmes will soon be accessible via the World Wide Web, there is the question of if and how it can bring added value for education. How will these two genres (working on the Internet vs. relaxing on the sofa) go together? From a post-modern point of

  4. 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...... probability kernel. In order to examine the different methods an 11 genre music setup was utilized. In this setup the Mel Frequency Cepstral Coefficients (MFCC) were used as short time features. The accuracy of the best performing model on this data set was 44% as compared to a human performance of 52...... 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...

  5. 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

  6. 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.

  7. Music Genre Classification using an Auditory Memory Model

    DEFF Research Database (Denmark)

    Jensen, Kristoffer

    2011-01-01

    Audio feature estimation is potentially improved by including higher- level models. One such model is the Auditory Short Term Memory (STM) model. A new paradigm of audio feature estimation is obtained by adding the influence of notes in the STM. These notes are identified when the perceptual...... results, and an initial experiment with sensory dissonance has been undertaken with good results. The parameters obtained form the auditory memory model, along with the dissonance measure, are shown here to be of interest in genre classification....

  8. 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

  9. Knowledge-based approach to video content classification

    Science.gov (United States)

    Chen, Yu; Wong, Edward K.

    2001-01-01

    A framework for video content classification using a knowledge-based approach is herein proposed. This approach is motivated by the fact that videos are rich in semantic contents, which can best be interpreted and analyzed by human experts. We demonstrate the concept by implementing a prototype video classification system using the rule-based programming language CLIPS 6.05. Knowledge for video classification is encoded as a set of rules in the rule base. The left-hand-sides of rules contain high level and low level features, while the right-hand-sides of rules contain intermediate results or conclusions. Our current implementation includes features computed from motion, color, and text extracted from video frames. Our current rule set allows us to classify input video into one of five classes: news, weather, reporting, commercial, basketball and football. We use MYCIN's inexact reasoning method for combining evidences, and to handle the uncertainties in the features and in the classification results. We obtained good results in a preliminary experiment, and it demonstrated the validity of the proposed approach.

  10. How Musical Instrumentation Affects Perceptual Identification of Musical Genres

    OpenAIRE

    Brene, Sofia; Thome, Carl

    2014-01-01

    A listening experiment was conducted to investigate which musical instruments are the most important for defining certain musical genres. 66 participants genre classified a series of audio samples, with the same songs recurring both with full instrumentation and partial instrumentation. The report used the collected genre classifications to clarify therelationship between certain musical genres and song instrumentation. A numericalanalysis of the classifications, in the context of genre tradi...

  11. 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.

  12. Hierarchical structure for audio-video based semantic classification of sports video sequences

    Science.gov (United States)

    Kolekar, M. H.; Sengupta, S.

    2005-07-01

    A hierarchical structure for sports event classification based on audio and video content analysis is proposed in this paper. Compared to the event classifications in other games, those of cricket are very challenging and yet unexplored. We have successfully solved cricket video classification problem using a six level hierarchical structure. The first level performs event detection based on audio energy and Zero Crossing Rate (ZCR) of short-time audio signal. In the subsequent levels, we classify the events based on video features using a Hidden Markov Model implemented through Dynamic Programming (HMM-DP) using color or motion as a likelihood function. For some of the game-specific decisions, a rule-based classification is also performed. Our proposed hierarchical structure can easily be applied to any other sports. Our results are very promising and we have moved a step forward towards addressing semantic classification problems in general.

  13. 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.

  14. 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...... not perform well, even for data that satisfies all its assumptions....

  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...

  16. 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

  17. 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.

  18. 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.

  19. 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...... trials of cross-validation. Second, we test the robustness of each system to spectral equalization. Finally, we test how well human subjects recognize the genres of music excerpts composed by each system to be highly genre representative. Our results suggest that neither high-performing system has...... a capacity to recognize music genre....

  20. 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.

  1. 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.

  2. 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

  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. Surgical gesture classification from video and kinematic data.

    Science.gov (United States)

    Zappella, Luca; Béjar, Benjamín; Hager, Gregory; Vidal, René

    2013-10-01

    Much of the existing work on automatic classification of gestures and skill in robotic surgery is based on dynamic cues (e.g., time to completion, speed, forces, torque) or kinematic data (e.g., robot trajectories and velocities). While videos could be equally or more discriminative (e.g., videos contain semantic information not present in kinematic data), they are typically not used because of the difficulties associated with automatic video interpretation. In this paper, we propose several methods for automatic surgical gesture classification from video data. We assume that the video of a surgical task (e.g., suturing) has been segmented into video clips corresponding to a single gesture (e.g., grabbing the needle, passing the needle) and propose three methods to classify the gesture of each video clip. In the first one, we model each video clip as the output of a linear dynamical system (LDS) and use metrics in the space of LDSs to classify new video clips. In the second one, we use spatio-temporal features extracted from each video clip to learn a dictionary of spatio-temporal words, and use a bag-of-features (BoF) approach to classify new video clips. In the third one, we use multiple kernel learning (MKL) to combine the LDS and BoF approaches. Since the LDS approach is also applicable to kinematic data, we also use MKL to combine both types of data in order to exploit their complementarity. Our experiments on a typical surgical training setup show that methods based on video data perform equally well, if not better, than state-of-the-art approaches based on kinematic data. In turn, the combination of both kinematic and video data outperforms any other algorithm based on one type of data alone. Copyright © 2013 Elsevier B.V. All rights reserved.

  5. Literêre genre van die Daniëlverhale

    Directory of Open Access Journals (Sweden)

    M. Nel

    2001-08-01

    Full Text Available Literary genre of the stories in die Book of Daniel The literary genre of the stories in the book of Daniel has acquired a central position in modern research. Most researchers agree that the stories contain material that is older than the visions contained in Daniel 7-12. Corresponding to the narrative of Daniel and his three friends the following can be listed: the biblical stories of Joseph and Esther; the Assyrian story of Ahikar; the stories of Tobit and Judith; Daniel and Susannah; Daniel, Bel and the Snake; and the story in 1 Esdras 3:1-4:63. The issue regarding the genre of these narratives thus should be addressed. The article proposes that the Daniel stories be read as wisdom literature. Furthermore, the different opinions of the following researchers are discussed: W.L. Humphreys, J.J. Collins, R.R. Wilson, P.R. Davies, G.W.E. Nickelsburg, as well as S. Niditch and R. Doran. The conclusion arrived at is that no consensus on the classification of the genre of the stories exists and that the lack of a standardised system in the classification of genre hampers the discussion.

  6. 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

  7. 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.

  8. 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

  9. 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...

  10. 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.

  11. 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

  12. Mapping the game landscape: Locating genres using functional classification

    DEFF Research Database (Denmark)

    Dahlskog, Steve; Kamstrup, Andreas; Aarseth, Espen J.

    2009-01-01

    Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model to categ......Are typical computer game genres still valid descriptors and useful for describing game structure and game content? Games have changed from simple to complex and from single function to multi function. By identifying structural differences in game elements we develop a more nuanced model...

  13. 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.......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...

  14. Video based object representation and classification using multiple covariance matrices.

    Science.gov (United States)

    Zhang, Yurong; Liu, Quan

    2017-01-01

    Video based object recognition and classification has been widely studied in computer vision and image processing area. One main issue of this task is to develop an effective representation for video. This problem can generally be formulated as image set representation. In this paper, we present a new method called Multiple Covariance Discriminative Learning (MCDL) for image set representation and classification problem. The core idea of MCDL is to represent an image set using multiple covariance matrices with each covariance matrix representing one cluster of images. Firstly, we use the Nonnegative Matrix Factorization (NMF) method to do image clustering within each image set, and then adopt Covariance Discriminative Learning on each cluster (subset) of images. At last, we adopt KLDA and nearest neighborhood classification method for image set classification. Promising experimental results on several datasets show the effectiveness of our MCDL method.

  15. 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 furthermor...... 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.......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...

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

    Science.gov (United States)

    2001-01-01

    particularly good discriminator for a horoscope genre, the fact that it is an astrological sign and appears with other terms deemed astrological may well be...denominator prior to taking logs.) A misclassification matrix example is shown in Table 3. The true genre tag is indicated by row and the classifier’s...classifiers and is true even for the Naïve Bayes classifier which does poorly with presentation features alone. Applying a threshold to the classifier output

  18. 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.

  19. '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.

  20. 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%.

  1. 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...

  2. 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...... autoregressive model. Other authors have applied simpler statistical models such as the mean-variance model, which also has been included in several of this years MIREX submissions, see e.g. Tzanetakis (2005); Burred (2005); Bergstra et al. (2005); Lidy and Rauber (2005)....

  3. Queer Tracings of Genre

    DEFF Research Database (Denmark)

    Balle, Søren Hattesen

    A prominent feature of John Ashbery's debut collection Some Trees is the near ubiquity of classical and post-classical genre designations attached as titles to its poems. Among them appear titles such as "Eclogue", "Sonnet", "Meditations of a Parrot", and "A Pastoral". Neither does Ashbery hesita...... to a dominant cultural climate in the ‘50s when the homosexual theme was deemed beyond normal hetero-normative classifications of gender identity....

  4. 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.

  5. 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 genre-gender discursive, historical and cultural crossover, we obtain a holistic view of the complexities of the psycho-biographical gender dynamics of media work. To this end, I trace the ways in which the andocentric genre of travel writing (a genre based on a masculine ideology) causes professional...

  6. 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.

  7. 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…

  8. 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…

  9. 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)

  10. Exploiting link structure for web page genre identification

    KAUST Repository

    Zhu, Jia; Xie, Qing; Yu, Shoou I.; Wong, Wai Hung

    2015-01-01

    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)

  11. Digital storytelling as a genre of mediatized self-representations: an introduction

    OpenAIRE

    Gregori-Signes, Carmen; Pennock-Speck, Barry; ,

    2012-01-01

    This article provides a critical review of some of the most relevant studies on digital storytelling and proposes a genre typology that allows an initial classification of digital storytelling into two main types: educational and social. Digital storytelling is a multimodal emergent genre characterised by its versatility and flexibility which has resulted in a series of subgenres. However, the main premise here is that differentiating between social and educational– although one does not excl...

  12. An Emerging Learning Design for Student-Generated "iVideos"

    Science.gov (United States)

    Kearney, Matthew; Jones, Glynis; Roberts, Lynn

    2012-01-01

    This paper describes an emerging learning design for a popular genre of learner-generated video projects: "Ideas Videos" or "iVideos." These advocacy-style videos are short, two-minute, digital videos designed "to evoke powerful experiences about educative ideas" (Wong, Mishra, Koehler & Siebenthal, 2007, p1). We…

  13. Portrayal of Smokeless Tobacco in YouTube Videos

    Science.gov (United States)

    Augustson, Erik M.; Backinger, Cathy L.

    2012-01-01

    Objectives: 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. Methods: 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. Results: 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. Conclusions: 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. PMID:22080585

  14. 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…

  15. 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.

  16. An efficient approach for video action classification based on 3d Zernike moments

    OpenAIRE

    Lassoued , Imen; Zagrouba , Ezzedine; Chahir , Youssef

    2011-01-01

    International audience; Action recognition in video and still image is one of the most challenging research topics in pattern recognition and computer vision. This paper proposes a new method for video action classification based on 3D Zernike moments. These last ones aim to capturing both structural and temporal information of a time varying sequence. The originality of this approach consists to represent actions in video sequences by a three-dimension shape obtained from different silhouett...

  17. Seeing is believing: video classification for computed tomographic colonography using multiple-instance learning.

    Science.gov (United States)

    Wang, Shijun; McKenna, Matthew T; Nguyen, Tan B; Burns, Joseph E; Petrick, Nicholas; Sahiner, Berkman; Summers, Ronald M

    2012-05-01

    In this paper, we present development and testing results for a novel colonic polyp classification method for use as part of a computed tomographic colonography (CTC) computer-aided detection (CAD) system. Inspired by the interpretative methodology of radiologists using 3-D fly-through mode in CTC reading, we have developed an algorithm which utilizes sequences of images (referred to here as videos) for classification of CAD marks. For each CAD mark, we created a video composed of a series of intraluminal, volume-rendered images visualizing the detection from multiple viewpoints. We then framed the video classification question as a multiple-instance learning (MIL) problem. Since a positive (negative) bag may contain negative (positive) instances, which in our case depends on the viewing angles and camera distance to the target, we developed a novel MIL paradigm to accommodate this class of problems. We solved the new MIL problem by maximizing a L2-norm soft margin using semidefinite programming, which can optimize relevant parameters automatically. We tested our method by analyzing a CTC data set obtained from 50 patients from three medical centers. Our proposed method showed significantly better performance compared with several traditional MIL methods.

  18. Two-Stage Classification Approach for Human Detection in Camera Video in Bulk Ports

    Directory of Open Access Journals (Sweden)

    Mi Chao

    2015-09-01

    Full Text Available With the development of automation in ports, the video surveillance systems with automated human detection begun to be applied in open-air handling operation areas for safety and security. The accuracy of traditional human detection based on the video camera is not high enough to meet the requirements of operation surveillance. One of the key reasons is that Histograms of Oriented Gradients (HOG features of the human body will show great different between front & back standing (F&B and side standing (Side human body. Therefore, the final training for classifier will only gain a few useful specific features which have contribution to classification and are insufficient to support effective classification, while using the HOG features directly extracted by the samples from different human postures. This paper proposes a two-stage classification method to improve the accuracy of human detection. In the first stage, during preprocessing classification, images is mainly divided into possible F&B human body and not F&B human body, and then they were put into the second-stage classification among side human and non-human recognition. The experimental results in Tianjin port show that the two-stage classifier can improve the classification accuracy of human detection obviously.

  19. 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.

  20. 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

  1. 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.

  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. 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

  4. 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...

  5. 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

  6. 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.

  7. Better and Faster: Knowledge Transfer from Multiple Self-supervised Learning Tasks via Graph Distillation for Video Classification

    OpenAIRE

    Zhang, Chenrui; Peng, Yuxin

    2018-01-01

    Video representation learning is a vital problem for classification task. Recently, a promising unsupervised paradigm termed self-supervised learning has emerged, which explores inherent supervisory signals implied in massive data for feature learning via solving auxiliary tasks. However, existing methods in this regard suffer from two limitations when extended to video classification. First, they focus only on a single task, whereas ignoring complementarity among different task-specific feat...

  8. "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.

  9. Typology of Video Gamers in Croatia: Some Socio-Cultural Characteristics

    Directory of Open Access Journals (Sweden)

    Krešimir Krolo

    2016-06-01

    Full Text Available This article presents the results of a large scale online survey of the video gaming population in Croatia (N=3251 conducted in 2014. The theoretical part discusses approaches to mapping of videogaming profiles, as well as problems in defining and conceptualizing the video gamer and video gaming as a culture, relying first and foremost on compatible sociological perspectives (Crawford, 2011. The emphasis is laid on the importance of expanding the standard socio- demographic elements of profiling in order to establish a more concise typology of video gamers. The methodological part describes the instruments used, the main characteristics of the sample, as well as the cluster analysis method that was used in creating the video gamers typology. The results of the cluster analysis point to the existence of six different gaming types, grouped mainly around genre preferences but also pointing to differences considering the level of self-identification with gaming culture, intensity of playing, participatory practices and selected dimensions of value orientations. The additional analysis of the clusters shows differences among gamers in terms of technological, content-based and interaction-based characteristics of genres, concluding that specific genres are more compatible with those players that are more tolerant, whilst others are linked more to the insular and particular socio-cultural frameworks.

  10. Narrative versus style: Effect of genre-typical events versus genre-typical filmic realizations on film viewers’ genre recognition

    NARCIS (Netherlands)

    Visch, V.; Tan, E.

    2008-01-01

    This study investigated whether film viewers recognize four basic genres (comic, drama, action and nonfiction) on the basis of genre-typical event cues or of genre-typical filmic realization cues of events. Event cues are similar to the narrative content of a film sequence, while filmic realization

  11. Script Design for Information Film and Video.

    Science.gov (United States)

    Shelton, S. M. (Marty); And Others

    1993-01-01

    Shows how the empathy created in the audience by each of the five genres of film/video is a function of the five elements of film design: camera angle, close up, composition, continuity, and cutting. Discusses film/video script designing. Illustrates these concepts with a sample script and story board. (SR)

  12. 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...

  13. Iscenesættelse af genre

    DEFF Research Database (Denmark)

    Molbæk, Marie-Louise

    2013-01-01

    The focus of this article is on the concept of genre and how genre is represented in two learning materials. The article defines genre as a sociosemiotic phenomenon and terms the definition critical concept of genre. This is illustrated by a graphic circle model, which shows the aspects of the de......The focus of this article is on the concept of genre and how genre is represented in two learning materials. The article defines genre as a sociosemiotic phenomenon and terms the definition critical concept of genre. This is illustrated by a graphic circle model, which shows the aspects...... 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...... 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...

  14. Genres of War

    DEFF Research Database (Denmark)

    Skouvig, Laura

    2015-01-01

    Purpose This chapter presents a case study of the communication of information in Copenhagen during the siege in 1807. The purpose of this chapter is to investigate how information was formed by different genres and how these genres relate to different genre systems. Finally, a purpose of this ch...

  15. 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.

  16. 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.

  17. Hybridization of crime fiction genre forms as a representation of contemporary cultural process

    Directory of Open Access Journals (Sweden)

    G. O. Krapivnyk

    2014-05-01

    Full Text Available The research is devoted to the consideration of hybridization of crime fiction forms in the contemporary cultural process. The work showed that, from the point of view of the culture development, sophistication of the classical crime fiction formula, hybridization of detective fiction with other fiction genres is a natural process of the strive to vary і diversify, combine genres, styles and means of text presentation (from a hard copy or audio book to video and computer games, which is related to the crisis of the Modernity project epoch, where fiction genres were quite self­sufficient, and the transition to the postmodern (or updated Modern, where the human consciousness is dominated by the processes of simultaneous specialization and combination of various industries, in other words, divergence and convergence. It may be claimed that a detective text as one of the most popular genres in the contemporary information culture, in particular, because it reveals secrets, clarifies vague things and assists in discovering the truth, transforms so that there is a process of detectivization of different text products of the cultural industry. At the same time the very detective formula as a component of various genres becomes a tool for playing and influencing the consciousness of a contemporary person.

  18. ‘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.

  19. Understanding genre

    DEFF Research Database (Denmark)

    Auken, Sune

    2018-01-01

    of genres tends to naturalize them, thus leading to the question whether teaching genre is a conservative measure whereby the teacher, knowingly or unknowingly, naturalizes existing ideologies and power structures to the students. Drawing on these insights, the second, and shorter, part of the article...

  20. 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.

  1. Video Abstracting at a Semantical Level

    OpenAIRE

    von Wenzlawowicz, Till

    2018-01-01

    One the most common form of a video abstract is the movie trailer. Contemporary movie trailers share a common structure across genres which allows for an automatic generation and also reflects the corresponding moviea s composition. In this thesis a system for the automatic generation of trailers is presented. In addition to action trailers, the system is able to deal with further genres such as Horror and comedy trailers, which were first manually analyzed in order to identify their basic st...

  2. 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...

  3. 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…

  4. 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 start...... 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....

  5. Narrative versus Style: Effect of Genre Typical Events versus Genre Typical Filmic Realizations on Film Viewers' Genre Recognition

    OpenAIRE

    Visch, V.; Tan, E.

    2008-01-01

    This study investigated whether film viewers recognize four basic genres (comic, drama, action and nonfiction) on the basis of genre-typical event cues or of genretypical filmic realization cues of events. Event cues are similar to the narrative content of a film sequence, while filmic realization cues are similar to stylistic surface cues of a film sequence. It was predicted that genre recognition of short film fragments is cued more by filmic realization cues than by event cues. The results...

  6. 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 ...

  7. Genre and contemporary Romantic Comedy

    OpenAIRE

    Woodyard, Andrew

    2017-01-01

    The aim of my thesis was to look at the evolution of the Romantic Comedy throughout the 1990s and early 2000s, to attempt to establish what changes occurred within the genre and how these changes influenced our understanding of genre theory as a whole. Through this discussion, I hoped to develop tools that could be used to examine different genres with varied historical records. My initial examination of genre theory showed that Genre History was one of the largest problems in the study of fi...

  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. 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.

  10. Video event classification and image segmentation based on noncausal multidimensional hidden Markov models.

    Science.gov (United States)

    Ma, Xiang; Schonfeld, Dan; Khokhar, Ashfaq A

    2009-06-01

    In this paper, we propose a novel solution to an arbitrary noncausal, multidimensional hidden Markov model (HMM) for image and video classification. First, we show that the noncausal model can be solved by splitting it into multiple causal HMMs and simultaneously solving each causal HMM using a fully synchronous distributed computing framework, therefore referred to as distributed HMMs. Next we present an approximate solution to the multiple causal HMMs that is based on an alternating updating scheme and assumes a realistic sequential computing framework. The parameters of the distributed causal HMMs are estimated by extending the classical 1-D training and classification algorithms to multiple dimensions. The proposed extension to arbitrary causal, multidimensional HMMs allows state transitions that are dependent on all causal neighbors. We, thus, extend three fundamental algorithms to multidimensional causal systems, i.e., 1) expectation-maximization (EM), 2) general forward-backward (GFB), and 3) Viterbi algorithms. In the simulations, we choose to limit ourselves to a noncausal 2-D model whose noncausality is along a single dimension, in order to significantly reduce the computational complexity. Simulation results demonstrate the superior performance, higher accuracy rate, and applicability of the proposed noncausal HMM framework to image and video classification.

  11. Tobacco and alcohol use behaviors portrayed in music videos: a content analysis.

    Science.gov (United States)

    DuRant, R H; Rome, E S; Rich, M; Allred, E; Emans, S J; Woods, E R

    1997-07-01

    Music videos from five genres of music were analyzed for portrayals of tobacco and alcohol use and for portrayals of such behaviors in conjunction with sexuality. Music videos (n = 518) were recorded during randomly selected days and times from four television networks. Four female and four male observers aged 17 to 24 years were trained to use a standardized content analysis instrument. All videos were observed by rotating two-person, male-female teams who were required to reach agreement on each behavior that was scored. Music genre and network differences in behaviors were analyzed with chi-squared tests. A higher percentage (25.7%) of MTV videos than other network videos portrayed tobacco use. The percentage of videos showing alcohol use was similar on all four networks. In videos that portrayed tobacco and alcohol use, the lead performer was most often the one smoking or drinking and the use of alcohol was associated with a high degree of sexuality on all the videos. These data indicate that even modest levels of viewing may result in substantial exposure to glamorized depictions of alcohol and tobacco use and alcohol use coupled with sexuality.

  12. Narrative versus Style : Effect of Genre Typical Events versus Genre Typical Filmic Realizations on Film Viewers' Genre Recognition

    NARCIS (Netherlands)

    Visch, V.; Tan, E.

    2008-01-01

    This study investigated whether film viewers recognize four basic genres (comic, drama, action and nonfiction) on the basis of genre-typical event cues or of genretypical filmic realization cues of events. Event cues are similar to the narrative content of a film sequence, while filmic realization

  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 carrie...

  14. Guerre et genre

    Directory of Open Access Journals (Sweden)

    Fabrice Virgili

    2010-01-01

    Full Text Available Ce mémoire d’habilitation à diriger des recherches comprend, sous le titre « Guerre et genre », trois volumes. Le rapport de synthèse (volume 3 retrace le parcours personnel et intellectuel de l’auteur autour de trois axes : Identités de genre et guerre, violence en temps de guerre, historiographie du genre. Le recueil (volume 2 comprend dix articles significatifs de ces thématiques. Enfin, le mémoire inédit (volume 1 porte sur les enfants nés de couple franco‑allemands pendant la Seconde ...

  15. 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.

  16. 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.

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

    International Nuclear Information System (INIS)

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

    2010-01-01

    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.

  18. Loop-R : Real-Time Video Interface

    OpenAIRE

    Pereira, Rui

    2007-01-01

    Loop-R is a real-time video performance tool, based in the exploration of low-tech, used technology and human engineering research. With this tool its , , author is giving a shout to industry, using existing and mistreated technology in innovative ways, combining concepts and interfaces: blending segregated interfaces (GUI and Physical) into one. After graspable interfaces and the "end" of WIMP interfaces, hardware and software blend themselves in a new genre providing free control of video-l...

  19. 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…

  20. 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.

  1. Oral genres of humor : On the dialectic of genre knowledge and creative authoring

    OpenAIRE

    Kotthoff, Helga

    2006-01-01

    The article discusses humorous conversational activities (e.g. jokes, teasing, joint fantasizing) in the context of genre theory. The high degree of creativity, emergent construction and artistry typical of humor call for a flexible concept of genre which makes sense of modifications and transgressions in communicative processes. Some forms of conversational humor are generic, for example, standardized jokes, joint fantasizing or teasing. Other forms exploit our knowledge of serious genres an...

  2. Teens calling for help on YouTube: storytelling on flashcard videos

    OpenAIRE

    Hamel-Lavigne, Johanie

    2017-01-01

    The purpose of this study is to investigate how teenagers self-represent through flashcard storytelling video on YouTube. 30 videos were analysed through narrative analysis to enlighten the characteristics of this genre of confessional videos. Since the flashcard confessional videos of Ben Breedlove, Kait, and Amanda Todd went viral, a style emerged and have been applied as a standard within the YouTube’s community. The results of the study revealed that teenagers disclose intimate and person...

  3. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  4. An Analysis of Cross-Genre and In-Genre Performance for Author Profiling in Social Media

    NARCIS (Netherlands)

    Medvedeva, Masha; Haagsma, Hessel; Nissim, Malvina

    2017-01-01

    User profiling on social media data is normally done within a supervised setting. A typical feature of supervised models that are trained on data from a specific genre, is their limited portability to other genres. Cross-genre models were developed in the context of PAN 2016, where systems were

  5. The Gendering Power of Genres

    DEFF Research Database (Denmark)

    Alacovska, Ana

    2017-01-01

    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......This article introduces the notion of genre as an analytical category for the study of gender inequality in creative work. Research on gender and creative labour typically identifies external, systemic and structural causes for gender inequality in media industries. In contrast, I argue that genres......, 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...

  6. 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…

  7. Genre: Language, Context, and Literacy.

    Science.gov (United States)

    Hyland, Ken

    2002-01-01

    Focuses on genre and its application in language teaching and learning. Suggests genre approaches have had an impact on how we understand discourse and transform literacy education in different contexts around the world. Describes studies on generic integrity and variation, and the ways that genres are seen as similar and different in terms of…

  8. How Is Marijuana Vaping Portrayed on YouTube? Content, Features, Popularity and Retransmission of Vaping Marijuana YouTube Videos.

    Science.gov (United States)

    Yang, Qinghua; Sangalang, Angeline; Rooney, Molly; Maloney, Erin; Emery, Sherry; Cappella, Joseph N

    2018-01-01

    The purpose of the study is to investigate how vaping marijuana, a novel but emerging risky health behavior, is portrayed on YouTube, and how the content and features of these YouTube videos influence their popularity and retransmission. A content analysis of vaping marijuana YouTube videos published between July 2014 to June 2015 (n = 214) was conducted. Video genre, valence, promotional and warning arguments, emotional appeals, message sensation value, presence of misinformation and misleading information, and user-generated statistics, including number of views, comments, shares, likes and dislikes, were coded. The results showed that these videos were predominantly pro-marijuana-vaping, with the most frequent videos being user-sharing. The genre and message features influenced the popularity, evaluations, and retransmission of vaping marijuana YouTube videos. Theoretical and practical implications are discussed.

  9. Genre and Everyday Conversation

    DEFF Research Database (Denmark)

    Gregersen, Frans

    2015-01-01

    The paper outlines the analysis of speech genres synchronically and diachronically and exemplifies how speech genres are emulated and transformed in an analysis of a piece of literary fiction by the Danish author Katrine Marie Guldager...

  10. 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...

  11. DLC as a Marketing Tool in the Video Game Industry

    OpenAIRE

    Brádlerová, Andrea

    2017-01-01

    This thesis deals with the phenomenon of DLC in the context of marketing communication. DLC or downloadable content expanding the basic game, is a relatively new concept in the video game industry and its role is increasingly important in marketing communication in video games. The main focus of this thesis is to map DLC and analyze its importance in marketing communication and public relations of video game titles of various genres. Theoretical part of the thesis is focused on explaining the...

  12. Violence in Music Videos: Examining the Prevalence and Context of Physical Aggression.

    Science.gov (United States)

    Smith, Stacy L.; Boyson, Aaron R.

    2002-01-01

    Examines violence in music video programming. Reveals that 15% of music videos feature violence, and most of that aggression is sanitized, not chastised, and presented in realistic contexts. Discusses the findings in terms of the risk that exposure to violence in each channel and genre may be posing to viewers' learning of aggression, fear, and…

  13. 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.

  14. Genre-Based Tasks in Foreign Language Writing: Developing Writers' Genre Awareness, Linguistic Knowledge, and Writing Competence

    Science.gov (United States)

    Yasuda, Sachiko

    2011-01-01

    This study examines how novice foreign language (FL) writers develop their genre awareness, linguistic knowledge, and writing competence in a genre-based writing course that incorporates email-writing tasks. To define genre, the study draws on systemic functional linguistics (SFL) that sees language as a resource for making meaning in a particular…

  15. 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.

  16. 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.

  17. 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.

  18. 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

  19. Video enhancement : content classification and model selection

    NARCIS (Netherlands)

    Hu, H.

    2010-01-01

    The purpose of video enhancement is to improve the subjective picture quality. The field of video enhancement includes a broad category of research topics, such as removing noise in the video, highlighting some specified features and improving the appearance or visibility of the video content. The

  20. Violence and weapon carrying in music videos. A content analysis.

    Science.gov (United States)

    DuRant, R H; Rich, M; Emans, S J; Rome, E S; Allred, E; Woods, E R

    1997-05-01

    The positive portrayal of violence and weapon carrying in televised music videos is thought to have a considerable influence on the normative expectations of adolescents about these behaviors. To perform a content analysis of the depictions of violence and weapon carrying in music videos, including 5 genres of music (rock, rap, adult contemporary, rhythm and blues, and country), from 4 television networks and to analyze the degree of sexuality or eroticism portrayed in each video and its association with violence and weapon carrying, as an indicator of the desirability of violent behaviors. Five hundred eighteen videos were recorded during randomly selected days and times of the day from the Music Television, Video Hits One, Black Entertainment Television, and Country Music Television networks. Four female and 4 male observers aged 17 to 24 years were trained to use a standardized content analysis instrument. Interobserver reliability testing resulted in a mean (+/- SD) percentage agreement of 89.25% +/- 7.10% and a mean (+/- SD) kappa of 0.73 +/- 0.20. All videos were observed by rotating 2-person, male-female teams that were required to reach agreement on each behavior that was scored. Music genre and network differences in behaviors were analyzed with chi 2 tests. A higher percentage (22.4%) of Music Television videos portrayed overt violence than Video Hits One (11.8%), Country Music Television (11.8%), and Black Entertainment Television (11.5%) videos (P = .02). Rap (20.4%) had the highest portrayal of violence, followed by rock (19.8%), country (10.8%), adult contemporary (9.7%), and rhythm and blues (5.9%) (P = .006). Weapon carrying was higher on Music Television (25.0%) than on Black Entertainment Television (11.5%), Video Hits One (8.4%), and Country Music Television (6.9%) (P violence (P violence and weapon carrying, which is glamorized by music artists, actors, and actresses.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. Celebrity endorsed music videos: innovation to foster youth health promotion.

    Science.gov (United States)

    Macnab, A J; Mukisa, R

    2018-06-11

    There are calls for innovation in health promotion and for current issues to be presented in new and exciting ways; in addition to creating engaging messages, novel ways to deliver health messaging are needed, especially where youth are the key target audience. When pupils in WHO Health Promoting Schools were asked what health messages would resonate with them, they also identified celebrities as the 'messengers' they would be particularly likely to listen to. Expanding on these discussions, the pupils quoted celebrity-recorded music videos containing health and lifestyle messaging as an example of where they had learned from celebrities. Their ability to sing phrases from the songs and repeat key health messages they contained indicated the videos had commanded attention and provided knowledge and perspectives that had been retained. We located on YouTube the video titles the pupils identified and evaluated the content, messaging and production concepts these celebrity-recorded music videos incorporated. All are good examples of the health promotion genre known as education entertainment, where educational content is intentionally included in professionally produced entertainment media to impart knowledge, create favorable attitudes and impact future behaviors. The importance of this genre is growing in parallel with the burgeoning influence of social media. Music videos resonate with youth, and celebrity recordings combine young people's love of music with their fascination for the aura of celebrity. Hence, producing videos that combine an effective health message with celebrity endorsement offers potential as an innovative conduit for health promotion messaging among youth.

  6. The genre of everyday life

    Directory of Open Access Journals (Sweden)

    Tzvetan Todorov

    2012-01-01

    Full Text Available The present essay shows the new genres of the seventeenth century Dutch painting (portrait, landscape and genre painting, viewed as painting of everyday life, as an alternative proposition to the historical painting then dominant in the academic categorization. What used to be marginal, peripheral and of secondary importance became the main motif in the majority of Dutch painting. Minor genres came to prominence and acquired autonomous status. The interest in the elements of everyday life could be traced in European art earlier but it was the seventeenth century Dutch artists that ultimately led “low” and realistic subject themes to come into their own commercially and artistically. Occasionally, even religious themes were presented as genre scenes, thus introducing to the presented images an air of ambivalence. In the works of Dutch painters, the uniqueness of high subject themes was opposed by pictures of everyday life and the repetitiveness of everyday domestic activities, not shunning, however, the allegorical potential contained in some of the depictions.

  7. Hierarchical Spatio-Temporal Probabilistic Graphical Model with Multiple Feature Fusion for Binary Facial Attribute Classification in Real-World Face Videos.

    Science.gov (United States)

    Demirkus, Meltem; Precup, Doina; Clark, James J; Arbel, Tal

    2016-06-01

    Recent literature shows that facial attributes, i.e., contextual facial information, can be beneficial for improving the performance of real-world applications, such as face verification, face recognition, and image search. Examples of face attributes include gender, skin color, facial hair, etc. How to robustly obtain these facial attributes (traits) is still an open problem, especially in the presence of the challenges of real-world environments: non-uniform illumination conditions, arbitrary occlusions, motion blur and background clutter. What makes this problem even more difficult is the enormous variability presented by the same subject, due to arbitrary face scales, head poses, and facial expressions. In this paper, we focus on the problem of facial trait classification in real-world face videos. We have developed a fully automatic hierarchical and probabilistic framework that models the collective set of frame class distributions and feature spatial information over a video sequence. The experiments are conducted on a large real-world face video database that we have collected, labelled and made publicly available. The proposed method is flexible enough to be applied to any facial classification problem. Experiments on a large, real-world video database McGillFaces [1] of 18,000 video frames reveal that the proposed framework outperforms alternative approaches, by up to 16.96 and 10.13%, for the facial attributes of gender and facial hair, respectively.

  8. 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.

  9. "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.

  10. 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…

  11. 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…

  12. 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,…

  13. Challenges in the new multimodal environment of research genres

    DEFF Research Database (Denmark)

    Maier, Carmen Daniela; Engberg, Jan

    The present study belongs to an extensive project in which we investigate knowledge issues appearing in academic research article, academic visual essay and academic video essay. The data of our analysis which comprises prototype research articles in 7 scientific disciplines is collected from...... 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....

  14. 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.

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

    OpenAIRE

    Bediou, Benoît; Adams, Deanne M.; Mayer, Richard E.; Tipton, Elizabeth; Green, C. Shawn; Bavelier, Daphné

    2017-01-01

    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 ...

  16. 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

  17. 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 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.

  18. Music classification with MPEG-7

    Science.gov (United States)

    Crysandt, Holger; Wellhausen, Jens

    2003-01-01

    Driven by increasing amount of music available electronically the need and possibility of automatic classification systems for music becomes more and more important. Currently most search engines for music are based on textual descriptions like artist or/and title. This paper presents a system for automatic music description, classification and visualization for a set of songs. The system is designed to extract significant features of a piece of music in order to find songs of similar genre or a similar sound characteristics. The description is done with the help of MPEG-7 only. The classification and visualization is done with the self organizing map algorithm.

  19. Genre and ..

    DEFF Research Database (Denmark)

    these connections in a series of articles that each analyzes the relationship between genre and one other central scholarly concept: conversation, rhetoric, categorization, paratext, interpretation etc., with examples spanning from Sherlock Holmes and avantgardistic literature to car commercials. The authors...

  20. 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).

  1. Alternative Genres in Information Systems Research

    DEFF Research Database (Denmark)

    Avital, Michel; Mathiassen, Lars; Schultze, Ulrike

    2017-01-01

    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....... 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...... and contemplate theirimplications for current and future IS research....

  2. 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...... 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....

  3. 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

  4. Essay Genre in Tatar Journalism

    Directory of Open Access Journals (Sweden)

    Aigul A. Guseinova

    2017-11-01

    Full Text Available In this article, an essay is considered as a journalistic genre in the context of modern Tatar journalism. Using the example of works by contemporary authors in the Tatar-speaking periodicals of Russia, the main genre and the semantic features of this genre are studied. An essay is a publicistic form to reflect on the topical issues of Russian reality. The reproduction of a fact is not so important for an essay. An important role is played by the description of the author's impressions, reflections and emotions. The periodical press has many materials in the Tatar language in which the author's opinion, author's principle and subjective opinion are strongly expressed. In fact, during the last decades of the twentieth century and the beginning of the twenty-first century there was a surge of essays in modern journalism. Due to some political events in Russia during the early 90s of the twentieth century, it was possible to express their thoughts and speak on the urgent problems in society openly in comparison with the Soviet reality. The object of research is essayism as a kind of journalistic creativity, the subject of the study is the essay genre in Tatar journalism. The empirical basis of the work consisted of the essays from Tatar journalists, publicists and writers. Provided that the personality of an author is one of the effectiveness factors concerning the publications in the genre of essay, the essayization of texts in Tatar journalism will be increased in the future.

  5. 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…

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

    DEFF Research Database (Denmark)

    Auken, Sune

    2015-01-01

    of the complexities involved when Genre Studies confront genres whose utterances are more complex than the “homely discourses” usually discussed in RGS. Formal and thematic features play a far too significant role in literary works to be explicable simply as derivations from function alone. But this is not limited...... to formal and thematic interpretations of genre, by allowing the utterances themselves to re-enter center stage. This enables an improved understanding of complex genres. It also revives close reading as a viable approach to understanding genre and thus to inform the rhetorical, linguistic, and sociological...

  7. What are genres good for? Divisions, demarcations and classifications in structural and cognitive anthropology, on the example of music culture

    Directory of Open Access Journals (Sweden)

    Bojan Žikić

    2016-02-01

    Full Text Available Levi-Strauss’s theoretical-methodological "legatee" – anthropological structuralism was one of the most important theoretical frameworks used in cognitive anthropology. Since it was sometimes too abstract for ‘practical’ minds, trained in British-American empirical traditions, Levi-Strauss thought was mediated through the works of British structural-functionalist, particularly those of Mary Douglas and Edmund Leach, who established its premises as a kind of contextualised particularism of the unquestioned universalism. Ideas about the way in which human cultural mind functions, is one of the corner stones of cognitive anthropology, which cognitive anthropology shares with structural anthropology, and from which cognitive anthropology actually inherits what it shares with structural anthropology – this sounds properly structural – that is: an interest in the processes of division, demarcation and classification in a sense of cultural management of a perceived surrounding reality. An example for such analysis, that I use in this paper, is music, or more precisely music culture, an expression that I use in order to imply that the affinity to a type of music, or musical genre should be understood in a sense of a particular cultural way of thinking and acting.

  8. Instant Messaging: A Written or an Oral Genre?

    Science.gov (United States)

    Majidi, Mojdeh

    2005-01-01

    This study aims to investigate Instant Messaging from the new rhetorical genre perspective. Considering IM as a primary genre (Bakhtin, 1986) I intend to examine its social motive and social and textual features. Also, using Vygotsky's (1978, 1986) concept of situated learning, I will explain how IM users learn the genre to communicate through it.…

  9. 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.

  10. 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.

  11. Attaching Hollywood to a Surveillant Assemblage: Normalizing Discourses of Video Surveillance

    Directory of Open Access Journals (Sweden)

    Randy K Lippert

    2015-10-01

    Full Text Available This article examines video surveillance images in Hollywood film. It moves beyond previous accounts of video surveillance in relation to film by theoretically situating the use of these surveillance images in a broader “surveillant assemblage”. To this end, scenes from a sample of thirty-five (35 films of several genres are examined to discern dominant discourses and how they lend themselves to normalization of video surveillance. Four discourses are discovered and elaborated by providing examples from Hollywood films. While the films provide video surveillance with a positive associative association it is not without nuance and limitations. Thus, it is found that some forms of resistance to video surveillance are shown while its deterrent effect is not. It is ultimately argued that Hollywood film is becoming attached to a video surveillant assemblage discursively through these normalizing discourses as well as structurally to the extent actual video surveillance technology to produce the images is used.

  12. 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.

  13. RETHINKING ACADEMIC ESSAY WRITING: SELECTED GENRES IN COMPARISON

    Directory of Open Access Journals (Sweden)

    Dedi Turmudi

    2017-10-01

    Full Text Available How do opinion, discussion, and argumentative convince readers? How does each of them look different each other seen from the generic structure, and language use? This conceptual paper is exploring how three selected genres in academic writing differ from each other. By reviewing journal of related topic of recently published, the writer convinces that opinion genre is less strong in persuading readers, and argumentative is very strong in assuring readers, whereas discussion is neutral in affecting readers The implication is that each genre has its own place to make readers satisfied and each of which indicates the level of ego and sophisticated countering back the statement called rebuttal and arguments and example. By reading this article readers will detect the tone of each genre and to what extent does each genre reach the readers’ mind. The implication is that any teacher or lecturer is best recommended to present this model, particularly in EFL context.

  14. 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.

  15. Patterns of and motivations for concurrent use of video games and substances.

    Science.gov (United States)

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

    2011-10-01

    "Behavioral addictions" share biological mechanisms with substance dependence, and "drug interactions" have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use). Data were drawn from a nationally-representative survey of adult Americans who "regularly" or "occasionally" played video games and had played for at least one hour in the past seven days (n = 3,380). Only recent concurrent users' data were included in analyses (n = 1,196). Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database), and general game playing variables including problem video game play (PVP), consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other's undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.

  16. "Analysing Genre: Language Use in Professional Settings." A Review.

    Science.gov (United States)

    Drury, Helen

    1995-01-01

    "Analysing Genre," by Vijay K. Bhatia, is a timely addition to the literature on genre analysis in English for specific purposes. It is divided into three parts: the first provides theoretical background; the second explains how genre analysis works in different academic and professional settings; and the third exemplifies the…

  17. Science communication on YouTube: Factors that affect channel and video popularity.

    Science.gov (United States)

    Welbourne, Dustin J; Grant, Will J

    2016-08-01

    YouTube has become one of the largest websites on the Internet. Among its many genres, both professional and amateur science communicators compete for audience attention. This article provides the first overview of science communication on YouTube and examines content factors that affect the popularity of science communication videos on the site. A content analysis of 390 videos from 39 YouTube channels was conducted. Although professionally generated content is superior in number, user-generated content was significantly more popular. Furthermore, videos that had consistent science communicators were more popular than those without a regular communicator. This study represents an important first step to understand content factors, which increases the channel and video popularity of science communication on YouTube. © The Author(s) 2015.

  18. 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...... the work of John Fiske and the notion of vertical and horizontal intertextuality this paper tries to develop Fiske's original ideas so that his model incorporates the changing relationship between producers and their audiences, the text generated by mainstream media and the text generated by ordinary...

  19. Reality-Based Genre Preferences Do Not Direct Personal Involvement

    Science.gov (United States)

    Konijn, Elly A.; Hoorn, Johan F.

    2004-01-01

    Although it seems plausible that people who prefer a particular genre would appreciate characters from that category more than those from other genres, this appears not to be the case. We devised a parsimonious reality-based genre taxonomy that differentiates nonfiction, realism, fantasy, and humor. In Study 1, evidence from film viewers' genre…

  20. 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....

  1. The schematic structure of a genre and the logical-semantic relations in an example of argument genre

    Directory of Open Access Journals (Sweden)

    Angela Maria Rossi

    2017-12-01

    Full Text Available From the focus on genre from the School of Sydney (ROSE; MARTIN, 2012 and the Systemic Functional Grammar (HALLIDAY; MATTHIESSEN, 2014, this article aimed to verify how the logic-semantical relation contribute to the organization of the Scheme Structure of a sample of the discussion genre. As predominant, it was verified hypotactical and paratactical relations of intensification, and simplexes.

  2. Cultural Artifacts as Scaffolds for Genre Development.

    Science.gov (United States)

    Kamberelis, George; Bovino, Thomas D.

    1999-01-01

    Shows that children in the primary grades possessed considerable working knowledge of the cultural conventions of narrative genres but much less working knowledge of the cultural conventions of informational genres. Reveals grade-related developmental differences for some dimensions of linguistic and textual organization. Shows that cultural…

  3. 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.

  4. 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.

  5. Sentence-Level Effects of Literary Genre: Behavioral and Electrophysiological Evidence

    Directory of Open Access Journals (Sweden)

    Stefan Blohm

    2017-11-01

    Full Text Available The current study used event-related brain potentials (ERPs and behavioral measures to examine effects of genre awareness on sentence processing and evaluation. We hypothesized that genre awareness modulates effects of genre-typical manipulations. We manipulated instructions between participants, either specifying a genre (poetry or not (neutral. Sentences contained genre-typical variations of semantic congruency (congruent/incongruent and morpho-phonological features (archaic/contemporary inflections. Offline ratings of meaningfulness (n = 64/group showed higher average ratings for semantically incongruent sentences in the poetry vs. neutral condition. ERPs during sentence reading (n = 24/group; RSVP presentation at a fixed per-constituent rate; probe task showed a left-lateralized N400-like effect for contemporary vs. archaic inflections. Semantic congruency elicited a bilateral posterior N400 effect for incongruent vs. congruent continuations followed by a centro-parietal positivity (P600. While N400 amplitudes were insensitive to the genre, the latency of the P600 was delayed by the poetry instruction. From these results, we conclude that during real-time sentence comprehension, readers are sensitive to subtle morphological manipulations and the implicit prosodic differences that accompany them. By contrast, genre awareness affects later stages of comprehension.

  6. 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...

  7. 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…

  8. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder.

    Science.gov (United States)

    Eichenbaum, Adam; Kattner, Florian; Bradford, Daniel; Gentile, Douglas A; Green, C Shawn

    2015-08-01

    Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madison undergraduates (Mage=18.9 years; SD=1.9 years; 60.5% female) completed questionnaires on general video game playing habits and on symptoms of IGD. Consistent with previous reports: 5.9-10.8% (depending on classification criteria) of individuals who played video games show signs of pathological play. Furthermore, real-time strategy and role-playing video games were more strongly associated with pathological play, compared with action and other games (e.g., phone games). The current investigation adds support to the idea that not all video games are equal. Instead, certain genres of video games, specifically real-time strategy and role-playing/fantasy games, are disproportionately associated with IGD symptoms.

  9. 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....

  10. Blockbuster genres in Danish independent film

    DEFF Research Database (Denmark)

    Hansen, Kim Toft

    2013-01-01

    is a certain reluctance towards supporting specific international blockbuster genres such as horror, the gangster drama and action film. Throughout the past decade, Danish independent cinema – motivated by for instance the alternative film school Super16 and self-governing film-milieus around Denmark – has...... 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...... ‘what is allowed’ in Danish film culture. Thus, they actually define themselves as being non-mainstream by focussing on international mainstream genres. By way of examples from the Danish indie scene and interviews with noteworthy indie filmmakers, this article draws attention to a still fairly...

  11. Patterns of and Motivations for Concurrent Use of Video Games and Substances

    Directory of Open Access Journals (Sweden)

    Geoffrey L. Ream

    2011-10-01

    Full Text Available “Behavioral addictions” share biological mechanisms with substance dependence, and “drug interactions” have been observed between certain substances and self-reinforcing behaviors. This study examines correlates of patterns of and motivations for playing video games while using or feeling the effects of a substance (concurrent use. Data were drawn from a nationally-representative survey of adult Americans who “regularly” or “occasionally” played video games and had played for at least one hour in the past seven days (n = 3,380. Only recent concurrent users’ data were included in analyses (n = 1,196. Independent variables included demographics, substance use frequency and problems, game genre of concurrent use (identified by looking titles up in an industry database, and general game playing variables including problem video game play (PVP, consumer involvement, enjoyment, duration, and frequency of play. Exploratory factor analysis identified the following dimensions underlying patterns of and motivations for concurrent use: pass time or regulate negative emotion, enhance an already enjoyable or positive experience, and use of video games and substances to remediate each other’s undesirable effects. Multivariate regression analyses indicated PVP and hours/day of video game play were associated with most patterns/motivations, as were caffeine, tobacco, alcohol, marijuana, and painkiller use problems. This suggests that concurrent use with some regular situational pattern or effect-seeking motivation is part of the addictive process underlying both PVP and substance dependence. Various demographic, game playing, game genre of concurrent use, and substance use variables were associated with specific motivations/patterns, indicating that all are important in understanding concurrent use.

  12. Blockbuster genres in Danish independent film

    DEFF Research Database (Denmark)

    Hansen, Kim Toft

    market dominance. They respond, instead, by delving directly into international blockbuster genres and styles in the search for something missing in Danish cinema. This works, principally, by directly reacting against the institutional and economic dominance and protectionism of primarily The Danish Film...... Institute. Indirectly, the filmmakers seem to react against ‘what is allowed’ in Danish film culture. Therefore, they actually define themselves as being non-mainstream by focussing on international mainstream genres....

  13. ¿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...

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

    DEFF Research Database (Denmark)

    Bundgaard, Peer; Østergaard, Svend

    2014-01-01

    on the first feedback loop: the way genres develop as deviations from existing text types and then stabilize as text types proper with a normative import. The second scope of this article consists in developing a typological apparatus consistent with the dynamic approach to the emergence of genres. This is our...... parameter theory of genres which is presented in Section 3. Here we consider genres as governed by parameters external to them and intrinsic to the situations they are dynamically related to. Genres should thus be understood not simply in terms of inherent textual or formal traits, but also relative...

  15. Genre and categorization

    DEFF Research Database (Denmark)

    Ulbæk, Ib

    2015-01-01

    Artiklen undersøger forholdet mellem genre-kategorien og sætter den i forbindelse med andre former for kategorisering med henblik på at afklare om genrebegrebet har en særstatus eller om sprogbrugeren kan udnytte sin almene kategorividen til at forstå tekster....

  16. TED Talks as an Emergent Genre

    OpenAIRE

    Ludewig, Julia

    2017-01-01

    In her article "TED Talks as an Emergent Genre" Julia Ludewig analyzes TED talks—short, informational, and entertaining presentations that are given during TED conferences in North America and abroad—as a hybrid and emerging genre. Based on a qualitative interpretation of 14 such talks, she offers a list of recurring thematic, argumentative, and rhetorical features, which she aligns with three parent genres—the sales pitch, the memoir, and the academic lecture. Comparing recent versions of TE...

  17. 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.

  18. Delayering journalistic genres in the praxis of the new media

    Directory of Open Access Journals (Sweden)

    Tomić Boban

    2016-01-01

    Full Text Available With this work we actualize the problem of application of journalistic genres in contemporary production of the press, radio, television and new media. We provide an overview of the different uses of journalistic genres in contemporary media, including identifying deviations and declination from the standardized norms for writing certain journalistic genres. We start from the premise that journalistic forms / shapes grouped into functional genres and, as such, represent the linguistic, narrative and discursive basis of each media. By this way we base our argument on the necessity of the existence of the necessary level of conventionality and standards setting writing techniques and construction of journalistic genres with the aim to preserve and improve the overall media discourse, language standard and increase the informativeness of the media as the most important communicative value and function. In this paper we point out the most common forms of deviation and destruction of some forms / shapes within the genres of contemporary journalism practice. The deviations we see as opportunity to improve the function of the journalistic narrative, but more often we see the danger of destruction of tissue and textual stratification of genres, forms of journalistic expression to new, hybrid and uncomplete forms that reduce the informativeness and increase ancillary or related attributes of journalistic text. In particular, we draw attention to the appearance of hybrid genres that intensify the relationship with the audience, actualize psycho-social relations and suggest value and differential categories and changes in audience behavior. The origin of the work we provide definition of layering genres and point to the potential dangers of disintegration threaten journalistic narrative. We point out potential solutions, the place and role of professional journalistic community, education institutions, science and public institutions in preventing and

  19. Socio-cognitive aspects of hedging in two legal discourse genres

    Directory of Open Access Journals (Sweden)

    Holly Vass

    2004-04-01

    Full Text Available While there are many studies on hedging in a wide variety of disciplinary discourses, the field of Law, to date, has been largely overlooked. Moreover, most research on hedging approaches the phenomenon from either a textual or pragmatic perspective, and tends to compare the same genre across disciplines. By contrast, the objective of this study was to analyse hedging in two legal written discourse genres, namely U.S. Supreme Court opinions and American law review articles, from a comprehensive, socio-cognitive, intra-disciplinary perspective. Due to the essential roles of intuition and hedging competence in the identification of hedges, qualitative data gathering and interpretation techniques were used. Results indicate that differences between the two genres can be linked to certain prototypical features of the genres themselves, particularly context and communicative purposes. Therefore, it is possible to postulate that hedging is in fact genre-specific, at least insofar as legal genres are concerned. Further comparative research must be done to determine if the same is true in other fields as well.

  20. 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.

  1. Genre Fotografi yang Diminati oleh Fotografer di Indonesia

    Directory of Open Access Journals (Sweden)

    Agnes Paulina Gunawan

    2014-10-01

    Full Text Available When speaking of progress, photography is one of the things that is experiencing a quite vast development, and relatively wide in terms of technology or its visual feature. What it means by visual feature here is that in a long period of time, a lot has changed in its idea or concept. Also, it means the print media, or even its printing technique. Moreover he most basic of all is its character of the result in the photo itself. Whether the object taken, moment or time of the photo shoot, all these factors quite represent several genres in photography. For example, if the photography is making a human being to become its model, it might mean a modeling photo shoot, kids, or family photo shoot. Also it might mean a studio/indoor photo shoot or an outdoor photo shoot, when speaking of genre category. If the photo taken is a moment or an event, it might be a journalistic genre or a documentation one. Several themes or visual feature in a photo shoot will become one of the aspects for us the subject to be able to categorize the kind of genre they are. Hence, those genres definitely serve different functions. 

  2. Topic Modeling Genre: An Exploration of French Classical and Enlightenment Drama

    OpenAIRE

    Schöch, Christof

    2015-01-01

    This version of the article is outdated. Please consider a more recent version here: https://zenodo.org/record/166356. The concept of literary genre is a highly complex one: not only are different genres frequently defined on several, but not necessarily the same levels of description, but consideration of genres as cognitive, social, or scholarly constructs with a rich history further complicate the matter. This contribution focuses on thematic aspects of genre with a quantitative approa...

  3. An automated form of video image analysis applied to classification of movement disorders.

    Science.gov (United States)

    Chang, R; Guan, L; Burne, J A

    Video image analysis is able to provide quantitative data on postural and movement abnormalities and thus has an important application in neurological diagnosis and management. The conventional techniques require patients to be videotaped while wearing markers in a highly structured laboratory environment. This restricts the utility of video in routine clinical practise. We have begun development of intelligent software which aims to provide a more flexible system able to quantify human posture and movement directly from whole-body images without markers and in an unstructured environment. The steps involved are to extract complete human profiles from video frames, to fit skeletal frameworks to the profiles and derive joint angles and swing distances. By this means a given posture is reduced to a set of basic parameters that can provide input to a neural network classifier. To test the system's performance we videotaped patients with dopa-responsive Parkinsonism and age-matched normals during several gait cycles, to yield 61 patient and 49 normal postures. These postures were reduced to their basic parameters and fed to the neural network classifier in various combinations. The optimal parameter sets (consisting of both swing distances and joint angles) yielded successful classification of normals and patients with an accuracy above 90%. This result demonstrated the feasibility of the approach. The technique has the potential to guide clinicians on the relative sensitivity of specific postural/gait features in diagnosis. Future studies will aim to improve the robustness of the system in providing accurate parameter estimates from subjects wearing a range of clothing, and to further improve discrimination by incorporating more stages of the gait cycle into the analysis.

  4. Emotional Sentence Annotation Helps Predict Fiction Genre.

    Directory of Open Access Journals (Sweden)

    Spyridon Samothrakis

    Full Text Available 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.

  5. 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

  6. American Film Genre Program: The Movies in Our Lives

    Science.gov (United States)

    Mallery, David

    1976-01-01

    The American Film Genre Program helps students get into exploring the genre film as experience in examples of work that reflects the art of the film at a powerful and imagination-kindling level. (Author/RK)

  7. 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…

  8. 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.

  9. 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 ...

  10. 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.

  11. Mandatory Genres: The case of European Public Assessment Report (EPAR) summaries

    DEFF Research Database (Denmark)

    Askehave, Inger; Zethsen, Karen K.

    2008-01-01

    The aim of this article is to consider the nature of mandatory genres (legally regulated genres) emanating from European Union directives and point to the challenges which such genres pose due to their legal origin and complex text production and text reception processes. Taking its point of depa...

  12. Using Video Modeling and Video Prompting to Teach Core Academic Content to Students with Learning Disabilities

    Science.gov (United States)

    Kellems, Ryan O.; Edwards, Sean

    2016-01-01

    Practitioners are constantly searching for evidence-based practices that are effective in teaching academic skills to students with learning disabilities (LD). Video modeling (VM) and video prompting have become popular instructional interventions for many students across a wide range of different disability classifications, including those with…

  13. 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

  14. 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.

  15. 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.

  16. 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."

  17. A genre analysis of English language research grant proposal abstracts in Chile

    OpenAIRE

    Matzler, Pascal P

    2014-01-01

    The writing of English-language research genres represent a challenging task for non-native-speaker researchers. Grant proposals, in particular, are a high-stakes genre that will greatly influence a researcher’s career development opportunities; however, novice researchers are faced with an urgent lack of publicly available exemplars or teaching materials for this genre. The present study attempts to address this issue by means of Swalesian genre analysis. First, a move system analysis is app...

  18. 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…

  19. 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

  20. 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

  1. 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.

  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. 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

  4. 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 ...

  5. Online Media Business Models: Lessons from the Video Game Sector

    OpenAIRE

    Komorowski, Marlen; Delaere, Simon

    2016-01-01

    Today’s media industry is characterized by disruptive changes and business models have been acknowledged as a driving force for success. Current business model research manages only to grasp static descriptions while in reality media managers are struggling with the dynamics of the industry. This article aims to close this gap by investigating a new paradigm of online media business models. Based on three video game case studies of the massively multiplayer online role-playing game genre, thi...

  6. GENRE MIGRATION IN “ARTIST” BY NIKOLA PETROV

    Directory of Open Access Journals (Sweden)

    Bogdan ALEXANDROV

    2016-10-01

    Full Text Available The study aims at identifying, examining and analyzing the Dynamics in the genre of the picture “Artist” by Nikola Petrov and the reasons for its migration aspirations. Evidence is argumentatively applied in defence of the thesis that at different stages of the artistic life of the work it comes under three well-grounded distinct painting genres; self-portrait, portrait (single and double and one figure composition (with the “presence” of a latent image. The hypothesis of genre migration is built on the basis of circumstances and facts that “accompany” the work from its creation till becoming part of a donation by the heirs of the author to a gallery in his hometown. An idea is argued that the simultaneous presence of several genres in the painting is unique for Bulgarian art from the early 20th century, which dimensions could only be rationalized when compared with current ideas and practices in art and nowadays views of portraying in particular. An inference is made in the text by proving that the hypothesis also applies to subsequent paradigm shifts with the time regarding portraying.

  7. Music Genre as Method

    OpenAIRE

    Timothy Laurie

    2014-01-01

    A review of Jennifer C. Lena, Banding Together: How Communities Create Genres in Popular Music (Princeton University Press, 2012), Michelle Phillipov, Death Metal and Music Criticism: Analysis at the Limits(Lexington Books, 2012) and Graham St John, Global Tribe: Technology, Spirituality and Psytrance (Equinox Publishing, 2012). 

  8. "Genre Means...": A Critical Discourse Analysis of Fourth Grade Talk about Genre

    Science.gov (United States)

    Schaenen, Inda

    2010-01-01

    This action research study investigates how genre theory can be integrated into the practice of a writing enrichment program and how the frameworks of Critical Discourse Analysis and Multimodal Analysis can help assess and improve both student learning and teacher practice. A multilayered exploration of teacher-student discourse in an urban public…

  9. 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

  10. 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.

  11. 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.

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

    OpenAIRE

    Petersen, Anne Ring

    2010-01-01

    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 paintin...

  13. Genre Analysis in the Frame of Systemic Functional Linguistics

    Directory of Open Access Journals (Sweden)

    Najih Imtihani

    2012-08-01

    Full Text Available Systemic Functional Linguistics is a linguistics approach which cop-siders not only the structure of the language but also its social context. In the Systemic Functional Linguistics the concept of genre is defined as a step-by-step activity to reach the goal. The concept of genre is used to describe the cultural context in a language. According to this view, text should be seen and observed in its interaction with the context and social background. For that, the genre analysis will constantly involve the linguistic social context in the forms of field, tenor, mode, schematic structure and its realization in the text.

  14. Video content analysis of surgical procedures.

    Science.gov (United States)

    Loukas, Constantinos

    2018-02-01

    In addition to its therapeutic benefits, minimally invasive surgery offers the potential for video recording of the operation. The videos may be archived and used later for reasons such as cognitive training, skills assessment, and workflow analysis. Methods from the major field of video content analysis and representation are increasingly applied in the surgical domain. In this paper, we review recent developments and analyze future directions in the field of content-based video analysis of surgical operations. The review was obtained from PubMed and Google Scholar search on combinations of the following keywords: 'surgery', 'video', 'phase', 'task', 'skills', 'event', 'shot', 'analysis', 'retrieval', 'detection', 'classification', and 'recognition'. The collected articles were categorized and reviewed based on the technical goal sought, type of surgery performed, and structure of the operation. A total of 81 articles were included. The publication activity is constantly increasing; more than 50% of these articles were published in the last 3 years. Significant research has been performed for video task detection and retrieval in eye surgery. In endoscopic surgery, the research activity is more diverse: gesture/task classification, skills assessment, tool type recognition, shot/event detection and retrieval. Recent works employ deep neural networks for phase and tool recognition as well as shot detection. Content-based video analysis of surgical operations is a rapidly expanding field. Several future prospects for research exist including, inter alia, shot boundary detection, keyframe extraction, video summarization, pattern discovery, and video annotation. The development of publicly available benchmark datasets to evaluate and compare task-specific algorithms is essential.

  15. Evaluating the relationship between white matter integrity, cognition, and varieties of video game learning.

    Science.gov (United States)

    Ray, Nicholas R; O'Connell, Margaret A; Nashiro, Kaoru; Smith, Evan T; Qin, Shuo; Basak, Chandramallika

    2017-01-01

    Many studies are currently researching the effects of video games, particularly in the domain of cognitive training. Great variability exists among video games however, and few studies have attempted to compare different types of video games. Little is known, for instance, about the cognitive processes or brain structures that underlie learning of different genres of video games. To examine the cognitive and neural underpinnings of two different types of game learning in order to evaluate their common and separate correlates, with the hopes of informing future intervention research. Participants (31 younger adults and 31 older adults) completed an extensive cognitive battery and played two different genres of video games, one action game and one strategy game, for 1.5 hours each. DTI scans were acquired for each participant, and regional fractional anisotropy (FA) values were extracted using the JHU atlas. Behavioral results indicated that better performance on tasks of working memory and perceptual discrimination was related to enhanced learning in both games, even after controlling for age, whereas better performance on a perceptual speed task was uniquely related with enhanced learning of the strategy game. DTI results indicated that white matter FA in the right fornix/stria terminalis was correlated with action game learning, whereas white matter FA in the left cingulum/hippocampus was correlated with strategy game learning, even after controlling for age. Although cognition, to a large extent, was a common predictor of both types of game learning, regional white matter FA could separately predict action and strategy game learning. Given the neural and cognitive correlates of strategy game learning, strategy games may provide a more beneficial training tool for adults suffering from memory-related disorders or declines in processing speed, particularly older adults.

  16. The Perilous Life of a Linguistic Genre Convention

    DEFF Research Database (Denmark)

    Borchmann, Simon

    2014-01-01

    , the descriptions are more informative than the structures hitherto described by text linguistics. Secondly, as historical norms, they are a testimony to the development and change of language use. Thirdly, the descriptions contribute to language users’ awareness of the origin of standards, their understanding......The primary, theoretical aim of the article is to present a linguistic text analysis that differs from standard text linguistic approaches by being informative with regard to the linguistic choices and textual organisation that characterise a text as a social act. The analysis is exemplified...... by using texts of a relatively new Danish journalistic genre nyhedsanalyse (news analysis). The secondary, empirical aim of the article is to present a corpus-based, linguistic analysis of central elements of the genre nyhedsanalyse within the Danish system of newspaper genres. Text linguistics is based...

  17. “Wreck IT Ralph”: Studi Genre Pada Film Disney Animation Studios

    OpenAIRE

    Devita, Fransisca

    2013-01-01

    “Wreck It Ralph” adalah sebuah film animasi produksi Disney Animation Studios yang menceritakan kehidupan dan petualangan seorang penjahat di dunia permainan bernama Ralph. Film ini adalah sebuah film yang membawa konvensi-konvensi genre yang berbeda dari film Disney sebelumnya. Peneliti melakukan analisis genre terhadap film “Wreck It Ralph” menggunakan 6 konvensi genre menurut Jane Stokes, yaitu setting, lokasi, peristiwa-peristiwa naratif, plot, karakter, dan ikonografi, untuk mengetahui g...

  18. Children's Acquisition of Literary Genre: Science Fiction versus Fantasy.

    Science.gov (United States)

    Shechter, Myriam; Schecter, Sandra R.

    Using ethnographic observations of 30 children in a multicultural inner-city fifth grade class over a period of one year, a study examined the children's classroom interactions with the literary genres of science fiction and fantasy, investigating their sequential acquisition of the constitutive elements of the two genres as well as their…

  19. Konstruksi Genre Dalam Film “the Lego Movie”

    OpenAIRE

    Natalia, Vivi

    2014-01-01

    “The Lego Movie” adalah film animasi dari produsen film Warner Bros yang menceritakan kehidupan dan petualangan Emmet, seorang konstruksi bangunan yang salah terdeteksi sebagai orang spesial yang mampu menyelesaikan masalah dunia. Film ini adalah sebuah film yang membawa konvensi-konvensi genre yang berbeda dibanding film-film animasi lainnya. Peneliti melakukan analisis genre terhadap film “The Lego Movie” menggunakan 6 elemen menurut Jane Stoke, yaitu setting, lokasi, peristiwa naratif, plo...

  20. Queer Tracings of Genre

    DEFF Research Database (Denmark)

    Balle, Søren Hattesen

    as (re)tracings of genres that appear somehow residual or defunct in a post-modernist poetic context. On the other, they are made to "encode new [and queer, shb] meanings" (Anne Ferry) inasmuch as Ashbery, for instance, doubles and literalizes Dante's false etymology of the word ‘eclogue' (aig- and logos...

  1. Teenage sexual attitudes, norms, desires and intentions: The impact of preferred musical genres

    OpenAIRE

    Agbo-Quaye, Sena

    2006-01-01

    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University. This thesis focuses on teenage sexual attitudes and norms as moderated by their preferred music genre. The research questions addressed here are: What are the genre differences in lyrical representations of relationships and male and female characteristics? What are young peoples' perceptions of the impact of these genre differences on their lives? How does genre preference influence...

  2. The Effect of Genre-Based Teaching on EFL Learners' Speaking Performance

    Directory of Open Access Journals (Sweden)

    Mohammad Bagher Khatibi

    2014-09-01

    Full Text Available Abstract The present study examined the effect of genre-based tasks on EFL learners' speaking performance and probed whether genre-based tasks may empower EFL learners to perform better on speaking tests. A further concern of the study was to explore whether the effect of genre-based tasks on speaking ability of EFL learners varied across different age groups, i.e. teenagers (13-16 years old and young adults (24-27 years old. To this end, some generic based consciousness-raising tasks (CRT were adapted from the model proposed by Benedict (2006 to develop control of a genre used as the treatment procedures. Two different speaking tests of different genres (e.g. recount, report, review, etc., used as pretest and posttest, were administered to 120 senior university students majoring in English language translation. The results indicated that consciousness-raising tasks significantly affected EFL learners' speaking performance. However, the effect of generic-based CRTs did not vary across different age groups. Overall, the findings provided empirical support for the facilitative effect of generic-based consciousness-raising tasks on speaking performance of EFL learners. The findings may promise implications for EFL speaking syllabuses and provide guidelines to designers to accommodate the insights derived from the genre-based instruction perspective.

  3. 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…

  4. 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.

  5. Audio scene segmentation for video with generic content

    Science.gov (United States)

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

    2008-01-01

    In this paper, we present a content-adaptive audio texture based method to segment video into audio scenes. The audio scene is modeled as a semantically consistent chunk of audio data. Our algorithm is based on "semantic audio texture analysis." At first, we train GMM models for basic audio classes such as speech, music, etc. Then we define the semantic audio texture based on those classes. We study and present two types of scene changes, those corresponding to an overall audio texture change and those corresponding to a special "transition marker" used by the content creator, such as a short stretch of music in a sitcom or silence in dramatic content. Unlike prior work using genre specific heuristics, such as some methods presented for detecting commercials, we adaptively find out if such special transition markers are being used and if so, which of the base classes are being used as markers without any prior knowledge about the content. Our experimental results show that our proposed audio scene segmentation works well across a wide variety of broadcast content genres.

  6. 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...

  7. Glossaire genre et macroéconomie

    OpenAIRE

    Alexander, Patricia; Baden, Sally

    2017-01-01

    Les relations de genre dans l’analyse économique : vue d’ensemble Bien que les économistes aient traité les questions de la participation des hommes et des femmes à la force de travail dès le début des années 1900, le genre en lui-même n’était pas utilisé comme catégorie d’analyse. (Le terme “genre” est utilisé lorsqu’il est question des catégories sociales ; c’est-à-dire qu’il signifie qu’au-delà des fonctions élémentaires de la reproduction humaine, les rôles des hommes et des femmes ne rel...

  8. Automated Determination of the Type of Genre and Stylistic Coloring of Russian Texts

    Directory of Open Access Journals (Sweden)

    Barakhnin Vladimir

    2017-01-01

    Full Text Available In this paper we propose the algorithm of automated definition of the genre type and semantic characteristics of poetic texts in Russian. We formulated the approaches to the construction of a joint (“two-dimensional” classifier of genre types and stylistic colouring of poetic texts, based on the definition of interdependence of the type of genre and stylistic colouring of the text. On the basis of these approaches the principles of formation of the training samples for the algorithms for the definition of styles and genre types were analyzed. The computational experiments with a corpus of texts of the Lyceum lyrics of A.S.Pushkin were implemented, which showed good results in determining the stylistic colouring of poetic texts and sufficient results in determining the genres. The proposed algorithms can be used for automation of the complex analysis of Russian poetic texts, significantly facilitating the work of the expert in determining their styles and genres by providing appropriate recommendations.

  9. 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.

  10. Ranking Highlights in Personal Videos by Analyzing Edited Videos.

    Science.gov (United States)

    Sun, Min; Farhadi, Ali; Chen, Tseng-Hung; Seitz, Steve

    2016-11-01

    We present a fully automatic system for ranking domain-specific highlights in unconstrained personal videos by analyzing online edited videos. A novel latent linear ranking model is proposed to handle noisy training data harvested online. Specifically, given a targeted domain such as "surfing," our system mines the YouTube database to find pairs of raw and their corresponding edited videos. Leveraging the assumption that an edited video is more likely to contain highlights than the trimmed parts of the raw video, we obtain pair-wise ranking constraints to train our model. The learning task is challenging due to the amount of noise and variation in the mined data. Hence, a latent loss function is incorporated to mitigate the issues caused by the noise. We efficiently learn the latent model on a large number of videos (about 870 min in total) using a novel EM-like procedure. Our latent ranking model outperforms its classification counterpart and is fairly competitive compared with a fully supervised ranking system that requires labels from Amazon Mechanical Turk. We further show that a state-of-the-art audio feature mel-frequency cepstral coefficients is inferior to a state-of-the-art visual feature. By combining both audio-visual features, we obtain the best performance in dog activity, surfing, skating, and viral video domains. Finally, we show that impressive highlights can be detected without additional human supervision for seven domains (i.e., skating, surfing, skiing, gymnastics, parkour, dog activity, and viral video) in unconstrained personal videos.

  11. Anthropology and Genre: Science Fiction – Communication of Identity

    Directory of Open Access Journals (Sweden)

    Bojan Žikić

    2016-02-01

    Full Text Available Genre production uses the shared nature of cultural communication in order to establish certain kinds and models of cultural identity, and these identities go on to have a social and cultural existence outside genre communication. Anthropology insists on the shared nature of cultural communication, more precisely, on the fact that those who shape the information transmitted in this way have to share its code with the intended recipients. The anthropological study of genres is actually the study of certain cultural artefacts characteristic of the societies and cultures in which they have been created. on the fact that those who shape the information transmitted in this way have to share its code with the intended recipients. The anthropological study of

  12. Révision du genre Digitaria Haller (Poaceae) au Sénégal ...

    African Journals Online (AJOL)

    Le genre Digitaria Haller (Poaceae) constitue l'un des genres les plus diversifiés des Poaceae du Sénégal avec 19 espèces. Bien qu'il y ait une monographie mondiale du genre, la détermination des espèces reste difficile et repose essentiellement sur les caractères de l'appareil reproducteur. Ce travail, qui est une ...

  13. From academic research articles to academic visual and video essays: Only a multimodal transition?

    DEFF Research Database (Denmark)

    Maier, Carmen Daniela

    Drawing on an interdisciplinary theoretical framework, we propose to examine multimodal texts from the academic genre set belonging to the field of presenting and discussing research results: the academic research article, the academic visual essay and the academic video essay. The data...... for this study has been collected from academic journals that belong to print medium and to multimedia. In order to articulate an analytical model for the description and interpretation of these subgenres, we depart from the understanding of genres as linguistic categories influenced by specific situations...... subgenres will also be facilitated by applying theoretical approaches focused on knowledge communication because the academic discourse in these subgenres is based on specific meaning-making structures. The fact that these structures are linked to the subgenres’ common communicative purpose of representing...

  14. 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.

  15. SPECIFIC OF GENRE OF I.S. TURGENEV’S DRAMA “THE NEGLIGENCE”

    Directory of Open Access Journals (Sweden)

    Isakova Yana Nazirbekovna

    2013-05-01

    Full Text Available Opinions about genre of the I.S. Turgenev’s play «The Negligence» are mixed. A drama sketch attracts attention. In the article considered the features of dramatic conflict and genre Turgenev’s play «The Negligence». Necessary, analyzing the key judgments of critics, researchers, scientists, and to identify the genre of the play features dramatic conflict. Methods: To achieve this goal using a range of methods and approaches of the various areas of knowledge, in the first place, cultural and literary studies. The interdisciplinary nature of the problem requires an integrated approach that combines cultural studies, literary-historical, comparative, artistic aspects of the analysis of texts. Results: Turgenev's play «The Negligence» is a difficult genre formation in which manifested traits melodrama, a romantic drama, the play-scene elements of psychological drama. Application: Analysis of genre affiliation plays can learn more particularly Turgenev’s dramatic works.

  16. SPECIFIC OF GENRE OF I.S. TURGENEV’S DRAMA “THE NEGLIGENCE”

    Directory of Open Access Journals (Sweden)

    Яна Назирбековна Исакова

    2013-05-01

    Full Text Available Opinions about genre of the I.S. Turgenev’s play «The Negligence» are mixed. A drama sketch attracts attention.  In the article considered the features of dramatic conflict and genre Turgenev’s play «The Negligence». Necessary, analyzing the key judgments of critics, researchers, scientists, and to identify the genre of the play features dramatic conflict.Methods:To achieve this goal using a range of methods and approaches of the various areas of knowledge, in the first place, cultural and literary studies. The interdisciplinary nature of the problem requires an integrated approach that combines cultural studies, literary-historical, comparative, artistic aspects of the analysis of texts.Results:Turgenev's play «The Negligence» is a difficult genre formation in which manifested traits melodrama, a romantic drama, the play-scene elements of psychological drama.Application:Analysis of genre affiliation plays can learn more particularly Turgenev’s dramatic works.DOI: http://dx.doi.org/10.12731/2218-7405-2013-5-4

  17. Interdiction de Genre: La Loi Qui Fait Taire le Corp

    Directory of Open Access Journals (Sweden)

    Renato Duro Dias

    2015-12-01

    Full Text Available Cette recherche discute les identités de genre avec la base dans l'analyse du travail La Ley no escrita (2012 d'Oihana Cordero. Le travail de l'artiste plasticien a comme l'objectif provoque la réflexion sur les lois et les normes juridiques-sociales qu'ils existent autour du caractère ficcional et le genre performatife, révélant de nouvelles lectures sur l'acte du corps. C'est un travail sculptural (KRAUSS, 1984, composé par une base blanche, une épée et un groupe de feuilles, dans lesquelles ils sont exprimés, par un contrat de genre, comme ils se prononcent, interseccionam et c'est des interdictions imposées aux possibilités de genre. Comme ceci, les règles et des règlements sont faits la preuve imposés par le binarisme du genre que la force soumet et ils arrêtent des identités pour le compte de la normalisation (normatisation des corps. Pour cette enquête les concepts de genre sont problematize, le corps subjugué, la normativité et de la performance dans le Butler (2012a, 2012b, 2013, Foucault (1997, 1998, 2014, Fraser (2002, 2006, 2009, Scott (2008, Cordero (2012 et Preciado (2011. Cordero (2012, dans son travail, nous présente les copies multiples d'un contrat de papier imprimé a passé par une épée. C'est une métaphore, une forme de représentation dogmatizé du corps par les actes visibles et invisibles qui compose et ils naturalisent les identités de genre dans une dualité obscurantiste homme/femme. Ce travail comme l'objet conceptuel (FREIRE 2006 produit la puissance exprimée pour en plus d'un document légal perforé, elle vise à provoquer les gens de contempler sur leurs pratiques et leurs corps, mais, par-dessus tout, réfléchir comme ces périmètres ont de transgression difficile. Lors de l'analyse de l'intersection possible des identités de genre et un objet artistique dans le domaine juridique est prévu pour gérer des éléments capables de révéler les technologies complexes corporels politiques

  18. 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.

  19. 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 pe...

  20. 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

  1. Mandatory Genres: The case of European Public Assessment Report (EPAR) summaries

    DEFF Research Database (Denmark)

    Askehave, Inger; Zethsen, Karen K.

    2008-01-01

    The aim of this article is to consider the nature of mandatory genres (legally regulated genres) emanating from European Union directives and point to the challenges which such genres pose due to their legal origin and complex text production and text reception processes. Taking its point...... information which is understandable and useful to laypersons, respectively. The article points to some of the reasons why, in spite of careful preparation, and extensive guidelines prior to its ‘launch' into the discourse community, the EPAR summary apparently fails to fulfil its communicative purposes....

  2. Spanish Comics as Genre

    Science.gov (United States)

    Kiely, Kristin

    2018-01-01

    Since the beginning of literary time, genre has been an issue for critics and scholars. Comics and graphic novels have stepped into the fray in recent decades causing even more confusion. This is even more evident in Spain where the publishers are foolhardy men and women simply out to make money and who are too deeply embedded in their bourgeois…

  3. Video sensor architecture for surveillance applications.

    Science.gov (United States)

    Sánchez, Jordi; Benet, Ginés; Simó, José E

    2012-01-01

    This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software) in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  4. Video Sensor Architecture for Surveillance Applications

    Directory of Open Access Journals (Sweden)

    José E. Simó

    2012-02-01

    Full Text Available This paper introduces a flexible hardware and software architecture for a smart video sensor. This sensor has been applied in a video surveillance application where some of these video sensors are deployed, constituting the sensory nodes of a distributed surveillance system. In this system, a video sensor node processes images locally in order to extract objects of interest, and classify them. The sensor node reports the processing results to other nodes in the cloud (a user or higher level software in the form of an XML description. The hardware architecture of each sensor node has been developed using two DSP processors and an FPGA that controls, in a flexible way, the interconnection among processors and the image data flow. The developed node software is based on pluggable components and runs on a provided execution run-time. Some basic and application-specific software components have been developed, in particular: acquisition, segmentation, labeling, tracking, classification and feature extraction. Preliminary results demonstrate that the system can achieve up to 7.5 frames per second in the worst case, and the true positive rates in the classification of objects are better than 80%.

  5. 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.

  6. 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

  7. 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…

  8. 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.

  9. THE STRATEGY OF GENRE IN A. PLATONOV’S SHORT NOVELS OF THE 1930

    Directory of Open Access Journals (Sweden)

    Marina V. Zavarkina

    2015-11-01

    Full Text Available The article analyzes a writer’s genre strategy based on the materials of A. Platonov’s short novels of the 1930s (“Th e Foundation Pit” [“Kotlovan”], “For future use” [“Vprok”], “Bread and reading” [“Hleb i chtenie”], “Juvenile sea” [“Uvenil’noe more”], “Dzhan”. These short novels became a link between his two novels “Chevengur” (1926—1928 and “Happy Moscow” (1933—1936. The comprehensive analysis of the short novels of the 1930s in the dialectics of genre development allows us to understand Andrei Platonov’s artistic world, the role of genre in the implementation of his creative idea, the specifi cs of genre thinking, and to identify the relationship between the genre and utopian/dystopian strategies of the writer. The article concludes that the short novels of the 1930s constitute a cycle and are united by a usual plot of “test”, the type of a hero (a worker-wanderer, the poetics of the conclusions. The recon-struction of the author’s model of the genre and its dynamics in the works of one of the distinguished writers of Russian and World literature of contemporary history leads to a deeper understanding of the artistic nature, role and genesis of the short novel in genre analysis of 20th century-literature

  10. Between solidarity and argument: Interpersonal negotiation in two legal genres

    Directory of Open Access Journals (Sweden)

    Krisda Chaemsaithong

    2016-11-01

    Full Text Available This study presents a comparative examination of interpersonal negotiation in two monologic courtroom genres: the opening statement and closing argument. Drawing upon a corpus of three high-profile American trials, the quantitative and qualitative analysis identifies the traces and degree of the jury’s presence through lexico-grammatical resources, and reveals distinct interactional patterns, which are indicative of the interactive goals of the two speech genres. Such relational practice does not merely “oil the wheels” of courtroom communication, but also constitutes a key way in the meaning-making process of these genres. The findings attest to the centrality of relational work in accomplishing transactional goals in institutional discourses.

  11. 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...

  12. 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.

  13. 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.

  14. 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.

  15. Genre scripts and appreciation of negative emotion in the reception of film.

    Science.gov (United States)

    Tan, Ed S; Visch, Valentijn T

    2017-01-01

    The Distancing-Embracing model reserves a role for genre scripts in the hedonic valuation of negative emotion in art. Genre scripts, as defined in the target article, leave higher-level recipient intuitions out of scope. We argue that, in film genre scripts, lower-level stylistic features lend access to more complex conceptual knowledge, including pragmatic principles. The argument implies a consideration of the communicative dimension of aesthetic works, which could strengthen both factors of the Distancing-Embracing model.

  16. 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.

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

    KAUST Repository

    Heilbron, Fabian Caba; Castillo, Victor; Ghanem, Bernard; Niebles, Juan Carlos

    2015-01-01

    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.

  18. 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…

  19. Introducing People – Genre Analysis and Oral Comprehension and Oral Production Tasks

    Directory of Open Access Journals (Sweden)

    Keila Rocha Reis de Carvalho

    2012-02-01

    Full Text Available This paper aims at presenting an analysis of the genre introducing people and at suggesting listening comprehension and oral production tasks. This work was developed according to the characterization of the rhetorical organization of situations taken from seventeen films that contain the genre under analysis. Although several studies in the ESP area carried out recently (Andrade, 2003; Cardoso, 2003; Shergue, 2003; Belmonte, 2003; Serafini, 2003 have identified listening comprehension and oral production as the abilities that should be prioritized in an English course, much needs to be done, especially concerning the oral genres that take into account the language the learners of English as a second language need in their target situation. This work is based on Hutchinson & Waters (1987 theoretical background on ESP, Swales’ (1990 genre analysis, Ramos’ (2004 pedagogical proposal, and also on Ellis´ (2003 tasks concept. The familiarization of learners of English as a second language with this genre will provide them with the opportunity to better understand and use the English language in their academic and professional life.

  20. Genre, the organization of knowledge and everyday life

    DEFF Research Database (Denmark)

    Andersen, Jack

    2017-01-01

    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...

  1. 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.

  2. 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.

  3. Horror movie aspects and experimentation in Michael Jackson’s Thriller music video

    OpenAIRE

    Vargas, Herom; Universidade Municipal de São Caetano do Sul - USCS; Gonçalves, Rafael; Universidade Municipal de São Caetano do Sul - USCS

    2016-01-01

    This article analyzes the use of elements from the horror fi lm genre in the music video Thriller (1982), by Michael Jackson, as experimentation within the field of pop music. Based on the semiotics of culture, grounded on the concepts of cultural text, semiosphere, border and modeling, developed by Iuri Lotman, the analysis identified innovations in the use of horror as humor and, in the music, modeling of creatures, moving among horror, the fantastic and the reality.Keywords: horror, music ...

  4. THE ANALYSIS OF DETECTIVE GENRE IN MEDIA STUDIES IN THE STUDENT AUDIENCE

    Directory of Open Access Journals (Sweden)

    Alexander Fedorov

    2011-11-01

    Full Text Available Development of skills for the critical analysis of media texts - an important task of media education. However, media literacy practice shows that students have the problems with the discussion / analysis of entertainment genres in the early stages of media studies, for example, the difficulties in the process of understanding and interpreting the author's conception, plot and genre features. This article substantiates the methodological approaches to the analysis skills of detective/thriller genre in media studies in the student audience.

  5. Assessing business proposals: genre conventions and audience response in document design

    NARCIS (Netherlands)

    Lagerwerf, L.; Bossers, Ellis

    2002-01-01

    We carried out two studies in which several genre conventions were tested on professional readers to verify the usefulness of applying genre conventions to business proposals. In the first study, 39 male business clients of the company IBM Netherlands compared an authentic busi ness proposal with a

  6. RAPE CASES: GENRE AND RHETORICAL ANALYSIS OF CONTROVERSIAL MALAYSIAN LEGAL JUDGEMENTS

    Directory of Open Access Journals (Sweden)

    Maya Khemlani David

    2016-12-01

    Full Text Available Kachru and Smith (2008 emphasize that effectual communication in the context in which different varieties of world English are used, entails awareness of the varieties in use and their cultural, social, and ideational functions. Court reports by Malaysian Judges are part of legal documents, which may be considered as a genre. Investigating the linguistic details of these reports may be helpful in understanding the argumentative and persuasive strategies used in these judgments. The issue of rape and justice is an important concern in society. The aim of this study is to investigate Malaysian judgment reports in the English language on rape cases from a linguistic perspective. Specifically, the aim of the study is to identify court of appeal judgment reports of rape cases as a Genre and to identify the moves used in this genre. The moves within the genre were identified by studying two controversial reports which showed that the judgments might suffer from relying on pathos argumentation in one critical move.

  7. Evaluating music emotion recognition:Lessons from music genre recognition?

    OpenAIRE

    Sturm, Bob L.

    2013-01-01

    A fundamental problem with nearly all work in music genre recognition (MGR)is that evaluation lacks validity with respect to the principal goals of MGR. This problem also occurs in the evaluation of music emotion recognition (MER). Standard approaches to evaluation, though easy to implement, do not reliably differentiate between recognizing genre or emotion from music, or by virtue of confounding factors in signals (e.g., equalization). We demonstrate such problems for evaluating an MER syste...

  8. BIOGRAPHY GENRE IN RUSSIAN LITERATURE: EUROPEAN AND BRITISH INFLUENCES

    Directory of Open Access Journals (Sweden)

    Eugenia V. Ivanova

    2016-12-01

    Full Text Available The article examines the development of the genre of biography and life writing that influenced Russian biographical tradition. This tradition stems from Plutarch’s Comparative Biographies that influenced English life writing represented by such names as James Boswell, Lytton Strachey, and others. Philosophical premises of the English biography genre are to be found in the treatise Heroes, HeroWorship, and The Heroic in History (1841 by Thomas Carlyle. French tradition represented by Gaston Tissandier’s book Science Martyrs pursued the opposite aim: to honor ordinary scientists and inventors, responsible for the technical advance of the modern civilization. Wilhelm Dilthey and Georg Simmel practiced a different approach to life writing in that they conceived biography as the history of the person’s spiritual development. This conception had direct influence on the theorists of biography genre in Russia, G. O. Vinokur, and A. G. Gabrichevsky.

  9. American Film Genres: Approaches to a Critical Theory of Popular Film.

    Science.gov (United States)

    Kaminsky, Stuart M.

    This book is divided into twelve sections and contains photographs from many of the films discussed. The introduction defines film genre and describes the general theories behind this book; "The Individual Film" analyzes the film "Little Caesar" as it relates to the genre of gangster films; "Comparative Forms"…

  10. 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…

  11. 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.

  12. 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

  13. 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 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....

  14. Framing narrative journalism as a new genre: A case study of the Netherlands

    OpenAIRE

    van Krieken, Kobie; Sanders, José

    2016-01-01

    Although narrative journalism has a long history in the Netherlands, it is in recent years being promoted as a ‘new’ genre. This study examines the motives underlying this promotional tactic. To that end, we analyze how narrative journalism is framed in (1) public expressions of the initiatives aimed at professionalization of the genre and (2) interviews with journalists and lecturers in journalism programs. Results indicate that in public discourse on narrative journalism, the genre is frame...

  15. Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume.

    Science.gov (United States)

    Kühn, S; Gallinat, J

    2014-07-01

    Playing video games is a popular leisure activity among children and adults, and may therefore potentially influence brain structure. We have previously shown a positive association between probability of gray matter (GM) volume in the ventral striatum and frequent video gaming in adolescence. Here we set out to investigate structural correlates of video gaming in adulthood, as the effects observed in adolescents may reflect only a fraction of the potential neural long-term effects seen in adults. On magnetic resonance imaging (MRI) scans of 62 male adults, we computed voxel-based morphometry to explore the correlation of GM with the lifetime amount of video gaming (termed joystick years). We found a significant positive association between GM in bilateral parahippocamal region (entorhinal cortex) and left occipital cortex/inferior parietal lobe and joystick years (Pvideo game genres played, such as logic/puzzle games and platform games contributing positively, and action-based role-playing games contributing negatively. Furthermore, joystick years were positively correlated with hippocampus volume. The association of lifetime amount of video game playing with bilateral entorhinal cortex, hippocampal and occipital GM volume could reflect adaptive neural plasticity related to navigation and visual attention.

  16. 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.

  17. 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....... Genres are central to media institutions’ legitimacy, while the paratext is the principal conduit through which legitimation is conveyed....

  18. 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.

  19. 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.

  20. Hierarchical event selection for video storyboards with a case study on snooker video visualization.

    Science.gov (United States)

    Parry, Matthew L; Legg, Philip A; Chung, David H S; Griffiths, Iwan W; Chen, Min

    2011-12-01

    Video storyboard, which is a form of video visualization, summarizes the major events in a video using illustrative visualization. There are three main technical challenges in creating a video storyboard, (a) event classification, (b) event selection and (c) event illustration. Among these challenges, (a) is highly application-dependent and requires a significant amount of application specific semantics to be encoded in a system or manually specified by users. This paper focuses on challenges (b) and (c). In particular, we present a framework for hierarchical event representation, and an importance-based selection algorithm for supporting the creation of a video storyboard from a video. We consider the storyboard to be an event summarization for the whole video, whilst each individual illustration on the board is also an event summarization but for a smaller time window. We utilized a 3D visualization template for depicting and annotating events in illustrations. To demonstrate the concepts and algorithms developed, we use Snooker video visualization as a case study, because it has a concrete and agreeable set of semantic definitions for events and can make use of existing techniques of event detection and 3D reconstruction in a reliable manner. Nevertheless, most of our concepts and algorithms developed for challenges (b) and (c) can be applied to other application areas. © 2010 IEEE

  1. Augmenting matrix factorization technique with the combination of tags and genres

    Science.gov (United States)

    Ma, Tinghuai; Suo, Xiafei; Zhou, Jinjuan; Tang, Meili; Guan, Donghai; Tian, Yuan; Al-Dhelaan, Abdullah; Al-Rodhaan, Mznah

    2016-11-01

    Recommender systems play an important role in our daily life and are becoming popular tools for users to find what they are really interested in. Matrix factorization methods, which are popular recommendation methods, have gained high attention these years. With the rapid growth of the Internet, lots of information has been created, like social network information, tags and so on. Along with these, a few matrix factorization approaches have been proposed which incorporate the personalized information of users or items. However, except for ratings, most of the matrix factorization models have utilized only one kind of information to understand users' interests. Considering the sparsity of information, in this paper, we try to investigate the combination of different information, like tags and genres, to reveal users' interests accurately. With regard to the generalization of genres, a constraint is added when genres are utilized to find users' similar ;soulmates;. In addition, item regularizer is also considered based on latent semantic indexing (LSI) method with the item tags. Our experiments are conducted on two real datasets: Movielens dataset and Douban dataset. The experimental results demonstrate that the combination of tags and genres is really helpful to reveal users' interests.

  2. "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.

  3. 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.

  4. De quoi le genre est-il le nom ?

    OpenAIRE

    Andrieu, Bernard

    2013-01-01

    Cette note de lecture présente une courte évolution des travaux sur le genre sous l’angle du rapport au corps en démontrant comment la dénaturalisation du corps et du sexe biologique a conduit à une description culturaliste des fonctions individuelles et des rôles sociaux. Si le genre dénaturalise le corps c’est en refusant toute référence au sexe ou à la sexualité en tant qu’ils seraient des données naturelles. Depuis son apparition en 1947, sous la plume de John Money, psychologue chargé du...

  5. Genre on Time

    DEFF Research Database (Denmark)

    Givskov, Cecilie

    2009-01-01

    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...... 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...... politics is framed in popular form - in news and in fiction films....

  6. 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

  7. Video segmentation and camera motion characterization using compressed data

    Science.gov (United States)

    Milanese, Ruggero; Deguillaume, Frederic; Jacot-Descombes, Alain

    1997-10-01

    We address the problem of automatically extracting visual indexes from videos, in order to provide sophisticated access methods to the contents of a video server. We focus on tow tasks, namely the decomposition of a video clip into uniform segments, and the characterization of each shot by camera motion parameters. For the first task we use a Bayesian classification approach to detecting scene cuts by analyzing motion vectors. For the second task a least- squares fitting procedure determines the pan/tilt/zoom camera parameters. In order to guarantee the highest processing speed, all techniques process and analyze directly MPEG-1 motion vectors, without need for video decompression. Experimental results are reported for a database of news video clips.

  8. 音楽のジャンルと印象を用いたVOCALOID クリエータの検索

    OpenAIRE

    末吉 , 優; 関 , 洋平

    2017-01-01

    This paper proposes the following methods to search VOCALOID creators who publish music videos in Niconico video hosting service. For VOCALOID creator search, the user can utilize three clues: VOCALOID character name, music genre, and impressions. We defined the music genre by extending generic digital music genre with considering social tags annotated on VOCALOID music videos. We also implemented SVM-based music impression estimator utilizing viewer comments being over 0.8 points in F-values...

  9. THE PROBLEM OF GENRE DEFINING WORKS OF D.DEFOE AND J.SWIFT

    Directory of Open Access Journals (Sweden)

    M. A. Maslova

    2014-01-01

    Full Text Available The article addresses the question of genre specifics of works D.Defoe and J.Swift. Novels of English writers of the 18th century are presented as a synthesis of various genre models: travel, adventure, philosophical novel, an allegorical parable, satire, utopia. The emphasis is on the analysis of the philosophical content of the novels.

  10. 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.

  11. Slechtnieuwsbrieven als genre: leren via observaties van experts

    NARCIS (Netherlands)

    Leijten, Marielle; De Smet, Milou; Van Waes, Luuk

    2011-01-01

    Leijten, M., De Smet, M. J. R., & Van Waes, L. (2011, June). Slechtnieuwsbrieven als genre: leren via observaties van experts. Presentation at the Onderwijs Research Dagen (ORD), Maastricht, The Netherlands.

  12. GENRE SYNTHESIS IN A. PLATONOV’S NOVEL “FOR FUTURE USE”

    Directory of Open Access Journals (Sweden)

    Marina V. Zavarkina

    2015-03-01

    Full Text Available The article examines the genre synthesis in Andrei Platonov’s novelchronicle “For future use” [“Vprok”]. Th e synthetic nature of the compositions is formed by a combination of characteristics of several genres: novels, chronicles, essays. This article analyzes the main features of these genres and their specifi city in the Platonov’s novel. Genre synthesis in the story is closely connected with the plot of “test of truth”. Platonov is concerned about how to implement the “truth of socialism” in the collective farming, and he enters into polemics not only with Stalin but also with the leader of the Soviet literature, M. Gorky: he opposes the Gorky’s interpretation of “new truth”, which was to be declared in the Soviet essay. Abandoning the form of storytelling “on behalf of the author”, the writer appeals to the form of a “story within a  story”, which allowed him to avoid author’s direct assessments and to implement the idea of polyphony, matching several points of view. In the article we analyze ways of expression of the author’s position and subjective organization of the text. The paper also attempts to identify areas of utopia/ anti-utopia, according to the perspective of the “new truth”.

  13. Video of World Festivals as Novelties in Teaching Description Writing Using a Genre-Based Approach

    Science.gov (United States)

    Rajagopalan, Uma Maheswari

    2017-01-01

    In order to motivate ESL students and engage them in different tasks effectively, it is necessary to make the tasks novel to the students. As one possible way of introducing novelty in the course, films could be used advantageously. In this study, a writing course integrated with videos of movies and cultural festival of different regions of the…

  14. Functions of Narrative Genres for Lived Religion

    Directory of Open Access Journals (Sweden)

    Tuija Hovi

    2014-05-01

    Full Text Available The article presents the object and results of a study which combines the psychology of religion and folkloristics in the form of a qualitative analysis of empirical ethnographic material compiled from sources in a local neo-charismatic congregation called the ‘Word of Life’. Personal narrative is discussed as a genre which represents the collective tradition of a religious community. It is a socially-learned speech act and a means of interpreting and sharing religious experience, thus constructing and confirming the faith of the community, both individually and collectively. In the neo-charismatic tradition, everyday speech draws on a literal (biblical tradition as well as on socially-shared narrative genres such as ritual testimonies, prophecies, sermons and casual, personal narratives of co-believers. The faith-creative power of these stories can be found in their performative utterances and evaluative structures as well as in non-communication.

  15. The Simple Video Coder: A free tool for efficiently coding social video data.

    Science.gov (United States)

    Barto, Daniel; Bird, Clark W; Hamilton, Derek A; Fink, Brandi C

    2017-08-01

    Videotaping of experimental sessions is a common practice across many disciplines of psychology, ranging from clinical therapy, to developmental science, to animal research. Audio-visual data are a rich source of information that can be easily recorded; however, analysis of the recordings presents a major obstacle to project completion. Coding behavior is time-consuming and often requires ad-hoc training of a student coder. In addition, existing software is either prohibitively expensive or cumbersome, which leaves researchers with inadequate tools to quickly process video data. We offer the Simple Video Coder-free, open-source software for behavior coding that is flexible in accommodating different experimental designs, is intuitive for students to use, and produces outcome measures of event timing, frequency, and duration. Finally, the software also offers extraction tools to splice video into coded segments suitable for training future human coders or for use as input for pattern classification algorithms.

  16. Transferring Generic Features and Recontextualizing Genre Awareness: Understanding Writing Performance in the ESP Genre-Based Literacy Framework

    Science.gov (United States)

    Cheng, An

    2007-01-01

    Despite the impact of the ESP genre-based framework of teaching discipline-specific writing to L2 learners, especially to L2 graduate students, the writing performance of learners in such a framework is still not fully explored. In this paper, I analyze three article introductions written by a Chinese-speaking graduate student in electrical…

  17. Classification of sports types from tracklets

    DEFF Research Database (Denmark)

    Gade, Rikke; Moeslund, Thomas B.

    Automatic analysis of video is important in order to process and exploit large amounts of data, e.g. for sports analysis. Classification of sports types is one of the first steps to- wards a fully automatic analysis of the activities performed at sports arenas. In this work we test the idea...... that sports types can be classified from features extracted from short trajectories of the players. From tracklets created by a Kalman filter tracker we extract four robust features; Total distance, lifespan, distance span and mean speed. For clas- sification we use a quadratic discriminant analysis. In our...... experiments we use 30 2-minutes thermal video sequences from each of five different sports types. By applying a 10- fold cross validation we obtain a correct classification rate of 94.5 %....

  18. 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…

  19. Occurrence of aspiration pneumonia in dysphagic children post video fluoroscopy

    Directory of Open Access Journals (Sweden)

    Lagos, Hellen Nataly Correia

    2011-10-01

    Full Text Available Introduction: The literature reports that when it comes of instrumental assessment of swallowing in children, undoubtedly, video fluoroscopy of swallow offers great advantages over the endoscopic study. Objective: Check the risk of aspiration pneumonia after the study of swallowing by video fluoroscopy, in children with dysphagia. Method: In a study of prospective cutting, participated 16 children aged between 6 months and 10 years, with an average of 5,2 years, referred for study of swallowing by video fluoroscopy. Were tested 4 consistencies, pudding, nectar, honey and liquid. The presences of signs and/or respiratory symptoms were evaluated pre and post study of deglutition by video fluoroscopy, through history and clinical exam. When necessary was asked chest x-ray. Results: Of 16 children, 5 didn't presented dysphagia. In 11 children the exam showed 4 with mild dysphagia, 2 moderate and 5 severe, as classification of OTT (1996 - Classification of severity of dysphagia to the video fluoroscopy. Of the 7 children who aspirated during the exam, only 1 presented respiratory symptoms after the deglutition study, but without signal of pneumonia to the physical examination. Conclusion: In the studied population there were no occurrences of aspiration pneumonia after the study of deglutition was performed by video fluoroscopy, despite the occurrence of aspiration during the exam in about 50% of cases.

  20. Video spa : Krisna Murti's treatment of the senses

    Directory of Open Access Journals (Sweden)

    Edwin Jurriëns

    2010-04-01

    Full Text Available This article discusses Indonesian artist Krisna Murti, whose video art and other creative work can be seen as a form of televisual metadiscourse. Murti’s artistic type of televisual metadiscourse provides insight into the commercial and ideological mechanisms behind the mass media industry; the cultural-technological features of various media; the historical dimensions of different genres of representation; the position of the artist and audience in processes of mediation; and alternative forms of intermediality and interactivity. Beyond merely television critique, Murti’s work presents an alternative vision of mixed environments where media and people harmoniously coexist and interact with each other. The author argues that this attempt at promoting pleasant, effective and sustainable communication environments could be seen as the media equivalent of ecology.

  1. The Genre of “Sensational Novel” in the Ukrainian Immigrant Literature

    OpenAIRE

    Wesselenyi, Olexandr

    2013-01-01

    The literary process of the Ukrainian immigration is a special segment of Ukrainian culture and shows an “alternative way” in the development of literature. The purpose of this article is to study the specifications of sensational novels in the Ukrainian immigrant literature.The literary genre “sensational novel” appeared in Great Britain in the second half of the XIX century. These novels typologically descend from another popular Victorian genre – gothic fiction. Later they transformed into...

  2. 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.

  3. EFEKTIFITAS PEMBELAJARAN KETERAMPILAN SPEAKING DENGAN PENDEKATAN GENRE DI UNIVERSITAS MUHAMMADIYAH SURAKARTA

    Directory of Open Access Journals (Sweden)

    Sri Slamet

    2015-07-01

    Full Text Available The purposes of this research are to describe language teaching using genre approach, to describe the problems faced by students and lecturers at Language Center UMS, and to de- scribe the strengths and weaknesses of this approach in which the approach  is compared with a previous  method. This research is a descriptive qualitative research. It uses informant and docu- ment sources. The informants are the students of semester 2 and  the lecturers of Speaking Acqui- sition 2 at UMS. The techniques used in data collecting are by giving questionnaire, doing an in- terview, observing, and giving a test. The result of the research shows that (1 teaching English using genre approach has not been effective yet. The ineffectiveness of this approach is caused by (a the lecturers, who still do not understand the concept of genre and how to teach it to the stu- dents, (b the topic of dialogue is not interesting to the students, (c the exercises of the book are not various, and (d the students are not well-motivated by the lecturers. (2 Genre approach in teaching English is one of the methods to develop student and lecturer’s activity on speaking abil- ity. (3 The weakness of this approach is that the students are still lack of mastery on vocabulary, grammar and pronunciation. Based on the finding, it is suggested for the policy maker at LC to hold a workshop on teaching Speaking based on genre approach. The materials on workshop should be focused on teaching speaking for a big class, the method on giving the task or assign- ment, and the ways to evaluate it. It is also suggested that the curriculum should cover Reading Subject which can be used to emphasize on students vocabulary, grammar, and pronunciation.

  4. Online video game therapy for mental health concerns: a review.

    Science.gov (United States)

    Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H

    2008-07-01

    There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

  5. Inference or enaction? The impact of genre on the narrative processing of other minds.

    Directory of Open Access Journals (Sweden)

    James Carney

    Full Text Available Do narratives shape how humans process other minds or do they presuppose an existing theory of mind? This study experimentally investigated this problem by assessing subject responses to systematic alterations in the genre, levels of intentionality, and linguistic complexity of narratives. It showed that the interaction of genre and intentionality level are crucial in determining how narratives are cognitively processed. Specifically, genres that deployed evolutionarily familiar scenarios (relationship stories were rated as being higher in quality when levels of intentionality were increased; conversely, stories that lacked evolutionary familiarity (espionage stories were rated as being lower in quality with increases in intentionality level. Overall, the study showed that narrative is not solely either the origin or the product of our intuitions about other minds; instead, different genres will have different-even opposite-effects on how we understand the mind states of others.

  6. 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.

  7. Genre Transformation of the Fairy Tale in Contemporary Russian Literature

    Directory of Open Access Journals (Sweden)

    Ekaterina Zueva

    2017-09-01

    Full Text Available This research is devoted to some peculiarities of structure and semantics of contemporary Russian fairy tale. The analyzed genre model is quite actual in the literature of modern turn of the centuries. It is actualized in the creativity of L. Petrushevskaya, A. Kabakov, B. Akunin, M. Fray, D. Bykov, etc. This is connected with the universality of themes and problems and the dynamics of structure of genre analyzed. Modern literature process suggests the use of various genre forms (including fairy-tale one in the context of realization of game strategies of world construction with the deconstruction principle domination. The usage of the most productive for such kind of research methods (structural-semantical and comparative ones gives grounds for understanding the specifics of realization of deconstruction principle through the variety of forms and meanings. For example, the scheme of “genre memory” is widely used in contemporary fairy tale. If that scheme deals with the sphere of semantics, then structural components are actively deconstructed (e.g. fairy tales by L. Petrushevskaya. If the meaningful fairy tale composition models are actualized, then the semantic component is widely transformed (e.g. Moscow Fairy Tales by A. Kabakov. The most important peculiarity of contemporary fairy tale is the integration of fairy tale, legendary, mythological and literary plots to the one game system. The result of this is on the one hand travestying of the iconic plots, on the other hand achieving the new meanings due to including context mechanisms.

  8. Bridging Literary and Philosophical Genres: Judgement, Reflection and Education in Camus' "The Fall"

    Science.gov (United States)

    Roberts, Peter

    2008-01-01

    Both literature and philosophy, as genres of writing, can enable us to address important ontological, epistemological and ethical questions. One author who makes it possible for readers to bridge these two genres is Albert Camus. Nowhere is this more evident than in Camus' short novel, "The Fall". "The Fall", through the character and words of…

  9. 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.

  10. Bookseller’s Classification: Classification Examples and Criteria of Croatian Booksellers in Sales Catalogs and Book Lists from the Beginning of the 20th Century

    Directory of Open Access Journals (Sweden)

    Nada Topić

    2012-12-01

    Full Text Available The aim of the paper is to conduct research on the topic of ways of bookstore (sales classification of Croatian bookstores from the beginning of the 20th century. By content analysis of the 17 sales lists/catalogs of books from Dubrovnik, Split, Zadar, Karlovac, Zagreb and Osijek, the classification structure has been reconstructed, and the criteria according to which the booksellers offerings have been classified in the early 20th century have been determined. Conducting of the analysis established the following criteria of the bookstore classification: topic/content, form/type of work, type of corpus, genre, language, purpose, publishing series, publisher, time of publication, (new edition, time of publication/purchase, customer's specific interests, number, letter and author. Order of enumeration within specific categories is mostly alphabetic, numeric or according to order of publication. Unlike the library classification and classification systems in general, the problematics of bookstore classification is not very present in the current existing sources. Research studies that focus on the history of bookselling, even if they reveal ways of classification of booksellers offers remain on a descriptive level without any deeper analysis of the criteria or possible reasons of such classification. Therefore, the contribution of the paper is a detailed analysis of a larger pattern of bookstore sales catalogs, and also an attempt of illuminating the criteria and reasons of creating a system of bookstore classification in the defined historical, spatial and time context.

  11. Gêneros do ensino: uma abordagem bakhtiniana Teaching genres: a bakhtinian approach

    Directory of Open Access Journals (Sweden)

    Elsie Rockwell

    2012-12-01

    Full Text Available Este artigo enfatiza a natureza cultural e histórica do ensino. Com base na teoria dos gêneros do discurso de Bakhtin, aborda-se a interação em sala de aula como um gênero secundário que reflete a história do ensino em cada localidade. A análise de uma aula observada em uma comunidade rural no México mostra como gêneros de origens diversas comunicam diferentes tipos de conhecimentos, quando imbricados na conversação em curso na sala de aula.This article stresses the cultural/historical nature of teaching. Drawing on Bakhtin's theory of speech genres, it approaches classroom discourse as a composite genre that reflects the history of teaching in each locality. The analysis of a lesson observed in a rural school in Mexico shows how genres drawn from a variety of sources convey different sorts of knowledge as they are woven into ongoing classroom conversation.

  12. The impact of marketization on higher education genres - the international student prospectus as a case in point

    DEFF Research Database (Denmark)

    Askehave, Inger

    2007-01-01

    This paper is a contribution to the existing debate about the marketization of higher education and offers a detailed study of the way the practises of marketization manifest themselves at the level of discourse in higher education. Taking its point of departure in Critical Discourse Analysis...... and using a text-driven procedure for genre analysis, the paper describes and analyses the international student prospectus as an instance of a highly promotional genre which clearly reflects the values and forces of the free market. The paper contains two analyses. The first analysis compares four...... instances of the international student prospectus genre from Finland, Scotland, Australia and Japan and tries to establish genre membership and genre characteristics by considering the overall text structure, and by looking for similarities in content and ‘rhetorical moves'. The second analysis is an in...

  13. Butterfly Classification by HSI and RGB Color Models Using Neural Networks

    Directory of Open Access Journals (Sweden)

    Jorge E. Grajales-Múnera

    2013-11-01

    Full Text Available This study aims the classification of Butterfly species through the implementation of Neural Networks and Image Processing. A total of 9 species of Morpho genre which has blue as a characteristic color are processed. For Butterfly segmentation we used image processing tools such as: Binarization, edge processing and mathematical morphology. For data processing RGB values are obtained for every image which are converted to HSI color model to identify blue pixels and obtain the data to the proposed Neural Networks: Back-Propagation and Perceptron. For analysis and verification of results confusion matrix are built and analyzed with the results of neural networks with the lowest error levels. We obtain error levels close to 1% in classification of some Butterfly species.

  14. Online Nonparametric Bayesian Activity Mining and Analysis From Surveillance Video.

    Science.gov (United States)

    Bastani, Vahid; Marcenaro, Lucio; Regazzoni, Carlo S

    2016-05-01

    A method for online incremental mining of activity patterns from the surveillance video stream is presented in this paper. The framework consists of a learning block in which Dirichlet process mixture model is employed for the incremental clustering of trajectories. Stochastic trajectory pattern models are formed using the Gaussian process regression of the corresponding flow functions. Moreover, a sequential Monte Carlo method based on Rao-Blackwellized particle filter is proposed for tracking and online classification as well as the detection of abnormality during the observation of an object. Experimental results on real surveillance video data are provided to show the performance of the proposed algorithm in different tasks of trajectory clustering, classification, and abnormality detection.

  15. 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…

  16. The logic of crime fiction genre in modern person’s consciousness

    Directory of Open Access Journals (Sweden)

    G. O. Krapivnyk

    2014-08-01

    Full Text Available The author provides philosophical anthropological analysis of the logic of the crime fiction genre in the modern person’s consciousness. It was shown that detective texts convey hyper-orderliness, which compensates for the lack of systematization in real life, directly influences the recipient, setting the limits of personal freedom, and indirectly structures social order. The research assumes that classical crime fiction is related to the positivist philosophy, rationalism and scientific thinking, whereas the formula of the late Modern crime fiction stories is gradually getting more sophisticated, which reflects the evolution of the philosophical thinking on the whole. The special feature of the crime fiction genre logic is in the fact that available in crime fiction texts typical formal logical elements of a hypothesis, versions, evidence and contradiction are combined by the addressers with creative inspiration, intuition, true life, which are not the characteristics of pure science. The logic in the texts of the crime fiction genre helps a modern person to virtually build a system of universal philosophical and cultural values, applied by the society as its basis for social norms, rules and laws of any modern state. In addition, the specific logic of investigation encourages person’s everyday activities, since cultural reading enables a person not only to perceive but also to transfer and use the laws of logic, inherent in the crime fiction genre, in their professional activities, including research work.

  17. Improved motion description for action classification

    NARCIS (Netherlands)

    Jain, M.; Jégou, H.; Bouthemy, P.

    2016-01-01

    Even though the importance of explicitly integrating motion characteristics in video descriptions has been demonstrated by several recent papers on action classification, our current work concludes that adequately decomposing visual motion into dominant and residual motions, i.e., camera and scene

  18. Video Encryption-A Survey

    OpenAIRE

    Jolly Shah; Vikas Saxena

    2011-01-01

    Multimedia data security is becoming important with the continuous increase of digital communications on internet. The encryption algorithms developed to secure text data are not suitable for multimedia application because of the large data size and real time constraint. In this paper, classification and description of various video encryption algorithms are presented. Analysis and Comparison of these algorithms with respect to various parameters like visual degradation, encryption ratio, spe...

  19. Genre Analysis: The State of the Art (An Online Interview with Vijay Kumar Bhatia)

    Science.gov (United States)

    Bhatia, Vijay Kumar; Salmani Nodoushan, M. A.

    2015-01-01

    In this interview, Vijay Bhatia freely reflects on his personal experiences, perceptions, and views about the development of Genre Analysis in the early eighties towards Critical Genre Analysis today. He offers his impressions about how professionals construct, interpret, use and often exploit generic resources in their everyday practice to meet…

  20. Elegy as a film genre. Adaptation — inspiration — suggestion

    Directory of Open Access Journals (Sweden)

    Rafał Koschany

    2011-01-01

    Full Text Available The question that this is article is concerned to answer is how the position of the film elegy can be best formally established — with its artistic representations, as well as its functioning in the genology of the genre. An attempt to provide definitive answers that emerge from interdisciplinary, film and literary discourse brings a number of substantial threads. Firstly, there is, indeed, no theoretical description of the elegy as a film genre, though the very name does appear in many titles. Secondly, it seems that a juxtaposition of available examples of film ad-aptations of elegies does not lead to any consistent conclusion, since, apart from the suggestion proposed by the author, they are different in terms of formal and thematic elements involved. Thirdly, any attempt at a genological profiling has to, somehow, refer to a more or less fixed literary genre and the relevant theory behind it. In a most general way, one can state, albeit with a number of reservations, that the elegiac film is characterized by a distinguishable style, often simply called the elegiac style, and the theme, very broadly associated with time and the theme of passing.

  1. Legal genres in English and Spanish: some attempts of analysis

    Directory of Open Access Journals (Sweden)

    Mª Ángeles Orts Llopis

    2009-10-01

    Full Text Available Understanding the differences and subtleties between the legal communication of the English-speaking world, and the Continental law countries –and, more specifically, Spain- has become a necessary practice in the global context. For the most part, it involves unravelling the differences and concomitances between the array of legal genres produced by the professionals of the specialist communities within these two traditions (i.e., Common Law and Continental Law. This paper attempts an analysis in layers –generic or pragmatic, textual or cognitive, and formal or superficial– of two types of genre within the domain of public and private law, namely delegated legislation and tenancy agreements or leases, the study of which has been seldom attempted, despite the customary presence of these instruments in the legal routine. The result of such analysis will, hopefully, cast some light on the way these communities interact within themselves and with the rest of the world, providing new clues to tackle the application of those genres and making it possible to draw new conclusions about the way in which linguistic interaction takes place in the context of these specialist communities in English and Spanish.

  2. A deep learning pipeline for Indian dance style classification

    Science.gov (United States)

    Dewan, Swati; Agarwal, Shubham; Singh, Navjyoti

    2018-04-01

    In this paper, we address the problem of dance style classification to classify Indian dance or any dance in general. We propose a 3-step deep learning pipeline. First, we extract 14 essential joint locations of the dancer from each video frame, this helps us to derive any body region location within the frame, we use this in the second step which forms the main part of our pipeline. Here, we divide the dancer into regions of important motion in each video frame. We then extract patches centered at these regions. Main discriminative motion is captured in these patches. We stack the features from all such patches of a frame into a single vector and form our hierarchical dance pose descriptor. Finally, in the third step, we build a high level representation of the dance video using the hierarchical descriptors and train it using a Recurrent Neural Network (RNN) for classification. Our novelty also lies in the way we use multiple representations for a single video. This helps us to: (1) Overcome the RNN limitation of learning small sequences over big sequences such as dance; (2) Extract more data from the available dataset for effective deep learning by training multiple representations. Our contributions in this paper are three-folds: (1) We provide a deep learning pipeline for classification of any form of dance; (2) We prove that a segmented representation of a dance video works well with sequence learning techniques for recognition purposes; (3) We extend and refine the ICD dataset and provide a new dataset for evaluation of dance. Our model performs comparable or better in some cases than the state-of-the-art on action recognition benchmarks.

  3. 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.

  4. Gender classification under extended operating conditions

    Science.gov (United States)

    Rude, Howard N.; Rizki, Mateen

    2014-06-01

    Gender classification is a critical component of a robust image security system. Many techniques exist to perform gender classification using facial features. In contrast, this paper explores gender classification using body features extracted from clothed subjects. Several of the most effective types of features for gender classification identified in literature were implemented and applied to the newly developed Seasonal Weather And Gender (SWAG) dataset. SWAG contains video clips of approximately 2000 samples of human subjects captured over a period of several months. The subjects are wearing casual business attire and outer garments appropriate for the specific weather conditions observed in the Midwest. The results from a series of experiments are presented that compare the classification accuracy of systems that incorporate various types and combinations of features applied to multiple looks at subjects at different image resolutions to determine a baseline performance for gender classification.

  5. Gridded precipitation dataset for the Rhine basin made with the genRE interpolation method

    NARCIS (Netherlands)

    Osnabrugge, van B.; Uijlenhoet, R.

    2017-01-01

    A high resolution (1.2x1.2km) gridded precipitation dataset with hourly time step that covers the whole Rhine basin for the period 1997-2015. Made from gauge data with the genRE interpolation scheme. See "genRE: A method to extend gridded precipitation climatology datasets in near real-time for

  6. Real-time video analysis for retail stores

    Science.gov (United States)

    Hassan, Ehtesham; Maurya, Avinash K.

    2015-03-01

    With the advancement in video processing technologies, we can capture subtle human responses in a retail store environment which play decisive role in the store management. In this paper, we present a novel surveillance video based analytic system for retail stores targeting localized and global traffic estimate. Development of an intelligent system for human traffic estimation in real-life poses a challenging problem because of the variation and noise involved. In this direction, we begin with a novel human tracking system by an intelligent combination of motion based and image level object detection. We demonstrate the initial evaluation of this approach on available standard dataset yielding promising result. Exact traffic estimate in a retail store require correct separation of customers from service providers. We present a role based human classification framework using Gaussian mixture model for this task. A novel feature descriptor named graded colour histogram is defined for object representation. Using, our role based human classification and tracking system, we have defined a novel computationally efficient framework for two types of analytics generation i.e., region specific people count and dwell-time estimation. This system has been extensively evaluated and tested on four hours of real-life video captured from a retail store.

  7. 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.

  8. THE BAGATELLE GENRE AND ITS REALIZATION IN THE CREATION OF COMPOSER NICOLAE CIOLAC

    Directory of Open Access Journals (Sweden)

    ANDRONOVICI-RUSU ADELA

    2015-09-01

    Full Text Available In the present paper there is an excursion into the history of the bagatelle genre. Initially conceived as a piece of minor importance, with a moderate instrumental-technical aspect that belongs to „easy” pieces for interpretation, the bagatelle dur­ing its evolution, obtained a status of an aphoristic musical genre in which a profound ideative content is essentially conveyed in a laconic, concentrated form. Further are analyzed five Bagatelles for piano written by composer Nicolae Ciolac. The author considers the thematic and architectural problems of the opus, as well as some speciic interpretative peculiarities. In conclu­sion it is affirmed that the analyzed bagatelles represent s group of pieces novel for Moldovan composition that has at its base a logic characteristic of the miniature genre.

  9. Activity theory and genre ecology: Conceptual tools for understanding technical communication

    Directory of Open Access Journals (Sweden)

    Winberg, Christine

    2005-12-01

    Full Text Available This paper reports on a year-long project in an architectural technology department, which studied students’ oral language development in plenary discussions in a first year History and Appreciation of Architecture course. Data was obtained by videotaping classroom activities, and by interviewing the lecturer and students who were participants in the course. The data was analysed, using categories suggested by Activity Theory. The category of ‘rules’ was selected from the activity system for further analysis, using a Genre Ecology approach. The findings of the study show how technical communication is managed within a classroom based activity system comprising lecturer and students, and graphic and verbal texts, in a context of learning. Learning, teaching, and expert discourses of the architectural review genre interact and are negotiated by participants. Through participation in plenary discussion, students from diverse backgrounds contribute to one another’s experience of architectural design, and by valuing and responding to students’ contributions, the lecturer facilitates students’ understanding of the ‘rules’ of architectural communication, and enables students to access an expanded repertoire of the genre of architectural review.

  10. NEW TECHNOLOGIES AND GENRE VARIATION. PRINTED AND ELECTRONIC DOCUMENTS IN TERTIARY EDUCATION ESP' COURSES

    Directory of Open Access Journals (Sweden)

    Piedad Fernandez Toledo

    2002-06-01

    Full Text Available New technologies are as present nowadays in university as they are in society in general, influencing all aspects OS the teaching-learning dynamics. Within this electronic environment new genre types have arisen which should be as familiar to students as computers themselves. In this chapter the impact of technologies on genre variation is discussed, especially in relation to aulthentic malerial as teaching support. This influence is shown in a specific ESP area, that OS English For Library and lnformation Science (LIS, examining the possibilities, based on the relationship between older and newer genres, that are brought into the classroom. An example of changes brought about by Information Technologies on a classroom project is given: this now involves using web sites as a resource for the construction of leaflets. Following this, some advantages derived from its implementation during two academic years are discussed. The conclusions point to the benefit that new genre exploration in the ESP classroom offers for the building of academic literacy at tertiary level.

  11. Textual, Genre and Social Features of Spoken Grammar: A Corpus-Based Approach

    Directory of Open Access Journals (Sweden)

    Carmen Pérez-Llantada

    2009-02-01

    Full Text Available This paper describes a corpus-based approach to teaching and learning spoken grammar for English for Academic Purposes with reference to Bhatia’s (2002 multi-perspective model for discourse analysis: a textual perspective, a genre perspective and a social perspective. From a textual perspective, corpus-informed instruction helps students identify grammar items through statistical frequencies, collocational patterns, context-sensitive meanings and discoursal uses of words. From a genre perspective, corpus observation provides students with exposure to recurrent lexico-grammatical patterns across different academic text types (genres. From a social perspective, corpus models can be used to raise learners’ awareness of how speakers’ different discourse roles, discourse privileges and power statuses are enacted in their grammar choices. The paper describes corpus-based instructional procedures, gives samples of learners’ linguistic output, and provides comments on the students’ response to this method of instruction. Data resulting from the assessment process and student production suggest that corpus-informed instruction grounded in Bhatia’s multi-perspective model can constitute a pedagogical approach in order to i obtain positive student responses from input and authentic samples of grammar use, ii help students identify and understand the textual, genre and social aspects of grammar in real contexts of use, and therefore iii help develop students’ ability to use grammar accurately and appropriately.

  12. Genre differentiation in ”A guided Tour through the Museum of Communism” by Slavenka Draculic

    Directory of Open Access Journals (Sweden)

    Jakov Sabljić

    2013-06-01

    Full Text Available On the 20th anniversary of the fall of the Berlin Wall, a Croatian novelist Slavenka Drakulic simultaneously in several countries published a collection of essays titled A Guided Tour through the Museum of Communism. The collection consists of eight stories narrated by animals: a mole, a mouse, a dog, a cat, a raven, a parrot, a pig and a bear. The animals talk about neuralgic issues of Communism in former Eastern European countries (Eastern Germany, Czechoslovakia, Poland, Rumania, Albania, Yugoslavia, Hungary and Bulgaria. The genre differentiation is based on determining postmodern variations of basic genre conventions in the process of creating a piece of literature. Fable variations are determined by analyzing the relationship between a fable and other genre forms, such as, an essay, a novella, a legend, a myth. Next to genre differentiation of a literary structure, one can also observe the differentiation of its role that has been conditioned by today’s cultural memory. In that manner, mythologized persons, objects and features of Communism are analyzed as universal symbols of a message, as well as elements of a satiric play. This paper will determine in which ways the above mentioned variations enrich the existent genre forms.

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

    African Journals Online (AJOL)

    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. The linguistic dimension to the comparison relies on Systemic Functional Linguistics, specifically the ...

  14. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools

    NARCIS (Netherlands)

    King, D.L.; Haagsma, M.C.; Delfabbro, P.H.; Gradisar, M.; Griffiths, M.D.

    2013-01-01

    Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to

  15. GIF Video Sentiment Detection Using Semantic Sequence

    Directory of Open Access Journals (Sweden)

    Dazhen Lin

    2017-01-01

    Full Text Available With the development of social media, an increasing number of people use short videos in social media applications to express their opinions and sentiments. However, sentiment detection of short videos is a very challenging task because of the semantic gap problem and sequence based sentiment understanding problem. In this context, we propose a SentiPair Sequence based GIF video sentiment detection approach with two contributions. First, we propose a Synset Forest method to extract sentiment related semantic concepts from WordNet to build a robust SentiPair label set. This approach considers the semantic gap between label words and selects a robust label subset which is related to sentiment. Secondly, we propose a SentiPair Sequence based GIF video sentiment detection approach that learns the semantic sequence to understand the sentiment from GIF videos. Our experiment results on GSO-2016 (GIF Sentiment Ontology data show that our approach not only outperforms four state-of-the-art classification methods but also shows better performance than the state-of-the-art middle level sentiment ontology features, Adjective Noun Pairs (ANPs.

  16. 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...... Bødker’s in 1996, three possible areas of expansion to Susanne Bødker’s method for analyzing video data were found. Firstly, a technological expansion due to contemporary developments in sophisticated analysis software, since the mid 1990’s. Secondly, a conceptual expansion, where the applicability...... of using Activity Theory outside of the context of human–computer interaction, is assessed. Lastly, a temporal expansion, by facilitating an organized method for tracking the development of activities over time, within the coding and analysis of video data. To expand on the above areas, a prototype coding...

  17. 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...

  18. Food and beverage cues in children's television programmes: the influence of programme genre.

    Science.gov (United States)

    Scully, Paul; Reid, Orlaith; Macken, Alan; Healy, Mark; Saunders, Jean; Leddin, Des; Cullen, Walter; Dunne, Colum; O'Gorman, Clodagh S

    2016-03-01

    The link between childhood obesity and both television viewing and television advertising have previously been examined. We sought to investigate the frequency and type of food and beverage placements in children-specific television broadcasts and, in particular, differences between programme genres. Content of five weekdays of children-specific television broadcasting on both UK (BBC) and Irish (RTE) television channels was summarized. Food and beverage placements were coded based on type of product, product placement, product use and characters involved. A comparison was made between different programme genres: animated, cartoon, child-specific, film, quiz, tween and young persons' programming. A total of 1155 (BBC=450; RTE=705) cues were recorded giving a cue every 4·2 min, an average of 12·3 s/cue. The genre with most cues recorded was cartoon programming (30·8%). For the majority of genres, cues related to sweet snacks (range 1·8-23·3%) and sweets/candy (range 3·6-25·8%) featured highly. Fast-food (18·0%) and sugar-sweetened beverage (42·3%) cues were observed in a high proportion of tween programming. Celebratory/social motivation factors (range 10-40 %) were most common across all genres while there were low proportions of cues based on reward, punishment or health-related motivating factors. The study provides evidence for the prominence of energy-dense/nutrient-poor foods and beverages in children's programming. Of particular interest is the high prevalence of fast-food and sugar-sweetened beverage cues associated with tween programming. These results further emphasize the need for programme makers to provide a healthier image of foods and beverages in children's television.

  19. Indigenizing the Zarzuela: Kapampangan Ethnocentric Adoption of the Foreign Genre

    Directory of Open Access Journals (Sweden)

    Julieta C. Mallari

    2011-03-01

    Full Text Available When the Spanish colonizers reached Pampanga, a province in the northern part of the Philippines, the meeting between the East and the West meant an impact of the grafted civilization over the conquered people. Religious and cultural hybridization (Bhaba 1994 inevitably took place in Pampanga. Kapampangan verbal art modestly welcomed an alien counterpart and a cultural synthesis in a “liminal space” took place. What the Spaniards introduced—religious literature, metrical romances and the zarzuela—to advance their imperialistic cause pressed on the folk and blended naturally with the Kapampangan sensibility. Kapampangan literature took on a hybrid form that came to be an incitement for the movement of the province’s literary history. Mariano Proceso Pabalan Byron, a Kapampangan poet, was the first to domesticate the form and content of the zarzuela, a Spanish literary genre. He, together with other writers such as Crisostomo Soto, established a zarzuela tradition and produced masterpieces. The enthusiasm for the zarzuela lasted for decades even after World War II; poets like Jose Gallardo easily adopted the favorite literary genre of his predecessors. The genre was most welcome because its elements constituted their familiar world. The zarzuelas that were produced reveal the constant appropriation of the native values and beliefs in the foreign literary form.

  20. Towards a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools

    NARCIS (Netherlands)

    King, Daniel L.; Haagsma, M.C.; Delfabbro, Paul H.; Gradisar, Michael; Griffiths, Mark D.

    2013-01-01

    Pathological video-gaming, or its proposed DSM-V classification of “Internet Use Disorder”, is of increasing interest to scholars and practitioners in allied health disciplines. This systematic review was designed to evaluate the standards in pathological video-gaming instrumentation, according to

  1. 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

  2. Sports, genre et developpement durable : l'heritage d'une ...

    African Journals Online (AJOL)

    Sports, genre et developpement durable : l'heritage d'une distribution ... to new populations in situation of confrontation with the difference that Goffman (1975) ... and women (gender), maintain the sports field and behind the appearance of a ...

  3. Conceptlets: Selective Semantics for Classifying Video Events

    NARCIS (Netherlands)

    Mazloom, M.; Gavves, E.; Snoek, C.G.M.

    2014-01-01

    An emerging trend in video event classification is to learn an event from a bank of concept detector scores. Different from existing work, which simply relies on a bank containing all available detectors, we propose in this paper an algorithm that learns from examples what concepts in a bank are

  4. The Effect of Genre-based Scaffolding on Research Paper Writing of MA Candidates in an EFL Context

    Directory of Open Access Journals (Sweden)

    Sara Salehpour

    2014-11-01

    Full Text Available In recent years, there has been an increasing amount of literature on genre-based approaches to writing instruction. However, scant attention has been paid to the use of genre-based scaffolding in the realm of academic writing. Hence, in an attempt to tackle the problems prevalent in academic writing, this study set out to investigate the effect of genre-based scaffolding through sentence starters and writing frames on MA candidates’ research paper writing. To this end, twenty MA candidates majoring in ELT were randomly assigned to two homogenous groups, one control and one experimental group, each including 10 participants. Both groups were exposed to a five-session genre-based instruction while the experimental group benefitted from the additional provision of sentence starters and writing frames relevant to different sections of a research paper. The analysis of the results, using independent sample of t-test, reveals that genre-based instruction can be a useful tool in improving academic writing. Moreover, the outperformance of the participants of the experimental group is indicative of the beneficial effect of scaffolding through starters and frames.

  5. 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...

  6. Effects of Genre and Content Knowledge on Historical Thinking with Academically Diverse High School Students

    Science.gov (United States)

    De La Paz, Susan; Wissinger, Daniel R.

    2015-01-01

    Historians use a range of genres in presenting their subjects, yet educators have increasingly privileged argumentation to help novices to reason with historical content. However, the influence genre and content knowledge are relatively unmeasured in this discipline. To learn more, the authors asked 101 eleventh-grade students to compose an…

  7. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

    Science.gov (United States)

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon

    2016-01-01

    Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. Results The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. Conclusion The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre. PMID:27247595

  8. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing.

    Science.gov (United States)

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon; Lee, Young-Sik

    2016-05-01

    Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) real-time strategy (RTS), 3) first-person shooter (FPS), and 4) other. Their symptoms and characteristics were assessed using 8 scales and 2 tests to estimate self-esteem, impulsiveness, comorbidity, social interaction status, and cognitive function. The mean social anxiety score was highest in the MMORPG group and lowest in the FPS group. The mean self-esteem score was highest in the RTS group. Social anxiety score was positively correlated with Internet addiction score in the MMORPG group, and the self-esteem score was positively correlated with Internet addiction score in the RTS group. The genre of online game was not associated with impulsivity, but social anxiety status varied significantly with game genre, and differences in social anxiety were especially pronounced in patients playing the MMORPG (highest social anxiety) and FPS (lowest social anxiety) game genres. In addition, self-esteem was highest in the RTS game genre.

  9. Understanding the videograme genre: a qualitative analysis of the “playing contract”

    Directory of Open Access Journals (Sweden)

    Tulia Maria Cășvean

    2015-12-01

    Full Text Available Available in the widest variety of forms, with or without the ”story” or the scoring, played alone (single player, with a few partners (multiplayer or with many others (massive multiplayer online games, the videogames categories are built on multiple perspectives that depend on the observer and his or her agenda. Embedded in the popular culture, videogames exploit models and formal containers, pre-worked materials, well-known heroes, stereotypes and myths. Paraphrasing Umberto Eco, (1989 different videogame categories become a “playing contract” between producers and players, who should instantly recognize on its basis the videogame’s genre -characterized by multiple meanings, functions, production models and audience expectations, and evolving through time. The overall understanding of videogames depends on defining their genre framework as opposed to labels or marketing tools used by the game producers – a blueprint that requires an arrangement of specific elements. While not proposing an exhaustive genre categorization, this paper aims to assess the plot as a suitable criterion for videogame genre framework by correlating the specialists’ opinions on plot usage with the manner in which the plot is reflected into the game features. The findings and the conclusion of this paper are supported by in-depth interviews with industry professionals and by a videogames plot evaluation grid built in line with the methodology proposed by Aarseth, Smedetad and Sunnanå (2003 and Tobias’ plot evaluation (1993.

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

    Science.gov (United States)

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

    2013-01-01

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

  11. 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 placed in the group of "successful" texts. In addition, 59.5% of 6511 nouns are references to physical materials, followed by references to

  12. 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

  13. Mock Games: A New Genre of Pervasive Play

    DEFF Research Database (Denmark)

    Brynskov, Martin; Ludvigsen, Martin

    2006-01-01

    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....

  14. 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.

  15. Quantifying genre: an operational definition of tragedy and comedy based on Shakespeare's plays.

    Science.gov (United States)

    Whissell, Cynthia

    2007-08-01

    Emotion and imagery in the words of Shakespeare's plays, as measured by the Dictionary of Affect in Language, were used to predict genre (tragedy or comedy). Genre distinctions, which were associated with small effect sizes, were established on the basis of 23 plays and then applied to other plays. A discriminant function which combined lower emotional Pleasantness with higher emotional Activation or arousal and more pictorial Imagery successfully (91% of the time) predicted whether a play was a tragedy or a comedy. The genre-discriminating formula provided meaningful categorizations of 23 additional plays. As hypothesized, comedies employed more Pleasant words than tragedies. Tragedies employed more Active words (p comedies rather than tragedies employed words with lower Imagery (greater Abstraction). The predicted elevation of language in tragedy was noted instead in the use of more verse, fewer common words, and fewer personal pronouns (less subjectivity).

  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 modali...

  17. Identifying sports videos using replay, text, and camera motion features

    Science.gov (United States)

    Kobla, Vikrant; DeMenthon, Daniel; Doermann, David S.

    1999-12-01

    Automated classification of digital video is emerging as an important piece of the puzzle in the design of content management systems for digital libraries. The ability to classify videos into various classes such as sports, news, movies, or documentaries, increases the efficiency of indexing, browsing, and retrieval of video in large databases. In this paper, we discuss the extraction of features that enable identification of sports videos directly from the compressed domain of MPEG video. These features include detecting the presence of action replays, determining the amount of scene text in vide, and calculating various statistics on camera and/or object motion. The features are derived from the macroblock, motion,and bit-rate information that is readily accessible from MPEG video with very minimal decoding, leading to substantial gains in processing speeds. Full-decoding of selective frames is required only for text analysis. A decision tree classifier built using these features is able to identify sports clips with an accuracy of about 93 percent.

  18. Grammatical realization of Russian etiquette speech genres: The ...

    African Journals Online (AJOL)

    The article is devoted to the issue of grammatical approach application during the teaching of Russian etiquette speech for foreigners. In the practice of teaching Russian as a foreign language, the issues related to the development of etiquette speech genres arise at all stages of language learning, beginning with the first ...

  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. The Linguistic Development of Students of English as a Second Language in Two Written Genres

    Science.gov (United States)

    Yoon, Hyung-Jo; Polio, Charlene

    2017-01-01

    This study examined narrative and argumentative essays written over the course of a 4-month semester by 37 students of English as a second language (ESL). The essays were analyzed for development over time and for genre differences. The goal of the study was to conceptually replicate previous studies on genre differences (e.g., Lu, 2011) and on…

  1. Improving Readability in an Explicit Genre-Based Approach: The Case of an EFL Workplace Context

    Science.gov (United States)

    Albino, Gabriel

    2017-01-01

    The present study investigates how learners of English as a foreign language (EFL) improve the readability of their texts in an explicit genre-based approach that is utilized in an oil and gas exploration workplace in Angola. By drawing on the English for Specific Purposes and Systemic Functional Linguistics genre traditions, the study engages 18…

  2. The historical issue in film genre Commedia all 'italiana: the first world war in fiction

    Directory of Open Access Journals (Sweden)

    Celina Vivian Lima Augusto

    2011-10-01

    Full Text Available The theme chosen for this article was to join "Cinema and History" to the cinematographic genre commedia all'italiana. First, there is a general introduction that discusses the italian genre. The second part deals with the historical representation in the commedia all' italiana, analyzing the Mario Monicelli’s work, the movie "La Grande Guerra".

  3. The didactic gesture of internal regulation in the ‘genres didactic sequence’

    Directory of Open Access Journals (Sweden)

    Eliana Merlin Deganutti de Barros

    2015-10-01

    Full Text Available This article brings results of a doctoral research based in the studies of Sociodiscursive Interactionism (SDI, particularly, in its didactic aspect. Data was obtained in a field research carried out in a public school of Londrina, Paraná State, in a 6th grade class, focused in the didactic transposition of the genre ‘letter of complaint’, under the instrumentalization of the ‘genre didactic sequence’ (GDS procedure. The epistemological focus of the article concentrates on the analysis of a founder didactic gesture: ‘the internal regulation’ –implemented by the diagnostic evaluation of the students initial production. The objective is to show the accomplishment of this gesture in the development of this step of the SDG, highlighting both the result of the learning diagnostic process and the specific didactic gestures mobilized to set this stage of the learning project. It was found that the didactic approach of the diagnostic regulation mobilized after the writing of the first version of the genre, is essential for the GDS global development, since it shows the ‘errors’ that require the didactic intervention.

  4. 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...... biotechnological issue. In my analyses I shall discuss staging in terms of content as wll as logico-semantic relations between stages, patterns of stage combinations and their linguistic realizations with the aim of identifying variation in rhetorical objective....

  5. 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

  6. Notes sur les bourdons pyrénéens du genre Bombus dans les collections néerlandaises

    NARCIS (Netherlands)

    Kruseman, G.

    1958-01-01

    Comme plusieurs collections néerlandaises contiennent des bourdons pyrénéens, j’ai pensé, en étudiant le genre Bombus en général, qu’il était utile de publier à part ces quelques notes sur les espèces pyrénéennes de ce genre. La plupart des sous-espèces du genre Bombus ont déjà été décrites par

  7. REAL-LIFE ACTIVITIES: BOOSTING MY STUDENTS’ AWARENESS OF HONESTY IN CREATING GENRE

    Directory of Open Access Journals (Sweden)

    Rr. Dewi Wahyu Mustikasari

    2017-04-01

    Full Text Available My students was strugled to write genre without copypasting sentences or texts from the internet. On the other hand, it was a huge challange for me to teach five big writing classes. Each class consisted of 25-30 students who tended (mostly collecting unoriginal writing works. This paper discusses the real-life activities that can be used to enhance my students’ aweareness of honesty in creating genre. My students must write some genres namely recount, descriptive (optional, spoof (optional, procedure, hortatory (optional and analytical exposition (optional text. I also took some benefits of ICT to equip the learning process. Browsing and experiencing the menu of premierskills.britishcouncil.org were the real-life activities that explore their personal memories to be told as the recount text. Then they defined the feature of one of the menu of the previous website to be informed as the descriptive text. Furthermore, they wrote their personal funny experiences which were related to the Indonesian culture as the spoof text. The procedure text can be produced by exploring the daily activities in the pictures such as how to make a cup of tea/coffee, cook a sunny side-up egg, insert sim card into mobile phone, etc. Next, my students visited the tourism and public places in Salatiga, and they observed the strength and weekness of those places as the production of hortatory or analytical exposition text. The real-life activities were able to foster my students’ awareness of honesty. It was fantastic that my students were able to create the genre honestly.

  8. Retrieval evaluation and distance learning from perceived similarity between endomicroscopy videos.

    Science.gov (United States)

    André, Barbara; Vercauteren, Tom; Buchner, Anna M; Wallace, Michael B; Ayache, Nicholas

    2011-01-01

    Evaluating content-based retrieval (CBR) is challenging because it requires an adequate ground-truth. When the available groundtruth is limited to textual metadata such as pathological classes, retrieval results can only be evaluated indirectly, for example in terms of classification performance. In this study we first present a tool to generate perceived similarity ground-truth that enables direct evaluation of endomicroscopic video retrieval. This tool uses a four-points Likert scale and collects subjective pairwise similarities perceived by multiple expert observers. We then evaluate against the generated ground-truth a previously developed dense bag-of-visual-words method for endomicroscopic video retrieval. Confirming the results of previous indirect evaluation based on classification, our direct evaluation shows that this method significantly outperforms several other state-of-the-art CBR methods. In a second step, we propose to improve the CBR method by learning an adjusted similarity metric from the perceived similarity ground-truth. By minimizing a margin-based cost function that differentiates similar and dissimilar video pairs, we learn a weight vector applied to the visual word signatures of videos. Using cross-validation, we demonstrate that the learned similarity distance is significantly better correlated with the perceived similarity than the original visual-word-based distance.

  9. Genre Analysis of Iranian TEFL Students’ Master Theses

    Directory of Open Access Journals (Sweden)

    Shadi Shirani

    2018-04-01

    Full Text Available Genre analysis dealing with the study of situated language in a particular context is regarded as a crucial component in every communication in general and academic writing texts in particular. Furthermore, recently it has been set as a requirement for the graduated students to pursue a shared rhetorical pattern for generating an academic text. Several researchers have recommended detailed explanations for rhetorical structures of various parts of academic texts, and an extensive literature is dedicated to investigate different academic genres such as research articles, theses, and dissertations in English. But, there are not enough studies that work on the thesis as a whole product and analyze all sections together and not separately. Therefore, 40 M.A. theses produced by Iranian TEFL students at Islamic Azad University (IAU, Isfahan (Khorasgan Branch were collected and analyzed for the rhetorical structures of the Introduction, Method, Results, and Discussion (IMRD sections in order to accomplish the objectives of the study. Through calculating the frequencies and percentages of data, it was revealed that a number of moves in different sections was absent in the theses.

  10. 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.

  11. Influence of Pre-question and genre-based instructional strategies on reading

    Directory of Open Access Journals (Sweden)

    Titi J. Fola-Adebayo

    2014-12-01

    Full Text Available This study investigated the influence of Pre-question and genre-based instructional strategies on science undergraduates’ achievement in, and attitude to, reading. Using purposive sampling,two specialised universities in Nigeria were selected and stratified sampling was employed in assigning students to research groups based on gender and performance in a verbal ability test. Two hundred and eighty-five students participated in the study. Pre-post randomised block experimental design was used with three experimental groups and one control group. The experimental procedure involving Pre-question, genre-based instruction and a combination of Pre-question and genre-based instructional strategies were used for the experimental groups for four weeks whilst the control group received normal teacher input. Data were collected through a Reading Comprehension Achievement Test and Students’ Attitude Questionnaire. Qualitative data, obtained from videotapes of classroom interactions, were subjected to conversation and interaction analyses and quantitative data were analysed with Analysis of Covariance (ANCOVA. The results indicate that although there was no significant main effect of instructional strategy on students’ achievement in reading comprehension, there was significant main effect of instructional strategy on students’ attitude to reading (F(3,231 = 30.9;p <.05. Findings from the qualitative enquiry revealed that female students were more voluble and assertive in their responses probably because of the need to resist male domination whilst male students used discourse strategies to affirm their authority. The study indicated that the combination of pre-question and genre-based approach was the most effective in enhancing the students’ attitude to reading. Reading is one of the most useful of the Language Arts skills which learners need for academic reasons and for lifelong learning. The globalised world demands that the second language

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

    Science.gov (United States)

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

    2015-04-01

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

  13. 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.

  14. 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.

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

    Science.gov (United States)

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

    2009-03-01

    To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the attractiveness of games for children younger than the age rating. Participants were 310 Dutch youth. The design was a 3 (age group: 7-8, 12-13, and 16-17 years) x 2 (participant gender) x 7 (label: 7+, 12+, 16+, 18+, violence, no violence, or no label control) x 2 (game description: violent or nonviolent) mixed factorial. The first 2 factors were between subjects, whereas the last 2 factors were within subjects. Three personality traits (ie, reactance, trait aggressiveness, and sensation seeking) were also included in the analyses. Participants read fictitious video game descriptions and rated how much they wanted to play each game. Results revealed that restrictive age labels and violent-content labels increased the attractiveness of video games for all of the age groups (even 7- to 8-year-olds and girls). Although the Pan European Game Information system was developed to protect youth from objectionable content, this system actually makes such games forbidden fruits. Pediatricians should be aware of this forbidden-fruit effect, because video games with objectionable content can have harmful effects on children and adolescents.

  16. Homosexual men (and lesbian men) in a heterosexual genre: three gangster films from Hong Kong.

    Science.gov (United States)

    Grossman, A

    2000-01-01

    Of the East Asian film genres that have captured the attention of film goers internationally, it should be of little surprise that martial and heroically masculine genres have been the most popular, for violent action translates well into any language. Although it has been no secret that male martiality often leaks into homoerotic desire (on the part of the audience, too), three Hong Kong films from 1998 have finally explicated the generic homosexuality that the action genre has been (defensively) ashamed to admit all along. However, rather than posit this textual homosexuality as transgressive, the generic forces under which these films operate rewrite their homosexualities, both gay and lesbian, into generic modes fashioned around regressive oppositions of gender, and not progressive liberations of sexuality.

  17. Parasitisme de Dacryodes edulis par le genre Tapinanthus ...

    African Journals Online (AJOL)

    SARAH

    31 août 2013 ... Parasitisme de Dacryodes edulis par le genre. Tapinanthus (Loranthaceae) et répartition de la myrmécofaune associée à Logbessou Plateau. (Douala, Cameroun). Massako F1*, Tchatat M2, Mony R3, Ladoh Yemeda CF1, Dibong SD1,4,5. 1Laboratoire de Biologie et Physiologie des Organismes ...

  18. 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...... a world". Research limitations/implications: The choice of language and argumentation should be given careful attention when the authors craft the accounting frameworks and research papers, and especially when the authors seek to communicate the findings of the research to practitioners. However...

  19. Evaluating Lexical Cohesion in Nigerian Newspaper Genres: Focus on the Editorials

    Directory of Open Access Journals (Sweden)

    Zubairu Malah

    2016-11-01

    Full Text Available Applied linguists paying scholarly attention to newspaper genres have often argued that findings emerging from such studies would be of pedagogical significance because most of the newspaper genres share certain conventional features with school genres. Similarly, this study explored lexical cohesion in newspaper editorials, and it is understood that the findings could help learners in handling persuasive writings. The study sought to identify the dominant sources of lexical cohesion in the editorials, and also to examine how lexical cohesion is utilized to achieve coherence in the editorials. Drawing on Systemic Functional Linguistics (SFL, the study applied Eggins’ (2004 model of lexical cohesion and analyzed 30 editorial texts of 20, 354 words drawn from three major Nigerian newspapers: The Guardian, The Nation, and Vanguard. The analysis revealed 2, 685 ties across 849 sentences. The data demonstrated that the major types of lexical cohesion in the editorials include: repetition (49.5%, expectancy relations (15. 8%, class/sub-class (11%, and synonymy (10.8%. It was further revealed that lexical cohesion devices, which formed into chains (586 and isolated ties (837, were utilized in building coherence in the editorial texts. It was finally shown how findings of the study could be beneficial in ESP, EAP, and EGP learning, especially in persuasive writings.

  20. An optimized video system for augmented reality in endodontics: a feasibility study.

    Science.gov (United States)

    Bruellmann, D D; Tjaden, H; Schwanecke, U; Barth, P

    2013-03-01

    We propose an augmented reality system for the reliable detection of root canals in video sequences based on a k-nearest neighbor color classification and introduce a simple geometric criterion for teeth. The new software was implemented using C++, Qt, and the image processing library OpenCV. Teeth are detected in video images to restrict the segmentation of the root canal orifices by using a k-nearest neighbor algorithm. The location of the root canal orifices were determined using Euclidean distance-based image segmentation. A set of 126 human teeth with known and verified locations of the root canal orifices was used for evaluation. The software detects root canals orifices for automatic classification of the teeth in video images and stores location and size of the found structures. Overall 287 of 305 root canals were correctly detected. The overall sensitivity was about 94 %. Classification accuracy for molars ranged from 65.0 to 81.2 % and from 85.7 to 96.7 % for premolars. The realized software shows that observations made in anatomical studies can be exploited to automate real-time detection of root canal orifices and tooth classification with a software system. Automatic storage of location, size, and orientation of the found structures with this software can be used for future anatomical studies. Thus, statistical tables with canal locations will be derived, which can improve anatomical knowledge of the teeth to alleviate root canal detection in the future. For this purpose the software is freely available at: http://www.dental-imaging.zahnmedizin.uni-mainz.de/.

  1. Extracting meaning from audio signals - a machine learning approach

    DEFF Research Database (Denmark)

    Larsen, Jan

    2007-01-01

    * Machine learning framework for sound search * Genre classification * Music and audio separation * Wind noise suppression......* Machine learning framework for sound search * Genre classification * Music and audio separation * Wind noise suppression...

  2. The Role of Genre in Reflective Practice: Tracing the Development of a Beginning Teacher's Journaling Practice

    Science.gov (United States)

    Hallman, Heidi; Adam, Amy Rousselo

    2013-01-01

    In this article, a teacher educator and a first-year teacher identify the role that genre, in a rhetorical sense, plays in reflective practice. As reflection in teacher education has been criticized for its potential to reinforce prior attitudes and dispositions within pre-service and beginning teachers, we see how meta-knowledge of genre is…

  3. Digitisation of films and texture analysis for digital classification of pulmonary opacities

    International Nuclear Information System (INIS)

    Desaga, J.F.; Dengler, J.; Wolf, T.; Engelmann, U.; Scheppelmann, D.; Meinzer, H.P.

    1988-01-01

    The study aimed at evaluating the effect of different methods of digitisation of radiographic films on the digital classification of pulmonary opacities. Test sets from the standard of the International Labour Office (ILO) Classification of Radiographs of Pneumoconiosis were prepared by film digitsation using a scanning microdensitometer or a video digitiser based on a personal computer equipped with a real time digitiser board and a vidicon or a Charge Coupled Device (CCD) camera. Seven different algorithms were used for texture analysis resulting in 16 texture parameters for each region. All methods used for texture analysis were independent of the mean grey value level and the size of the image analysed. Classification was performed by discriminant analysis using the classes from the ILO classification. A hit ratio of at least 85% was achieved for a digitisation by scanner digitisation or the vidicon, while the corresponding results of the CCD camera were significantly less good. Classification by texture analysis of opacities of chest X-rays of pneumoconiosis digitised by a personal computer based video digitiser and a vidicon are of equal quality compared to digitisation by a scanning microdensitometer. Correct classification of 90% was achieved via the described statistical approach. (orig.) [de

  4. Dynamic species classification of microorganisms across time, abiotic and biotic environments-A sliding window approach.

    Directory of Open Access Journals (Sweden)

    Frank Pennekamp

    Full Text Available The development of video-based monitoring methods allows for rapid, dynamic and accurate monitoring of individuals or communities, compared to slower traditional methods, with far reaching ecological and evolutionary applications. Large amounts of data are generated using video-based methods, which can be effectively processed using machine learning (ML algorithms into meaningful ecological information. ML uses user defined classes (e.g. species, derived from a subset (i.e. training data of video-observed quantitative features (e.g. phenotypic variation, to infer classes in subsequent observations. However, phenotypic variation often changes due to environmental conditions, which may lead to poor classification, if environmentally induced variation in phenotypes is not accounted for. Here we describe a framework for classifying species under changing environmental conditions based on the random forest classification. A sliding window approach was developed that restricts temporal and environmentally conditions to improve the classification. We tested our approach by applying the classification framework to experimental data. The experiment used a set of six ciliate species to monitor changes in community structure and behavior over hundreds of generations, in dozens of species combinations and across a temperature gradient. Differences in biotic and abiotic conditions caused simplistic classification approaches to be unsuccessful. In contrast, the sliding window approach allowed classification to be highly successful, as phenotypic differences driven by environmental change, could be captured by the classifier. Importantly, classification using the random forest algorithm showed comparable success when validated against traditional, slower, manual identification. Our framework allows for reliable classification in dynamic environments, and may help to improve strategies for long-term monitoring of species in changing environments. Our

  5. 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.

  6. 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 ...

  7. A hybrid documentary genre: Animated documentary and the analysis of Waltz with Bashir (2008 Movie

    Directory of Open Access Journals (Sweden)

    Barış Tolga Ekinci

    2017-09-01

    Full Text Available The word documentary has been described as an advice” in “Oxford English Dictionary” in the late 1800s. Document is a main source of information for lawyers. And in cinema, basic film forms are defined with their own properties. The common sense is to separate documentary from fiction, experimental from main current and animation from the live action films. While these definitions were being made, it has been considered that which expression methods were used. 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.

  8. PROCESS-GENRE APPROACH, PRODUCT APPROACH, AND STUDENTS’ SELF-ESTEEM IN TEACHING WRITING

    Directory of Open Access Journals (Sweden)

    M. Ali Ghufron

    2016-07-01

    Full Text Available This research was aimed at revealing whether or not: (1 process-genre approach is more effective than product approach in teaching writing; (2 students who have high self-esteem have better writing skill than those who have low self-esteem; and (3 there is an interaction between teaching-learning approaches and students’ self-esteem in teaching writing. This experimental research involved two classes of third semester students of English Education Study Program of IKIP PGRI Bojonegoro. Each class consisted of 38 students. The writing test and questionnaire on self-esteem were used as the instruments to collect the data of this research. The results show that: (1 Process-Genre Approach is more effective than Product Approach in teaching writing; (2 the students who have high self-esteem have better writing skill than those who have low self-esteem; and (3 there is an interaction between teaching approaches and the students’ self-esteem in teaching writing. Therefore, it is suggested to implement Process-Genre Approach since the students can experience every stage of writing process in order to deliver the message in their writing properly.

  9. Process-Genre Approach, Product Approach, and Students’ Self-Esteem in Teaching Writing

    Directory of Open Access Journals (Sweden)

    M. Ali Ghufron

    2016-07-01

    Full Text Available This research was aimed at revealing whether or not: (1 process-genre approach is more effective than product approach in teaching writing; (2 students who have high self-esteem have better writing skill than those who have low self-esteem; and (3 there is an interaction between teaching-learning approaches and students’ self-esteem in teaching writing. This experimental research involved two classes of third semester students of English Education Study Program of IKIP PGRI Bojonegoro. Each class consisted of 38 students. The writing test and questionnaire on self-esteem were used as the instruments to collect the data of this research. The results show that: (1 Process-Genre Approach is more effective than Product Approach in teaching writing; (2 the students who have high self-esteem have better writing skill than those who have low self-esteem; and (3 there is an interaction between teaching approaches and the students’ self-esteem in teaching writing. Therefore, it is suggested to implement Process-Genre Approach since the students can experience every stage of writing process in order to deliver the message in their writing properly.

  10. 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...

  11. Devenir élue. Genre et carrière politique, M. Navarre

    OpenAIRE

    Demazière, Didier

    2017-01-01

    À l’heure de la progression, sous l’impulsion de textes législatifs, de la parité en politique, ce livre examine comment le genre façonne les rôles et carrières politiques. Dans de multiples registres, tels les responsabilités exercées, les activités privilégiées, les missions valorisées, les conceptions du travail, les écarts entre femmes et hommes élus dans les mêmes assemblées sont observés. Ce volet, classique, est complété par une analyse des évolutions de ces différences de genre sous l...

  12. New Applications of Learning Machines

    DEFF Research Database (Denmark)

    Larsen, Jan

    * Machine learning framework for sound search * Genre classification * Music separation * MIMO channel estimation and symbol detection......* Machine learning framework for sound search * Genre classification * Music separation * MIMO channel estimation and symbol detection...

  13. Beyond tragedy : genre and the idea of the tragic in Shakespearean tragedy, history and tragicomedy

    OpenAIRE

    O'Neill, Fionnuala Ruth Clara

    2013-01-01

    This thesis explores the intersection between the study of Shakespearean drama and the theory and practice of early modern dramatic genres. It reassesses the significance of tragedy and the idea of the tragic within three separate yet related generic frames: tragedy, history, and tragicomedy. Behind this research lies the fundamental question of how newly emerging dramatic genres allow Shakespeare to explore tragedy within different aesthetic and dramatic contexts, and of ho...

  14. Features for detecting smoke in laparoscopic videos

    Directory of Open Access Journals (Sweden)

    Jalal Nour Aldeen

    2017-09-01

    Full Text Available Video-based smoke detection in laparoscopic surgery has different potential applications, such as the automatic addressing of surgical events associated with the electrocauterization task and the development of automatic smoke removal. In the literature, video-based smoke detection has been studied widely for fire surveillance systems. Nevertheless, the proposed methods are insufficient for smoke detection in laparoscopic videos because they often depend on assumptions which rarely hold in laparoscopic surgery such as static camera. In this paper, ten visual features based on motion, texture and colour of smoke are proposed and evaluated for smoke detection in laparoscopic videos. These features are RGB channels, energy-based feature, texture features based on gray level co-occurrence matrix (GLCM, HSV colour space feature, features based on the detection of moving regions using optical flow and the smoke colour in HSV colour space. These features were tested on four laparoscopic cholecystectomy videos. Experimental observations show that each feature can provide valuable information in performing the smoke detection task. However, each feature has weaknesses to detect the presence of smoke in some cases. By combining all proposed features smoke with high and even low density can be identified robustly and the classification accuracy increases significantly.

  15. Language Genre Transitions in a Secondary School Physics Classroom

    Science.gov (United States)

    Bower, M. W.; Ellerton, N. F.

    2007-01-01

    The research reported in this paper addressed the nature of transitions between language genres in school physics. In this qualitative study, quasi-ethnographic methods were employed to understand the culture of one secondary school physics classroom in the USA. One teacher and his physics students were the participants. The teacher was…

  16. The Use of Genre-Specific Evaluation Criteria for Revision

    Science.gov (United States)

    Philippakos, Zoi A.; MacArthur, Charles A.

    2016-01-01

    Revision is a challenging step of the writing process and students often focus their attention to mechanics or grammar instead of making organizational and meaning changes. It is important for students to critically read and independently evaluate their work when revising. This practitioner article discusses the importance of genre-specific…

  17. The Linguistic and the Contextual in Applied Genre Analysis: The Case of the Company Audit Report

    Science.gov (United States)

    Flowerdew, John; Wan, Alina

    2010-01-01

    By means of an analysis of the genre of the audit report, this study highlights the respective roles of linguistic and contextual analysis in genre analysis, if the results are to be of maximum use in ESP course design. On the one hand, based on a corpus of current and authentic written auditors' reports produced in a large international Hong Kong…

  18. Reading and Writing as Scientists? Text Genres and Literacy Practices in Girls' Middle-Grade Science

    Science.gov (United States)

    Faller, S. Elisabeth

    2018-01-01

    Science teachers are often charged with providing discipline-specific literacy instruction. However, little is known about the reading and writing genres, or text types, typically found in these classrooms. In particular, there is a lack of knowledge about what opportunities adolescents have to engage with the genres privileged in science to learn…

  19. An ESP Genre-based Approach to the Teaching of Reading

    Directory of Open Access Journals (Sweden)

    Maria Raquel Bambirra

    2011-07-01

    Full Text Available This article aims to present the work done with a group of undergraduate students of ‘Technology in Normalization and Industrial Quality’ at CEFET/MG, during the first semester of 2005. The subject matter English for Specific Purposes was planned and taught within the theoretical principles provided by the Australian theories on textual genre. The main aspects considered were: the collective knowledge construction, the complete interrelation between texts and their social roles, and Halliday’s contributions related to the concepts of language and text (1978 and to the context of culture (1989. The learning assessment was socialized and continuous, carried out through several informal classroom activities and two formal written assignments. It seems that the students feel more motivated and show major progress in developing their reading skills at courses of English for Specific Purposes when these courses are taught using a textual genre approach.

  20. Music Genre as a Predictor of Resource Utilization at Outdoor Music Concerts.

    Science.gov (United States)

    Westrol, Michael S; Koneru, Susmith; McIntyre, Norah; Caruso, Andrew T; Arshad, Faizan H; Merlin, Mark A

    2017-06-01

    The aim of this study was to examine the various modern music genres and their effect on the utilization of medical resources with analysis and adjustment for potential confounders. A retrospective review of patient logs from an open-air, contemporary amphitheater over a period of 10 years was performed. Variables recorded by the medical personnel for each concert included the attendance, description of the weather, and a patient log in which nature and outcome were recorded. The primary outcomes were associations of genres with the medical usage rate (MUR). Secondary outcomes investigated were the association of confounders and the influences on the level of care provided, the transport rate, and the nature of medical complaint. A total of 2,399,864 concert attendees, of which 4,546 patients presented to venue Emergency Medical Services (EMS) during 403 concerts with an average of 11.4 patients (annual range 7.1-17.4) each concert. Of potential confounders, only the heat index ≥90°F (32.2°C) and whether the event was a festival were significant (P=.027 and .001, respectively). After adjustment, the genres with significantly increased MUR in decreasing order were: alternative rock, hip-hop/rap, modern rock, heavy metal/hard rock, and country music (Pmusic (P=.033). Alternative rock, hip-hop/rap, modern rock, heavy metal/hard rock, and country music concerts had higher levels of medical resource utilization. High heat indices and music festivals also increase the MUR. This information can assist event planners with preparation and resource utilization. Future research should focus on prospective validation of the regression equation. Westrol MS , Koneru S , McIntyre N , Caruso AT , Arshad FH , Merlin MA . Music genre as a predictor of resource utilization at outdoor music concerts. Prehosp Disaster Med. 2017;32(3):289-296.

  1. 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.

  2. Stylistic features of case reports as a genre of medical discourse.

    Science.gov (United States)

    Lysanets, Yuliia; Morokhovets, Halyna; Bieliaieva, Olena

    2017-03-13

    The present paper discusses the lexical and grammatical peculiarities of English language medical case reports, taking into account their communicative purposes and intentions. The objective of the research is to clarify the principal mechanisms of producing an effective English language medical case report and thus to provide recommendations and guidelines for medical professionals who will deal with this genre. The analysis of medical case reports will largely focus on the most significant linguistic peculiarities, such as the use of active and passive voice, the choice of particular verb tenses, and pronouns. The selected medical case reports will be considered using methods of lexico-grammatical analysis, quantitative examination, and contextual, structural, narrative, and stylistic analyses. The research revealed a range of important stylistic features of medical case reports which markedly distinguish them from other genres of medical scientific writing: educational and instructive intentions, conciseness and brevity, direct and personal tone, and material presented in a narrative style. The present research has shown that the communicative strategies of the analyzed discourse, mentioned immediately above, are effectively implemented by means of specific lexical units and grammatical structures: the dominance of active voice sentences, past simple tense, personal pronouns, and modal verbs. The research has also detected the occasional use of the present perfect, present simple, and future simple tenses and passive voice which also serve particular communicative purposes of medical case reports. Medical case reports possess a range of unique characteristics which differ from those of research articles and other scientific genres within the framework of written medical discourse. It is to be emphasized that it is highly important for medical professionals to master the major stylistic principles and communicative intentions of medical case report as a genre in

  3. On the relative importance of audio and video in the presence of packet losses

    DEFF Research Database (Denmark)

    Korhonen, Jari; Reiter, Ulrich; Myakotnykh, Eugene

    2010-01-01

    In streaming applications, unequal protection of audio and video tracks may be necessary to maintain the optimal perceived overall quality. For this purpose, the application should be aware of the relative importance of audio and video in an audiovisual sequence. In this paper, we propose...... a subjective test arrangement for finding the optimal tradeoff between subjective audio and video qualities in situations when it is not possible to have perfect quality for both modalities concurrently. Our results show that content poses a significant impact on the preferred compromise between audio...... and video quality, but also that the currently used classification criteria for content are not sufficient to predict the users’ preference...

  4. 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.

  5. Hierarchical video summarization based on context clustering

    Science.gov (United States)

    Tseng, Belle L.; Smith, John R.

    2003-11-01

    A personalized video summary is dynamically generated in our video personalization and summarization system based on user preference and usage environment. The three-tier personalization system adopts the server-middleware-client architecture in order to maintain, select, adapt, and deliver rich media content to the user. The server stores the content sources along with their corresponding MPEG-7 metadata descriptions. In this paper, the metadata includes visual semantic annotations and automatic speech transcriptions. Our personalization and summarization engine in the middleware selects the optimal set of desired video segments by matching shot annotations and sentence transcripts with user preferences. Besides finding the desired contents, the objective is to present a coherent summary. There are diverse methods for creating summaries, and we focus on the challenges of generating a hierarchical video summary based on context information. In our summarization algorithm, three inputs are used to generate the hierarchical video summary output. These inputs are (1) MPEG-7 metadata descriptions of the contents in the server, (2) user preference and usage environment declarations from the user client, and (3) context information including MPEG-7 controlled term list and classification scheme. In a video sequence, descriptions and relevance scores are assigned to each shot. Based on these shot descriptions, context clustering is performed to collect consecutively similar shots to correspond to hierarchical scene representations. The context clustering is based on the available context information, and may be derived from domain knowledge or rules engines. Finally, the selection of structured video segments to generate the hierarchical summary efficiently balances between scene representation and shot selection.

  6. EEG-based recognition of video-induced emotions: selecting subject-independent feature set.

    Science.gov (United States)

    Kortelainen, Jukka; Seppänen, Tapio

    2013-01-01

    Emotions are fundamental for everyday life affecting our communication, learning, perception, and decision making. Including emotions into the human-computer interaction (HCI) could be seen as a significant step forward offering a great potential for developing advanced future technologies. While the electrical activity of the brain is affected by emotions, offers electroencephalogram (EEG) an interesting channel to improve the HCI. In this paper, the selection of subject-independent feature set for EEG-based emotion recognition is studied. We investigate the effect of different feature sets in classifying person's arousal and valence while watching videos with emotional content. The classification performance is optimized by applying a sequential forward floating search algorithm for feature selection. The best classification rate (65.1% for arousal and 63.0% for valence) is obtained with a feature set containing power spectral features from the frequency band of 1-32 Hz. The proposed approach substantially improves the classification rate reported in the literature. In future, further analysis of the video-induced EEG changes including the topographical differences in the spectral features is needed.

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

    NARCIS (Netherlands)

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

    2004-01-01

    This paper introduces a real time automatic scene classifier within content-based video retrieval. In our envisioned approach end users like documentalists, not image processing experts, build classifiers interactively, by simply indicating positive examples of a scene. Classification consists of a

  8. The Grief Account: Dimensions of a Contemporary Bereavement Genre

    Science.gov (United States)

    Dennis, Michael Robert

    2008-01-01

    The genre of the grief account is identified to include published narratives of surviving grief. Thematic analysis of Andrew Holleran's (2006) "Grief: A Novel," Lolly Winston's (2004) "Good Grief: A Novel," Joan Didion's (2005) "The Year of Magical Thinking," and J. Canfield and M. V. Hansen's (2003) "Chicken Soup for the Grieving Soul: Stories…

  9. 'The effect of different genres of music on the stress levels of kennelled dogs'.

    Science.gov (United States)

    Bowman, A; Dowell, F J; Evans, N P

    2017-03-15

    Classical music has been shown to reduce stress in kennelled dogs; however, rapid habituation of dogs to this form of auditory enrichment has also been demonstrated. The current study investigated the physiological and behavioural response of kennelled dogs (n=38) to medium-term (5days) auditory enrichment with five different genres of music including Soft Rock, Motown, Pop, Reggae and Classical, to determine whether increasing the variety of auditory stimulation reduces the level of habituation to auditory enrichment. Dogs were found to spend significantly more time lying and significantly less time standing when music was played, regardless of genre. There was no observable effect of music on barking, however, dogs were significantly (z=2.2, P<0.05) more likely to bark following cessation of auditory enrichment. Heart Rate Variability (HRV) was significantly higher, indicative of decreased stress, when dogs were played Soft Rock and Reggae, with a lesser effect observed when Motown, Pop and Classical genres were played. Relative to the silent period prior to auditory enrichment, urinary cortisol:creatanine (UCCR) values were significantly higher during Soft Rock (t=2.781, P<0.01) and the second silent control period following auditory enrichment (t=2.46, P<0.05). Despite the mixed response to different genres, the physiological and behavioural changes observed remained constant over the 5d of enrichment suggesting that the effect of habituation may be reduced by increasing the variety of auditory enrichment provided. Copyright © 2017 Elsevier Inc. All rights reserved.

  10. Semantic Information Extraction of Lanes Based on Onboard Camera Videos

    Science.gov (United States)

    Tang, L.; Deng, T.; Ren, C.

    2018-04-01

    In the field of autonomous driving, semantic information of lanes is very important. This paper proposes a method of automatic detection of lanes and extraction of semantic information from onboard camera videos. The proposed method firstly detects the edges of lanes by the grayscale gradient direction, and improves the Probabilistic Hough transform to fit them; then, it uses the vanishing point principle to calculate the lane geometrical position, and uses lane characteristics to extract lane semantic information by the classification of decision trees. In the experiment, 216 road video images captured by a camera mounted onboard a moving vehicle were used to detect lanes and extract lane semantic information. The results show that the proposed method can accurately identify lane semantics from video images.

  11. Action recognition in depth video from RGB perspective: A knowledge transfer manner

    Science.gov (United States)

    Chen, Jun; Xiao, Yang; Cao, Zhiguo; Fang, Zhiwen

    2018-03-01

    Different video modal for human action recognition has becoming a highly promising trend in the video analysis. In this paper, we propose a method for human action recognition from RGB video to Depth video using domain adaptation, where we use learned feature from RGB videos to do action recognition for depth videos. More specifically, we make three steps for solving this problem in this paper. First, different from image, video is more complex as it has both spatial and temporal information, in order to better encode this information, dynamic image method is used to represent each RGB or Depth video to one image, based on this, most methods for extracting feature in image can be used in video. Secondly, as video can be represented as image, so standard CNN model can be used for training and testing for videos, beside, CNN model can be also used for feature extracting as its powerful feature expressing ability. Thirdly, as RGB videos and Depth videos are belong to two different domains, in order to make two different feature domains has more similarity, domain adaptation is firstly used for solving this problem between RGB and Depth video, based on this, the learned feature from RGB video model can be directly used for Depth video classification. We evaluate the proposed method on one complex RGB-D action dataset (NTU RGB-D), and our method can have more than 2% accuracy improvement using domain adaptation from RGB to Depth action recognition.

  12. Automatic Traffic Data Collection under Varying Lighting and Temperature Conditions in Multimodal Environments: Thermal versus Visible Spectrum Video-Based Systems

    Directory of Open Access Journals (Sweden)

    Ting Fu

    2017-01-01

    Full Text Available Vision-based monitoring systems using visible spectrum (regular video cameras can complement or substitute conventional sensors and provide rich positional and classification data. Although new camera technologies, including thermal video sensors, may improve the performance of digital video-based sensors, their performance under various conditions has rarely been evaluated at multimodal facilities. The purpose of this research is to integrate existing computer vision methods for automated data collection and evaluate the detection, classification, and speed measurement performance of thermal video sensors under varying lighting and temperature conditions. Thermal and regular video data was collected simultaneously under different conditions across multiple sites. Although the regular video sensor narrowly outperformed the thermal sensor during daytime, the performance of the thermal sensor is significantly better for low visibility and shadow conditions, particularly for pedestrians and cyclists. Retraining the algorithm on thermal data yielded an improvement in the global accuracy of 48%. Thermal speed measurements were consistently more accurate than for the regular video at daytime and nighttime. Thermal video is insensitive to lighting interference and pavement temperature, solves issues associated with visible light cameras for traffic data collection, and offers other benefits such as privacy, insensitivity to glare, storage space, and lower processing requirements.

  13. 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,…

  14. Adaptive SVM for Data Stream Classification

    Directory of Open Access Journals (Sweden)

    Isah A. Lawal

    2017-07-01

    Full Text Available In this paper, we address the problem of learning an adaptive classifier for the classification of continuous streams of data. We present a solution based on incremental extensions of the Support Vector Machine (SVM learning paradigm that updates an existing SVM whenever new training data are acquired. To ensure that the SVM effectiveness is guaranteed while exploiting the newly gathered data, we introduce an on-line model selection approach in the incremental learning process. We evaluated the proposed method on real world applications including on-line spam email filtering and human action classification from videos. Experimental results show the effectiveness and the potential of the proposed approach.

  15. Trapped in the genres – a student’s writer development in the subject of Danish

    DEFF Research Database (Denmark)

    Piekut, Anke

    2018-01-01

    on the one hand narrative is a resource for writer development and disciplinary knowledge and on the other hand becomes part of the student’s writer identity and identification with an exploratory student position. The empirical data consists of interviews and assignments, collected through the student’s 3......Since the reform of Upper Secondary School in 2005 in Denmark, genre writing has been mandatory in the L1 subject. In the predefined genres, argumentative reasoning, textual analysis and disciplinary knowledge are given high priority, whereas creative or narrative reasoning and writing are not part...... of the curriculum. In this article, the writer development of a student participant will be investigated, focusing on how narrative nonetheless becomes present in his assignments and how he negotiates the predefined genres he is supposed to write in the L1 subject. The main focus of this study is to explore how...

  16. Necessary text genres and themes to act in professional and academic contexts in Biotechonology

    Directory of Open Access Journals (Sweden)

    Sara Fernandes Lima

    2012-10-01

    Full Text Available Considering the existing gap in the Brazilian context of researches in the area of specific purpose course planning based on text genres (RAMOS, 2004 and trying to contribute to its development, we present the text genres and themes evaluated as necessary to act in professional and academic contexts of the Biotechnology area. To map these necessities, we applied a questionnaire to students and teachers, in a federal institution, and analyzed the results based on the sociodiscoursive interactionism principles, theory which has Bronckart, Schneuwly and Dolz (MACHADO, 2005 as precursors.

  17. STRATEGI MENINGKATKAN KUALITAS OLAH BAHASA UNTUK CERITA PENDEK SISWA SEKOLAH DASAR DENGAN PENDEKATAN GENRE-BASED

    Directory of Open Access Journals (Sweden)

    Djatmika Djatmika

    2012-03-01

    Full Text Available Indonesian elementary school students show their motivation to write. A kind of books written by and for children of their age, commonly termed as Kecil-Kecil Punya Karya (KKPK ‘although young we have writing works’, are nowdays available at bookstores. These books can further motivate other children to compose. To accommodate this motivation, the language center of Sebelas Maret University of Surakarta held a writing contest for elementary school students in Surakarta and the surrounding area. Thirtyfour students participated the contest, thus 34 texts from such a competition were collected as the object of analysis in this study to see the quality of the text structure as well as the text texture of the texts. The analysis on the text structure shows that several texts are arranged in a single kind of genre. However, the other texts are composed in multi-genre—meaning that each text in this kind demonstrates the features of a genre, but it accomodates other short texts with different genre. The former is named as a text with a macro genre, whereas the latter are termed as texts with a micro one. Meanwhile, the choice of words and the exploitatio of grammatical construction for the clauses of most of the texts shows weaknesses. Many academic and technical terms as well as nominalization are exploited. In addition, several texts have metaphorical words in them. This phenomenon influences the readability level of the texts. Furthermore, many clauses are constructed in complex arrangement, while some otheSrs incomplete in terms of grammar substances. This, therefore, add the negative quality of the texts. Several systemic strategies are provided to make the texts better. They can be effective models for the young writers as well as for the teachers of Bahasa Indonesia subject at elementary schools. Keywords: Genre, Cerita, Gramatika, Teks

  18. Computational Linguistic Assessment of Genre Differences Focusing on Text Cohesive Devices of Student Writing: Implications for Library Instruction

    Science.gov (United States)

    Wang, Xin; Cho, Kwangsu

    2010-01-01

    This study examined two major academic genres of writing: argumentative and technical writing. Three hundred eighty-four undergraduate student-produced texts were parsed and analyzed through a computational tool called Coh-Metrix. The results inform the instructional librarians that students used genre-dependent cohesive devices in a limited way…

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

    Science.gov (United States)

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

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

  20. Linking Technology to Genre-Based Reading (Technology Links to Literacy).

    Science.gov (United States)

    Wepner, Shelley B.

    1991-01-01

    Introduces a new column written for the one-computer classroom and offers several perspectives for connecting software applications to trade book reading. Describes eight software packages for extending and enhancing students' reading of different genres: fairy tales, realistic fiction, science fiction, and biography and historical fiction in…

  1. Pesquisa com os gêneros do discurso na sala de aula: resultados iniciais = Research on speech genres in the classroom: initial results

    Directory of Open Access Journals (Sweden)

    Rosângela Hammes Rodrigues

    2008-07-01

    Full Text Available Objetiva-se apresentar trabalhos do grupo de pesquisa Os gêneros do discurso: práticas pedagógicas e análise de gêneros na área de elaboração didática (ED dos gêneros e resultados gerais de pesquisa. Alguns trabalhos envolveram os gêneros crônica, carta do leitor e artigo assinado, bem como gêneros da música popular brasileira; outrocorrelacionou gêneros com produção, correção e avaliação de textos. Destacam-se como resultados de pesquisa: construção do conhecimento procedimental por meio do estudo e produção de textos do gênero; articulação das práticas de escuta, leitura, produção textual eanálise linguística; necessidade de conhecimento de referência sobre os gêneros; inviabilidade de aprendizagem de todas as características de um determinado gênero em uma única ED, pois cada ED permite o aprofundamento de algumas delas; a ED da produção textual conduz a correção e a avaliação de textos; o gênero integra práticas deleitura, escuta, produção textual e análise linguística; dificuldade de trabalho com gêneros multimodais.It presents the works developed by the research group Speech Genres: Pedagogical Practices and Genre Analysis, concerning the didactic elaboration (DE of genres and the general results of the research. The works were based on the genres chronicle, letter to the editor, and article, as well as genres of Brazilian popular music; another research correlated genres with text production, correction and evaluation. Some highlights of the research results: the procedural knowledge construction throughout the textual studies of genres; thearticulation of listening/reading practices, textual production and linguistic analysis; the necessity of a referential knowledge of genres; the unfeasibility of learning all the characteristics of a genre in only one DE, as each DE leads to the improvement of some ofthem; the DE of the textual production guides the evaluation and the correction of

  2. Compte rendu de lecture : Devenir élue. Genre et carrière politique

    OpenAIRE

    Demazière , Didier

    2016-01-01

    À l’heure de la progression, sous l’impulsion de textes législatifs, de la parité en politique, ce livre examine comment le genre façonne les rôles et carrières politiques. Dans de multiples registres, tels les responsabilités exercées, les activités privilégiées, les missions valorisées, les conceptions du travail, les écarts entre femmes et hommes élus dans les mêmes assemblées sont observés. Ce volet, classique, est complété par une analyse des évolutions de ces différences de genre sous l...

  3. 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

  4. Classification of Birds and Bats Using Flight Tracks

    Energy Technology Data Exchange (ETDEWEB)

    Cullinan, Valerie I.; Matzner, Shari; Duberstein, Corey A.

    2015-05-01

    Classification of birds and bats that use areas targeted for offshore wind farm development and the inference of their behavior is essential to evaluating the potential effects of development. The current approach to assessing the number and distribution of birds at sea involves transect surveys using trained individuals in boats or airplanes or using high-resolution imagery. These approaches are costly and have safety concerns. Based on a limited annotated library extracted from a single-camera thermal video, we provide a framework for building models that classify birds and bats and their associated behaviors. As an example, we developed a discriminant model for theoretical flight paths and applied it to data (N = 64 tracks) extracted from 5-min video clips. The agreement between model- and observer-classified path types was initially only 41%, but it increased to 73% when small-scale jitter was censored and path types were combined. Classification of 46 tracks of bats, swallows, gulls, and terns on average was 82% accurate, based on a jackknife cross-validation. Model classification of bats and terns (N = 4 and 2, respectively) was 94% and 91% correct, respectively; however, the variance associated with the tracks from these targets is poorly estimated. Model classification of gulls and swallows (N ≥ 18) was on average 73% and 85% correct, respectively. The models developed here should be considered preliminary because they are based on a small data set both in terms of the numbers of species and the identified flight tracks. Future classification models would be greatly improved by including a measure of distance between the camera and the target.

  5. From Novice to Disciplinary Expert: Disciplinary Identity and Genre Mastery

    Science.gov (United States)

    Dressen-Hammouda, Dacia

    2008-01-01

    A student's emerging genre mastery is a complex process which involves learning not only relevant discoursal forms, but also a wide range of specialist knowledge frames. Recent research suggests that these knowledge frames are acquired during the development of a student's disciplinary identity. Although disciplinary identity clearly contributes…

  6. 103 Oil Politics and Niger Delta Ethnic Nationalism Film Genre in ...

    African Journals Online (AJOL)

    USER

    2017-12-30

    Dec 30, 2017 ... And all these have been used as raw materials for film production by Nigeria's .... manifold, and the state oil company Escravos-Lagos gas pipeline in. Chanom ...... film industry: A study of selected emergent genres. Ph.D.

  7. Using Genre to Bridge Research, Professional Writing, and Public Writing at University of North Dakota: A Program Profile

    Science.gov (United States)

    Basgier, Christopher

    2017-01-01

    To illustrate how genre pedagogy and public writing pedagogy can inform one another, this program profile describes the second-semester composition course at University of North Dakota, ENGL 130: College Composition II: Writing for Public Audiences. In this course, genre works as a rhetorical bridge across an interlinked sequence of research,…

  8. Automatic video shot boundary detection using k-means clustering and improved adaptive dual threshold comparison

    Science.gov (United States)

    Sa, Qila; Wang, Zhihui

    2018-03-01

    At present, content-based video retrieval (CBVR) is the most mainstream video retrieval method, using the video features of its own to perform automatic identification and retrieval. This method involves a key technology, i.e. shot segmentation. In this paper, the method of automatic video shot boundary detection with K-means clustering and improved adaptive dual threshold comparison is proposed. First, extract the visual features of every frame and divide them into two categories using K-means clustering algorithm, namely, one with significant change and one with no significant change. Then, as to the classification results, utilize the improved adaptive dual threshold comparison method to determine the abrupt as well as gradual shot boundaries.Finally, achieve automatic video shot boundary detection system.

  9. Effects of two types and two genre of music on social behavior in captive chimpanzees (Pan troglodytes).

    Science.gov (United States)

    Videan, Elaine N; Fritz, Jo; Howell, Sue; Murphy, James

    2007-01-01

    Is music just noise, and thus potentially harmful to laboratory animals, or can it have a beneficial effect? Research addressing this question has generated mixed results, perhaps because of the different types and styles of music used across various studies. The purpose of this study was to test the effects of 2 different types (vocal versus instrumental) and 2 genres (classical vocal versus 'easy-listening' vocal) of music on social behavior in 31 female and 26 male chimpanzees (Pan troglodytes). Results indicated that instrumental music was more effective at increasing affiliative behavior in both male and female chimpanzees, whereas vocal music was more effective at decreasing agonistic behavior. A comparison of 2 genre of vocal music indicated that easy-listening (slower tempo) vocal music was more effective at decreasing agonistic behavior in male chimpanzees than classical (faster tempo) vocal music. Agonistic behavior in females remained low (music. These results indicate that, like humans, captive chimpanzees react differently to various types and genres of music. The reactions varied depending on both the sex of the subject and the type of social behavior examined. Management programs should consider both type and genre when implementing a musical enrichment program for nonhuman primates.

  10. Oral Genres in the Classroom: A Pedagogical Proposal Beyond Private Communication

    Directory of Open Access Journals (Sweden)

    Fernando Alves de Oliveira

    2016-04-01

    Full Text Available Orality is forgotten by the school as a legitimate form of language and work strategy with the language. Still predominate in school practices related to writing, a reminiscence of the pedagogical tradition that spread, among others, the false idea that, because most of them are related to daily practices and reflect the ability to speak, we have acquired from an early age, oral genres don’t need to be studied. It is observed that, when teachers work with these genres, they do not focus their evaluation on characteristics of the orality in the texts produced. The direction is only for exhibition content, without take into account the linguistic and contextual adjustments that the speaker should do, according to the formality of situation inherent to that act of communication. In many cases, when students speak in class, they are not encouraged to reflect on that linguistic usage, need that demonstrates the inconsistency of the work done by many teachers. It is clear, however, that it is up to school provide tools to speakers to fulfill the oral communicative demands of day-to-day, especially in formal contexts, that go beyond the limits of private communication (chat, exchange ideas, explanation to the neighboring colleague. Oral competence of use of the Portuguese should be developed from the period of literacy, when children need to distinguish between what they already know and use in terms of language and the systematization of linguistic work that the school should provide. From this perspective, opinion debate, as a legitimate social practice, embodied in actual use situations of language, permeated by discursive formulations of all sorts and raises the collective production of oral texts, is a genre that promotes the teaching and learning of orality in formal mode. Privileges also argumentative skills in the discursive perspective, because mobilizes development structures of arguments related to the form of construction of sentences

  11. Ordinal Regression Based Subpixel Shift Estimation for Video Super-Resolution

    Directory of Open Access Journals (Sweden)

    Petrovic Nemanja

    2007-01-01

    Full Text Available We present a supervised learning-based approach for subpixel motion estimation which is then used to perform video super-resolution. The novelty of this work is the formulation of the problem of subpixel motion estimation in a ranking framework. The ranking formulation is a variant of classification and regression formulation, in which the ordering present in class labels namely, the shift between patches is explicitly taken into account. Finally, we demonstrate the applicability of our approach on superresolving synthetically generated images with global subpixel shifts and enhancing real video frames by accounting for both local integer and subpixel shifts.

  12. THE ROLE OF GENDER IN READING COMPREHENSION: AN ANALYSIS OF COLLEGE-LEVEL EFL STUDENTS’ COMPREHENSION OF DIFFERENT GENRES

    Directory of Open Access Journals (Sweden)

    Didem Koban Koç

    2016-07-01

    Full Text Available The purpose of the present study is to examine the effects of gender on comprehending different types of genre. The study involved 60 first year college students (30 males and 30 females who were taking an advanced reading course at a government university in Turkey. The students were given three reading passages of different genres such as historical fiction, essay and fantasy and were asked to answer comprehension questions related to the passages. Descriptives statistics, one-way ANOVA and repeated measures ANOVA were employed to analyse the relationship between gender and the test scores for each text type. The results showed that (1 the participants, in general, were significantly better at understanding the essay than historical fiction and fantasy (2 there was not a statistically significant difference between males and females regarding comprehending the different types of genres (3 both the male and female participants were significantly better at understanding the essay than historical fiction and fantasy. The study offers suggestions regarding incorporating different types of genre in the classroom.

  13. 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.

  14. Large-Scale Machine Learning for Classification and Search

    Science.gov (United States)

    Liu, Wei

    2012-01-01

    With the rapid development of the Internet, nowadays tremendous amounts of data including images and videos, up to millions or billions, can be collected for training machine learning models. Inspired by this trend, this thesis is dedicated to developing large-scale machine learning techniques for the purpose of making classification and nearest…

  15. L’interdiction de discriminer les personnes trans* dans la Charte des droits et libertés de la personne : pour son amélioration par l’ajout de l’« identité de genre » et de l’« expression de genre » à la

    OpenAIRE

    Sauvé, Jean-Sébastien

    2016-01-01

    Au Québec, la Charte des droits et libertés de la personne interdit, dans une certaine mesure, la discrimination des personnes trans*. Ce régime couvre cependant difficilement les différentes facettes de l’identité de genre et de l’expression de genre et certaines situations pouvant en découler, dont la transparentalité. En réponse à cette lacune et à l’aide d’une approche positiviste, l’article proposé suggère l’ajout de l’« identité de genre » et de l’« expression de genre » à la liste des ...

  16. A scheme for racquet sports video analysis with the combination of audio-visual information

    Science.gov (United States)

    Xing, Liyuan; Ye, Qixiang; Zhang, Weigang; Huang, Qingming; Yu, Hua

    2005-07-01

    As a very important category in sports video, racquet sports video, e.g. table tennis, tennis and badminton, has been paid little attention in the past years. Considering the characteristics of this kind of sports video, we propose a new scheme for structure indexing and highlight generating based on the combination of audio and visual information. Firstly, a supervised classification method is employed to detect important audio symbols including impact (ball hit), audience cheers, commentator speech, etc. Meanwhile an unsupervised algorithm is proposed to group video shots into various clusters. Then, by taking advantage of temporal relationship between audio and visual signals, we can specify the scene clusters with semantic labels including rally scenes and break scenes. Thirdly, a refinement procedure is developed to reduce false rally scenes by further audio analysis. Finally, an exciting model is proposed to rank the detected rally scenes from which many exciting video clips such as game (match) points can be correctly retrieved. Experiments on two types of representative racquet sports video, table tennis video and tennis video, demonstrate encouraging results.

  17. 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.

  18. Framing narrative journalism as a new genre: A case study of the Netherlands.

    Science.gov (United States)

    van Krieken, Kobie; Sanders, José

    2017-11-01

    Although narrative journalism has a long history in the Netherlands, it is in recent years being promoted as a 'new' genre. This study examines the motives underlying this promotional tactic. To that end, we analyze how narrative journalism is framed in (1) public expressions of the initiatives aimed at professionalization of the genre and (2) interviews with journalists and lecturers in journalism programs. Results indicate that in public discourse on narrative journalism, the genre is framed as moving , essential , and as high quality journalism . These frames indicate that the current promotion of narrative journalism as 'new' can be seen as a strategy that journalists apply to withstand the pressures they are facing in the competition with new media. These frames are deepened in the interviews with lecturers and practitioners, who frame narrative journalism as a dangerous game , a paradigm shift , and as the Holy Grail . These frames indicate that narrative journalism is regarded as the highest achievable goal for journalists, but that its practice comes with dangers and risks: it tempts journalists to abandon the traditional principles of objectivity and factuality, which can ultimately cause journalism to lose its credibility and authority. We discuss these findings in terms of boundary work and reflect on implications for narrative journalism's societal function.

  19. Gen(dered power: Die Macht des Genres im Streit um die Frauenrolle in Pastoralbriefen und Paulusakten

    Directory of Open Access Journals (Sweden)

    Annette Merz

    2012-04-01

    Full Text Available Gen(dered power: The power of genre in the debate about women’s roles in the Pastoral Letters and the Acts of Paul. Two texts that contributed to the discussion on gender roles in formative Christianity, 1 Timothy and the Acts of Paul, are investigated. In both cases the emphasis is on the much-disputed role of women. Power plays a role on different levels. On the one hand power relations between the sexes are depicted or directly addressed by the text (‘gendered’ power, while on the other hand the power of persuasion is brought to bear on both male and female readers to legitimize the patriarchal, videlicet the encratitic model of gender. This is done by rhetorical means that are text-specific, but also make use of genre-specific persuasion strategies. This ‘genred power’ is still mostly unchartered territory in exegetical discussions and is therefore the focus of my investigation. Especially important in both genres are intertextual allusions to authoritative texts. Fictive self-references which enable the author (’Paul’ to correct himself are one focus of interest. Narrative strategies (i.e. character and plot development which also have an intertextual dimension are a second focal point. The take-over of the role of Peter who denies Jesus and repents by Paul in the Acts of Thecla turns out to be of major rhetorical significance.

  20. Casual Empire: Video Games as Neocolonial Praxis

    Directory of Open Access Journals (Sweden)

    Sabine Harrer

    2018-01-01

    Full Text Available As a media form entwined in the U.S. military-industrial complex, video games continue to celebrate imperialist imagery and Western-centric narratives of the great white explorer (Breger, 2008; Dyer-Witheford & de Peuter, 2009; Geyser & Tshalabala, 2011; Mukherjee, 2016. While much ink has been spilt on the detrimental effects of colonial imagery on those it objectifies and dehumanises, the question is why these games still get made, and what mechanisms are at work in the enjoyment of empire-themed play experiences. To explore this question, this article develops the concept of ‘casual empire’, suggesting that the wish to play games as a casual pastime expedites the incidental circulation of imperialist ideology. Three examples – 'Resident Evil V' (2009, 'The Conquest: Colonization' (2015 and 'Playing History: Slave Trade' (2013 – are used to demonstrate the production and consumption of casual empire across multiple platforms, genres and player bases. Following a brief contextualisation of postcolonial (game studies, this article addresses casual design, by which I understand game designers’ casual reproduction of inferential racism (Hall, 1995 for the sake of entertainment. I then look at casual play, and players’ attitudes to games as rational commodities continuing a history of commodity racism (McClintock, 1995. Finally, the article investigates the casual involvement of formalist game studies in the construction of imperial values. These three dimensions of the casual – design, play and academia – make up the three pillars of the casual empire that must be challenged to undermine video games’ neocolonialist praxis.

  1. 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.

  2. What would my avatar do? Gaming, pathology, and risky decision making.

    Science.gov (United States)

    Bailey, Kira; West, Robert; Kuffel, Judson

    2013-01-01

    Recent work has revealed a relationship between pathological video game use and increased impulsivity among children and adolescents. A few studies have also demonstrated increased risk-taking outside of the video game environment following game play, but this work has largely focused on one genre of video games (i.e., racing). Motivated by these findings, the aim of the current study was to examine the relationship between pathological and non-pathological video game use, impulsivity, and risky decision making. The current study also investigated the relationship between experience with two of the most popular genres of video games [i.e., first-person shooter (FPS) and strategy] and risky decision making. Consistent with previous work, ~7% of the current sample of college-aged adults met criteria for pathological video game use. The number of hours spent gaming per week was associated with increased impulsivity on a self-report measure and on the temporal discounting (TD) task. This relationship was sensitive to the genre of video game; specifically, experience with FPS games was positively correlated with impulsivity, while experience with strategy games was negatively correlated with impulsivity. Hours per week and pathological symptoms predicted greater risk-taking in the risk task and the Iowa Gambling task, accompanied by worse overall performance, indicating that even when risky choices did not pay off, individuals who spent more time gaming and endorsed more symptoms of pathological gaming continued to make these choices. Based on these data, we suggest that the presence of pathological symptoms and the genre of video game (e.g., FPS, strategy) may be important factors in determining how the amount of game experience relates to impulsivity and risky-decision making.

  3. 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...

  4. Playing zombified versions of the end of the world

    OpenAIRE

    Mosel, Michael

    2015-01-01

    Since their first appearance in 1984’s THE EVIL DEAD (a game based on the movie with the same name), zombies have been regular guests in video games. This paper seeks to outline current developments in the depiction of the zombie apocalypse in video games. Its thesis is that video games that present a “zombie apocalypse” tend to fall into the category of action genre. Within the spectrum of this genre, two different poles can be identified: On the one end are games which can be identified as ...

  5. Video Segmentation Using Fast Marching and Region Growing Algorithms

    Directory of Open Access Journals (Sweden)

    Eftychis Sifakis

    2002-04-01

    Full Text Available The algorithm presented in this paper is comprised of three main stages: (1 classification of the image sequence and, in the case of a moving camera, parametric motion estimation, (2 change detection having as reference a fixed frame, an appropriately selected frame or a displaced frame, and (3 object localization using local colour features. The image sequence classification is based on statistical tests on the frame difference. The change detection module uses a two-label fast marching algorithm. Finally, the object localization uses a region growing algorithm based on the colour similarity. Video object segmentation results are shown using the COST 211 data set.

  6. Rap Music Genres and Deviant Behaviors in French-Canadian Adolescents

    Science.gov (United States)

    Miranda, Dave; Claes, Michel

    2004-01-01

    This study investigated the links between the preference for 4 rap music genres (American rap, French rap, hip hop/soul, and gangsta/hardcore rap) and 5 types of deviant behaviors in adolescence (violence, theft, street gangs, mild drug use, and hard drug use). The effects of peers' deviancy, violent media, and importance given to lyrics were…

  7. Proposals for the production of digital genres in English language textbooks

    Directory of Open Access Journals (Sweden)

    Karolinne Finamor Couto

    2014-06-01

    Full Text Available We intend, in this article, to discuss the results of a part of a Master research whose objective was to investigate whether the proposals for the production of digital genres in English language textbooks contribute to the development of literacies. Our theoretical discussions are based on the concept of genre (BAKHTIN, 2000; BRONCKART, 2009; MARCUSCHI, 2004, literacy (BRASIL, 2006; ROJO, 2009 and the guidelines of the National Curriculum Parameters (BRASIL, 1998. Our corpus - consisting of written production activities present in a didactic collection approved by PNLD/2011, Keep in Mind (CHIN; ZAORAB, 2009 - was analyzed in interface with the Guide and Announcement criteria, so that we could answer the research questions. Our results show that the criteria of the Announcement and the Guide are consistent, however, the proposals for written production do not effectively develop literacies, especially for not offering real communication practices in digital format, including therein the steps of the written production process: planning, writing and rewriting.

  8. Do you believe in magic? The Potency of the Fantasy Genre

    Directory of Open Access Journals (Sweden)

    Stephan Matthias

    2016-04-01

    Full Text Available This article explores the popularity of the fantasy genre in the recent decades. In so doing, it seeks to provide a definition of the genre, claiming that fantasy literature is fiction that offers the reader a world estranged from their own, separated by nova that are supernatural or otherwise consistent with the marvelous, and which has as its dominant tone a sense of wonder. It does this through a discussion of previous definitions of fantasy, the fantastic, science fiction and supernatural horror. Furthermore, through a consideration of texts by Tolkien, and an exploration of contemporary novels (Kazuo Ishiguro’s The Buried Giant; Terry Brooks The Sword of Shannara trilogy and other franchises (Star Wars, it demonstrates how the generic boundaries should be read outside of the traditional limitations, and how these texts, coupled with contemporary technology, offer a freer range to imagination and make fantasy a potent critical force

  9. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing

    OpenAIRE

    Park, Jeong Ha; Han, Doug Hyun; Kim, Bung-Nyun; Cheong, Jae Hoon; Lee, Young-Sik

    2016-01-01

    Objective Recent studies of online game addiction have suggested that social interaction and impulsivity are critical factors for the etiology and progress of online game addiction. We hypothesized that the genre of the online game is associated with impulsivity and sociality in individuals with online game addictions. Methods In total, 212 patients with problematic online game playing were divided into four groups by game genre: 1) massive multiplayer online role playing game (MMORPG), 2) re...

  10. PURE OR HYBRID? THE DEVELOPMENT OF MIXED DICTIONARY GENRES

    OpenAIRE

    Reinhard R. K. Hartmann

    2005-01-01

    This paper explores 'hybrid' genres of dictionaries and other reference works. Against the tradition of general dictionaries becoming ever more specialised, there has also been a growing trend of mixing two or more 'pure' dictionary types for achieving specific purposes, e.g. the combination of alphabetic and thematic dictionary,general dictionary and technical glossary, dictionary and thesaurus, dictionary and encyclopedia, monolingual and bilingual dictionary, etc. Examples of these various...

  11. Un autre genre d’antimémoires

    DEFF Research Database (Denmark)

    Boisen, Jørn

    2010-01-01

    One of the main characteristics of Romain Gary is the constant attempt to transgress the boundaries between life and fiction. His autobiographic texts are as a rule highly fictitious. On the other hand, in real life, he tried to live out a fiction written for him by his mother and, later on......, by himself. The ambivalence of the relation between fiction and truth characterizes all of his books, but it is particularly interesting in his attempts at the autobiographical genre where it reveals a quite original understanding of human identity, and the dialectics of memory and forgetting...

  12. '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.

  13. 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

  14. Functional and thematic diversity of essayistics (on the example if J.Brodsky prose

    Directory of Open Access Journals (Sweden)

    Maslakov Anton Alexandrovich

    2015-03-01

    Full Text Available The article analyzes how the classification of essay types is related to the genre forming features of essays. It is considered in what way at the end of XX - the beginning of the XXI century it has changed the understanding genre forming features of essays and its place in the literary process. Attention is paid to the genre of the essay universal signs, the importance of which is recognized by the majority of researchers: subjective and complex nature of the genre and “discontinuity” works of the genre. It also discusses the different types of genre classification of the essay, based on the features of the hermeneutic, communicative and tribal nature of the essay. According to the author in the construction of productive varieties of the genre classification can be an approach that takes into account the complex nature of literary essays and specificity of subjectivity associated with the position of the media statements in the work. On the example of prose works, J. Brodsky demonstrated relation with the theme of the work, genre features are highlighted in the main types of essays of the poet. The main variety of works of this author are biographical and autobiographical essay; sustainable variant is essay-journey. Subjectivity and leitmotif organization of the text in these works are the main markers of essayism.

  15. Travel Series as TV Entertainment: Genre characteristics and touristic views on foreign countries

    Directory of Open Access Journals (Sweden)

    Anne Marit Waade

    2009-04-01

    Full Text Available Why is it not the deprived developing country, but rather the tempting destination the host arrives in when guiding the audience in a travel series? And how can we explore the specific combination of entertainment and education that travel series represent? Basically the travel series genre is a hybrid of journalistic documentary, entertaining lifestyle series and TV ads and the different series put different emphasis on the different genre elements. Travel series represent a certain kind of mediated consumption and they reflect lifestyle identity in relation to touristic consumer cultures. Like other lifestyle series dealing with consumption products and lifestyle markers encompassing fashion, food, garden, design and interior that balance somewhere between journalism and advertising, travel series typically deal with destinations, travel modes, cultural experiences and food as commodities. To understand the cultural and democratic value of travel series as a popular TV genre in the context of public service broadcasting, it is not the fact that the series contain educative and enlightening information about foreign cultures told in an entertaining and popular way that are of my interest. Rather it is tourism and media consumer culture as such, one has to expound as valuable democratic and cultural practice. The article presents different matrices of the respectively cultural and consumer knowledge that the different types of travel series include.

  16. A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players

    OpenAIRE

    Ghuman, D; Griffiths, MD

    2012-01-01

    One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games). Three relatively little studied online games are First Person Shooter (FPS) Games, Role Play Games (RPG) and Real Time Strategy (RTS) Games. Therefore, the current study aimed to examine player behaviour and characteristics in these three different online gaming genres. More spec...

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

    Science.gov (United States)

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes

  18. Netvertising and ESP: genre-based analysis of target advertisements and its application in the Business English classroom

    Directory of Open Access Journals (Sweden)

    Juan Carlos Palmer

    1999-04-01

    Full Text Available There is a new trend in genre-analysis studies which is starting to pay attention to the study of technology for academic and teaching purposes. Different authors have re-defined genre, adding to the concept not just form or structure, but also content, situation, context and communicative purposes. The present analysis is a detailed study on how new Internet genres can play an important role in the Business English classroom. We have studied a corpus of 40 first page target ads, of which 20 introduced products, whereas the other 20 were created in order to offer information about different types of services. We have analysed sub-generic similarities and differences considering five different aspects: objectives, register, language, content units and the author’s presence in the resulting text. Conclusions are drawn from this study, emphasising how this type of ads can be used in the Business English classroom.

  19. More similarities than differences among elite music students in jazz, folk music and classical genre – Personality, practice habits, and self-rated music-related strengths and weaknesses

    OpenAIRE

    Sandgren, Maria

    2009-01-01

    The aim of the study was to investigate a) if music students have a unique personality profile, and b) if music students in different genres differ in practice habits and musical self-image. Participants were music students in different music genres (n=96; jazz n=31, folk music n=33, classical genre n=32) from two conservatories in Sweden. Results indicated that music students differed significantly from students in psychology on agreeableness and openness. Students in classical genre practic...

  20. A Similarity-Based Approach for Audiovisual Document Classification Using Temporal Relation Analysis

    Directory of Open Access Journals (Sweden)

    Ferrane Isabelle

    2011-01-01

    Full Text Available Abstract We propose a novel approach for video classification that bases on the analysis of the temporal relationships between the basic events in audiovisual documents. Starting from basic segmentation results, we define a new representation method that is called Temporal Relation Matrix (TRM. Each document is then described by a set of TRMs, the analysis of which makes events of a higher level stand out. This representation has been first designed to analyze any audiovisual document in order to find events that may well characterize its content and its structure. The aim of this work is to use this representation to compute a similarity measure between two documents. Approaches for audiovisual documents classification are presented and discussed. Experimentations are done on a set of 242 video documents and the results show the efficiency of our proposals.