WorldWideScience

Sample records for video illustrates ways

  1. Illustrating Geology With Customized Video in Introductory Geoscience Courses

    Science.gov (United States)

    Magloughlin, J. F.

    2008-12-01

    For the past several years, I have been creating short videos for use in large-enrollment introductory physical geology classes. The motivation for this project included 1) lack of appropriate depth in existing videos, 2) engagement of non-science students, 3) student indifference to traditional textbooks, 4) a desire to share the visual splendor of geology through virtual field trips, and 5) a desire to meld photography, animation, narration, and videography in self-contained experiences. These (HD) videos are information-intensive but short, allowing a focus on relatively narrow topics from numerous subdisciplines, incorporation into lectures to help create variety while minimally interrupting flow and holding students' attention, and manageable file sizes. Nearly all involve one or more field locations, including sites throughout the western and central continental U.S., as well as Hawaii, Italy, New Zealand, and Scotland. The limited scope of the project and motivations mentioned preclude a comprehensive treatment of geology. Instead, videos address geologic processes, locations, features, and interactions with humans. The videos have been made available via DVD and on-line streaming. Such a project requires an array of video and audio equipment and software, a broad knowledge of geology, very good computing power, adequate time, creativity, a substantial travel budget, liability insurance, elucidation of the separation (or non-separation) between such a project and other responsibilities, and, preferably but not essentially, the support of one's supervisor or academic unit. Involving students in such projects entails risks, but involving necessary technical expertise is virtually unavoidable. In my own courses, some videos are used in class and/or made available on-line as simply another aspect of the educational experience. Student response has been overwhelmingly positive, particularly when expectations of students regarding the content of the videos is made

  2. Digital video clips for improved pedagogy and illustration of scientific research — with illustrative video clips on atomic spectrometry

    Science.gov (United States)

    Michel, Robert G.; Cavallari, Jennifer M.; Znamenskaia, Elena; Yang, Karl X.; Sun, Tao; Bent, Gary

    1999-12-01

    This article is an electronic publication in Spectrochimica Acta Electronica (SAE), a section of Spectrochimica Acta Part B (SAB). The hardcopy text is accompanied by an electronic archive, stored on the CD-ROM accompanying this issue. The archive contains video clips. The main article discusses the scientific aspects of the subject and explains the purpose of the video files. Short, 15-30 s, digital video clips are easily controllable at the computer keyboard, which gives a speaker the ability to show fine details through the use of slow motion. Also, they are easily accessed from the computer hard drive for rapid extemporaneous presentation. In addition, they are easily transferred to the Internet for dissemination. From a pedagogical point of view, the act of making a video clip by a student allows for development of powers of observation, while the availability of the technology to make digital video clips gives a teacher the flexibility to demonstrate scientific concepts that would otherwise have to be done as 'live' demonstrations, with all the likely attendant misadventures. Our experience with digital video clips has been through their use in computer-based presentations by undergraduate and graduate students in analytical chemistry classes, and by high school and middle school teachers and their students in a variety of science and non-science classes. In physics teaching laboratories, we have used the hardware to capture digital video clips of dynamic processes, such as projectiles and pendulums, for later mathematical analysis.

  3. Using Television Commercials as Video Illustrations: Examples from a Money and Banking Economics Class

    Science.gov (United States)

    Bowes, David R.

    2014-01-01

    Video clips are an excellent way to enhance lecture material. Television commercials are a source of video examples that should not be overlooked and they are readily available on the internet. They are familiar, short, self-contained, constantly being created, and often funny. This paper describes several examples of television commercials that…

  4. Internal hernia due to adjustable gastric band tubing: review of the literature and illustrative case video.

    Science.gov (United States)

    Hamed, Osama H; Simpson, Lashondria; Lomenzo, Emanuele; Kligman, Mark D

    2013-11-01

    Laparoscopic adjustable gastric banding (LAGB) is a commonly performed bariatric procedure. Device-related morbidity is typically associated with the subcutaneous port or the band itself. Complications related to band tubing are unusual. Small bowel obstruction (SBO) after LAGB is a unique and serious complication; there is the potential of delayed diagnosis and the risk of closed-loop bowel obstruction. SBO secondary to internal hernia caused by band tubing is very rare, with only five cases reported in the literature. In this article, we describe our experience and provide an illustrative video of a case of SBO related to band tubing. We also provide a detailed review of the few previously published case reports. Based on the common features of our case and other published case reports, we hypothesize some risk factors that might lead to this unique morbidity of adjustable gastric band tubing and provide potential solutions to prevent this problem. Tubing-related SBO is a serious complication with the risk of closed-loop bowel obstruction. Urgent operative exploration is required to avoid bowel strangulation. To prevent recurrence we advise functionally shortening the tubing by tucking it to the right upper quadrant above the liver and also provide some omental coverage between the bowel and band tubing if possible.

  5. Design considerations for computationally constrained two-way real-time video communication

    Science.gov (United States)

    Bivolarski, Lazar M.; Saunders, Steven E.; Ralston, John D.

    2009-08-01

    Today's video codecs have evolved primarily to meet the requirements of the motion picture and broadcast industries, where high-complexity studio encoding can be utilized to create highly-compressed master copies that are then broadcast one-way for playback using less-expensive, lower-complexity consumer devices for decoding and playback. Related standards activities have largely ignored the computational complexity and bandwidth constraints of wireless or Internet based real-time video communications using devices such as cell phones or webcams. Telecommunications industry efforts to develop and standardize video codecs for applications such as video telephony and video conferencing have not yielded image size, quality, and frame-rate performance that match today's consumer expectations and market requirements for Internet and mobile video services. This paper reviews the constraints and the corresponding video codec requirements imposed by real-time, 2-way mobile video applications. Several promising elements of a new mobile video codec architecture are identified, and more comprehensive computational complexity metrics and video quality metrics are proposed in order to support the design, testing, and standardization of these new mobile video codecs.

  6. YouTube Video Project: A "Cool" Way to Learn Communication Ethics

    Science.gov (United States)

    Lehman, Carol M.; DuFrene, Debbie D.; Lehman, Mark W.

    2010-01-01

    The millennial generation embraces new technologies as a natural way of accessing and exchanging information, staying connected, and having fun. YouTube, a video-sharing site that allows users to upload, view, and share video clips, is among the latest "cool" technologies for enjoying quick laughs, employing a wide variety of corporate activities,…

  7. How to freak a Black & Mild: a multi-study analysis of YouTube videos illustrating cigar product modification.

    Science.gov (United States)

    Nasim, Aashir; Blank, Melissa D; Cobb, Caroline O; Berry, Brittany M; Kennedy, May G; Eissenberg, Thomas

    2014-02-01

    Cigar smoking is increasingly common among adolescents who perceive cigars as less harmful than cigarettes. This perception of reduced harm is especially true for cigars that are user-modified by removing the tobacco binder through a process called 'freaking'. Little is known about 'freaking' and this multi-study, mixed-methods analysis sought to understand better the rationale and prevailing beliefs about this smoking practice using YouTube videos. In Study 1, we conducted a descriptive content analysis on the characteristics of 26 randomly sampled cigar product modification (CPM) videos posted during 2006-10. In Study 2, a thematic analysis was performed on the transcripts of commentary associated with each video to characterize viewers' comments about video content. Study 1 results revealed that 90% of videos illustrated a four-step CPM technique: 'Loosening the tobacco'; 'Dumping the tobacco'; 'Removing the cigar binder' and 'Repacking the tobacco'. Four themes related to the purpose of CPM were also derived from video content: 'Easier to smoke' (54%), 'Beliefs in reduction of health risks' (31%), 'Changing the burn rate' (15%) and 'Taste enhancement' (12%). Study 2 results concerning the content characteristics of video comments were categorized into three themes: 'Disseminating information/answering questions' (81%), 'Seeking advice/asking questions' (69%) and 'Learning cigar modification techniques' (35%). Favorable comments were more common (81%) compared to unfavorable (58%) and comment content suggested low-risk perceptions and poor understanding of smoking harms. These findings highlight a novel means for youth to access information concerning CPM that may have important implications for tobacco control policy and prevention.

  8. Tactile Digital Video Globes: a New Way to Outreach Oceanography.

    Science.gov (United States)

    Poteau, A.; Claustre, H.; Scheurle, C.; Jessin, T.; Fontana, C.

    2016-02-01

    One objective of the "Ocean Autonomous Observation" team of the Laboratory of Oceanography of Villefranche-sur-mer is to develop new means to outreach our science activities to various audiences. Besides the scientific community, this includes students and targets the general public, school pupils, and stakeholders. In this context, we have acquired a digital video globe with tactile capabilities and we will present here the various applications that we have been developing. A first type of products concerns the visualization of oceanic properties (SST, salinity, density, Chla, O2, NO3, irradiance) by diving from the surface (generally from satellite data) into the Ocean interior (through the use of global data bases, Argo, WOA). In second place, specific applications deal with surface animations allowing highlighting the seasonality of some properties (Chla, SST, ice cover, currents; based on satellite as well as modeling outputs). Finally, we show a variety of applications developed using the tactile functionality of the spherical display. In particular real-time vertical profiles acquired by Bio-Argo floats become directly accessible for the entire open ocean. Such a new tool plus its novel applications has been presented to school children, and to the wider public (at the so-called "fête de la science") as well as to potential sponsors of our science-outreach activities. Their feedback has always been highly positive and encouraging in terms of impact. From the scientists point of view, the use of this new support can easily compete with the classical PowerPoint, is much more attractive and fun and undeniably helps to outreach the various aspects of our pluridisciplinary science.

  9. Medical Illustration

    Science.gov (United States)

    ... as medical books, journals, magazines, pharma or biotech marketing, films, online video, exhibits, posters, wall charts, educational ... of the health career profession with strong communication skills, medical illustrators work closely with clients to interpret ...

  10. Using commercial video games for upper limb stroke rehabilitation: is this the way of the future?

    Science.gov (United States)

    Pietrzak, Eva; Cotea, Cristina; Pullman, Stephen

    2014-01-01

    The increasing number of people living with poststroke sequelae has stimulated the search for novel ways of providing poststroke rehabilitation without putting additional stress on overburdened health care systems. One of them is the use of commercially available technology and off-the-shelf video games for hemiparetic upper limb rehabilitation. The MEDLINE, EMBASE, and Cochrane Library databases were searched using key word synonyms for stroke, upper limb, and video games. Included studies investigated upper limb stroke rehabilitation using commercially available consoles and video games, reported outcomes that included measures of upper limb functionality, and were published in a peer-reviewed journal written in English. Thirteen studies were identified - 6 published as full articles and 7 as abstracts. Studies were generally small and only 3 were randomized. The gaming systems investigated were the Nintendo Wii (n = 10), EyeToy PlayStation (n = 2), and CyWee Z (n = 1). The Nintendo Wii appears to provide the greatest benefits to patients, with improvements seen in upper extremity function measures such as joint range of motion, hand motor function, grip strength, and dexterity. Three studies indicate that video therapy appears to be safe and that long-term improvements continue at follow-up. At present, the evidence that the use of commercial video games in rehabilitation improves upper limb functionality after stroke is very limited. However, this approach has the potential to provide easily available and affordable stroke rehabilitation therapy in settings where access to therapy is limited by geographical or financial constraints.

  11. [Anesthesia for medical students : A brief guide to practical anesthesia in adults with a web-based video illustration].

    Science.gov (United States)

    Mathis, S; Schlafer, O; Abram, J; Kreutziger, J; Paal, P; Wenzel, V

    2016-12-01

    In Germany, Austria and Switzerland, anesthesiologists are the second largest group of physicians in hospitals, but this does not correspond to the amount of anesthesiology teaching that medical students receive in medical schools. Accordingly, the chances of medical students recognizing anesthesiology as a promising personal professional career are smaller than in other disciplines with large teaching components. Subsequent difficulties to recruit anesthesiology residents are likely, although many reasons support anesthesiology as a professional career.Traditional strategies to teach medical students in anesthesiology in medical school consist of airway management or cardiopulmonary resuscitation attempts in manikins. Anesthesiology is a complex interaction consisting of anatomy, physiology, pharmacology, clinical evaluation, experience, knowledge, and manual skills. While some medical schools offer teaching in high fidelity simulators, clinical teaching in the operating room is often limited. When medical students opt for a clinical rotation in anesthesiology, there is a chance to demonstrate the fascinating world of anesthesiology, but this chance has to be utilized carefully by anesthesiologists, as young talents have to be discovered, supported, and challenged.We have put together a short guide for medical students for a clinical rotation in anesthesiology in adults in order to generate basic knowledge and interest in anesthesiology as well as a sense of achievement. Basic knowledge about premedication, induction, maintenance and strategies for anesthesia is discussed. Further, the most important anesthesia drugs are discussed and manual skills, such as intravenous cannulation, mask ventilation, intubation, and regional anesthesia are featured with QR-code based video illustrations on a smartphone or personal computer. We did not discuss possible local mannerism and special patient groups (e. g., children, special medical history), local guidelines

  12. Ubiquitous UAVs: a cloud based framework for storing, accessing and processing huge amount of video footage in an efficient way

    Science.gov (United States)

    Efstathiou, Nectarios; Skitsas, Michael; Psaroudakis, Chrysostomos; Koutras, Nikolaos

    2017-09-01

    Nowadays, video surveillance cameras are used for the protection and monitoring of a huge number of facilities worldwide. An important element in such surveillance systems is the use of aerial video streams originating from onboard sensors located on Unmanned Aerial Vehicles (UAVs). Video surveillance using UAVs represent a vast amount of video to be transmitted, stored, analyzed and visualized in a real-time way. As a result, the introduction and development of systems able to handle huge amount of data become a necessity. In this paper, a new approach for the collection, transmission and storage of aerial videos and metadata is introduced. The objective of this work is twofold. First, the integration of the appropriate equipment in order to capture and transmit real-time video including metadata (i.e. position coordinates, target) from the UAV to the ground and, second, the utilization of the ADITESS Versatile Media Content Management System (VMCMS-GE) for storing of the video stream and the appropriate metadata. Beyond the storage, VMCMS-GE provides other efficient management capabilities such as searching and processing of videos, along with video transcoding. For the evaluation and demonstration of the proposed framework we execute a use case where the surveillance of critical infrastructure and the detection of suspicious activities is performed. Collected video Transcodingis subject of this evaluation as well.

  13. "Ten Years On": Making Children Visible in Teacher Education and Ways of Reading Video

    Science.gov (United States)

    Burke, Catherine; Cunningham, Peter

    2011-01-01

    "Ten Years On" is a 30-minute video documentary discovered in the course of researching progressive primary education, school architecture and pedagogy. It was locally produced for professional rather than commercial use at a significant historical moment for educational politics and primary practice. Here, we explore the possibilities…

  14. Illustrator CC digital classroom

    CERN Document Server

    Smith, Jennifer

    2013-01-01

    A complete training package lets you learn Adobe Illustrator CC at your own speed Adobe Illustrator is the leading drawing and illustration software used to create artwork for a variety of media. This book-and-DVD package provides 13 self-paced lessons that get you up to speed on the latest version of Illustrator (Creative Cloud). Step-by-step instructions in the full-color book are supported by video tutorials on the DVD. Together, these tools will help you learn Adobe Illustrator basics, essential skills, and all the new capabilities in Illustrator CC-in no time.  Includes step-by-step in

  15. Teaching the blind to find their way by playing video games.

    Directory of Open Access Journals (Sweden)

    Lotfi B Merabet

    Full Text Available Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES; a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

  16. Teaching the blind to find their way by playing video games.

    Science.gov (United States)

    Merabet, Lotfi B; Connors, Erin C; Halko, Mark A; Sánchez, Jaime

    2012-01-01

    Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

  17. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  18. Using commercial video games for falls prevention in older adults: the way for the future?

    Science.gov (United States)

    Pietrzak, Eva; Cotea, Cristina; Pullman, Stephen

    2014-01-01

    Falls in older adults are an increasingly costly public health issue. There are many fall prevention strategies that are effective. However, with an increasing population of older people and ever-decreasing availability of health practitioners and health funding, novel modes of intervention are being developed, including those relying on computer technologies.The aim of this article was to review the literature on the use of exergaming to prevent falls in older adult persons living in the community. The Cochrane, Medline, and Embase databases were searched using prespecified search terms. To be included, studies had to investigate the effect of using commercially available consoles and video games on outcome measures such as a decrease in falls, improvements in balance control or gait parameters, decreased fear of falling, and attitude to exercise in older adult persons living in the community. All study designs with the exception of single-person case studies were included. Articles had to be published in peer-reviewed journals in the English language. Nineteen studies fulfilled the inclusion criteria. The following outcomes were observed: (1) using computer-based virtual reality gaming for balance training in older adults was feasible; (2) the majority of studies showed a positive effect of exergaming on balance control; (3) some studies showed a positive effect on balance confidence and gait parameters; (4) the effect was seen across the age and sex spectrum of older adults, including those with and without balance impairment. There is as yet no evidence that using virtual reality games will prevent falls, but there is an indication that their use in balance training may improve balance control, which in turn may lead to falls prevention.

  19. Multiple player tracking in sports video: a dual-mode two-way bayesian inference approach with progressive observation modeling.

    Science.gov (United States)

    Xing, Junliang; Ai, Haizhou; Liu, Liwei; Lao, Shihong

    2011-06-01

    Multiple object tracking (MOT) is a very challenging task yet of fundamental importance for many practical applications. In this paper, we focus on the problem of tracking multiple players in sports video which is even more difficult due to the abrupt movements of players and their complex interactions. To handle the difficulties in this problem, we present a new MOT algorithm which contributes both in the observation modeling level and in the tracking strategy level. For the observation modeling, we develop a progressive observation modeling process that is able to provide strong tracking observations and greatly facilitate the tracking task. For the tracking strategy, we propose a dual-mode two-way Bayesian inference approach which dynamically switches between an offline general model and an online dedicated model to deal with single isolated object tracking and multiple occluded object tracking integrally by forward filtering and backward smoothing. Extensive experiments on different kinds of sports videos, including football, basketball, as well as hockey, demonstrate the effectiveness and efficiency of the proposed method.

  20. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  1. Gaming History: A Framework for What Video Games Teach about the Past

    Science.gov (United States)

    Metzger, Scott Alan; Paxton, Richard J.

    2016-01-01

    This article offers a typological framework for analyzing how video games make use of historical elements, shaping the ways players engage with and think about the past. Phenomenologically induced labels are posited for identifying different deployments of and experiences with historical elements in video games, illustrated by examples drawn from…

  2. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  3. Is the Use of Video Conferencing and Supporting Technologies a Feasible and Viable Way to Woo Farmers Back into Farmer Education?

    Science.gov (United States)

    Brown, Margaret; Fraser, Tom

    2011-01-01

    North Dakota State University (USA) have been using video conferencing as a delivery mode for farmer education for about twenty years and report that their farmers find this delivery method both practical and worthwhile. With the number of New Zealand farmers attending learning events decreasing, due mainly to time and cost, maybe it is time to…

  4. Video Browsing on Handheld Devices

    Science.gov (United States)

    Hürst, Wolfgang

    Recent improvements in processing power, storage space, and video codec development enable users now to playback video on their handheld devices in a reasonable quality. However, given the form factor restrictions of such a mobile device, screen size still remains a natural limit and - as the term "handheld" implies - always will be a critical resource. This is not only true for video but any data that is processed on such devices. For this reason, developers have come up with new and innovative ways to deal with large documents in such limited scenarios. For example, if you look at the iPhone, innovative techniques such as flicking have been introduced to skim large lists of text (e.g. hundreds of entries in your music collection). Automatically adapting the zoom level to, for example, the width of table cells when double tapping on the screen enables reasonable browsing of web pages that have originally been designed for large, desktop PC sized screens. A multi touch interface allows you to easily zoom in and out of large text documents and images using two fingers. In the next section, we will illustrate that advanced techniques to browse large video files have been developed in the past years, as well. However, if you look at state-of-the-art video players on mobile devices, normally just simple, VCR like controls are supported (at least at the time of this writing) that only allow users to just start, stop, and pause video playback. If supported at all, browsing and navigation functionality is often restricted to simple skipping of chapters via two single buttons for backward and forward navigation and a small and thus not very sensitive timeline slider.

  5. Textile Art as Illustration.

    Science.gov (United States)

    Dickman, Floyd C.

    1998-01-01

    Used in picture-book illustration, such techniques as embroidery, applique, wood-block printing, batik, and quilting reflect cultural heritages and add richly textured images to this annotated list of titles for children from preschool through junior high. (Author)

  6. Illustrations of vacuum polarization by solitons

    International Nuclear Information System (INIS)

    MacKenzie, R.; Wilczek, F.

    1984-01-01

    The value and limitations of the adiabatic method for calculating induced charges are discussed in a general way and illustrated in some simple models in 1+1 dimensions. The relevance of the size of solitons is emphasized

  7. Radiology illustrated. Gastrointestinal tract

    International Nuclear Information System (INIS)

    Choi, Byung Ihn

    2015-01-01

    Radiology Illustrated: Gastrointestinal Tract is the second of two volumes designed to provide clear and practical guidance on the diagnostic imaging of abdominal diseases. The book presents approximately 300 cases with 1500 carefully selected and categorized illustrations of gastrointestinal tract diseases, along with key text messages and tables that will help the reader easily to recall the relevant images as an aid to differential diagnosis., Essential points are summarized at the end of each text message to facilitate rapid review and learning. Additionally, brief descriptions of each clinical problem are provided, followed by case studies of both common and uncommon pathologies that illustrate the roles of the different imaging modalities, including ultrasound, radiography, computed tomography, and magnetic resonance imaging.

  8. Radiology illustrated. Gastrointestinal tract

    Energy Technology Data Exchange (ETDEWEB)

    Choi, Byung Ihn (ed.) [Seoul National University Hospital (Korea, Republic of). Dept. of Radiology

    2015-02-01

    Radiology Illustrated: Gastrointestinal Tract is the second of two volumes designed to provide clear and practical guidance on the diagnostic imaging of abdominal diseases. The book presents approximately 300 cases with 1500 carefully selected and categorized illustrations of gastrointestinal tract diseases, along with key text messages and tables that will help the reader easily to recall the relevant images as an aid to differential diagnosis., Essential points are summarized at the end of each text message to facilitate rapid review and learning. Additionally, brief descriptions of each clinical problem are provided, followed by case studies of both common and uncommon pathologies that illustrate the roles of the different imaging modalities, including ultrasound, radiography, computed tomography, and magnetic resonance imaging.

  9. Adaptation illustrations: Chapter 4

    Science.gov (United States)

    Maria Janowiak; Patricia Butler; Chris Swanston; Matt St. Pierre; Linda. Parker

    2012-01-01

    In this chapter, we demonstrate how the Adaptation Workbook (Chapter 3) can be used with the Adaptation Strategies and Approaches (Chapter 2) to develop adaptation tactics for two real-world management issues. The two illustrations in this chapter are intended to provide helpful tips to managers completing the Adaptation Workbook, as well as to show how the anticipated...

  10. Radiology illustrated. Spine

    Energy Technology Data Exchange (ETDEWEB)

    Kang, Heung Sik; Lee, Joon Woo [Seoul National Univ. Bundang Hospital, Seongnam, Kyonggi-do (Korea, Republic of). Dept. of Radiology; Kwon, Jong Won [Samsung Medical Center, Seoul (Korea, Republic of). Dept. of Radiology

    2014-04-01

    Offers a practical approach to image interpretation for spinal disorders. Includes numerous high-quality radiographic images and schematic illustrations. Will serve as a self-learning book covering daily routine cases from the basic to the advanced. Radiology Illustrated: Spine is an up-to-date, superbly illustrated reference in the style of a teaching file that has been designed specifically to be of value in clinical practice. Common, critical, and rare but distinctive spinal disorders are described succinctly with the aid of images highlighting important features and informative schematic illustrations. The first part of the book, on common spinal disorders, is for radiology residents and other clinicians who are embarking on the interpretation of spinal images. A range of key disorders are then presented, including infectious spondylitis, cervical trauma, spinal cord disorders, spinal tumors, congenital disorders, uncommon degenerative disorders, inflammatory arthritides, and vascular malformations. The third part is devoted to rare but clinically significant spinal disorders with characteristic imaging features, and the book closes by presenting practical tips that will assist in the interpretation of confusing cases.

  11. Development of Students' Conceptual Thinking by Means of Video Analysis and Interactive Simulations at Technical Universities

    Science.gov (United States)

    Hockicko, Peter; Krišták, Luboš; Nemec, Miroslav

    2015-01-01

    Video analysis, using the program Tracker (Open Source Physics), in the educational process introduces a new creative method of teaching physics and makes natural sciences more interesting for students. This way of exploring the laws of nature can amaze students because this illustrative and interactive educational software inspires them to think…

  12. The Scientist as Illustrator.

    Science.gov (United States)

    Iwasa, Janet H

    2016-04-01

    Proficiency in art and illustration was once considered an essential skill for biologists, because text alone often could not suffice to describe observations of biological systems. With modern imaging technology, it is no longer necessary to illustrate what we can see by eye. However, in molecular and cellular biology, our understanding of biological processes is dependent on our ability to synthesize diverse data to generate a hypothesis. Creating visual models of these hypotheses is important for generating new ideas and for communicating to our peers and to the public. Here, I discuss the benefits of creating visual models in molecular and cellular biology and consider steps to enable researchers to become more effective visual communicators. Copyright © 2016 Elsevier Ltd. All rights reserved.

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

    Directory of Open Access Journals (Sweden)

    Konstantinos Chorianopoulos

    2014-09-01

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

  14. FRAUD BETWEEN DEFINITION AND WAYS TO DEFRAUD ILLUSTRATED BY EXAMPLES

    Directory of Open Access Journals (Sweden)

    Ionut Spatarelu

    2016-12-01

    Full Text Available Auditors have a key role in the formulation of an opinion on the effective functioning of management and control systems of the operational programs co-financed by ESIF. International Auditing Standards states that the primary responsibility for preventing and detecting fraud lies with both top management and those responsible for governance of the entity. On the other hand, the auditors also play a role in the fight against fraud and should help Member States fulfill their obligations to prevent, detect and correct irregularities and fraud.

  15. Practical image and video processing using MATLAB

    CERN Document Server

    Marques, Oge

    2011-01-01

    "The book provides a practical introduction to the most important topics in image and video processing using MATLAB (and its Image Processing Toolbox) as a tool to demonstrate the most important techniques and algorithms. The contents are presented in a clear, technically accurate, objective way, with just enough mathematical detail. Most of the chapters are supported by figures, examples, illustrative problems, MATLAB scripts, suggestions for further reading, bibliographical references, useful Web sites, and exercises and computer projects to extend the understanding of their contents"--

  16. A grieving process illustrated?

    Science.gov (United States)

    Hutchinson, Rory

    2018-03-01

    The sudden death of Pablo Picasso's closest friend Carlos Casagemas in 1901 came as a great shock to the young Picasso. From a young age, Picasso had ruminated on life and death; however, this was his first experience of bereavement. Following the death of Casagemas, Picasso's paintings can be seen as a diary of his grieving process and clearly illustrate the five stages of the grieving process as outlined by Kubler-Ross in ' On Death and Dying ' (1969). Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/.

  17. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

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

  18. Radiology illustrated. Pediatric radiology

    Energy Technology Data Exchange (ETDEWEB)

    Kim, In-One (ed.) [Seoul National Univ. College of Medicine (Korea, Republic of). Dept. of Radiology

    2014-11-01

    Depicts characteristic imaging findings of common and uncommon diseases in the pediatric age group. Will serve as an ideal diagnostic reference in daily practice. Offers an excellent teaching aid, with numerous high-quality illustrations. This case-based atlas presents images depicting the findings typically observed when imaging a variety of common and uncommon diseases in the pediatric age group. The cases are organized according to anatomic region, covering disorders of the brain, spinal cord, head and neck, chest, cardiovascular system, gastrointestinal system, genitourinary system, and musculoskeletal system. Cases are presented in a form resembling teaching files, and the images are accompanied by concise informative text. The goal is to provide a diagnostic reference suitable for use in daily routine by both practicing radiologists and radiology residents or fellows. The atlas will also serve as a teaching aide and a study resource, and will offer pediatricians and surgeons guidance on the clinical applications of pediatric imaging.

  19. Social Properties of Mobile Video

    Science.gov (United States)

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

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

  20. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

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

  1. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We...... observation and instruction (directives) relayed across different spaces; 2) the use of recorded video by participants to visualise, spatialise and localise talk and action that is distant in time and/or space; 3) the translating, stretching and cutting of social experience in and through the situated use...

  2. Radiology illustrated. Chest radiology

    International Nuclear Information System (INIS)

    Lee, Kyung Soo; Han, Joungho; Chung, Man Pyo; Jeong, Yeon Joo

    2014-01-01

    Pattern approach to the diagnosis of lung diseases based on CT scan appearances. Guide to quick and reliable differential diagnosis. CT-pathology correlation. Emphasis on state-of-the-art MDCT. The purpose of this atlas is to illustrate how to achieve reliable diagnoses when confronted by the different abnormalities, or ''disease patterns'', that may be visualized on CT scans of the chest. The task of pattern recognition has been greatly facilitated by the advent of multidetector CT (MDCT), and the focus of the book is very much on the role of state-of-the-art MDCT. A wide range of disease patterns and distributions are covered, with emphasis on the typical imaging characteristics of the various focal and diffuse lung diseases. In addition, clinical information relevant to differential diagnosis is provided and the underlying gross and microscopic pathology is depicted, permitting CT-pathology correlation. The entire information relevant to each disease pattern is also tabulated for ease of reference. This book will be an invaluable handy tool that will enable the reader to quickly and easily reach a diagnosis appropriate to the pattern of lung abnormality identified on CT scans.

  3. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  4. Illustrated C# 2010

    CERN Document Server

    Solis, Daniel M

    2010-01-01

    This book presents the C# 2012 language in a uniquely succinct and visual format. Often in programming books, the information can be hidden in a vast sea of words. As a programmer who has over the years used a dozen programming languages, the author understands it can sometimes be difficult to slog through another 1,000-page book of dense text to learn a new language. There are likely many other programmers who feel the same way. To address this situation, this book explains C# 2012 using figures; short, focused code samples; and clear, concise explanations. Figures are of prime importance in

  5. Diavideos: a diabetes health video portal.

    Science.gov (United States)

    Sánchez-Bocanegra, C L; Rivero-Rodriguez, A; Fernández-Luque, L; Sevillano, J L

    2013-01-01

    Diavideos is a web platform that collects trustworthy diabetes health videos from YouTube and offers them in a easy way. YouTube is a big repository of health videos, but good content is sometimes mixed with misleading and harmful videos such as promoting anorexia [1]. Diavideos is a web portal that provides easy access to a repository of trustworthy diabetes videos. This poster describes Diavideos and explains the crawling method used to retrieve these videos from trusted channels.

  6. Visual Analytics and Storytelling through Video

    Energy Technology Data Exchange (ETDEWEB)

    Wong, Pak C.; Perrine, Kenneth A.; Mackey, Patrick S.; Foote, Harlan P.; Thomas, Jim

    2005-10-31

    This paper supplements a video clip submitted to the Video Track of IEEE Symposium on Information Visualization 2005. The original video submission applies a two-way storytelling approach to demonstrate the visual analytics capabilities of a new visualization technique. The paper presents our video production philosophy, describes the plot of the video, explains the rationale behind the plot, and finally, shares our production experiences with our readers.

  7. Illustrated cosmic monopole

    CERN Document Server

    Seagrave, Wyken

    2015-01-01

    Truly bizarre, utterly unique I've never read a novel quite like this before. The author takes you on an exciting adventure full of unforgettable and vivid imagery. Solidly written with each character's personality shining through. If you find physics fascinating you will not be disappointed by the author's keen intellect and clear understanding of this most challenging (for me anyway) scientific subject. This is not a novel I will forget anytime soon, I would highly recommend it. Andrewly Very imaginative tale Anybody interested in a very imaginative and engrossing sci fi story needs to check this one out. I have been reading sci fi for decades and this story has elements that surprise me which is very unusual considering the number of novels and stories I have over the years. ric freeman Summary of the story The cosmic monopole has been wandering the Universe since it was created in the Big Bang. Its existence is fundamental to the way the Universe works. It is finally trapped by the powerful magnetic f...

  8. Medical video server construction.

    Science.gov (United States)

    Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal

    2003-01-01

    The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.

  9. Immersive video

    Science.gov (United States)

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

    1996-03-01

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

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

    Science.gov (United States)

    Ramezani, Mohsen; Yaghmaee, Farzin

    2016-09-01

    In recent years, fast growth of online video sharing eventuated new issues such as helping users to find their requirements in an efficient way. Hence, Recommender Systems (RSs) are used to find the users' most favorite items. Finding these items relies on items or users similarities. Though, many factors like sparsity and cold start user impress the recommendation quality. In some systems, attached tags are used for searching items (e.g. videos) as personalized recommendation. Different views, incomplete and inaccurate tags etc. can weaken the performance of these systems. Considering the advancement of computer vision techniques can help improving RSs. To this end, content based search can be used for finding items (here, videos are considered). In such systems, a video is taken from the user to find and recommend a list of most similar videos to the query one. Due to relating most videos to humans, we present a novel low complex scalable method to recommend videos based on the model of included action. This method has recourse to human action retrieval approaches. For modeling human actions, some interest points are extracted from each action and their motion information are used to compute the action representation. Moreover, a fuzzy dissimilarity measure is presented to compare videos for ranking them. The experimental results on HMDB, UCFYT, UCF sport and KTH datasets illustrated that, in most cases, the proposed method can reach better results than most used methods.

  11. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  12. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

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

  13. Trends in Illustration: A digital approach to large format illustrations ...

    African Journals Online (AJOL)

    In view of this, this study uses Adobe Photoshop CS4, a digital draw and paint tool, to illustrate some of the notable folktales in Igbo oral tradition. Vector and Raster techniques of computer graphics will be employed and discussed. Basic information on digital illustration will also be enumerated in the project. This piece of ...

  14. Illustrations

    OpenAIRE

    2014-01-01

    Facettes multiples de la mangrove Divers faciès végétaux de la mangrove Rhizophora et Avicennia. © Cormier. Avicennia et Laguncularia. © Cormier. Mangrove : un écosystème forestier parcouru de bolons. © Cormier. Écosystème à mangrove (du rebord de plateau au bolon, y compris rizières de mangrove et tannes). Cormier © Orstom. Faune typique de la mangrove Monodactylus (Psettia sebae). Vidy © Orstom. Crabes violonistes (Uca spp.) Intès © Orstom. Les Rivières du Sud : des mangroves densémen...

  15. Illustrations

    OpenAIRE

    2015-01-01

    Fig. 5 – Détail de la carte des formations superficielles du plateau insulaire de la Guadeloupe(Augris et al., 1992) Fig. 6 – Détail de la carte des formations superficielles du plateau insulaire de la Martinique(Augris et al., 2000) Baie échancrée, récif frangeant, récif barrière, et mangrove sur la côte est de la Martinique.© Ifremer/A. Guillou Mangrove à Rhizophora mangle dans le Grand Cul-de-Sac Marin (Gùadeloupe).© M. Louis Pente externe d'un récif corallien en bon état de santé (Mar...

  16. Illustrations

    OpenAIRE

    2016-01-01

    Fig. 1 : Nicolas Poussin, Ravissement de saint Paul (version Scarron), Paris, musée du Louvre. Fig. 4 : Nicolas Poussin, Ravissement de saint Paul (version Scarron), restitution du format d’origine : environ 128 x 96 cm (détail de la fig. 1). Fig. 5 : Giovanni Lanfranco, Ravissement de la Madeleine, Naples, museo nazionale Capodimonte. Fig. 6 : Nicolas Poussin, Ravissement de saint Paul (version Chantelou), Sarasota, Ringling Museum of Art. Fig. 7 : Nicolas Poussin, Assomption, Paris, mus...

  17. Illustrations

    OpenAIRE

    2015-01-01

    1/ Atelier de Neri di Bici (attr.), Saint Yves rendant la justice, XVe siècle (Florence, Opera del Duomo) 2/ Le Sodoma,Saint Yves rendant la justice, 1507 (San Gimignano, fresque du Palais communal) 3/ Jacopo da Empoli, Saint Yves entre la veuve et l’orphelin, 1616 (Florence, galerie Pitti) 4/ Jacopo da Empoli, Saint Luc recommandant saint Yves à la Vierge, v. 1630 (Paris, Musée du Louvre) 5/ Giacomo Triga, La Vierge et les saints Yves, Gilles et Gimnesius, 1723 (Rome, église Santa Lucia ...

  18. Creating a digital medical illustration.

    Science.gov (United States)

    Culley, Joanna

    2016-01-01

    This paper covers the steps required to complete a medical illustration in a digital format using Adobe Illustrator and Photoshop. The project example is the surgical procedure for the release of the glenohumeral joint for the condition known as 'frozen shoulder'. The purpose is to demonstrate one method which an artist can use within digital media to create a colour illustration such as the release of the glenohumeral joint. Included is a general overview as how to deal with the administration of a medical illustration commission through the experience of a professional freelance artist.

  19. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

    Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video-to-video...... information in a probe video, which simultaneously characterizes the kinematics and identity using a motion vector and an identity variable, respectively. The joint posterior distribution of the motion vector and the identity variable is estimated at each time instant and then propagated to the next time...

  20. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet ...

  1. Videotrees: Improving video surrogate presentation using hierarchy

    NARCIS (Netherlands)

    Jansen, Michel; Heeren, W.F.L.; van Dijk, Elisabeth M.A.G.

    As the amount of available video content increases, so does the need for better ways of browsing all this material. Because the nature of video makes it hard to process, the need arises for adequate surrogates for video that can readily be skimmed and browsed. In this paper, the effects of the use

  2. Using Informal Education through Music Video Creation

    Science.gov (United States)

    Cayari, Christopher

    2014-01-01

    Music video creation provides students a new way to express themselves and become better performers and consumers of media. This article provides a new perspective on Lucy Green's informal music pedagogy by enabling students to create music videos in music classrooms; thus, students are able to create music videos that informally develop…

  3. Mobile Video in Everyday Social Interactions

    Science.gov (United States)

    Reponen, Erika; Lehikoinen, Jaakko; Impiö, Jussi

    Video recording has become a spontaneous everyday activity for many people, thanks to the video capabilities of modern mobile phones. Internet connectivity of mobile phones enables fluent sharing of captured material even real-time, which makes video an up-and-coming everyday interaction medium. In this article we discuss the effect of the video camera in the social environment, everyday life situations, mainly based on a study where four groups of people used digital video cameras in their normal settings. We also reflect on another study of ours, relating to real-time mobile video communication and discuss future views. The aim of our research is to understand the possibilities in the domain of mobile video. Live and delayed sharing seem to have their special characteristics, live video being used as a virtual window between places whereas delayed video usage has more scope for good-quality content. While this novel way of interacting via mobile video enables new social patterns, it also raises new concerns for privacy and trust between participating persons in all roles, largely due to the widely spreading possibilities of videos. Video in a social situation affects cameramen (who record), targets (who are recorded), passers-by (who are unintentionally in the situation), and the audience (who follow the videos or recording situations) but also the other way around, the participants affect the video by their varying and evolving personal and communicational motivations for recording.

  4. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

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

  5. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  6. Two-way digital communications

    Science.gov (United States)

    Glenn, William E.; Daly, Ed

    1996-03-01

    The communications industry has been rapidly converting from analog to digital communications for audio, video, and data. The initial applications have been concentrating on point-to-multipoint transmission. Currently, a new revolution is occurring in which two-way point-to-point transmission is a rapidly growing market. The system designs for video compression developed for point-to-multipoint transmission are unsuitable for this new market as well as for satellite based video encoding. A new system developed by the Space Communications Technology Center has been designed to address both of these newer applications. An update on the system performance and design will be given.

  7. 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)

  8. Brains on video games.

    Science.gov (United States)

    Bavelier, Daphne; Green, C Shawn; Han, Doug Hyun; Renshaw, Perry F; Merzenich, Michael M; Gentile, Douglas A

    2011-11-18

    The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affect cognition and behaviour, and explain how this knowledge can be harnessed for educational and rehabilitation purposes. As research in this area is still in its early days, the contributors of this Viewpoint also discuss several issues and challenges that should be addressed to move the field forward.

  9. Illustrations of the twin paradox

    International Nuclear Information System (INIS)

    Rebhan, E.

    1985-01-01

    In order to provide a more intuitive understanding of the twin paradox, several illustrations of this are presented. In one of these, each of the twins is equipped with a lamp whose monochromatic light can be observed by the other. In other illustrations the travelling twin uses an Einstein train instead of a space ship, all the cars of the train and all stations along the route of the train being equipped with clocks. (author)

  10. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  11. An Ethnographic Descriptive Approach to Video Microanalysis

    DEFF Research Database (Denmark)

    Holck, Ulla

    2007-01-01

    . Combined with video micro analysis, the ethnographic approach is, furthermore, very useful in recognising small indicators of communication and social interaction in music therapy with clients with severe communicative limitations. Especially with this client group, the method can be used to confirm...... the therapist, student or trainer wants to be aware of interactions taking place partly or fully outside of the therapist's awareness, either because they are taken for granted or because of "blind spots" in the way they are perceived. The following describes some selected relevant steps of analysis......, illustrated by a case from my doctoral study on music therapy interactions with children with severe functional limitations, including children with autism (Holck 2002)....

  12. Radiology illustrated. Uroradiology. 2. ed.

    International Nuclear Information System (INIS)

    Kim, Seung Hyup

    2012-01-01

    Uroradiology is an up-to-date, image-oriented reference in the style of a teaching file that has been designed specifically to be of value in clinical practice. All aspects of the imaging of urologic diseases are covered, and case studies illustrate the findings obtained with the relevant imaging modalities in both common and uncommon conditions. Most chapters focus on a particular clinical problem, but normal findings, congenital anomalies, and interventions are also discussed and illustrated. In this second edition, the range and quality of the illustrations have been enhanced, and many schematic drawings have been added to help readers memorize characteristic imaging findings through pattern recognition. The accompanying text is concise and informative. Besides serving as an outstanding aid to differential diagnosis, this book will provide a user-friendly review tool for certification or recertification in radiology. (orig.)

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

    Science.gov (United States)

    Brame, Cynthia J.

    2016-01-01

    Educational videos have become an important part of higher education, providing an important content-delivery tool in many flipped, blended, and online classes. Effective use of video as an educational tool is enhanced when instructors consider three elements: how to manage cognitive load of the video; how to maximize student engagement with the video; and how to promote active learning from the video. This essay reviews literature relevant to each of these principles and suggests practical ways instructors can use these principles when using video as an educational tool. PMID:27789532

  14. The Future of Video

    OpenAIRE

    Li, F.

    2016-01-01

    Executive Summary \\ud \\ud A range of technological innovations (e.g. smart phones and digital cameras), infrastructural advances (e.g. broadband and 3G/4G wireless networks) and platform developments (e.g. YouTube, Facebook, Snapchat, Instagram, Amazon, and Netflix) are collectively transforming the way video is produced, distributed, consumed, archived – and importantly, monetised. Changes have been observed well beyond the mainstream TV and film industries, and these changes are increasingl...

  15. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  16. Illustrating and Designing Quranic Imagery

    Science.gov (United States)

    Almenoar, Lubna

    2009-01-01

    Selected verses from Abdullah Yusuf Ali's English language translation of the meaning of the Quran have been used as a literary text to teach both descriptive and figurative imagery (including similes, metaphors and symbols) to students at the undergraduate level in an Islamic institution. The technique--Illustrating and Designing for teaching…

  17. Maps in video games – range of applications

    Directory of Open Access Journals (Sweden)

    Chądzyńska Dominika

    2015-09-01

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

  18. Interactive Video, The Next Step

    Science.gov (United States)

    Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.

    2012-12-01

    Video has the ingredients to reach us emotionally - with amazing images, enthusiastic interviews, music, and video game-like animations-- and it's emotion that motivates us to learn more about our new interest. However, watching video is usually passive. New web-based technology is expanding and enhancing the video experience, creating opportunities to use video with more direct interaction. This talk will look at an Educaton and Outreach team's experience producing video-centric curriculum using innovative interactive media tools from TED-Ed and FlixMaster. The Consortium for Ocean Leadership's Deep Earth Academy has partnered with the Center for Dark Energy Biosphere Investigations (C-DEBI) to send educators and a video producer aboard three deep sea research expeditions to the Juan de Fuca plate to install and service sub-seafloor observatories. This collaboration between teachers, students, scientists and media producers has proved a productive confluence, providing new ways of understanding both ground-breaking science and the process of science itself - by experimenting with new ways to use multimedia during ocean-going expeditions and developing curriculum and other projects post-cruise.

  19. Using Video in the English Language Clasroom

    Directory of Open Access Journals (Sweden)

    Amado Vicente

    2002-08-01

    Full Text Available Video is a popular and a motivating potential medium in schools. Using video in the language classroom helps the language teachers in many different ways. Video, for instance, brings the outside world into the language classroom, providing the class with many different topics and reasons to talk about. It can provide comprehensible input to the learners through contextualised models of language use. It also offers good opportunities to introduce native English speech into the language classroom. Through this article I will try to show what the benefits of using video are and, at the end, I present an instrument to select and classify video materials.

  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. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  2. A generic flexible and robust approach for intelligent real-time video-surveillance systems

    Science.gov (United States)

    Desurmont, Xavier; Delaigle, Jean-Francois; Bastide, Arnaud; Macq, Benoit

    2004-05-01

    In this article we present a generic, flexible and robust approach for an intelligent real-time video-surveillance system. A previous version of the system was presented in [1]. The goal of these advanced tools is to provide help to operators by detecting events of interest in visual scenes and highlighting alarms and compute statistics. The proposed system is a multi-camera platform able to handle different standards of video inputs (composite, IP, IEEE1394 ) and which can basically compress (MPEG4), store and display them. This platform also integrates advanced video analysis tools, such as motion detection, segmentation, tracking and interpretation. The design of the architecture is optimised to playback, display, and process video flows in an efficient way for video-surveillance application. The implementation is distributed on a scalable computer cluster based on Linux and IP network. It relies on POSIX threads for multitasking scheduling. Data flows are transmitted between the different modules using multicast technology and under control of a TCP-based command network (e.g. for bandwidth occupation control). We report here some results and we show the potential use of such a flexible system in third generation video surveillance system. We illustrate the interest of the system in a real case study, which is the indoor surveillance.

  3. Video Game Players Show More Precise Multisensory Temporal Processing Abilities

    OpenAIRE

    Donohue, Sarah E.; Woldorff, Marty G.; Mitroff, Stephen R.

    2010-01-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. The current study examined whether video game players’ benefits generalize beyond vision to multisensory processing by presenting video game players and non-video game players auditory and visual stim...

  4. Learning literacy and content through video activities in primary education

    NARCIS (Netherlands)

    Heitink, Maaike Christine; Fisser, Petra; McKenney, Susan; Resta, P.

    2012-01-01

    This case study research explored to what extent and in which ways teachers used Technological Pedagogical Content Knowledge (TPCK) and related competencies to implement video activities in primary education. Three Dutch teachers implemented video activities to improve students‟ content knowledge

  5. Remediating childhood recollection: facilitating intermedial theatre based on lived-experience, recollection and remediation of digital video

    OpenAIRE

    Kelly, Jeremy

    2016-01-01

    This paper offers a critically informed report examining ways in which nondirective pedagogy can be an effective learning agency for Level 5 and 6 undergraduate performance makers. I draw on two case studies to illustrate different themes for student devised intermedial practice – one, Gardens Of Eden, is a response to a Bible Class the other, Together Again is a re-framing and remediation of family videos with live performer. The examples given are developed through a nondirective pedagogica...

  6. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

    Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.

  7. SIRSALE: integrated video database management tools

    Science.gov (United States)

    Brunie, Lionel; Favory, Loic; Gelas, J. P.; Lefevre, Laurent; Mostefaoui, Ahmed; Nait-Abdesselam, F.

    2002-07-01

    Video databases became an active field of research during the last decade. The main objective in such systems is to provide users with capabilities to friendly search, access and playback distributed stored video data in the same way as they do for traditional distributed databases. Hence, such systems need to deal with hard issues : (a) video documents generate huge volumes of data and are time sensitive (streams must be delivered at a specific bitrate), (b) contents of video data are very hard to be automatically extracted and need to be humanly annotated. To cope with these issues, many approaches have been proposed in the literature including data models, query languages, video indexing etc. In this paper, we present SIRSALE : a set of video databases management tools that allow users to manipulate video documents and streams stored in large distributed repositories. All the proposed tools are based on generic models that can be customized for specific applications using ad-hoc adaptation modules. More precisely, SIRSALE allows users to : (a) browse video documents by structures (sequences, scenes, shots) and (b) query the video database content by using a graphical tool, adapted to the nature of the target video documents. This paper also presents an annotating interface which allows archivists to describe the content of video documents. All these tools are coupled to a video player integrating remote VCR functionalities and are based on active network technology. So, we present how dedicated active services allow an optimized video transport for video streams (with Tamanoir active nodes). We then describe experiments of using SIRSALE on an archive of news video and soccer matches. The system has been demonstrated to professionals with a positive feedback. Finally, we discuss open issues and present some perspectives.

  8. Video Field Studies with your Cell Phone

    DEFF Research Database (Denmark)

    Buur, Jacob; Fraser, Euan

    2010-01-01

    Pod? Or with the GoPRO sports camera? Our approach has a strong focus on how to use video in design, rather than on the technical side. The goal is to engage design teams in meaningful discussions based on user empathy, rather than to produce beautiful videos. Basically it is a search for a minimalist way...

  9. [Flexible ENT endoscopy--video technic].

    Science.gov (United States)

    Rasinger, G A; Horak, F

    1985-02-01

    This study discusses the solutions to the problem of documenting moving processes in the field of otolaryngology. A flexible bronchoscope and video equipment connected to it are presented as a specific solution of the problem, with ample of observations. A technical comparison is used as the basis for a discussion of the pros and cons of the video and film techniques. A successful arrangement of examination facilities illustrates the future of flexible-endoscope techniques in the field of otolaryngology.

  10. Uncertainty relation and probability. Numerical illustration

    International Nuclear Information System (INIS)

    Fujikawa, Kazuo; Umetsu, Koichiro

    2011-01-01

    The uncertainty relation and the probability interpretation of quantum mechanics are intrinsically connected, as is evidenced by the evaluation of standard deviations. It is thus natural to ask if one can associate a very small uncertainty product of suitably sampled events with a very small probability. We have shown elsewhere that some examples of the evasion of the uncertainty relation noted in the past are in fact understood in this way. We here numerically illustrate that a very small uncertainty product is realized if one performs a suitable sampling of measured data that occur with a very small probability. We introduce a notion of cyclic measurements. It is also shown that our analysis is consistent with the Landau-Pollak-type uncertainty relation. It is suggested that the present analysis may help reconcile the contradicting views about the 'standard quantum limit' in the detection of gravitational waves. (author)

  11. Intellectual Video Filming

    DEFF Research Database (Denmark)

    Juel, Henrik

    in favour of worthy causes. However, it is also very rewarding to draw on the creativity, enthusiasm and rapidly improving technical skills of young students, and to guide them to use video equipment themselves for documentary, for philosophical film essays and intellectual debate. In the digital era......Like everyone else university students of the humanities are quite used to watching Hollywood productions and professional TV. It requires some didactic effort to redirect their eyes and ears away from the conventional mainstream style and on to new and challenging ways of using the film media...

  12. Video essay

    DEFF Research Database (Denmark)

    2015-01-01

    Camera movement has a profound influence on the way films look and the way films are experienced by spectators. In this visual essay Jakob Isak Nielsen proposes six major functions of camera movement in narrative cinema. Individual camera movements may serve more of these functions at the same time...

  13. Google SketchUp Workshop Modeling, Visualizing, and Illustrating

    CERN Document Server

    Brixius, Laurent

    2010-01-01

    Discover the secrets of the Google SketchUp with the 16 real-world professional-level projects including parks, structures, concept art, and illustration. Google SketchUp Workshop includes all the wide variety of projects that SketchUp can be used for-architectural visualization, landscape design, video game and film conception, and more. SketchUp masters in every field will get you up to speed in this agile and intuitive software and then show you the real uses with through projects in architecture, engineering, and design. * Packed with 16 real-world Go

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

    CERN Document Server

    Ylirisku, Salu Pekka

    2007-01-01

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

  15. Video Tutorial of Continental Food

    Science.gov (United States)

    Nurani, A. S.; Juwaedah, A.; Mahmudatussa'adah, A.

    2018-02-01

    This research is motivated by the belief in the importance of media in a learning process. Media as an intermediary serves to focus on the attention of learners. Selection of appropriate learning media is very influential on the success of the delivery of information itself both in terms of cognitive, affective and skills. Continental food is a course that studies food that comes from Europe and is very complex. To reduce verbalism and provide more real learning, then the tutorial media is needed. Media tutorials that are audio visual can provide a more concrete learning experience. The purpose of this research is to develop tutorial media in the form of video. The method used is the development method with the stages of analyzing the learning objectives, creating a story board, validating the story board, revising the story board and making video tutorial media. The results show that the making of storyboards should be very thorough, and detailed in accordance with the learning objectives to reduce errors in video capture so as to save time, cost and effort. In video capturing, lighting, shooting angles, and soundproofing make an excellent contribution to the quality of tutorial video produced. In shooting should focus more on tools, materials, and processing. Video tutorials should be interactive and two-way.

  16. Learning the easy way.

    Science.gov (United States)

    1998-03-01

    This article describes the program activities of a 1-day seminar and training course that was organized by the Japan International Cooperation Agency (JICA). Participants included high-ranking government officials from education directorates from 12 countries and officers from the National Women's Education Center. The training course relied on two innovative IEC materials developed by JOICFP. The two IEC materials were portable, durable kits that provided visual guides to learning about reproductive health (RH). The Magnel Kit includes a metal white board with almost life-size illustrations of male and female reproductive organs and magnetized vinyl images that teach about the menstrual cycle, pregnancy stages, contraception, and sexually transmitted diseases. Maggie the Apron is a durable apron with transparent pockets for placing cards with images relating to menstruation, pregnancy, and contraception. The apron is light in weight, cost-effective, and easily folded for storage and portability. Participants were particularly interested in the use of the two IEC materials in adolescent sexual health education. The clear visual materials offer the option of teaching according to the level of understanding of the audience. The materials can be used in any country, since there are no printed texts or narration. The training introduced participants to a community-based approach to family planning and maternal-child health services, which were successful in Japan for raising the level of health. The approach is used by JOICFP in its program efforts in developing countries. The training introduced participants to the role of community women in promoting RH through the presentation of a case study from Bangladesh. Participants watched the JOICFP still-image video "Moni's Milestone," a story about a woman's life in Bangladesh, and a video on the family planning movement in Japan, "First Step in Family Planning in Japan."

  17. Motivation and Learning Engagement through Playing Math Video Games

    Science.gov (United States)

    Barreto, Daisyane; Vasconcelos, Lucas; Orey, Michael

    2017-01-01

    Purpose: With video games being a source of leisure and learning, educators and researchers alike are interested in understanding children's motivation for playing video games as a way to learn. This study explores student motivation and engagement levels in playing two math video games in the game "Club Penguin." Method: This is a…

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

    Science.gov (United States)

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

    2011-01-01

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

  19. Web Audio/Video Streaming Tool

    Science.gov (United States)

    Guruvadoo, Eranna K.

    2003-01-01

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

  20. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

    The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...

  1. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  2. Talking Video in 'Everyday Life':Interactional Practices of Localising, Translating and Stretching Conduct in Reality TV Parenting Programmes

    OpenAIRE

    McIlvenny, Paul

    2010-01-01

    For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention/prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Real...

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  4. Intelligent keyframe extraction for video printing

    Science.gov (United States)

    Zhang, Tong

    2004-10-01

    Nowadays most digital cameras have the functionality of taking short video clips, with the length of video ranging from several seconds to a couple of minutes. The purpose of this research is to develop an algorithm which extracts an optimal set of keyframes from each short video clip so that the user could obtain proper video frames to print out. In current video printing systems, keyframes are normally obtained by evenly sampling the video clip over time. Such an approach, however, may not reflect highlights or regions of interest in the video. Keyframes derived in this way may also be improper for video printing in terms of either content or image quality. In this paper, we present an intelligent keyframe extraction approach to derive an improved keyframe set by performing semantic analysis of the video content. For a video clip, a number of video and audio features are analyzed to first generate a candidate keyframe set. These features include accumulative color histogram and color layout differences, camera motion estimation, moving object tracking, face detection and audio event detection. Then, the candidate keyframes are clustered and evaluated to obtain a final keyframe set. The objective is to automatically generate a limited number of keyframes to show different views of the scene; to show different people and their actions in the scene; and to tell the story in the video shot. Moreover, frame extraction for video printing, which is a rather subjective problem, is considered in this work for the first time, and a semi-automatic approach is proposed.

  5. Young Children's Analogical Problem Solving: Gaining Insights from Video Displays

    Science.gov (United States)

    Chen, Zhe; Siegler, Robert S.

    2013-01-01

    This study examined how toddlers gain insights from source video displays and use the insights to solve analogous problems. Two- to 2.5-year-olds viewed a source video illustrating a problem-solving strategy and then attempted to solve analogous problems. Older but not younger toddlers extracted the problem-solving strategy depicted in the video…

  6. The Multiwavelength Milky Way Project

    Science.gov (United States)

    Brown, B. A.; Leisawitz, D.; Boyd, P. T.; Digel, S. W.; Friedlander, J.; Kessel, R. L.; Smale, A. P.

    2000-12-01

    We describe an ongoing effort to communicate what is known about the Milky Way, and how our understanding of the Galaxy has advanced in recent decades with observations across the electromagnetic spectrum. Our aim is to help students, educators, and the general public understand the structure of the Milky Way, and our location within it. Inspired by the warm reception to our Multiwavelength Milky Way poster (26,000 copies distributed; requested by people in over 50 countries) we created several related products and a new version of the poster. The updated poster contains ten Galactic plane maps and a legend that points out prominent features and objects. The Multiwavelength Milky Way web site at http://adc.gsfc.nasa.gov/mw provides an image browsing capability, links to data files and journal articles, lesson plans and suggested activities for teachers, and a poster order form. We created a slide set comprised of multiwavelength all-sky maps and a ``Multiwavelength Milky Way'' image corresponding to the poster. The Galactic plane maps featured on the poster raise questions in the minds of many non-astronomers: ``Where are we in this picture?'' and ``How do we know what we know?'' To help answer these questions we developed a realistic three-dimensional model of the Milky Way and used state-of-the-art animation techniques to create a 28-minute video called The Milky Way's Invisible Light. The viewer is taken on a tour of the Galaxy that ends at the Sun's location, from which the 3-D model is shown to resemble the Galactic plane surveys depicted on the Multiwavelength Milky Way poster. The video can be ordered on the web at http://space.gsfc.nasa.gov/astro/education/mw_film or from the ASP catalog. The Multiwavelength Milky Way project is sponsored by the Astrophysics Data Facility at NASA's Goddard Space Flight Center.

  7. Teaching Quantum Mechanics with qCraft: Outreach and Video Games

    Science.gov (United States)

    Kubica, Aleksander; Chatwin-Davies, Aidan; Michalakis, Spyridon

    Why is quantum mechanics considered a hard and inaccessible subject? Part of the difficulty is due to the nature of the subject itself. However, no small part of the difficulty is its pedagogy, which often relies on out-of-date historical motivation and experimental evidence that is disconnected from day-to-day experiences. In this first talk, we explore ways in which video games are well-suited to teaching quantum mechanics, in particular with regards to building intuition, as well as some of their limitations. We then illustrate these considerations through qCraft, an extension for Minecraft that incorporates aspects of quantum mechanics into the game.

  8. 45 CFR 1170.13 - Illustrative examples.

    Science.gov (United States)

    2010-10-01

    ... 45 Public Welfare 3 2010-10-01 2010-10-01 false Illustrative examples. 1170.13 Section 1170.13... ASSISTED PROGRAMS OR ACTIVITIES Discrimination Prohibited § 1170.13 Illustrative examples. (a) The following examples will illustrate the application of the foregoing provisions to some of the activities...

  9. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  10. Creating Micro-Videos to Demonstrate Technology Learning and Digital Literacy

    Science.gov (United States)

    Frydenberg, Mark; Andone, Diana

    2016-01-01

    Purpose: Short videos, also known as micro-videos, have emerged as a platform for sharing ideas, experiences and life events via online social networks. This paper aims to share preliminary results of a study, involving students from two universities who created six-second videos using the Vine mobile app to explain or illustrate technological…

  11. Transana Video Analysis Software as a Tool for Consultation: Applications to Improving PTA Meeting Leadership

    Science.gov (United States)

    Rush, Craig

    2012-01-01

    The chief aim of this article is to illustrate the potential of using Transana, a qualitative video analysis tool, for effective and efficient school-based consultation. In this illustrative study, the Transana program facilitated analysis of excerpts of video from a representative sample of Parent Teacher Association (PTA) meetings over the…

  12. Error Resilient Video Compression Using Behavior Models

    Directory of Open Access Journals (Sweden)

    Jacco R. Taal

    2004-03-01

    Full Text Available Wireless and Internet video applications are inherently subjected to bit errors and packet errors, respectively. This is especially so if constraints on the end-to-end compression and transmission latencies are imposed. Therefore, it is necessary to develop methods to optimize the video compression parameters and the rate allocation of these applications that take into account residual channel bit errors. In this paper, we study the behavior of a predictive (interframe video encoder and model the encoders behavior using only the statistics of the original input data and of the underlying channel prone to bit errors. The resulting data-driven behavior models are then used to carry out group-of-pictures partitioning and to control the rate of the video encoder in such a way that the overall quality of the decoded video with compression and channel errors is optimized.

  13. Virtual Video Prototyping of Pervasive Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Madsen, Kim Halskov

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  14. Virtual Video Prototyping for Healthcare Systems

    DEFF Research Database (Denmark)

    Bardram, Jakob Eyvind; Bossen, Claus; Lykke-Olesen, Andreas

    2002-01-01

    Virtual studio technology enables the mixing of physical and digital 3D objects and thus expands the way of representing design ideas in terms of virtual video prototypes, which offers new possibilities for designers by combining elements of prototypes, mock-ups, scenarios, and conventional video....... In this article we report our initial experience in the domain of pervasive healthcare with producing virtual video prototypes and using them in a design workshop. Our experience has been predominantly favourable. The production of a virtual video prototype forces the designers to decide very concrete design...... issues, since one cannot avoid paying attention to the physical, real-world constraints and to details in the usage-interaction between users and technology. From the users' perspective, during our evaluation of the virtual video prototype, we experienced how it enabled users to relate...

  15. Photogrammetric Applications of Immersive Video Cameras

    OpenAIRE

    Kwiatek, K.; Tokarczyk, R.

    2014-01-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to ov...

  16. Use of video taping during simulator training

    International Nuclear Information System (INIS)

    Helton, M.; Young, P.

    1987-01-01

    The use of a video camera for training is not a new idea and is used throughout the country for training in such areas as computers, car repair, music and even in such non-technical areas as fishing. Reviewing a taped simulator training session will aid the student in his job performance regardless of the position he holds in his organization. If the student is to be examined on simulator performance, video will aid in this training in many different ways

  17. Distributed video coding with multiple side information

    DEFF Research Database (Denmark)

    Huang, Xin; Brites, C.; Ascenso, J.

    2009-01-01

    Distributed Video Coding (DVC) is a new video coding paradigm which mainly exploits the source statistics at the decoder based on the availability of some decoder side information. The quality of the side information has a major impact on the DVC rate-distortion (RD) performance in the same way...... the quality of the predictions had a major impact in predictive video coding. In this paper, a DVC solution exploiting multiple side information is proposed; the multiple side information is generated by frame interpolation and frame extrapolation targeting to improve the side information of a single...

  18. Scalable video on demand adaptive Internet-based distribution

    CERN Document Server

    Zink, Michael

    2013-01-01

    In recent years, the proliferation of available video content and the popularity of the Internet have encouraged service providers to develop new ways of distributing content to clients. Increasing video scaling ratios and advanced digital signal processing techniques have led to Internet Video-on-Demand applications, but these currently lack efficiency and quality. Scalable Video on Demand: Adaptive Internet-based Distribution examines how current video compression and streaming can be used to deliver high-quality applications over the Internet. In addition to analysing the problems

  19. Medical/Scientific Illustration And Production Of Otological Health Awareness Materials

    Science.gov (United States)

    Hawes, Nicholas E.

    2004-01-01

    Over the past year, I have worked for my mentor, Beth Cooper, on a large variety of projects. Beth is the Manager of the Acoustical Testing Laboratory, which tests the acoustical emissions of payloads destined for the International Space Station. She is also responsible for educating, and developing new methods of educating, people of all occupational and educational backgrounds in hearing conservation. Beth spends much of her time developing new materials and strategies with which to train people and teach other people to train people in hearing conservation and noise emissions control. I have been helping Beth develop and market these materials by way of graphic design and scientific illustration. Last summer, I spent much of my time creating educational illustrations that visually explained particular concepts in Beth's presentations. Sometimes these illustrations were small "comics" while, at other times, they were an instructional series of illustrations. Since then, Beth and her lab have been developing and updating some materials which will be distributed free to hearing conservation and noise control professionals and others in related fields. I have helped with these projects by designing their packaging. In each instance, it was my responsibility to develop an aesthetically appealing package that would also, through its imagery, describe or summarize the contents of the product. I did this for 3 CD's (Auditory Demonstrations 11, MACSUG, and JeopEARdy) and saw them through their actual production and distribution. In addition to working with Beth, I work with the Imaging Technology Center on various imaging projects. Some of my activities include photo retouching and manipulation for videos and print. This summer, I also had the opportunity to develop a screen saver that would show of some of the photography contained on the soon-to-be-released "Highlights of the GRC Image Archives, vol. 2". I was also able to utilize my medical training to help several of

  20. Efficient Temporal Action Localization in Videos

    KAUST Repository

    Alwassel, Humam

    2018-04-17

    State-of-the-art temporal action detectors inefficiently search the entire video for specific actions. Despite the encouraging progress these methods achieve, it is crucial to design automated approaches that only explore parts of the video which are the most relevant to the actions being searched. To address this need, we propose the new problem of action spotting in videos, which we define as finding a specific action in a video while observing a small portion of that video. Inspired by the observation that humans are extremely efficient and accurate in spotting and finding action instances in a video, we propose Action Search, a novel Recurrent Neural Network approach that mimics the way humans spot actions. Moreover, to address the absence of data recording the behavior of human annotators, we put forward the Human Searches dataset, which compiles the search sequences employed by human annotators spotting actions in the AVA and THUMOS14 datasets. We consider temporal action localization as an application of the action spotting problem. Experiments on the THUMOS14 dataset reveal that our model is not only able to explore the video efficiently (observing on average 17.3% of the video) but it also accurately finds human activities with 30.8% mAP (0.5 tIoU), outperforming state-of-the-art methods

  1. Acoustic Neuroma Educational Video

    Medline Plus

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

  2. Videos, Podcasts and Livechats

    Medline Plus

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

  3. "Illustrating the Machinery of Life": Viruses

    Science.gov (United States)

    Goodsell, David S.

    2012-01-01

    Data from electron microscopy, X-ray crystallography, and biophysical analysis are used to create illustrations of viruses in their cellular context. This report describes the scientific data and artistic methods used to create three illustrations: a depiction of the poliovirus lifecycle, budding of influenza virus from a cell surface, and a…

  4. 48 CFR 9904.401-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.401-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.401-60 Illustrations. (a) The following examples are illustrative...

  5. 48 CFR 9904.404-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.404-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.404-60 Illustrations. (a) Illustrations of costs which must be...

  6. 48 CFR 9904.409-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.409-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.409-60 Illustrations. The following examples are illustrative of...

  7. 48 CFR 9904.402-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.402-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.402-60 Illustrations. (a) Illustrations of costs which are incurred...

  8. The H.264/MPEG4 advanced video coding

    Science.gov (United States)

    Gromek, Artur

    2009-06-01

    H.264/MPEG4-AVC is the newest video coding standard recommended by International Telecommunication Union - Telecommunication Standardization Section (ITU-T) and the ISO/IEC Moving Picture Expert Group (MPEG). The H.264/MPEG4-AVC has recently become leading standard for generic audiovisual services, since deployment for digital television. Nowadays is commonly used in wide range of video application ranging like mobile services, videoconferencing, IPTV, HDTV, video storage and many more. In this article, author briefly describes the technology applied in the H.264/MPEG4-AVC video coding standard, the way of real-time implementation and the way of future development.

  9. Video Design Games

    DEFF Research Database (Denmark)

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

    We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  10. Video context-dependent recall.

    Science.gov (United States)

    Smith, Steven M; Manzano, Isabel

    2010-02-01

    In two experiments, we used an effective new method for experimentally manipulating local and global contexts to examine context-dependent recall. The method included video-recorded scenes of real environments, with target words superimposed over the scenes. In Experiment 1, we used a within-subjects manipulation of video contexts and compared the effects of reinstatement of a global context (15 words per context) with effects of less overloaded context cues (1 and 3 words per context) on recall. The size of the reinstatement effects in Experiment 1 show how potently video contexts can cue recall. A strong effect of cue overload was also found; reinstatement effects were smaller, but still quite robust, in the 15 words per context condition. The powerful reinstatement effect was replicated for local contexts in Experiment 2, which included a no-contexts-reinstated group, a control condition used to determine whether reinstatement of half of the cues caused biased output interference for uncued targets. The video context method is a potent way to investigate context-dependent memory.

  11. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  12. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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

  13. Using Online Video Lectures to Enrich Traditional Face-to-Face Courses

    Directory of Open Access Journals (Sweden)

    Suzanne C. Makarem

    2015-07-01

    Full Text Available University educators need to meet changing needs of the digital generation by integrating technology through online content delivery. Despite the many advantages of online education, a large number of university professors are reluctant to make the transition from traditional-face-to-face lectures to online delivery, mainly due to the time, cost, and technical competence requirements to make this transition, in addition to the lack of beliefs in the legitimacy of online education. This article demonstrates the use of online video lectures to adapt traditional university courses to a blended format. The study is implemented for a School of Business Marketing course. We illustrate a cost-effective and timeefficient way for faculty members to record and share online video lectures with limited training and technical support. Using a student sample from two sections of the same marketing course, the study findings support the use of online video lectures as an effective way to free class time for learner-centred activities, without sacrificing student performance outcomes or course satisfaction.

  14. The Use of Videos in Teaching - Some Experiences From the University of Copenhagen

    Directory of Open Access Journals (Sweden)

    Henrik Bregnhøj

    2016-11-01

    Full Text Available This paper covers videos created and used in different learning patterns. The videos are grouped according to the teaching or learning activities in which they are used. One group of videos are used by the teacher for one-way communication, including: online lectures, experts interacting with one another, instruction videos and introduction videos. Further videos are teacher-student interactive videos, including: feedback on student deliveries, student productions and interactive videos. Examples from different courses at different faculties at The University of Copenhagen of different types of videos (screencasts, pencasts and different kinds of camera recordings, from quick-and-dirty videos made by teachers at their own computer to professionally produced studio recordings as well as audio files are presented with links, as an empirical basis for the discussion. The paper is very practically oriented and looks at e.g. which course design and teaching situation is suitable for which type of video; at which point is an audio file preferable to a video file; and how to produce videos easily and without specialized equipment, if you don’t have access to (or time for professional assistance. In the article, we also point out how a small amount of tips & tricks regarding planning, design and presentation technique can improve recordings made by teachers themselves. We argue that the way to work with audio and video is to start by analyzing the pedagogical needs, in this way adapting the type and use of audio and video to the pedagogical context.

  15. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  16. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  17. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

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

  18. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

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

  19. Illustrations in Text: A Retentional Role.

    Science.gov (United States)

    Duchastel, Philippe C.

    1981-01-01

    Describes the results of a study of the retentional role of illustrations in a text and their effect on enhancing long-term memory with 15-year-old secondary school students. Seven references are listed. (CHC)

  20. The Important Elements of a Science Video

    Science.gov (United States)

    Harned, D. A.; Moorman, M.; McMahon, G.

    2012-12-01

    New technologies have revolutionized use of video as a means of communication. Films have become easier to create and to distribute. Video is omnipresent in our culture and supplements or even replaces writing in many applications. How can scientists and educators best use video to communicate scientific results? Video podcasts are being used in addition to journal, print, and online publications to communicate the relevance of scientific findings of the U.S. Geological Survey's (USGS) National Water-Quality Assessment (NAWQA) program to general audiences such as resource managers, educational groups, public officials, and the general public. In an effort to improve the production of science videos a survey was developed to provide insight into effective science communication with video. Viewers of USGS podcast videos were surveyed using Likert response- scaling to identify the important elements of science videos. The surveys were of 120 scientists and educators attending the 2010 and 2011 Fall Meetings of the American Geophysical Union and the 2012 meeting of the National Monitoring Council. The median age of the respondents was 44 years, with an education level of a Bachelor's Degree or higher. Respondents reported that their primary sources for watching science videos were YouTube and science websites. Video length was the single most important element associated with reaching the greatest number of viewers. The surveys indicated a median length of 5 minutes as appropriate for a web video, with 5-7 minutes the 25th-75th percentiles. An illustration of the effect of length: a 5-minute and a 20-minute version of a USGS film on the effect of urbanization on water-quality was made available on the same website. The short film has been downloaded 3 times more frequently than the longer film version. The survey showed that the most important elements to include in a science film are style elements including strong visuals, an engaging story, and a simple message, and

  1. Bridging the Gap: Enriching YouTube Videos with Jazz Music Annotations

    Directory of Open Access Journals (Sweden)

    Stefan Balke

    2018-02-01

    Full Text Available Web services allow permanent access to music from all over the world. Especially in the case of web services with user-supplied content, e.g., YouTube™, the available metadata is often incomplete or erroneous. On the other hand, a vast amount of high-quality and musically relevant metadata has been annotated in research areas such as Music Information Retrieval (MIR. Although they have great potential, these musical annotations are often inaccessible to users outside the academic world. With our contribution, we want to bridge this gap by enriching publicly available multimedia content with musical annotations available in research corpora, while maintaining easy access to the underlying data. Our web-based tools offer researchers and music lovers novel possibilities to interact with and navigate through the content. In this paper, we consider a research corpus called the Weimar Jazz Database (WJD as an illustrating example scenario. The WJD contains various annotations related to famous jazz solos. First, we establish a link between the WJD annotations and corresponding YouTube videos employing existing retrieval techniques. With these techniques, we were able to identify 988 corresponding YouTube videos for 329 solos out of 456 solos contained in the WJD. We then embed the retrieved videos in a recently developed web-based platform and enrich the videos with solo transcriptions that are part of the WJD. Furthermore, we integrate publicly available data resources from the Semantic Web in order to extend the presented information, for example, with a detailed discography or artists-related information. Our contribution illustrates the potential of modern web-based technologies for the digital humanities, and novel ways for improving access and interaction with digitized multimedia content.

  2. To Your Health: NLM update transcript - A new way to illustrate health care

    Science.gov (United States)

    ... topics. The use of the drawings found in comic books to represent both the experiences of patients and ... depict clinical medicine and health care within a comic book genre will join NLM's existing collection of comics ...

  3. Semantic-based surveillance video retrieval.

    Science.gov (United States)

    Hu, Weiming; Xie, Dan; Fu, Zhouyu; Zeng, Wenrong; Maybank, Steve

    2007-04-01

    Visual surveillance produces large amounts of video data. Effective indexing and retrieval from surveillance video databases are very important. Although there are many ways to represent the content of video clips in current video retrieval algorithms, there still exists a semantic gap between users and retrieval systems. Visual surveillance systems supply a platform for investigating semantic-based video retrieval. In this paper, a semantic-based video retrieval framework for visual surveillance is proposed. A cluster-based tracking algorithm is developed to acquire motion trajectories. The trajectories are then clustered hierarchically using the spatial and temporal information, to learn activity models. A hierarchical structure of semantic indexing and retrieval of object activities, where each individual activity automatically inherits all the semantic descriptions of the activity model to which it belongs, is proposed for accessing video clips and individual objects at the semantic level. The proposed retrieval framework supports various queries including queries by keywords, multiple object queries, and queries by sketch. For multiple object queries, succession and simultaneity restrictions, together with depth and breadth first orders, are considered. For sketch-based queries, a method for matching trajectories drawn by users to spatial trajectories is proposed. The effectiveness and efficiency of our framework are tested in a crowded traffic scene.

  4. Learning literacy and content through video activities in primary education

    OpenAIRE

    Heitink, Maaike Christine; Fisser, Petra; McKenney, Susan; Resta, P.

    2012-01-01

    This case study research explored to what extent and in which ways teachers used Technological Pedagogical Content Knowledge (TPCK) and related competencies to implement video activities in primary education. Three Dutch teachers implemented video activities to improve students‟ content knowledge and literacy- and communication skills simultaneously. Lesson materials were provided but teachers chose the theme or subject (content) linked to the video activities themselves. Results show that ap...

  5. Take-home video for adult literacy

    Science.gov (United States)

    Yule, Valerie

    1996-01-01

    In the past, it has not been possible to "teach oneself to read" at home, because learners could not read the books to teach them. Videos and interactive compact discs have changed that situation and challenge current assumptions of the pedagogy of literacy. This article describes an experimental adult literacy project using video technology. The language used is English, but the basic concepts apply to any alphabetic or syllabic writing system. A half-hour cartoon video can help adults and adolescents with learning difficulties. Computer-animated cartoon graphics are attractive to look at, and simplify complex material in a clear, lively way. This video technique is also proving useful for distance learners, children, and learners of English as a second language. Methods and principles are to be extended using interactive compact discs.

  6. Enhance Video Film using Retnix method

    Science.gov (United States)

    Awad, Rasha; Al-Zuky, Ali A.; Al-Saleh, Anwar H.; Mohamad, Haidar J.

    2018-05-01

    An enhancement technique used to improve the studied video quality. Algorithms like mean and standard deviation are used as a criterion within this paper, and it applied for each video clip that divided into 80 images. The studied filming environment has different light intensity (315, 566, and 644Lux). This different environment gives similar reality to the outdoor filming. The outputs of the suggested algorithm are compared with the results before applying it. This method is applied into two ways: first, it is applied for the full video clip to get the enhanced film; second, it is applied for every individual image to get the enhanced image then compiler them to get the enhanced film. This paper shows that the enhancement technique gives good quality video film depending on a statistical method, and it is recommended to use it in different application.

  7. Physics Girl: Where Education meets Cat Videos

    Science.gov (United States)

    Cowern, Dianna

    YouTube is usually considered an entertainment medium to watch cats, gaming, and music videos. But educational channels have been gaining momentum on the platform, some garnering millions of subscribers and billions of views. The Physics Girl YouTube channel is an educational series with PBS Digital Studios created by Dianna Cowern. Using Physics Girl as an example, this talk will examine what it takes to start a short-form educational video series, including logistics and resources. One benefit of video is that every failure is documented on camera and can, and will, be used in this talk as a learning tool. We will look at the channels demographical reach, discuss best practices for effective physics outreach, and survey how online media and technology can facilitate good and bad learning. The aim of this talk is to show how videos are a unique way to share science and enrich the learning experience, in and out of a classroom.

  8. THE EDUCATIONAL POTENTIAL OF VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Ruxandra Claudia CHIRCA (NEACȘU

    2015-11-01

    Full Text Available In nowadays' world, technological assistance is no longer confined to its primary purpose of communication or informational support and the boundaries between real and virtual world are becoming increasingly harder to be defined. This is the world of digital natives, today's children, who grow up in a technology-brimming environment and who spend most of their time playing video games. Are these video games constructive in any way? Scientific studies state they are. Video games help children in setting their goals, provide constant feedback and offer immediate rewards, along with the opportunity to collaborate with other players. Furthermore, video games can generate strong emotional reactions, such as joy or fear, and they have a captivating story line, which reveals itself within a realm of elaborate graphics.

  9. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  10. Pharyngeal video fluoroscopy: Selected unusual cases

    International Nuclear Information System (INIS)

    Conoley, P.M.; Fox, D.R.

    1987-01-01

    The videotape in this exhibit presents cases illustrative of the use of pharyngeal video fluoroscopy in diagnostic evaluations and therapeutic decision-making in a variety of speech and swallowing disorders of adults and children. Clinical problems addressed include an interesting compensatory speech mechanism in a cleft-palate patient, a preoperative candidate for a Lefort procedure, uncontrolled nasality in a singer, and dysphagia in an antimony worker

  11. Photogrammetric Applications of Immersive Video Cameras

    Science.gov (United States)

    Kwiatek, K.; Tokarczyk, R.

    2014-05-01

    The paper investigates immersive videography and its application in close-range photogrammetry. Immersive video involves the capture of a live-action scene that presents a 360° field of view. It is recorded simultaneously by multiple cameras or microlenses, where the principal point of each camera is offset from the rotating axis of the device. This issue causes problems when stitching together individual frames of video separated from particular cameras, however there are ways to overcome it and applying immersive cameras in photogrammetry provides a new potential. The paper presents two applications of immersive video in photogrammetry. At first, the creation of a low-cost mobile mapping system based on Ladybug®3 and GPS device is discussed. The amount of panoramas is much too high for photogrammetric purposes as the base line between spherical panoramas is around 1 metre. More than 92 000 panoramas were recorded in one Polish region of Czarny Dunajec and the measurements from panoramas enable the user to measure the area of outdoors (adverting structures) and billboards. A new law is being created in order to limit the number of illegal advertising structures in the Polish landscape and immersive video recorded in a short period of time is a candidate for economical and flexible measurements off-site. The second approach is a generation of 3d video-based reconstructions of heritage sites based on immersive video (structure from immersive video). A mobile camera mounted on a tripod dolly was used to record the interior scene and immersive video, separated into thousands of still panoramas, was converted from video into 3d objects using Agisoft Photoscan Professional. The findings from these experiments demonstrated that immersive photogrammetry seems to be a flexible and prompt method of 3d modelling and provides promising features for mobile mapping systems.

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

    NARCIS (Netherlands)

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

    2011-01-01

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

  13. Prepare-Participate-Connect: Active Learning with Video Annotation

    Science.gov (United States)

    Colasante, Meg; Douglas, Kathy

    2016-01-01

    Annotation of video provides students with the opportunity to view and engage with audiovisual content in an interactive and participatory way rather than in passive-receptive mode. This article discusses research into the use of video annotation in four vocational programs at RMIT University in Melbourne, which allowed students to interact with…

  14. A configurational analysis of success factors in crowdfunding video campaigns

    DEFF Research Database (Denmark)

    Lomberg, Carina; Li-Ying, Jason; Alkærsig, Lars

    Recent discussions on success factors on crowdfunding campaigns highlight a plentitude of diverse factors that stem from different, partly contradicting theories. We focus on campaign videos and assume more than one way of creating a successful crowdfunding video. We generate data of 1000 randomly...

  15. Understanding How to Support Intergenerational Play through Educational Video Games

    Science.gov (United States)

    Siyahhan, Sinem

    2011-01-01

    The limited number of studies on intergenerational play suggests that not many parents play video games with their children (Lenhart, Jones, & Macgill, 2008). However, when intentionally designed to support intergenerational play, video game could provide an opportunity for parents and children to connect in new and powerful ways, especially…

  16. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

    Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  17. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...

  18. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

    Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.

  19. Optical character recognition: an illustrated guide to the frontier

    Science.gov (United States)

    Nagy, George; Nartker, Thomas A.; Rice, Stephen V.

    1999-12-01

    We offer a perspective on the performance of current OCR systems by illustrating and explaining actual OCR errors made by three commercial devices. After discussing briefly the character recognition abilities of humans and computers, we present illustrated examples of recognition errors. The top level of our taxonomy of the causes of errors consists of Imaging Defects, Similar Symbols, Punctuation, and Typography. The analysis of a series of 'snippets' from this perspective provides insight into the strengths and weaknesses of current systems, and perhaps a road map to future progress. The examples were drawn from the large-scale tests conducted by the authors at the Information Science Research Institute of the University of Nevada, Las Vegas. By way of conclusion, we point to possible approaches for improving the accuracy of today's systems. The talk is based on our eponymous monograph, recently published in The Kluwer International Series in Engineering and Computer Science, Kluwer Academic Publishers, 1999.

  20. Preparing Colorful Astronomical Images and Illustrations

    Science.gov (United States)

    Levay, Z. G.; Frattare, L. M.

    2001-12-01

    We present techniques for using mainstream graphics software, specifically Adobe Photoshop and Illustrator, for producing composite color images and illustrations from astronomical data. These techniques have been used with numerous images from the Hubble Space Telescope to produce printed and web-based news, education and public presentation products as well as illustrations for technical publication. While Photoshop is not intended for quantitative analysis of full dynamic range data (as are IRAF or IDL, for example), we have had much success applying Photoshop's numerous, versatile tools to work with scaled images, masks, text and graphics in multiple semi-transparent layers and channels. These features, along with its user-oriented, visual interface, provide convenient tools to produce high-quality, full-color images and graphics for printed and on-line publication and presentation.

  1. The illustrated A brief history of time

    CERN Document Server

    Hawking, Stephen

    1996-01-01

    This is Stephen Hawking's updated, expanded and illustrated edition of his celebrated work which includes the most recent developments in the field, many of which were forecast by him. At the same time, he explains his complex theories through a fresh visual dimension. Over one hunded and fifty stunning colour illustrations have been specially commissioned for this purpose to help the reader understand what have become popular mythic images of our century, but which nonetheless remain difficult, abstract ideas to grasp. It includes a new introduction written specially for this edition.

  2. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction

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

    Science.gov (United States)

    Wren, Andrew

    2008-01-01

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

  4. Using Video Game Design to Motivate Students

    Science.gov (United States)

    Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz

    2017-01-01

    Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…

  5. Video blogging as a vehicle of transformation

    DEFF Research Database (Denmark)

    Raun, Tobias

    2015-01-01

    This article explores the intersection between trans identity and technology as it manifests in trans video blogs on YouTube. Taking my point of departure in eight case-study vloggers I analyse the different ways that the vlog can work as a medium of transformation. The vlogs engender the ongoing...

  6. Video surveillance using distance maps

    Science.gov (United States)

    Schouten, Theo E.; Kuppens, Harco C.; van den Broek, Egon L.

    2006-02-01

    Human vigilance is limited; hence, automatic motion and distance detection is one of the central issues in video surveillance. Hereby, many aspects are of importance, this paper specially addresses: efficiency, achieving real-time performance, accuracy, and robustness against various noise factors. To obtain fully controlled test environments, an artificial development center for robot navigation is introduced in which several parameters can be set (e.g., number of objects, trajectories and type and amount of noise). In the videos, for each following frame, movement of stationary objects is detected and pixels of moving objects are located from which moving objects are identified in a robust way. An Exact Euclidean Distance Map (E2DM) is utilized to determine accurately the distances between moving and stationary objects. Together with the determined distances between moving objects and the detected movement of stationary objects, this provides the input for detecting unwanted situations in the scene. Further, each intelligent object (e.g., a robot), is provided with its E2DM, allowing the object to plan its course of action. Timing results are specified for each program block of the processing chain for 20 different setups. So, the current paper presents extensive, experimentally controlled research on real-time, accurate, and robust motion detection for video surveillance, using E2DMs, which makes it a unique approach.

  7. 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 ...

  8. A Segmentation Analysis of an Illustrator's Quilt

    Science.gov (United States)

    Bonnici, Joseph; Scherban, Dwight M.

    2007-01-01

    Jerry Pinkney's pencils and watercolors have created an indelible niche in African American children's literature, celebrating a magical world where children's thoughts flow freely back in time and across space. His illustrations have been repeatedly recognized by multiple awards and honor book citations (Brodie, 1998), including the Coretta Scott…

  9. Illustrating the disassembly of 3D models

    KAUST Repository

    Guo, Jianwei; Yan, Dongming; Li, Er; Dong, Weiming; Wonka, Peter; Zhang, Xiaopeng

    2013-01-01

    We present a framework for the automatic disassembly of 3D man-made models and the illustration of the disassembly process. Given an assembled 3D model, we first analyze the individual parts using sharp edge loops and extract the contact faces

  10. Radiology illustrated. Hepatobiliary and pancreatic radiology

    International Nuclear Information System (INIS)

    Choi, Byung Ihn

    2014-01-01

    Clear, practical guide to the diagnostic imaging of diseases of the liver, biliary tree, gallbladder, pancreas, and spleen. A wealth of carefully selected and categorized illustrations. Highlighted key points to facilitate rapid review. Aid to differential diagnosis. Radiology Illustrated: Hepatobiliary and Pancreatic Radiology is the first of two volumes that will serve as a clear, practical guide to the diagnostic imaging of abdominal diseases. This volume, devoted to diseases of the liver, biliary tree, gallbladder, pancreas, and spleen, covers congenital disorders, vascular diseases, benign and malignant tumors, and infectious conditions. Liver transplantation, evaluation of the therapeutic response of hepatocellular carcinoma, trauma, and post-treatment complications are also addressed. The book presents approximately 560 cases with more than 2100 carefully selected and categorized illustrations, along with key text messages and tables, that will allow the reader easily to recall the relevant images as an aid to differential diagnosis. At the end of each text message, key points are summarized to facilitate rapid review and learning. In addition, brief descriptions of each clinical problem are provided, followed by both common and uncommon case studies that illustrate the role of different imaging modalities, such as ultrasound, radiography, CT, and MRI.

  11. Illustrative Line Styles for Flow Visualization

    NARCIS (Netherlands)

    Everts, Maarten H.; Bekker, Hendrik; Roerdink, Jos B. T. M.; Isenberg, Tobias

    2011-01-01

    We present a flexible illustrative line style model for the visualization of streamline data. Our model partitions view-oriented line strips into parallel bands whose basic visual properties can be controlled independently. We thus extend previous line stylization techniques specifically for

  12. Flow Visualization using Illustrative Line Styles

    NARCIS (Netherlands)

    Everts, Maarten H.; Bekker, Hendrik; Roerdink, Jos B. T. M.; Isenberg, Tobias; Bekker, Paulus

    2011-01-01

    We present a flexible illustrative line style model for the visualization of streamline data. Our model partitions view- oriented line strips into parallel bands whose basic visual properties can be controlled independently. We thus extend previous line stylization techniques specifically for

  13. Radiology illustrated. Hepatobiliary and pancreatic radiology

    Energy Technology Data Exchange (ETDEWEB)

    Choi, Byung Ihn (ed.) [Seoul National Univ. Hospital (Korea, Republic of). Dept. of Radiology

    2014-04-01

    Clear, practical guide to the diagnostic imaging of diseases of the liver, biliary tree, gallbladder, pancreas, and spleen. A wealth of carefully selected and categorized illustrations. Highlighted key points to facilitate rapid review. Aid to differential diagnosis. Radiology Illustrated: Hepatobiliary and Pancreatic Radiology is the first of two volumes that will serve as a clear, practical guide to the diagnostic imaging of abdominal diseases. This volume, devoted to diseases of the liver, biliary tree, gallbladder, pancreas, and spleen, covers congenital disorders, vascular diseases, benign and malignant tumors, and infectious conditions. Liver transplantation, evaluation of the therapeutic response of hepatocellular carcinoma, trauma, and post-treatment complications are also addressed. The book presents approximately 560 cases with more than 2100 carefully selected and categorized illustrations, along with key text messages and tables, that will allow the reader easily to recall the relevant images as an aid to differential diagnosis. At the end of each text message, key points are summarized to facilitate rapid review and learning. In addition, brief descriptions of each clinical problem are provided, followed by both common and uncommon case studies that illustrate the role of different imaging modalities, such as ultrasound, radiography, CT, and MRI.

  14. Simple Laboratory Experiment for Illustrating Soil Respiration.

    Science.gov (United States)

    Hattey, J. A.; Johnson, G. V.

    1997-01-01

    Describes an experiment to illustrate the effect of food source and added nutrients (N) on microbial activity in the soil. Supplies include air-dried soil, dried plant material, sources of carbon and nitrogen, a trap such as KOH, colored water, and a 500-mL Erlenmeyer flask. Includes a diagram of an incubation chamber to demonstrate microbial…

  15. Straussian Grounded-Theory Method: An Illustration

    Science.gov (United States)

    Thai, Mai Thi Thanh; Chong, Li Choy; Agrawal, Narendra M.

    2012-01-01

    This paper demonstrates the benefits and application of Straussian Grounded Theory method in conducting research in complex settings where parameters are poorly defined. It provides a detailed illustration on how this method can be used to build an internationalization theory. To be specific, this paper exposes readers to the behind-the-scene work…

  16. 48 CFR 9904.408-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.408-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.408-60 Illustrations. (a) Company A's vacation plan provides that...

  17. 48 CFR 9904.403-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.403-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.403-60 Illustrations. (a) The following table lists some typical...

  18. 48 CFR 9904.407-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.407-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.407-60 Illustrations. (a) Contractor A's written practice is to set...

  19. 48 CFR 9904.406-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.406-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.406-60 Illustrations. (a) A contractor allocates general management...

  20. 48 CFR 9904.410-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.410-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.410-60 Illustrations. (a) Business Unit A has been including the...

  1. 48 CFR 9904.405-60 - Illustrations.

    Science.gov (United States)

    2010-10-01

    ... Section 9904.405-60 Federal Acquisition Regulations System COST ACCOUNTING STANDARDS BOARD, OFFICE OF FEDERAL PROCUREMENT POLICY, OFFICE OF MANAGEMENT AND BUDGET PROCUREMENT PRACTICES AND COST ACCOUNTING STANDARDS COST ACCOUNTING STANDARDS 9904.405-60 Illustrations. (a) An auditor recommends disallowance of...

  2. 13 CFR 112.7 - Illustrative applications.

    Science.gov (United States)

    2010-01-01

    ... 13 Business Credit and Assistance 1 2010-01-01 2010-01-01 false Illustrative applications. 112.7 Section 112.7 Business Credit and Assistance SMALL BUSINESS ADMINISTRATION NONDISCRIMINATION IN FEDERALLY... or recruitment advertising, employment, layoff or termination, upgrading, demotion, or transfer...

  3. Social Practices around Personal Videos using the Web

    NARCIS (Netherlands)

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

    2011-01-01

    htmlabstractSocial multimedia is changing the way people interact with each other, transforming old practices on political activism, social participation and interpersonal relationships. Sharing dynamically created video segments is a prime example of this social transformation. This paper reports

  4. Phylogeny mandalas for illustrating the Tree of Life.

    Science.gov (United States)

    Hasegawa, Masami

    2017-12-01

    A circular phylogeny with photos or drawings of species is named a phylogeny mandala. This is one of the ways for illustrating the Tree of Life, and is suitable to show visually how the biodiversity has developed in the course of evolution as clarified by the molecular phylogenetics. To demonstrate the recent progress of molecular phylogenetics, six phylogeny mandalas for various taxonomic groups of life were presented; i.e., (1) Eukaryota, (2) Metazoa, (3) Hexapoda, (4) Tetrapoda, (5) Eutheria, and (6) Primates. Copyright © 2016 Elsevier Inc. All rights reserved.

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

    CERN Document Server

    Rogers, Scott

    2014-01-01

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

  6. Video performance for high security applications

    International Nuclear Information System (INIS)

    Connell, Jack C.; Norman, Bradley C.

    2010-01-01

    The complexity of physical protection systems has increased to address modern threats to national security and emerging commercial technologies. A key element of modern physical protection systems is the data presented to the human operator used for rapid determination of the cause of an alarm, whether false (e.g., caused by an animal, debris, etc.) or real (e.g., a human adversary). Alarm assessment, the human validation of a sensor alarm, primarily relies on imaging technologies and video systems. Developing measures of effectiveness (MOE) that drive the design or evaluation of a video system or technology becomes a challenge, given the subjectivity of the application (e.g., alarm assessment). Sandia National Laboratories has conducted empirical analysis using field test data and mathematical models such as binomial distribution and Johnson target transfer functions to develop MOEs for video system technologies. Depending on the technology, the task of the security operator and the distance to the target, the Probability of Assessment (PAs) can be determined as a function of a variety of conditions or assumptions. PAs used as an MOE allows the systems engineer to conduct trade studies, make informed design decisions, or evaluate new higher-risk technologies. This paper outlines general video system design trade-offs, discusses ways video can be used to increase system performance and lists MOEs for video systems used in subjective applications such as alarm assessment.

  7. PROBLEM PENDIDIKAN VIDEO GAMES DALAM PERSPEKTIF TEORI SIMULACRA JEAN BAUDRILLARD

    Directory of Open Access Journals (Sweden)

    Siti Murtiningsih, Joko Siswanto, M. Mukhtasar Syamsudin

    2013-05-01

    Full Text Available Abstract: Education Problems of Video Games in the Perspective of Jean Baudrillard’s Theory of Simulacra. In the era of digital age, we are witnessing how video games penetrate children’s daily life and it is believed to have some impacts on their cognitive and affective processes. Referring to hermeneutical approach, the present library research seeks to answer the question whether video games create a real identity or simply forge false consciousness in children. In the first step, the data were collected from bibliographi­cal sources that related to data. In the second step, the data were analyzed to examine the pedagogical-philosophical properties of the video games. The results indicate that video games change the way children view the world. Video games present the world as hiper-reality. Bu putting aside the negative values and maximizing the positive ones, the understanding of hiper-reality allows for the inculcation of children. Abstrak: Problem Pendidikan Video Games dalam Perspectif Teori Simulacra Jean Baudrillard. Permainan video games diyakini berdampak positif sekaligus negatif pada proses kognitif dan afektif anak.-anak. Terutama, video games berpengaruh pada proses internalisasi nilai-nilai dan pembentukan identitas mereka. Teknologi virtual yang disajikan oleh video games, seperti didekati oleh teori simulacra Jean Baudrillard, menyuguhkan jebakan akan realitas palsu. Melalui riset pustaka dengan metode "filsafat her­meneutis", dianalisis data untuk membangun refleksi filsafat pendidikan atas permainan video games itu. Hasil penelitian ini menyatakan video games menyuguhkan sebuah hiper-realitas dari simulasi realitas, atau simulacra dalam teori Jean Baudrillard. Simulacra adalah dunia yang terbentuk dari salinan realitas, yang menjadi acuan melebihi realitas asli. Disimpulkan bahwa video games menjadi semacam “ruang konseptual”, yang dibentuk oleh simulacra. Dengan mengenali hakikat hiper-realitas, video games dapat

  8. Designing and evaluating sociability in online video games

    OpenAIRE

    Christou, Georgios; Law, Effie; Geerts, David; Nacke, Lennart; Zaphiris, Panayiotis

    2013-01-01

    The emergence of Online Video Games has led to new ways of socializing with friends. Nowadays a good online game is also associated with the pleasure of socializing and interaction with other players. One cannot play such a game solitarily in a meaningful sense without interacting with the other players. However, there are still no integrated ways of designing and evaluating the inherent sociability of online video games, nor are there methods or guidelines for designing and evaluating social...

  9. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

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

  10. 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.

  11. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

    This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were

  12. Videos - The National Guard

    Science.gov (United States)

    Legislative Liaison Small Business Programs Social Media State Websites Videos Featured Videos On Every Front 2:17 Always Ready, Always There National Guard Bureau Diversity and Inclusion Play Button 1:04 National Guard Bureau Diversity and Inclusion The ChalleNGe Ep.5 [Graduation] Play Button 3:51 The

  13. Learning to Notice Mathematics Instruction: Using Video to Develop Preservice Teachers' Vision of Ambitious Pedagogy

    Science.gov (United States)

    van Es, Elizabeth A.; Cashen, Mary; Barnhart, Tara; Auger, Anamarie

    2017-01-01

    Video is used extensively in teacher preparation, raising questions about what and how preservice teachers learn through video observation and analysis. We investigate the development of candidates' noticing of ambitious mathematics pedagogy in the context of a video-based course designed to cultivate ways of seeing and interpreting classroom…

  14. Quality of Experience management for video streams : the case of Skype

    NARCIS (Netherlands)

    Liotta, A.; Druda, L.; Exarchakos, G.; Menkovski, V.; Khalil, I.

    2012-01-01

    With the widespread adoption of mobile Internet, the process of streaming video has become varied and complex. A diversity of factors affect the way we perceive quality in video streaming (also known as 'quality of experience', or QoE), involving far more than the individual video and network

  15. Range-Measuring Video Sensors

    Science.gov (United States)

    Howard, Richard T.; Briscoe, Jeri M.; Corder, Eric L.; Broderick, David

    2006-01-01

    Optoelectronic sensors of a proposed type would perform the functions of both electronic cameras and triangulation- type laser range finders. That is to say, these sensors would both (1) generate ordinary video or snapshot digital images and (2) measure the distances to selected spots in the images. These sensors would be well suited to use on robots that are required to measure distances to targets in their work spaces. In addition, these sensors could be used for all the purposes for which electronic cameras have been used heretofore. The simplest sensor of this type, illustrated schematically in the upper part of the figure, would include a laser, an electronic camera (either video or snapshot), a frame-grabber/image-capturing circuit, an image-data-storage memory circuit, and an image-data processor. There would be no moving parts. The laser would be positioned at a lateral distance d to one side of the camera and would be aimed parallel to the optical axis of the camera. When the range of a target in the field of view of the camera was required, the laser would be turned on and an image of the target would be stored and preprocessed to locate the angle (a) between the optical axis and the line of sight to the centroid of the laser spot.

  16. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...

  17. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  18. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ... *PDF files require the free Adobe® Reader® software for viewing. This website is maintained by the ...

  19. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... questions Clinical Studies Publications Catalog Photos and Images Spanish Language Information Grants and Funding Extramural Research Division ... Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video ...

  20. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

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

  1. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  2. Wavelet-based audio embedding and audio/video compression

    Science.gov (United States)

    Mendenhall, Michael J.; Claypoole, Roger L., Jr.

    2001-12-01

    Watermarking, traditionally used for copyright protection, is used in a new and exciting way. An efficient wavelet-based watermarking technique embeds audio information into a video signal. Several effective compression techniques are applied to compress the resulting audio/video signal in an embedded fashion. This wavelet-based compression algorithm incorporates bit-plane coding, index coding, and Huffman coding. To demonstrate the potential of this audio embedding and audio/video compression algorithm, we embed an audio signal into a video signal and then compress. Results show that overall compression rates of 15:1 can be achieved. The video signal is reconstructed with a median PSNR of nearly 33 dB. Finally, the audio signal is extracted from the compressed audio/video signal without error.

  3. Electronic evaluation for video commercials by impression index.

    Science.gov (United States)

    Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio

    2013-12-01

    How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.

  4. 360-degree videos: a new visualization technique for astrophysical simulations

    Science.gov (United States)

    Russell, Christopher M. P.

    2017-11-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.

  5. Illustrating answers: an evaluation of automatically retrieved illustrations of answers to medical questions

    NARCIS (Netherlands)

    Bosma, W.E.; Theune, Mariet; van Hooijdonk, C.M.J.; Krahmer, E.; Maes, F.

    In this paper we discuss and evaluate a method for automatic text illustration, applied to answers to medical questions. Our method for selecting illustrations is based on the idea that similarities between the answers and picture-related text (the picture’s caption or the section/paragraph that

  6. Selling pictures: the illustrated auction catalogue

    Directory of Open Access Journals (Sweden)

    Elizabeth Pergam

    2014-12-01

    Full Text Available This essay is based upon a survey of reproductions in auction catalogues – from their first appearance in the early eighteenth century until their more consistent use in the second decade of the twentieth century. Examining the role of these illustrations sheds light on how auctions functioned; it was not just the works of art that were traded, but knowledge about those works of art became currency to be exchanged. In contrast to the high end engravings and photographs of luxury illustrated art books, reproductions in auction catalogues – publications produced as ephemeral marketing tools – were of noticeably lower quality. This study of the status of reproductions, therefore, investigates the evolving understanding of art knowledge, both aesthetic and economic, and the interdependence of the market and connoisseurship.

  7. Crédit des illustrations

    OpenAIRE

    2017-01-01

    Illustration de couverture : Lyon, cathédrale Saint-Jean, culée de l’arc-boutant 2/3 : David (XIIIe siècle) surgissant de l’échafaudage (XXIe siècle). Photo Jean-Pierre Gobillot. Illustration de la quatrième de couverture : Lyon, cathédrale Saint-Jean, arcature extérieure de l’abside, chapiteau central. Dessin Ghislaine Macabéo. Photos Jean-Pierre Gobillot : fig. 1, 2, 10, 13, 14, 16, 23, 28, 29, 34, 35, 36, 37, 40, 41, 46, 54, 55, 56, 59, 60, 67, 76a, 78, 80, 82, 83, 88, 90, 97, 105, 106, 11...

  8. The Cambridge Illustrated History of Astronomy

    Science.gov (United States)

    Hoskin, Michael

    Expertly written and lavishly illustrated, The Cambridge Illustrated History of Astronomy offers a unique account of astronomical theory and practice from antiquity to the present day. How did Moslems of the Middle Ages use astronomy to calculate the direction of Mecca from far-flung corners of the Islamic world? Who was the only ancient Greek to suspect that the earth might revolve around the sun? How did Christopher Columbus abuse his knowledge of a lunar eclipse predicted by an astronomical almanac? Packed with anecdotes and intriguing detail, this book describes how we observed the sky and interpreted what we saw at different periods of history; how this influenced our beliefs and mythology; and how great astronomers contributed to what we now know. The result is a lively and highly visual history of astronomy - a compelling read for specialists and non-specialists alike.

  9. Illustrative visualization of 3D city models

    Science.gov (United States)

    Doellner, Juergen; Buchholz, Henrik; Nienhaus, Marc; Kirsch, Florian

    2005-03-01

    This paper presents an illustrative visualization technique that provides expressive representations of large-scale 3D city models, inspired by the tradition of artistic and cartographic visualizations typically found in bird"s-eye view and panoramic maps. We define a collection of city model components and a real-time multi-pass rendering algorithm that achieves comprehensible, abstract 3D city model depictions based on edge enhancement, color-based and shadow-based depth cues, and procedural facade texturing. Illustrative visualization provides an effective visual interface to urban spatial information and associated thematic information complementing visual interfaces based on the Virtual Reality paradigm, offering a huge potential for graphics design. Primary application areas include city and landscape planning, cartoon worlds in computer games, and tourist information systems.

  10. Mechanisms in ancient Chinese books with illustrations

    CERN Document Server

    Hsiao, Kuo-Hung

    2014-01-01

    This book presents a unique approach for studying mechanisms and machines with drawings that were depicted unclearly in ancient Chinese books. The historical, cultural and technical backgrounds of the mechanisms are explained, and various mechanisms described and illustrated in ancient books are introduced. By utilizing the idea for the conceptual design of modern mechanisms, all feasible designs of ancient mechanisms with uncertain members and joints that meet the technical standards of the subjects’ time periods are synthesized systematically. Ancient Chinese crossbows (the original crossbow and repeating crossbows), textile mechanisms (silk-reeling mechanism, spinning mechanisms, and looms), and many other artisan's tool mechanisms are used as illustrated examples.  Such an approach provides a logical method for the reconstruction designs of ancient mechanisms with uncertain structures. It also provides an innovative direction for researchers to further identify the original structures of mechanisms...

  11. Astronomical knowledge transmission through illustrated Aratea manuscripts

    CERN Document Server

    Dolan, Marion

    2017-01-01

    This carefully researched monograph is a historical investigation of the illustrated Aratea astronomical manuscript and its many interpretations over the centuries. Aratus' 270 B.C.E. Greek poem describing the constellations and astrological phenomena was translated and copied over 800 years into illuminated manuscripts that preserved and illustrated these ancient stories about the constellations. The Aratea survives in its entirety due to multiple translations from Greek to Latin and even to Arabic, with many illuminated versions being commissioned over the ages. The survey encompasses four interrelated disciplines: history of literature, history of myth, history of science, and history of art. Aratea manuscripts by their nature are a meeting place of these distinct branches, and the culling of information from historical literature and from the manuscripts themselves focuses on a wider, holistic view; a narrow approach could not provide a proper prospective. What is most essential to know about this work is...

  12. Energy policy - way out and wrong way

    International Nuclear Information System (INIS)

    Anon.

    1989-01-01

    The way out, i.e. the right solution of the energy supply problem, is solar energy. The wrong way are high-temperature reactors and nuclear fusion. Arguments are put forward that nuclear fusion, considered an alternative to the harmful nuclear fission even by some nuclear opponents, is in fact equally harmful. (qui)

  13. Some illustrative examples of model uncertainty

    International Nuclear Information System (INIS)

    Bier, V.M.

    1994-01-01

    In this paper, we first discuss the view of model uncertainty proposed by Apostolakis. We then present several illustrative examples related to model uncertainty, some of which are not well handled by this formalism. Thus, Apostolakis' approach seems to be well suited to describing some types of model uncertainty, but not all. Since a comprehensive approach for characterizing and quantifying model uncertainty is not yet available, it is hoped that the examples presented here will service as a springboard for further discussion

  14. Atlas of Illustrative Cases of Tattoo Complications.

    Science.gov (United States)

    Serup, Jørgen

    2017-01-01

    Tattoos, and tattoo complications as well, are colorful and visually flashy. A clinical outlook provides important clues to diagnosis by pattern recognition. This atlas,which is a report of 79 case illustrations, is made as a practical tool and vade mecum for the clinician. The atlas can be used in the office and as a bedside tool. It includes characteristic photos, and each case is accompanied with a brief medical history, a comment with learning points, the final diagnosis, and a review of therapeutic options. This spectrum of cases illustrates the different diagnostic entities according to the newly proposed Bispebjerg University Hospital ('Tattoo Clinic') diagnostic system of tattoo complications, a system reported to the 11th revision of the WHO disease classification system. Cases include allergies predominantly seen in red tattoos manifesting the characteristic patterns of plaque elevation, excessive hyperkeratosis, ulcerating reactions, urticaria, and generalized skin rash. Each type of reaction has typical clues to diagnosis and a typical disease course. 'Cross-sensitivity' allergic reactions in old tattoos of the same color as the trigger tattoo are also illustrated. Reactions in black tattoos are dominated by a pattern with papulonodular reactions, which are nonallergic anddue to pigment agglomeration in the skin. Reactions may be granulomatous and a marker of systemic sarcoidosis, sometimes associated with a general outbreak in the skin in black tattoos, e.g. 'rush phenomenon'. Bacterial infections are also illustrated. The technical hazards of tattooing and sequels as well as unwanted effects of tattoo removal by lasers are shown along with severe scarring following tattoo removal by caustics. This atlas is a tutorial in modern medical and surgical treatments of tattoo complications. © 2017 S. Karger AG, Basel.

  15. IEE wiring regulations explained and illustrated

    CERN Document Server

    Scaddan, Brian

    2013-01-01

    The IEE Wiring Regulations Explained and Illustrated, Second Edition discusses the recommendations of the IEE Regulations for the Electrical Equipment of Buildings for the safe selection or erection of wiring installations. The book emphasizes earthing, bonding, protection, and circuit design of electrical wirings. The text reviews the fundamental requirements for safety, earthing systems, the earth fault loop impedance, and supplementary bonding. The book also describes the different types of protection, such as protection against mechanical damage, overcurrent, under voltage (which prevents

  16. Video steganography based on bit-plane decomposition of wavelet-transformed video

    Science.gov (United States)

    Noda, Hideki; Furuta, Tomofumi; Niimi, Michiharu; Kawaguchi, Eiji

    2004-06-01

    This paper presents a steganography method using lossy compressed video which provides a natural way to send a large amount of secret data. The proposed method is based on wavelet compression for video data and bit-plane complexity segmentation (BPCS) steganography. BPCS steganography makes use of bit-plane decomposition and the characteristics of the human vision system, where noise-like regions in bit-planes of a dummy image are replaced with secret data without deteriorating image quality. In wavelet-based video compression methods such as 3-D set partitioning in hierarchical trees (SPIHT) algorithm and Motion-JPEG2000, wavelet coefficients in discrete wavelet transformed video are quantized into a bit-plane structure and therefore BPCS steganography can be applied in the wavelet domain. 3-D SPIHT-BPCS steganography and Motion-JPEG2000-BPCS steganography are presented and tested, which are the integration of 3-D SPIHT video coding and BPCS steganography, and that of Motion-JPEG2000 and BPCS, respectively. Experimental results show that 3-D SPIHT-BPCS is superior to Motion-JPEG2000-BPCS with regard to embedding performance. In 3-D SPIHT-BPCS steganography, embedding rates of around 28% of the compressed video size are achieved for twelve bit representation of wavelet coefficients with no noticeable degradation in video quality.

  17. Automatic Association of Chats and Video Tracks for Activity Learning and Recognition in Aerial Video Surveillance

    Directory of Open Access Journals (Sweden)

    Riad I. Hammoud

    2014-10-01

    Full Text Available We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA and multi-media indexing and explorer (MINER. VIVA utilizes analyst call-outs (ACOs in the form of chat messages (voice-to-text to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1 a fusion of graphical track and text data using probabilistic methods; (2 an activity pattern learning framework to support querying an index of activities of interest (AOIs and targets of interest (TOIs by movement type and geolocation; and (3 a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV. VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

  18. Automatic association of chats and video tracks for activity learning and recognition in aerial video surveillance.

    Science.gov (United States)

    Hammoud, Riad I; Sahin, Cem S; Blasch, Erik P; Rhodes, Bradley J; Wang, Tao

    2014-10-22

    We describe two advanced video analysis techniques, including video-indexed by voice annotations (VIVA) and multi-media indexing and explorer (MINER). VIVA utilizes analyst call-outs (ACOs) in the form of chat messages (voice-to-text) to associate labels with video target tracks, to designate spatial-temporal activity boundaries and to augment video tracking in challenging scenarios. Challenging scenarios include low-resolution sensors, moving targets and target trajectories obscured by natural and man-made clutter. MINER includes: (1) a fusion of graphical track and text data using probabilistic methods; (2) an activity pattern learning framework to support querying an index of activities of interest (AOIs) and targets of interest (TOIs) by movement type and geolocation; and (3) a user interface to support streaming multi-intelligence data processing. We also present an activity pattern learning framework that uses the multi-source associated data as training to index a large archive of full-motion videos (FMV). VIVA and MINER examples are demonstrated for wide aerial/overhead imagery over common data sets affording an improvement in tracking from video data alone, leading to 84% detection with modest misdetection/false alarm results due to the complexity of the scenario. The novel use of ACOs and chat Sensors 2014, 14 19844 messages in video tracking paves the way for user interaction, correction and preparation of situation awareness reports.

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

    Directory of Open Access Journals (Sweden)

    Yentl Knossenburg

    2016-12-01

    Full Text Available Why do some online video advertisements go viral while others remain unnoticed? What kind of video content keeps the viewer interested and motivated to share? Many companies have realized the need to innovate their marketing strategies and have embraced the newest ways of using technology, as the Internet, to their advantage as in the example of virality. Yet few marketers actually understand how, and academic literature on this topic is still in development. This study investigated which content characteristics distinguish successful from non-successful online viral video advertisements by analyzing 641 cases using Structural Equation Modeling. Results show that Engagement and Surprise are two main content characteristics that significantly increase the chance of online video advertisements to go viral.  

  20. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

    "What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version.   var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...

  1. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.

  2. Hierarchical video summarization

    Science.gov (United States)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  3. The perception of video games : from visual power to immersive interaction

    OpenAIRE

    Glashüttner, Robert

    2008-01-01

    This paper highlights the different ways of perceiving video games and video game content, incorporating interactive and non-interactive methods. It examines varying cognitive and emotive reactions by persons who are used to play video games as well as persons who are unfamiliar with the aesthetics and the most basic game play rules incorporated within video games. Additionally, the principle of “Flow” serves as a theoretical and philosophical foundation. A small case-study featuring two game...

  4. Descriptive analysis of YouTube music therapy videos.

    Science.gov (United States)

    Gooding, Lori F; Gregory, Dianne

    2011-01-01

    The purpose of this study was to conduct a descriptive analysis of music therapy-related videos on YouTube. Preliminary searches using the keywords music therapy, music therapy session, and "music therapy session" resulted in listings of 5000, 767, and 59 videos respectively. The narrowed down listing of 59 videos was divided between two investigators and reviewed in order to determine their relationship to actual music therapy practice. A total of 32 videos were determined to be depictions of music therapy sessions. These videos were analyzed using a 16-item investigator-created rubric that examined both video specific information and therapy specific information. Results of the analysis indicated that audio and visual quality was adequate, while narrative descriptions and identification information were ineffective in the majority of the videos. The top 5 videos (based on the highest number of viewings in the sample) were selected for further analysis in order to investigate demonstration of the Professional Level of Practice Competencies set forth in the American Music Therapy Association (AMTA) Professional Competencies (AMTA, 2008). Four of the five videos met basic competency criteria, with the quality of the fifth video precluding evaluation of content. Of particular interest is the fact that none of the videos included credentialing information. Results of this study suggest the need to consider ways to ensure accurate dissemination of music therapy-related information in the YouTube environment, ethical standards when posting music therapy session videos, and the possibility of creating AMTA standards for posting music therapy related video.

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

    OpenAIRE

    Konstantinos Chorianopoulos; Michail Giannakos

    2014-01-01

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

  6. Video frame processor

    International Nuclear Information System (INIS)

    Joshi, V.M.; Agashe, Alok; Bairi, B.R.

    1993-01-01

    This report provides technical description regarding the Video Frame Processor (VFP) developed at Bhabha Atomic Research Centre. The instrument provides capture of video images available in CCIR format. Two memory planes each with a capacity of 512 x 512 x 8 bit data enable storage of two video image frames. The stored image can be processed on-line and on-line image subtraction can also be carried out for image comparisons. The VFP is a PC Add-on board and is I/O mapped within the host IBM PC/AT compatible computer. (author). 9 refs., 4 figs., 19 photographs

  7. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

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

  8. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

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

  9. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

    This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... findings: 1) They are based on a collaborative approach. 2) The sketches act as a mean to externalizing hypotheses and assumptions among the participants. Based on our analysis we present an overview of factors involved in collaborative video sketching and shows how the factors relate to steps, where...... the participants: shape, record, review and edit their work, leading the participants to new insights about their work....

  10. Teaching Complicated Conceptual Knowledge with Simulation Videos in Foundational Electrical Engineering Courses

    Science.gov (United States)

    Chen, Baiyun; Wei, Lei; Li, Huihui

    2016-01-01

    Building a solid foundation of conceptual knowledge is critical for students in electrical engineering. This mixed-method case study explores the use of simulation videos to illustrate complicated conceptual knowledge in foundational communications and signal processing courses. Students found these videos to be very useful for establishing…

  11. Video Kills the Lecturing Star: New Technologies and the Teaching of Meterology.

    Science.gov (United States)

    Sumner, Graham

    1984-01-01

    The educational potential of time-lapse video sequences and weather data obtained using a conventional microcomputer are considered in the light of recent advances in both fields. Illustrates how videos and microcomputers can be used to study clouds in meteorology classes. (RM)

  12. The Use of Video Technology for the Fast-Prototyping of Artificially Intelligent Software.

    Science.gov (United States)

    Klein, Gary L.

    This paper describes the use of video to provide a screenplay depiction of a proposed artificial intelligence software system. Advantages of such use are identified: (1) the video can be used to provide a clear conceptualization of the proposed system; (2) it can illustrate abstract technical concepts; (3) it can simulate the functions of the…

  13. Popular video for rural development in Peru.

    Science.gov (United States)

    Calvelo Rios, J M

    1989-01-01

    Peru developed its first use of video for training and education in rural areas over a decade ago. On completion of the project in 1986, over 400,000 peasants had attended video courses lasting from 5-20 days. The courses included rural health, family planning, reforestation, agriculture, animal husbandry, housing, nutrition, and water sanitation. There were 125 course packages made and 1,260 video programs from 10-18 minutes in length. There were 780 additional video programs created on human resource development, socioeconomic diagnostics and culture. 160 specialists were trained to produce audiovisual materials and run the programs. Also, 70 trainers from other countries were trained. The results showed many used the training in practical applications. To promote rural development 2 things are needed , capital and physical inputs, such as equipment, fertilizers, pesticides, etc. The video project provided peasants an additional input that would help them manage the financial and physical inputs more efficiently. Video was used because many farmers are illiterate or speak a language different from the official one. Printed guides that contained many illustrations and few words served as memory aids and group discussions reinforced practical learning. By seeing, hearing, and doing, the training was effective. There were 46% women which made fertility and family planning subjects more easily communicated. The production of teaching modules included field investigations, academic research, field recording, tape editing, and experimental application in the field. An agreement with the peasants was initiated before a course began to help insure full participation and to also make sure resources were available to use the knowledge gained. The courses were limited to 30 and the cost per participant was $34 per course.

  14. Atlas of Illustrative Cases of Tattoo Complications

    DEFF Research Database (Denmark)

    Serup, Jørgen

    2017-01-01

    proposed Bispebjerg University Hospital ('Tattoo Clinic') diagnostic system of tattoo complications, a system reported to the 11th revision of the WHO disease classification system. Cases include allergies predominantly seen in red tattoos manifesting the characteristic patterns of plaque elevation......'. Bacterial infections are also illustrated. The technical hazards of tattooing and sequels as well as unwanted effects of tattoo removal by lasers are shown along with severe scarring following tattoo removal by caustics. This atlas is a tutorial in modern medical and surgical treatments of tattoo...

  15. Illustrated & Dissected: Professor Richard Sawdon Smith.

    Science.gov (United States)

    2015-06-01

    This Alternative Gallery feature introduces the photographic artist Professor Richard Sawdon Smith. Professor Sawdon Smith's work stems around a fascination with representations of anatomy that have been fuelled by his experience as a hospital patient. The work has allowed him to explore ideas through the use of medical illustrations which include early anatomical drawings, personal medical photography and facial modelling. The work highlights how such imagery can be used in the context of a patient seeking understanding and acceptance of ill health and disease using the body as a canvas on which to translate the experience.

  16. Illustrating Mathematics using 3D Printers

    OpenAIRE

    Knill, Oliver; Slavkovsky, Elizabeth

    2013-01-01

    3D printing technology can help to visualize proofs in mathematics. In this document we aim to illustrate how 3D printing can help to visualize concepts and mathematical proofs. As already known to educators in ancient Greece, models allow to bring mathematics closer to the public. The new 3D printing technology makes the realization of such tools more accessible than ever. This is an updated version of a paper included in book Low-Cost 3D Printing for science, education and Sustainable Devel...

  17. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Nonmotor Symptoms of Parkinson's Disease Expert Briefings: Gait, Balance and Falls in Parkinson's Disease Expert Briefings: Coping ... Library is an extensive collection of books, fact sheets, videos, podcasts, and more. To get started, use ...

  18. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Facts What is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing ... Surgery What is acoustic neuroma Diagnosing Symptoms Side effects Question To Ask Treatment Options Back Overview Observation ...

  19. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 8211 info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  20. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get ... For the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos ...

  1. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... patient kit Treatment Options Overview Observation Radiation Surgery What is acoustic neuroma Diagnosing ... Back Community Patient Stories Share Your Story Video Stories Caregivers Milestones Gallery Submit Your Milestone Team ANA Volunteer ...

  2. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo Gallery ... Support ANetwork Peer Support Program Community Connections Overview Find a Meeting Host a Meeting Volunteer Become a ...

  3. Photos and Videos

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Observers are required to take photos and/or videos of all incidentally caught sea turtles, marine mammals, seabirds and unusual or rare fish. On the first 3...

  4. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway Suite 108 ... About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English ...

  5. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Search Search What Is It Definition Pediatric Palliative Care Disease Types FAQ Handout for Patients and Families ... For Family Caregivers Glossary Resources Browse our palliative care resources below: Links Videos Podcasts Webinars For the ...

  6. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... About ANA Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway ... ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video ...

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  8. Videos, Podcasts and Livechats

    Medline Plus

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

  9. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese ( ...

  10. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos Podcasts ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Resources Browse our palliative care resources below: ...

  11. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  12. Deception Detection in Videos

    OpenAIRE

    Wu, Zhe; Singh, Bharat; Davis, Larry S.; Subrahmanian, V. S.

    2017-01-01

    We present a system for covert automated deception detection in real-life courtroom trial videos. We study the importance of different modalities like vision, audio and text for this task. On the vision side, our system uses classifiers trained on low level video features which predict human micro-expressions. We show that predictions of high-level micro-expressions can be used as features for deception prediction. Surprisingly, IDT (Improved Dense Trajectory) features which have been widely ...

  13. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia NEI Home Contact Us A-Z Site Map NEI on Social Media Information in Spanish (Información en español) Website, ...

  16. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented

  17. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  18. Autoimmune pancreatitis: An illustrated guide to diagnosis

    International Nuclear Information System (INIS)

    Proctor, R.D.; Rofe, C.J.; Bryant, T.J.C.; Hacking, C.N.; Stedman, B.

    2013-01-01

    Autoimmune pancreatitis (AIP) remains one of the rarer forms of pancreatitis but has become increasingly well recognized and widely diagnosed as it is an important differential, particularly due to the dramatic response to appropriate therapy. It is now best considered as part of a multisystem disease and the notion of “IgG4-related systemic sclerosing disease” has become widely recognized as the number of extra-pancreatic associations of AIP grows. More recently AIP has been classified into two subtypes: lymphoplasmacytic sclerosing pancreatitis (LPSP) and idiopathic duct-centric pancreatitis (IDCP) with distinct geographical, age and sex distributions for the two subtypes, in addition to different pathological characteristics. The role of imaging is crucial in AIP and should be considered in conjunction with clinical, serological, and histopathological findings to make the diagnosis. Radiologists are uniquely placed to raise the possibility of AIP and aid the exclusion of significant differentials to allow the initiation of appropriate management and avoidance of unnecessary intervention. Radiological investigation may reveal a number of characteristic imaging findings in AIP but appearances can vary considerably and the focal form of AIP may appear as a pancreatic mass, imitating pancreatic carcinoma. This review will illustrate typical and atypical appearances of AIP on all imaging modes. Emphasis will be placed on the imaging features that are likely to prove useful in discriminating AIP from other causes prior to histopathological confirmation. In addition, examples of relevant differential diagnoses are discussed and illustrated

  19. Robust video object cosegmentation.

    Science.gov (United States)

    Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih

    2015-10-01

    With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).

  20. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models.......Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...

  1. Struggles and Solutions for Streaming Video in the Online Classroom

    Science.gov (United States)

    Fruin, Christine

    2012-01-01

    The upcoming round of exemptions to the Digital Millennium Copyright Act of 1998 anticircumvention provision and the questions raised by the copyright infringement lawsuit filed against the against University of California, Los Angeles (UCLA) for its streaming video practices illustrate the problematic state of the law concerning the digitization…

  2. Multiresolution Motion Estimation for Low-Rate Video Frame Interpolation

    Directory of Open Access Journals (Sweden)

    Hezerul Abdul Karim

    2004-09-01

    Full Text Available Interpolation of video frames with the purpose of increasing the frame rate requires the estimation of motion in the image so as to interpolate pixels along the path of the objects. In this paper, the specific challenges of low-rate video frame interpolation are illustrated by choosing one well-performing algorithm for high-frame-rate interpolation (Castango 1996 and applying it to low frame rates. The degradation of performance is illustrated by comparing the original algorithm, the algorithm adapted to low frame rate, and simple averaging. To overcome the particular challenges of low-frame-rate interpolation, two algorithms based on multiresolution motion estimation are developed and compared on objective and subjective basis and shown to provide an elegant solution to the specific challenges of low-frame-rate video interpolation.

  3. Video Game Characters. Theory and Analysis

    Directory of Open Access Journals (Sweden)

    Felix Schröter

    2014-06-01

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

  4. Helping Video Games Rewire "Our Minds"

    Science.gov (United States)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  5. Innover en illustration jeunesse : les focalisations

    Directory of Open Access Journals (Sweden)

    Anne Guibert-Lassalle

    2010-09-01

    Full Text Available L’activité éditoriale pour la jeunesse est caractérisée en France depuis 1990 par une très forte multiplication du nombre d’acteurs et un accroissement constant du nombre de publications. L’innovation est considérée comme la principale voie de survie. Ces enjeux culturels et économiques contribuent à promouvoir l’originalité de l’illustration. Pourtant le succès commercial ne couronne pas toujours les inventions graphiques. Une enquête sur l’émergence, dans les années 2000, d’une tendance porteuse, fondée sur un usage nouveau des focalisations, révèle le caractère intuitif, étroitement daté et collaboratif, de l’innovation en illustration pour la jeunesse.Innovating in illustration for the youth: the focalisationsSince 1990, publishing for the youth in France is a sector of activity where the number of actors and items produced has been constantly increased. Innovation is considered as the main way for survival. These cultural and economical stakes tend to promote originality in illustration. Since, commercial profit does not always reward graphic inventiveness. A sociological enquiry upon the emerging in the 2000’ of a successful trend, based on a fresh use of focalisations, reveals how intuitive, strictly dated and joint can be innovating in illustration for the youth.La innovación en las revistas ilustradas para jóvenes. La focalizaciónLa actividad editorial para la juventud se ha caracterizado en Francia desde 1990 por un fuerte aumento de agentes y por un crecimiento constante del número de publicaciones. La innovación es la vía esencial para sobrevivir. Las apuestas culturales y económicas contribuyen a promover la originalidad de las ilustraciones. Sin embargo el éxito comercial no siempre subraya la originalidad de estas. A principios de este siglo, una encuesta acerca de la emergencia de una tendencia prometedora, basada en una manera diferente de efectuar las focalizaciones, ha revelado el

  6. Ecological Cities, Illustrated by Chinese Examples

    NARCIS (Netherlands)

    M.P. van Dijk (Meine Pieter)

    2009-01-01

    textabstractA number of ecological initiatives have received support from the Chinese government. They range from alternative building methods (emphasizing the need to insulate the house better) to using alternative ways of dealing with drinking water and sanitation. The question considered in this

  7. Web-video-mining-supported workflow modeling for laparoscopic surgeries.

    Science.gov (United States)

    Liu, Rui; Zhang, Xiaoli; Zhang, Hao

    2016-11-01

    As quality assurance is of strong concern in advanced surgeries, intelligent surgical systems are expected to have knowledge such as the knowledge of the surgical workflow model (SWM) to support their intuitive cooperation with surgeons. For generating a robust and reliable SWM, a large amount of training data is required. However, training data collected by physically recording surgery operations is often limited and data collection is time-consuming and labor-intensive, severely influencing knowledge scalability of the surgical systems. The objective of this research is to solve the knowledge scalability problem in surgical workflow modeling with a low cost and labor efficient way. A novel web-video-mining-supported surgical workflow modeling (webSWM) method is developed. A novel video quality analysis method based on topic analysis and sentiment analysis techniques is developed to select high-quality videos from abundant and noisy web videos. A statistical learning method is then used to build the workflow model based on the selected videos. To test the effectiveness of the webSWM method, 250 web videos were mined to generate a surgical workflow for the robotic cholecystectomy surgery. The generated workflow was evaluated by 4 web-retrieved videos and 4 operation-room-recorded videos, respectively. The evaluation results (video selection consistency n-index ≥0.60; surgical workflow matching degree ≥0.84) proved the effectiveness of the webSWM method in generating robust and reliable SWM knowledge by mining web videos. With the webSWM method, abundant web videos were selected and a reliable SWM was modeled in a short time with low labor cost. Satisfied performances in mining web videos and learning surgery-related knowledge show that the webSWM method is promising in scaling knowledge for intelligent surgical systems. Copyright © 2016 Elsevier B.V. All rights reserved.

  8. Illustrating the disassembly of 3D models

    KAUST Repository

    Guo, Jianwei

    2013-06-11

    We present a framework for the automatic disassembly of 3D man-made models and the illustration of the disassembly process. Given an assembled 3D model, we first analyze the individual parts using sharp edge loops and extract the contact faces between each pair of neighboring parts. The contact faces are then used to compute the possible moving directions of each part. We then present a simple algorithm for clustering the sets of the individual parts into meaningful sub-assemblies, which can be used for a hierarchical decomposition. We take the stability of sub-assemblies into account during the decomposition process by considering the upright orientation of the input models. Our framework also provides a user-friendly interface to enable the superimposition of the constraints for the decomposition. Finally, we visualize the disassembly process by generating an animated sequence. The experiments demonstrate that our framework works well for a variety of complex models. © 2013 Elsevier Ltd.

  9. Chemical constituents from Aspidosperma illustre (Apocynaceae)

    International Nuclear Information System (INIS)

    Barbosa, Lara F.; Mathias, Leda; Braz-Filho, Raimundo; Vieira, Ivo J. Curcino

    2010-01-01

    A new natural product oleanane-type triterpene, olean-12-ene-11α-methoxy-3β-acetate (10) was isolated from Aspidosperma illustre, together with β-amyrin (3), lupeol (4), β-amyrin acetate (5), lupeol acetate (6), olean-12-ene-28-hydroxy-3α-tetradecanoate (7), olean-12-ene-28-carboxy-3α-hexadecanoate (8), ursolic acid (9) triterpenes, and two monoterpenic indole alkaloids, b-yoimbine (1) and 1,2-dehydroaspidospermidine (2). These compounds were characterized on their spectral data basis, mainly one- ( 1 H, 13 C, APT) and two-dimensional ( 1 H- 1 H-COSY, 1 H- 1 HNOESY, HMQC and HMBC) NMR, and mass spectra, involving also comparison with data from the literature. (author)

  10. Adobe Illustrator CS2 crash course

    OpenAIRE

    Pedro Amado

    2007-01-01

    Introdução ao Adobe Illustrator.Compilação de informações, links e tutorial passo-a-passo para a iniciação a este softwarelt;p>FBAUP, Pedro Amado, 2007-01-22Versão 0.1 (alfa). Actualizada em 2007-01-22.Este trabalho está licenciado sob uma Licença Creative Commons Atribuição-Uso Não-Comercial-Partilha nos termos da mesma Licença 2.5 Portugal. Para ver uma cópia destalicença, visite http://creativecommons.org/licenses/by-nc-sa/2.5/pt/ ou envie uma cartapara Creative Commons, 559 Nathan Abbott ...

  11. Motion based parsing for video from observational psychology

    Science.gov (United States)

    Kokaram, Anil; Doyle, Erika; Lennon, Daire; Joyeux, Laurent; Fuller, Ray

    2006-01-01

    In Psychology it is common to conduct studies involving the observation of humans undertaking some task. The sessions are typically recorded on video and used for subjective visual analysis. The subjective analysis is tedious and time consuming, not only because much useless video material is recorded but also because subjective measures of human behaviour are not necessarily repeatable. This paper presents tools using content based video analysis that allow automated parsing of video from one such study involving Dyslexia. The tools rely on implicit measures of human motion that can be generalised to other applications in the domain of human observation. Results comparing quantitative assessment of human motion with subjective assessment are also presented, illustrating that the system is a useful scientific tool.

  12. Compact Visualisation of Video Summaries

    Directory of Open Access Journals (Sweden)

    Janko Ćalić

    2007-01-01

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

  13. GPS-Aided Video Tracking

    Directory of Open Access Journals (Sweden)

    Udo Feuerhake

    2015-08-01

    Full Text Available Tracking moving objects is both challenging and important for a large variety of applications. Different technologies based on the global positioning system (GPS and video or radio data are used to obtain the trajectories of the observed objects. However, in some use cases, they fail to provide sufficiently accurate, complete and correct data at the same time. In this work we present an approach for fusing GPS- and video-based tracking in order to exploit their individual advantages. In this way we aim to combine the reliability of GPS tracking with the high geometric accuracy of camera detection. For the fusion of the movement data provided by the different devices we use a hidden Markov model (HMM formulation and the Viterbi algorithm to extract the most probable trajectories. In three experiments, we show that our approach is able to deal with challenging situations like occlusions or objects which are temporarily outside the monitored area. The results show the desired increase in terms of accuracy, completeness and correctness.

  14. Wrong-way driving.

    NARCIS (Netherlands)

    2006-01-01

    Wrong-way driving is a phenomenon that mainly happens on motorways. Although the number of wrong-way crashes is relatively limited, their consequences are much more severe than the consequences of other motorway injury crashes. The groups most often causing wrong-way driving accidents are young,

  15. Practical opto-electronics an illustrated guide for the laboratory

    CERN Document Server

    Protopopov, Vladimir

    2014-01-01

    This book explains how to create opto-electronic systems in a most efficient way, avoiding typical mistakes. It covers light detection techniques, imaging, interferometry, spectroscopy, modulation-demodulation, heterodyning, beam steering, and many other topics common to laboratory applications. The focus is made on self-explanatory figures rather than on words. The book guides the reader through the entire process of creating problem-specific opto-electronic systems, starting from optical source, through beam transportation optical arrangement, to photodetector and data acquisition system. The relevant basics of beam propagation and computer-based raytracing routines are also explained, and sample codes are listed. the book teaches important know-how and practical tricks that are never disclosed in scientific publications.  The book can become the reader's personal adviser in the world of opto-electronics and navigator in the ocean of the market of optical components and systems. Succinct, well-illustrate...

  16. DEVELOPING CEFR ILLUSTRATIVE DESCRIPTORS OF ASPECTS OF MEDIATION

    Directory of Open Access Journals (Sweden)

    Brian North

    2016-04-01

    Full Text Available This article reports on a project commissioned and coordinated by the Council of Europe to develop descriptors for the category ‘Mediation’ in the Common European Framework of Reference for Languages. Mediation is the fourth communicative language activity presented in CEFR Chapter 4, complementing reception, interaction and production. Descriptors for mediation had not been developed in the 1993–6 Swiss National Research Project that produced the original set of illustrative descriptors for the CEFR. The work took place in the context of a wider 2013–6 project to provide an extended set of CEFR illustrative descriptors. The article describes the way in which the approach taken to mediation in the project is broader than the one taken in the presentation of mediation in the CEFR text in 2001. In addition to information transfer (conveying received information the new scheme also embraces the construction of meaning and relational mediation: the process of establishing and managing interpersonal relationships in order to create a positive, collaborative environment. Descriptors were also developed for other, related, areas. The article briefly summarises the three phases of validation to which the draft descriptors were subjected before being calibrated to the mathematic scale underlying the CEFR’s levels and descriptors.

  17. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.

  18. VideoSET: Video Summary Evaluation through Text

    OpenAIRE

    Yeung, Serena; Fathi, Alireza; Fei-Fei, Li

    2014-01-01

    In this paper we present VideoSET, a method for Video Summary Evaluation through Text that can evaluate how well a video summary is able to retain the semantic information contained in its original video. We observe that semantics is most easily expressed in words, and develop a text-based approach for the evaluation. Given a video summary, a text representation of the video summary is first generated, and an NLP-based metric is then used to measure its semantic distance to ground-truth text ...

  19. Construction and validation of an educational video on foot reflexology

    Directory of Open Access Journals (Sweden)

    Natiele Favarão da Silva

    2017-12-01

    Full Text Available The aim of this study was to construct and validate an educational video about foot reflexology. A methodological study was conducted at a higher education institution in southeastern Brazil, where the video pre-production, production and post-production stages were performed, followed by an evaluation of content understanding and comprehensiveness. The duration of the final version of the educational video is 12’7” (12 minutes and 7 seconds. The experts considered it an educational resource that presents the theme in a clear and objective way. The students considered it a proper educational material and showed good acceptance. The stages adopted for video construction and validation produced a clear, objective and proper educational material. Further studies should evaluate the impact of an educational video on the construction of foot reflexology knowledge.

  20. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

    Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.

  1. Lossless Compression of Broadcast Video

    DEFF Research Database (Denmark)

    Martins, Bo; Eriksen, N.; Faber, E.

    1998-01-01

    We investigate several techniques for lossless and near-lossless compression of broadcast video.The emphasis is placed on the emerging international standard for compression of continous-tone still images, JPEG-LS, due to its excellent compression performance and moderatecomplexity. Except for one...... cannot be expected to code losslessly at a rate of 125 Mbit/s. We investigate the rate and quality effects of quantization using standard JPEG-LS quantization and two new techniques: visual quantization and trellis quantization. Visual quantization is not part of baseline JPEG-LS, but is applicable...... in the framework of JPEG-LS. Visual tests show that this quantization technique gives much better quality than standard JPEG-LS quantization. Trellis quantization is a process by which the original image is altered in such a way as to make lossless JPEG-LS encoding more effective. For JPEG-LS and visual...

  2. GEOVISUALIZATION FOR SMART VIDEO SURVEILLANCE

    Directory of Open Access Journals (Sweden)

    R. Oves García

    2017-09-01

    Full Text Available Nowadays with the emergence of smart cities and the creation of new sensors capable to connect to the network, it is not only possible to monitor the entire infrastructure of a city, including roads, bridges, rail/subways, airports, communications, water, power, but also to optimize its resources, plan its preventive maintenance and monitor security aspects while maximizing services for its citizens. In particular, the security aspect is one of the most important issues due to the need to ensure the safety of people. However, if we want to have a good security system, it is necessary to take into account the way that we are going to present the information. In order to show the amount of information generated by sensing devices in real time in an understandable way, several visualization techniques are proposed for both local (involves sensing devices in a separated way and global visualization (involves sensing devices as a whole. Taking into consideration that the information is produced and transmitted from a geographic location, the integration of a Geographic Information System to manage and visualize the behavior of data becomes very relevant. With the purpose of facilitating the decision-making process in a security system, we have integrated the visualization techniques and the Geographic Information System to produce a smart security system, based on a cloud computing architecture, to show relevant information about a set of monitored areas with video cameras.

  3. Geovisualization for Smart Video Surveillance

    Science.gov (United States)

    Oves García, R.; Valentín, L.; Serrano, S. A.; Palacios-Alonso, M. A.; Sucar, L. Enrique

    2017-09-01

    Nowadays with the emergence of smart cities and the creation of new sensors capable to connect to the network, it is not only possible to monitor the entire infrastructure of a city, including roads, bridges, rail/subways, airports, communications, water, power, but also to optimize its resources, plan its preventive maintenance and monitor security aspects while maximizing services for its citizens. In particular, the security aspect is one of the most important issues due to the need to ensure the safety of people. However, if we want to have a good security system, it is necessary to take into account the way that we are going to present the information. In order to show the amount of information generated by sensing devices in real time in an understandable way, several visualization techniques are proposed for both local (involves sensing devices in a separated way) and global visualization (involves sensing devices as a whole). Taking into consideration that the information is produced and transmitted from a geographic location, the integration of a Geographic Information System to manage and visualize the behavior of data becomes very relevant. With the purpose of facilitating the decision-making process in a security system, we have integrated the visualization techniques and the Geographic Information System to produce a smart security system, based on a cloud computing architecture, to show relevant information about a set of monitored areas with video cameras.

  4. Power and Surveillance in Video Games

    Directory of Open Access Journals (Sweden)

    Héctor Puente Bienvenido

    2014-08-01

    Full Text Available In this article we explore the history of video games (focusing on multiplayer ones, from the perspective of power relationships and the ways in which authority has been excesiced by the game industry and game players over time. From a hierarchical system of power and domain to the increasing flatness of the current structure, we address the systems of control and surveillance. We will finish our display assessing the emergent forms of production and relationships between players and developers.

  5. Online Video Games and Young People

    OpenAIRE

    Ruzic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea

    2015-01-01

    The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of  information, the velocity and choice of well-designed marketing products, especially video games, in particular in the last decade, caused a real "gaming boom" among almost al...

  6. Online Video Games and Young People

    OpenAIRE

    Ruzic-Baf, Maja; Strnak, Hrvoje; Debeljuh, Andrea

    2015-01-01

    The availability of new information and communication technologies to an increasingly younger population, the constant availability of the Internet and the opportunity to search information, to create new types and models of communication, types of acceptance and ways of accepting and coping with the infinite amount of  information, the velocity and choice of well-designed marketing products, especially video games, in particular in the last decade, caused a real "gaming boom" among...

  7. Internal medicine. An illustrated radiological guide

    International Nuclear Information System (INIS)

    Al-Tubaikh, Jarrah Ali; Sabah Hospital, Kuwait

    2010-01-01

    This book explains how radiology can be a powerful tool for establishing the diagnosis of many internal medicine diseases that are usually diagnosed on the basis of their laboratory or clinical presentation. It is organized in the classic fashion for internal medicine books, with eleven chapters covering the different internal medicine specialties. Within these chapters, more than 450 diseases are considered, some of which are rarely encountered but are nonetheless significant. For each disease, radiological and clinical features are displayed in images and high-quality digital medical illustrations, and those differential diagnoses are identified that can be ruled out by imaging alone. In addition, the pathophysiology underlying the radiological features is described, enabling the reader to understand why a particular sign is seen on MR images, CT scans, or plain radiographs. The book will serve as an excellent radiological atlas for internal medicine practitioners and family physicians, showing disease presentations that may be hard to find in standard medical textbooks and explaining which imaging modalities are likely to be most informative in particular patients. (orig.)

  8. An illustration of whole systems thinking.

    Science.gov (United States)

    Kalim, Kanwal; Carson, Ewart; Cramp, Derek

    2006-08-01

    The complexity of policy-making in the NHS is such that systemic, holistic thinking is needed if the current government's plans are to be realized. This paper describes systems thinking and illustrates its value in understanding the complexity of the diabetes National Service Framework (NSF); its role in identifying problems and barriers previously not predicted; and in reaching conclusions as to how it should be implemented. The approach adopted makes use of soft systems methodology (SSM) devised by Peter Checkland. This analysis reveals issues relating to human communication, information provision and resource allocation needing to be addressed. From this, desirable and feasible changes are explored as means of achieving a more effective NSF, examining possible changes from technical, organizational, economic and cultural perspectives. As well as testing current health policies and plans, SSM can be used to test the feasibility of new health policies. This is achieved by providing a greater understanding and appreciation of what is happening in the real world and how people work. Soft systems thinking is the best approach, given the complexity of health care. It is a flexible, cost-effective solution, which should be a prerequisite before any new health policy is launched.

  9. The effective manager perspectives and illustrations

    CERN Document Server

    1996-01-01

    An ideal introduction to management and organizational behaviour, this Reader brings together a range of contributions on the art and science of management. The focus of the book is on the ideas and theories which a manager can use to become more effective. Six sections explore important aspects of the manager's job: management, leadership and conflict; motivation and stress at work; organizational culture; decision-making and teams; staff development; and diversity in organizations. In each section, the reader will find articles which reflect major ideas or debates within the area, including those that challenge traditional views and ways of doing things. Does money motivate? Are teams useful?

  10. Bringing Life to Illustration and Illustrating the World in Movement through Visual Literacy

    DEFF Research Database (Denmark)

    Carpe Pérez, Inmaculada Concepción; Pedersen, Hanne

    2016-01-01

    “If a picture is worth a thousand words” as Arthur Brisbane said, journalist of the New York Times in 1911 Fig.1 How many words would equal the hundreds of frames containing in an animation? In this equation as any other, illustration and animation are complex visual expressions, full of shapes c...

  11. Professional representation and the free-lance medical illustrator.

    Science.gov (United States)

    Mount, K N; Daugherty, J

    1994-01-01

    We researched factors related to the success or failure in working relationships between free-lance medical illustrators and artist's representatives. In the fall of 1992, surveys were mailed to 230 medical illustrators; 105 (46%) completed surveys were returned. Respondents were divided into three categories: 1) medical illustrators currently represented, 2) medical illustrators previously represented, and 3) medical illustrators who had never been represented. Comparisons made among illustrators from the three groups included business practices, clientele, experience, and self-promotion techniques. These comparisons revealed notable differences and similarities between the three groups and were subsequently analyzed to identify the characteristics of medical illustrators who would benefit from professional representation.

  12. Video traffic characteristics of modern encoding standards: H.264/AVC with SVC and MVC extensions and H.265/HEVC.

    Science.gov (United States)

    Seeling, Patrick; Reisslein, Martin

    2014-01-01

    Video encoding for multimedia services over communication networks has significantly advanced in recent years with the development of the highly efficient and flexible H.264/AVC video coding standard and its SVC extension. The emerging H.265/HEVC video coding standard as well as 3D video coding further advance video coding for multimedia communications. This paper first gives an overview of these new video coding standards and then examines their implications for multimedia communications by studying the traffic characteristics of long videos encoded with the new coding standards. We review video coding advances from MPEG-2 and MPEG-4 Part 2 to H.264/AVC and its SVC and MVC extensions as well as H.265/HEVC. For single-layer (nonscalable) video, we compare H.265/HEVC and H.264/AVC in terms of video traffic and statistical multiplexing characteristics. Our study is the first to examine the H.265/HEVC traffic variability for long videos. We also illustrate the video traffic characteristics and statistical multiplexing of scalable video encoded with the SVC extension of H.264/AVC as well as 3D video encoded with the MVC extension of H.264/AVC.

  13. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

    Driven by consumer-market applications that enjoy steadily increasing economic importance, graphics hardware and rendering algorithms are a central focus of computer graphics research. Video-based rendering is an approach that aims to overcome the current bottleneck in the time-consuming modeling process and has applications in areas such as computer games, special effects, and interactive TV. This book offers an in-depth introduction to video-based rendering, a rapidly developing new interdisciplinary topic employing techniques from computer graphics, computer vision, and telecommunication en

  14. CERN Video News

    CERN Document Server

    2003-01-01

    From Monday you can see on the web the new edition of CERN's Video News. Thanks to a collaboration between the audiovisual teams at CERN and Fermilab, you can see a report made by the American laboratory. The clip concerns the LHC magnets that are being constructed at Fermilab. Also in the programme: the spectacular rotation of one of the ATLAS coils, the arrival at CERN of the first American magnet made at Brookhaven, the story of the discovery 20 years ago of the W and Z bosons at CERN. http://www.cern.ch/video or Bulletin web page.

  15. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

    Video context analysis is an active and vibrant research area, which provides means for extracting, analyzing and understanding behavior of a single target and multiple targets. Over the last few decades, computer vision researchers have been working to improve the accuracy and robustness of algorithms to analyse the context of a video automatically. In general, the research work in this area can be categorized into three major topics: 1) counting number of people in the scene 2) tracking individuals in a crowd and 3) understanding behavior of a single target or multiple targets in the scene.

  16. CS Seminar Videos

    OpenAIRE

    Ong, Derek; Tona, Glen; Gibb, Kyle; Parbadia, Sivani

    2013-01-01

    Main site for our project can be found at this URL: http://vtechworks.lib.vt.edu/handle/10919/19036. From here you can find videos of all the CS seminars and distinguished lectures given this semester. Each video has its own abstract and description. The files attached in this section are a final report in both raw Word Document and archival PDF formats and a presentation in both raw Powerpoint and archival PDF formats. Computer Science seminars are a very educational and interesting as...

  17. Video library for video imaging detection at intersection stop lines.

    Science.gov (United States)

    2010-04-01

    The objective of this activity was to record video that could be used for controlled : evaluation of video image vehicle detection system (VIVDS) products and software upgrades to : existing products based on a list of conditions that might be diffic...

  18. Video Game Literacy - Exploring new paradigms and new educational activities

    OpenAIRE

    Damiano Felini

    2010-01-01

    Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game wi...

  19. 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...

  20. Basic prediction techniques in modern video coding standards

    CERN Document Server

    Kim, Byung-Gyu

    2016-01-01

    This book discusses in detail the basic algorithms of video compression that are widely used in modern video codec. The authors dissect complicated specifications and present material in a way that gets readers quickly up to speed by describing video compression algorithms succinctly, without going to the mathematical details and technical specifications. For accelerated learning, hybrid codec structure, inter- and intra- prediction techniques in MPEG-4, H.264/AVC, and HEVC are discussed together. In addition, the latest research in the fast encoder design for the HEVC and H.264/AVC is also included.

  1. Video Game Literacy - Exploring new paradigms and new educational activities

    Directory of Open Access Journals (Sweden)

    Damiano Felini

    2010-12-01

    Full Text Available Literacy is a complex concept of relevance for both traditional and most recent educational theories. Today, concepts of media literacy are being discussed widely. In this article a simple theoretical model and an action-research project are presented. The research project focuses on a training course aiming at the development and strengthening of critical thinking and communicative skills of young people by way of making use of video games. Practical aspects of how to produce a video game with teens and conceptual aspects towards a "video game literacy" are discussed.

  2. About subjective evaluation of adaptive video streaming

    Science.gov (United States)

    Tavakoli, Samira; Brunnström, Kjell; Garcia, Narciso

    2015-03-01

    The usage of HTTP Adaptive Streaming (HAS) technology by content providers is increasing rapidly. Having available the video content in multiple qualities, using HAS allows to adapt the quality of downloaded video to the current network conditions providing smooth video-playback. However, the time-varying video quality by itself introduces a new type of impairment. The quality adaptation can be done in different ways. In order to find the best adaptation strategy maximizing users perceptual quality it is necessary to investigate about the subjective perception of adaptation-related impairments. However, the novelties of these impairments and their comparably long time duration make most of the standardized assessment methodologies fall less suited for studying HAS degradation. Furthermore, in traditional testing methodologies, the quality of the video in audiovisual services is often evaluated separated and not in the presence of audio. Nevertheless, the requirement of jointly evaluating the audio and the video within a subjective test is a relatively under-explored research field. In this work, we address the research question of determining the appropriate assessment methodology to evaluate the sequences with time-varying quality due to the adaptation. This was done by studying the influence of different adaptation related parameters through two different subjective experiments using a methodology developed to evaluate long test sequences. In order to study the impact of audio presence on quality assessment by the test subjects, one of the experiments was done in the presence of audio stimuli. The experimental results were subsequently compared with another experiment using the standardized single stimulus Absolute Category Rating (ACR) methodology.

  3. The LivePhoto Physics videos and video analysis site

    Science.gov (United States)

    Abbott, David

    2009-09-01

    The LivePhoto site is similar to an archive of short films for video analysis. Some videos have Flash tools for analyzing the video embedded in the movie. Most of the videos address mechanics topics with titles like Rolling Pencil (check this one out for pedagogy and content knowledge—nicely done!), Juggler, Yo-yo, Puck and Bar (this one is an inelastic collision with rotation), but there are a few titles in other areas (E&M, waves, thermo, etc.).

  4. Multi-Task Video Captioning with Video and Entailment Generation

    OpenAIRE

    Pasunuru, Ramakanth; Bansal, Mohit

    2017-01-01

    Video captioning, the task of describing the content of a video, has seen some promising improvements in recent years with sequence-to-sequence models, but accurately learning the temporal and logical dynamics involved in the task still remains a challenge, especially given the lack of sufficient annotated data. We improve video captioning by sharing knowledge with two related directed-generation tasks: a temporally-directed unsupervised video prediction task to learn richer context-aware vid...

  5. Innovative Solution to Video Enhancement

    Science.gov (United States)

    2001-01-01

    Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.

  6. Video game players show more precise multisensory temporal processing abilities.

    Science.gov (United States)

    Donohue, Sarah E; Woldorff, Marty G; Mitroff, Stephen R

    2010-05-01

    Recent research has demonstrated enhanced visual attention and visual perception in individuals with extensive experience playing action video games. These benefits manifest in several realms, but much remains unknown about the ways in which video game experience alters perception and cognition. In the present study, we examined whether video game players' benefits generalize beyond vision to multisensory processing by presenting auditory and visual stimuli within a short temporal window to video game players and non-video game players. Participants performed two discrimination tasks, both of which revealed benefits for video game players: In a simultaneity judgment task, video game players were better able to distinguish whether simple visual and auditory stimuli occurred at the same moment or slightly offset in time, and in a temporal-order judgment task, they revealed an enhanced ability to determine the temporal sequence of multisensory stimuli. These results suggest that people with extensive experience playing video games display benefits that extend beyond the visual modality to also impact multisensory processing.

  7. The use of video in a mixed classroom approach

    DEFF Research Database (Denmark)

    Nørmark, Kurt

    2015-01-01

    This paper reports about an introductory programming course in which we have introduced 67 small videos. With use of the videos we have transformed the course from a traditional classroom approach to a mixed classroom approach. These terms are used as a contrast to “flipped classroom” which has b...... students do not watch all the available video material. In addition, it is concluded that the conditions for creating video lectures on a larger scale must be carefully analyzed, in order to find sustainable models that also fits the working conditions of the teachers.......This paper reports about an introductory programming course in which we have introduced 67 small videos. With use of the videos we have transformed the course from a traditional classroom approach to a mixed classroom approach. These terms are used as a contrast to “flipped classroom” which has...... become popular during the last few years. The results brought forward in the paper are, to a large degree, based on the student's answers to a questionnaire about the use of videos during the course. It is concluded that most students evaluate the use of videos in a positive way, but that quite a few...

  8. A Wimba Way, A Wimba Way

    OpenAIRE

    Beck, Charlotte; Miller, Katherine; Taylor, Sally

    2010-01-01

    Wimba Classroom, like other online teaching tools, gives us a way to connect to our learners at a distance. This software can be used to share desktops, PowerPoint presentations, polls and more. Come and see a demonstration of the software and hear how we’re using Wimba Classroom to teach health care practitioners in a distance education program, undergraduate students in a first-year biology course and participants in an online RefWorks workshop. We’ll also talk about our “Train the Trainer”...

  9. Using a Fine-Grained Multiple-Choice Response Format in Educational Drill-and-Practice Video Games

    Science.gov (United States)

    Beserra, Vagner; Nussbaum, Miguel; Grass, Antonio

    2017-01-01

    When using educational video games, particularly drill-and-practice video games, there are several ways of providing an answer to a quiz. The majority of paper-based options can be classified as being either multiple-choice or constructed-response. Therefore, in the process of creating an educational drill-and-practice video game, one fundamental…

  10. Guerrilla Video: A New Protocol for Producing Classroom Video

    Science.gov (United States)

    Fadde, Peter; Rich, Peter

    2010-01-01

    Contemporary changes in pedagogy point to the need for a higher level of video production value in most classroom video, replacing the default video protocol of an unattended camera in the back of the classroom. The rich and complex environment of today's classroom can be captured more fully using the higher level, but still easily manageable,…

  11. Streaming Video--The Wave of the Video Future!

    Science.gov (United States)

    Brown, Laura

    2004-01-01

    Videos and DVDs give the teachers more flexibility than slide projectors, filmstrips, and 16mm films but teachers and students are excited about a new technology called streaming. Streaming allows the educators to view videos on demand via the Internet, which works through the transfer of digital media like video, and voice data that is received…

  12. Video Vectorization via Tetrahedral Remeshing.

    Science.gov (United States)

    Wang, Chuan; Zhu, Jie; Guo, Yanwen; Wang, Wenping

    2017-02-09

    We present a video vectorization method that generates a video in vector representation from an input video in raster representation. A vector-based video representation offers the benefits of vector graphics, such as compactness and scalability. The vector video we generate is represented by a simplified tetrahedral control mesh over the spatial-temporal video volume, with color attributes defined at the mesh vertices. We present novel techniques for simplification and subdivision of a tetrahedral mesh to achieve high simplification ratio while preserving features and ensuring color fidelity. From an input raster video, our method is capable of generating a compact video in vector representation that allows a faithful reconstruction with low reconstruction errors.

  13. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

    Asserts that the education of students in the technology of video and audio production is a political act. Discusses the structure and style of production, and the ideologies and values contained therein. Offers alternative approaches to critical video pedagogy. (PRA)

  14. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for ...

  15. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Eye Disease Dilated Eye Exam Dry Eye For Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  16. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 ... Patient to an Adult Rheumatologist Drug Information for Patients Arthritis Drug Information Sheets Benefits and Risks of ...

  17. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Is Initiated After Diagnosis? CareMAP: When Is It Time to Get Help? Unconditional Love CareMAP: Rest and Sleep: ... CareMAP: Mealtime and Swallowing: Part 1 ... of books, fact sheets, videos, podcasts, and more. To get started, use the search feature or check ...

  18. Fermilab | Publications and Videos

    Science.gov (United States)

    collection of particle physics books and journals. The Library also offers a range of services including Benefits Milestones Photos and videos Latest news For the media Particle Physics Neutrinos Fermilab and the computing Quantum initiatives Research and development Key discoveries Benefits of particle physics Particle

  19. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

    Full Text Available Video processing source code for algorithms and tools used in software media pipelines (e.g. image scalers, colour converters, etc.) The currently available source code is written in C++ with their associated libraries and DirectShow- Filters....

  20. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos Podcasts Webinars For the Media For Clinicians For Policymakers For Family Caregivers Glossary Sign Up for ... Us Provider Directory What Is Palliative Care Definition Disease Types ...

  1. Video Game Controversies.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  2. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 30041 770-205-8211 info@ANAUSA.org The world’s #1 acoustic neuroma resource Click to learn more... ... is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing a healthcare ...

  3. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

    Niamut, O.A.; Weerdt, C.A. van der; Havekes, A.

    2009-01-01

    Het project Penta Mobilé liep van juni tot november 2009 en had als doel de mogelijkheden van mobiele video voor bedrijfscommunicatie toepassingen in kaart te brengen. Dit onderzoek werd uitgevoerd samen met vijf (‘Penta’) partijen: Business Tales, Condor Digital, European Communication Projects

  4. Characteristics of Instructional Videos

    Science.gov (United States)

    Beheshti, Mobina; Taspolat, Ata; Kaya, Omer Sami; Sapanca, Hamza Fatih

    2018-01-01

    Nowadays, video plays a significant role in education in terms of its integration into traditional classes, the principal delivery system of information in classes particularly in online courses as well as serving as a foundation of many blended classes. Hence, education is adopting a modern approach of instruction with the target of moving away…

  5. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    , for one week in 2014, and collected and analyzed visual data to learn about scientists’ practices. The visual material that was collected represented the agreed on material artifacts that should aid the students' reflective process to make sense of science technology practices. It was up to the student...... video, nature of the interactional space, and material and spatial semiotics....

  6. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

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

  7. Video narrativer i sygeplejerskeuddannelsen

    DEFF Research Database (Denmark)

    Jensen, Inger

    2009-01-01

    I artiklen gives nogle bud på hvordan video narrativer kan bruges i sygeplejerskeuddannelsen som triggers, der åbner for diskussioner og udvikling af meningsfulde holdninger til medmennesker. Det belyses også hvordan undervisere i deres didaktiske overvejelser kan inddrage elementer fra teori om...

  8. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Americans living with Parkinson’s disease. Learn more Ways to Give Donate Make a Tribute Gift Support a Moving ... Parkinson's Champion Bequests & Planned Giving Shop More Ways to Give Ways to Give There are many ways you ...

  9. An illustrated landslide handbook for developing nations

    Science.gov (United States)

    Highland, Lynn M.; Bobrowsky, Peter

    2008-01-01

    As landslides continue to be a hazard that account for large numbers of human and animal casualties, property loss, and infrastructure damage, as well as impacts on the natural environment, it is incumbent on developed nations that resources be allocated to educate affected populations in less developed nations, and provide them with tools to effectively manage this hazard. Given that the engineering, planning and zoning, and mitigation techniques for landslide hazard reduction are more accessible to developed nations, it is crucial that such landslide hazard management tools be communicated to less developed nations in a language that is not overly technical, and provides information on basic scientific explanations on where, why and how landslides occur. The experiences of the United States, Canada, and many other nations demonstrate that, landslide science education, and techniques for reducing damaging landslide impacts may be presented in a manner that can be understood by the layperson. There are various methods through which this may be accomplished–community-level education, technology transfer, and active one-on-one outreach to national and local governments, and non-governmental organizations (NGOs), who disseminate information throughout the general population. The population at large can also benefit from the dissemination of landslide information directly to individual community members. The United States Geological Survey and the Geological Survey of Canada have just published and will distribute a universal landslide handbook that can be easily made available to emergency managers, local governments, and individuals. The handbook, “The Landslide Handbook: A Guide to Understanding Landslides” is initially published as U.S. Geological Survey Circular 1325, in English, available in print, and accessible on the internet. It is liberally illustrated with schematics and photographs, and provides the means for a basic understanding of landslides, with

  10. 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%.

  11. 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%.

  12. Putting Your Camp on Video.

    Science.gov (United States)

    Peterson, Michael

    1997-01-01

    Creating a video to use in marketing camp involves selecting a format, writing the script, determining the video's length, obtaining release forms from campers who appear in the video, determining strategies for filming, choosing a narrator, and renting a studio and a mixing engineer (videotape editor). Includes distribution tips. (LP)

  13. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  14. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

  15. CERN Video News on line

    CERN Multimedia

    2003-01-01

    The latest CERN video news is on line. In this issue : an interview with the Director General and reports on the new home for the DELPHI barrel and the CERN firemen's spectacular training programme. There's also a vintage video news clip from 1954. See: www.cern.ch/video or Bulletin web page

  16. How way leads on to way.

    Science.gov (United States)

    Barash, Isaac

    2014-01-01

    In this article, I briefly recount the historical events in my native country that led me to become a plant pathologist. I started as a field pathologist specializing in fungal diseases of legumes, moved to biochemical research on virulence factors, and then on to molecular plant-microbe interactions. I describe the impact my graduate studies at the University of California (UC)-Davis had on my career. My life's work and teaching can be said to reflect the development in plant pathology during the past 40 years. I have included a concise review of the development of plant pathology in Israel and the ways it is funded. Dealing with administrative duties while conducting research has contributed to my belief in the importance of multidisciplinary approaches and of preserving the applied approach in the teaching of plant pathology.

  17. A Collaborative Video Sketching Model in the Making

    DEFF Research Database (Denmark)

    Gundersen, Peter Bukovica; Ørngreen, Rikke; Hautopp, Heidi

    model, where we explore the relation between the educational research design team, their sketching and video sketching activities. The results show how sketching can be done in different modes and how it supports thinking, communication, reflection and distributed cognition in design teams when......The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching...

  18. A collaborative video sketching model in the making

    DEFF Research Database (Denmark)

    Gundersen, Peter; Ørngreen, Rikke; Henningsen, Birgitte

    2018-01-01

    model, where we explore the relation between the educational research design team, their sketching and video sketching activities. The results show how sketching can be done in different modes and how it supports thinking, communication, reflection and distributed cognition in design teams when......The literature on design research emphasizes working in iterative cycles that investigate and explore many ideas and alternative designs. However, these cycles are seldom applied or documented in educational research papers. In this paper, we illustrate the development process of a video sketching...

  19. Using video in teacher education

    Directory of Open Access Journals (Sweden)

    Jo Towers

    2007-06-01

    Full Text Available This paper draws on a research study of elementary- and secondary-route preservice teachers in a two-year, after-degree teacher preparation programme. The paper includes excerpts of classroom data, taken from the author’s own university classroom, demonstrating preservice teachers’ responses to carefully selected video extracts of children learning mathematics in a high-school class also taught by the author. The paper includes commentary on some of the advantages and limitations of video as a teaching tool, develops an argument for the increased use, in both preservice teacher education and inservice teacher professional development, of videotaped episodes that focus on the learners rather than on the classroom teacher, and explores the value of having the teacher whose classroom is featured on the videos present for the discussion of the episodes. The paper explores the potential offered by video material to foster the belief that teaching is a learning activity by (i refocusing attention on the learner rather than the teacher in the analysis of classroom practices, (ii raising awareness of the importance of reflective practice, and (iii providing a prompt for the imaginative rehearsal of action. Résumé : Le présent article se fonde sur une étude technique portant sur des stagiaires des niveaux primaire et secondaire dans un programme de préparation à l’enseignement de deux ans après l’obtention du diplôme. L’article comprend des extraits de données en salle de classe qui proviennent de la salle de classe de l’université de l’auteur même, illustrant les réponses des stagiaires à des extraits vidéo choisis avec soins, extraits portant su des enfants apprenant les mathématiques dans une classe du secondaire dont l’enseignant est l’auteur. L’article comporte des commentaires sur certains des avantages et limites du vidéo comme outil d’enseignement, il présente un argument pour l’augmentation accrue, à la

  20. 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.

  1. 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.

  2. An effective method of collecting practical knowledge by presentation of videos and related words

    Directory of Open Access Journals (Sweden)

    Satoshi Shimada

    2017-12-01

    Full Text Available The concentration of practical knowledge and experiential knowledge in the form of collective intelligence (the wisdom of the crowd is of interest in the area of skill transfer. Previous studies have confirmed that collective intelligence can be formed through the utilization of video annotation systems where knowledge that is recalled while watching videos of work tasks can be assigned in the form of a comment. The knowledge that can be collected is limited, however, to the content that can be depicted in videos, meaning that it is necessary to prepare many videos when collecting knowledge. This paper proposes a method for expanding the scope of recall from the same video through the automatic generation and simultaneous display of related words and video scenes. Further, the validity of the proposed method is empirically illustrated through the example of a field experiment related to mountaineering skills.

  3. THE ANALYSIS OF ILLUSTRATIONS IN THE FOURTH CLASS GEOGRAPHY TEXTBOOKS

    Directory of Open Access Journals (Sweden)

    IOANA CHIRCEV

    2014-01-01

    Full Text Available This study focuses on the analysis of the illustrations found in five different Geography textbooks in Romania. The analysis is based on several criteria: number, size, clarity, pedagogical usefulness. The following conclusions have been drawn: the illustrations are numerous; most of the illustrations are too small and unclear to be efficiently used in the teaching activity; the purpose of some materials is purely illustrative; some illustrations are overcharged with details, which prevent children from understanding them. Authors and publishing houses are advised to choose the illustrations in the fourth class Geography textbooks more carefully.

  4. Semantics by analogy for illustrative volume visualization☆

    Science.gov (United States)

    Gerl, Moritz; Rautek, Peter; Isenberg, Tobias; Gröller, Eduard

    2012-01-01

    We present an interactive graphical approach for the explicit specification of semantics for volume visualization. This explicit and graphical specification of semantics for volumetric features allows us to visually assign meaning to both input and output parameters of the visualization mapping. This is in contrast to the implicit way of specifying semantics using transfer functions. In particular, we demonstrate how to realize a dynamic specification of semantics which allows to flexibly explore a wide range of mappings. Our approach is based on three concepts. First, we use semantic shader augmentation to automatically add rule-based rendering functionality to static visualization mappings in a shader program, while preserving the visual abstraction that the initial shader encodes. With this technique we extend recent developments that define a mapping between data attributes and visual attributes with rules, which are evaluated using fuzzy logic. Second, we let users define the semantics by analogy through brushing on renderings of the data attributes of interest. Third, the rules are specified graphically in an interface that provides visual clues for potential modifications. Together, the presented methods offer a high degree of freedom in the specification and exploration of rule-based mappings and avoid the limitations of a linguistic rule formulation. PMID:23576827

  5. Advances in constructing regional geological voxel models, illustrated by their application in aggregate resource assessments

    NARCIS (Netherlands)

    Maljers, D.; Stafleu, J.; Meulen, M.J. van der; Dambrink, R.M.

    2015-01-01

    Aggregate resource assessments, derived from three subsequent generations of voxel models, were compared in a qualitative way to illustrate and discuss modelling progress. We compared the models in terms of both methodology and usability. All three models were produced by the Geological Survey of

  6. Ways of the Jam

    DEFF Research Database (Denmark)

    Brinck, Lars

    In the PhD-dissertation Ways of the Jam I investigate jamming and learning as profoundly collective and improvisational matters. Bridging a theory of funk jamming with situated learning theoretical analyses of New Orleans second line, everyday leadership, and of a studio recording session...... demonstrate how looking at human activity from a jamming perspective enhances our understanding of learning as a complex collective and improvisational process. Ways of the Jam demonstrates how learning is a matter of changing improvisational participation in changing practice in analytically inseparable ways......’ of practice, on the collectivity of changing practice, on the improvisational aspects of participation, and on these analytic perspectives’ complex hegemony and subordination....

  7. Authoring Data-Driven Videos with DataClips.

    Science.gov (United States)

    Amini, Fereshteh; Riche, Nathalie Henry; Lee, Bongshin; Monroy-Hernandez, Andres; Irani, Pourang

    2017-01-01

    Data videos, or short data-driven motion graphics, are an increasingly popular medium for storytelling. However, creating data videos is difficult as it involves pulling together a unique combination of skills. We introduce DataClips, an authoring tool aimed at lowering the barriers to crafting data videos. DataClips allows non-experts to assemble data-driven "clips" together to form longer sequences. We constructed the library of data clips by analyzing the composition of over 70 data videos produced by reputable sources such as The New York Times and The Guardian. We demonstrate that DataClips can reproduce over 90% of our data videos corpus. We also report on a qualitative study comparing the authoring process and outcome achieved by (1) non-experts using DataClips, and (2) experts using Adobe Illustrator and After Effects to create data-driven clips. Results indicated that non-experts are able to learn and use DataClips with a short training period. In the span of one hour, they were able to produce more videos than experts using a professional editing tool, and their clips were rated similarly by an independent audience.

  8. Video astronomy on the go using video cameras with small telescopes

    CERN Document Server

    Ashley, Joseph

    2017-01-01

    Author Joseph Ashley explains video astronomy's many benefits in this comprehensive reference guide for amateurs. Video astronomy offers a wonderful way to see objects in far greater detail than is possible through an eyepiece, and the ability to use the modern, entry-level video camera to image deep space objects is a wonderful development for urban astronomers in particular, as it helps sidestep the issue of light pollution. The author addresses both the positive attributes of these cameras for deep space imaging as well as the limitations, such as amp glow. The equipment needed for imaging as well as how it is configured is identified with hook-up diagrams and photographs. Imaging techniques are discussed together with image processing (stacking and image enhancement). Video astronomy has evolved to offer great results and great ease of use, and both novices and more experienced amateurs can use this book to find the set-up that works best for them. Flexible and portable, they open up a whole new way...

  9. Leadership as a Way of Being: A Way Forward for a News Industry in Chaotic Transition

    Science.gov (United States)

    Herndon, Keith; McCline, Richard

    2017-01-01

    Hesselbein developed the concept: "leadership is a matter of how to be and not how to do." Joseph later provided instructional content based on the concept and helped operationalize it for consumption by practicing leaders. This paper leverages their work in illustrating how leadership-as-a-way-of-being (LWB) can be a teaching model for…

  10. Sacred Way (Greek World)

    NARCIS (Netherlands)

    Williamson, Christina

    2015-01-01

    Sacred ways were roads that led to major sanctuaries, typically those located at a distance from the urban center, and were the vehicles for the processions involved in civic festivals at these shrines.

  11. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

    The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.

  12. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

    The Motion Picture Industry began a transition from film based distribution and projection to digital distribution and projection several years ago. Digital delivery and presentation offers the prospect to increase the quality of the theatrical experience for the audience, reduce distribution costs to the distributors, and create new business opportunities for the theater owners and the studios. Digital Cinema also presents an opportunity to provide increased flexibility and security of the movies for the content owners and the theater operators. Distribution of content via electronic means to theaters is unlike any of the traditional applications for video compression. The transition from film-based media to electronic media represents a paradigm shift in video compression techniques and applications that will be discussed in this paper.

  13. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

    Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere...... medieproduktioner. Med afsæt i Lanarca Declarationens perspektiver på læringsdesign og hovedsageligt Jerome Bruners principper for stilladsering, sammensættes en model for understøttelse af videoproduktion af studerende på videregående uddannelser. Ved at anvende denne model for undervisningssessioner og forløb får...... de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen....

  14. Video material and epilepsy.

    Science.gov (United States)

    Harding, G F; Jeavons, P M; Edson, A S

    1994-01-01

    Nine patients who had epileptic attacks while playing computer games were studied in the laboratory. Patients had an EEG recorded as well as their response to intermittent photic stimulation (IPS) at flash rates of 1-60 fps. In addition, pattern sensitivity was assessed in all patients by a gratings pattern. Only 2 patients had no previous history of convulsions, and only 2 had a normal basic EEG. All but 1 were sensitive to IPS, and all but 1 were pattern sensitive. Most patients were male, but although this appears to conflict with previously published literature results regarding the sex ratio in photosensitivity, it was due to the male predominance of video game usage. We compared our results with those reported in the literature. Diagnosing video game epilepsy requires performing an EEG with IPS and pattern stimulation. We propose a standard method of testing.

  15. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Moving Day Walker Support a Parkinson's Champion Bequests & Planned Giving Shop More Ways to Give Ways to ... Late Stage Parkinson's Expert Briefings: Impulsive and Compulsive Behaviors in Parkinson's Expert Briefings: Complementary Approaches to Parkinson's ...

  16. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Opportunities Support Overview Patient Events Fundraising Programs Join Team ANA Legacy Society Ways to Give Help us ... Volunteering with ANA Opportunities Fundraising Programs Back Join Team ANA Legacy Society Ways to give Help us ...

  17. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Legacy Society Ways to Give Help us fundraise Caregiver Overview Resources Support Groups Back Is a support ... Legacy Society Ways to give Help us fundraise Caregiver Back Overview Resources Support Overview Event Calendar Patient ...

  18. Solid state video cameras

    CERN Document Server

    Cristol, Y

    2013-01-01

    Solid State Video Cameras reviews the state of the art in the field of solid-state television cameras as compiled from patent literature. Organized into 10 chapters, the book begins with the basic array types of solid-state imagers and appropriate read-out circuits and methods. Documents relating to improvement of picture quality, such as spurious signal suppression, uniformity correction, or resolution enhancement, are also cited. The last part considerssolid-state color cameras.

  19. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

    The ubiquity of social media in our daily life, the intense user participation, and the explo- sion of multimedia content have generated an extraordinary interest from computer and social scientists to investigate the traces left by users to understand human behavior online. From this perspective, YouTube can be seen as the largest collection of audiovisual human behavioral data, among which conversational video blogs (vlogs) are one of the basic formats. Conversational vlogs have evolved fro...

  20. Video Bandwidth Compression System.

    Science.gov (United States)

    1980-08-01

    scaling function, located between the inverse DPCM and inverse transform , on the decoder matrix multiplier chips. 1"V1 T.. ---- i.13 SECURITY...Bit Unpacker and Inverse DPCM Slave Sync Board 15 e. Inverse DPCM Loop Boards 15 f. Inverse Transform Board 16 g. Composite Video Output Board 16...36 a. Display Refresh Memory 36 (1) Memory Section 37 (2) Timing and Control 39 b. Bit Unpacker and Inverse DPCM 40 c. Inverse Transform Processor 43

  1. The use of transparent media in medical illustration.

    Science.gov (United States)

    Winn, W M

    1978-03-01

    Transparent media, such as watercolor, acrylic, and dyes, have been used by scientific illustrators for centuries. This article gives one artist's view of the highly complex medium. Materials, techniques, short cuts, and potential problem areas are discussed. Illustrations of specific techniques and a step-by-step development of a medical illustration is provided.

  2. Can Strategies Facilitate Learning from Illustrated Science Texts?

    Science.gov (United States)

    Iding, Marie K.

    2000-01-01

    Examines the effectiveness of schema training in illustration types and text-illustration relations for learning from college level physiology texts and discusses findings that are consistent with prior research on learning from illustrated materials and with dual coding theory. Considers future directions for strategy training research and…

  3. 31 CFR 411.1 - Color illustrations authorized.

    Science.gov (United States)

    2010-07-01

    ... SERVICE, DEPARTMENT OF THE TREASURY COLOR ILLUSTRATIONS OF UNITED STATES CURRENCY § 411.1 Color... necessary plates or items for such printing or publishing, of color illustrations of U.S. currency provided... storage devices, and any other thing used in the making of the illustration that contain an image of the...

  4. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  5. Video segmentation using keywords

    Science.gov (United States)

    Ton-That, Vinh; Vong, Chi-Tai; Nguyen-Dao, Xuan-Truong; Tran, Minh-Triet

    2018-04-01

    At DAVIS-2016 Challenge, many state-of-art video segmentation methods achieve potential results, but they still much depend on annotated frames to distinguish between background and foreground. It takes a lot of time and efforts to create these frames exactly. In this paper, we introduce a method to segment objects from video based on keywords given by user. First, we use a real-time object detection system - YOLOv2 to identify regions containing objects that have labels match with the given keywords in the first frame. Then, for each region identified from the previous step, we use Pyramid Scene Parsing Network to assign each pixel as foreground or background. These frames can be used as input frames for Object Flow algorithm to perform segmentation on entire video. We conduct experiments on a subset of DAVIS-2016 dataset in half the size of its original size, which shows that our method can handle many popular classes in PASCAL VOC 2012 dataset with acceptable accuracy, about 75.03%. We suggest widely testing by combining other methods to improve this result in the future.

  6. Forensic analysis of video steganography tools

    Directory of Open Access Journals (Sweden)

    Thomas Sloan

    2015-05-01

    Full Text Available Steganography is the art and science of concealing information in such a way that only the sender and intended recipient of a message should be aware of its presence. Digital steganography has been used in the past on a variety of media including executable files, audio, text, games and, notably, images. Additionally, there is increasing research interest towards the use of video as a media for steganography, due to its pervasive nature and diverse embedding capabilities. In this work, we examine the embedding algorithms and other security characteristics of several video steganography tools. We show how all feature basic and severe security weaknesses. This is potentially a very serious threat to the security, privacy and anonymity of their users. It is important to highlight that most steganography users have perfectly legal and ethical reasons to employ it. Some common scenarios would include citizens in oppressive regimes whose freedom of speech is compromised, people trying to avoid massive surveillance or censorship, political activists, whistle blowers, journalists, etc. As a result of our findings, we strongly recommend ceasing any use of these tools, and to remove any contents that may have been hidden, and any carriers stored, exchanged and/or uploaded online. For many of these tools, carrier files will be trivial to detect, potentially compromising any hidden data and the parties involved in the communication. We finish this work by presenting our steganalytic results, that highlight a very poor current state of the art in practical video steganography tools. There is unfortunately a complete lack of secure and publicly available tools, and even commercial tools offer very poor security. We therefore encourage the steganography community to work towards the development of more secure and accessible video steganography tools, and make them available for the general public. The results presented in this work can also be seen as a useful

  7. 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.

  8. Multimodal location estimation of videos and images

    CERN Document Server

    Friedland, Gerald

    2015-01-01

    This book presents an overview of the field of multimodal location estimation, i.e. using acoustic, visual, and/or textual cues to estimate the shown location of a video recording. The authors' sample research results in this field in a unified way integrating research work on this topic that focuses on different modalities, viewpoints, and applications. The book describes fundamental methods of acoustic, visual, textual, social graph, and metadata processing as well as multimodal integration methods used for location estimation. In addition, the text covers benchmark metrics and explores the limits of the technology based on a human baseline. ·         Discusses localization of multimedia data; ·         Examines fundamental methods of establishing location metadata for images and videos (other than GPS tagging); ·         Covers Data-Driven as well as Semantic Location Estimation.

  9. Interactive video instruction - Establishing a positive alternative

    International Nuclear Information System (INIS)

    Schillinger, F.J.; McCulloch, B.P.

    1991-01-01

    This paper discusses The New York Power Authority's (NYPA's) efforts to establish and implement a viable interactive video instruction program to provide an alternative to traditional instructor-led classroom training. The NYPA training department was looking for alternative methods of providing adequate training for a new apprenticeship program being developed for its nonnuclear plant employees. They were also looking for another way to provide cost-effective basic computer training for an ever-increasing number of company computer users. Interactive video instruction was selected because it offered an interesting and fresh approach to self-paced learning. The paper describes problems associated with startup, implementation, and administration, benefits expected, and obtaining college accreditation

  10. Star Wars in psychotherapy: video games in the office.

    Science.gov (United States)

    Ceranoglu, Tolga Atilla

    2010-01-01

    Video games are used in medical practice during psycho-education in chronic disease management, physical therapy, rehabilitation following traumatic brain injury, and as an adjunct in pain management during medical procedures or cancer chemotherapy. In psychiatric practice, video games aid in social skills training of children with developmental delays and in cognitive behavioral therapy (CBT). This most popular children's toy may prove a useful tool in dynamic psychotherapy of youth. The author provides a framework for using video games in psychotherapy by considering the characteristics of video games and describes the ways their use has facilitated various stages of therapeutic process. Just as other play techniques build a relationship and encourage sharing of emotional themes, sitting together in front of a console and screen facilitates a relationship and allows a safe path for the patient's conflict to emerge. During video game play, the therapist may observe thought processes, impulsivity, temperament, decision-making, and sharing, among other aspects of a child's clinical presentation. Several features inherent to video games require a thoughtful approach as resistance and transference in therapy may be elaborated differently in comparison to more traditional toys. Familiarity with the video game content and its dynamics benefits child mental health clinicians in their efforts to help children and their families.

  11. Video as a Medium for Learning and Teaching

    CERN Document Server

    CERN. Geneva

    2017-01-01

    Videos play an important role in today's digital era. According to Cisco®, video (business and consumer combined) was  59% of the total Internet traffic in 2014. Video is permeating our educational institutions, transforming the way we teach, learn, study, communicate and work (Kaltura Report 2015). But are videos always the best choice? In this lecture we examine the benefits of the use of video in learning as well as its limits.Tips on how to minimize those limits will be explained.Example short videos that demonstrate success (or not) stories will be shown.Finally, guidelines for making good videos for education will be given. NB! All Academic Training lectures are recorded but not webcasted. The recording will be linked from this event and the CDS Academic Training collection. Participation is free. No registration needed. Bio: Pedro de Freitas has realized a MSc in learning & teaching technologies and MSc in Psychology in the University of Geneva. His thesis subject ...

  12. An Accessible Video Player for Older People: Issues from a User Test

    OpenAIRE

    Villena, Johana M. Rosas; Ramos, Bruno C.; Fortes, Renata P.M.; Goularte, Rudinei

    2014-01-01

    There is a huge availability of videos that have been produced in a very fast and wide way, along with the popularity of Internet. This scenario should be carefully considered by the video authors since many users have different needs. It is important to keep in mind the accessibility requirements so that any user can overcome the barriers to access content regardless of their limitations imposed by either impairment or some temporary restriction. The current video players present barriers fo...

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

    OpenAIRE

    Thompson, Debbe

    2012-01-01

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

  14. VIDEO GAMES ARE AN INTERESTING OBJECT TO THE COGNITION STUDIES

    Directory of Open Access Journals (Sweden)

    Cleci Maraschin

    2013-12-01

    Full Text Available Video games create a virtual space that can be inhabited in various ways by the players. Despite the controversies in which they are constantly included, electronic games bear witness to the modus operandi in our contemporary cognition permeated by technical objects. By focusing the know-how instead of a declarative experience the games open questions in the field of new literacies and problematize the use of technology in teaching practices. From the development of a locative game at the Botanical Garden of Porto Alegre, this article discussed some, methodological, political and theoretical implications arising from the research with video games in the field of cognitive studies. We discuss, finally, three theoretical / methodological implications the practice with video games forces us to think: research the video game through the process of its operation, questioning cognitive policies that organize our everyday and map the complex web of practices that supports the use of technical objects.

  15. Illustration of decimation in digital signal processing (DSP) systems ...

    African Journals Online (AJOL)

    ... and engineering, especially in the areas of communication and medicine. ... This multirate DSP had been found useful in application like digital audio, video and even GSM technology. The work is implemented using MATLABTM software.

  16. Measures of behavioral function predict duration of video game play: Utilization of the Video Game Functional Assessment - Revised.

    Science.gov (United States)

    Buono, Frank D; Griffiths, Mark D; Sprong, Matthew E; Lloyd, Daniel P; Sullivan, Ryan M; Upton, Thomas D

    2017-12-01

    Background Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g., pathological gambling). Aims Further work is required to better understand IGD. One potential avenue of investigation is IGD's relationship to the primary reinforcing behavioral functions. This study explores the relationship between duration of video game play and the reinforcing behavioral functions that may motivate or maintain video gaming. Methods A total of 499 video game players began the online survey, with complete data from 453 participants (85% white and 28% female), were analyzed. Individuals were placed into five groups based on self-reported hours of video gaming per week, and completed the Video Game Functional Assessment - Revised (VGFA-R). Results The results demonstrated the escape and social attention function were significant in predicting duration of video game play, whereas sensory and tangible were not significant. Conclusion Future implications of the VGFA-R and behaviorally based research are discussed.

  17. High Definition Video Streaming Using H.264 Video Compression

    OpenAIRE

    Bechqito, Yassine

    2009-01-01

    This thesis presents high definition video streaming using H.264 codec implementation. The experiment carried out in this study was done for an offline streaming video but a model for live high definition streaming is introduced, as well. Prior to the actual experiment, this study describes digital media streaming. Also, the different technologies involved in video streaming are covered. These include streaming architecture and a brief overview on H.264 codec as well as high definition t...

  18. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong

    2013-04-14

    In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.

  19. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong; Zhang, Xiangliang; Shihada, Basem

    2013-01-01

    In this paper, we study the problem of video quality prediction over the wireless 4G network. Video transmission data is collected from a real 4G SCM testbed for investigating factors that affect video quality. After feature transformation and selection on video and network parameters, video quality is predicted by solving as regression problem. Experimental results show that the dominated factor on video quality is the channel attenuation and video quality can be well estimated by our models with small errors.

  20. Mapping the Strategic Thinking of Public Relations Managers in a Crisis Situation: An Illustrative Example Using Conjoint Analysis.

    Science.gov (United States)

    Bronn, Peggy Simcic; Olson, Erik L.

    1999-01-01

    Illustrates the operationalization of the conjoint analysis multivariate technique for the study of the public relations function within strategic decision making in a crisis situation. Finds that what the theory describes as the strategic way of handling a crisis is also the way each of the managers who were evaluated would prefer to conduct…

  1. Video diaries on social media: Creating online communities for geoscience research and education

    Science.gov (United States)

    Tong, V.

    2013-12-01

    Making video clips is an engaging way to learn and teach geoscience. As smartphones become increasingly common, it is relatively straightforward for students to produce ';video diaries' by recording their research and learning experience over the course of a science module. Instead of keeping the video diaries for themselves, students may use the social media such as Facebook for sharing their experience and thoughts. There are some potential benefits to link video diaries and social media in pedagogical contexts. For example, online comments on video clips offer useful feedback and learning materials to the students. Students also have the opportunity to engage in geoscience outreach by producing authentic scientific contents at the same time. A video diary project was conducted to test the pedagogical potential of using video diaries on social media in the context of geoscience outreach, undergraduate research and teaching. This project formed part of a problem-based learning module in field geophysics at an archaeological site in the UK. The project involved i) the students posting video clips about their research and problem-based learning in the field on a daily basis; and ii) the lecturer building an online outreach community with partner institutions. In this contribution, I will discuss the implementation of the project and critically evaluate the pedagogical potential of video diaries on social media. My discussion will focus on the following: 1) Effectiveness of video diaries on social media; 2) Student-centered approach of producing geoscience video diaries as part of their research and problem-based learning; 3) Learning, teaching and assessment based on video clips and related commentaries posted on Facebook; and 4) Challenges in creating and promoting online communities for geoscience outreach through the use of video diaries. I will compare the outcomes from this study with those from other pedagogical projects with video clips on geoscience, and

  2. User and Device Adaptation in Summarizing Sports Videos

    Science.gov (United States)

    Nitta, Naoko; Babaguchi, Noboru

    Video summarization is defined as creating a video summary which includes only important scenes in the original video streams. In order to realize automatic video summarization, the significance of each scene needs to be determined. When targeted especially on broadcast sports videos, a play scene, which corresponds to a play, can be considered as a scene unit. The significance of every play scene can generally be determined based on the importance of the play in the game. Furthermore, the following two issues should be considered: 1) what is important depends on each user's preferences, and 2) the summaries should be tailored for media devices that each user has. Considering the above issues, this paper proposes a unified framework for user and device adaptation in summarizing broadcast sports videos. The proposed framework summarizes sports videos by selecting play scenes based on not only the importance of each play itself but also the users' preferences by using the metadata, which describes the semantic content of videos with keywords, and user profiles, which describe users' preference degrees for the keywords. The selected scenes are then presented in a proper way using various types of media such as video, image, or text according to device profiles which describe the device type. We experimentally verified the effectiveness of user adaptation by examining how the generated summaries are changed by different preference degrees and by comparing our results with/without using user profiles. The validity of device adaptation is also evaluated by conducting questionnaires using PCs and mobile phones as the media devices.

  3. Creating Machinima (3D) and Real Life Videos in an ESP Classroom

    Science.gov (United States)

    Ochoa Alpala, Carol Anne; Ortíz García, William Ricardo

    2018-01-01

    This research paper reports on the development of oral presentation skills in a 3D virtual world called "Moviestorm" machinima, in contrast with real-life videos. In this way, the implementation of both types of videos sought to promote the improvement of oral communication skills, specifically oral presentations in a foreign language,…

  4. Outside in America: George Michael's music video, public sex and global pop culture

    NARCIS (Netherlands)

    Kooijman, J.

    2004-01-01

    Six months after his controversial arrest for ‘lewd conduct’ at a men’s public restroom in Beverly Hills, British pop star George Michael released the song and music video ‘Outside’ which can be seen as an explicit commentary on the controversy. In this article, I read the music video in three ways:

  5. Using Video in Urban Elementary Professional Development to Support Digital Media Arts Integration

    Science.gov (United States)

    Woodard, Rebecca; Machado, Emily

    2017-01-01

    Using ethnographic methods, this article looks closely at how a team of first-grade teachers and digital media artists in an urban elementary school used video in innovative ways during professional development over the course of one year. Extending a body of literature that primarily documents how video can be used as a tool in professional…

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

    Science.gov (United States)

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

    2008-01-01

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

  7. Watch This! A Guide to Implementing Video Modeling in the Classroom

    Science.gov (United States)

    Wynkoop, Kaylee Stahr

    2016-01-01

    The video modeling (VM) teaching strategy is one in which a student watches a video of someone performing a specific behavior, skill, or task and is then expected to complete the behavior, skill, or task. This column discusses the variety of ways in which VM has been documented within the literature and supports teacher interest in the strategy by…

  8. Distance Education Technology for the New Millennium Compressed Video Teaching. ZIFF Papiere 101.

    Science.gov (United States)

    Keegan, Desmond

    This monograph combines an examination of theoretical issues raised by the introduction of two-way video and similar systems into distance education (DE) with practical advice on using compressed video systems in DE programs. Presented in the first half of the monograph are the following: analysis of the intrinsic links between DE and technology…

  9. New ways to work.

    Science.gov (United States)

    2003-06-01

    Flexible working, work-life balance, family friendliness; all are now familiar terms in today's NHS, and employers, managers and leaders are expected to be forging ahead in improving the working lives for all staff. If you are looking for new ideas to help tackle the challenge, you should try the New Ways to Work website.

  10. Rhodotron: the third way

    International Nuclear Information System (INIS)

    Langley-Danysz, P.

    1992-01-01

    A CEA Saclay laboratory proposes a third way for the food processing (compared with gamma radiations and accelerated electrons): X radiations with the Rhodotron accelerator. X radiations are obtained by conversion of accelerated electrons on a metallic target. The electron acceleration in rosace let hope for a profitable conversion

  11. This Way Brouwn

    DEFF Research Database (Denmark)

    van der Meijden, Peter Alexander

    2013-01-01

    Artiklen udforsker den surinamsk/hollandske kunstner Stanley Brouwns værk "This Way Brouwn" (1962-nu) som en hybrid mellem arkiv og performance. Mere specifikt stiller artiklen, primært igennem Jacques Derridas essay "Archive Fever" skarpt på arkivets og performancekunstens tidsmæssige aspekt, fo...

  12. Alternative way of life

    International Nuclear Information System (INIS)

    Fischer, C.

    1980-01-01

    The volume describes the reasons why more and more people seek alternative ways of life, the theoretical background and what alternative life means in practice as well as the sociological significance and history of the alternative movement. It also contains statements of persons who have 'got out' and advice on energy-saving. (HSCH) [de

  13. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

    Full Text Available In the past few years there has been an explosion in the use of digital video data. Many people have personal computers at home, and with the help of the Internet users can easily share video files on their computer. This makes possible the unauthorized use of digital media, and without adequate protection systems the authors and distributors have no means to prevent it.Digital watermarking techniques can help these systems to be more effective by embedding secret data right into the video stream. This makes minor changes in the frames of the video, but these changes are almost imperceptible to the human visual system. The embedded information can involve copyright data, access control etc. A robust watermark is resistant to various distortions of the video, so it cannot be removed without affecting the quality of the host medium. In this paper I propose a video watermarking scheme that fulfills the requirements of a robust watermark. 

  14. Dutch children and parents' views on active and non-active video gaming.

    Science.gov (United States)

    De Vet, Emely; Simons, Monique; Wesselman, Maarten

    2014-06-01

    Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active video games are explored among 8- to 12-year-old children and their parents. Six qualitative, semi-structured focus groups were held with 8- to 12-year-old children (n = 46) and four with their parents (n = 19) at three different primary schools in The Netherlands. The focus groups with children discussed game preferences, gaming context and perceived game-related parenting. The focus groups with parents addressed considerations in purchasing video games, perceived positive and negative consequences of gaming, and game-related parenting. Both children and their parents were very positive about active video games and preferred active games over non-active games. Active video games were considered more social than non-active video games, and active games were played more often together with friends and family than non-active video games. Parenting practices did not differ for active and non-active video games, although some parents were less strict regarding active games. Two conditions for practical implementation were met: children enjoyed active video games, and parents were willing to buy active video games. Active video games were preferred to non-active video games, illustrating that using active video games is a promising health promotion tool to reduce sedentary pastime in youth.

  15. Holovideo: Real-time 3D range video encoding and decoding on GPU

    Science.gov (United States)

    Karpinsky, Nikolaus; Zhang, Song

    2012-02-01

    We present a 3D video-encoding technique called Holovideo that is capable of encoding high-resolution 3D videos into standard 2D videos, and then decoding the 2D videos back into 3D rapidly without significant loss of quality. Due to the nature of the algorithm, 2D video compression such as JPEG encoding with QuickTime Run Length Encoding (QTRLE) can be applied with little quality loss, resulting in an effective way to store 3D video at very small file sizes. We found that under a compression ratio of 134:1, Holovideo to OBJ file format, the 3D geometry quality drops at a negligible level. Several sets of 3D videos were captured using a structured light scanner, compressed using the Holovideo codec, and then uncompressed and displayed to demonstrate the effectiveness of the codec. With the use of OpenGL Shaders (GLSL), the 3D video codec can encode and decode in realtime. We demonstrated that for a video size of 512×512, the decoding speed is 28 frames per second (FPS) with a laptop computer using an embedded NVIDIA GeForce 9400 m graphics processing unit (GPU). Encoding can be done with this same setup at 18 FPS, making this technology suitable for applications such as interactive 3D video games and 3D video conferencing.

  16. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-02-01

    Network video conferencing is advancing rapidly throughout the nation, and the Idaho National Engineering Laboratory (INEL), a Department of Energy (DOE) facility, is at the forefront of the development. Engineers at INEL/EG&G designed and installed a very unique DOE videoconferencing system, offering many outstanding features, that include true multipoint conferencing, user-friendly design and operation with no full-time operators required, and the potential for cost effective expansion of the system. One area where INEL/EG&G engineers made a significant contribution to video conferencing was in the development of effective, user-friendly, end station driven scheduling software. A PC at each user site is used to schedule conferences via a windows package. This software interface provides information to the users concerning conference availability, scheduling, initiation, and termination. The menus are 'mouse' controlled. Once a conference is scheduled, a workstation at the hubs monitors the network to initiate all scheduled conferences. No active operator participation is required once a user schedules a conference through the local PC; the workstation automatically initiates and terminates the conference as scheduled. As each conference is scheduled, hard copy notification is also printed at each participating site. Video conferencing is the wave of the future. The use of these user-friendly systems will save millions in lost productivity and travel cost throughout the nation. The ease of operation and conference scheduling will play a key role on the extent industry uses this new technology. The INEL/EG&G has developed a prototype scheduling system for both commercial and federal government use.

  17. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-01-01

    Network video conferencing is advancing rapidly throughout the nation, and the Idaho National Engineering Laboratory (INEL), a Department of Energy (DOE) facility, is at the forefront of the development. Engineers at INEL/EG&G designed and installed a very unique DOE videoconferencing system, offering many outstanding features, that include true multipoint conferencing, user-friendly design and operation with no full-time operators required, and the potential for cost effective expansion of the system. One area where INEL/EG&G engineers made a significant contribution to video conferencing was in the development of effective, user-friendly, end station driven scheduling software. A PC at each user site is used to schedule conferences via a windows package. This software interface provides information to the users concerning conference availability, scheduling, initiation, and termination. The menus are 'mouse' controlled. Once a conference is scheduled, a workstation at the hubs monitors the network to initiate all scheduled conferences. No active operator participation is required once a user schedules a conference through the local PC; the workstation automatically initiates and terminates the conference as scheduled. As each conference is scheduled, hard copy notification is also printed at each participating site. Video conferencing is the wave of the future. The use of these user-friendly systems will save millions in lost productivity and travel cost throughout the nation. The ease of operation and conference scheduling will play a key role on the extent industry uses this new technology. The INEL/EG&G has developed a prototype scheduling system for both commercial and federal government use.

  18. 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...

  19. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

    and beautiful visualisations. However, we also need to ask what the tools of big data can do both for the Humanities and for more interpretative approaches and methods. Thus, we prefer to explore how the power of computation, new sensor technologies and massive storage can also help with video-based qualitative......For the last few years, we have witnessed a hype about the potential results and insights that quantitative big data can bring to the social sciences. The wonder of big data has moved into education, traffic planning, and disease control with a promise of making things better with big numbers...

  20. Provocative Video Scenarios

    DEFF Research Database (Denmark)

    Caglio, Agnese

    This paper presents the use of ”provocative videos”, as a tool to support and deepen findings from ethnographic investigation on the theme of remote videocommunication. The videos acted as a resource to also investigate potential for novel technologies supporting continuous connection between...... households. They were deployed online as part of a 6 months research project in collaboration with the Danish electronics manifacturer Bang & Olufsen, involving participants from different continents. The intention is to propose the integration of tools that have been always seen as part of the design domain...

  1. Different way, same goal

    CERN Multimedia

    Antonella Del Rosso & Fabio Capello

    2012-01-01

    Radio-oncologists and radiotherapists represented a large proportion of the doctors and clinicians who attended the ICTR-PHE 2012 conference. With them were also biologists and doctors of nuclear medicine. They presented the state of the art of their research that touches on the genetics and biology of tumours as well as on futuristic drugs that selectively target malignant cells. The future of cancer treatment seems to lie in the personalised approach.   When the members of the life sciences community took over from the physicists, the focus remained basically the same. Just another sign of the fact that the different communities are leading the same battle and have the same goal. However, the methodologies and issues can be very different. The example of hadrontherapy illustrates the situation well: while for physicists this is a relatively well-established concept, medical doctors consider that the amount of patient data available is still very small. Several clinical trials are in progress ...

  2. ABOUT SOUNDS IN VIDEO GAMES

    Directory of Open Access Journals (Sweden)

    Denikin Anton A.

    2012-12-01

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

  3. Subtitled video tutorials, an accessible teaching material

    Directory of Open Access Journals (Sweden)

    Luis Bengochea

    2012-11-01

    Full Text Available The use of short-lived audio-visual tutorials constitutes an educational resource very attractive for young students, widely familiar with this type of format similar to YouTube clips. Considered as "learning pills", these tutorials are intended to strengthen the understanding of complex concepts that because their dynamic nature can’t be represented through texts or diagrams. However, the inclusion of this type of content in eLearning platforms presents accessibility problems for students with visual or hearing disabilities. This paper describes this problem and shows the way in which a teacher could add captions and subtitles to their videos.

  4. Strategizing in multiple ways

    DEFF Research Database (Denmark)

    Larsen, Mette Vinther; Madsen, Charlotte Øland; Rasmussen, Jørgen Gulddahl

    2013-01-01

    Strategy processes are kinds of wayfaring where different actors interpret a formally defined strat-egy differently. In the everyday practice of organizations strategizing takes place in multiple ways through narratives and sensible actions. This forms a meshwork of polyphonic ways to enact one...... and the same strategy. The paper focusses on such processes as they develop in a Danish service company. It is done on the basis of an empirical and longitudinal study of a strategy process in the Service Company where the strategic purpose was to implement value-based management. The theme to be developed...... based on this development paper is whether one can understand these diver-gent strategic wayfaring processes as constructive for organizations....

  5. Austin Community College Video Game Development Certificate

    Science.gov (United States)

    McGoldrick, Robert

    2008-01-01

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

  6. Unattended video surveillance systems for international safeguards

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1979-01-01

    The use of unattended video surveillance systems places some unique requirements on the systems and their hardware. The systems have the traditional requirements of video imaging, video storage, and video playback but also have some special requirements such as tamper safing. The technology available to meet these requirements and how it is being applied to unattended video surveillance systems are discussed in this paper

  7. Personal Digital Video Stories

    DEFF Research Database (Denmark)

    Ørngreen, Rikke; Henningsen, Birgitte Sølbeck; Louw, Arnt Vestergaard

    2016-01-01

    The drop-out rate among students attending vocational training institutions is higher than for other forms of education at the same entry level (in Denmark, but also generally in Europe). A recent Danish reform has aided students, who enter the first part of the basic program directly from primar...... students are at school and in practical placements with companies. This may increase students’ social engagement and interest in the subject matter, together with greater awareness of professional identity, which could help decrease drop-out rates for vocational training.......The drop-out rate among students attending vocational training institutions is higher than for other forms of education at the same entry level (in Denmark, but also generally in Europe). A recent Danish reform has aided students, who enter the first part of the basic program directly from primary...... multimedia and video productions in Vocational Educational Training (VET). These video productions focused on the subjects of their future profession, and increased students’ motivation and experience of professional pride. Through a semistructured literature review, the paper then argues for a research...

  8. Ways of seeing evaluation

    OpenAIRE

    Bryant, W; Wilson, L; Lawson, J

    2011-01-01

    Copyright @ 2011 Brunel University This report summarises the evaluation of Ways of Seeing, a community arts project funded by the Heritage Lottery Fund and hosted by the Lightbox, Woking, Surrey from 2008-11. The people involved have had remarkable experiences, choosing how to take part in each stage of preparations for a major public art exhibition. All those involved had disabilities, primarily arising from mental health issues but also including physical disabilities. The project was s...

  9. SnapVideo: Personalized Video Generation for a Sightseeing Trip.

    Science.gov (United States)

    Zhang, Luming; Jing, Peiguang; Su, Yuting; Zhang, Chao; Shaoz, Ling

    2017-11-01

    Leisure tourism is an indispensable activity in urban people's life. Due to the popularity of intelligent mobile devices, a large number of photos and videos are recorded during a trip. Therefore, the ability to vividly and interestingly display these media data is a useful technique. In this paper, we propose SnapVideo, a new method that intelligently converts a personal album describing of a trip into a comprehensive, aesthetically pleasing, and coherent video clip. The proposed framework contains three main components. The scenic spot identification model first personalizes the video clips based on multiple prespecified audience classes. We then search for some auxiliary related videos from YouTube 1 according to the selected photos. To comprehensively describe a scenery, the view generation module clusters the crawled video frames into a number of views. Finally, a probabilistic model is developed to fit the frames from multiple views into an aesthetically pleasing and coherent video clip, which optimally captures the semantics of a sightseeing trip. Extensive user studies demonstrated the competitiveness of our method from an aesthetic point of view. Moreover, quantitative analysis reflects that semantically important spots are well preserved in the final video clip. 1 https://www.youtube.com/.

  10. Designing Role-Playing Video Games for Ethical Thinking

    Science.gov (United States)

    Schrier, Karen

    2017-01-01

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

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

    Science.gov (United States)

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

    2011-01-01

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

  12. Video Game-Based Learning: An Emerging Paradigm for Instruction

    Science.gov (United States)

    Squire, Kurt D.

    2013-01-01

    Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…

  13. Case Study: Student-Produced Videos for the Flipped Classroom

    Science.gov (United States)

    Prud'homme-Genereux, Annie

    2016-01-01

    This column provides original articles on innovations in case study teaching, assessment of the method, as well as case studies with teaching notes. This month's issue describes a way of building a library of student-produced videos to use in the flipped classroom.

  14. How Blogs, Social Media, and Video Games Improve Education

    Science.gov (United States)

    West, Darrell M.

    2012-01-01

    The appearance of collaboration tools such as blogs, wikis, social media, and video games has altered the way individuals and organizations relate to one another. There is no longer any need to wait on professionals to share material and report on new developments. Today, people communicate directly in an unmediated and unfiltered manner. These…

  15. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Caregivers Living with Parkinson's While living with PD can be challenging, there are many things you can do to maintain and improve your quality of ... Ways to Give There are many ways you can support the fight against Parkinson’s. Whatever form your ...

  16. Roles of Illustrators in Visual Communication of Scientific Knowledge

    Directory of Open Access Journals (Sweden)

    Kana Okawa

    2011-10-01

    Full Text Available Scientific knowledge is the knowledge accumulated by systematic studies and organized by general principles. Visual, verbal, numeric, and other types of representation are used to communicate scientific knowledge. Scientific illustration is the visual representation of objects and concepts in order to record and to convey scientific knowledge(Ford, 1993. There are some discussions on scientific illustrations in history, philosophy and the sociology of science(Burri & Dumit, 2008, but little has been done on the creation of scientific illustrations by illustrators. This study focuses on the creation of scientific illustrations by illustrators. The purpose is to show how illustrators create the visual messages in communications of scientific knowledge. Through analysis of semi-structured interviews with 6 professional illustrators, creators and art directors, it is showed that illustrators select and edit scientific information, add non-scientific information, and organize information into one visual representation of scientific knowledge. The implication of this research will provide a new perspective to multisensory communication of scientific knowledge.

  17. Treatment Considerations in Internet and Video Game Addiction: A Qualitative Discussion.

    Science.gov (United States)

    Greenfield, David N

    2018-04-01

    Internet and video game addiction has been a steadily developing consequence of modern living. Behavioral and process addictions and particularly Internet and video game addiction require specialized treatment protocols and techniques. Recent advances in addiction medicine have improved our understanding of the neurobiology of substance and behavioral addictions. Novel research has expanded the ways we understand and apply well-established addiction treatments as well as newer therapies specific to Internet and video game addiction. This article reviews the etiology, psychology, and neurobiology of Internet and video game addiction and presents treatment strategies and protocols for addressing this growing problem. Copyright © 2017 Elsevier Inc. All rights reserved.

  18. From La Meduse to the Titanic: Gericault’s Raft in Journalistic Illustration up to 1912

    Directory of Open Access Journals (Sweden)

    Tom Gretton

    2013-04-01

    Full Text Available This essay discusses the practices of journalistic illustration in nineteenth-century weekly illustrated magazines in London: magazines such as the 'Illustrated London News 'and the 'Graphic'. It focuses on the way that Géricault’s schema for representing shipwreck survivors in rafts and boats, mostly in the processes of rescue, was a resource for journalistic illustration in London. It concentrates on the period after 1880, ending with a discussion of the presence of ‘The Raft’ in reports of the 'Titanic'’s sinking. The essay considers some of the ways in which Géricault’s schema may have been a resource in the mythopoetic response to the 'Titanic' disaster.   The essay discusses the persistence of hand-made illustrations in the period of the ‘domestication’ of the half-tone screen (from the 1890s onwards, which introduced the photographic image (as distinct from hand-drawn or wood-engraved images derived from photographs into magazine illustration. In doing this it engages with the ways in which the coexistence of (half-tone accounts of hand-made pictures and of (half-tone accounts of photographs in the pages of magazines of the 'ILN' genre destabilized the truth-effects of hand-made illustration and threw the relative lack of affective power of the reportorial photograph into relief. It also discusses the implications for journalistic illustration of the difference between the telegram-speed ‘global-village-ization’ of the news community in the last quarter of the nineteenth century and the ‘snail-mail’ speed of transoceanic communication of pictures, until after the end of the First World War.   The essay aligns the picture-making logic of journalistic illustration with that of easel painting, to think about both these visual-culture-production milieux in terms of the manipulation of inherited visual resources, on the one hand in the praxis of picture-making, and on the other in pursuit of visible intertextualities

  19. Co-producing Video Diaries: The Presence of the “Absent” Researcher

    Directory of Open Access Journals (Sweden)

    Barbara Ellen Gibson

    2005-12-01

    Full Text Available Video diaries are said to provide a more “direct” understanding of participants' experiences than is afforded by data that are “controlled” by the researcher. In this article, the author problematizes this viewpoint and argues that personal video accounts are socially located constructions that are produced in response to a specific research context. Using examples from research that examines identity with young men who have severe physical impairments, she illustrates these effects and the role of the researcher in co-producing video accounts. Rather than viewing this as problematic, she suggests that examining how participants construct their video accounts as situated research participants provides a valuable source of analyzable data. The author outlines a method for interrogating video accounts that builds on these foundational assumptions.

  20. From curve fitting to machine learning an illustrative guide to scientific data analysis and computational intelligence

    CERN Document Server

    Zielesny, Achim

    2016-01-01

    This successful book provides in its second edition an interactive and illustrative guide from two-dimensional curve fitting to multidimensional clustering and machine learning with neural networks or support vector machines. Along the way topics like mathematical optimization or evolutionary algorithms are touched. All concepts and ideas are outlined in a clear cut manner with graphically depicted plausibility arguments and a little elementary mathematics. The major topics are extensively outlined with exploratory examples and applications. The primary goal is to be as illustrative as possible without hiding problems and pitfalls but to address them. The character of an illustrative cookbook is complemented with specific sections that address more fundamental questions like the relation between machine learning and human intelligence. All topics are completely demonstrated with the computing platform Mathematica and the Computational Intelligence Packages (CIP), a high-level function library developed with M...

  1. International video project on natural analogues

    International Nuclear Information System (INIS)

    Guentensperger, Marcel

    1993-01-01

    A natural analogue can be defined as a natural process which has occurred in the past and is studied in order to test predictions about the future evolution of similar processes. In recent years, natural analogues have been used increasingly to test the mathematical models required for repository performance assessment. Analogues are, however, also of considerable use in public relations as they allow many of the principles involved in demonstrating repository safety to be illustrated in a clear manner using natural systems with which man is familiar. The international Natural Analogue Working Group (NAWG), organised under the auspices of the CEC, has recognised that such PR applications are of considerable importance and should be supported from a technical level. At the NAWG meeting in Pitlochry, Scotland (June 1990), it was recommended that the possibilities for making a video film on this topic be investigated and Nagra was requested to take the lead role in setting up such a project

  2. Automatic annotation of lecture videos for multimedia driven pedagogical platforms

    Directory of Open Access Journals (Sweden)

    Ali Shariq Imran

    2016-12-01

    Full Text Available Today’s eLearning websites are heavily loaded with multimedia contents, which are often unstructured, unedited, unsynchronized, and lack inter-links among different multimedia components. Hyperlinking different media modality may provide a solution for quick navigation and easy retrieval of pedagogical content in media driven eLearning websites. In addition, finding meta-data information to describe and annotate media content in eLearning platforms is challenging, laborious, prone to errors, and time-consuming task. Thus annotations for multimedia especially of lecture videos became an important part of video learning objects. To address this issue, this paper proposes three major contributions namely, automated video annotation, the 3-Dimensional (3D tag clouds, and the hyper interactive presenter (HIP eLearning platform. Combining existing state-of-the-art SIFT together with tag cloud, a novel approach for automatic lecture video annotation for the HIP is proposed. New video annotations are implemented automatically providing the needed random access in lecture videos within the platform, and a 3D tag cloud is proposed as a new way of user interaction mechanism. A preliminary study of the usefulness of the system has been carried out, and the initial results suggest that 70% of the students opted for using HIP as their preferred eLearning platform at Gjøvik University College (GUC.

  3. Error and Congestion Resilient Video Streaming over Broadband Wireless

    Directory of Open Access Journals (Sweden)

    Laith Al-Jobouri

    2015-04-01

    Full Text Available In this paper, error resilience is achieved by adaptive, application-layer rateless channel coding, which is used to protect H.264/Advanced Video Coding (AVC codec data-partitioned videos. A packetization strategy is an effective tool to control error rates and, in the paper, source-coded data partitioning serves to allocate smaller packets to more important compressed video data. The scheme for doing this is applied to real-time streaming across a broadband wireless link. The advantages of rateless code rate adaptivity are then demonstrated in the paper. Because the data partitions of a video slice are each assigned to different network packets, in congestion-prone wireless networks the increased number of packets per slice and their size disparity may increase the packet loss rate from buffer overflows. As a form of congestion resilience, this paper recommends packet-size dependent scheduling as a relatively simple way of alleviating the buffer-overflow problem arising from data-partitioned packets. The paper also contributes an analysis of data partitioning and packet sizes as a prelude to considering scheduling regimes. The combination of adaptive channel coding and prioritized packetization for error resilience with packet-size dependent packet scheduling results in a robust streaming scheme specialized for broadband wireless and real-time streaming applications such as video conferencing, video telephony, and telemedicine.

  4. Epistemic Authority, Lies, and Video

    DEFF Research Database (Denmark)

    Andersen, Rune Saugmann

    2013-01-01

    This article analyses how videos of violent protests become politically powerful arguments able to intervene in debates about security. It does so by looking at a series of videos taken by police authorities and protesters during street battles in Copenhagen in August 2009, when protesters opposed...

  5. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patients from Johns Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P.E. Study Patient Update Transitioning the JRA ...

  6. Video Measurements: Quantity or Quality

    Science.gov (United States)

    Zajkov, Oliver; Mitrevski, Boce

    2012-01-01

    Students have problems with understanding, using and interpreting graphs. In order to improve the students' skills for working with graphs, we propose Manual Video Measurement (MVM). In this paper, the MVM method is explained and its accuracy is tested. The comparison with the standardized video data software shows that its accuracy is comparable…

  7. Encrypted IP video communication system

    Science.gov (United States)

    Bogdan, Apetrechioaie; Luminiţa, Mateescu

    2010-11-01

    Digital video transmission is a permanent subject of development, research and improvement. This field of research has an exponentially growing market in civil, surveillance, security and military aplications. A lot of solutions: FPGA, ASIC, DSP have been used for this purpose. The paper presents the implementation of an encrypted, IP based, video communication system having a competitive performance/cost ratio .

  8. Automatic summarization of narrative video

    NARCIS (Netherlands)

    Barbieri, M.

    2007-01-01

    The amount of digital video content available to users is rapidly increasing. Developments in computer, digital network, and storage technologies all contribute to broaden the offer of digital video. Only users’ attention and time remain scarce resources. Users face the problem of choosing the right

  9. Video Games as Moral Educators?

    Science.gov (United States)

    Khoo, Angeline

    2012-01-01

    The growing interest in video gaming is matched by a corresponding increase in concerns about the harmful effects on children and adolescents. There are numerous studies on aggression and addiction which spark debates on the negative effects of video gaming. At the same time, there are also studies demonstrating prosocial effects. This paper…

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract Convergence ... is maintained by the NEI Office of Science Communications, Public Liaison, and Education. Technical questions about this ...

  11. Video Streaming in Online Learning

    Science.gov (United States)

    Hartsell, Taralynn; Yuen, Steve Chi-Yin

    2006-01-01

    The use of video in teaching and learning is a common practice in education today. As learning online becomes more of a common practice in education, streaming video and audio will play a bigger role in delivering course materials to online learners. This form of technology brings courses alive by allowing online learners to use their visual and…

  12. Probabilistic Approaches to Video Retrieval

    NARCIS (Netherlands)

    Ianeva, Tzvetanka; Boldareva, L.; Westerveld, T.H.W.; Cornacchia, Roberto; Hiemstra, Djoerd; de Vries, A.P.

    Our experiments for TRECVID 2004 further investigate the applicability of the so-called “Generative Probabilistic Models to video retrieval��?. TRECVID 2003 results demonstrated that mixture models computed from video shot sequences improve the precision of “query by examples��? results when

  13. Commercially available video motion detectors

    International Nuclear Information System (INIS)

    1979-01-01

    A market survey of commercially available video motion detection systems was conducted by the Intrusion Detection Systems Technology Division of Sandia Laboratories. The information obtained from this survey is summarized in this report. The cutoff date for this information is May 1978. A list of commercially available video motion detection systems is appended

  14. Memory-cenric video processing

    NARCIS (Netherlands)

    Beric, A.; Meerbergen, van J.; Haan, de G.; Sethuraman, R.

    2008-01-01

    This work presents a domain-specific memory subsystem based on a two-level memory hierarchy. It targets the application domain of video post-processing applications including video enhancement and format conversion. These applications are based on motion compensation and/or broad class of content

  15. Negotiation for Strategic Video Games

    OpenAIRE

    Afiouni, Einar Nour; Øvrelid, Leif Julian

    2013-01-01

    This project aims to examine the possibilities of using game theoretic concepts and multi-agent systems in modern video games with real time demands. We have implemented a multi-issue negotiation system for the strategic video game Civilization IV, evaluating different negotiation techniques with a focus on the use of opponent modeling to improve negotiation results.

  16. The Art of Video Games

    Science.gov (United States)

    Johnson, Mark M.

    2012-01-01

    The Smithsonian American Art Museum has created and will tour an exhibition on a most unusual but extremely popular art form--"The Art of Video Games." As one of the largest and first of its type, this exhibition will document and explore a 40-year evolution of video games as an artistic medium, with a focus on striking visual effects and the…

  17. The Milky Way Skeleton

    Science.gov (United States)

    Zucker, Catherine; Battersby, Cara; Goodman, Alyssa A.

    2015-01-01

    Recently, Goodman et al. (2014) argued that a very long, very thin infrared dark cloud 'Nessie' lies directly in the Galactic mid-plane and runs along the Scutum-Centaurus arm in position-position-velocity space as traced by low density CO and high density NH3 gas. Nessie was presented as the first 'bone' of the Milky Way, an extraordinarily long, thin, high contrast filament that can be used to map our galaxy's 'skeleton.' We present the first evidence of additional 'bones' in the Milky Way Galaxy, arguing that Nessie is not a curiosity but one of many filaments that could potentially trace galactic structure. Our ten bone candidates are all long, filamentary, mid-infrared extinction features which lie parallel to, and no more than twenty parsecs from, the physical Galactic mid-plane. We use CO, N2H+, and NH3 radial velocity data to establish the location of the candidates in position-velocity space. Of the ten filaments, three candidates have a projected aspect ratio of >50:1 and run along, or extremely close to, the Scutum-Centaurus arm in position-velocity space. Evidence suggests that these three candidates are Nessie-like features which mark the location of the spiral arms in both physical space and position-velocity space. Other candidates could be spurs, feathers, or interarm clouds associated with the Milky Way's galactic structure. As molecular spectral-line and extinction maps cover more of the sky at increasing resolution and sensitivity, we hope to find more bones in future studies, to ultimately create a global-fit to the Galaxy's spiral arms by piecing together individual skeletal features. This work is supported in part by the NSF REU and DOD ASSURE programs under NSF grant no. 1262851 and by the Smithsonian Institution.

  18. Analysing learning outcomes in an Electrical Engineering curriculum using illustrative verbs derived from Bloom's Taxonomy

    Science.gov (United States)

    Meda, Lawrence; Swart, Arthur James

    2018-05-01

    Learning outcomes are essential to any curriculum in education, where they need to be clear, observable and measurable. However, some academics structure learning outcomes in a way that does not promote student learning. The purpose of this article is to present the analyses of learning outcomes of an Electrical Engineering curriculum offered at a University of Technology in South Africa, in order to determine if academics are structuring them in a way that enables student learning. A qualitative case study is used where the learning outcomes from 33 study guides are reviewed using illustrative verbs derived from Bloom's Taxonomy. Results indicate that 9% of all the learning outcomes are unclear, 10% are unobservable and 23% are unmeasurable. A key recommendation is to provide regular workshops to assist academics in reviewing their learning outcomes using the illustrative verbs derived from Bloom's Taxonomy, thereby ensuring that their learning outcomes promote student learning.

  19. Video Lectures in E-Learning: Effects of Viewership and Media Diversity on Learning, Satisfaction, Engagement, Interest, and Future Behavioral Intention

    Science.gov (United States)

    Costley, Jamie; Lange, Christopher Henry

    2017-01-01

    Purpose: Because student viewership of video lectures serves as an important aspect of e-learning environments, video lectures should be delivered in a way that enhances the learning experience. The delivery of video lectures through diverse forms of media is a useful approach, which may have an effect on student learning, satisfaction, engagement…

  20. Integrative, Interdisciplinary Learning in Bermuda Through Video Projects

    Science.gov (United States)

    Fox, R. J.; Connaughton, M.

    2017-12-01

    Understanding an ecosystem and how humans impact it requires a multidisciplinary perspective and immersive, experiential learning is an exceptional way to achieve understanding. In summer 2017 we took 18 students to the Bermuda Institute of Ocean Sciences (BIOS) as part of a Washington College two-week, four-credit summer field course. We took a multi-disciplinary approach in choosing the curriculum. We focused on the ecology of the islands and surrounding coral reefs as well as the environmental impacts humans are having on the islands. Additionally, we included geology and both local and natural history. Our teaching was supplemented by the BIOS staff and local tour guides. The student learning was integrated and reinforced through student-led video projects. Groups of three students were tasked with creating a 5-7 minute video appropriate for a public audience. We selected video topics based upon locations we would visit in the first week and topics were randomly assigned. The project intention was for the students to critically analyze and evaluate an area of Bermuda that is a worthwhile tourist destination. Students presented why a tourist should visit a locale, the area's ecological distinctiveness and complexity, the impact humans are having, and ways tourists can foster stewardship of that locale. These projects required students to learn how to make and edit videos, collaborate with peers, communicate a narrative to the public, integrate multi-disciplinary topics for a clear, whole-system perspective, observe the environment from a critical viewpoint, and interview local experts. The students produced the videos within the two-week period, and we viewed the videos as a group on the last day. The students worked hard, were proud of their final products, and produced excellent videos. They enjoyed the process, which provided them opportunities to collaborate, show individual strengths, be creative, and work independently of the instructors.

  1. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Videos for Educators Search English Español Special Needs: Planning for Adulthood (Video) KidsHealth / For Parents / Special Needs: Planning for Adulthood (Video) Print Young adults with special ...

  2. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Staying Safe Videos for Educators Search English Español Special Needs: Planning for Adulthood (Video) KidsHealth / For Parents / Special Needs: Planning for Adulthood (Video) Print Young adults with ...

  3. Distributed source coding of video

    DEFF Research Database (Denmark)

    Forchhammer, Søren; Van Luong, Huynh

    2015-01-01

    A foundation for distributed source coding was established in the classic papers of Slepian-Wolf (SW) [1] and Wyner-Ziv (WZ) [2]. This has provided a starting point for work on Distributed Video Coding (DVC), which exploits the source statistics at the decoder side offering shifting processing...... steps, conventionally performed at the video encoder side, to the decoder side. Emerging applications such as wireless visual sensor networks and wireless video surveillance all require lightweight video encoding with high coding efficiency and error-resilience. The video data of DVC schemes differ from...... the assumptions of SW and WZ distributed coding, e.g. by being correlated in time and nonstationary. Improving the efficiency of DVC coding is challenging. This paper presents some selected techniques to address the DVC challenges. Focus is put on pin-pointing how the decoder steps are modified to provide...

  4. Video game induced knuckle pad.

    Science.gov (United States)

    Rushing, Mary E; Sheehan, Daniel J; Davis, Loretta S

    2006-01-01

    Controversy and concern surround the video game playing fascination of children. Scientific reports have explored the negative effects of video games on youth, with a growing number recognizing the actual physical implications of this activity. We offer another reason to discourage children's focus on video games: knuckle pads. A 13-year-old black boy presented with an asymptomatic, slightly hyperpigmented plaque over his right second distal interphalangeal joint. A punch biopsy specimen confirmed knuckle pad as the diagnosis, and a traumatic etiology from video game playing was suspected. Knuckle pads can be painful, cosmetically unappealing, and refractory to treatment. They can now be recognized as yet another potential adverse consequence of chronic video game playing.

  5. Watermarking textures in video games

    Science.gov (United States)

    Liu, Huajian; Berchtold, Waldemar; Schäfer, Marcel; Lieb, Patrick; Steinebach, Martin

    2014-02-01

    Digital watermarking is a promising solution to video game piracy. In this paper, based on the analysis of special challenges and requirements in terms of watermarking textures in video games, a novel watermarking scheme for DDS textures in video games is proposed. To meet the performance requirements in video game applications, the proposed algorithm embeds the watermark message directly in the compressed stream in DDS files and can be straightforwardly applied in watermark container technique for real-time embedding. Furthermore, the embedding approach achieves high watermark payload to handle collusion secure fingerprinting codes with extreme length. Hence, the scheme is resistant to collusion attacks, which is indispensable in video game applications. The proposed scheme is evaluated in aspects of transparency, robustness, security and performance. Especially, in addition to classical objective evaluation, the visual quality and playing experience of watermarked games is assessed subjectively in game playing.

  6. Toy Trucks in Video Analysis

    DEFF Research Database (Denmark)

    Buur, Jacob; Nakamura, Nanami; Larsen, Rainer Rye

    2015-01-01

    discovered that using scale-models like toy trucks has a strongly encouraging effect on developers/designers to collaboratively make sense of field videos. In our analysis of such scale-model sessions, we found some quite fundamental patterns of how participants utilise objects; the participants build shared......Video fieldstudies of people who could be potential users is widespread in design projects. How to analyse such video is, however, often challenging, as it is time consuming and requires a trained eye to unlock experiential knowledge in people’s practices. In our work with industrialists, we have...... narratives by moving the objects around, they name them to handle the complexity, they experience what happens in the video through their hands, and they use the video together with objects to create alternative narratives, and thus alternative solutions to the problems they observe. In this paper we claim...

  7. Dorothea Mantzel and Bernd Schulz. Francolin Illustrated School Dic

    African Journals Online (AJOL)

    rbr

    and wonder whether the Francolin Illustrated School Dictionary for Southern. Africa makes this distinction. I wonder ... The dictionary, the editors claim, is aimed at senior primary school learners who do not speak English as ... illustration of someone shooting with a bow and arrow at a target. When one turns to the headword ...

  8. Automatic Generation of Stippling Illustrations from two Photographs

    Directory of Open Access Journals (Sweden)

    Germán Arroyo

    2012-05-01

    This tool needs almost no user interaction. The user simply has to align both photographs and indicate the level of detail according to the distance. The rest is decided by our software. Whereas a professional illustrator needs more than 20 hours to finish a similar illustration, our software is able to do it in just few seconds.

  9. Mental Imagery, Text Illustrations, and Children's Story Comprehension and Recall.

    Science.gov (United States)

    Gambrell, Linda B.; Jawitz, Paula Brooks

    1993-01-01

    Investigates the effects of instructions to induce mental imagery and attend to text illustrations on fourth graders' reading comprehension and recall of narrative text. Finds that images and illustrations independently enhanced reading performance and that, in combination, these two strategies resulted in impressive increases in children's…

  10. The Effect of Illustrations on Second Graders' Reading Comprehension.

    Science.gov (United States)

    Parisi, Gina

    A study investigated whether text illustrations improve the reading comprehension of second graders. Subjects, 14 second-grade students, read five stories from a basal reader. The control group read each story with accompanying illustrations, while the experimental group was exposed to only the written version of the same stories. Questions based…

  11. The Influence of Illustrations on Children's Comprehension of Written Stories.

    Science.gov (United States)

    O'Keefe, Elizabeth J.; Solman, Robert T.

    1987-01-01

    Examines the effect of a variety of picture-text conditions on third and fifth grade average readers' comprehension. Concludes that the advantage of presenting children of normal reading ability with illustrated text is small and primarily dependent on the placement of illustrations adjacent to related textual materials. (RS)

  12. 26 CFR 1.941-3 - Illustration of principles.

    Science.gov (United States)

    2010-04-01

    ... 26 Internal Revenue 10 2010-04-01 2010-04-01 false Illustration of principles. 1.941-3 Section 1.941-3 Internal Revenue INTERNAL REVENUE SERVICE, DEPARTMENT OF THE TREASURY (CONTINUED) INCOME TAX (CONTINUED) INCOME TAXES China Trade Act Corporations § 1.941-3 Illustration of principles. The application...

  13. Revolution is the Way You Eat

    DEFF Research Database (Denmark)

    Krøijer, Stine

    2015-01-01

    In anthropology, examples have always been an integral part of the investigation of the social life of people. Sometimes they simply work as a poor illustration of an author's general or existing theoretical ideas, but on other occasions they are conducive to setting new thoughts in motion. This ...... distinctions between the particular and universal, and set new actions in motion on a horizontal plane without relying on a predefined plan or end-point. The paper points to the ways this may inform the use of examples within the anthropological discipline.......In anthropology, examples have always been an integral part of the investigation of the social life of people. Sometimes they simply work as a poor illustration of an author's general or existing theoretical ideas, but on other occasions they are conducive to setting new thoughts in motion...

  14. Fingerprinting the Milky Way

    Science.gov (United States)

    2007-03-01

    Using ESO's Very Large Telescope, an international team of astronomers has shown how to use the chemical composition of stars in clusters to shed light on the formation of our Milky Way. This discovery is a fundamental test for the development of a new chemical tagging technique uncovering the birth and growth of our Galactic cradle. The formation and evolution of galaxies, and in particular of the Milky Way - the 'island universe' in which we live, is one of the major puzzles of astrophysics: indeed, a detailed physical scenario is still missing and its understanding requires the joint effort of observations, theories and complex numerical simulations. ESO astronomer Gayandhi De Silva and her colleagues used the Ultraviolet and Visual Echelle Spectrograph (UVES) on ESO's VLT to find new ways to address this fundamental riddle. ESO PR Photo 15/07 ESO PR Photo 15/07 The Cluster Collinder 261 "We have analysed in great detail the chemical composition of stars in three star-clusters and shown that each cluster presents a high level of homogeneity and a very distinctive chemical signature," says De Silva, who started this research while working at the Mount Stromlo Observatory, Australia. "This paves the way to chemically tagging stars in our Galaxy to common formation sites and thus unravelling the history of the Milky Way," she adds. "Galactic star clusters are witnesses of the formation history of the Galactic disc," says Kenneth Freeman, also from Mount Stromlo and another member of the team. "The analysis of their composition is like studying ancient fossils. We are chasing pieces of galactic DNA!" Open star clusters are among the most important tools for the study of stellar and galactic evolution. They are composed of a few tens up to a few thousands of stars that are gravitationally bound, and they span a wide range of ages. The youngest date from a few million years ago, while the oldest (and more rare) can have ages up to ten billion years. The well

  15. The Milky Way galaxy

    International Nuclear Information System (INIS)

    Woerden, H. van; Allen, R.J.; Burton, W.B.

    1985-01-01

    IAU Symposium 106, held at the Kapteyn Institute in Groningen, presents an overview of all major aspects of galactic astronomy. The vast subject is covered in 20 authoritative review papers and 22 invited papers, each with discussion, plus 81 shorter contributions. The book opens with 4 reviews by historians of science, outlining the history of galactic research. Part 2 deals with (i) galactic rotation, (ii) the large-scale distributions of matter, of both old and young stellar populations, and of the atomic, molecular and high-energy components of the interstellar medium, (iii) small-scale structure in the gas, (iv) the galactic nucleus, (v) the high-velocity clouds. Part 3 discusses the dynamics of the local group of Galaxies and of the Milky Way-Magellanic clouds system, the dynamical and chemical evolution of the Galaxy and of its disk and halo components and the formation of the Galaxy. The controversial subject of spiral structure and star formation is analyzed in several extensive reviews and lively discussions, featuring both observational and theoretical developments. Results of extragalactic research are blended with studies of our Galaxy throughout the book, and there is a separate comparison between Andromeda and Milky Way Galaxies. The Symposium featured the first maps produced by IRAS, and results from most major telescopes in a variety of wavebands. Many review papers present material not published elsewhere. The book closes with a lecture on life in the Galaxy and with an imaginative symposium summary. (orig.)

  16. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... of Exercise for PD Patients? Jose Maria Lobo: Musica en vivo con Lobo! Are There Any Ways ... Cómo Se Trata el Parkinson? Jose Maria Lobo: Música en vivo con Lobo! How Do I Talk ...

  17. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... for PD Patients? Are There Any Ways to Control the Rate of Progression of the Disease? What ... 2 What Are Some Strategies to Improve the Quality of Community Care for PD Patients? Dra. Claudia ...

  18. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Opportunities Support Overview Patient Events Fundraising Programs Join Team ANA Legacy Society Ways to Give Help us fundraise Caregiver Overview Resources Support Groups Back Is a support group for me? Find ...

  19. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Cómo Se Trata el Parkinson? Jose Maria Lobo: Música en vivo con Lobo! How Do PD and ... of Exercise for PD Patients? Jose Maria Lobo: Musica en vivo con Lobo! Are There Any Ways ...

  20. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... for PD Patients? Are There Any Ways to Control the Rate of Progression of the Disease? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis What Are Some Strategies ...

  1. Smart Streaming for Online Video Services

    OpenAIRE

    Chen, Liang; Zhou, Yipeng; Chiu, Dah Ming

    2013-01-01

    Bandwidth consumption is a significant concern for online video service providers. Practical video streaming systems usually use some form of HTTP streaming (progressive download) to let users download the video at a faster rate than the video bitrate. Since users may quit before viewing the complete video, however, much of the downloaded video will be "wasted". To the extent that users' departure behavior can be predicted, we develop smart streaming that can be used to improve user QoE with ...

  2. 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.

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

    Directory of Open Access Journals (Sweden)

    Asiya Khan

    2010-01-01

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

  4. Ways of Wandering

    DEFF Research Database (Denmark)

    Løvschal, Mette

    2013-01-01

    , where barrows were crucially dependent on roads and entailed their maintenance. In this way certain linear structures emerged and became a very dominant characteristic of the landscape. This paper proposes that this relationship between roads and barrows did not only exist as a well-defined large......Throughout prehistory and up to this present day, roads have played a crucial role in the exchange of knowledge, ideas as well as resources. In the Bronze Age they formed part of a general landscape discourse where the communication lines were materially manifested by the barrows and conversely...... and contextualization. The road as a basis for a bodily experience to understand and remember more complex phenomena attached to the barrow landscape such as myths, genealogical time, individual biographies etc. - And vice versa. The barrows served as collective material anchors and a fixation of the movement. Together...

  5. Ways of Infinity

    Directory of Open Access Journals (Sweden)

    Salanskis Jean-Michel

    2016-03-01

    Full Text Available The paper discusses analogies between the way in which infinity is understood and dealt with in mathematics and in Jewish tradition. It begins with recalling the classical debate about infinity in the field of the foundations of mathematics. Reading an important paper by A. Robinson, we come to the conclusion that mathematicians work “as if” infinite totalities existed. They do so by following the rules of their formalized discourse which, at least if it refers to anything at all, also refers to such totalities. The paper describes how, according to Jewish tradition, infinity is also not theological: instead of thinking that they own some infinite being or relate to it, observant Jews follow Jewish law.

  6. Video games as a tool to train visual skills.

    Science.gov (United States)

    Achtman, R L; Green, C S; Bavelier, D

    2008-01-01

    Adult brain plasticity, although possible, is often difficult to elicit. Training regimens in adults can produce specific improvements on the trained task without leading to general enhancements that would improve quality of life. This paper considers the case of playing action video games as a way to induce widespread enhancement in vision. We review the range of visual skills altered by action video game playing as well as the game components important in promoting visual plasticity. Further, we discuss what these results might mean in terms of rehabilitation for different patient populations.

  7. Video games as a tool to train visual skills

    Science.gov (United States)

    Achtman, R.L.; Green, C.S.; Bavelier, D.

    2010-01-01

    Purpose Adult brain plasticity, although possible, is often difficult to elicit. Training regimens in adults can produce specific improvements on the trained task without leading to general enhancements that would improve quality of life. This paper considers the case of playing action video games as a way to induce widespread enhancement in vision. Conclusions We review the range of visual skills altered by action video game playing as well as the game components important in promoting visual plasticity. Further, we discuss what these results might mean in terms of rehabilitation for different patient populations. PMID:18997318

  8. Online data collection from video game players: methodological issues.

    Science.gov (United States)

    Wood, Richard T A; Griffiths, Mark D; Eatough, Virginia

    2004-10-01

    The paper outlines the advantages and disadvantages of using the Internet to collect data concerning both online and offline gamers. Drawing from experience of a number of studies carried out online by the authors and by reviewing the available literature, the authors discuss the main issues concerning data collected from video game players. The paper examines a number of areas, including recruiting and utilizing participants, validity, suitable methods of data collection (i.e., questionnaire studies, online tests, participant observation, online interviews), and ethical issues. It is concluded that online research methods can be a useful way of examining the psychosocial aspects of video game playing.

  9. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    Science.gov (United States)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  10. Video personalization for usage environment

    Science.gov (United States)

    Tseng, Belle L.; Lin, Ching-Yung; Smith, John R.

    2002-07-01

    A video personalization and summarization system is designed and implemented incorporating usage environment to dynamically generate a personalized video summary. The personalization system adopts the three-tier server-middleware-client architecture in order to select, adapt, and deliver rich media content to the user. The server stores the content sources along with their corresponding MPEG-7 metadata descriptions. Our semantic metadata is provided through the use of the VideoAnnEx MPEG-7 Video Annotation Tool. When the user initiates a request for content, the client communicates the MPEG-21 usage environment description along with the user query to the middleware. The middleware is powered by the personalization engine and the content adaptation engine. Our personalization engine includes the VideoSue Summarization on Usage Environment engine that selects the optimal set of desired contents according to user preferences. Afterwards, the adaptation engine performs the required transformations and compositions of the selected contents for the specific usage environment using our VideoEd Editing and Composition Tool. Finally, two personalization and summarization systems are demonstrated for the IBM Websphere Portal Server and for the pervasive PDA devices.

  11. Children’s Book Illustrations: Visual Language of Picture Books

    Directory of Open Access Journals (Sweden)

    Hladíková Hana

    2014-01-01

    Full Text Available High-quality picture books that merge text and illustration together in order to tell a story are eminent for healthy mental and social growth of children. This paper is to outline the benefits picture books bring to children between the ages three to eight, determine functions of its illustrative language, examine the process of its production, and point out a set of elements that, according to number of professional children's book illustrators, significantly contribute to the success of a picture book

  12. Developing hospital identity manuals: a reference tool for illustrators.

    Science.gov (United States)

    Schaffer, J A; Zimmerman, S B

    1990-01-01

    Because of an increase in hospital marketing efforts, medical illustrators may be asked to assist in developing and implementing hospital identity manuals, which specify the graphic standards for visual communications media. A checklist survey of existing identity manuals and a literature review were conducted by one of the authors, a medical illustrator, to help her to develop a manual for her hospital employer. This article documents the literature review, the study, and the identity manual development, and presents recommendations to help other medical illustrators who might become involved in similar assignments.

  13. Video and non-video feedback interventions for teen drivers.

    Science.gov (United States)

    2016-07-01

    In-vehicle feedback technologies, including some that use video, help parents monitor and mentor their young drivers. While different feedback technologies have been shown to reduce some risky driving behaviors, teens and parents cite privacy concern...

  14. Video systems for alarm assessment

    International Nuclear Information System (INIS)

    Greenwoll, D.A.; Matter, J.C.; Ebel, P.E.

    1991-09-01

    The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs

  15. Video systems for alarm assessment

    Energy Technology Data Exchange (ETDEWEB)

    Greenwoll, D.A.; Matter, J.C. (Sandia National Labs., Albuquerque, NM (United States)); Ebel, P.E. (BE, Inc., Barnwell, SC (United States))

    1991-09-01

    The purpose of this NUREG is to present technical information that should be useful to NRC licensees in designing closed-circuit television systems for video alarm assessment. There is a section on each of the major components in a video system: camera, lens, lighting, transmission, synchronization, switcher, monitor, and recorder. Each section includes information on component selection, procurement, installation, test, and maintenance. Considerations for system integration of the components are contained in each section. System emphasis is focused on perimeter intrusion detection and assessment systems. A glossary of video terms is included. 13 figs., 9 tabs.

  16. Behavior Therapy for Tourette's Syndrome and Chronic Tic Disorder: A Web-Based Video Illustration of Treatment Components

    Science.gov (United States)

    Reese, Hannah E.; Timpano, Kiara R.; Siev, Jedidiah; Rowley, Theresa; Wilhelm, Sabine

    2010-01-01

    Tic disorders have traditionally been conceptualized as neurobiological conditions and consequently within the purview of neurologists. In the last few decades, however, a number of psychosocial treatments have been developed and tested. To date, a behavioral treatment called Habit Reversal Training (HRT) has garnered the most empirical support as…

  17. Arthroscopic pubic symphysis debridement and adductor enthesis repair in athletes with athletic pubalgia: technical note and video illustration.

    Science.gov (United States)

    Hopp, Sascha; Tumin, Masjudin; Wilhelm, Peter; Pohlemann, Tim; Kelm, Jens

    2014-11-01

    We elaborately describe our novel arthroscopic technique of the symphysis pubis in athletes with osteitis pubis and concomitant adductor enthesopathy who fail to conservative treatment modalities. The symphysis pubis is debrided arthroscopically and the degenerated origin of adductor tendon (enthesis) is excised and reattached. With our surgical procedure the stability of the symphysis pubis is successfully preserved and the adductor longus enthesopathy simultaneously addressed in the same setting.

  18. Encryption for confidentiality of the network and influence of this to the quality of streaming video through network

    Science.gov (United States)

    Sevcik, L.; Uhrin, D.; Frnda, J.; Voznak, M.; Toral-Cruz, Homer; Mikulec, M.; Jakovlev, Sergej

    2015-05-01

    Nowadays, the interest in real-time services, like audio and video, is growing. These services are mostly transmitted over packet networks, which are based on IP protocol. It leads to analyses of these services and their behavior in such networks which are becoming more frequent. Video has become the significant part of all data traffic sent via IP networks. In general, a video service is one-way service (except e.g. video calls) and network delay is not such an important factor as in a voice service. Dominant network factors that influence the final video quality are especially packet loss, delay variation and the capacity of the transmission links. Analysis of video quality concentrates on the resistance of video codecs to packet loss in the network, which causes artefacts in the video. IPsec provides confidentiality in terms of safety, integrity and non-repudiation (using HMAC-SHA1 and 3DES encryption for confidentiality and AES in CBC mode) with an authentication header and ESP (Encapsulating Security Payload). The paper brings a detailed view of the performance of video streaming over an IP-based network. We compared quality of video with packet loss and encryption as well. The measured results demonstrated the relation between the video codec type and bitrate to the final video quality.

  19. Efficient Delivery of Scalable Video Using a Streaming Class Model

    Directory of Open Access Journals (Sweden)

    Jason J. Quinlan

    2018-03-01

    Full Text Available When we couple the rise in video streaming with the growing number of portable devices (smart phones, tablets, laptops, we see an ever-increasing demand for high-definition video online while on the move. Wireless networks are inherently characterised by restricted shared bandwidth and relatively high error loss rates, thus presenting a challenge for the efficient delivery of high quality video. Additionally, mobile devices can support/demand a range of video resolutions and qualities. This demand for mobile streaming highlights the need for adaptive video streaming schemes that can adjust to available bandwidth and heterogeneity, and can provide a graceful changes in video quality, all while respecting viewing satisfaction. In this context, the use of well-known scalable/layered media streaming techniques, commonly known as scalable video coding (SVC, is an attractive solution. SVC encodes a number of video quality levels within a single media stream. This has been shown to be an especially effective and efficient solution, but it fares badly in the presence of datagram losses. While multiple description coding (MDC can reduce the effects of packet loss on scalable video delivery, the increased delivery cost is counterproductive for constrained networks. This situation is accentuated in cases where only the lower quality level is required. In this paper, we assess these issues and propose a new approach called Streaming Classes (SC through which we can define a key set of quality levels, each of which can be delivered in a self-contained manner. This facilitates efficient delivery, yielding reduced transmission byte-cost for devices requiring lower quality, relative to MDC and Adaptive Layer Distribution (ALD (42% and 76% respective reduction for layer 2, while also maintaining high levels of consistent quality. We also illustrate how selective packetisation technique can further reduce the effects of packet loss on viewable quality by

  20. Mediterranean Way of Competitiveness

    Directory of Open Access Journals (Sweden)

    Art Kovacic

    2010-12-01

    Full Text Available The Mediterranean area have a special concept of competitiveness topic. Normally is that region not so industrial and knowledge based oriented as a North Europe.That countries can't reach the same development level as the north one. Lisbon's and Goethenburg's strategies create the main framework of development programme. Mediterranean programme is such a case. European internal market has forced the EU countries to increase competitiveness. The economic prosperity of countries is associated with their ability to generate or attract economic activities which are able to increase income by performing well on themarket. Financial crisis in the EU has changed the look on the competitiveness research. Economy in the main countries has to find way of recovery. Former giants of the financial world have found themselves suddenly facing bankruptcy.Inevitably, the crisis is also having an effect on households and businesses - economic growth has slowed sharply and in some EU countries unemployment has begun to increase for the first time in several years. Form that perspective we have to find the right solution of European competitiveness.

  1. Health-risk correlates of video-game playing among adults.

    Science.gov (United States)

    Weaver, James B; Mays, Darren; Sargent Weaver, Stephanie; Kannenberg, Wendi; Hopkins, Gary L; Eroğlu, Doğan; Bernhardt, Jay M

    2009-10-01

    Although considerable research suggests that health-risk factors vary as a function of video-game playing among young people, direct evidence of such linkages among adults is lacking. The goal of this study was to distinguish adult video-game players from nonplayers on the basis of personal and environmental factors. It was hypothesized that adults who play video games, compared to nonplayers, would evidence poorer perceptions of their health, greater reliance on Internet-facilitated social support, more extensive media use, and higher BMI. It was further hypothesized that different patterns of linkages between video-game playing and health-risk factors would emerge by gender. A cross-sectional, Internet-based survey was conducted in 2006 with a sample of adults from the Seattle-Tacoma area (n=562), examining health risks; media use behaviors and perceptions, including those related to video-game playing; and demographics. Statistical analyses conducted in 2008 to compare video-game players and nonplayers included bivariate descriptive statistics, stepwise discriminant analysis, and ANOVA. A total of 45.1% of respondents reported playing video games. Female video-game players reported greater depression (M=1.57) and poorer health status (M=3.90) than female nonplayers (depression, M=1.13; health status, M=3.57). Male video-game players reported higher BMI (M=5.31) and more Internet use time (M=2.55) than male nonplayers (BMI, M=5.19; Internet use, M=2.36). The only determinant common to female and male video-game players was greater reliance on the Internet for social support. A number of determinants distinguished video-game players from nonplayers, and these factors differed substantially between men and women. The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.

  2. Learning hatching for pen-and-ink illustration of surfaces

    KAUST Repository

    Kalogerakis, Evangelos; Nowrouzezahrai, Derek; Breslav, Simon; Hertzmann, Aaron

    2012-01-01

    This article presents an algorithm for learning hatching styles from line drawings. An artist draws a single hatching illustration of a 3D object. Her strokes are analyzed to extract the following per-pixel properties: hatching level (hatching

  3. Congenital diseases and syndromes. An illustrated radiological guide

    Energy Technology Data Exchange (ETDEWEB)

    Al-Tubaikh, Jarrah Ali [Universitaetsklinikum Muenchen, Klinikum Grosshadern (Germany). Inst. fuer Klinische Radiologie; Sabah Hospital (Kuwait). Dept. of Diagnostic Radiology; Reiser, Maximilian F. [Universitaetsklinikum Muenchen, Klinikum Grosshadern (Germany). Inst. fuer Klinische Radiologie

    2009-07-01

    Congenital Diseases and Syndromes - An Illustrated Radiological Guide is designed to serve the radiologist as an easy-to-use visual guide that illustrates the typical diagnostic radiological features of the most common congenital diseases and syndromes. The book is organised according to body system, with chapters focusing on the CNS, the head and neck, the chest and heart, the abdomen and pelvis, and the musculoskeletal system. A final chapter is devoted to phakomatosis. Each syndrome or disease is illustrated by multiple images as well as by high-quality digital medical illustrations depicting those radiological signs that are difficult to detect. The reader is thereby familiarised with the various congenital anomalies from the radiological point of view. In addition, etiology, diagnostic criteria, and main symptoms are described, and potential differential diagnoses highlighted. This book will be immensely useful for junior radiologists, radiology students, and doctors in any specialty who are interested in congenital malformations and syndromes. (orig.)

  4. Alkylation of Chlorobenzene. An Experiment Illustrating Kinetic versus Thermodynamic Control.

    Science.gov (United States)

    Kolb, Kenneth; And Others

    1988-01-01

    Describes an experiment which illustrates the kinetic versus thermodynamic control of chemical reactions for organic chemistry students. Considers the laboratory procedures including the isolation of both the kinetic and thermodynamic products. (CW)

  5. Illustrative examples in a bilingual decoding dictionary: An (un ...

    African Journals Online (AJOL)

    Keywords: Illustrative Examples, Bilingual Decoding Dictionary, Semantic Differences Between Source Language (Sl) And Target Language (Tl), Grammatical Differences Between Sl And Tl, Translation Of Examples, Transposition, Context-Dependent Translation, One-Word Equivalent, Zero Equivalent, Idiomatic ...

  6. Physics with illustrative examples from medicine and biology

    CERN Document Server

    Benedek, George B

    Physics: with illustrative examples from medicine and biology is a three-volume set of textbooks in introductory physics written at the calculus level and designed primarily for students with career objectives in the life sciences.

  7. Research on Illustrations in Text: Issues and Perspectives.

    Science.gov (United States)

    Duchastel, Philippe C.

    1980-01-01

    Explores the problems of research on the effects of illustrations in text and other teaching materials. Several research frameworks are described, and a functional approach is suggested as a method of improvement. (BK)

  8. The seismic analyzer: interpreting and illustrating 2D seismic data.

    Science.gov (United States)

    Patel, Daniel; Giertsen, Christopher; Thurmond, John; Gjelberg, John; Gröller, M Eduard

    2008-01-01

    We present a toolbox for quickly interpreting and illustrating 2D slices of seismic volumetric reflection data. Searching for oil and gas involves creating a structural overview of seismic reflection data to identify hydrocarbon reservoirs. We improve the search of seismic structures by precalculating the horizon structures of the seismic data prior to interpretation. We improve the annotation of seismic structures by applying novel illustrative rendering algorithms tailored to seismic data, such as deformed texturing and line and texture transfer functions. The illustrative rendering results in multi-attribute and scale invariant visualizations where features are represented clearly in both highly zoomed in and zoomed out views. Thumbnail views in combination with interactive appearance control allows for a quick overview of the data before detailed interpretation takes place. These techniques help reduce the work of seismic illustrators and interpreters.

  9. Congenital diseases and syndromes. An illustrated radiological guide

    International Nuclear Information System (INIS)

    Al-Tubaikh, Jarrah Ali; Sabah Hospital; Reiser, Maximilian F.

    2009-01-01

    Congenital Diseases and Syndromes - An Illustrated Radiological Guide is designed to serve the radiologist as an easy-to-use visual guide that illustrates the typical diagnostic radiological features of the most common congenital diseases and syndromes. The book is organised according to body system, with chapters focusing on the CNS, the head and neck, the chest and heart, the abdomen and pelvis, and the musculoskeletal system. A final chapter is devoted to phakomatosis. Each syndrome or disease is illustrated by multiple images as well as by high-quality digital medical illustrations depicting those radiological signs that are difficult to detect. The reader is thereby familiarised with the various congenital anomalies from the radiological point of view. In addition, etiology, diagnostic criteria, and main symptoms are described, and potential differential diagnoses highlighted. This book will be immensely useful for junior radiologists, radiology students, and doctors in any specialty who are interested in congenital malformations and syndromes. (orig.)

  10. Exploring physics students' engagement with online instructional videos in an introductory mechanics course

    Science.gov (United States)

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

    2017-12-01

    interaction points. The results of the study suggest ways in which instructors may revise courses to better support student learning. For example, external intervention that helps students see the value of accessing videos may be required in order for this resource to be put to more effective use. In addition, students may benefit more from a clicker question that reiterates important concepts within the question itself, rather than a clicker question that leaves some important concepts to be addressed only in the discussion afterwards.

  11. ADVERTISING AND AN ACCIDENTAL CLASSIC: ILLUSTRATED SKETCHES OF DFATH VALLEY

    Directory of Open Access Journals (Sweden)

    Douglas Steeples

    2001-01-01

    Full Text Available Illustrated Sketches of Death Valley (1891 originated as a hastily-written series of journalistic sketches of our Western borax deserts. They were written on commission to supplement their authors income. Conceived as a means subtly to promote the borax industry the Sketches in time won unintended recognition as a classic source for their subject. They also assumed unforeseen importance as an illustration of the role of advertising in America’s changing economy.

  12. Illustration of reaction mechanism in polyatomic systems via computer movies

    International Nuclear Information System (INIS)

    Raff, L.M.

    1974-01-01

    The CD 4 + T* systems is suited for classroom illustration of reaction dynamics. Questions about the system can be illustrated by reducing selected many-body trajectories to a 16 mm color movie that represents the six-body motion in projected coordinates. Such a movie has been produced for this system. The production procedure used is reported, and a detailed description of the contents of the movie is given. (U.S.)

  13. The Seismic Analyzer: Interpreting and Illustrating 2D Seismic Data

    OpenAIRE

    Patel, Daniel; Giertsen, Christopher; Thurmond, John; Gjelberg, John; Gröller, Eduard

    2008-01-01

    We present a toolbox for quickly interpreting and illustrating 2D slices of seismic volumetric reflection data. Searching for oil and gas involves creating a structural overview of seismic reflection data to identify hydrocarbon reservoirs. We improve the search of seismic structures by precalculating the horizon structures of the seismic data prior to interpretation. We improve the annotation of seismic structures by applying novel illustrative rendering algorithms tailored to seism...

  14. Dogville or an illustration of some properties of general equilibrium

    OpenAIRE

    Harmgart, H.; Huck, S.

    2008-01-01

    In this note we argue that Lars von Trier’s movie Dogville can be viewed as an illustration of a simple economy where one agent has only her body as initial endowment. The movie illustrates some interesting comparative statics of equilibrium allocations. It shows how life would be like in a world where, in the absence of constitutional or legal constraints, economic forces reign freely and raises some fundamental issues of voluntary exchange versus force that apply to a number ...

  15. Robust efficient video fingerprinting

    Science.gov (United States)

    Puri, Manika; Lubin, Jeffrey

    2009-02-01

    We have developed a video fingerprinting system with robustness and efficiency as the primary and secondary design criteria. In extensive testing, the system has shown robustness to cropping, letter-boxing, sub-titling, blur, drastic compression, frame rate changes, size changes and color changes, as well as to the geometric distortions often associated with camcorder capture in cinema settings. Efficiency is afforded by a novel two-stage detection process in which a fast matching process first computes a number of likely candidates, which are then passed to a second slower process that computes the overall best match with minimal false alarm probability. One key component of the algorithm is a maximally stable volume computation - a three-dimensional generalization of maximally stable extremal regions - that provides a content-centric coordinate system for subsequent hash function computation, independent of any affine transformation or extensive cropping. Other key features include an efficient bin-based polling strategy for initial candidate selection, and a final SIFT feature-based computation for final verification. We describe the algorithm and its performance, and then discuss additional modifications that can provide further improvement to efficiency and accuracy.

  16. Comparison of Video Steganography Methods for Watermark Embedding

    Directory of Open Access Journals (Sweden)

    Griberman David

    2016-05-01

    Full Text Available The paper focuses on the comparison of video steganography methods for the purpose of digital watermarking in the context of copyright protection. Four embedding methods that use Discrete Cosine and Discrete Wavelet Transforms have been researched and compared based on their embedding efficiency and fidelity. A video steganography program has been developed in the Java programming language with all of the researched methods implemented for experiments. The experiments used 3 video containers with different amounts of movement. The impact of the movement has been addressed in the paper as well as the ways of potential improvement of embedding efficiency using adaptive embedding based on the movement amount. Results of the research have been verified using a survey with 17 participants.

  17. A combined video and synchronous VSAT data network

    Science.gov (United States)

    Rowse, William

    Private Satellite Network currently operates Business Television networks for Fortune 500 companies. Several of these satellite-based networks, using VSAT technology, are combining the transmission of video with the broadcast of one-way data. This is made possible by use of the PSN Business Television Terminal which incorporates Scientific Atlanta's B-MAC system. In addition to providing high quality video, B-MAC can provide six channels of 204.5 kbs audio. Four of the six channels may be used to directly carry up to 19.2 kbs of asynchronous data or up to 56 kbs of synchronous data using circuitry jointly developed by PSN and Scientific Atlanta. The approach PSN has taken to provide one network customer in the financial industry with both video and broadcast data is described herein.

  18. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... the House: Part 1 What Are the Neuroprotective Benefits of Exercise for PD Patients? Are There Any Ways to Control the Rate of Progression of the Disease? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis What Are Some Strategies ...

  19. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... to Give There are many ways you can support the fight against Parkinson’s. Whatever form your gift takes, you can be confident that it goes toward ... Briefings: Nutrition and Parkinson's Disease NY Nightly News with Chuck ...

  20. Parkinson's Disease Videos

    Science.gov (United States)

    ... Nonmotor Symptoms of Parkinson's Disease Expert Briefings: Gait, Balance and Falls in Parkinson's Disease Expert Briefings: Coping Skills for ... Caregivers: Caremap and Caring & Coping CareMAP: Movement and Falls: Part ... There Any Ways to Control the Rate of Progression of the Disease? CareMAP: ...