WorldWideScience

Sample records for video inspire engage

  1. Creating engagement with old research videos

    DEFF Research Database (Denmark)

    Caglio, Agnese; Buur, Jacob

    User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... as source of inspiration or knowledge of a particular context or user group -- if it were practically feasible to engage with the material later on. In this paper we explore the potentials of using old research footage to stimulate reflection, conversations and creativity by presenting it on pervasive...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...

  2. "Sure, I Would Like to Continue": A Method for Mapping the Experience of Engagement in Video Games

    Science.gov (United States)

    Schonau-Fog, Henrik; Bjorner, Thomas

    2012-01-01

    In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…

  3. Gaze inspired subtitle position evaluation for MOOCs videos

    Science.gov (United States)

    Chen, Hongli; Yan, Mengzhen; Liu, Sijiang; Jiang, Bo

    2017-06-01

    Online educational resources, such as MOOCs, is becoming increasingly popular, especially in higher education field. One most important media type for MOOCs is course video. Besides traditional bottom-position subtitle accompany to the videos, in recent years, researchers try to develop more advanced algorithms to generate speaker-following style subtitles. However, the effectiveness of such subtitle is still unclear. In this paper, we investigate the relationship between subtitle position and the learning effect after watching the video on tablet devices. Inspired with image based human eye tracking technique, this work combines the objective gaze estimation statistics with subjective user study to achieve a convincing conclusion - speaker-following subtitles are more suitable for online educational videos.

  4. Understanding Engagement in Dementia Through Behavior. The Ethographic and Laban-Inspired Coding System of Engagement (ELICSE and the Evidence-Based Model of Engagement-Related Behavior (EMODEB

    Directory of Open Access Journals (Sweden)

    Giulia Perugia

    2018-05-01

    Full Text Available Engagement in activities is of crucial importance for people with dementia. State of the art assessment techniques rely exclusively on behavior observation to measure engagement in dementia. These techniques are either too general to grasp how engagement is naturally expressed through behavior or too complex to be traced back to an overall engagement state. We carried out a longitudinal study to develop a coding system of engagement-related behavior that could tackle these issues and to create an evidence-based model of engagement to make meaning of such a coding system. Fourteen elderlies with mild to moderate dementia took part in the study. They were involved in two activities: a game-based cognitive stimulation and a robot-based free play. The coding system was developed with a mixed approach: ethographic and Laban-inspired. First, we developed two ethograms to describe the behavior of participants in the two activities in detail. Then, we used Laban Movement Analysis (LMA to identify a common structure to the behaviors in the two ethograms and unify them in a unique coding system. The inter-rater reliability (IRR of the coding system proved to be excellent for cognitive games (kappa = 0.78 and very good for robot play (kappa = 0.74. From the scoring of the videos, we developed an evidence-based model of engagement. This was based on the most frequent patterns of body part organization (i.e., the way body parts are connected in movement observed during activities. Each pattern was given a meaning in terms of engagement by making reference to the literature. The model was tested using structural equation modeling (SEM. It achieved an excellent goodness of fit and all the hypothesized relations between variables were significant. We called the coding system that we developed the Ethographic and Laban-Inspired Coding System of Engagement (ELICSE and the model the Evidence-based Model of Engagement-related Behavior (EMODEB. To the best of our

  5. Critical Assessment of Video Production in Teacher Education: Can Video Production Foster Community-Engaged Scholarship?

    Science.gov (United States)

    Yang, Kyung-Hwa

    2014-01-01

    In the theoretical framework of production pedagogy, I reflect on a video production project conducted in a teacher education program and discuss the potential of video production to foster community-engaged scholarship among pre-service teachers. While the importance of engaging learners in creating media has been emphasized, studies show little…

  6. 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…

  7. Engagement, enjoyment, and energy expenditure during active video game play.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2014-02-01

    Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Young adults aged 18-35 (N = 97, 50 female) game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  8. Impact of Game-Inspired Infographics on User Engagement and Information Processing in an eHealth Program.

    Science.gov (United States)

    Comello, Maria Leonora G; Qian, Xiaokun; Deal, Allison M; Ribisl, Kurt M; Linnan, Laura A; Tate, Deborah F

    2016-09-22

    Online interventions providing individual health behavior assessment should deliver feedback in a way that is both understandable and engaging. This study focused on the potential for infographics inspired by the aesthetics of game design to contribute to these goals. We conducted formative research to test game-inspired infographics against more traditional displays (eg, text-only, column chart) for conveying a behavioral goal and an individual's behavior relative to the goal. We explored the extent to which the display type would influence levels of engagement and information processing. Between-participants experiments compared game-inspired infographics with traditional formats in terms of outcomes related to information processing (eg, comprehension, cognitive load) and engagement (eg, attitudes toward the information, emotional tone). We randomly assigned participants (N=1162) to an experiment in 1 of 6 modules (tobacco use, alcohol use, vegetable consumption, fruit consumption, physical activity, and weight management). In the tobacco module, a game-inspired format (scorecard) was compared with text-only; there were no differences in attitudes and emotional tone, but the scorecard outperformed text-only on comprehension (P=.004) and decreased cognitive load (P=.006). For the other behaviors, we tested 2 game-inspired formats (scorecard, progress bar) and a traditional column chart; there were no differences in comprehension, but the progress bar outperformed the other formats on attitudes and emotional tone (Pgame-inspired infographic showed potential to outperform a traditional format for some study outcomes while not underperforming on other outcomes. Overall, findings support the use of game-inspired infographics in behavioral assessment feedback to enhance comprehension and engagement, which may lead to greater behavior change.

  9. Emotion-induced engagement in internet video ads

    NARCIS (Netherlands)

    Texeira, T.; Wedel, M.; Pieters, R.

    2012-01-01

    This study shows how advertisers can leverage emotion and attention to engage consumers in watching Internet video advertisements. In a controlled experiment, the authors assessed joy and surprise through automated facial expression detection for a sample of advertisements. They assessed

  10. Stereoscopic 3D video games and their effects on engagement

    Science.gov (United States)

    Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula

    2012-03-01

    With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.

  11. 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

    The advent of new educational technologies has stimulated interest in using online videos to deliver content in university courses. We examined student engagement with 78 online videos that we created and were incorporated into a one-semester flipped introductory mechanics course at the Georgia Institute of Technology. We found that students were more engaged with videos that supported laboratory activities than with videos that presented lecture content. In particular, the percentage of students accessing laboratory videos was consistently greater than 80% throughout the semester. On the other hand, the percentage of students accessing lecture videos dropped to less than 40% by the end of the term. Moreover, the fraction of students accessing the entirety of a video decreases when videos become longer in length, and this trend is more prominent for the lecture videos than the laboratory videos. The results suggest that students may access videos based on perceived value: students appear to consider the laboratory videos as essential for successfully completing the laboratories while they appear to consider the lecture videos as something more akin to supplemental material. In this study, we also found that there was little correlation between student engagement with the videos and their incoming background. There was also little correlation found between student engagement with the videos and their performance in the course. An examination of the in-video content suggests that students engaged more with concrete information that is explicitly required for assignment completion (e.g., actions required to complete laboratory work, or formulas or mathematical expressions needed to solve particular problems) and less with content that is considered more conceptual in nature. It was also found that students' in-video accesses usually increased toward the embedded interaction points. However, students did not necessarily access the follow-up discussion of these

  12. Using Online Video to Support Student Learning and Engagement

    Science.gov (United States)

    Sherer, Pamela; Shea, Timothy

    2011-01-01

    Online videos are used increasingly in higher education teaching as part of the explosion of Web 2.0 tools that are now available. YouTube is one popular example of a video-sharing resource that both faculty and students can use effectively, both inside and outside of the classroom, to engage students in their learning, energize classroom…

  13. Children and video games: addiction, engagement, and scholastic achievement.

    Science.gov (United States)

    Skoric, Marko M; Teo, Linda Lay Ching; Neo, Rachel Lijie

    2009-10-01

    The aim of this study is to assess the relationship between video gaming habits and elementary school students' academic performance. More specifically, we seek to examine the usefulness of a distinction between addiction and high engagement and assess the predictive validity of these concepts in the context of scholastic achievement. Three hundred thirty-three children ages 8 to 12 years from two primary schools in Singapore were selected to participate in this study. A survey utilizing Danforth's Engagement-Addiction (II) scale and questions from DSM-IV was used to collect information from the schoolchildren, while their grades were obtained directly from their teachers. The findings indicate that addiction tendencies are consistently negatively related to scholastic performance, while no such relationship is found for either time spent playing games or for video game engagement. The implications of these findings are discussed.

  14. Would You Watch It? Creating Effective and Engaging Video Tutorials

    Science.gov (United States)

    Martin, Nichole A.; Martin, Ross

    2015-01-01

    Video tutorials are a common form of library instruction used with distance learners. This paper combines professional experience and literature reviews from multiple disciplines to provide a contextual overview of recommendations and findings for effective and engaging videos. The tools for tutorials appear in five main categories: screencasts,…

  15. NASA Missions Inspire Online Video Games

    Science.gov (United States)

    2012-01-01

    Fast forward to 2035. Imagine being part of a community of astronauts living and working on the Moon. Suddenly, in the middle of just another day in space, a meteorite crashes into the surface of the Moon, threatening life as you know it. The support equipment that provides oxygen for the entire community has been compromised. What would you do? While this situation is one that most people will never encounter, NASA hopes to place students in such situations - virtually - to inspire, engage, and educate about NASA technologies, job opportunities, and the future of space exploration. Specifically, NASA s Learning Technologies program, part of the Agency s Office of Education, aims to inspire and motivate students to pursue careers in the science, technology, engineering, and math (STEM) disciplines through interactive technologies. The ultimate goal of these educational programs is to support the growth of a pool of qualified scientific and technical candidates for future careers at places like NASA. STEM education has been an area of concern in the United States; according to the results of the 2009 Program for International Student Assessment, 23 countries had higher average scores in mathematics literacy than the United States. On the science literacy scale, 18 countries had higher average scores. "This is part of a much bigger picture of trying to grow skilled graduates for places like NASA that will want that technical expertise," says Daniel Laughlin, the Learning Technologies project manager at Goddard Space Flight Center. "NASA is trying to increase the number of students going into those fields, and so are other government agencies."

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

    Science.gov (United States)

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

    2013-05-21

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

  17. Older adults' engagement with a video game training program.

    Science.gov (United States)

    Belchior, Patrícia; Marsiske, Michael; Sisco, Shannon; Yam, Anna; Mann, William

    2012-12-19

    The current study investigated older adults' level of engagement with a video game training program. Engagement was measured using the concept of Flow (Csikszentmihalyi, 1975). Forty-five older adults were randomized to receive practice with an action game ( Medal of Honor ), a puzzle-like game ( Tetris ), or a gold-standard Useful Field of View (UFOV) training program. Both Medal of Honor and Tetris participants reported significantly higher Flow ratings at the conclusion, relative to the onset of training. Participants are more engaged in games that can be adjusted to their skill levels and that provide incremental levels of difficulty. This finding was consistent with the Flow theory (Csikszentmihalyi, 1975).

  18. Video game addiction, engagement and symptoms of stress, depression and anxiety: The mediating role of coping.

    OpenAIRE

    Loton, D.; Borkoles, Erika; Lubman, D.; Polman, Remco C.J.

    2016-01-01

    A number of studies have reported a co-occurrence between video game addiction and poorer mental health, but few have contextualised this relationship by identifying mediating variables. Further, there remains uncertainty in how to differentiate high engagement from what may be termed addiction in the context of video gaming. This study examined the mediating role of coping between one measure of video game addiction and engagement, and mental health. An international sample of 552 adult part...

  19. Video games and rehabilitation: using design principles to enhance engagement in physical therapy.

    Science.gov (United States)

    Lohse, Keith; Shirzad, Navid; Verster, Alida; Hodges, Nicola; Van der Loos, H F Machiel

    2013-12-01

    Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.

  20. What do we do with all this video? Better understanding public engagement for image and video annotation

    Science.gov (United States)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  1. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos.

    Science.gov (United States)

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

    2016-03-18

    The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos' overall presence on the platform. To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform's impact on consumer attitudes and behaviors and inform regulations. Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. YouTube is a major information-sharing platform for electronic cigarettes

  2. 100 Million Views of Electronic Cigarette YouTube Videos and Counting: Quantification, Content Evaluation, and Engagement Levels of Videos

    Science.gov (United States)

    2016-01-01

    Background The video-sharing website, YouTube, has become an important avenue for product marketing, including tobacco products. It may also serve as an important medium for promoting electronic cigarettes, which have rapidly increased in popularity and are heavily marketed online. While a few studies have examined a limited subset of tobacco-related videos on YouTube, none has explored e-cigarette videos’ overall presence on the platform. Objective To quantify e-cigarette-related videos on YouTube, assess their content, and characterize levels of engagement with those videos. Understanding promotion and discussion of e-cigarettes on YouTube may help clarify the platform’s impact on consumer attitudes and behaviors and inform regulations. Methods Using an automated crawling procedure and keyword rules, e-cigarette-related videos posted on YouTube and their associated metadata were collected between July 1, 2012, and June 30, 2013. Metadata were analyzed to describe posting and viewing time trends, number of views, comments, and ratings. Metadata were content coded for mentions of health, safety, smoking cessation, promotional offers, Web addresses, product types, top-selling brands, or names of celebrity endorsers. Results As of June 30, 2013, approximately 28,000 videos related to e-cigarettes were captured. Videos were posted by approximately 10,000 unique YouTube accounts, viewed more than 100 million times, rated over 380,000 times, and commented on more than 280,000 times. More than 2200 new videos were being uploaded every month by June 2013. The top 1% of most-viewed videos accounted for 44% of total views. Text fields for the majority of videos mentioned websites (70.11%); many referenced health (13.63%), safety (10.12%), smoking cessation (9.22%), or top e-cigarette brands (33.39%). The number of e-cigarette-related YouTube videos was projected to exceed 65,000 by the end of 2014, with approximately 190 million views. Conclusions YouTube is a major

  3. 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.

  4. Cognitive, Not Physical, Engagement in Video Gaming Influences Executive Functioning

    Science.gov (United States)

    Flynn, Rachel M.; Richert, Rebekah A.

    2018-01-01

    Physically active video games (i.e., exergames), which are a prevalent and popular childhood activity, may have benefits to executive-functioning (EF) skills, as they incorporate both cognitive engagement and physical activity. Acute EF change in 147 7- to 12-year-olds was assessed after participation in a 20-min activity. The between-subjects…

  5. The co-creation of a video to inspire humanitarianism: How an Educational Entrepreneurial approach inspired humanitarian workers to be mindfully innovative whilst working with technology.

    Directory of Open Access Journals (Sweden)

    Crotty Yvonne

    2015-08-01

    Full Text Available This paper demonstrates the value of embracing digital technology in order to effect positive change in a non-governmental (NGO charity organisation, in this case the Irish Charity Crosscause. The outcome of the research was the creation of a charity video, Crosscause: Making a Difference, to showcase humanitarian work in Ireland and Romania with a view to inspiring others to contribute in some capacity to this cause. Video is an important medium to provide connections with a wider audience, as it gives humanitarian workers and marginalised communities an opportunity to tell their story by making a compelling and evocative case to others. Visual media not only makes connections with an audience, but can also positively challenge people to consider what is happening in the world around them.

  6. Waterlust - An Example of How Online Video Can Help Scientists and Educators

    Science.gov (United States)

    Rynne, P.; Graham, F.; Caster, J.; Adler, J.

    2014-12-01

    Online videos and the social networks used to disseminate them provide scientists, educators, and students an opportunity to reach new audiences on a global scale. The ability to inspire people to think about a given subject that are not otherwise engaged is an important strategy in growing the societal impact of your work. Especially to those working in the field of physical science as it relates to environmental conservation and preservation, targeting new audiences helps avoid "preaching to the choir." Towards this goal, three graduate students at the Rosenstiel School of Marine and Atmospheric Science began an online film project in 2011 aimed at motivating the general public to think about their relationship with water and the marine environment. Here we present lessons from our first three years that include: tips for making an engaging video, promoting creativity and self-expression in science, video editing tips 101, getting the most out of your GoPro, and how to get your video seen by more people. For more information about our work, visit www.waterlust.org

  7. Testing Video and Social Media for Engaging Users of the U.S. Climate Resilience Toolkit

    Science.gov (United States)

    Green, C. J.; Gardiner, N.; Niepold, F., III; Esposito, C.

    2015-12-01

    We developed a custom video production stye and a method for analyzing social media behavior so that we may deliberately build and track audience growth for decision-support tools and case studies within the U.S. Climate Resilience Toolkit. The new style of video focuses quickly on decision processes; its 30s format is well-suited for deployment through social media. We measured both traffic and engagement with video using Google Analytics. Each video included an embedded tag, allowing us to measure viewers' behavior: whether or not they entered the toolkit website; the duration of their session on the website; and the number pages they visited in that session. Results showed that video promotion was more effective on Facebook than Twitter. Facebook links generated twice the number of visits to the toolkit. Videos also increased Facebook interaction overall. Because most Facebook users are return visitors, this campaign did not substantially draw new site visitors. We continue to research and apply these methods in a targeted engagement and outreach campaign that utilizes the theory of social diffusion and social influence strategies to grow our audience of "influential" decision-makers and people within their social networks. Our goal is to increase access and use of the U.S. Climate Resilience Toolkit.

  8. For Video Streaming/Delivery: Is HTML5 the Real Fix?

    Directory of Open Access Journals (Sweden)

    John Millard

    2013-10-01

    Full Text Available The general movement towards streaming or playing videos on the web has grown exponentially in the last decade. The combination of new streaming technologies and faster Internet connections continue to provide enhanced and robust user experience for video content. For many organizations, adding videos on their websites has transitioned from a “cool” feature to a mission critical service. Some of the benefits in putting videos online include: to engage and convert visitors, to raise awareness or drive interest, to share inspirational stories or recent unique events, etc. Along with the growth in the use and need for video content on the web; delivering videos online also remains a messy activity for developers and web teams. Examples of existing challenges include creating more accessible videos with captions and delivering content (using adaptive streaming for the diverse range of mobile and tablet devices. In this article, we report on the decision-making and early results in using the Kaltura video platform in two popular library platforms: CONTENTdm and DSpace.

  9. The Effects of Instructional Design on Student Engagement with Video Lectures at Cyber Universities

    Directory of Open Access Journals (Sweden)

    Jamie Costley

    2017-05-01

    Full Text Available Aim/Purpose: The number of students enrolled in online courses that use video lectures is on the rise. However, research shows that the number of students watching video lectures is low, and the number watching videos to completion is even lower. Background: This paper seeks to understand this problem by looking for correlations between instructional design and student engagement with video lectures. Methodology: Students at a cyber-university in South Korea (n=1801 were surveyed on their perception of the instructional design used in the courses they took and their engagement with online video lectures. Contribution: This paper contributes to the body of knowledge by demonstrating positive correlations between instructional design, watching, and finishing video lectures. Findings: While most other research has found low levels of online lecture viewership, this paper found significantly higher numbers watching and finishing videos. Other major findings of the paper are that five key elements of instructional design for online learning environments (designing methods, setting the curriculum, establishing time parameters, establishing netiquette, and utilizing the medium effectively all correlated positively with students watching and finishing video lectures. Recommendations for Practitioners\t: Based on findings in this paper, it is recommended that practitioners consider taking actions when designing their instruction for online courses. These include batching their video lectures together by topic, devoting greater resources to helping students utilize the medium, and communicate time parameters in a way that encourages students to view video lectures in a timely manner. Recommendation for Researchers: As the watching of video lectures in this study was mandatory for learners, an interesting area of further research would be to examine whether that decision led to higher numbers of students watching them. Future Research: It is important for

  10. How Much Does Student Engagement with Videos and Forums in a MOOC Affect Their Achievement?

    Science.gov (United States)

    Bonafini, Fernanda Cesar; Chae, Chungil; Park, Eunsung; Jablokow, Kathryn Weed

    2017-01-01

    Engagement in Massive Open Online Courses (MOOCs) is based on students who self-organize their participation according to their own goals and interests. Visual materials such as videos and discussion forums are basic ways of engaging students in MOOCs. Student achievement in MOOCs is typically measured using assessments distributed throughout the…

  11. Video Creation: A Tool for Engaging Students to Learn Science

    Science.gov (United States)

    Courtney, A. R.

    2016-12-01

    Students today process information very differently than those of previous generations. They are used to getting their news from 140-character tweets, being entertained by You-Tube videos, and Googling everything. Thus, traditional passive methods of content delivery do not work well for many of these millennials. All students, regardless of career goals, need to become scientifically literate to be able to function in a world where scientific issues are of increasing importance. Those who have had experience applying scientific reasoning to real-world problems in the classroom will be better equipped to make informed decisions in the future. The problem to be solved is how to present scientific content in a manner that fosters student learning in today's world. This presentation will describe how the appeal of technology and social communication via creation of documentary-style videos has been used to engage students to learn scientific concepts in a university non-science major course focused on energy and the environment. These video projects place control of the learning experience into the hands of the learner and provide an opportunity to develop critical thinking skills. Students discover how to locate scientifically reliable information by limiting searches to respected sources and synthesize the information through collaborative content creation to generate a "story". Video projects have a number of advantages over research paper writing. They allow students to develop collaboration skills and be creative in how they deliver the scientific content. Research projects are more effective when the audience is larger than just a teacher. Although our videos are used as peer-teaching tools in the classroom, they also are shown to a larger audience in a public forum to increase the challenge. Video will be the professional communication tool of the future. This presentation will cover the components of the video production process and instructional lessons

  12. A Geologic Symphony: Science, Artistic Inspiration and Community Engagement in Jeffrey Nytch's Symphony No 1: Formations

    Science.gov (United States)

    Nytch, J.

    2017-12-01

    While the natural world has inspired works of visual art and music for centuries, examples of music being created as a direct expression of scientific processes or principles are relatively rare. In his 2013 work, Symphony No. 1: Formations, composer Jeffrey Nytch created a work that explicitly communicated the geologic history of the Rocky Mountain west through a musical composition. Commissioned by the Geological Society of America and premiered at the GSA's 125th Anniversary meeting, the symphony is more than merely inspired by the Rocky Mountains; rather, specific episodes of geologic history are depicted in the music. Moreover, certain processes such as metamorphosis, erosion, vulcanism, plate tectonics, and the relative duration of geologic time guided the structure and form of the music. This unique approach to musical composition allowed the work to play a novel and potent role in community engagement and education, both at the premiere performances in Colorado and subsequent performances of the symphony elsewhere. This project is thus a powerful example of how the arts can help illuminate scientific principles to the general public, in turn engaging them and helping to establish a more personal connection to the natural world around them.

  13. When science inspires art

    CERN Multimedia

    Anaïs Vernède

    2011-01-01

    On Tuesday 18 January 2011, artist Pipilotti Rist came to CERN to find out how science could provide her with a source of inspiration for her art and perhaps to get ideas for future work. Pipilotti, who is an eclectic artist always on the lookout for an original source of inspiration, is almost as passionate about physics as she is about art.   Ever Is Over All, 1997, audio video installation by Pipilotti Rist.  View of the installation at the National Museum for Foreign Art, Sofia, Bulgaria. © Pipilotti Rist. Courtesy the artist and Hauser & Wirth. Photo by Angel Tzvetanov. Swiss video-maker Pipilotti Rist (her real name is Elisabeth Charlotte Rist), who is well-known in the international art world for her highly colourful videos and creations, visited CERN for the first time on Tuesday 18 January 2011.  Her visit represented a trip down memory lane, since she originally studied physics before becoming interested in pursuing a career as an artist and going on to de...

  14. Student-Designed Public Service Announcement (PSA) Videos to Enhance Motivation and Engagement

    Science.gov (United States)

    Abrams, Kenneth

    2012-01-01

    Educators often focus on enhancing student motivation and engagement. This article describes an activity with these aims, in which undergraduates (a) learn about theories and research on means of persuasion and (b) in small groups design and record a public service announcement (PSA) video, write a brief paper that outlines the theories used to…

  15. Opportunities for Scientists to Engage the Public & Inspire Students in Science

    Science.gov (United States)

    Vaughan, R. G.; Worssam, J.; Vaughan, A. F.

    2014-12-01

    Increasingly, research scientists are learning that communicating science to broad, non-specialist audiences, particularly students, is just as important as communicating science to their peers via peer-reviewed scientific publications. This presentation highlights opportunities that scientists in Flagstaff, AZ have to foster public support of science & inspire students to study STEM disciplines. The goal here is to share ideas, personal experiences, & the rewards, for both students & research professionals, of engaging in science education & public outreach. Flagstaff, AZ, "America's First STEM Community," has a uniquely rich community of organizations engaged in science & engineering research & innovation, including the Flagstaff Arboretum, Coconino Community College, Gore Industries, Lowell Observatory, Museum of Northern Arizona, National Weather Service, National Park Service, National Forest Service, Northern Arizona University, Northern Arizona Center for Entrepreneurship & Technology, US Geological Survey, US Naval Observatory, & Willow Bend Environmental Education Center. These organizations connect with the Northern Arizona community during the yearly Flagstaff Festival of Science - the third oldest science festival in the world - a 10 day long, free, science festival featuring daily public lectures, open houses, interactive science & technology exhibits, field trips, & in-school speaker programs. Many research scientists from these organizations participate in these activities, e.g., public lectures, open houses, & in-school speaker programs, & also volunteer as mentors for science & engineering themed clubs in local schools. An example of a novel, innovative program, developed by a local K-12 science teacher, is the "Scientists-in-the-Classroom" mentor program, which pairs all 7th & 8th grade students with a working research scientist for the entire school year. Led by the student & guided by the mentor, they develop a variety of science / technology

  16. Engaging Pre-Service Teachers to Teach Science Contextually with Scientific Approach Instructional Video

    Science.gov (United States)

    Susantini, E.; Kurniasari, I.; Fauziah, A. N. M.; Prastowo, T.; Kholiq, A.; Rosdiana, L.

    2018-01-01

    Contextual teaching and learning/CTL presents new concepts in real-life experiences and situations where students can find out the meaningful relationship between abstract ideas and practical applications. Implementing contextual teaching by using scientific approach will foster teachers to find the constructive ways of delivering and organizing science content. This research developed an instructional video that represented a modeling of using a scientific approach in CTL. The aim of this research are to engage pre-service teachers in learning how to teach CTL and to show how pre-service teachers’ responses about learning how to teach CTL using an instructional video. The subjects of this research were ten pre-service teachers in Department of Natural Sciences, Universitas Negeri Surabaya, Indonesia. All subjects observed the instructional video which demonstrated contextual teaching and learning combined with the scientific approach as they completed a worksheet to analyze the video content. The results showed that pre-service teachers could learn to teach contextually as well as applying the scientific approach in science classroom through a modeling in the instructional video. They also responded that the instructional video could help them to learn to teach each component contextual teaching as well as scientific approach.

  17. Video games to engage boys and meet common core : A teacher’s guide

    NARCIS (Netherlands)

    Engerman, J.

    2015-01-01

    Boys are disengaged from school and are rapidly becoming alienated. Video games show promise to engage boys in motivating and exciting ways. This paper explores the merits of game play, while discovering links between what boys learn in games and the standards that schools administer. Based on

  18. The Relationship Between Engagement and Neurophysiological Measures of Attention in Motion-Controlled Video Games: A Randomized Controlled Trial.

    Science.gov (United States)

    Leiker, Amber M; Miller, Matthew; Brewer, Lauren; Nelson, Monica; Siow, Maria; Lohse, Keith

    2016-04-21

    Video games and virtual environments continue to be the subject of research in health sciences for their capacity to augment practice through user engagement. Creating game mechanics that increase user engagement may have indirect benefits on learning (ie, engaged learners are likely to practice more) and may also have direct benefits on learning (ie, for a fixed amount of practice, engaged learners show superior retention of information or skills). To manipulate engagement through the aesthetic features of a motion-controlled video game and measure engagement's influence on learning. A group of 40 right-handed participants played the game under two different conditions (game condition or sterile condition). The mechanics of the game and the amount of practice were constant. During practice, event-related potentials (ERPs) to task-irrelevant probe tones were recorded during practice as an index of participants' attentional reserve. Participants returned for retention and transfer testing one week later. Although both groups improved in the task, there was no difference in the amount of learning between the game and sterile groups, countering previous research. A new finding was a statistically significant relationship between self-reported engagement and the amplitude of the early-P3a (eP3a) component of the ERP waveform, such that participants who reported higher levels of engagement showed a smaller eP3a (beta=-.08, P=.02). This finding provides physiological data showing that engagement elicits increased information processing (reducing attentional reserve), which yields new insight into engagement and its underlying neurophysiological properties. Future studies may objectively index engagement by quantifying ERPs (specifically the eP3a) to task-irrelevant probes.

  19. Analogue patients’ self-reported engagement and psychophysiological arousal in a video-vignettes design : Patients versus disease-naïve individuals

    NARCIS (Netherlands)

    Visser, L.N.C.; Tollenaar, M.S.; Bosch, J.A.; van Doornen, L.J.P.; de Haes, H.C.J.M.; Smets, E.M.A.

    2016-01-01

    Objectives The ecological validity of video-vignettes design investigating patient-provider communication hinges on the engagement of analogue patients (APs) with the vignette. The present study aimed to compare engagement in two commonly utilized groups of APs, patients and disease-naïve

  20. Analogue patients' self-reported engagement and psychophysiological arousal in a video-vignettes design: Patients versus disease-naïve individuals

    NARCIS (Netherlands)

    Visser, Leonie N. C.; Tollenaar, Marieke S.; Bosch, Jos A.; van Doornen, Lorenz J. P.; de Haes, Hanneke C. J. M.; Smets, Ellen M. A.

    2016-01-01

    The ecological validity of video-vignettes design investigating patient-provider communication hinges on the engagement of analogue patients (APs) with the vignette. The present study aimed to compare engagement in two commonly utilized groups of APs, patients and disease-naïve individuals.

  1. Perceptually-Inspired Computing

    Directory of Open Access Journals (Sweden)

    Ming Lin

    2015-08-01

    Full Text Available Human sensory systems allow individuals to see, hear, touch, and interact with the surrounding physical environment. Understanding human perception and its limit enables us to better exploit the psychophysics of human perceptual systems to design more efficient, adaptive algorithms and develop perceptually-inspired computational models. In this talk, I will survey some of recent efforts on perceptually-inspired computing with applications to crowd simulation and multimodal interaction. In particular, I will present data-driven personality modeling based on the results of user studies, example-guided physics-based sound synthesis using auditory perception, as well as perceptually-inspired simplification for multimodal interaction. These perceptually guided principles can be used to accelerating multi-modal interaction and visual computing, thereby creating more natural human-computer interaction and providing more immersive experiences. I will also present their use in interactive applications for entertainment, such as video games, computer animation, and shared social experience. I will conclude by discussing possible future research directions.

  2. Recovery After Psychosis: Qualitative Study of Service User Experiences of Lived Experience Videos on a Recovery-Oriented Website.

    Science.gov (United States)

    Williams, Anne; Fossey, Ellie; Farhall, John; Foley, Fiona; Thomas, Neil

    2018-05-08

    Digital interventions offer an innovative way to make the experiences of people living with mental illness available to others. As part of the Self-Management And Recovery Technology (SMART) research program on the use of digital resources in mental health services, an interactive website was developed including videos of people with lived experience of mental illness discussing their recovery. These peer videos were designed to be watched on a tablet device with a mental health worker, or independently. Our aim was to explore how service users experienced viewing the lived experience videos on this interactive website, as well as its influence on their recovery journey. In total, 36 service users with experience of using the website participated in individual semistructured qualitative interviews. All participants had experience of psychosis. Data analysis occurred alongside data collection, following principles of constructivist grounded theory methodology. According to participants, engaging with lived experience videos was a pivotal experience of using the website. Participants engaged with peers through choosing and watching the videos and reflecting on their own experience in discussions that opened up with a mental health worker. Benefits of seeing others talking about their experience included "being inspired," "knowing I'm not alone," and "believing recovery is possible." Experiences of watching the videos were influenced by the participants' intrapersonal context, particularly their ways of coping with life and use of technology. The interpersonal context of watching the videos with a worker, who guided website use and facilitated reflection, enriched the experience. Engaging with lived experience videos was powerful for participants, contributing to their feeling connected and hopeful. Making websites with lived experience video content available to service users and mental health workers demonstrates strong potential to support service users' recovery

  3. 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.

  4. Using Space to Inspire and Engage Children

    Science.gov (United States)

    Clements, Allan

    2015-01-01

    The European Space Education Resources Office (ESERO-UK) is a project of the European Space Agency (ESA) and national partners including the Department for Education (DfE), The UK Space Agency (UKSA) and the Science and Technology Facilities Council (STFC). The key objective of the project is to promote space as an exciting inspirational context…

  5. Winner of video contest inspired by the LHC

    CERN Multimedia

    Laëtitia Pedroso

    2010-01-01

    A video contest was launched this year to mark the 10th anniversary of the Frederick Phineas and Sandra Priest Rose Centre for Earth and Space. Luke Cahill, a 27 year-old BFA graduate, has just won the contest with a movie about CERN.   Luke, who works in the film industry in Los Angeles and also takes physics classes, came across a video promoting the contest while he was browsing the American Natural History Museum website. "It seemed like a perfect opportunity to combine my passion for science with my craft of filmmaking", says Luke. Luke decided to make a video about the LHC. To him, CERN embodies the ideals of scientific progress and discovery, continually expanding the boundaries of our knowledge. "I have never actually been to CERN but it's high on the list of places I want to visit when I travel to Europe", says Luke. There is a lot of misleading information on the Internet about CERN – especially about the LHC. Luke wanted to clarify what the ...

  6. Nostalgia-Evoked Inspiration: Mediating Mechanisms and Motivational Implications.

    Science.gov (United States)

    Stephan, Elena; Sedikides, Constantine; Wildschut, Tim; Cheung, Wing-Yee; Routledge, Clay; Arndt, Jamie

    2015-10-01

    Six studies examined the nostalgia-inspiration link and its motivational implications. In Study 1, nostalgia proneness was positively associated with inspiration frequency and intensity. In Studies 2 and 3, the recollection of nostalgic (vs. ordinary) experiences increased both general inspiration and specific inspiration to engage in exploratory activities. In Study 4, serial mediational analyses supported a model in which nostalgia increases social connectedness, which subsequently fosters self-esteem, which then boosts inspiration. In Study 5, a rigorous evaluation of this serial mediational model (with a novel nostalgia induction controlling for positive affect) reinforced the idea that nostalgia-elicited social connectedness increases self-esteem, which then heightens inspiration. Study 6 extended the serial mediational model by demonstrating that nostalgia-evoked inspiration predicts goal pursuit (intentions to pursue an important goal). Nostalgia spawns inspiration via social connectedness and attendant self-esteem. In turn, nostalgia-evoked inspiration bolsters motivation. © 2015 by the Society for Personality and Social Psychology, Inc.

  7. 360-degree videos: a new visualization technique for astrophysical simulations, applied to the Galactic Center

    Science.gov (United States)

    Russell, Christopher

    2018-01-01

    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-degree videos from astrophysical simulations not only provide a new way to view these simulations due to their immersive nature, but also yield engaging content for outreach to the public. We present our 360-degree video of an astrophysical simulation of the Galactic center: a hydrodynamics calculation of the colliding and accreting winds of the 30 Wolf-Rayet stars orbiting within the central parsec. Viewing the movie, which renders column density, from the location of the supermassive black hole gives a unique and immersive perspective of the shocked wind material inspiraling and tidally stretching as it plummets toward the black hole. We also describe how to create such movies, discuss what type of content does and does not look appealing in 360-degree format, and briefly comment on what new science can be extracted from astrophysical simulations using 360-degree videos.

  8. Training program for radiologic technologists for performing chest X-rays at inspiration in uncooperative children

    International Nuclear Information System (INIS)

    Langen, Heinz Jakob; Muras, S.; Kohlhauser-Vollmuth, C.; Stenzel, M.; Beer, M.

    2009-01-01

    A computer program was created to train technologists to perform chest X-rays in crying infants at maximum inspiration. Videos of 4 children were used. Using a computer program, the moment of deepest inspiration was determined in the video in the single frame view. During the normal running video, 14 technologists (3 with significant experience, 3 with little experience and 8 with very little experience in pediatric radiography) simulated a chest radiograph by pushing a button. The computer program stopped the video and the period of time to the optimal moment for a chest x-ray was calculated. Every technologist simulated 10 chest X-rays in each of the 4 video clips. The technologists then trained themselves to perform chest X-rays at optimal inspiration like playing a computer game. After training, the test was repeated. Changes were evaluated by t-test for unpaired samples (level of significance p < 0.05). Although the differences improved in all children, minimal deviation from the optimal moment for taking an X-ray at inspiration occurred in the periodically crying child (0.21 sec before and 0.13 sec after training). In a non-periodically crying infant, the largest differences were shown. The values improved significantly from 0.29 sec to 0.22 sec. The group with substantial experience in pediatric radiology improved significantly from 0.22 sec to 0.15 sec. The group with very little experience in pediatric radiology showed worse results (improvement from 0.29 sec to 0.21 sec). (orig.)

  9. Performing Chest X-Rays at Inspiration in Uncooperative Children: The Effect of Exercises with a Training Program for Radiology Technicians

    International Nuclear Information System (INIS)

    Langen, H.J.; Sengenberger, C.; Bielmeier, J.; Jocher, R.; Kohlhauser-Vollmuth, Ch.; Eschmann, M.

    2014-01-01

    It is difficult to acquire a chest X-ray of a crying infant at maximum inspiration. A computer program was developed for technician training. Method. Video clips of 3 babies were used and the moment of deepest inspiration was determined in the single-frame view. 12 technicians simulated chest radiographs at normal video speed by pushing a button. The computer program stopped the video and calculated the period of time to the optimal instant for a chest X-ray. Demonstration software can be tested at website online. Every technician simulated 10 chest X-rays for each of the 3 video clips. The technicians then spent 40 minutes practicing performing chest X-rays at optimal inspiration. The test was repeated after 5, 20, and 40 minutes of practice. Results. 6 participants showed a significant improvement after exercises (collective 1). Deviation from the optimal instant for taking an X-ray at inspiration decreased from 0.39 to 0.22 s after 40 min of practice. 6 technicians showed no significant improvement (collective 2). Deviation decreased from a low starting value of 0.25 s to 0.21 s. Conclusion. The tested computer program improves the ability of radiology technicians to take a chest X-ray at optimal inspiration in a crying child

  10. The Effects of Participants' Engagement with Videos and Forums in a MOOC for Teachers' Professional Development

    Science.gov (United States)

    Bonafini, Fernanda Cesar

    2017-01-01

    Massive Open Online Courses (MOOCs) for teachers have emerged as a new wave of MOOCs that provide free professional development for teachers around the globe. These MOOCs for teachers often rely primarily on discussion forums and videos to drive participant engagement. Using logistic regression models this paper presents the degree to which…

  11. 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...

  12. Postpartum women's perspectives of engaging with a dietitian and exercise physiologist via video consultations for weight managment: A qualitative evaluation

    Science.gov (United States)

    Optimising weight status after childbirth is important. Video consultations are an unexplored opportunity to deliver real-time support to postpartum women to improve lifestyle behaviours. This study aims to provide insight into postpartum women's perspectives of engaging with a dietitian and exercis...

  13. Postpartum womens perspectives of engaging with a dietitian and exercise physiologist via video consultations for weight management: A qualitative evaluation

    Science.gov (United States)

    Optimising weight status after childbirth is important. Video consultations are an unexplored opportunity to deliver real-time support to postpartum women to improve lifestyle behaviours. This study aims to provide insight into postpartum women's perspectives of engaging with a dietitian and exercis...

  14. INSPIRED High School Computing Academies

    Science.gov (United States)

    Doerschuk, Peggy; Liu, Jiangjiang; Mann, Judith

    2011-01-01

    If we are to attract more women and minorities to computing we must engage students at an early age. As part of its mission to increase participation of women and underrepresented minorities in computing, the Increasing Student Participation in Research Development Program (INSPIRED) conducts computing academies for high school students. The…

  15. Influence of complementing a robotic upper limb rehabilitation system with video games on the engagement of the participants: a study focusing on muscle activities.

    Science.gov (United States)

    Li, Chong; Rusák, Zoltán; Horváth, Imre; Ji, Linhong

    2014-12-01

    Efficacious stroke rehabilitation depends not only on patients' medical treatment but also on their motivation and engagement during rehabilitation exercises. Although traditional rehabilitation exercises are often mundane, technology-assisted upper-limb robotic training can provide engaging and task-oriented training in a natural environment. The factors that influence engagement, however, are not fully understood. This paper therefore studies the relationship between engagement and muscle activities as well as the influencing factors of engagement. To this end, an experiment was conducted using a robotic upper limb rehabilitation system with healthy individuals in three training exercises: (a) a traditional exercise, which is typically used for training the grasping function, (b) a tracking exercise, currently used in robot-assisted stroke patient rehabilitation for fine motor movement, and (c) a video game exercise, which is a proliferating approach of robot-assisted rehabilitation enabling high-level active engagement of stroke patients. These exercises differ not only in the characteristics of the motion that they use but also in their method of triggering engagement. To measure the level of engagement, we used facial expressions, motion analysis of the arm movements, and electromyography. The results show that (a) the video game exercise could engage the participants for a longer period than the other two exercises, (b) the engagement level decreased when the participants became too familiar with the exercises, and (c) analysis of normalized root mean square in electromyographic data indicated that muscle activities were more intense when the participants are engaged. This study shows that several sub-factors on engagement, such as versatility of feedback, cognitive tasks, and competitiveness, may influence engagement more than the others. To maintain a high level of engagement, the rehabilitation system needs to be adaptive, providing different exercises to

  16. 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

  17. Gamification: using elements of video games to improve engagement in an undergraduate physics class

    Science.gov (United States)

    Rose, J. A.; O'Meara, J. M.; Gerhardt, T. C.; Williams, M.

    2016-09-01

    Gamification has been extensively implemented and studied in corporate settings and has proven to be more effective than traditional employee-training programs, however, few classroom studies of gamification have been reported in the literature. Our study explored the potential of gamified on-line undergraduate physics content as a mechanism to enhance student learning and motivation. Specifically, the main objective of this work was to determine whether extrinsic motivation indicators commonly used in video games could increase student engagement with course content outside of the classroom. Life Science students taking an introductory physics course were provided access to gamified multiple choice quizzes as part of their course assessment. The quizzes incorporated common gaming elements such as points, streaks, leaderboards and achievements, as well as some gamified graphical enhancements and feedback. Student attitudes and performance among those using the gamified quizzes were examined and compared to non-gamified control groups within the same course. Student engagement was quantified through examining student participation above and beyond the minimum course requirements. The results showed that gaming techniques are significantly correlated with increased engagement with course material outside of the classroom. These results may assist instructors in engaging and motivating students outside the classroom through carefully designed online and distance-delivered undergraduate physics content. Furthermore, the gaming elements incorporated in this study were not specifically tied to the physics content and can be easily translated to any educational setting.

  18. 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...

  19. Digital Storytelling as Arts-Inspired Inquiry for Engaging, Understanding, and Supporting Indigenous Youth

    Science.gov (United States)

    Eglinton, Kristen Ali; Gubrium, Aline; Wexler, Lisa

    2017-01-01

    In this paper we examine digital storytelling as a mode of arts-inspired inquiry: in particular we consider digital storytelling as a powerful arts-inspired approach that can help researchers, practitioners, and communities understand and support indigenous and marginalized youth. Our two-fold focus is on: (1) a digital storytelling initiative…

  20. Computational Thinking in Constructionist Video Games

    Science.gov (United States)

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

    2016-01-01

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

  1. The periodic table: icon and inspiration.

    Science.gov (United States)

    Poliakoff, Martyn; Tang, Samantha

    2015-03-13

    To start this discussion meeting on the new chemistry of the elements held on 12 May 2014, Martyn Poliakoff, Foreign Secretary of the Royal Society, was invited to give the opening remarks. As a chemist and a presenter of the popular online video channel 'The periodic table of videos', Martyn communicates his personal and professional interest in the elements to the public, who in turn use these videos both as an educational resource and for entertainment purposes. Ever since Mendeleev's first ideas for the periodic table were published in 1869, the table has continued to grow as new elements have been discovered, and it serves as both icon and inspiration; its form is now so well established that it is recognized the world over as a symbol for science. This paper highlights but a few of the varied forms that the table can take, such as an infographic, which can convey the shortage of certain elements with great impact. © 2015 The Author(s) Published by the Royal Society. All rights reserved.

  2. Behavioral responses of silverback gorillas (Gorilla gorilla gorilla) to videos.

    Science.gov (United States)

    Maloney, Margaret A; Leighty, Katherine A; Kuhar, Christopher W; Bettinger, Tamara L

    2011-01-01

    This study examined the impact of video presentations on the behavior of 4 silverback, western lowland gorillas (Gorilla gorilla gorilla). On each of 5 occasions, gorillas viewed 6 types of videos (blue screen, humans, an all-male or mixed-sex group engaged in low activity, and an all-male or mixed-sex group engaged in agonistic behavior). The study recorded behavioral responses and watching rates. All gorillas preferred dynamic over static videos; 3 watched videos depicting gorillas significantly more than those depicting humans. Among the gorilla videos, the gorillas clearly preferred watching the mixed-sex group engaged in agonistic behavior; yet, this did not lead to an increase in aggression or behavior indicating agitation. Further, habituation to videos depicting gorillas did not occur. This supports the effectiveness of this form of enrichment, particularly for a nonhuman animal needing to be separated temporarily due to illness, shipment quarantine, social restructuring, or exhibit modification. Copyright © The Walt Disney Company®

  3. Student Video Viewing Habits in an Online Mechanics of Materials Engineering Course

    Directory of Open Access Journals (Sweden)

    Jordan Dale Hildebrand

    2018-05-01

    Full Text Available This paper investigated the video viewing habits of students in a sophomore-level, online Mechanics of Materials (MoM course offered in Spring 2017 and how those habits affected student course grades. Data on student engagement and viewership were collected from a MoM course through a learning management system. This data was compared with length of videos, video content, and video types. With viewership being the focus of the study, it was determined that student engagement decreased over the semester, the content of a video affected its viewership, and viewing rates fluctuated depending on the exam. The other finding was that an increase in viewership tended to indicate an improvement in students’ grades. While the videos are an effective means of improving students’ course grade, changes could be made to improve the videos and increase engagement.

  4. Engagement with Electronic Screen Media among Students with Autism Spectrum Disorders

    Science.gov (United States)

    Mineo, Beth A.; Ziegler, William; Gill, Susan; Salkin, Donna

    2009-01-01

    This study investigated the relative engagement potential of four types of electronic screen media (ESM): animated video, video of self, video of a familiar person engaged with an immersive virtual reality (VR) game, and immersion of self in the VR game. Forty-two students with autism, varying in age and expressive communication ability, were…

  5. YouTube videos of 'research in action' foster diverse public interest in science

    Directory of Open Access Journals (Sweden)

    Michael A. Gil

    2017-08-01

    Full Text Available Globally, scientific enterprises seek to diversify interest and participation in STEM fields, to both provide equitable opportunities and to push research forward. However, diversity in STEM remains low in many institutions. Internet-based video has emerged as a dominant communication medium that scientists can use to communicate the motivations, process, and products of their work to a diverse, mass audience. Here I describe my use of internet-based video about my research and career as a marine biologist as a tool to inspire broad public interest in science. With my YouTube videos, I have reached a diverse and growing global viewership, amassing >10,000 hours of watch time at the time of this writing. Viewer surveys revealed that my videos have improved individual perceptions about science and science careers, particularly among women and minority groups. I conclude that the emergence of internet-based video as a dominant, ever-expanding communication medium provides an unprecedented but largely untapped opportunity for scientists to broadly communicate their research and to inspire diverse interest in STEM careers.

  6. Developing the Storyline for an Advance Care Planning Video for Surgery Patients: Patient-Centered Outcomes Research Engagement from Stakeholder Summit to State Fair.

    Science.gov (United States)

    Aslakson, Rebecca A; Schuster, Anne L R; Lynch, Thomas J; Weiss, Matthew J; Gregg, Lydia; Miller, Judith; Isenberg, Sarina R; Crossnohere, Norah L; Conca-Cheng, Alison M; Volandes, Angelo E; Smith, Thomas J; Bridges, John F P

    2018-01-01

    Patient-centered outcomes research (PCOR) methods and social learning theory (SLT) require intensive interaction between researchers and stakeholders. Advance care planning (ACP) is valuable before major surgery, but a systematic review found no extant perioperative ACP tools. Consequently, PCOR methods and SLT can inform the development of an ACP educational video for patients and families preparing for major surgery. The objective is to develop and test acceptability of an ACP video storyline. The design is a stakeholder-guided development of the ACP video storyline. Design-thinking methods explored and prioritized stakeholder perspectives. Patients and family members evaluated storyboards containing the proposed storyline. The study was conducted at hospital outpatient surgical clinics, in-person stakeholder summit, and the 2014 Maryland State Fair. Measurements are done through stakeholder engagement and deidentified survey. Stakeholders evaluated and prioritized evidence from an environmental scan. A surgeon, family member, and palliative care physician team iteratively developed a script featuring 12 core themes and worked with a medical graphic designer to translate the script into storyboards. For 10 days, 359 attendees of the 2014 Maryland State Fair evaluated the storyboards and 87% noted that they would be "very comfortable" or "comfortable" seeing the storyboard before major surgery, 89% considered the storyboards "very helpful" or "helpful," and 89% would "definitely recommend" or "recommend" this story to others preparing for major surgery. Through an iterative process utilizing diverse PCOR engagement methods and informed by SLT, storyboards were developed for an ACP video. Field testing revealed the storyline to be highly meaningful for surgery patients and family members.

  7. Video game addiction and college performance among males: results from a 1 year longitudinal study.

    Science.gov (United States)

    Schmitt, Zachary L; Livingston, Michael G

    2015-01-01

    This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.

  8. Postpartum Women’s Perspectives of Engaging with a Dietitian and Exercise Physiologist via Video Consultations for Weight Management: A Qualitative Evaluation

    Directory of Open Access Journals (Sweden)

    Lisa Vincze

    2018-01-01

    Full Text Available Optimising weight status after childbirth is important. Video consultations are an unexplored opportunity to deliver real-time support to postpartum women to improve lifestyle behaviours. This study aims to provide insight into postpartum women’s perspectives of engaging with a dietitian and exercise physiologist through video consultations for tailored nutrition and exercise care. A qualitative study using individual telephone interviews (13–36 min was undertaken. 21 women (body mass index (BMI: 28.1 ± 3.8 kg/m2; age: 32.3 ± 3.0 years; parity: 1.6 ± 0.9 children who had completed the 8 week “Video-coaching to assist lifestyle (VITAL change for mums” intervention participation included up to five video consultations with a dietitian and exercise physiologist. The interviews were audiorecorded and transcribed. Thematic data analysis was conducted by an independent researcher using NVIVO11. Themes relating to the video consultation experience included feeling that they did not differ from other consultations, they were convenient, and the length of time and flexible options were appropriate; however there was a desire for increased contact frequency. The dietitian and exercise physiologist were perceived to increase the participants’ knowledge and confidence to improve health behaviours. The approach to setting realistic and tailored goals was well received. Tailored advice from a dietitian and exercise physiologist received via video consultations is acceptable for postpartum women and offers a viable alternative to in-person care.

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

    Science.gov (United States)

    Lin, Lin; Lee, Jennifer; Robertson, Tip

    2011-01-01

    Media multitasking, or engaging in multiple media and tasks simultaneously, is becoming an increasingly popular phenomenon with the development and engagement in social media. This study examines to what extent video content affects students' reading comprehension in media multitasking environments. One hundred and thirty university students were…

  10. Nature-Inspired Cognitive Evolution to Play MS. Pac-Man

    Science.gov (United States)

    Tan, Tse Guan; Teo, Jason; Anthony, Patricia

    Recent developments in nature-inspired computation have heightened the need for research into the three main areas of scientific, engineering and industrial applications. Some approaches have reported that it is able to solve dynamic problems and very useful for improving the performance of various complex systems. So far however, there has been little discussion about the effectiveness of the application of these models to computer and video games in particular. The focus of this research is to explore the hybridization of nature-inspired computation methods for optimization of neural network-based cognition in video games, in this case the combination of a neural network with an evolutionary algorithm. In essence, a neural network is an attempt to mimic the extremely complex human brain system, which is building an artificial brain that is able to self-learn intelligently. On the other hand, an evolutionary algorithm is to simulate the biological evolutionary processes that evolve potential solutions in order to solve the problems or tasks by applying the genetic operators such as crossover, mutation and selection into the solutions. This paper investigates the abilities of Evolution Strategies (ES) to evolve feed-forward artificial neural network's internal parameters (i.e. weight and bias values) for automatically generating Ms. Pac-man controllers. The main objective of this game is to clear a maze of dots while avoiding the ghosts and to achieve the highest possible score. The experimental results show that an ES-based system can be successfully applied to automatically generate artificial intelligence for a complex, dynamic and highly stochastic video game environment.

  11. If a Picture Is Worth a Thousand Words Is Video Worth a Million? Differences in Affective and Cognitive Processing of Video and Text Cases

    Science.gov (United States)

    Yadav, Aman; Phillips, Michael M.; Lundeberg, Mary A.; Koehler, Matthew J.; Hilden, Katherine; Dirkin, Kathryn H.

    2011-01-01

    In this investigation we assessed whether different formats of media (video, text, and video + text) influenced participants' engagement, cognitive processing and recall of non-fiction cases of people diagnosed with HIV/AIDS. For each of the cases used in the study, we designed three informationally-equivalent versions: video, text, and video +…

  12. Teaching Social Studies with Video Games

    Science.gov (United States)

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  13. Theory and practice of perceptual video processing in broadcast encoders for cable, IPTV, satellite, and internet distribution

    Science.gov (United States)

    McCarthy, S.

    2014-02-01

    This paper describes the theory and application of a perceptually-inspired video processing technology that was recently incorporated into professional video encoders now being used by major cable, IPTV, satellite, and internet video service providers. We will present data that show that this perceptual video processing (PVP) technology can improve video compression efficiency by up to 50% for MPEG-2, H.264, and High Efficiency Video Coding (HEVC). The PVP technology described in this paper works by forming predicted eye-tracking attractor maps that indicate how likely it might be that a free viewing person would look at particular area of an image or video. We will introduce in this paper the novel model and supporting theory used to calculate the eye-tracking attractor maps. We will show how the underlying perceptual model was inspired by electrophysiological studies of the vertebrate retina, and will explain how the model incorporates statistical expectations about natural scenes as well as a novel method for predicting error in signal estimation tasks. Finally, we will describe how the eye-tracking attractor maps are created in real time and used to modify video prior to encoding so that it is more compressible but not noticeably different than the original unmodified video.

  14. Video Content Search System for Better Students Engagement in the Learning Process

    Directory of Open Access Journals (Sweden)

    Alanoud Alotaibi

    2014-12-01

    Full Text Available As a component of the e-learning educational process, content plays an essential role. Increasingly, the video-recorded lectures in e-learning systems are becoming more important to learners. In most cases, a single video-recorded lecture contains more than one topic or sub-topic. Therefore, to enable learners to find the desired topic and reduce learning time, e-learning systems need to provide a search capability for searching within the video content. This can be accomplished by enabling learners to identify the video or portion that contains a keyword they are looking for. This research aims to develop Video Content Search system to facilitate searching in educational videos and its contents. Preliminary results of an experimentation were conducted on a selected university course. All students needed a system to avoid time-wasting problem of watching long videos with no significant benefit. The statistics showed that the number of learners increased during the experiment. Future work will include studying impact of VCS system on students’ performance and satisfaction.

  15. Deep hierarchical attention network for video description

    Science.gov (United States)

    Li, Shuohao; Tang, Min; Zhang, Jun

    2018-03-01

    Pairing video to natural language description remains a challenge in computer vision and machine translation. Inspired by image description, which uses an encoder-decoder model for reducing visual scene into a single sentence, we propose a deep hierarchical attention network for video description. The proposed model uses convolutional neural network (CNN) and bidirectional LSTM network as encoders while a hierarchical attention network is used as the decoder. Compared to encoder-decoder models used in video description, the bidirectional LSTM network can capture the temporal structure among video frames. Moreover, the hierarchical attention network has an advantage over single-layer attention network on global context modeling. To make a fair comparison with other methods, we evaluate the proposed architecture with different types of CNN structures and decoders. Experimental results on the standard datasets show that our model has a more superior performance than the state-of-the-art techniques.

  16. 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

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

    NARCIS (Netherlands)

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

    2015-01-01

    Research on how sexual music videos affect beliefs related to sexual aggression is rare and has not differentiated between the effects of music videos by male and female artists. Moreover, little is known about the affective processes that underlie the effects of sexual music videos. Using data from

  18. Increasing Student Engagement through Paired Technologies

    Science.gov (United States)

    Basko, Lynn; Hartman, Jillian

    2017-01-01

    This article highlights efficient ways to combine tech tools, such as Remind and video conferencing, to increase student engagement and faculty/student communication. Using Remind is a great way to provide information to students outside of LoudCloud, and video conferencing is a tool for having synchronous meetings and conferences with students.…

  19. Scratch's Third Body: Video Talks Back to Television

    Directory of Open Access Journals (Sweden)

    Leo Goldsmith

    2015-12-01

    Full Text Available Emerging in the UK in the 1980s, Scratch Video established a paradoxical union of mass-media critique, Left-wing politics, and music-video and advertising aesthetics with its use of moving-image appropriation in the medium of videotape. Enabled by innovative professional and consumer video technologies, artists like George Barber, The Gorilla Tapes, and Sandra Goldbacher and Kim Flitcroft deployed a style characterized by the rapid sampling and manipulation of dissociated images drawn from broadcast television. Inspired by the cut-up methods of William Burroughs and the audio sampling practiced by contemporary black American musicians, these artists developed strategies for intervening in the audiovisual archive of television and disseminating its images in new contexts: in galleries and nightclubs, and on home video. Reconceptualizing video's “body,” Scratch's appropriation of televisual images of the human form imagined a new hybrid image of the post-industrial body, a “third body” representing a new convergence of human and machine.

  20. POLAR-PALOOZA Polar Researchers and Arctic Residents Engage, Inform and Inspire Diverse Public Audiences by sharing Polar Science and Global Connections during the International Polar Year, using a New Model of Informal Science Education

    Science.gov (United States)

    Haines-Stiles, G.; Akuginow, E.

    2006-12-01

    (Please note that the POLAR-PALOOZA initiative described in this Abstract is-as of 9/7/2006-"pending" for possible support from NSF and NASA as part of this year's IPY solicitation. Subject to decisions expected by 9/30, this presentation would either be withdrawn, or amplified with specific participants, locations and dates.) Despite the success of well-regarded movies like "March of the Penguins", the polar regions remain a great unknown for most people. Public knowledge about the Arctic and Antarctic, and the critical role of the Poles in the entire Earth system, is nonexistent, incomplete or burdened with misperceptions. The International Polar Years of 2007-2009-and associated "I*Y" science years such as IHY, IYPE and eGY-present a unique opportunity to change this. The people who can best effect this change are those who know the Poles best, through living or working there. Based on innovative but proven models, POLAR-PALOOZA will use three complementary strategies to engage, inform and inspire large public audiences. (1) A national tour, under the working title "Stories from a Changing Planet", will include in-person presentations at science centers, museums, libraries and schools across North America, including Canada and Mexico. The presentations will be augmented by High Definition Video taped on location at the Poles, audio and video podcasts, and special education and outreach activities for targeted audiences. "Stories from a Changing Planet" will provide diverse audiences with an exciting opportunity to meet and interact directly with polar experts, and to appreciate why the Poles and the research done there are directly relevant to their lives. (2) The "HiDef Video Science Story Capture Corps" is a team of professional videographers, using the latest generation of low-cost, high-quality cameras, deployed to both Poles. They will document the work of multiple researchers and projects, rather than focusing on one topic for a single broadcast program

  1. Driving context influences drivers' decision to engage in visual-manual phone tasks: Evidence from a naturalistic driving study.

    Science.gov (United States)

    Tivesten, Emma; Dozza, Marco

    2015-06-01

    Visual-manual (VM) phone tasks (i.e., texting, dialing, reading) are associated with an increased crash/near-crash risk. This study investigated how the driving context influences drivers' decisions to engage in VM phone tasks in naturalistic driving. Video-recordings of 1,432 car trips were viewed to identify VM phone tasks and passenger presence. Video, vehicle signals, and map data were used to classify driving context (i.e., curvature, other vehicles) before and during the VM phone tasks (N=374). Vehicle signals (i.e., speed, yaw rate, forward radar) were available for all driving. VM phone tasks were more likely to be initiated while standing still, and less likely while driving at high speeds, or when a passenger was present. Lead vehicle presence did not influence how likely it was that a VM phone task was initiated, but the drivers adjusted their task timing to situations when the lead vehicle was increasing speed, resulting in increasing time headway. The drivers adjusted task timing until after making sharp turns and lane change maneuvers. In contrast to previous driving simulator studies, there was no evidence of drivers reducing speed as a consequence of VM phone task engagement. The results show that experienced drivers use information about current and upcoming driving context to decide when to engage in VM phone tasks. However, drivers may fail to sufficiently increase safety margins to allow time to respond to possible unpredictable events (e.g., lead vehicle braking). Advanced driver assistance systems should facilitate and possibly boost drivers' self-regulating behavior. For instance, they might recognize when appropriate adaptive behavior is missing and advise or alert accordingly. The results from this study could also inspire training programs for novice drivers, or locally classify roads in terms of the risk associated with secondary task engagement while driving. Copyright © 2015. Published by Elsevier Ltd.

  2. 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...

  3. Engaging narratives evoke similar neural activity and lead to similar time perception.

    Science.gov (United States)

    Cohen, Samantha S; Henin, Simon; Parra, Lucas C

    2017-07-04

    It is said that we lose track of time - that "time flies" - when we are engrossed in a story. How does engagement with the story cause this distorted perception of time, and what are its neural correlates? People commit both time and attentional resources to an engaging stimulus. For narrative videos, attentional engagement can be represented as the level of similarity between the electroencephalographic responses of different viewers. Here we show that this measure of neural engagement predicted the duration of time that viewers were willing to commit to narrative videos. Contrary to popular wisdom, engagement did not distort the average perception of time duration. Rather, more similar brain responses resulted in a more uniform perception of time across viewers. These findings suggest that by capturing the attention of an audience, narrative videos bring both neural processing and the subjective perception of time into synchrony.

  4. Perspectives on Video Games as Art

    OpenAIRE

    Bourgonjon, Jeroen; Vandermeersche, Geert; Rutten, Kris

    2017-01-01

    In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeer­sche, and Kris Rutten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many differ­ent and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and differ...

  5. 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...

  6. The rules of engagement: comparing two social protest movements on YouTube.

    Science.gov (United States)

    Vraga, Emily K; Bode, Leticia; Wells, Chris; Driscoll, Kevin; Thorson, Kjerstin

    2014-03-01

    Social media Web sites such as YouTube offer activists unique opportunities to reach out to new audiences through a variety of diverse appeals. Yet the rules of engagement on social media should depend on the structures, goals, and characteristics of the movements engaging in this outreach. To explore how differences in social movements translate into online activism, we employ a paired case study approach, comparing YouTube artifacts for two political mobilizations: the Occupy Movement and California's Proposition 8 ballot initiative concerning same sex marriage. Across movements, we examine the popularity of videos and their characteristics, and whether the type of video consistently predicts video engagement. We find that "social media activism" is not a unitary phenomenon; the two mobilizations produced unique YouTube ecologies. Occupy Wall Street videos tended on average to produce less engagement and focused on filmed live events and amateur content. Meanwhile, Proposition 8 videos usually produced more engagement and bridged more diverse formats: from professionalized and scripted content to live event footage and unscripted monologues to the camera. Therefore, our study suggests that social activism in online spaces such as YouTube is not easily defined, but is adapted to suit movement needs-which makes social media a popular and flexible venue for activism but also highlights the challenges for scholars studying such venues.

  7. Disruptive Technology: Saving Money and Inspiring Engagement in Professional Staff.

    Science.gov (United States)

    McPherson, Penne; Talbot, Elizabeth

    Competent, efficient, and cost-effective delivery of professional development is a challenge in health care. Collaboration of teaching methodologies with academia and acute care offers fresh perspectives and delivery methods that can facilitate optimal outcomes. One multihospital system introduced the academic "flipped classroom" model to its acute care setting and integrated it into professional development requirements. The concept of the flipped classroom requires independent student engagement prior to classroom activities versus the traditional classroom lecture model. Results realized a cost savings in 2 years of $28,737 in addition to positive employee engagement.

  8. Remix video and the crisis of the humanities

    Directory of Open Access Journals (Sweden)

    Kim Middleton

    2012-03-01

    Full Text Available The discourses of crisis in the humanities is juxtaposed with an analysis of remix video practices to suggest that the cognitive and cultural engagement feared lost in the former appear with frequency and enthusiasm in the latter. Whether humanists focus on the deleterious effects of the digital or celebrate the digital humanities but resist a turn to computation, their anxieties turn to the disappearance of textual analysis, aesthetics, critique, and self-reflection. Remix video, as exemplified by mashups, trailer remixes, and vids, depends on these same competencies for the creation and circulation of its works. Remix video is not the answer to the crises of the humanities; rather, the recognition of a common set of practices, skills, and values underpinning scholars and video practitioners' work provides the basis for a coalitional approach: identification of shared opportunities to promote and engage potential participants in the modes of thinking and production that contend with complex cultural ideas.

  9. 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...

  10. Community of Inquiry and Video in Higher Education: Engaging Students Online

    Science.gov (United States)

    Conrad, Oliver

    2015-01-01

    The purpose of this literature review was to explore how video technology can be effectively used in an online classroom setting. The author found and cited online journals with information about the Community of Inquiry (CoI) framework. He further explored specific sources that could give readers an idea how online video technology can affect…

  11. Writing Inspired

    Science.gov (United States)

    Tischhauser, Karen

    2015-01-01

    Students need inspiration to write. Assigning is not teaching. In order to inspire students to write fiction worth reading, teachers must take them through the process of writing. Physical objects inspire good writing with depth. In this article, the reader will be taken through the process of inspiring young writers through the use of boxes.…

  12. Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling

    Science.gov (United States)

    Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah

    2010-01-01

    Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…

  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. 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.  

  15. Student-Created Homework Problems Based on YouTube Videos

    Science.gov (United States)

    Liberatore, Matthew W.; Marr, David W. M.; Herring, Andrew M.; Way, J. Douglas

    2013-01-01

    Inspired by YouTube videos, students created homework problems as part of a class project. The project has been successful at different parts of the semester and demonstrated learning of course concepts. These new problems were implemented both in class and as part of homework assignments without significant changes. Examples from a material and…

  16. Combining Bio-inspired Sensing with Bio-inspired Locomotion

    DEFF Research Database (Denmark)

    Shaikh, Danish; Hallam, John; Christensen-Dalsgaard, Jakob

    In this paper we present a preliminary Braitenberg vehicle–like approach to combine bio-inspired audition with bio-inspired quadruped locomotion in simulation. Locomotion gaits of the salamander–like robot Salamandra robotica are modified by a lizard’s peripheral auditory system model that modula......In this paper we present a preliminary Braitenberg vehicle–like approach to combine bio-inspired audition with bio-inspired quadruped locomotion in simulation. Locomotion gaits of the salamander–like robot Salamandra robotica are modified by a lizard’s peripheral auditory system model...

  17. Engaging Siblingships

    DEFF Research Database (Denmark)

    Gulløv, Eva; Palludan, Charlotte; Winther, Ida Wentzel

    2015-01-01

    Inspired by sociological and anthropological family studies, our point of departure is that there is neither a given nor an unequivocal prototype of sibling relationships. On the basis of qualitative interviews, dialogues and filmed observations of everyday life, we investigate how children...... and young people in contemporary Denmark engage emotionally in sibling relationships. It emerges that siblingships inevitably involve frictions in various forms. In the article, we analyse the impact frictions have on social relations and discuss how such dynamics in sibling relationships both reflect...

  18. Teaching science through video games

    Science.gov (United States)

    Smaldone, Ronald A.; Thompson, Christina M.; Evans, Monica; Voit, Walter

    2017-02-01

    Imagine a class without lessons, tests and homework, but with missions, quests and teamwork. Video games offer an attractive educational platform because they are designed to be fun and engaging, as opposed to traditional approaches to teaching through lectures and assignments.

  19. Inspired Leadership: Engaging the Voice and Embodying Advocacy

    OpenAIRE

    Jacobs, Kamra Angelica

    2017-01-01

    The journey of finding my voice has forced me to show up and be seen in my work. I silenced my own voice at a dehumanizing call center, as a faceless target for frustrated customers. l discovered the power of connection by embodying advocacy and engaging my voice and body in my work. Primarily, I listen to my gut and trust my intuition. Secondly, I advocate by speaking up for those who cannot advocate for themselves. During the Streamers production process, when I felt the twinge in my gut,...

  20. Player-Driven Video Analysis to Enhance Reflective Soccer Practice in Talent Development

    DEFF Research Database (Denmark)

    Hjort, Anders; Henriksen, Kristoffer; Elbæk, Lars

    2018-01-01

    consistent video analyses and tagging; coaches are important as role models and providers of feedback; and that the use of the platform primarily stimulated deliberate practice activities. PU can be seen as a source of inspiration for soccer players and clubs as to how analytical platforms can motivate......In the present article, we investigate the introduction of a cloud-based video analysis platform called Player Universe (PU). Video analysis is not a new performance-enhancing element in sports, but PU is innovative in how it facilitates reflective learning. Video analysis is executed in the PU...... platform by involving the players in the analysis process, in the sense that they are encouraged to tag game actions in video-documented soccer matches. Following this, players can get virtual feedback from their coach. Findings show that PU can improve youth soccer players' reflection skills through...

  1. Case Study: Guidelines for Producing Videos to Accompany Flipped Cases

    Science.gov (United States)

    Prud'homme-Généreux, Annie; Schiller, Nancy A.; Wild, John H.; Herreid, Clyde Freeman

    2017-01-01

    Three years ago, the "National Center for Case Study Teaching in Science" (NCCSTS) was inspired to merge the case study and flipped classroom approaches. The resulting project aimed to create the materials required to teach a flipped course in introductory biology by assigning videos as homework and case studies in the classroom. Three…

  2. 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

  3. Media/Visual Literacy Art Education: Sexism in Hip-Hop Music Videos

    Science.gov (United States)

    Chung, Sheng Kuan

    2007-01-01

    Media programs like hip-hop music videos are powerful aesthetic agents that inspire teenagers. Thus, they have tremendous influence on young people's identity formation, lifestyle choices, and knowledge construction which are manifested in the ways teens dress, express themselves, behave, and interact with each other. However, because of the…

  4. Video Inspired the Radio Star: Interdisciplinary Projects for Media Arts and Music

    Science.gov (United States)

    Giebelhausen, Robin

    2017-01-01

    Interdisciplinary arts education in music has often included connective lines toward drama, dance, and visual arts. This article will suggest five different projects that could be used to link music to video in order to develop media arts and music interdisciplinary connections.

  5. Helping Young People Engage with Scientists

    Science.gov (United States)

    Leggett, Maggie; Sykes, Kathy

    2014-01-01

    There can be multiple benefits of scientists engaging with young people, including motivation and inspiration for all involved. But there are risks, particularly if scientists do not consider the interests and needs of young people or listen to what they have to say. We argue that "dialogue" between scientists, young people and teachers…

  6. Trailers in between short video forms from digital games to movies and back

    OpenAIRE

    Gandolfi, Enrico; Semprebene, Roberto

    2017-01-01

    Promotional trailers represent a significant trend in most entertainment sectors. However, little efforts have been done in enlightening this expressive form when related to video games. This article aims to address such a lack by analyzing game/movie (inspired by digital games) trailers as a crossroad between digital entertainment and films. The main intent is to exploit a comparative lens to uncover leading traits of short videos according to the medium that that they are portraying. Theref...

  7. Cats and Portals: Video Games, Learning, and Play

    Science.gov (United States)

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  8. Using Internet-Based Videos as Pedagogical Tools in the Social Work Policy Classroom

    Directory of Open Access Journals (Sweden)

    Sarabeth Leukefeld

    2011-11-01

    Full Text Available Students often feel disconnected from their introductory social welfare policy courses. Therefore, it is important that instructors employ engaging pedagogical methods in the classroom. A review of the literature reveals that a host of methods have been utilized to attempt to interest students in policy courses, but there is no mention of using internet-based videos in the social welfare policy classroom. This article describes how to select and use appropriate internet-based videos from websites such as YouTube and SnagFilms, to effectively engage students in social welfare policy courses. Four rules are offered for choosing videos based on emotional impact, brevity, and relevance to course topics. The selected videos should elicit students’ passions and stimulate critical thinking when used in concert with instructor-generated discussion questions, writing assignments, and small group dialogue. Examples of the process of choosing videos, discussion questions, and student reactions to the use of videos are provided.

  9. Learning through Digital Storytelling: Exploring Entertainment Techniques in Lecture Video

    Science.gov (United States)

    Choi, Grace Y.

    2018-01-01

    Although online education is popularized, it is in a developing stage that continues to struggle with communicating and engaging with students. The question remains on how students can be better engaged in online educational materials that are presented in asynchronous media, especially in lecture videos. Thus, using engagement theory, the present…

  10. Inspired Responses

    Science.gov (United States)

    Steele, Carol Frederick

    2011-01-01

    In terms of teacher quality, Steele believes the best teachers have reached a stage she terms inspired, and that teachers move progressively through the stages of unaware, aware, and capable until the most reflective teachers finally reach the inspired level. Inspired teachers have a wide repertoire of teaching and class management techniques and…

  11. Evaluating Existing Strategies to Limit Video Game Playing Time.

    Science.gov (United States)

    Davies, Bryan; Blake, Edwin

    2016-01-01

    Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.

  12. User-assisted video segmentation system for visual communication

    Science.gov (United States)

    Wu, Zhengping; Chen, Chun

    2002-01-01

    Video segmentation plays an important role for efficient storage and transmission in visual communication. In this paper, we introduce a novel video segmentation system using point tracking and contour formation techniques. Inspired by the results from the study of the human visual system, we intend to solve the video segmentation problem into three separate phases: user-assisted feature points selection, feature points' automatic tracking, and contour formation. This splitting relieves the computer of ill-posed automatic segmentation problems, and allows a higher level of flexibility of the method. First, the precise feature points can be found using a combination of user assistance and an eigenvalue-based adjustment. Second, the feature points in the remaining frames are obtained using motion estimation and point refinement. At last, contour formation is used to extract the object, and plus a point insertion process to provide the feature points for next frame's tracking.

  13. Historicizing video game series through fan art discourses

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2016-09-01

    Full Text Available In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past experiences of one's own media fandom. Instead they should be understood as complex narratives which combine various historical layers (personal, productional, fictional and influence the future reception of and anticipation for sequels. They also shed light on the personal histories of fans, which are often juxtaposed with extratextual and fictional histories of a video game series. The subjective nature of these historical discourses is not to be seen as a constraint but as a feature of everyday history which points to the prominence of historicizing in fan cultures of video game series. These topics are examined in the selected multimodal material from the site DeviantArt consisting of fan art pieces, authorial captions, and respective comments inspired by two single-player video game series: Tomb Raider and Mass Effect.

  14. Searching for Concurrent Design Patterns in Video Games

    Science.gov (United States)

    Best, Micah J.; Fedorova, Alexandra; Dickie, Ryan; Tagliasacchi, Andrea; Couture-Beil, Alex; Mustard, Craig; Mottishaw, Shane; Brown, Aron; Huang, Zhi Feng; Xu, Xiaoyuan; Ghazali, Nasser; Brownsword, Andrew

    The transition to multicore architectures has dramatically underscored the necessity for parallelism in software. In particular, while new gaming consoles are by and large multicore, most existing video game engines are essentially sequential and thus cannot easily take advantage of this hardware. In this paper we describe techniques derived from our experience parallelizing an open-source video game Cube 2. We analyze the structure and unique requirements of this complex application domain, drawing conclusions about parallelization tools and techniques applicable therein. Our experience and analysis convinced us that while existing tools and techniques can be used to solve parts of this problem, none of them constitutes a comprehensive solution. As a result we were inspired to design a new parallel programming environment (PPE) targeted specifically at video game engines and other complex soft real-time systems. The initial implementation of this PPE, Cascade, and its performance analysis are also presented.

  15. Video-Stimulated Accounts: Young Children Accounting for Interactional Matters in Front of Peers

    Science.gov (United States)

    Theobald, Maryanne

    2012-01-01

    Research in the early years places increasing importance on participatory methods to engage children. The playback of video-recording to stimulate conversation is a research method that enables children's accounts to be heard and attends to a participatory view. During video-stimulated sessions, participants watch an extract of video-recording of…

  16. Exploring sociality and engagement in play through game-control distribution

    NARCIS (Netherlands)

    Rozendaal, M.C.; Braat, B.A.L.; Wensveen, S.A.G.

    2010-01-01

    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the

  17. Interactive cinema : engagement and interaction

    NARCIS (Netherlands)

    Vosmeer, M.; Schouten, B.; Mitchell, A.

    2014-01-01

    Technologies that were initially developed to be applied within the domain of video games are currently being used in experiments to explore their meaning and possibilities for cinema and cinema audiences. In this position paper we examine how narrativity, interactivity and engagement are mutually

  18. Virtual shooting vs. actual learning: examining university students’ ideas about video games as tools for learning history

    OpenAIRE

    Feenstra, William

    2011-01-01

    Video games are a popular area of research in education and many scholars are currently investigating the great potential of video games to engage and to teach students more effectively. Studies have long demonstrated that students perceive history as a dull subject. This study examines the potential of commercial video games as a potential tool to improve students’ engagement in history, by focusing on what historical content university students believe they learn and what interests they dev...

  19. What They Learned: Using Multimedia to Engage Undergraduates in Research

    Science.gov (United States)

    Artello, Kristine

    2014-01-01

    Today's employers seek high levels of creativity, communication, and critical thinking, which are considered essential skills in the workplace. Engaging undergraduate students in critical thinking is especially challenging in introductory courses. The advent of YouTube, inexpensive video cameras, and easy-to-use video editors provides…

  20. Impact of an active video game on healthy children's physical activity

    Science.gov (United States)

    This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods,who might not be allowed to play outsi...

  1. Using Short Videos to Teach Research Ethics

    Science.gov (United States)

    Loui, M. C.

    2014-12-01

    Created with support from the National Science Foundation, EthicsCORE (www.natonalethicscenter.org) is an online resource center for ethics in science and engineering. Among the resources, EthicsCORE hosts short video vignettes produced at the University of Nebraska - Lincoln that dramatize problems in the responsible conduct of research, such as peer review of journal submissions, and mentoring relationships between faculty and graduate students. I will use one of the video vignettes in an interactive pedagogical demonstration. After showing the video, I will ask participants to engage in a think-pair-share activity on the professional obligations of researchers. During the sharing phase, participants will supply the reasons for these obligations.

  2. Are video sharing web sites a useful source of information on hypertension?

    Science.gov (United States)

    Kumar, Nilay; Pandey, Ambarish; Venkatraman, Anand; Garg, Neetika

    2014-07-01

    Hypertension (HTN) is a prevalent and growing public health problem in the United States and worldwide. Video sharing Web sites such as YouTube could potentially influence patient behaviors via properties of interpersonal and mass media communication. We conducted this cross-sectional study to assess the accuracy and content of YouTube videos on HTN and understand how viewers interact with this online information. We analyzed 209 videos (31.57 hours) of which 63% were classified as useful, 33% as misleading, and 4% represented patient's personal experiences. Number of views per day and "likes" were significantly lower for useful videos. Approximately half the misleading videos contained product advertisements, 70% advocated unproven alternative treatments, and 91% targeted patients. Viewer engagement (number of views) was a poor predictor of usefulness and/or content whereas source of upload, and target audiences were good predictors of usefulness and/or content. Videos uploaded by university channels and/or professional organizations that targeted physicians had a 99.4% (P < .001) probability of being useful whereas videos uploaded by individuals with unknown credentials that targeted patients had a 21.2% (P < .001) probability of being useful. A majority of HTN-related videos on YouTube are useful. Viewer engagement is significantly higher with videos that contain misleading and/or erroneous information in comparison to videos that contain useful information. Copyright © 2014 American Society of Hypertension. Published by Elsevier Inc. All rights reserved.

  3. Engaging leadership in the job demands-resources model

    NARCIS (Netherlands)

    Schaufeli, Wilmar B.|info:eu-repo/dai/nl/073779563

    2015-01-01

    Purpose – The purpose of this paper is to integrate leadership into the job demands-resources (JD-R) model. Based on self-determination theory, it was argued that engaging leaders who inspire, strengthen, and connect their followers would reduce employee’s levels of burnout and increase their levels

  4. Playing for Real, Video Games and Stories for Health-Related Behavior Change

    Science.gov (United States)

    Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health...

  5. Scientists feature their work in Arctic-focused short videos by FrontierScientists

    Science.gov (United States)

    Nielsen, L.; O'Connell, E.

    2013-12-01

    on presenting what they're passionate about, not get bogged down by basic groundwork. Vlogs and short video bios showcase the enthusiasm and personality of the scientists, an important ingredient in crafting compelling videos. Featured scientists become better communicators, and learn to bring their research to life. When viewers see that genuine wonder, they can be motivated to ask questions and pursue more information about the topic, broadening community participation. The website interface opens the door to audience discussion. Digital media is a community builder, an inclusive tool that lets people continents-apart engage with compelling stories and then interact. Internet videos have become a means of supplementing face-to-face education; video reaches people, it's informal self-education from the comfort of one's own computer screen. FS uses videos and social media as part of an education outreach effort directed at lifelong learners. We feature not only scientists, but also teachers who've gone into the field to add to their own science knowledge, and to bring back new lessons for their students. Students who are exposed to FS videos see science in action in the professional world, which might inspire them in a STEM academic and career path, encouraging the next generation of researchers, as well as scientific and environmental literacy.

  6. Retina-Inspired Filter.

    Science.gov (United States)

    Doutsi, Effrosyni; Fillatre, Lionel; Antonini, Marc; Gaulmin, Julien

    2018-07-01

    This paper introduces a novel filter, which is inspired by the human retina. The human retina consists of three different layers: the Outer Plexiform Layer (OPL), the inner plexiform layer, and the ganglionic layer. Our inspiration is the linear transform which takes place in the OPL and has been mathematically described by the neuroscientific model "virtual retina." This model is the cornerstone to derive the non-separable spatio-temporal OPL retina-inspired filter, briefly renamed retina-inspired filter, studied in this paper. This filter is connected to the dynamic behavior of the retina, which enables the retina to increase the sharpness of the visual stimulus during filtering before its transmission to the brain. We establish that this retina-inspired transform forms a group of spatio-temporal Weighted Difference of Gaussian (WDoG) filters when it is applied to a still image visible for a given time. We analyze the spatial frequency bandwidth of the retina-inspired filter with respect to time. It is shown that the WDoG spectrum varies from a lowpass filter to a bandpass filter. Therefore, while time increases, the retina-inspired filter enables to extract different kinds of information from the input image. Finally, we discuss the benefits of using the retina-inspired filter in image processing applications such as edge detection and compression.

  7. A novel visual saliency detection method for infrared video sequences

    Science.gov (United States)

    Wang, Xin; Zhang, Yuzhen; Ning, Chen

    2017-12-01

    Infrared video applications such as target detection and recognition, moving target tracking, and so forth can benefit a lot from visual saliency detection, which is essentially a method to automatically localize the ;important; content in videos. In this paper, a novel visual saliency detection method for infrared video sequences is proposed. Specifically, for infrared video saliency detection, both the spatial saliency and temporal saliency are considered. For spatial saliency, we adopt a mutual consistency-guided spatial cues combination-based method to capture the regions with obvious luminance contrast and contour features. For temporal saliency, a multi-frame symmetric difference approach is proposed to discriminate salient moving regions of interest from background motions. Then, the spatial saliency and temporal saliency are combined to compute the spatiotemporal saliency using an adaptive fusion strategy. Besides, to highlight the spatiotemporal salient regions uniformly, a multi-scale fusion approach is embedded into the spatiotemporal saliency model. Finally, a Gestalt theory-inspired optimization algorithm is designed to further improve the reliability of the final saliency map. Experimental results demonstrate that our method outperforms many state-of-the-art saliency detection approaches for infrared videos under various backgrounds.

  8. From Theatre Improvisation To Video Scenes

    DEFF Research Database (Denmark)

    Larsen, Henry; Hvidt, Niels Christian; Friis, Preben

    2018-01-01

    At Sygehus Lillebaelt, a Danish hospital, there has been a focus for several years on patient communi- cation. This paper reflects on a course focusing on engaging with the patient’s existential themes in particular the negotiations around the creation of video scenes. In the initial workshops, w...

  9. Motivational Videos and the Library Media Specialist: Teachers and Students on Film--Take 1

    Science.gov (United States)

    Bohot, Cameron Brooke; Pfortmiller, Michelle

    2009-01-01

    Today's students are bombarded with digital imagery and sound nearly 24 hours of the day. Video use in the classroom is engaging, and a teacher can instantly grab her students' attention. The content of the videos comes from many sources; the curriculum, the student handbook, and even the school rules. By creating the videos, teachers are not only…

  10. Community-made mobile videos as a mechanism for maternal ...

    African Journals Online (AJOL)

    Keywords: Community-made mobile videos, maternal, newborn, child health education, rural Uganda, a qualitative ... munications need to engage participants at a social level ... Health, Global Health Media project and a representative.

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

    Science.gov (United States)

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

    2013-01-01

    Medical educators and patients are turning to YouTube to teach and learn about medical conditions. These videos are from authors whose credibility cannot be verified & are not peer reviewed. As a result, studies that have analyzed the educational content of YouTube have reported dismal results. These studies have been unable to exclude videos created by questionable sources and for non-educational purposes. We hypothesize that medical education YouTube videos, authored by credible sources, are of high educational value and appropriately suited to educate the public. Credible videos about cardiovascular diseases were identified using the Mayo Clinic's Center for Social Media Health network. Content in each video was assessed by the presence/absence of 7 factors. Each video was also evaluated for understandability using the Suitability Assessment of Materials (SAM). User engagement measurements were obtained for each video. A total of 607 videos (35 hours) were analyzed. Half of all videos contained 3 educational factors: treatment, screening, or prevention. There was no difference between the number of educational factors present & any user engagement measurement (p NS). SAM scores were higher in videos whose content discussed more educational factors (pYouTube. PMID:24367517

  12. 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…

  13. Accelerating Inspire

    CERN Document Server

    AUTHOR|(CDS)2266999

    2017-01-01

    CERN has been involved in the dissemination of scientific results since its early days and has continuously updated the distribution channels. Currently, Inspire hosts catalogues of articles, authors, institutions, conferences, jobs, experiments, journals and more. Successful orientation among this amount of data requires comprehensive linking between the content. Inspire has lacked a system for linking experiments and articles together based on which accelerator they were conducted at. The purpose of this project has been to create such a system. Records for 156 accelerators were created and all 2913 experiments on Inspire were given corresponding MARC tags. Records of 18404 accelerator physics related bibliographic entries were also tagged with corresponding accelerator tags. Finally, as a part of the endeavour to broaden CERN's presence on Wikipedia, existing Wikipedia articles of accelerators were updated with short descriptions and links to Inspire. In total, 86 Wikipedia articles were updated. This repo...

  14. Network Analysis of an Emergent Massively Collaborative Creation on Video Sharing Website

    Science.gov (United States)

    Hamasaki, Masahiro; Takeda, Hideaki; Nishimura, Takuichi

    The Web technology enables numerous people to collaborate in creation. We designate it as massively collaborative creation via the Web. As an example of massively collaborative creation, we particularly examine video development on Nico Nico Douga, which is a video sharing website that is popular in Japan. We specifically examine videos on Hatsune Miku, a version of a singing synthesizer application software that has inspired not only song creation but also songwriting, illustration, and video editing. As described herein, creators of interact to create new contents through their social network. In this paper, we analyzed the process of developing thousands of videos based on creators' social networks and investigate relationships among creation activity and social networks. The social network reveals interesting features. Creators generate large and sparse social networks including some centralized communities, and such centralized community's members shared special tags. Different categories of creators have different roles in evolving the network, e.g., songwriters gather more links than other categories, implying that they are triggers to network evolution.

  15. The Humans in Space Art Program - Engaging the Mind, and the Heart, in Science

    Science.gov (United States)

    McPhee, J. C.

    2017-12-01

    How can we do a better job communicating about space, science and technology, getting more people engaged, understanding the impact that future space exploration will have on their lives, and thinking about how they can contribute? Humans naturally express their visions and interests through various forms of artistic expression because art is inherently capable of expressing not only the "what and how" but also the "why" of ideas. Offering opportunities that integrate space, science and technology with art allows more people to learn about space, relay their visions of the future, and discuss why exploration and research are important. The Humans in Space Art Program, managed by the nonprofit SciArt Exchange, offers a science-integrated-with-art opportunity. Through international online competitions, we invite participants to share their visions of the future using visual, literary, musical and video art. We then use their artwork in multi-media displays and live performances online, locally worldwide, and in space to engage listeners and viewers. The Program has three projects, targeting different types of participants: the Youth Competition (ages 10-18), the Challenge (college and early career) and Celebrity Artist-Fed Engagement (CAFÉ: professional artists). To date, the Program has received 3400 artworks from over 52 countries and displayed the artwork in 110 multi-media events worldwide, on the International Space Station and bounced off the Moon. 100,000's have thus viewed artwork considering topics such as: why we explore; where and how we will go and when; and what we will do when we arrive. The Humans in Space Art Program is a flexible public engagement model applicable to multiple settings, including classrooms, art and entertainment events, and scientific conferences. It provides a system to accessibly inspire all ages about space, science and technology, making them hungry to learn more and to take a personal role.

  16. 360° Operative Videos: A Randomised Cross-Over Study Evaluating Attentiveness and Information Retention.

    Science.gov (United States)

    Harrington, Cuan M; Kavanagh, Dara O; Wright Ballester, Gemma; Wright Ballester, Athena; Dicker, Patrick; Traynor, Oscar; Hill, Arnold; Tierney, Sean

    2017-11-06

    Although two-dimensional (2D) and three-dimensional videos have traditionally provided foundations for reviewing operative procedures, the recent 360º format may provide new dimensions to surgical education. This study sought to describe the production of a high quality 360º video for an index-operation (augmented with educational material), while evaluating for variances in attentiveness, information retention, and appraisal compared to 2D. A 6-camera synchronised array (GoPro Omni, [California, United States]) was suspended inverted and recorded an elective laparoscopic cholecystectomy in 2016. A single-blinded randomised cross-over study was performed to evaluate this video in 360º vs 2D formats. Group A experienced the 360º video using Samsung (Suwon, South-Korea) GearVR virtual-reality headsets, followed by the 2D experience on a 75-inch television. Group B were reversed. Each video was probed at designated time points for engagement levels and task-unrelated images or thoughts. Alternating question banks were administered following each video experience. Feedback was obtained via a short survey at study completion. The New Academic and Education Building (NAEB) in Dublin, Royal College of Surgeons in Ireland, July 2017. Preclinical undergraduate students from a medical university in Ireland. Forty students participated with a mean age of 23.2 ± 4.5 years and equal sex involvement. The 360º video demonstrated significantly higher engagement (p video as their learning platform of choice. Mean appraisal levels for the 360º platform were positive with mean responses of >8/10 for the platform for learning, immersion, and entertainment. This study describes the successful development and evaluation of a 360º operative video. This new video format demonstrated significant engagement and attentiveness benefits compared to traditional 2D formats. This requires further evaluation in the field of technology enhanced learning. Copyright © 2017 Association of

  17. Brand Awareness, Ad Attıtudes and Ad Features Toward Engagement on Youtube: an Empırıcal Study of Green Automobıles

    Directory of Open Access Journals (Sweden)

    Ayu Febriyanti Puspitasari

    2015-09-01

    Full Text Available The purpose of this paper is to develop suitable measurements for brand awareness, ad attitudes, ad features, and customer engagement on YouTube, also to investigate the relationships among brand awareness, ad attitudes, ad features toward engagements on YouTube and conduct an empirical study of green automobile videos on YouTube channel. YouTube as social media video sharing platform are used as a platform to investigate customer engagements. The study utilizes statistics data from YouTube channel. There are 7 green car model of video advertisements chosen as the sample of this study. Total number of observations are 633 green car video advertisements on YouTube. Comparison of full model and reduced model also multiple linear regression are conducted to analyze the relationship among brand awareness, ad attitudes, ad features toward engagements. The result shows thatbrand awareness and ad attitudes play very important role to engage customer on YouTube. Hence ad features doesn’t significantly play important role to engage customer on YouTube. The result of this research also shows that green or non-green messages which delivered by each video advertisement is not influence significantly. Indicate that it is important for company to consider use YouTube as one of video sharing platform to engage their customer through online video advertisements.This research model also can be used for another social media in example facebook, twitter, etc with different measurement. This research framework also can be used to analyze the effectiveness of company’s engagement process on YouTube. Online advertisers therefore should work with companies that operate social media websites especially use YouTube to increase the persuasive effects of interactivity, make advertised products more tangible for potential consumers, identify the most important attributes, and use these attributes in advertising. There is no previous research addresses about this kind

  18. The effects of autonomous difficulty selection on engagement, motivation, and learning in a motion-controlled video game task.

    Science.gov (United States)

    Leiker, Amber M; Bruzi, Alessandro T; Miller, Matthew W; Nelson, Monica; Wegman, Rebecca; Lohse, Keith R

    2016-10-01

    This experiment investigated the relationship between motivation, engagement, and learning in a video game task. Previous studies have shown increased autonomy during practice leads to superior retention of motor skills, but it is not clear why this benefit occurs. Some studies suggest this benefit arises from increased motivation during practice; others suggest the benefit arises from better information processing. Sixty novice participants were randomly assigned to a self-controlled group, who chose the progression of difficulty during practice, or to a yoked group, who experienced the same difficulty progression but did not have choice. At the end of practice, participants completed surveys measuring intrinsic motivation and engagement. One week later, participants returned for a series of retention tests at three different difficulty levels. RM-ANCOVA (controlling for pre-test) showed that the self-controlled group had improved retention compared to the yoked group, on average, β=46.78, 95% CI=[2.68, 90.87], p=0.04, but this difference was only statistically significant on the moderate difficulty post-test (p=0.004). The self-controlled group also showed greater intrinsic motivation during practice, t(58)=2.61, p=0.01. However, there was no evidence that individual differences in engagement (p=0.20) or motivation (p=0.87) were associated with learning, which was the relationship this experiment was powered to detect. These data are inconsistent with strictly motivational accounts of how autonomy benefits learning, instead suggesting the benefits of autonomy may be mediated through other mechanisms. For instance, within the information processing framework, the learning benefits may emerge from learners appropriately adjusting difficulty to maintain an appropriate level of challenge (i.e., maintaining the relationship between task demands and cognitive resources). Copyright © 2016 Elsevier B.V. All rights reserved.

  19. Physicists Get INSPIREd: INSPIRE Project and Grid Applications

    International Nuclear Information System (INIS)

    Klem, Jukka; Iwaszkiewicz, Jan

    2011-01-01

    INSPIRE is the new high-energy physics scientific information system developed by CERN, DESY, Fermilab and SLAC. INSPIRE combines the curated and trusted contents of SPIRES database with Invenio digital library technology. INSPIRE contains the entire HEP literature with about one million records and in addition to becoming the reference HEP scientific information platform, it aims to provide new kinds of data mining services and metrics to assess the impact of articles and authors. Grid and cloud computing provide new opportunities to offer better services in areas that require large CPU and storage resources including document Optical Character Recognition (OCR) processing, full-text indexing of articles and improved metrics. D4Science-II is a European project that develops and operates an e-Infrastructure supporting Virtual Research Environments (VREs). It develops an enabling technology (gCube) which implements a mechanism for facilitating the interoperation of its e-Infrastructure with other autonomously running data e-Infrastructures. As a result, this creates the core of an e-Infrastructure ecosystem. INSPIRE is one of the e-Infrastructures participating in D4Science-II project. In the context of the D4Science-II project, the INSPIRE e-Infrastructure makes available some of its resources and services to other members of the resulting ecosystem. Moreover, it benefits from the ecosystem via a dedicated Virtual Organization giving access to an array of resources ranging from computing and storage resources of grid infrastructures to data and services.

  20. Visual Inspirations: The Pedagogical and Cultural Significance of Creative Posters in the Art Classroom

    Science.gov (United States)

    Hasio, Cindy

    2015-01-01

    Creative posters in the classroom can inspire students to become engaged and motivated in learning art. Within the classroom, there are many places to put posters so that students can read them (especially when they get bored in the classroom) - on the cabinets, near the chalkboard, on the teacher's desk and any spare space on the wall. There is…

  1. The Effects of an Educational Video Game on Mathematical Engagement

    Science.gov (United States)

    Chang, Mido; Evans, Michael A.; Kim, Sunha; Norton, Anderson; Deater-Deckard, Kirby; Samur, Yavuz

    2016-01-01

    In an effort to maximizing success in mathematics, our research team implemented an educational video game in fifth grade mathematics classrooms in five schools in the Eastern US. The educational game was developed by our multi-disciplinary research team to achieve a hypothetical learning trajectory of mathematical thinking of 5th grade students.…

  2. "In Our Own Words": Creating Videos as Teaching and Learning Tools

    Directory of Open Access Journals (Sweden)

    Norda Majekodunmi

    2012-11-01

    Full Text Available Online videos, particularly those on YouTube, have proliferated on the internet; watching them has become part of our everyday activity. While libraries have often harnessed the power of videos to create their own promotional and informational videos, few have created their own teaching and learning tools beyond screencasting videos. In the summer of 2010, the authors, two librarians at York University, decided to work on a video project which culminated in a series of instructional videos entitled “Learning: In Our Own Words.” The purpose of the video project was twofold: to trace the “real” experience of incoming students and their development of academic literacies skills (research, writing and learning throughout their first year, and to create videos that librarians and other instructors could use as instructional tools to engage students in critical thinking and discussion. This paper outlines the authors’ experience filming the videos, creating a teaching guide, and screening the videos in the classroom. Lessons learned during this initiative are discussed in the hope that more libraries will develop videos as teaching and learning tools.

  3. Using Video Game-Based Instruction in an EFL Program: Understanding the Power of Video Games in Education

    Directory of Open Access Journals (Sweden)

    Héctor Alejandro Galvis Guerrero

    2011-09-01

    Full Text Available This small-scale action-research study examines the perceptions of four students in a military academy in Colombia undergoing the processof using a mainstream video game in their EFL classes instead of classic forms of instruction. The video game used served to approach EFL by means of language exploratory activities designed according to the context present in the video game and the course linguistic objectives. This study was conducted on the grounds that computer technology offers the possibility of enhancing EFL instruction by means of simulating and augmenting the target language context. The researcher’s belief is that video games offer a learning environment closely related to students’ experiences and preferences. Results from this study suggest that students were more entertained and attentive and demonstrated more engagement and disposition towards their English classes. Students also learned about matters related to the target language and culture, and were not only circumscribed to linguistic ones. Similarly, results from this study shed some light on the importance of offering access to technology to students before they advance to higher education that support video-gaming practices in the classroom.

  4. The effect of online violent video games on levels of aggression.

    Science.gov (United States)

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  5. Video Games for Neuro-Cognitive Optimization.

    Science.gov (United States)

    Mishra, Jyoti; Anguera, Joaquin A; Gazzaley, Adam

    2016-04-20

    Sophisticated video games that integrate engaging cognitive training with real-time biosensing and neurostimulation have the potential to optimize cognitive performance in health and disease. We argue that technology development must be paired with rigorous scientific validation and discuss academic and industry opportunities in this field. Copyright © 2016 Elsevier Inc. All rights reserved.

  6. 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.

  7. Having to versus wanting to play: background and consequences of harmonious versus obsessive engagement in video games.

    Science.gov (United States)

    Przybylski, Andrew K; Weinstein, Netta; Ryan, Richard M; Rigby, C Scott

    2009-10-01

    The present research examined the background and consequences of different styles of engagement in video game play. Based on self-determination theory(1) and the dualistic model of passion,(2) the authors hypothesized that high levels of basic psychological need satisfaction would foster harmonious passion for video play, supporting the subjective sense that play is something one wants to do. It was also predicted that low levels of need satisfaction would promote obsessive passion for games and contribute to the feeling that game play is something one feels compelled to or has to do. It was expected, in turn, that passion for play would directly influence player outcomes closely tied to games, moderate links between play and well-being, and relate to overall levels of well-being as a function of basic need satisfaction. As expected, results showed that low levels of basic need satisfaction were associated with more obsessive passion, higher amounts of play, greater tension following play, and low game enjoyment, whereas high levels of need satisfaction did not predict hours of play but were associated with more harmonious passion, game enjoyment, and energy following play. Moderation analyses showed that high amounts of play related negatively to well-being only to the extent that players reported an obsessive passion and that the unique relations between passion and overall levels of player well-being were quite small once controlling for their basic need satisfaction in daily life. Discussion of the current findings focuses on their significance for understanding disordered play and the value of applying a theory-based approach to study motivation for virtual contexts.

  8. Integration of Research Into Science-outreach (IRIS): A Video and Web-based Approach

    Science.gov (United States)

    Clay, P. L.; O'Driscoll, B.

    2013-12-01

    The development of the IRIS (Integration of Research Into Science-outreach) initiative is aimed at using field- and laboratory- based videos and blog entries to enable a sustained outreach relationship between university researchers and local classrooms. IRIS seeks to communicate complex, cutting-edge scientific research in the Earth and Planetary sciences to school-aged children in a simple and interesting manner, in the hope of ameliorating the overall decline of children entering into science and engineering fields in future generations. The primary method of delivery IRIS utilizes is the media of film, ';webinars' and blog entries. Filmed sequences of laboratory work, field work, science demos and mini webinars on current and relevant material in the Earth and Planetary sciences are ';subscribed' to by local schools. Selected sequences are delivered in 20-30 minute film segments with accompanying written material. The level at which the subject matter is currently geared is towards secondary level school-aged children, with the purpose of inspiring and encouraging curiosity, learning and development in scientific research. The video broadcasts are supplemented by a hands-on visit 1-2 times per year by a group of scientists participating in the filmed sequences to the subscribing class, with the objective of engaging and establishing a natural rapport between the class and the scientists that they see in the broadcasts. This transgresses boundaries that traditional 'one off' outreach platforms often aren't able to achieve. The initial results of the IRIS outreach initiative including successes, problems encountered and classroom feedback will be reported.

  9. Student-generated instructional videos facilitate learning through positive emotions

    OpenAIRE

    Pirhonen, Juhani; Rasi, Päivi

    2017-01-01

    The central focus of this study is a learning method in which university students produce instructional videos about the content matter as part of their learning process, combined with other learning assignments. The rationale for this is to promote a more multimodal pedagogy, and to provide students opportunities for a more learner-centred, motivating, active, engaging and productive role in their learning process. As such we designed a ‘video course’ where the students needed to produce an ...

  10. Effects of action video game training on visual working memory.

    Science.gov (United States)

    Blacker, Kara J; Curby, Kim M; Klobusicky, Elizabeth; Chein, Jason M

    2014-10-01

    The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual working memory (VWM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VWM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work suggest that action video game play may influence VWM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VWM. The results suggest that VWM capacity, as measured by a change detection task, is increased after action video game training, as compared with training on a control game, and that some improvement to VWM precision occurs with action game training as well. However, these findings do not appear to extend to a complex span measure of VWM, which is often thought to tap into higher-order executive skills. The VWM improvements seen in individuals trained on an action video game cannot be accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared with the control group used. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VWM system might be enhanced.

  11. Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers.

    Science.gov (United States)

    Wittek, Charlotte Thoresen; Finserås, Turi Reiten; Pallesen, Ståle; Mentzoni, Rune Aune; Hanss, Daniel; Griffiths, Mark D; Molde, Helge

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway ( N  = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem gamers. Video game addiction was negatively associated with conscientiousness and positively associated with neuroticism. Poor psychosomatic health was positively associated with problem- and engaged gaming. These factors provide insight into the field of video game addiction, and may help to provide guidance as to how individuals that are at risk of becoming addicted gamers can be identified.

  12. How musical are music video game players?

    Science.gov (United States)

    Pasinski, Amanda C; Hannon, Erin E; Snyder, Joel S

    2016-10-01

    Numerous studies have shown that formal musical training is associated with sensory, motor, and cognitive advantages in individuals of various ages. However, the nature of the observed differences between musicians and nonmusicians is poorly understood, and little is known about the listening skills of individuals who engage in alternative types of everyday musical activities. Here, we show that people who have frequently played music video games outperform nonmusicians controls on a battery of music perception tests. These findings reveal that enhanced musical aptitude can be found among individuals who play music video games, raising the possibility that music video games could potentially enhance music perception skills in individuals across a broad spectrum of society who are otherwise unable to invest the time and/or money required to learn a musical instrument.

  13. Eclipse 2017: Partnering with NASA MSFC to Inspire Students

    Science.gov (United States)

    Fry, Craig " Ghee" Adams, Mitzi; Gallagher, Dennis; Krause, Linda

    2017-01-01

    NASA's Marshall Space Flight Center (MSFC) is partnering with the U.S. Space and Rocket Center (USSRC), and Austin Peay State University (APSU) to engage citizen scientists, engineers, and students in science investigations during the 2017 American Solar Eclipse. Investigations will support the Citizen Continental America Telescopic Eclipse (CATE), Ham Radio Science Citizen Investigation(HamSCI), and Interactive NASA Space Physics Ionosphere Radio Experiments (INSPIRE). All planned activities will engage Space Campers and local high school students in the application of the scientific method as they seek to explore a wide range of observations during the eclipse. Where planned experiments touch on current scientific questions, the camper/students will be acting as citizen scientists, participating with researchers from APSU and MSFC. Participants will test their expectations and after the eclipse, share their results, experiences, and conclusions to younger Space Campers at the US Space & Rocket Center.

  14. Impact of an active video game on healthy children's physical activity

    OpenAIRE

    Chen, TA; Cerin, E; Baranowski, T; Abdelsamad, D; Baranowski, J; O'Connor, TM; Thompson, D; Barnett, A

    2012-01-01

    OBJECTIVE: This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. METHODS: Participants were children 9 to 12 years of age, with a BMI >50th percentile, but

  15. Understanding the Power of New Literacies through Video Game Play and Design

    Science.gov (United States)

    Sanford, Kathy; Madill, Leanna

    2007-01-01

    In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…

  16. Debunking a Video on YouTube as an Authentic Research Experience

    Science.gov (United States)

    Davidowsky, Philip; Rogers, Michael

    2015-05-01

    Students are exposed to a variety of unrealistic physical experiences seen in movies, video games, and short online videos. A popular classroom activity has students examine footage to identify what aspects of physics are correctly and incorrectly represented.1-7 Some of the physical phenomena pictured might be tricks or illusions made easier to perform with the use of video, while others are removed from their historical context, leaving the audience to form misguided conclusions about what they saw with only the information in the video. One such video in which the late Eric Laithwaite, a successful British engineer and inventor, claims that a spinning wheel "becomes light as a feather" provides an opportunity for students to investigate Laithwaite's claim.8 The use of video footage can engage students in learning physics9 but also provide an opportunity for authentic research experiences.

  17. Smart Nacre-inspired Nanocomposites.

    Science.gov (United States)

    Peng, Jingsong; Cheng, Qunfeng

    2018-03-15

    Nacre-inspired nanocomposites with excellent mechanical properties have achieved remarkable attention in the past decades. The high performance of nacre-inspired nanocomposites is a good basis for the further application of smart devices. Recently, some smart nanocomposites inspired by nacre have demonstrated good mechanical properties as well as effective and stable stimuli-responsive functions. In this Concept, we summarize the recent development of smart nacre-inspired nanocomposites, including 1D fibers, 2D films and 3D bulk nanocomposites, in response to temperature, moisture, light, strain, and so on. We show that diverse smart nanocomposites could be designed by combining various conventional fabrication methods of nacre-inspired nanocomposites with responsive building blocks and interface interactions. The nacre-inspired strategy is versatile for different kinds of smart nanocomposites in extensive applications, such as strain sensors, displays, artificial muscles, robotics, and so on, and may act as an effective roadmap for designing smart nanocomposites in the future. © 2018 Wiley-VCH Verlag GmbH & Co. KGaA, Weinheim.

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

    Science.gov (United States)

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

    2017-10-19

    Approximately 5.5 million Americans are living with Alzheimer's disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Videos uploaded to YouTube from 2013 to 2015 were searched with the term "Alzheimer's disease" on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher's exact tests. Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current study highlight a potential gap between available information

  19. The Influence of Personal and Social-Interactive Engagement in Social TV Web Sites

    OpenAIRE

    M. Pagani; A. Mirabello

    2011-01-01

    Traditional retail and online brands seek new ways to build a platform to enable customers to connect with each other and encourage consumer engagement. Purpose of this article is to understand how social media is transforming consumer engagement and redefining commercial marketing strategies using video on the web, mobile devices and traditional TV. The article develops and estimates a conceptual model of how experiential Personal Engagement and Social-Interactive Engagement influence a...

  20. Focusing on Doctoral Students' Experiences of Engagement in Thesis Work

    Science.gov (United States)

    Vekkaila, Jenna; Pyhältö, Kirsi; Lonka, Kirsti

    2013-01-01

    Little is known about what inspires students to be involved in their doctoral process and stay persistent when facing challenges. This study explored the nature of students' engagement in the doctoral work. Altogether, 21 behavioural sciences doctoral students from one top-level research community were interviewed. The interview data were…

  1. The effect of online violent video games on levels of aggression.

    Directory of Open Access Journals (Sweden)

    Jack Hollingdale

    Full Text Available BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS. Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM, has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101 were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  2. Don't Just Sit There - Do Something!: Engaging and Empowering U.S. Adults Through Short, Funny, Internet Videos About Climate Change

    Science.gov (United States)

    Portlock, J.; Laird, H.

    2015-12-01

    Communitopia, a 501(c)3 organization, uses humor, new media, and the short video format to engage and empower audiences and improve climate literacy. Our main project, the Don't Just Sit There - Do Something! video series (http://djst.tv), takes the complex subject of climate science, breaks it down into digestible nuggets of short, funny video, and couples it with easy actions viewers can take to make a difference. The series has 25 episodes so far, and more than 80,000 views on YouTube. We are reaching our target audience of high-school-age and adult viewers in the United States (94% of viewers are known to fit this demographic). Don't Just Sit There - Do Something! uses a strategic model for breaking through the fear and dread around climate change in the general population. It uses humor, positivity and brevity to frame the issue, and gives the audience simple actions designed to empower in each self-contained episode. We approach each piece of the climate puzzle with scientific rigor, and cite all our sources. Our approach is light-hearted and fun, because it is a more productive way to have a conversation about tough issues than scolding and guilt. The series is ongoing, and we are always focused on climate change. To determine the efficacy of our approach and efforts, we measure video views and other metrics through our YouTube channel, compile feedback and comments through YouTube and other social media outlets, and track actions taken through web metrics (click-through rates). We are also currently working with the Behavioral and Community Health Sciences Department at the University of Pittsburgh Graduate School of Public Health to evaluate the videos' impact. From August-October 2015, we are using an online survey to evaluate the Don't Just Sit There - Do Something! series. We will assess viewers' climate change education and awareness, commitment to support action steps that alleviate climate change, and inclination to support policy action before and

  3. 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…

  4. Let's Make a Movie: Investigating Pre-Service Teachers' Reflections on Using Video Recorded Role Playing Cases in Turkey

    Science.gov (United States)

    Koc, Mustafa

    2011-01-01

    This study examined the potential consequences of using student-filmed video cases in the study of classroom management in teacher education. Pre-service teachers in groups were engaged in video-recorded role playing to simulate classroom memoirs. Each group shared their video cases and interpretations in a class presentation. Qualitative data…

  5. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  6. HIV cure research community engagement in North Carolina: a mixed-methods evaluation of a crowdsourcing contest.

    Science.gov (United States)

    Mathews, Allison; Farley, Samantha; Blumberg, Meredith; Knight, Kimberley; Hightow-Weidman, Lisa; Muessig, Kate; Rennie, Stuart; Tucker, Joseph

    2017-10-01

    The purpose of this study was to evaluate the feasibility of using a crowdsourcing contest to promote HIV cure research community engagement. Crowdsourcing contests are open calls for community participation to achieve a task, in this case to engage local communities about HIV cure research. Our contest solicited images and videos of what HIV cure meant to people. Contestants submitted entries to IdeaScale, an encrypted online contest platform. We used a mixed-methods study design to evaluate the contest. Engagement was assessed through attendance at promotional events and social media user analytics. Google Analytics measured contest website user-engagement statistics. Text from contest video entries was transcribed, coded and analysed using MAXQDA. There were 144 attendees at three promotional events and 32 entries from 39 contestants. Most individuals who submitted entries were black ( n =31), had some college education ( n =18) and were aged 18-23 years ( n =23). Social media analytics showed 684 unique page followers, 2233 unique page visits, 585 unique video views and an overall reach of 80,624 unique users. Contest submissions covered themes related to the community's role in shaping the future of HIV cure through education, social justice, creativity and stigma reduction. Crowdsourcing contests are feasible for engaging community members in HIV cure research. Community contributions to crowdsourcing contests provide useful content for culturally relevant and locally responsive research engagement.

  7. 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…

  8. Leadership Development

    Science.gov (United States)

    Mallon, Melissa

    2017-01-01

    This issue's column focuses on online tools and resources available for leadership development of academic, public services staff. The resources are not targeted solely to professional librarians, but rather to all levels of library staff engaged with the public. In addition to inspirational and coaching videos, reviewers recommend resource guides…

  9. The interrupted learner: How distractions during live and video lectures influence learning outcomes.

    Science.gov (United States)

    Zureick, Andrew H; Burk-Rafel, Jesse; Purkiss, Joel A; Hortsch, Michael

    2017-11-27

    New instructional technologies have been increasingly incorporated into the medical school learning environment, including lecture video recordings as a substitute for live lecture attendance. The literature presents varying conclusions regarding how this alternative experience impacts students' academic success. Previously, a multi-year study of the first-year medical histology component at the University of Michigan found that live lecture attendance was positively correlated with learning success, while lecture video use was negatively correlated. Here, three cohorts of first-year medical students (N = 439 respondents, 86.6% response rate) were surveyed in greater detail regarding lecture attendance and video usage, focusing on study behaviors that may influence histology learning outcomes. Students who reported always attending lectures or viewing lecture videos had higher average histology scores than students who employed an inconsistent strategy (i.e., mixing live attendance and video lectures). Several behaviors were negatively associated with histology performance. Students who engaged in "non-lecture activities" (e.g., social media use), students who reported being interrupted while watching the lecture video, or feeling sleepy/losing focus had lower scores than their counterparts not engaging in these behaviors. This study suggests that interruptions and distractions during medical learning activities-whether live or recorded-can have an important impact on learning outcomes. Anat Sci Educ 00: 000-000. © 2017 American Association of Anatomists. © 2017 American Association of Anatomists.

  10. Precision Security: Integrating Video Surveillance with Surrounding Environment Changes

    Directory of Open Access Journals (Sweden)

    Wenfeng Wang

    2018-01-01

    Full Text Available Video surveillance plays a vital role in maintaining the social security although, until now, large uncertainty still exists in danger understanding and recognition, which can be partly attributed to intractable environment changes in the backgrounds. This article presents a brain-inspired computing of attention value of surrounding environment changes (EC with a processes-based cognition model by introducing a ratio value λ of EC-implications within considered periods. Theoretical models for computation of warning level of EC-implications to the universal video recognition efficiency (quantified as time cost of implication-ratio variations from λk to λk+1, k=1,2,… are further established. Imbedding proposed models into the online algorithms is suggested as a future research priority towards precision security for critical applications and, furthermore, schemes for a practical implementation of such integration are also preliminarily discussed.

  11. Dancing to distraction: mediating 'docile bodies' in 'Philippine Thriller video'.

    Science.gov (United States)

    Mangaoang, Áine

    2013-01-01

    This essay examines the conditions behind the 'Philippine Prison Thriller' video, a YouTube spectacle featuring the 1,500 inmates of Cebu Provincial Detention and Rehabilitation Centre (CPDRC) dancing to Michael Jackson's hit song 'Thriller'. The video achieved viral status after it was uploaded onto the video-sharing platform in 2007, and sparked online debates as to whether this video, containing recorded moving images of allegedly forced dancing, was a form of cruel and inhumane punishment or a novel approach to rehabilitation. The immense popularity of the video inspired creative responses from viewers, and this international popularity caused the CPDRC to host a monthly live dance show held in the prison yard, now in its seventh year. The essay explores how seemingly innocuous products of user-generated-content are imbued with ideologies that obscure or reduce relations of race, agency, power and control. By contextualising the video's origins, I highlight current Philippine prison conditions and introduce how video-maker/programme inventor/prison warden Byron Garcia sought to distance his facility from the Philippine prison majority. I then investigate the 'mediation' of 'Thriller' through three main issues. One, I examine the commodification and transformation from viral video to a thana-tourist destination; two, the global appeal of 'Thriller' is founded on public penal intrigue and essentialist Filipino tropes, mixed with a certain novelty factor widely suffused in YouTube formats; three, how dance performance and its mediation here are conducive to creating Foucault's docile bodies, which operate as a tool of distraction for the masses and ultimately serve the interests of the state far more than it rehabilitates(unconvicted and therefore innocent) inmates.

  12. The Annie Jump Cannon Video Project at the Harvard-Smithsonian Center for Astrophysics.

    Science.gov (United States)

    Lupfer, C.; Welther, B. L.; Griswold, A.

    1993-05-01

    The heart of this poster paper is the screening of the new 25-minute educational video, ``Annie and the Stars of Many Colors.'' It explores the life and work of Annie Jump Cannon through the eyes of sixth-grade students. A production of the Science Media Group at the CfA, the video was created to interest and inspire girls and minorities, in particular, to continue their study of history and physical science in high school. Recent studies show that science teachers are successfully using videotapes in the classroom to supplement traditional methods of teaching. Other reports show that capable girls and minority students tend to drop science in high school. Our goal, then, was to create a video to stimulate the curiosity and natural interest in science of these younger students. With the help of the Public Affairs Office at the CfA, we arranged to visit local schools to talk to sixth-grade science teachers and their students about the video project. Boys and girls were both eager to participate in it. By lottery, we chose a dozen youngsters of multi-cultural backgrounds to attend a three-day workshop, during which we videotaped them discovering facts about Cannon's childhood and career. Barbara Welther, historian and principal investigator, took the group to the Harvard University Archives to look at some Cannon memorabilia. To learn about spectra, each student assembled a spectroscope from a kit and observed solar lines. CfA astronomers then led the group in various activities to explore the types of stellar spectra that Cannon classified and published in The Henry Draper Catalogue 75 years ago.% and that astronomers still study today. ``Annie and the Stars of Many Colors'' shows young people actively engaged in the process of discovery and offers teachers a novel tool to stimulate discussion of topics in science, history, women's studies, and careers. It is intended for use in schools, libraries, museums, planetariums, as well as for personal interest. For more

  13. Factors underlying male and female use of violent video games

    OpenAIRE

    Hartmann, T.; Möller, I.; Krause, C.

    2015-01-01

    Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression ...

  14. ENGAGE: A Game Based Learning and Problem Solving Framework

    Science.gov (United States)

    2012-07-13

    Gamification Summit 2012  Mensa Colloquium 2012.2: Social and Video Games  Seattle Science Festival  TED Salon Vancouver : http...From - To) 6/1/2012 – 6/30/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b...Popović ENGAGE: A Game Based Learning and Problem Solving Framework (Task 1 Month 4) Progress, Status and Management Report Monthly Progress

  15. Misinformation is prevalent in psoriasis-related YouTube videos.

    Science.gov (United States)

    Qi, J; Trang, T; Doong, J; Kang, S; Chien, A L

    2016-11-15

    Background Psoriasis patients seek information online, but little is known about their interaction with YouTube. We examined the quality of content in psoriasis-related YouTube videos and investigated their interactions with viewers.Methods YouTube was searched using the term "psoriasis." Relevant videos in English were independently categorized by two reviewers as useful, misleading, or patient view (regarding experience with psoriasis). Disagreements were settled by a third reviewer. Videos were rated on a Global Quality Scale (GQS) (1=poor, 5=excellent).Results According to our reviewers, 17% of the 47 videos were useful, 21% were misleading, and 62% represented patient views. Mean GQS scores were 4.2 ± 1.3 for useful videos, 1.7 ± 0.7 for misleading videos, and 2.2 ± 1.1 for patient view videos (p<0.001). Video views per day did not differ among the categories (p=0.65), whereas useful videos had fewest "Likes" (useful: 31 ± 55, 33 misleading: 151 ± 218, patient views: 165 ± 325, p=0.06) and comments (useful: 9.8 ± 18.3, misleading: 64.1 ± 89.7, 124.9 ± 34 199.4, p=0.009).Conclusions Useful videos were highest in quality but had similar viewership as misleading and patient view videos, with lower popularity and  engagement of users compared to other categories. Physicians and psoriasis patients should be aware of this pattern when pproaching YouTube as a resource.

  16. "I Forgot I Wasn't Saving the World": the Use of Formative and Summative Assessment in Instructional Video Games for Undergraduate Biology

    Science.gov (United States)

    Lookadoo, Kathryn L.; Bostwick, Eryn N.; Ralston, Ryan; Elizondo, Francisco Javier; Wilson, Scott; Shaw, Tarren J.; Jensen, Matthew L.

    2017-12-01

    This study examined the role of formative and summative assessment in instructional video games on student learning and engagement. A 2 (formative feedback: present vs absent) × 2 (summative feedback: present vs absent) factorial design with an offset control (recorded lecture) was conducted to explore the impacts of assessment in video games. A total of 172 undergraduates were randomly assigned to one of four instructional video game conditions or the control. Results found that knowledge significantly increased from the pretest for players in all game conditions. Participants in summative assessment conditions learned more than players without summative assessment. In terms of engagement outcomes, formative assessment conditions did not significantly produce better learning engagement outcomes than conditions without formative assessment. However, summative assessment conditions were associated with higher temporal disassociation than non-summative conditions. Implications for future instructional video game development and testing are discussed in the paper.

  17. Alzheimer’s Disease in Social Media: Content Analysis of YouTube Videos

    Science.gov (United States)

    Tang, Weizhou; Olscamp, Kate; Friedman, Daniela B

    2017-01-01

    Background Approximately 5.5 million Americans are living with Alzheimer’s disease (AD) in 2017. YouTube is a popular platform for disseminating health information; however, little is known about messages specifically regarding AD that are being communicated through YouTube. Objective This study aims to examine video characteristics, content, speaker characteristics, and mobilizing information (cues to action) of YouTube videos focused on AD. Methods Videos uploaded to YouTube from 2013 to 2015 were searched with the term “Alzheimer’s disease” on April 30th, 2016. Two coders viewed the videos and coded video characteristics (the date when a video was posted, Uniform Resource Locator, video length, audience engagement, format, author), content, speaker characteristics (sex, race, age), and mobilizing information. Descriptive statistics were used to examine video characteristics, content, audience engagement (number of views), speaker appearances in the video, and mobilizing information. Associations between variables were examined using Chi-square and Fisher’s exact tests. Results Among the 271 videos retrieved, 25.5% (69/271) were posted by nonprofit organizations or universities. Informal presentations comprised 25.8% (70/271) of all videos. Although AD symptoms (83/271, 30.6%), causes of AD (80/271, 29.5%), and treatment (76/271, 28.0%) were commonly addressed, quality of life of people with AD (34/271, 12.5%) had more views than those more commonly-covered content areas. Most videos featured white speakers (168/187, 89.8%) who were adults aged 20 years to their early 60s (164/187, 87.7%). Only 36.9% (100/271) of videos included mobilizing information. Videos about AD symptoms were significantly less likely to include mobilizing information compared to videos without AD symptoms (23/83, 27.7% vs 77/188, 41.0% respectively; P=.03). Conclusions This study contributes new knowledge regarding AD messages delivered through YouTube. Findings of the current

  18. 'Sure, I Would Like to Continue'

    DEFF Research Database (Denmark)

    Schoenau-Fog, Henrik; Bjørner, Thomas

    2012-01-01

    In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much...... that he or she wants to continue playing. By organizing this willingness to continue playing into six broad types of causes of engagement—intellectual, physical, sensory, social, narrative, and emotional—we describe a typology of player engagement and a method that is intended to map players’ experience...

  19. EEG in the classroom: Synchronised neural recordings during video presentation

    DEFF Research Database (Denmark)

    Poulsen, Andreas Trier; Kamronn, Simon Due; Dmochowski, Jacek

    2017-01-01

    We performed simultaneous recordings of electroencephalography (EEG) from multiple students in a classroom, and measured the inter-subject correlation (ISC) of activity evoked by a common video stimulus. The neural reliability, as quantified by ISC, has been linked to engagement and attentional......-evoked neural responses, known to be modulated by attention, can be tracked for groups of students with synchronized EEG acquisition. This is a step towards real-time inference of engagement in the classroom....

  20. Serious Games: Video Game Design Techniques for Academic and Commercial Communication

    OpenAIRE

    Bull-Hansen, Christian

    2007-01-01

    Serious Games: Video game design techniques for academic and commercial communication, by Christian Bull-Hansen, Department of Informatics, University of Oslo, Norway. Traditional academic and commercial communication sources, like schools and television, are losing ground to video games. People of all ages spend increasingly more time engaged in virtual worlds and on the Internet, and are becoming used to actively pursuing the information they want to know more about, while rejecting the...

  1. Why don't end-of-life conversations go viral? A review of videos on YouTube.

    Science.gov (United States)

    Mitchell, Imogen A; Schuster, Anne L R; Lynch, Thomas; Smith, Katherine Clegg; Bridges, John F P; Aslakson, Rebecca A

    2017-06-01

    To identify videos on YouTube concerning advance care planning (ACP) and synthesise existing video content and style elements. Informed by stakeholder engagement, two researchers searched YouTube for ACP videos using predefined search terms and snowballing techniques. Videos identified were reviewed and deemed ineligible for analysis if they: targeted healthcare professionals; contained irrelevant content; focused on viewers under the age of 18; were longer than 7 min in duration; received fewer than 150 views; were in a language other than English; or were a duplicate version. For each video, two investigators independently extracted general information as well as video content and stylistic characteristics. The YouTube search identified 23 100 videos with 213 retrieved for assessment and 42 meeting eligibility criteria. The majority of videos had been posted to YouTube since 2010 and produced by organisations in the USA (71%). Viewership ranged from 171 to 10 642. Most videos used a documentary style and featured healthcare providers (60%) rather than patients (19%) or families (45%). A minority of videos (29%) used upbeat or hopeful music. The videos frequently focused on completing legal medical documents (86%). None of the ACP videos on YouTube went viral and a relatively small number of them contained elements endorsed by stakeholders. In emphasising the completion of legal medical documents, videos may have failed to support more meaningful ACP. Further research is needed to understand the features of videos that will engage patients and the wider community with ACP and palliative and end-of-life care conversations. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  2. Physicists get INSPIREd

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    Particle physicists thrive on information. They first create information by performing experiments or elaborating theoretical conjectures and then they share it through publications and various web tools. The INSPIRE service, just released, will bring state of the art information retrieval to the fingertips of researchers.   Keeping track of the information shared within the particle physics community has long been the task of libraries at the larger labs, such as CERN, DESY, Fermilab and SLAC, as well as the focus of indispensible services like arXiv and those of the Particle Data Group. In 2007, many providers of information in the field came together for a summit at SLAC to see how physics information resources could be enhanced, and the INSPIRE project emerged from that meeting. The vision behind INSPIRE was built by a survey launched by the four labs to evaluate the real needs of the community. INSPIRE responds to these directives from the community by combining the most successful aspe...

  3. Bio-inspired networking

    CERN Document Server

    Câmara, Daniel

    2015-01-01

    Bio-inspired techniques are based on principles, or models, of biological systems. In general, natural systems present remarkable capabilities of resilience and adaptability. In this book, we explore how bio-inspired methods can solve different problems linked to computer networks. Future networks are expected to be autonomous, scalable and adaptive. During millions of years of evolution, nature has developed a number of different systems that present these and other characteristics required for the next generation networks. Indeed, a series of bio-inspired methods have been successfully used to solve the most diverse problems linked to computer networks. This book presents some of these techniques from a theoretical and practical point of view. Discusses the key concepts of bio-inspired networking to aid you in finding efficient networking solutions Delivers examples of techniques both in theoretical concepts and practical applications Helps you apply nature's dynamic resource and task management to your co...

  4. Engaging a Prosumer: Preservice Teachers Interrogate Popular Toys through Stop-Motion Animation

    Science.gov (United States)

    Ivashkevich, Olga

    2015-01-01

    Today's global digital culture not only engages young people in daily consumption of visual images, texts, and artifacts, but also provides them with the tools to actively participate in the production of imagery and narratives. Whether they post a picture on Facebook, create a blog, or make a YouTube video with their peers, they engage in what…

  5. The production of subject and space in video games

    Directory of Open Access Journals (Sweden)

    Altuğ Işığan

    2013-03-01

    Full Text Available Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function.

  6. Assessing video games to improve driving skills: a literature review and observational study.

    Science.gov (United States)

    Sue, Damian; Ray, Pradeep; Talaei-Khoei, Amir; Jonnagaddala, Jitendra; Vichitvanichphong, Suchada

    2014-08-07

    For individuals, especially older adults, playing video games is a promising tool for improving their driving skills. The ease of use, wide availability, and interactivity of gaming consoles make them an attractive simulation tool. The objective of this study was to look at the feasibility and effects of installing video game consoles in the homes of individuals looking to improve their driving skills. A systematic literature review was conducted to assess the effect of playing video games on improving driving skills. An observatory study was performed to evaluate the feasibility of using an Xbox 360 Kinect console for improving driving skills. Twenty-nine articles, which discuss the implementation of video games in improving driving skills were found in literature. On our study, it was found the Xbox 360 with Kinect is capable of improving physical and mental activities. Xbox Video games were introduced to engage players in physical, visual and cognitive activities including endurance, postural sway, reaction time, eyesight, eye movement, attention and concentration, difficulties with orientation, and semantic fluency. However, manual dexterity, visuo-spatial perception and binocular vision could not be addressed by these games. It was observed that Xbox Kinect (by incorporating Kinect sensor facilities) combines physical, visual and cognitive engagement of players. These results were consistent with those from the literature review. From the research that has been carried out, we can conclude that video game consoles are a viable solution for improving user's physical and mental state. In future we propose to carry a thorough evaluation of the effects of video games on driving skills in elderly people.

  7. Improving physics instruction by analyzing video games

    Science.gov (United States)

    Beatty, Ian D.

    2013-01-01

    Video games can be very powerful teaching systems, and game designers have become adept at optimizing player engagement while scaffolding development of complex skills and situated knowledge. One implication is that we might create games to teach physics. Another, which I explore here, is that we might learn to improve classroom physics instruction by studying effective games. James Gee, in his book What Video Games Have to Teach Us About Learning and Literacy (2007), articulates 36 principles that make good video games highly effective as learning environments. In this theoretical work, I identify 16 themes running through Gee's principles, and explore how these themes and Gee's principles could be applied to the design of an on-campus physics course. I argue that the process pushes us to confront aspects of learning that physics instructors and even physics education researchers generally neglect, and suggest some novel ideas for course design.

  8. Using Video Modeling with Substitutable Loops to Teach Varied Play to Children with Autism

    Science.gov (United States)

    Dupere, Sally; MacDonald, Rebecca P. F.; Ahearn, William H.

    2013-01-01

    Children with autism often engage in repetitive play with little variation in the actions performed or items used. This study examined the use of video modeling with scripted substitutable loops on children's pretend play with trained and untrained characters. Three young children with autism were shown a video model of scripted toy play that…

  9. Astropixie: Astronomy Engagement Through Blogging and Twitter

    Science.gov (United States)

    Bauer, A. E.

    2013-04-01

    I discuss the astronomy outreach and public engagement potential of blogging, based on experience writing and maintaining my astropixie blog since 2006 and maintaining a twitter account as @astropixie since 2008. These methods of social media allow for direct engagement with a public audience, increase public science literacy, provide understandable information beyond what can be presented in the media, diversify the image of scientists, publicize and provide feedback on current research, develop a community among readers, and inspire students. I also briefly discuss some professional benefits of using the social media resource of twitter. The goal of this paper is to give an idea of what blogs and twitter can provide as outreach tools, and to provide basic information about using these media.

  10. Testing music selection automation possibilities for video ads

    Directory of Open Access Journals (Sweden)

    Wiesener Oliver

    2017-09-01

    Full Text Available The importance of video ads on social media platforms can be measured by the number of views. For instance, Samsung’s commercial ad for one of its new smartphones reached more than 46 million viewers at Youtube. Video ads address users both visually and aurally. Often, the visual sense is engaged by users focusing on other screens, rather than on the screen with the video ad, which is referred to as the second screen syndrome. Therefore, the importance of the audio channel seems to gain more importance. To get back the visual attention of users that are deflected from other visual impulses it appears reasonable to adapt the music to the target group. Additionally, it appears useful to adapt the music to the content of the video. Thus, the overall success of a video ad could be improved by increasing the attention of the users. Humans typically decide which music is to be used in a video ad. If there is a correlation between music, products and target groups, a digitization of the music selection process appears to be possible. Since the digitization progress in the music sector is currently mainly focused on music composing this article strives for taking a first step towards the digitization of the music selection.

  11. Combining video games and constructionist design to support deep learning in play

    OpenAIRE

    Holbert, Nathan; Weintrop, David; Wilensky, Uri; Sengupta, Pratim; Killingsworth, Stephen; Krinks, Kyra; Clark, Doug; Brady, Corey; Shapiro, R. Benjamin; Russ, Rosemary S.; Klopfer, Eric

    2014-01-01

    This effort has produced many interesting games though it is unclear if “educational video games” have achieved their promise. Similarly, for many years constructionists have engaged children in learning across a variety of contexts, including game design. While these programs have been successful, their exploratory nature leads to concerns about content coverage. In this symposium we discuss the potential of blending these two design traditions. Constructionist video games infuse tradi...

  12. The active video games' narrative impact on children's physical activities

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  13. Pediatric Obesity: Is There Room for Active Video Games in Prevention or Management?

    Science.gov (United States)

    Thivel, David; OʼMalley, Grace

    2016-01-01

    Children and adolescents spend a considerable amount of time engaged in sedentary behaviors that have been shown to favor weight gain and impaired physical fitness. Active video games have been proposed to increase physical activity levels. Although active video games may offer an interesting alternative to reducing sedentary time for children, the present commentary aimed to determine whether there is adequate evidence that compared active video gaming to real-life play and exercise. Given the dearth of data, it is not possible at present to support the use of active video games as substitutes for traditional forms of active play and health-enhancing physical activity. Further research should be encouraged and therapists should not consider active video games exclusively for intervention in children with obesity.

  14. Dragons, Ladybugs, and Softballs: Girls' STEM Engagement with Human-Centered Robotics

    Science.gov (United States)

    Gomoll, Andrea; Hmelo-Silver, Cindy E.; Šabanovic, Selma; Francisco, Matthew

    2016-01-01

    Early experiences in science, technology, engineering, and math (STEM) are important for getting youth interested in STEM fields, particularly for girls. Here, we explore how an after-school robotics club can provide informal STEM experiences that inspire students to engage with STEM in the future. Human-centered robotics, with its emphasis on the…

  15. Bridging the Field Trip Gap: Integrating Web-Based Video as a Teaching and Learning Partner in Interior Design Education

    Science.gov (United States)

    Roehl, Amy

    2013-01-01

    This study utilizes web-based video as a strategy to transfer knowledge about the interior design industry in a format that interests the current generation of students. The model of instruction developed is based upon online video as an engaging, economical, and time-saving alternative to a field trip, guest speaker, or video teleconference.…

  16. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

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

  17. Using video games to combine learning and assessment in mathematics education

    OpenAIRE

    Kristian Juha Mikael Kiili; Keith Devlin; Arttu Perttula; Pauliina Tuomi; Antero Lindstedt

    2015-01-01

    One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different mathematics video games, Semideus and Wuzzit Trouble. In the current study, we validated the Semideus game as a rational number test inst...

  18. Segment-Tube: Spatio-Temporal Action Localization in Untrimmed Videos with Per-Frame Segmentation

    OpenAIRE

    Le Wang; Xuhuan Duan; Qilin Zhang; Zhenxing Niu; Gang Hua; Nanning Zheng

    2018-01-01

    Inspired by the recent spatio-temporal action localization efforts with tubelets (sequences of bounding boxes), we present a new spatio-temporal action localization detector Segment-tube, which consists of sequences of per-frame segmentation masks. The proposed Segment-tube detector can temporally pinpoint the starting/ending frame of each action category in the presence of preceding/subsequent interference actions in untrimmed videos. Simultaneously, the Segment-tube detector produces per-fr...

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

    Science.gov (United States)

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

    2015-02-01

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

  20. What would a 'scientifically engaged Australia' look like?

    Science.gov (United States)

    Donald, Tegan N.

    In 2010 the Australian Federal Government released the landmark report Inspiring Australia which described the first national strategy for engagement with the sciences, and aimed to create a ‘scientifically engaged Australia’. This study investigates what might be meant by a ‘scientifically engaged Australia’ by creating a snapshot picture of the current Australian science communication landscape: its priorities, its limitations and its key players’ envisioned recommendations for future activity. It draws on several sources of data to create this picture: academic and practitioner literature regarding the emerging concept of ‘public engagement’; literature and case studies that discuss the appropriate place for deficit model and one-way approaches to science communication; the Inspiring Australia report itself and other government policy documents; and a series of interviews with top level public figures in Australian science policy and advocacy. A central finding of this study is the absence of a universal and unambiguous definition of public engagement. In addition, in contrast to trends within much of the scholarly literature, the study highlights the persistence of one-way methods and to a lesser degree the deficit model in practice. The ongoing use and relevance of one-way communication is evident; it remains a popular, albeit often default, choice in practice and is seen as ideal for the communication of fixed messages. Science communication in Australia remains, for the foreseeable future, dominated by one-way methods, in particular in the use of traditional and social media. In this respect, a scientifically engaged Australia would seem to be one in which a great deal of one-way communication takes place, supplemented by small moves towards dialogical or participatory communication. Finally, this study highlights two dominant motivations behind the call for a ‘scientifically engaged Australia’. Much high level discourse on this topic is

  1. Inspiration from britain?

    DEFF Research Database (Denmark)

    Vagnby, Bo

    2008-01-01

    Danish housing policy needs a dose of renewed social concern - and could find new inspiration in Britain's housing and urban planning policies, says Bo Vagnby. Udgivelsesdato: November......Danish housing policy needs a dose of renewed social concern - and could find new inspiration in Britain's housing and urban planning policies, says Bo Vagnby. Udgivelsesdato: November...

  2. The Effect of Gamification on Motivation and Engagement

    Science.gov (United States)

    Alsawaier, Raed S.

    2018-01-01

    Purpose: Gamification is the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning. The application of gamification in a pedagogical context provides some remedy for many students who find themselves alienated by traditional methods of instruction. The use…

  3. Employee engagement within the NHS: a cross-sectional study.

    Science.gov (United States)

    Jeve, Yadava Bapurao; Oppenheimer, Christina; Konje, Justin

    2015-02-01

    Employee engagement is the emotional commitment of the employee towards the organisation. We aimed to analyse baseline work engagement using Utrecht Work Engagement Scale (UWES) at a teaching hospital. We have conducted a cross-sectional study within the National Health Service (NHS) Teaching Hospital in the UK. All participants were working age population from both genders directly employed by the hospital. UWES has three constituting dimensions of work engagement as vigor, dedication, and absorption. We conducted the study using UWES-9 tool. Outcome measures were mean score for each dimension of work engagement (vigor, dedication, absorption) and total score compared with control score from test manual. We found that the score for vigor and dedication is significantly lower than comparison group (Pengagement level is below average within the NHS employees. Vigor and dedication are significantly lower, these are characterised by energy, mental resilience, the willingness to invest one's effort, and persistence as well as a sense of significance, enthusiasm, inspiration, pride, and challenge. The NHS employees are immersed in work. Urgent need to explore strategies to improve work engagement as it is vital for improving productivity, safety and patient experience.

  4. Employee engagement within the NHS: a cross-sectional study

    Science.gov (United States)

    Jeve, Yadava Bapurao; Oppenheimer, Christina; Konje, Justin

    2015-01-01

    Background: Employee engagement is the emotional commitment of the employee towards the organisation. We aimed to analyse baseline work engagement using Utrecht Work Engagement Scale (UWES) at a teaching hospital. Methods: We have conducted a cross-sectional study within the National Health Service (NHS) Teaching Hospital in the UK. All participants were working age population from both genders directly employed by the hospital. UWES has three constituting dimensions of work engagement as vigor, dedication, and absorption. We conducted the study using UWES-9 tool. Outcome measures were mean score for each dimension of work engagement (vigor, dedication, absorption) and total score compared with control score from test manual. Results: We found that the score for vigor and dedication is significantly lower than comparison group (Pemployees. Vigor and dedication are significantly lower, these are characterised by energy, mental resilience, the willingness to invest one’s effort, and persistence as well as a sense of significance, enthusiasm, inspiration, pride, and challenge. The NHS employees are immersed in work. Urgent need to explore strategies to improve work engagement as it is vital for improving productivity, safety and patient experience PMID:25674571

  5. Strategies for improving family engagement during family-centered rounds.

    Science.gov (United States)

    Kelly, Michelle M; Xie, Anping; Carayon, Pascale; DuBenske, Lori L; Ehlenbach, Mary L; Cox, Elizabeth D

    2013-04-01

    Family-centered rounds (FCR) are recommended as standard practice in the pediatric inpatient setting; however, limited data exist on best practices promoting family engagement during rounds. To identify strategies to enhance family engagement during FCR using a recognized systems engineering approach. In this qualitative study, stimulated recall interviews using video-recorded rounding sessions were conducted with participants representing the various stakeholders on rounds (15 parents/children and 22 healthcare team [HCT] members) from 4 inpatient services at a children's hospital in Wisconsin. On video review, participants were asked to provide strategies that would increase family engagement on FCR. Qualitative content analysis of interview transcripts was performed in an iterative process. We identified 21 categories of strategies corresponding to 2 themes related to the structure and process of FCR. Strategies related to the structure of FCR were associated with all five recognized work system elements: people (HCT composition), tasks (HCT roles), organization (scheduling of rounds and HCT training), environment (location of rounds and HCT positioning), and tools and technologies (computer use). Strategies related to the FCR process were associated with three rounding phases: before (HCT and family preparation), during (eg, introductions, presentation content, communication style), and after (follow-up) FCR. We identified a range of strategies to enhance family engagement during FCR. These strategies both confirm prior work on the importance of the content and style of communication on rounds and highlight other factors within the hospital work system, like scheduling and computer use, which may affect family engagement in care. Copyright © 2013 Society of Hospital Medicine.

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

    OpenAIRE

    Stock, Jonathan P. J.

    2016-01-01

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

  7. Measuring Engagement and Learning Outcomes During a Teacher Professional Development Workshop about Creative Climate Communication

    Science.gov (United States)

    Morrison, A.; Gold, A. U.; Soltis, N.; McNeal, K.; Kay, J. E.

    2017-12-01

    Climate science and global climate change are complex topics that require system-level thinking and the application of general science concepts. Identifying effective instructional approaches for improving climate literacy is an emerging research area with important broader impacts. Active learning techniques can ensure engagement throughout the learning process and increase retention of climate science content. Conceptual changes that can be measured as lasting learning gains occur when both the cognitive and affective domain are engaged. Galvanic skin sensors are a relatively new technique to directly measure engagement and cognitive load in science education. We studied the engagement and learning gains of 16 teachers throughout a one-day teacher professional development workshop focused on creative strategies to communicate about climate change. The workshop consisted of presentations about climate science, climate communication, storytelling and filmmaking, which were delivered using different pedagogical approaches. Presentations alternated with group exercises, clicker questions, videos and discussions. Using a pre-post test design we measured learning gains and attitude changes towards climate change among participating teachers. Each teacher wore a hand sensor to measure galvanic skin conductance as a proxy for emotional engagement. We surveyed teachers to obtain self-reflection data on engagement and on their skin conductance data during and after the workshop. Qualitative data provide critical information to aid the interpretation of skin conductance readings. Based on skin conductance data, teachers were most engaged during group work, discussions and videos as compared to lecture-style presentations. We discuss the benefits and limitations of using galvanic skin sensors to inform the design of teacher professional development opportunities. Results indicate that watching videos or doing interactive activities may be the most effective strategies for

  8. Innovative Engagement with NASA Data: Best Practices in Hosting a Space-Themed Game Jam Event

    Science.gov (United States)

    Mader, M. M.

    2015-12-01

    Planetary mission milestones provide key opportunities to engage the public in the day to day work and showcase the value, wonder, and innovative technologies of planetary exploration. The Royal Ontario Museum (ROM), Canada, is designing unique experiences that will allow new audiences to relate to planetary mission results, through direct interaction with planetary materials and data. Through co-creation and collaboration, we aim to encourage STEM and STEAM learning through interactive programs that are interest driven by the participants. Based on these principles, the ROM, in collaboration with the University of Toronto, is hosting a Game Jam event (see http://www.rom.on.ca/en/activities-programs/programs/game-jam). A Game Jam invites creative, motivated, and inspired game developers to work in a collaborative environment over the course of 3 days to create games linked to a theme. This year's theme is "Space Rocks". Video games, fuelled by actual mission data, capture public interest in space and science in a unique and powerful way, giving us new insight into the real challenges we have on Earth and in space. The ROM Game Jam will allow 100 game developers to draw inspiration from our collection of over 100,000 rocks, minerals, and gems, including over 500 martian, lunar, and asteroidal meteorites. Participants will learn about the history of these specimens directly from ROM experts. NASA datasets related to our collection will be highlighted and curated for this event. The games produced during the Game Jam will live on and be featured online and at numerous ROM events throughout the year. Our presentation will highlight lessons learned from this experience, best practices, and future plans.

  9. Evaluation on the use of animated narrative video in teaching narrative text

    Directory of Open Access Journals (Sweden)

    Soe’oed Rahmat

    2018-01-01

    Full Text Available In the 21st century, our life is strongly affected by the information technology. Educational technology has been rapidly improved by the development of audiovisual tools. Teachers may choose a number of different types of resources for teaching purposes, including videos and movies. Therefore, this study is aimed at evaluating animated narrative videos from YouTube for the teaching narrative text and identifying potential factors which influence the quality of educational videos. The videos were examined by using assessment rubric to see the quality and suitability of animated narrative videos which might be used in the teaching narrative text. The rubric was adapted from Prince Edward Island (PEI Department of Education: Evaluation and Selection of Learning Resources. It consists of four criteria, content, structure, instructional design, and technical design In addition, the study presents critical awareness of how these aspects can be interpreted to measure animated narrative videos and at the same time the engagement of the teachers in exploring animated narrative videos used in classroom.

  10. A Tony Thomas-Inspired Guide to INSPIRE

    Energy Technology Data Exchange (ETDEWEB)

    O' Connell, Heath B.; /Fermilab

    2010-04-01

    The SPIRES database was created in the late 1960s to catalogue the high energy physics preprints received by the SLAC Library. In the early 1990s it became the first database on the web and the first website outside of Europe. Although indispensible to the HEP community, its aging software infrastructure is becoming a serious liability. In a joint project involving CERN, DESY, Fermilab and SLAC, a new database, INSPIRE, is being created to replace SPIRES using CERN's modern, open-source Invenio database software. INSPIRE will maintain the content and functionality of SPIRES plus many new features. I describe this evolution from the birth of SPIRES to the current day, noting that the career of Tony Thomas spans this timeline.

  11. A Tony Thomas-Inspired Guide to INSPIRE

    International Nuclear Information System (INIS)

    O'Connell, Heath B.

    2010-01-01

    The SPIRES database was created in the late 1960s to catalogue the high energy physics preprints received by the SLAC Library. In the early 1990s it became the first database on the web and the first website outside of Europe. Although indispensible to the HEP community, its aging software infrastructure is becoming a serious liability. In a joint project involving CERN, DESY, Fermilab and SLAC, a new database, INSPIRE, is being created to replace SPIRES using CERN's modern, open-source Invenio database software. INSPIRE will maintain the content and functionality of SPIRES plus many new features. I describe this evolution from the birth of SPIRES to the current day, noting that the career of Tony Thomas spans this timeline.

  12. Brand Awareness, Ad Attıtudes and Ad Features Toward Engagement on Youtube: an Empırıcal Study of Green Automobıles

    OpenAIRE

    Ayu Febriyanti Puspitasari; Chien Wen Shen

    2015-01-01

    The purpose of this paper is to develop suitable measurements for brand awareness, ad attitudes, ad features, and customer engagement on YouTube, also to investigate the relationships among brand awareness, ad attitudes, ad features toward engagements on YouTube and conduct an empirical study of green automobile videos on YouTube channel. YouTube as social media video sharing platform are used as a platform to investigate customer engagements. The study utilizes statistics data from YouTube c...

  13. Impact of an active video game on healthy children's physical activity.

    Science.gov (United States)

    Baranowski, Tom; Abdelsamad, Dina; Baranowski, Janice; O'Connor, Teresia Margareta; Thompson, Debbe; Barnett, Anthony; Cerin, Ester; Chen, Tzu-An

    2012-03-01

    This naturalistic study tests whether children receiving a new (to them) active video game spontaneously engage in more physical activity than those receiving an inactive video game, and whether the effect would be greater among children in unsafe neighborhoods, who might not be allowed to play outside. Participants were children 9 to 12 years of age, with a BMI >50th percentile, but video games. A randomized clinical trial assigned children to receiving 2 active or 2 inactive video games, the peripherals necessary to run the games, and a Wii console. Physical activity was monitored by using accelerometers for 5 weeks over the course of a 13-week experiment. Neighborhood safety was assessed with a 12 item validated questionnaire. There was no evidence that children receiving the active video games were more active in general, or at anytime, than children receiving the inactive video games. The outcomes were not moderated by parent perceived neighborhood safety, child BMI z score, or other demographic characteristics. These results provide no reason to believe that simply acquiring an active video game under naturalistic circumstances provides a public health benefit to children.

  14. In Pursuit of Reciprocity: Researchers, Teachers, and School Reformers Engaged in Collaborative Analysis of Video Records

    Science.gov (United States)

    Curry, Marnie W.

    2012-01-01

    In the ideal, reciprocity in qualitative inquiry occurs when there is give-and-take between researchers and the researched; however, the demands of the academy and resource constraints often make the pursuit of reciprocity difficult. Drawing on two video-based, qualitative studies in which researchers utilized video records as resources to enhance…

  15. Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans.

    Science.gov (United States)

    Etter, Darryl; Kamen, Charles; Etter, Kelly; Gore-Felton, Cheryl

    2017-04-01

    Many of the current generation of veterans grew up with video games, including military first-person shooter (MFPS) video games. In MFPS games, players take the role of soldiers engaged in combat in environments modeled on real-life warzones. Exposure to trauma-congruent game content may either serve to exacerbate or to ameliorate posttraumatic symptoms. The current study examined the relationship between MFPS and other shooter video game playing and posttraumatic stress disorder (PTSD) symptoms among current and former members of the military (N = 111). Results indicated that video game play was very common, and 41.4% of participants reported playing MFPS or other shooter games (shooter players group). The shooter players group reported higher levels of PTSD symptoms than participants who did not play any video or shooter games (nonshooter/nonplayers group; d = 0.44); however, playing shooter games was not predictive of PTSD symptoms after accounting for personality, combat exposure, and social support variables. This may indicate that the same psychosocial factors predict both PTSD and shooter video game play. Although veterans may benefit from the development and use of clinical applications of video games in PTSD treatment, clinical attention should continue to focus on established psychosocial predictors of PTSD symptoms. Copyright © 2017 International Society for Traumatic Stress Studies.

  16. The flipped classroom: A learning model to increase student engagement not academic achievement

    Directory of Open Access Journals (Sweden)

    Masha Smallhorn

    2017-07-01

    Full Text Available A decrease in student attendance at lectures both nationally and internationally, has prompted educators to re-evaluate their teaching methods and investigate strategies which promote student engagement. The flipped classroom model, grounded in active learning pedagogy, transforms the face-to-face classroom. Students prepare for the flipped classroom in their own time by watching short online videos and completing readings. Face-to-face time is used to apply learning through problem-solving with peers. To improve the engagement and learning outcomes of our second year cohort, lectures were replaced with short online videos and face-to-face time was spent in a flipped classroom. The impact of the flipped classroom was analysed through surveys, attendance records, learning analytics and exam data before and after the implementation of the flipped classroom. Results suggest an increase in student engagement and a positive attitude towards the learning method. However, there were no measurable increases in student learning outcomes.

  17. Resistance through Video Game Play: It's a Boy Thing

    Science.gov (United States)

    Sanford, Kathy; Madill, Leanna

    2006-01-01

    The male youth in our study used video games to resist institutional authority, hegemonic masculinity, and femininity. Videogame play offered them a safe place to resist authority, which was often limited to small acts of adolescent defiance that could limit their future ability to engage thoughtfully and critically in the world. This resistance…

  18. Video Self-Reflection and Coach Development in New Zealand

    Science.gov (United States)

    Mead, Simon; Spencer, Kirsten; Kidman, Lynn

    2016-01-01

    Drawing on data from semi-structured interviews with New Zealand coaches (N = 6), this study examined how video self-reflection (VSR) was perceived as a tool for learning within "on-going" coach development. This study also looked to determine the potential barriers experienced by coaches before engaging in VSR. Each participant was a…

  19. Haptic Glove Technology: Skill Development through Video Game Play

    Science.gov (United States)

    Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing

    2010-01-01

    This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…

  20. Using Game Development to Engage Students in Science and Technology

    Science.gov (United States)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  1. Inspiring Climate Education Excellence(ICEE): Developing Elearning professional development modules - secondary science teachers

    Science.gov (United States)

    Kellagher, E.; Buhr, S. M.; Lynds, S. E.; McCaffrey, M. S.; Cires Education Outreach

    2011-12-01

    Inspiring Climate Education Excellence (ICEE) is a NASA-funded project to develop content knowledge and knowledge of effective teaching strategies in climate education among secondary science teachers. ICEE resources are aligned with the Essential Principles of Climate Science. Building upon a needs assessment and face to face workshop, ICEE resources include iTunesU videos, an ICEE 101 resource site with videos and peer-reviewed learning activities, and a moderated online forum. Self-directed modules and an online course are being developed around concepts and topics in which teachers express the most interest and need for instruction. ICEE resources include attention to effective teaching strategies, such as awareness of student misconceptions, strategies for forestalling controversy and advice from master teachers on implementation and curriculum development. The resources are being developed in partnership with GLOBE, and the National Science Digital Library (NSDL) and are informed by the work of the Climate Literacy and Energy Awareness Network (CLEAN) project. ICEE will help to meet the professional development needs of teachers, including those participating in the GLOBE Student Climate Research Campaign.

  2. 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

  3. Narrative increases step counts during active video game play among children

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity (PA) level offer a novel alternative to child obesity. Unfortunately, children's motivation to play AVG decreases quickly, underscoring the need to find new methods to maintain their engagement. According to narrative transportation th...

  4. Frontier Scientists use Modern Media

    Science.gov (United States)

    O'connell, E. A.

    2013-12-01

    Engaging Americans and the international community in the excitement and value of Alaskan Arctic discovery is the goal of Frontier Scientists. With a changing climate, resources of polar regions are being eyed by many nations. Frontier Scientists brings the stories of field scientists in the Far North to the public. With a website, an app, short videos, and social media channels; FS is a model for making connections between the public and field scientists. FS will demonstrate how academia, web content, online communities, evaluation and marketing are brought together in a 21st century multi-media platform, how scientists can maintain their integrity while engaging in outreach, and how new forms of media such as short videos can entertain as well as inspire.

  5. Product placement in video games: The effect of brand familiarity and repetition on consumers´ memory

    OpenAIRE

    Martí Parreño, José; Bermejo Berros, Jesús; Aldás Manzano, Joaquín

    2017-01-01

    Product placement in video games is gaining momentum as a means to target audiences in an indirect and engaging way. This research uses a 2 (high repetition vs low repetition) x 2 (high brand familiarity vs low brand familiarity) factorial design to test the effects of repetition and brand familiarity on consumers’ memory for brands placed in video games. Results suggest that consumers recall better familiar than unfamiliar brands placed in the video game and repetition increases recall for f...

  6. Co-viewing supports toddlers' word learning from contingent and noncontingent video.

    Science.gov (United States)

    Strouse, Gabrielle A; Troseth, Georgene L; O'Doherty, Katherine D; Saylor, Megan M

    2018-02-01

    Social cues are one way young children determine that a situation is pedagogical in nature-containing information to be learned and generalized. However, some social cues (e.g., contingent gaze and responsiveness) are missing from prerecorded video, a potential reason why toddlers' language learning from video can be inefficient compared with their learning directly from a person. This study explored two methods for supporting children's word learning from video by adding social-communicative cues. A sample of 88 30-month-olds began their participation with a video training phase. In one manipulation, an on-screen actress responded contingently to children through a live video feed (similar to Skype or FaceTime "video chat") or appeared in a prerecorded demonstration. In the other manipulation, parents either modeled responsiveness to the actress's on-screen bids for participation or sat out of their children's view. Children then viewed a labeling demonstration on video, and their knowledge of the label was tested with three-dimensional objects. Results indicated that both on-screen contingency and parent modeling increased children's engagement with the actress during training. However, only parent modeling increased children's subsequent word learning, perhaps by revealing the symbolic (representational) intentions underlying this video. This study highlights the importance of adult co-viewing in helping toddlers to interpret communicative cues from video. Copyright © 2017 Elsevier Inc. All rights reserved.

  7. Virtual Learning Environment for Interactive Engagement with Advanced Quantum Mechanics

    Science.gov (United States)

    Pedersen, Mads Kock; Skyum, Birk; Heck, Robert; Müller, Romain; Bason, Mark; Lieberoth, Andreas; Sherson, Jacob F.

    2016-01-01

    A virtual learning environment can engage university students in the learning process in ways that the traditional lectures and lab formats cannot. We present our virtual learning environment "StudentResearcher," which incorporates simulations, multiple-choice quizzes, video lectures, and gamification into a learning path for quantum…

  8. Feedback in formative OSCEs: comparison between direct observation and video-based formats

    Science.gov (United States)

    Junod Perron, Noëlle; Louis-Simonet, Martine; Cerutti, Bernard; Pfarrwaller, Eva; Sommer, Johanna; Nendaz, Mathieu

    2016-01-01

    Introduction Medical students at the Faculty of Medicine, University of Geneva, Switzerland, have the opportunity to practice clinical skills with simulated patients during formative sessions in preparation for clerkships. These sessions are given in two formats: 1) direct observation of an encounter followed by verbal feedback (direct feedback) and 2) subsequent review of the videotaped encounter by both student and supervisor (video-based feedback). The aim of the study was to evaluate whether content and process of feedback differed between both formats. Methods In 2013, all second- and third-year medical students and clinical supervisors involved in formative sessions were asked to take part in the study. A sample of audiotaped feedback sessions involving supervisors who gave feedback in both formats were analyzed (content and process of the feedback) using a 21-item feedback scale. Results Forty-eight audiotaped feedback sessions involving 12 supervisors were analyzed (2 direct and 2 video-based sessions per supervisor). When adjusted for the length of feedback, there were significant differences in terms of content and process between both formats; the number of communication skills and clinical reasoning items addressed were higher in the video-based format (11.29 vs. 7.71, p=0.002 and 3.71 vs. 2.04, p=0.010, respectively). Supervisors engaged students more actively during the video-based sessions than during direct feedback sessions (self-assessment: 4.00 vs. 3.17, p=0.007; active problem-solving: 3.92 vs. 3.42, p=0.009). Students made similar observations and tended to consider that the video feedback was more useful for improving some clinical skills. Conclusion Video-based feedback facilitates discussion of clinical reasoning, communication, and professionalism issues while at the same time actively engaging students. Different time and conceptual frameworks may explain observed differences. The choice of feedback format should depend on the educational

  9. Feedback in formative OSCEs: comparison between direct observation and video-based formats

    Directory of Open Access Journals (Sweden)

    Noëlle Junod Perron

    2016-11-01

    Full Text Available Introduction: Medical students at the Faculty of Medicine, University of Geneva, Switzerland, have the opportunity to practice clinical skills with simulated patients during formative sessions in preparation for clerkships. These sessions are given in two formats: 1 direct observation of an encounter followed by verbal feedback (direct feedback and 2 subsequent review of the videotaped encounter by both student and supervisor (video-based feedback. The aim of the study was to evaluate whether content and process of feedback differed between both formats. Methods: In 2013, all second- and third-year medical students and clinical supervisors involved in formative sessions were asked to take part in the study. A sample of audiotaped feedback sessions involving supervisors who gave feedback in both formats were analyzed (content and process of the feedback using a 21-item feedback scale. Results: Forty-eight audiotaped feedback sessions involving 12 supervisors were analyzed (2 direct and 2 video-based sessions per supervisor. When adjusted for the length of feedback, there were significant differences in terms of content and process between both formats; the number of communication skills and clinical reasoning items addressed were higher in the video-based format (11.29 vs. 7.71, p=0.002 and 3.71 vs. 2.04, p=0.010, respectively. Supervisors engaged students more actively during the video-based sessions than during direct feedback sessions (self-assessment: 4.00 vs. 3.17, p=0.007; active problem-solving: 3.92 vs. 3.42, p=0.009. Students made similar observations and tended to consider that the video feedback was more useful for improving some clinical skills. Conclusion: Video-based feedback facilitates discussion of clinical reasoning, communication, and professionalism issues while at the same time actively engaging students. Different time and conceptual frameworks may explain observed differences. The choice of feedback format should depend on

  10. The Co-Creation of a Video to Inspire Humanitarianism: How an Educational Entrepreneurial Approach Inspired Humanitarian Workers to Be Mindfully Innovative Whilst Working with Technology

    Science.gov (United States)

    Crotty, Yvonne; Kilboy, Laura

    2015-01-01

    This paper demonstrates the value of embracing digital technology in order to effect positive change in a non-governmental (NGO) charity organisation, in this case the Irish Charity Crosscause. The outcome of the research was the creation of a charity video, Crosscause: Making a Difference, to showcase humanitarian work in Ireland and Romania with…

  11. Kinds of inspiration in interaction design

    DEFF Research Database (Denmark)

    Halskov, Kim

    2010-01-01

    In this paper, we explore the role of sources of inspiration in interaction design. We identify four strategies for relating sources of inspiration to emerging ideas: selection; adaptation; translation; and combination. As our starting point, we argue that sources of inspiration are a form...... of knowledge crucial to creativity. Our research is based on empirical findings arising from the use of Inspiration Card Workshops, which are collaborative design events in which domain and technology insight are combined to create design concepts. In addition to the systematically introduced sources...... of inspiration that form part of the workshop format, a number of spontaneous sources of inspiration emerged during these workshops....

  12. Crew Resource Management (CRM video storytelling project: a team-based learning activity

    Directory of Open Access Journals (Sweden)

    Ma, Maggie Jiao

    2011-01-01

    Full Text Available This Crew Resource Management (CRM video storytelling project asks students to work in a team (4-5 people per team to create (write and produce a video story. The story should demonstrate lacking and ill practices of CRM knowledge and skills, or positive skills used to create a successful scenario in aviation (e. g. , flight training, commercial aviation, airport management. The activity is composed of two parts: (1 creating a video story of CRM in aviation, and (2 delivering a group presentation. Each tem creates a 5-8 minute long video clip of its story. The story must be originally created by the team to educate pilot and/or aviation management students on good practices of CRM in aviation. Accidents and incidents can be used as a reference to inspire ideas. However, this project is not to re-create any previous CRM accidents/incidents. The video story needs to be self-contained and address two or more aspects of CRM specified in the Federal Aviation Administration’s Advisory Circular 120-51. The presentation must include the use of PowerPoint or similar software and additional multimedia visual aids. The presentation itself will last no more than 17 minutes in length; including the actual video story (each group has additional 3 minutes to set up prior to the presentation. During the presentation following the video each team will discuss the CRM problems (or invite audience to identify CRM problems and explain what CRM practices were performed, and should have been performed. This presentation also should describe how each team worked together in order to complete this project (i. e. , good and bad CRM practiced

  13. 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...

  14. Employee Engagement within the NHS: A Cross-Sectional Study

    Directory of Open Access Journals (Sweden)

    Yadava Bapurao Jeve

    2015-02-01

    Full Text Available Background Employee engagement is the emotional commitment of the employee towards the organisation. We aimed to analyse baseline work engagement using Utrecht Work Engagement Scale (UWES at a teaching hospital. Methods We have conducted a cross-sectional study within the National Health Service (NHS Teaching Hospital in the UK. All participants were working age population from both genders directly employed by the hospital. UWES has three constituting dimensions of work engagement as vigor, dedication, and absorption. We conducted the study using UWES-9 tool. Outcome measures were mean score for each dimension of work engagement (vigor, dedication, absorption and total score compared with control score from test manual. Results We found that the score for vigor and dedication is significantly lower than comparison group (P< 0.0001 for both. The score for absorption was significantly higher than comparison group (P< 0.0001. However, total score is not significantly different. Conclusion The study shows that work engagement level is below average within the NHS employees. Vigor and dedication are significantly lower, these are characterised by energy, mental resilience, the willingness to invest one’s effort, and persistence as well as a sense of significance, enthusiasm, inspiration, pride, and challenge. The NHS employees are immersed in work. Urgent need to explore strategies to improve work engagement as it is vital for improving productivity, safety and patient experience.

  15. Engaging Environments Enhance Motor Skill Learning in a Computer Gaming Task.

    Science.gov (United States)

    Lohse, Keith R; Boyd, Lara A; Hodges, Nicola J

    2016-01-01

    Engagement during practice can motivate a learner to practice more, hence having indirect effects on learning through increased practice. However, it is not known whether engagement can also have a direct effect on learning when the amount of practice is held constant. To address this question, 40 participants played a video game that contained an embedded repeated sequence component, under either highly engaging conditions (the game group) or mechanically identical but less engaging conditions (the sterile group). The game environment facilitated retention over a 1-week interval. Specifically, the game group improved in both speed and accuracy for random and repeated trials, suggesting a general motor-related improvement, rather than a specific influence of engagement on implicit sequence learning. These data provide initial evidence that increased engagement during practice has a direct effect on generalized learning, improving retention and transfer of a complex motor skill.

  16. Clay Bells: Edo Inspiration

    Science.gov (United States)

    Wagner, Tom

    2010-01-01

    The ceremonial copper and iron bells at the Smithsonian's National Museum of African Art were the author's inspiration for an interdisciplinary unit with a focus on the contributions various cultures make toward the richness of a community. The author of this article describes an Edo bell-inspired ceramic project incorporating slab-building…

  17. Bio-inspired computation in telecommunications

    CERN Document Server

    Yang, Xin-She; Ting, TO

    2015-01-01

    Bio-inspired computation, especially those based on swarm intelligence, has become increasingly popular in the last decade. Bio-Inspired Computation in Telecommunications reviews the latest developments in bio-inspired computation from both theory and application as they relate to telecommunications and image processing, providing a complete resource that analyzes and discusses the latest and future trends in research directions. Written by recognized experts, this is a must-have guide for researchers, telecommunication engineers, computer scientists and PhD students.

  18. INSPIRE 2012 da Istanbul a Firenze

    Directory of Open Access Journals (Sweden)

    Mauro Salvemini

    2012-09-01

    Full Text Available DURING THE CONFERENCE HELD IN  ISTANBUL IN  2012 INSPIRE  THE  NEWS  THAT  MOST  IMPRESSED ITALIANS PRESENT,  EVEN THOSE IN THE PUBLIC ADMINISTRATION , WAS THAT THE NEXT  INSPIRE CONFERENCE WILL TAKE PLACE IN  FLORENCEDurante la conferenza INSPIRE 2012 svoltasi ad Istanbul la notizia che ha maggiormente colpito gli italiani presenti, anche quelli della pubblica amministrazione , è stata che la prossima Conferenza INSPIRE si svolgerà a Firenze dal 23 al 27 giugno 2013.

  19. INSPIRE 2012 da Istanbul a Firenze

    Directory of Open Access Journals (Sweden)

    Mauro Salvemini

    2012-09-01

    Full Text Available DURING THE CONFERENCE HELD IN  ISTANBUL IN  2012 INSPIRE  THE  NEWS  THAT  MOST  IMPRESSED ITALIANS PRESENT,  EVEN THOSE IN THE PUBLIC ADMINISTRATION , WAS THAT THE NEXT  INSPIRE CONFERENCE WILL TAKE PLACE IN  FLORENCE Durante la conferenza INSPIRE 2012 svoltasi ad Istanbul la notizia che ha maggiormente colpito gli italiani presenti, anche quelli della pubblica amministrazione , è stata che la prossima Conferenza INSPIRE si svolgerà a Firenze dal 23 al 27 giugno 2013.

  20. Design of video games for children's diet and physical activity behavior change

    Science.gov (United States)

    Serious video games (VG) offer new opportunities for promoting health related diet, and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and ov...

  1. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    Science.gov (United States)

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  2. Between engagement and information

    DEFF Research Database (Denmark)

    Fritsch, Jonas; Brynskov, Martin

    2009-01-01

    This paper discusses the initial findings from a dual case study, describing two interactive urban installations and reflecting on their design and use. The two installations are Climate on the Wall, an interactive media facade, and CO2nfession/CO2mmitment, a video installation with user-generated...... content. Both were designed to contribute to the effort of making people in the city aware of the municipal goal of becoming CO2 neutral by the year 2030. They were designed as part of a larger exhibition to engage individual citizens in a concrete way towards the somewhat more abstract end: CO2...

  3. Action and puzzle video games prime different speed/accuracy tradeoffs.

    Science.gov (United States)

    Nelson, Rolf A; Strachan, Ian

    2009-01-01

    To understand the way in which video-game play affects subsequent perception and cognitive strategy, two experiments were performed in which participants played either a fast-action game or a puzzle-solving game. Before and after video-game play, participants performed a task in which both speed and accuracy were emphasized. In experiment 1 participants engaged in a location task in which they clicked a mouse on the spot where a target had appeared, and in experiment 2 they were asked to judge which of four shapes was most similar to a target shape. In both experiments, participants were much faster but less accurate after playing the action game, while they were slower but more accurate after playing the puzzle game. Results are discussed in terms of a taxonomy of video games by their cognitive and perceptual demands.

  4. Peer-led, transformative learning approaches increase classroom engagement in care self-management classes during inpatient rehabilitation of individuals with spinal cord injury.

    Science.gov (United States)

    Gassaway, Julie; Jones, Michael L; Sweatman, W Mark; Young, Tamara

    2017-10-16

    Evaluate effects of revised education classes on classroom engagement during inpatient rehabilitation for individuals with spinal cord injury/disease (SCI/D). Multiple-baseline, quasi-experimental design with video recorded engagement observations during conventional and revised education classes; visual and statistical analysis of difference in positive engagement responses observed in classes using each approach. 81 patients (72% male, 73% white, mean age 36 SD 15.6) admitted for SCI/D inpatient rehabilitation in a non-profit rehabilitation hospital, who attended one or more of 33 care self-management education classes that were video recorded. All study activities were approved by the host facility institutional review board. Conventional nurse-led self-management classes were replaced with revised peer-led classes incorporating approaches to promote transformative learning. Revised classes were introduced across three subject areas in a step-wise fashion over 15 weeks. Positive engagement responses (asking questions, participating in discussion, gesturing, raising hand, or otherwise noting approval) were documented from video recordings of 14 conventional and 19 revised education classes. Significantly higher average (per patient per class) positive engagement responses were observed in the revised compared to conventional classes (p=0.008). Redesigning SCI inpatient rehabilitation care self-management classes to promote transformative learning increased patient engagement. Additional research is needed to examine longer term outcomes and replicability in other settings.

  5. Effect of inspiration on airway dimensions measured in maximal inspiration CT images of subjects without airflow limitation

    DEFF Research Database (Denmark)

    Petersen, Jens; Wille, Mathilde M.W.; Raket, Lars Lau

    2014-01-01

    . Automated software was utilized to segment lungs and airways, identify segmental bronchi, and match airway branches in all images of the same subject. Inspiration level was defined as segmented total lung volume (TLV) divided by predicted total lung capacity (pTLC). Mixed-effects models were used to predict......OBJECTIVES: To study the effect of inspiration on airway dimensions measured in voluntary inspiration breath-hold examinations. METHODS: 961 subjects with normal spirometry were selected from the Danish Lung Cancer Screening Trial. Subjects were examined annually for five years with low-dose CT...... • The effect of inspiration is greater in higher-generation (more peripheral) airways • Airways of generation 5 and beyond are as distensible as lung parenchyma • Airway dimensions measured from CT should be adjusted for inspiration level....

  6. Global Internet Video Classroom: A Technology Supported Learner-Centered Classroom

    Science.gov (United States)

    Lawrence, Oliver

    2010-01-01

    The Global Internet Video Classroom (GIVC) Project connected Chicago Civil Rights activists of the 1960s with Cape Town Anti-Apartheid activists of the 1960s in a classroom setting where learners from Cape Town and Chicago engaged activists in conversations about their motivation, principles, and strategies. The project was launched in order to…

  7. Problematic video game use scale: initial psychometric properties with psychiatrically hospitalized adolescents.

    Science.gov (United States)

    Topor, David R; Swenson, Lance P; Liguori, Gina M; Spirito, Anthony; Lowenhaupt, Elizabeth A; Hunt, Jeffrey I

    2011-12-01

    Excessive video game use among youth has been a growing concern in the United States and elsewhere. The aims of this study are to establish validity of a video game measure in a large adolescent inpatient sample, identify clinical factors underlying problem video game use, and identify associations with measures of psychopathology. Three hundred eighty participants admitted to an adolescent inpatient psychiatric unit between November 2007 and March 2009 were administered a battery of self-report measures, including a questionnaire developed for this study that assessed reinforcers and consequences of past-year video game use (ie, Problematic Video Game Use Scale). Factor analysis was used to identify the underlying structure of behaviors associated with problem video game use. A factor analysis of the Problematic Video Game Use Scale indicated 2 primary factors. One was associated with engaging in problem behaviors that impaired the adolescent's functioning as a result of playing video games and one reflected the reinforcing effects of playing video games. Both factors were associated with measures of psychopathology, although associations were generally stronger for impairment in functioning than for reinforcing effects. Both factors were significantly correlated with self-reported daily video game use (P video game playing: impairment in functioning and reinforcing effects. Initial evidence of the content validity of the video game measure was established. Findings highlight the importance of assessing video game use among an adolescent population, the factors associated with video game use, and associations with symptoms of psychopathology. Limitations include a common reporter for multiple measures and cross-sectional data that do not allow for causal links to be made. © Copyright 2011 Physicians Postgraduate Press, Inc.

  8. YouTube™ as a Source of Instructional Videos on Bowel Preparation: a Content Analysis.

    Science.gov (United States)

    Ajumobi, Adewale B; Malakouti, Mazyar; Bullen, Alexander; Ahaneku, Hycienth; Lunsford, Tisha N

    2016-12-01

    Instructional videos on bowel preparation have been shown to improve bowel preparation scores during colonoscopy. YouTube™ is one of the most frequently visited website on the internet and contains videos on bowel preparation. In an era where patients are increasingly turning to social media for guidance on their health, the content of these videos merits further investigation. We assessed the content of bowel preparation videos available on YouTube™ to determine the proportion of YouTube™ videos on bowel preparation that are high-content videos and the characteristics of these videos. YouTube™ videos were assessed for the following content: (1) definition of bowel preparation, (2) importance of bowel preparation, (3) instructions on home medications, (4) name of bowel cleansing agent (BCA), (5) instructions on when to start taking BCA, (6) instructions on volume and frequency of BCA intake, (7) diet instructions, (8) instructions on fluid intake, (9) adverse events associated with BCA, and (10) rectal effluent. Each content parameter was given 1 point for a total of 10 points. Videos with ≥5 points were considered by our group to be high-content videos. Videos with ≤4 points were considered low-content videos. Forty-nine (59 %) videos were low-content videos while 34 (41 %) were high-content videos. There was no association between number of views, number of comments, thumbs up, thumbs down or engagement score, and videos deemed high-content. Multiple regression analysis revealed bowel preparation videos on YouTube™ with length >4 minutes and non-patient authorship to be associated with high-content videos.

  9. Theorizing a public engagement keystone: Seeing fandom's integral connection to civic engagement through the case of the Harry Potter Alliance

    Directory of Open Access Journals (Sweden)

    Ashley Hinck

    2012-06-01

    Full Text Available The Harry Potter Alliance (HPA has invited thousands of Harry Potter fans to view politics and activism through the lens of Harry Potter. HPA members have signed petitions, sent letters, made videos, and raised money in efforts to affect laws and public policies. These activities circulate and operate within the public sphere through an engagement with others. If we are to consider the political actions of fans, we must consider how fans insert arguments into the public sphere, constitute publics, and ultimately assert their own public subjectivities. By drawing on social movement and public sphere theory, I first develop the theoretical concept of the "public engagement keystone." I conceptualize the public engagement keystone as a touch point, worldview, or philosophy that makes other people, actions, and institutions intelligible. Next, I use the case of the HPA to demonstrate how the Harry Potter story operates as a public engagement keystone, opening the door to public subjectivities on par with the healthy public formation of John Dewey, Doug McAdam, or Peter Dahlgren. I offer an interdisciplinary approach to how fandom encourages and invites civic engagement. By doing so, public sphere theory can better account for a wider variety of types of civic engagement, including fandom activism.

  10. Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.

    Science.gov (United States)

    Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie

    2012-05-01

    Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.

  11. Lens on Climate Change: Making Climate Meaningful through Student-Produced Videos

    Science.gov (United States)

    Gold, Anne U.; Oonk, David J.; Smith, Lesley; Boykoff, Maxwell T.; Osnes, Beth; Sullivan, Susan B.

    2015-01-01

    Learning about climate change is tangible when it addresses impacts that can be observed close to home. In this program, sixty-four diverse middle and high school students produced videos about locally relevant climate change topics. Graduate and undergraduate students provided mentorship. The program engaged students in research and learning…

  12. CAN OPEN MEAN TERBUKA? NEGOTIATING LICENSES FOR INDONESIAN VIDEO ACTIVISM

    Directory of Open Access Journals (Sweden)

    Alexandra Crosby

    2010-01-01

    Full Text Available Abstract: Since the fall of Suharto’s New Order regime in Indonesia, space has been opened up for the emergence and development of new practices of media production and distribution, such as the use of video for social change. As access to the technology for producing, distributing and watching video becomes increasingly democratised in Indonesia over this period, a spectrum of approaches to licensing are developing in response to ideology as well as economic impetus. These include the full adherence to the global norms of intellectual property rights, market-driven piracy, politically based rejection of any restrictions, and a burgeoning interest in Creative Commons.While Indonesia hosts one of the most enthusiastic cultures of digital sharing, this article argues that there is not yet a solution for the issues of copyright management that fits the Indonesian context. We examine the work of several groups who are currently active in producing social and environmental video in the archipelago. These include VideoBattle, Forum Lenteng, and the EngageMedia network.

  13. Considerations for Producing Media for Science Museum Exhibits: A Volcano Video Case Study

    Science.gov (United States)

    Sable, MFA, J.

    2013-12-01

    While science museums continue to expand their use of videos in exhibits, they are also seeking to add engaging content to their websites in the hope of reaching broader audiences. As a cost-effective way to do both, a project is undertaken to develop a video for a museum website that can easily be adapted for use in an exhibit. To establish goals and constraints for the video, this project explores the needs of museums and their audiences. Past literature is compared with current exhibitions in several U.S. museums. Once identified, the needs of science museums are incorporated into the content, form, and style of the two-part video "Living in Pele's Paradise." Through the story of the spectacular 1959-60 eruption of Kilauea Volcano, Hawai'i, the video shows how research and monitoring contribute to helping communities prepare for volcanic hazards. A 20-minute version of the video is produced for the web, and a 4-minute version is developed for use in a hypothetical science museum exhibit. The two versions of the video provide a cross-platform experience with multiple levels of content depth.

  14. Inspiring the Next Generation through Real Time Access to Ocean Exploration

    Science.gov (United States)

    Bell, K. L.; Ballard, R. D.; Witten, A. B.; O'Neal, A.; Argenta, J.

    2011-12-01

    Using live-access exposure to actual shipboard research activities where exciting discoveries are made can be a key contributor to engaging students and their families in learning about earth science and STEM subjects. The number of bachelor's degrees awarded annually in the Earth sciences peaked at nearly 8000 in 1984, and has since declined more than 50%; for the last several years, the number of bachelor's degrees issued in U.S. schools in the geosciences has hovered around 2500 (AGI, 2009). In 2008, the last year for which the data are published, only 533 Ph.D.s were awarded in Earth, Atmospheric and Ocean sciences (NSF, 2009). By 2030, the supply of geoscientists for the petroleum industry is expected to fall short of the demand by 30,000 scientists (AGI, 2009). The National Science Foundation (NSF) reports that minority students earn approximately 15% of all bachelor's degrees in science and engineering, but only 4.6% of degrees in the geosciences. Both of these percentages are very low in comparison to national and state populations, where Hispanics and African-Americans make up 29% of the U.S. overall. The Ocean Exploration Trust (OET) is a non-profit organization whose mission is to explore the world's ocean, and to capture the excitement of that exploration for audiences of all ages, but primarily to inspire and motivate the next generation of explorers. The flagship of OET's exploratory programs is the Exploration Vessel Nautilus, on which annual expeditions are carried out to support our mission. The ship is equipped with state of the art satellite telecommunications "telepresence" technology that enables 24/7 world-wide real time access to the data being collected by the ships remotely operated vehicles. It is this "live" access that affords OET and its partners the opportunity to engage and inspire audiences across the United States and abroad. OET has formed partnerships with a wide-range of educational organizations that collectively offer life

  15. Can persons with dementia be engaged with stimuli?

    Science.gov (United States)

    Cohen-Mansfield, Jiska; Marx, Marcia S; Dakheel-Ali, Maha; Regier, Natalie G; Thein, Khin

    2010-04-01

    To determine which stimuli are 1) most engaging 2) most often refused by nursing home residents with dementia, and 3) most appropriate for persons who are more difficult to engage with stimuli. Participants were 193 residents of seven Maryland nursing homes. All participants had a diagnosis of dementia. Stimulus engagement was assessed by the Observational Measure of Engagement. The most engaging stimuli were one-on-one socializing with a research assistant, a real baby, personalized stimuli based on the person's self-identity, a lifelike doll, a respite video, and envelopes to stamp. Refusal of stimuli was higher among those with higher levels of cognitive function and related to the stimulus' social appropriateness. Women showed more attention and had more positive attitudes for live social stimuli, simulated social stimuli, and artistic tasks than did men. Persons with comparatively higher levels of cognitive functioning were more likely to be engaged in manipulative and work tasks, whereas those with low levels of cognitive functioning spent relatively more time responding to social stimuli. The most effective stimuli did not differ for those most likely to be engaged and those least likely to be engaged. Nursing homes should consider both having engagement stimuli readily available to residents with dementia, and implementing a socialization schedule so that residents receive one-on-one interaction. Understanding the relationship among type of stimulus, cognitive function, and acceptance, attention, and attitude toward the stimuli can enable caregivers to maximize the desired benefit for persons with dementia.

  16. Partnering with Universities, a NASA Visitor Center, Schools, and the INSPIRE Project to Perform Research and Outreach Activities

    Science.gov (United States)

    Adams, M.; Smith, J. A.; Kloostra, E.; Knupp, K. R.; Taylor, K.; Anderson, S.; Baskauf, C. J.; Buckner, S.; DiMatties, J.; Fry, C. D.; Gaither, B.; Galben, C. W.; Gallagher, D. L.; Heaston, M. P.; Kraft, J.; Meisch, K.; Mills, R.; Nations, C.; Nielson, D.; Oelgoetz, J.; Rawlins, L. P.; Sudbrink, D. L.; Wright, A.

    2017-12-01

    For the August 2017 eclipse, NASA's Marshall Space Flight Center partnered with the U.S. Space and Rocket Center (USSRC), Austin Peay State University (APSU) in Clarksville, Tennessee, the University of Alabama in Huntsville (UAH), the Interactive NASA Space Physics Ionosphere Radio Experiments (INSPIRE) Project, and the local school systems of Montgomery County, Tennessee, and Christian County, Kentucky. Multiple site visits and workshops were carried out during the first eight months of 2017 to prepare local teachers and students for the eclipse. A special curriculum was developed to prepare USSRC Space Camp and INSPIRE students to observe and participate in science measurements during the eclipse. Representatives from Christian County school system and APSU carried out observations for the Citizen Continental-America Telescopic Eclipse (CATE) Experiment in two separate locations. UAH and APSU as part of the Montana State Ballooning Project, launched balloons containing video cameras and other instruments. USSRC Space Camp students and counselors and INSPIRE students conducted science experiments that included the following: atmospheric science investigations of the atmospheric boundary layer, very-low frequency and Ham radio observations to investigate ionospheric responses to the eclipse, animal and insect observations, solar-coronal observations, eclipse shadow bands. We report on the results of all these investigations.

  17. An Attentional Goldilocks Effect: An Optimal Amount of Social Interactivity Promotes Word Learning from Video.

    Science.gov (United States)

    Nussenbaum, Kate; Amso, Dima

    2016-01-01

    Television can be a powerful education tool; however, content-makers must understand the factors that engage attention and promote learning from screen media. Prior research suggests that social engagement is critical for learning and that interactivity may enhance the educational quality of children's media. The present study examined the effects of increasing the social interactivity of television on children's visual attention and word learning. Three- to 5-year-old ( M Age = 4;5 years, SD = 9 months) children completed a task in which they viewed videos of an actress teaching them the Swahili label for an on-screen image. Each child viewed these video clips in four conditions that parametrically manipulated social engagement and interactivity. We then tested whether each child had successfully learned the Swahili labels. Though 5-year-old children were able to learn words in all conditions, we found that there was an optimal level of social engagement that best supported learning for all participants, defined by engaging the child but not distracting from word labeling. Our eye-tracking data indicated that children in this condition spent more time looking at the target image and less time looking at the actress's face as compared to the most interactive condition. These findings suggest that social interactivity is critical to engaging attention and promoting learning from screen media up until a certain point, after which social stimuli may draw attention away from target images and impair children's word learning.

  18. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media.

    Science.gov (United States)

    Copenhaver, Allen; Ferguson, Christopher J

    For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.

  19. A Psychological Exploration of Engagement in Geek Culture.

    Directory of Open Access Journals (Sweden)

    Jessica McCain

    Full Text Available Geek culture is a subculture of enthusiasts that is traditionally associated with obscure media (Japanese animation, science fiction, video games, etc.. However, geek culture is becoming increasingly mainstream; for example, in the past year alone, Dragon*Con, a major Geek convention in Atlanta, Georgia, attracted an attendance of over 57,000 members. The present article uses an individual differences approach to examine three theoretical accounts of geek culture. Seven studies (N = 2354 develop the Geek Culture Engagement Scale (GCES to quantify geek engagement and assess its relationships to theoretically relevant personality and individual differences variables. These studies present evidence that individuals may engage in geek culture in order to maintain narcissistic self-views (the great fantasy migration hypothesis, to fulfill belongingness needs (the belongingness hypothesis, and to satisfy needs for creative expression (the need for engagement hypothesis. Geek engagement is found to be associated with elevated grandiose narcissism, extraversion, openness to experience, depression, and subjective well-being across multiple samples. These data lay the groundwork for further exploration of geek culture as well as provide a foundation for examining other forms of subculture participation.

  20. A Psychological Exploration of Engagement in Geek Culture.

    Science.gov (United States)

    McCain, Jessica; Gentile, Brittany; Campbell, W Keith

    2015-01-01

    Geek culture is a subculture of enthusiasts that is traditionally associated with obscure media (Japanese animation, science fiction, video games, etc.). However, geek culture is becoming increasingly mainstream; for example, in the past year alone, Dragon*Con, a major Geek convention in Atlanta, Georgia, attracted an attendance of over 57,000 members. The present article uses an individual differences approach to examine three theoretical accounts of geek culture. Seven studies (N = 2354) develop the Geek Culture Engagement Scale (GCES) to quantify geek engagement and assess its relationships to theoretically relevant personality and individual differences variables. These studies present evidence that individuals may engage in geek culture in order to maintain narcissistic self-views (the great fantasy migration hypothesis), to fulfill belongingness needs (the belongingness hypothesis), and to satisfy needs for creative expression (the need for engagement hypothesis). Geek engagement is found to be associated with elevated grandiose narcissism, extraversion, openness to experience, depression, and subjective well-being across multiple samples. These data lay the groundwork for further exploration of geek culture as well as provide a foundation for examining other forms of subculture participation.

  1. A Psychological Exploration of Engagement in Geek Culture

    Science.gov (United States)

    McCain, Jessica; Gentile, Brittany; Campbell, W. Keith

    2015-01-01

    Geek culture is a subculture of enthusiasts that is traditionally associated with obscure media (Japanese animation, science fiction, video games, etc.). However, geek culture is becoming increasingly mainstream; for example, in the past year alone, Dragon*Con, a major Geek convention in Atlanta, Georgia, attracted an attendance of over 57,000 members. The present article uses an individual differences approach to examine three theoretical accounts of geek culture. Seven studies (N = 2354) develop the Geek Culture Engagement Scale (GCES) to quantify geek engagement and assess its relationships to theoretically relevant personality and individual differences variables. These studies present evidence that individuals may engage in geek culture in order to maintain narcissistic self-views (the great fantasy migration hypothesis), to fulfill belongingness needs (the belongingness hypothesis), and to satisfy needs for creative expression (the need for engagement hypothesis). Geek engagement is found to be associated with elevated grandiose narcissism, extraversion, openness to experience, depression, and subjective well-being across multiple samples. These data lay the groundwork for further exploration of geek culture as well as provide a foundation for examining other forms of subculture participation. PMID:26580564

  2. Inspiring a generation

    CERN Multimedia

    2012-01-01

    The motto of the 2012 Olympic and Paralympic Games is ‘Inspire a generation’ so it was particularly pleasing to see science, the LHC and Higgs bosons featuring so strongly in the opening ceremony of the Paralympics last week.   It’s a sign of just how far our field has come that such a high-profile event featured particle physics so strongly, and we can certainly add our support to that motto. If the legacy of London 2012 is a generation inspired by science as well as sport, then the games will have more than fulfilled their mission. Particle physics has truly inspiring stories to tell, going well beyond Higgs and the LHC, and the entire community has played its part in bringing the excitement of frontier research in particle physics to a wide audience. Nevertheless, we cannot rest on our laurels: maintaining the kind of enthusiasm for science we witnessed at the Paralympic opening ceremony will require constant vigilance, and creative thinking about ways to rea...

  3. La maturità di INSPIRE

    Directory of Open Access Journals (Sweden)

    Mauro Salvemini

    2010-03-01

    Full Text Available INPIRE's maturityThe INSPIRE Conference 2010 took place from 23 to 25 June 2010 in Kraków, Poland. On 22 June pre-conference workshops have been organized. The theme of this year’s edition has been "INSPIRE as a Framework for Cooperation".The INSPIRE Conference has been organised through a series of plenary sessions addressing common policy issues, and parallel sessions focusing in particular on applications and implementations of SDIs, research issues and new and evolvingtechnologies and applications and poster presentations.

  4. 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…

  5. Six aspects to inspirational green roof design

    Energy Technology Data Exchange (ETDEWEB)

    Kiers, H. [SWA Group, Sausalito, CA (United States)

    2004-07-01

    Green roofs have been categorized as a technology that is not initially faster, better or cheaper, and may even under perform established products. However, green roofs have features and values that early adopters are ready to experiment with in small markets, thereby creating awareness of the technology. Termed as disruptive technologies, green roofs can become competitive within the mainstream market against established products. The challenge in green roof construction is to find the correct balance between idealistic principles and leading edge design. This paper presented case studies to examine the following 6 aspects of design fundamentals to the creation of inspirational green roofs: the use of colour; experimentation with materials and technology; incorporation of texture, form, and pattern; definition of space; engagement of vistas; and, principles of bio-regionalism. It was concluded that good design is not enough to lead to widespread green roof implementation. It was emphasized that change will occur primarily because of the benefits acquired through implementation. 11 refs., 7 figs.

  6. Headlines: Planet Earth: Improving Climate Literacy with Short Format News Videos

    Science.gov (United States)

    Tenenbaum, L. F.; Kulikov, A.; Jackson, R.

    2012-12-01

    One of the challenges of communicating climate science is the sense that climate change is remote and unconnected to daily life--something that's happening to someone else or in the future. To help face this challenge, NASA's Global Climate Change website http://climate.nasa.gov has launched a new video series, "Headlines: Planet Earth," which focuses on current climate news events. This rapid-response video series uses 3D video visualization technology combined with real-time satellite data and images, to throw a spotlight on real-world events.. The "Headlines: Planet Earth" news video products will be deployed frequently, ensuring timeliness. NASA's Global Climate Change Website makes extensive use of interactive media, immersive visualizations, ground-based and remote images, narrated and time-lapse videos, time-series animations, and real-time scientific data, plus maps and user-friendly graphics that make the scientific content both accessible and engaging to the public. The site has also won two consecutive Webby Awards for Best Science Website. Connecting climate science to current real-world events will contribute to improving climate literacy by making climate science relevant to everyday life.

  7. Nature-inspired optimization algorithms

    CERN Document Server

    Yang, Xin-She

    2014-01-01

    Nature-Inspired Optimization Algorithms provides a systematic introduction to all major nature-inspired algorithms for optimization. The book's unified approach, balancing algorithm introduction, theoretical background and practical implementation, complements extensive literature with well-chosen case studies to illustrate how these algorithms work. Topics include particle swarm optimization, ant and bee algorithms, simulated annealing, cuckoo search, firefly algorithm, bat algorithm, flower algorithm, harmony search, algorithm analysis, constraint handling, hybrid methods, parameter tuning

  8. 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 ...

  9. Identifying Engagement Patterns with Video Annotation Activities: A Case Study in Professional Development

    Science.gov (United States)

    Mirriahi, Negin; Jovanovic, Jelena; Dawson, Shane; Gaševic, Dragan; Pardo, Abelardo

    2018-01-01

    The rapid growth of blended and online learning models in higher education has resulted in a parallel increase in the use of audio-visual resources among students and teachers. Despite the heavy adoption of video resources, there have been few studies investigating their effect on learning processes and even less so in the context of academic…

  10. Geo-inspired model: Agents vectors naturals inspired by the environmental management (AVNG of water tributaries

    Directory of Open Access Journals (Sweden)

    Edwin Eduardo Millán Rojas

    2018-02-01

    Full Text Available Context: Management to care for the environment and the Earth (geo can be source of inspiration for developing models that allow addressing complexity issues; the objective of this research was to develop an additional aspect of the inspired models. The geoinspired model has two features, the first covering aspects related to environmental management and the behavior of natural resources, and the second has a component of spatial location associated with existing objects on the Earth's surface. Method: The approach developed in the research is descriptive and its main objective is the representation or characterization of a case study within a particular context. Results: The result was the design of a model to emulate the natural behavior of the water tributaries of the Amazon foothills, in order to extend the application of the inspired models and allow the use of elements such as geo-referencing and environmental management. The proposed geoinspired model is called “natural vectors agents inspired in environmental management”. Conclusions: The agents vectors naturals inspired by the environmental are polyform elements that can assume the behavior of environmental entities, which makes it possible to achieve progress in other fields of environmental management (use of soil, climate, flora, fauna, and link environmental issues with the structure of the proposed model.

  11. Microanalysis on selected video clips with focus on communicative response in music therapy

    DEFF Research Database (Denmark)

    Ridder, Hanne Mette Ochsner

    2007-01-01

    This chapter describes a five-step procedure for video analysis where the topic of investigation is the communicative response of clients in music therapy. In this microanalysis procedure only very short video clips are used, and in order to select these clips an overview of each music therapy...... session is obtained with the help of a session-graph that is a systematic way of collecting video observations from one music therapy session and combining the data in one figure. The systematic procedures do not demand sophisticated computer equipment; only standard programmes such as Excel and a media...... player. They are based on individual music therapy work with a population who are difficult to engage in joint activities and who show little response (e.g. persons suffering from severe dementia). The video analysis tools might be relevant to other groups of clients where it is important to form a clear...

  12. 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

  13. Norsk inspiration til uddannelse og job

    DEFF Research Database (Denmark)

    Skovhus, Randi Boelskifte; Thomsen, Rie; Buhl, Rita

    2017-01-01

    Anmeldelse af bog om det norske fag Utdanningsvalg - inspiration til arbejde med uddannelse og job......Anmeldelse af bog om det norske fag Utdanningsvalg - inspiration til arbejde med uddannelse og job...

  14. Feeling Is Believing: Inspiration Encourages Belief in God.

    Science.gov (United States)

    Critcher, Clayton R; Lee, Chan Jean

    2018-05-01

    Even without direct evidence of God's existence, about half of the world's population believes in God. Although previous research has found that people arrive at such beliefs intuitively instead of analytically, relatively little research has aimed to understand what experiences encourage or legitimate theistic belief systems. Using cross-cultural correlational and experimental methods, we investigated whether the experience of inspiration encourages a belief in God. Participants who dispositionally experience more inspiration, were randomly assigned to relive or have an inspirational experience, or reported such experiences to be more inspirational all showed stronger belief in God. These effects were specific to inspiration (instead of adjacent affective experiences) and a belief in God (instead of other empirically unverifiable claims). Being inspired by someone or something (but not inspired to do something) offers a spiritually transcendent experience that elevates belief in God, in part because it makes people feel connected to something beyond themselves.

  15. Expanding Earth and Space Science through the Initiating New Science Partnerships In Rural Education (INSPIRE)

    Science.gov (United States)

    Radencic, S.; McNeal, K. S.; Pierce, D.; Hare, D.

    2010-12-01

    The INSPIRE program at Mississippi State University (MSU), funded by the NSF Graduate STEM Fellows in K-12 Education (GK12) program, focuses on Earth and Space science education and has partnered ten graduate students from MSU with five teachers from local, rural school districts. For the next five years the project will serve to increase inquiry and technology experiences in science and math while enhancing graduate student’s communication skills. Graduate students, from the disciplines of Geosciences, Physics, and Engineering are partnered with Chemistry, Physical Science, Physics, Geometry and Middle school science classrooms and will create engaging inquiry activities that incorporate elements of their research, and integrate various forms of technology. The generated lesson plans that are implemented in the classroom are published on the INSPIRE home page (www.gk12.msstate.edu) so that other classroom instructors can utilize this free resource. Local 7th -12th grade students will attend GIS day later this fall at MSU to increase their understanding and interest in Earth and Space sciences. Selected graduate students and teachers will visit one of four international university partners located in Poland, Australia, England, or The Bahamas to engage research abroad. Upon return they will incorporate their global experiences into their local classrooms. Planning for the project included many factors important to the success of the partnerships. The need for the program was evident in Mississippi K-12 schools based on low performance on high stakes assessments and lack of curriculum in the Earth and Space sciences. Meeting with administrators to determine what needs they would like addressed by the project and recognizing the individual differences among the schools were integral components to tailoring project goals and to meet the unique needs of each school partner. Time for training and team building of INSPIRE teachers and graduate students before the

  16. Live lecture versus video podcast in undergraduate medical education: A randomised controlled trial

    Directory of Open Access Journals (Sweden)

    Fukuta Junaid

    2010-10-01

    Full Text Available Abstract Background Information technology is finding an increasing role in the training of medical students. We compared information recall and student experience and preference after live lectures and video podcasts in undergraduate medical education. Methods We performed a crossover randomised controlled trial. 100 students were randomised to live lecture or video podcast for one clinical topic. Live lectures were given by the same instructor as the narrator of the video podcasts. The video podcasts comprised Powerpoint™ slides narrated using the same script as the lecture. They were then switched to the other group for a second clinical topic. Knowledge was assessed using multiple choice questions and qualitative information was collected using a questionnaire. Results No significant difference was found on multiple choice questioning immediately after the session. The subjects enjoyed the convenience of the video podcast and the ability to stop, review and repeat it, but found it less engaging as a teaching method. They expressed a clear preference for the live lecture format. Conclusions We suggest that video podcasts are not ready to replace traditional teaching methods, but may have an important role in reinforcing learning and aiding revision.

  17. Live lecture versus video podcast in undergraduate medical education: A randomised controlled trial.

    Science.gov (United States)

    Schreiber, Benjamin E; Fukuta, Junaid; Gordon, Fabiana

    2010-10-08

    Information technology is finding an increasing role in the training of medical students. We compared information recall and student experience and preference after live lectures and video podcasts in undergraduate medical education. We performed a crossover randomised controlled trial. 100 students were randomised to live lecture or video podcast for one clinical topic. Live lectures were given by the same instructor as the narrator of the video podcasts. The video podcasts comprised Powerpoint™ slides narrated using the same script as the lecture. They were then switched to the other group for a second clinical topic. Knowledge was assessed using multiple choice questions and qualitative information was collected using a questionnaire. No significant difference was found on multiple choice questioning immediately after the session. The subjects enjoyed the convenience of the video podcast and the ability to stop, review and repeat it, but found it less engaging as a teaching method. They expressed a clear preference for the live lecture format. We suggest that video podcasts are not ready to replace traditional teaching methods, but may have an important role in reinforcing learning and aiding revision.

  18. Playful Politics: Developing a Framework for Designing Video Games for Political Participation in the United Kingdom

    Directory of Open Access Journals (Sweden)

    Andrew James Reid

    2015-11-01

    Full Text Available Political participation in the United Kingdom among young voters (aged 18-24 has steadily declined over the past two decades. Alongside this decline, video game popularity has meteorically risen among the same demographic, resulting in video games becoming increasingly more integrated within modern society. While these instances are not necessarily related, there is opportunity to explore the use of video games’ popularity to increase political participation.The basis of this research is to investigate video games as a medium for social change, and its application within a political context in order to encourage political participation in the United Kingdom. The research intends to critically analyse existing video game design theories with implications of social impact, such as transformative design, procedural rhetoric, ethical design, persuasive principles and the theory of play.This research has assisted in the development of the Political Design Framework, a design methodology that provides ethical definition and validation for video games that intend to promote political engagement.

  19. Searching for Affective and Cognitive Restoration: Examining the Restorative Effects of Casual Video Game Play.

    Science.gov (United States)

    Rupp, Michael A; Sweetman, Richard; Sosa, Alejandra E; Smither, Janan A; McConnell, Daniel S

    2017-11-01

    We investigated the effects of a passive break, relaxation activity, and casual video game on affect, stress, engagement, and cognitive performance. Reducing stress and improving cognitive performance is critical across many domains. Previous studies investigated taking a break, relaxation techniques, or playing a game; however, these methods have not been compared within a single experiment. Participants completed a baseline affective and cognitive assessment (ACA), which included the Positive and Negative Affect Schedule, shortened version of the Dundee Stress State Questionnaire, and backward digit-span. Next, participants completed a vigilance task, followed by another ACA. Participants were then assigned at random to complete a break or relaxation activity or play a casual video game, followed by a final ACA. Participants who played the casual video game exhibited greater engagement and affective restoration than the relaxation condition. The break condition slightly decreased affect and prevented cognitive restoration. Playing a casual video game even briefly can restore individuals' affective abilities, making it a suitable activity to restore mood in response to stress. However, future research is needed to find activities capable of cognitive restoration. Many activities in life require sustained cognitive demand, which are stressful and decrease performance, especially for workers in performance-critical domains. Our research suggests some leisure activities are better than others for restoring fatigued affective processes.

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

    Science.gov (United States)

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

    2012-05-01

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

  1. 360-degree video and X-ray modeling of the Galactic center's inner parsec

    Science.gov (United States)

    Russell, Christopher Michael Post; Wang, Daniel; Cuadra, Jorge

    2017-08-01

    360-degree videos, which render an image over all 4pi steradian, provide a unique and immersive way to visualize astrophysical simulations. Video sharing sites such as YouTube allow these videos to be shared with the masses; they can be viewed in their 360° nature on computer screens, with smartphones, or, best of all, in virtual-reality (VR) goggles. We present the first such 360° video of an astrophysical simulation: a hydrodynamics calculation of the Wolf-Rayet stars and their ejected winds in the inner parsec of the Galactic center. Viewed from the perspective of the super-massive black hole (SMBH), the most striking aspect of the video, which renders column density, is the inspiraling and stretching of clumps of WR-wind material as they makes their way towards the SMBH. We will brielfy describe how to make 360° videos and how to publish them online in their desired 360° format. Additionally we discuss computing the thermal X-ray emission from a suite of Galactic-center hydrodynamic simulations that have various SMBH feedback mechanisms, which are compared to Chandra X-ray Visionary Program observations of the region. Over a 2-5” ring centered on Sgr A*, the spectral shape is well matched, indicating that the WR winds are the dominant source of the thermal X-ray emission. Furthermore, the X-ray flux depends on the SMBH feedback due to the feedback's ability to clear out material from the central parsec. A moderate outburst is necessary to explain the current thermal X-ray flux, even though the outburst ended ˜100 yr ago.

  2. A study of time management: the correlation between video game usage and academic performance markers.

    Science.gov (United States)

    Anand, Vivek

    2007-08-01

    This study analyzes the correlation between video game usage and academic performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were used to gauge academic performance. The amount of time a student spends playing video games has a negative correlation with students' GPA and SAT scores. As video game usage increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video game usage and GPA was greater than a 95% confidence level (0.005 video game usage also returned a p value that was significant (0.01 video games may have a detrimental effect on an individual's GPA and possibly on SAT scores. Although these results show statistical dependence, proving cause and effect remains difficult, since SAT scores represent a single test on a given day. The effects of video games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores represent a measure of general knowledge. GPA versus video games is more reliable because both involve a continuous measurement of engaged activity and performance. The connection remains difficult because of the complex nature of student life and academic performance. Also, video game usage may simply be a function of specific personality types and characteristics.

  3. Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement

    Science.gov (United States)

    Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica

    2008-01-01

    Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…

  4. An advance care plan decision support video before major surgery: a patient- and family-centred approach.

    Science.gov (United States)

    Isenberg, Sarina R; Crossnohere, Norah L; Patel, Manali I; Conca-Cheng, Alison; Bridges, John F P; Swoboda, Sandy M; Smith, Thomas J; Pawlik, Timothy M; Weiss, Matthew; Volandes, Angelo E; Schuster, Anne; Miller, Judith A; Pastorini, Carolyn; Roter, Debra L; Aslakson, Rebecca A

    2018-06-01

    Video-based advanc care planning (ACP) tools have been studied in varied medical contexts; however, none have been developed for patients undergoing major surgery. Using a patient- and family-centredness approach, our objective was to implement human-centred design (HCD) to develop an ACP decision support video for patients and their family members when preparing for major surgery. The study investigators partnered with surgical patients and their family members, surgeons and other health professionals to design an ACP decision support video using key HCD principles. Adapting Maguire's HCD stages from computer science to the surgical context, while also incorporating Elwyn et al 's specifications for patient-oriented decision support tool development, we used a six-stage HCD process to develop the video: (1) plan HCD process; (2) specify where video will be used; (3) specify user and organisational requirements; (4) produce and test prototypes; (5) carry out user-based assessment; (6) field test with end users. Over 450 stakeholders were engaged in the development process contributing to setting objectives, applying for funding, providing feedback on the storyboard and iterations of the decision tool video. Throughout the HCD process, stakeholders' opinions were compiled and conflicting approaches negotiated resulting in a tool that addressed stakeholders' concerns. Our patient- and family-centred approach using HCD facilitated discussion and the ability to elicit and balance sometimes competing viewpoints. The early engagement of users and stakeholders throughout the development process may help to ensure tools address the stated needs of these individuals. NCT02489799. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2018. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  5. Paradigms for biologically inspired design

    DEFF Research Database (Denmark)

    Lenau, T. A.; Metzea, A.-L.; Hesselberg, T.

    2018-01-01

    engineering, medical engineering, nanotechnology, photonics,environmental protection and agriculture. However, a major obstacle for the wider use of biologically inspired design isthe knowledge barrier that exist between the application engineers that have insight into how to design suitable productsand......Biologically inspired design is attracting increasing interest since it offers access to a huge biological repository of wellproven design principles that can be used for developing new and innovative products. Biological phenomena can inspireproduct innovation in as diverse areas as mechanical...... the biologists with detailed knowledge and experience in understanding how biological organisms function in theirenvironment. The biologically inspired design process can therefore be approached using different design paradigmsdepending on the dominant opportunities, challenges and knowledge characteristics...

  6. Using Facebook to Engage Microbiology Students Outside of Class Time

    Directory of Open Access Journals (Sweden)

    Blaine A. Legaree

    2014-04-01

    Full Text Available Numerous usage studies show that a high percentage of college age students are subscribers of the social media service Facebook.  Modern teaching methods have a high emphasis on student engagement in the classroom, however, not all students participate equally and therefore it is important to find alternate methods for student engagement.  The popularity of social media services and the wealth of online biology resources therefore seem like an obvious way to additionally engage students, particularly non-traditional students who may be less likely to participate in class discussions.  In order to investigate how to engage students using this tool, I set up a Facebook group for my medical microbiology class over two semesters.  Afterwards I surveyed students on its usefulness.  The feedback was mostly positive, and of the resources shared with students, they were most likely to view online videos.  Students also found it helpful to have an alternate means of interacting with the instructor and their peers.

  7. Increasing Student Engagement by Using Morrowind to Analyze Choices and Consequences

    Science.gov (United States)

    Kadakia, Maya

    2005-01-01

    During the 2004-2005 school year, Maya Kadakia conducted a pilot study of her master's project which focuses on how student engagement is affected by a curriculum that incorporates popular culture. She created a Language Arts unit which incorporates the video game Morrowhid. Maya teaches seventh grade Language Arts and Social Studies at a diverse…

  8. Development of a video-delivered relaxation treatment of late-life anxiety for veterans.

    Science.gov (United States)

    Gould, Christine E; Zapata, Aimee Marie L; Bruce, Janine; Bereknyei Merrell, Sylvia; Wetherell, Julie Loebach; O'Hara, Ruth; Kuhn, Eric; Goldstein, Mary K; Beaudreau, Sherry A

    2017-10-01

    Behavioral treatments reduce anxiety, yet many older adults may not have access to these efficacious treatments. To address this need, we developed and evaluated the feasibility and acceptability of a video-delivered anxiety treatment for older Veterans. This treatment program, BREATHE (Breathing, Relaxation, and Education for Anxiety Treatment in the Home Environment), combines psychoeducation, diaphragmatic breathing, and progressive muscle relaxation training with engagement in activities. A mixed methods concurrent study design was used to examine the clarity of the treatment videos. We conducted semi-structured interviews with 20 Veterans (M age = 69.5, SD = 7.3 years; 55% White, Non-Hispanic) and collected ratings of video clarity. Quantitative ratings revealed that 100% of participants generally or definitely could follow breathing and relaxation video instructions. Qualitative findings, however, demonstrated more variability in the extent to which each video segment was clear. Participants identified both immediate benefits and motivation challenges associated with a video-delivered treatment. Participants suggested that some patients may need encouragement, whereas others need face-to-face therapy. Quantitative ratings of video clarity and qualitative findings highlight the feasibility of a video-delivered treatment for older Veterans with anxiety. Our findings demonstrate the importance of ensuring patients can follow instructions provided in self-directed treatments and the role that an iterative testing process has in addressing these issues. Next steps include testing the treatment videos with older Veterans with anxiety disorders.

  9. The narrative impact of active video games on physical activity among children: A feasibility study

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity offer an innovative approach to combating childhood obesity. Unfortunately, children's AVG game play decreases quickly, underscoring the need to identify novel methods for player engagement. Narratives have been demonstrated to influenc...

  10. An Examination of High School Students' Online Engagement in Mathematics Problems

    Science.gov (United States)

    Lim, Woong; Son, Ji-Won; Gregson, Susan; Kim, Jihye

    2018-01-01

    This article examines high school students' engagement in a set of trigonometry problems. Students completed this task independently in an online environment with access to Internet search engines, online textbooks, and YouTube videos. The findings imply that students have the resourcefulness to solve procedure-based mathematics problems in an…

  11. Public Engagement in Planetary Science through Europlanet Social Media

    Science.gov (United States)

    Heenatigala, T.

    2017-09-01

    From 'Save the Hubble' campaign to ESA's Rosetta mission, social media has played a major role in public engagement and continues to grow. However, with this growing number of social media platforms and the amount of content that goes public daily, the 'noise' level is high - making it difficult to reach a good, relevant audience. Hence, it's important to use different strategies with the content created, from launching a video to live session to issue a press release. Under the Horizon 2020, the Europlanet Media Centre[1] identifies the importance of using social media for outreach. Europlanet uses primary and secondary social media platforms strategically to engage with the followers and a new audience.

  12. Parent-implemented picture exchange communication system (PECS) training: an analysis of YouTube videos.

    Science.gov (United States)

    Jurgens, Anneke; Anderson, Angelika; Moore, Dennis W

    2012-01-01

    To investigate the integrity with which parents and carers implement PECS in naturalistic settings, utilizing a sample of videos obtained from YouTube. Twenty-one YouTube videos meeting selection criteria were identified. The videos were reviewed for instances of seven implementer errors and, where appropriate, presence of a physical prompter. Forty-three per cent of videos and 61% of PECS exchanges contained errors in parent implementation of specific teaching strategies of the PECS training protocol. Vocal prompts, incorrect error correction and the absence of timely reinforcement occurred most frequently, while gestural prompts, insistence on speech, incorrect use of the open hand prompt and not waiting for the learner to initiate occurred less frequently. Results suggest that parents engage in vocal prompting and incorrect use of the 4-step error correction strategy when using PECS with their children, errors likely to result in prompt dependence.

  13. Too Human versus the enthusiast press: Video game journalists as mediators of commodity value

    Directory of Open Access Journals (Sweden)

    Rebecca Carlson

    2009-03-01

    Full Text Available This article examines the role of mediators in the production of commodity value, arguing that there is a rise in a kind of immaterial labor, shaped by contemporary conditions of late capitalism, that functions explicitly as a mediating force. In this example, video game journalists are understood as actively engaged in producing and negotiating the value and meaning of video games for both producers and consumers. By specifically examining a moment of value contestation, a podcast debate between a journalist and a game developer, this article traces the mediating practices of the enthusiast gaming press and examines the way their history with and relationship to the video game industry continue to structure their ability to filter knowledge and shape desires.

  14. Guard Cell and Tropomyosin Inspired Chemical Sensor

    Directory of Open Access Journals (Sweden)

    Jacquelyn K.S. Nagel

    2013-10-01

    Full Text Available Sensors are an integral part of many engineered products and systems. Biological inspiration has the potential to improve current sensor designs as well as inspire innovative ones. This paper presents the design of an innovative, biologically-inspired chemical sensor that performs “up-front” processing through mechanical means. Inspiration from the physiology (function of the guard cell coupled with the morphology (form and physiology of tropomyosin resulted in two concept variants for the chemical sensor. Applications of the sensor design include environmental monitoring of harmful gases, and a non-invasive approach to detect illnesses including diabetes, liver disease, and cancer on the breath.

  15. Dvds, video games, and the cinema of interactions Dvds, video games, and the cinema of interactions

    Directory of Open Access Journals (Sweden)

    Richard Grusin

    2008-04-01

    Full Text Available The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium (and the concomitant abandonment of the technologically outmoded medium of celluloid film, but rather by the emergence of multiply networked, distributed forms of cinematic production and exhibition. Indeed I am convinced that in this sense we already find ourselves with a digital cinema—not as a distinctively new medium but as a hybrid network of media forms and practices. The “cinema of interactions” in the title of my paper alludes to Tom Gunning’s paradigmatic conception of early cinema as a “cinema of attractions.” Borrowing from the idea that electronic textuality marks what has been called the late age of print, I argue that the history of cinema up to the present moment can be seen as an extension of early cinema. In describing the current cinematic moment in this fashion, I do not mean to suggest that film will disappear in the face of video games and other digital media, but rather that it will continue increasingly to be engaged with the social, technological, and aesthetic forms and practices of digital media. This engagement will not be marked (as many digital enthusiasts contend by the emergence of a distinctively new digital medium

  16. Opportunities for Engaging Patients in Kidney Research

    Directory of Open Access Journals (Sweden)

    Maryam N. Demian

    2017-04-01

    Full Text Available Purpose: The purpose of this review is to provide a summary of the rationale for engaging patients in research as well as to review the established and envisioned advantages and strategies for patient-researcher partnerships. The authors of this article, which include a patient and 4 researchers in kidney disease, discuss the expected benefits and opportunities for patient engagement in their respective research programs. The 4 research programs span the spectrum of kidney disease and focus on enhancing bone health, increasing living donor kidney transplants, improving medication adherence, and preventing kidney transplant rejection. Sources of Information: The sources of information for this review include published studies on the topics of patient engagement and the 4 research programs of the new investigators. Key Findings: (1 Patient, health care provider, and researcher partnerships can contribute useful insights capable of enhancing research in kidney disease. (2 Regardless of the research program, there are various strategies and opportunities for engagement of patients with lived experience across the various stages of research in kidney disease. (3 Envisioned advantages of patient-researcher partnerships include: targeting patient-identified research priorities, integrating patients’ experiential knowledge, improving study design and feasibility through patient-researcher input, facilitating dissemination of research findings to other patients, effectively responding to patient concerns about studies, and inspiring researchers to conduct their research. Limitations: The limitations of the current review include the relative scarcity of literature on patient engagement within the field of kidney disease. Implications: The findings of the current review suggest that it will be important for future studies to identify optimal strategies for patient engagement in setting research priorities, study design, participant recruitment

  17. Biologically Inspired Micro-Flight Research

    Science.gov (United States)

    Raney, David L.; Waszak, Martin R.

    2003-01-01

    Natural fliers demonstrate a diverse array of flight capabilities, many of which are poorly understood. NASA has established a research project to explore and exploit flight technologies inspired by biological systems. One part of this project focuses on dynamic modeling and control of micro aerial vehicles that incorporate flexible wing structures inspired by natural fliers such as insects, hummingbirds and bats. With a vast number of potential civil and military applications, micro aerial vehicles represent an emerging sector of the aerospace market. This paper describes an ongoing research activity in which mechanization and control concepts for biologically inspired micro aerial vehicles are being explored. Research activities focusing on a flexible fixed- wing micro aerial vehicle design and a flapping-based micro aerial vehicle concept are presented.

  18. Staying connected: online education engagement and retention using educational technology tools.

    Science.gov (United States)

    Salazar, Jose

    2010-01-01

    The objective of this article is to inform educators about the use of currently available educational technology tools to promote student retention, engagement and interaction in online courses. Educational technology tools include content management systems, podcasts, video lecture capture technology and electronic discussion boards. Successful use of educational technology tools requires planning, organization and use of effective learning strategies.

  19. Effect of inspiration on airway dimensions measured in maximal inspiration CT images of subjects without airflow limitation

    Energy Technology Data Exchange (ETDEWEB)

    Petersen, Jens; Raket, Lars Lau; Nielsen, Mads [University of Copenhagen, Department of Computer Science, Copenhagen (Denmark); Wille, Mathilde M.W.; Dirksen, Asger [University of Copenhagen, Department of Respiratory Medicine, Gentofte Hospital, Hellerup (Denmark); Feragen, Aasa [University of Copenhagen, Department of Computer Science, Copenhagen (Denmark); Max Planck Institute for Intelligent Systems and Max Planck Institute for Developmental Biology, Tuebingen (Germany); Pedersen, Jesper H. [Rigshospitalet, University Hospital of Copenhagen, Department of Cardio-Thoracic Surgery RT, Copenhagen (Denmark); Bruijne, Marleen de [University of Copenhagen, Department of Computer Science, Copenhagen (Denmark); Erasmus MC Rotterdam, Departments of Medical Informatics and Radiology, Rotterdam (Netherlands)

    2014-09-15

    To study the effect of inspiration on airway dimensions measured in voluntary inspiration breath-hold examinations. 961 subjects with normal spirometry were selected from the Danish Lung Cancer Screening Trial. Subjects were examined annually for five years with low-dose CT. Automated software was utilized to segment lungs and airways, identify segmental bronchi, and match airway branches in all images of the same subject. Inspiration level was defined as segmented total lung volume (TLV) divided by predicted total lung capacity (pTLC). Mixed-effects models were used to predict relative change in lumen diameter (ALD) and wall thickness (AWT) in airways of generation 0 (trachea) to 7 and segmental bronchi (R1-R10 and L1-L10) from relative changes in inspiration level. Relative changes in ALD were related to relative changes in TLV/pTLC, and this distensibility increased with generation (p < 0.001). Relative changes in AWT were inversely related to relative changes in TLV/pTLC in generation 3-7 (p < 0.001). Segmental bronchi were widely dispersed in terms of ALD (5.7 ± 0.7 mm), AWT (0.86 ± 0.07 mm), and distensibility (23.5 ± 7.7 %). Subjects who inspire more deeply prior to imaging have larger ALD and smaller AWT. This effect is more pronounced in higher-generation airways. Therefore, adjustment of inspiration level is necessary to accurately assess airway dimensions. (orig.)

  20. Increasing student engagement and retention using immersive interfaces virtual worlds, gaming and simulation

    CERN Document Server

    Wankel, Charles

    2012-01-01

    Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage facu...

  1. Engaging Patients With Advance Directives Using an Information Visualization Approach.

    Science.gov (United States)

    Woollen, Janet; Bakken, Suzanne

    2016-01-01

    Despite the benefits of advance directives (AD) to patients and care providers, they are often not completed due to lack of patient awareness. The purpose of the current article is to advocate for creation and use of an innovative information visualization (infovisual) as a health communication tool aimed at improving AD dissemination and engagement. The infovisual would promote AD awareness by encouraging patients to learn about their options and inspire contemplation and conversation regarding their end-of-life (EOL) journey. An infovisual may be able to communicate insights that are often communicated in words, but are much more powerfully communicated by example. Furthermore, an infovisual could facilitate vivid understanding of options and inspire the beginning of often difficult conversations among care providers, patients, and loved ones. It may also save clinicians time, as care providers may be able to spend less time explaining details of EOL care options. Use of an infovisual could assist in ensuring a well-planned EOL journey. Copyright 2016, SLACK Incorporated.

  2. Exploring the use of entertainment-education YouTube videos focused on infection prevention and control.

    Science.gov (United States)

    Lim, Kathryn; Kilpatrick, Claire; Storr, Julie; Seale, Holly

    2018-06-05

    As a communications strategy, education entertainment has been used to inform, influence, and shift societal and individual behaviors. Recently, there has been an increasing number of entertainment-education YouTube videos focused on hand hygiene. However, there is currently no understanding about the quality of these videos; therefore, this study aimed to explore the social media content and user engagement with these videos. The search terms "hand hygiene" and "hand hygiene education" were used to query YouTube. Video content had to be directed at a health care professional audience. Using author designed checklists, each video was systematically evaluated and grouped according to educational usefulness and was subsequently evaluated against the categories of attractiveness, comprehension, and persuasiveness. A total of 400 videos were screened, with 70 videos retained for analysis. Of these, 55.7% (n = 39) were categorized as educationally useful. Overall, educationally useful videos scored higher than noneducationally useful videos across the categories of attractiveness, comprehension, and persuasiveness. Miscommunication of the concept of My 5 Moments for Hand Hygiene was observed in several of the YouTube videos. The availability of educationally useful videos in relation to hand hygiene is evident; however, it is clear that there are opportunities for contributors using this medium to strengthen their alignment with social media best practice principles to maximize the effectiveness, reach, and sustainability of their content. Copyright © 2018 Association for Professionals in Infection Control and Epidemiology, Inc. Published by Elsevier Inc. All rights reserved.

  3. HBR guide to persuasive presentations inspire action, engage the audience, sell your ideas

    CERN Document Server

    Duarte, Nancy

    2012-01-01

    Terrified of speaking in front of a group? Or simply looking to polish your skills? No matter where you are on the spectrum, this guide will give you the confidence and the tools you need to get results. Written by presentation expert Nancy Duarte, the "HBR Guide to Persuasive Presentations" will help you: (1) Win over tough crowds, (2) Organize a coherent narrative, (3) Create powerful messages and visuals, (4) Connect with and engage your audience, (5) Show people why your ideas matter to them, and (6) Strike the right tone, in any situation.

  4. The associations between adolescents' consumption of pornography and music videos and their sexting behavior.

    Science.gov (United States)

    Van Ouytsel, Joris; Ponnet, Koen; Walrave, Michel

    2014-12-01

    Several scholars have argued that adolescents' sexting behavior might be influenced by their media use. However, to date, empirical evidence of the link between media socialization and engagement in sexting behavior remains scarce. The purpose of this study was to investigate whether music video and pornography consumption are able to predict a range of sexting behaviors among a sample of 329 adolescents with a mean age of 16.71 years (SD=0.74). The results demonstrate that sexting behaviors were significantly associated with the consumption of pornography, when controlling for age, gender, school track, and Internet use. Taking into account the gender of the adolescents, the significant relationship between engagement in the four types of sexting behavior and pornography use held true for both boys and girls. Music video consumption was only significantly associated with asking someone for a sexting message and having received a sexting message. Further analyses revealed that these significant relationships only held for boys.

  5. Effectiveness of a video-based aging services technology education program for health care professionals.

    Science.gov (United States)

    Weakley, Alyssa; Tam, Joyce W; Van Son, Catherine; Schmitter-Edgecombe, Maureen

    2017-01-19

    Health care professionals (HCPs) are a critical source of recommendations for older adults. Aging services technologies (ASTs), which include devices to support the health-care needs of older adults, are underutilized despite evidence for improving functional outcomes and safety and reducing caregiver burden and health costs. This study evaluated a video-based educational program aimed at improving HCP awareness of ASTs. Sixty-five HCPs viewed AST videos related to medication management, daily living, and memory. Following the program, participants' objective and perceived AST knowledge improved, as did self-efficacy and anticipated AST engagement. About 95% of participants stated they were more likely to recommend ASTs postprogram. Participants benefitted equally regardless of years of experience or previous AST familiarity. Furthermore, change in self-efficacy and perceived knowledge were significant predictors of engagement change. Overall, the educational program was effective in improving HCPs' awareness of ASTs and appeared to benefit all participants regardless of experience and prior knowledge.

  6. Prevalence and predictors of Video Game Addiction: A study based on a national sample of Gamers.

    OpenAIRE

    Wittek, Charlotte Thoresen; Finserås, Turi Reiten; Pallesen, Ståle; Mentzoni, Rune; Hanss, Daniel; Griffiths, Mark D.; Molde, Helge

    2015-01-01

    Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 8...

  7. Inspiration fra NY-times

    DEFF Research Database (Denmark)

    Ejersbo, Lisser Rye

    2015-01-01

    NY-times har en ugentlig klumme med gode råd. For nogle uger siden var ugens inspiration henvendt til lærere/undervisere og drejede sig om, hvordan man skaber taletid til alle uden at have favoritter og overse de mere stille elever.......NY-times har en ugentlig klumme med gode råd. For nogle uger siden var ugens inspiration henvendt til lærere/undervisere og drejede sig om, hvordan man skaber taletid til alle uden at have favoritter og overse de mere stille elever....

  8. 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.

  9. Inspiration til undervisning på museer

    DEFF Research Database (Denmark)

    Hyllested, Trine Elisabeth

    2015-01-01

    collection and arrangement of knowledge meant to give a general view of, to inspire and to develop teaching at museums in Denmark......collection and arrangement of knowledge meant to give a general view of, to inspire and to develop teaching at museums in Denmark...

  10. Data specifications for INSPIRE

    Science.gov (United States)

    Portele, Clemens; Woolf, Andrew; Cox, Simon

    2010-05-01

    In Europe a major recent development has been the entering in force of the INSPIRE Directive in May 2007, establishing an infrastructure for spatial information in Europe to support Community environmental policies, and policies or activities which may have an impact on the environment. INSPIRE is based on the infrastructures for spatial information established and operated by the 27 Member States of the European Union. The Directive addresses 34 spatial data themes needed for environmental applications, with key components specified through technical implementing rules. This makes INSPIRE a unique example of a legislative "regional" approach. One of the requirements of the INSPIRE Directive is to make existing spatial data sets with relevance for one of the spatial data themes available in an interoperable way, i.e. where the spatial data from different sources in Europe can be combined to a coherent result. Since INSPIRE covers a wide range of spatial data themes, the first step has been the development of a modelling framework that provides a common foundation for all themes. This framework is largely based on the ISO 19100 series of standards. The use of common generic spatial modelling concepts across all themes is an important enabler for interoperability. As a second step, data specifications for the first set of themes has been developed based on the modelling framework. The themes include addresses, transport networks, protected sites, hydrography, administrative areas and others. The data specifications were developed by selected experts nominated by stakeholders from all over Europe. For each theme a working group was established in early 2008 working on their specific theme and collaborating with the other working groups on cross-theme issues. After a public review of the draft specifications starting in December 2008, an open testing process and thorough comment resolution process, the draft technical implementing rules for these themes have been

  11. 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.

  12. INSPIRE from the JRC Point of View

    Directory of Open Access Journals (Sweden)

    Vlado Cetl

    2012-12-01

    Full Text Available This paper summarises some recent developments in INSPIRE implementation from the JRC (Joint Research Centre point of view. The INSPIRE process started around 11 years ago and today, clear results and benefits can be seen. Spatial data are more accessible and shared more frequently between countries and at the European level. In addition to this, efficient, unified coordination and collaboration between different stakeholders and participants has been achieved, which is another great success. The JRC, as a scientific think-tank of the European Commission, has played a very important role in this process from the very beginning. This role is in line with its mission, which is to provide customer-driven scientific and technical support for the conception, development, implementation and monitoring of European Union (EU policies. The JRC acts as the overall technical coordinator of INSPIRE, but it also carries out the activities necessary to support the coherent implementation of INSPIRE, by helping member states in the implementation process. Experiences drawn from collaboration and negotiation in each country and at the European level will be of great importance in the revision of the INSPIRE Directive, which is envisaged for 2014. Keywords: spatial data infrastructure (SDI; INSPIRE; development; Joint Research Centre (JRC

  13. Nature-inspired computation in engineering

    CERN Document Server

    2016-01-01

    This timely review book summarizes the state-of-the-art developments in nature-inspired optimization algorithms and their applications in engineering. Algorithms and topics include the overview and history of nature-inspired algorithms, discrete firefly algorithm, discrete cuckoo search, plant propagation algorithm, parameter-free bat algorithm, gravitational search, biogeography-based algorithm, differential evolution, particle swarm optimization and others. Applications include vehicle routing, swarming robots, discrete and combinatorial optimization, clustering of wireless sensor networks, cell formation, economic load dispatch, metamodeling, surrogated-assisted cooperative co-evolution, data fitting and reverse engineering as well as other case studies in engineering. This book will be an ideal reference for researchers, lecturers, graduates and engineers who are interested in nature-inspired computation, artificial intelligence and computational intelligence. It can also serve as a reference for relevant...

  14. The Practice and Principles of Teaching Critical Literacy at the Educational Video Center

    Science.gov (United States)

    Goodman, Steven

    2005-01-01

    The Educational Video Center (EVC) is an independent nonprofit media organization that has worked to build students' skills in documentary production and media literacy while nurturing their intellectual development and civic engagement. As founding director of EVC, the author has spent more than 20 years working with students and teachers in New…

  15. The Impact of Video Modeling on Improving Social Skills in Children with Autism

    Science.gov (United States)

    Alzyoudi, Mohammed; Sartawi, AbedAlziz; Almuhiri, Osha

    2014-01-01

    Children with autism often show a lack of the interactive social skills that would allow them to engage with others successfully. They therefore frequently need training to aid them in successful social interaction. Video modeling is a widely used instructional technique that has been applied to teach children with developmental disabilities such…

  16. Learning in Video Game Affinity Spaces. New Literacies and Digital Epistemologies. Volume 51

    Science.gov (United States)

    Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed.

    2012-01-01

    As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…

  17. 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.

  18. 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.

  19. Video-Based Interaction, Negotiation for Comprehensibility, and Second Language Speech Learning: A Longitudinal Study

    Science.gov (United States)

    Saito, Kazuya; Akiyama, Yuka

    2017-01-01

    This study examined the impact of video-based conversational interaction on the longitudinal development (one academic semester) of second language production by college-level Japanese English-as-a-foreign-language learners. Students in the experimental group engaged in weekly dyadic conversation exchanges with native speakers in the United States…

  20. Expanding The INSPIRED COPD Outreach ProgramTM to the emergency department: a feasibility assessment

    Directory of Open Access Journals (Sweden)

    Gillis D

    2017-05-01

    Full Text Available Darcy Gillis,1 Jillian Demmons,1 Graeme Rocker1,2 1Division of Respirology, Department of Medicine, Queen Elizabeth II Health Sciences Centre, Nova Scotia Health Authority, Halifax, NS, Canada; 2Division of Respirology, Nova Scotia Health Authority, Dalhousie University, Halifax, NS, Canada Background: The Halifax-based INSPIRED COPD Outreach Program™ is a facility-to-community home-based novel clinical initiative that through improved care transitions, self-management, and engagement in advance care planning has demonstrated a significant (60%–80% reduction in health care utilization with substantial cost aversion. By assessing the feasibility of expanding INSPIRED into the emergency department (ED we anticipated extending reach and potential for positive impact of INSPIRED to those with acute exacerbation of chronic obstructive pulmonary disease (AECOPD who avoid hospital admission.Methods: Patients were eligible for the INSPIRED-ED study if >40 years of age, diagnosed with AECOPD and discharged from the ED, willing to be referred, community dwelling with at least one of: previous use of the ED services, admission to Intermediate Care Unit/Intensive Care Unit, or admission to hospital with AECOPD in the past year. We set feasibility objectives for referral rates, completion of action plans, advance care planning participation, and reduction in ED visit frequency.Results: Referral rates were 0.5/week. Among eligible patients (n=174 33 (19% were referred of whom 15 (M=4, F=11 enrolled in INSPIRED-ED. Mean (SD age was 68 (7 years, post-bronchdilator FEV1 44.2 (15.5 % predicted, and Medical Research Council (MRC dyspnea score 3.8 (0.41. We met feasibility objectives for action plan and advance care planning completion. Frequency of subsequent ED visits fell by 54%. Mean (SD Care Transition Measure (CTM-3 improved from 8.6 (2.0 to 11.3 (1.3, P=0.0004, and of 14 patients responding 12 (86% found the program very helpful. An additional 34

  1. 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...

  2. Video-calls to reduce loneliness and social isolation within care environments for older people: an implementation study using collaborative action research.

    Science.gov (United States)

    Zamir, Sonam; Hennessy, Catherine Hagan; Taylor, Adrian H; Jones, Ray B

    2018-03-02

    Older people in care may be lonely with insufficient contact if families are unable to visit. Face-to-face contact through video-calls may help reduce loneliness, but little is known about the processes of engaging people in care environments in using video-calls. We aimed to identify the barriers to and facilitators of implementing video-calls for older people in care environments. A collaborative action research (CAR) approach was taken to implement a video-call intervention in care environments. We undertook five steps of recruitment, planning, implementation, reflection and re-evaluation, in seven care homes and one hospital in the UK. The video-call intervention 'Skype on Wheels' (SoW) comprised a wheeled device that could hold an iPad and handset, and used Skype to provide a free video-call service. Care staff were collaborators who implemented the intervention within the care-setting by agreeing the intervention, recruiting older people and their family, and setting up video-calls. Field notes and reflective diaries on observations and conversations with staff, older people and family were maintained over 15 months, and analysed using thematic analysis. Four care homes implemented the intervention. Eight older people with their respective social contacts made use of video-calls. Older people were able to use SoW with assistance from staff, and enjoyed the use of video-calls to stay better connected with family. However five barriers towards implementation included staff turnover, risk averseness, the SoW design, lack of family commitment and staff attitudes regarding technology. The SoW intervention, or something similar, could aid older people to stay better connected with their families in care environments, but if implemented as part of a rigorous evaluation, then co-production of the intervention at each recruitment site may be needed to overcome barriers and maximise engagement.

  3. 360-degree interactive video application for Cultural Heritage Education

    OpenAIRE

    Argyriou, L.; Economou, D.; Bouki, V.

    2017-01-01

    There is a growing interest nowadays of using immersive technologies to promote Cultural Heritage (CH), engage and educate visitors, tourists and citizens. Such examples refer mainly to the use of Virtual Reality (VR) technology or focus on the enhancement of the real world by superimposing digital artefacts, so called Augmented Reality (AR) applications. A new medium that has been introduced lately as an innovative form of experiencing immersion is the 360-degree video, imposing further rese...

  4. Video-cued narrative reflection: a research approach for articulating tacit, relational, and embodied understandings.

    Science.gov (United States)

    Raingruber, Bonnie

    2003-10-01

    The author's purpose in this article is to describe the effectiveness of video-cued narrative reflection as a research approach for accessing relational, practice-based, and lived understandings. Video-cued narrative reflection provides moment-by-moment access to tacit experience. The immediate nature of the videotape captures emotional nuances, embodied perceptions, spatial influences, relational understandings, situational factors, and temporal manifestations. By watching videotaped interactions, participants are able to re-collect, re-experience, and interpret their life world. Video-cued narrative reflection allows participants to be simultaneously engaged and reflective while describing significant understandings. By inserting audiotaped reflective commentary of participants into the original videotape transcript, contextual meanings can be located and articulated more easily. Although not appropriate for all types of research, this approach offers promise for certain studies.

  5. Human body motion tracking based on quantum-inspired immune cloning algorithm

    Science.gov (United States)

    Han, Hong; Yue, Lichuan; Jiao, Licheng; Wu, Xing

    2009-10-01

    In a static monocular camera system, to gain a perfect 3D human body posture is a great challenge for Computer Vision technology now. This paper presented human postures recognition from video sequences using the Quantum-Inspired Immune Cloning Algorithm (QICA). The algorithm included three parts. Firstly, prior knowledge of human beings was used, the key joint points of human could be detected automatically from the human contours and skeletons which could be thinning from the contours; And due to the complexity of human movement, a forecasting mechanism of occlusion joint points was addressed to get optimum 2D key joint points of human body; And then pose estimation recovered by optimizing between the 2D projection of 3D human key joint points and 2D detection key joint points using QICA, which recovered the movement of human body perfectly, because this algorithm could acquire not only the global optimal solution, but the local optimal solution.

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

    Science.gov (United States)

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

    2015-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Bart eSobczyk

    2015-09-01

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

  8. Utilising advance care planning videos to empower perioperative cancer patients and families: a study protocol of a randomised controlled trial.

    Science.gov (United States)

    Aslakson, Rebecca A; Isenberg, Sarina R; Crossnohere, Norah L; Conca-Cheng, Alison M; Yang, Ting; Weiss, Matthew; Volandes, Angelo E; Bridges, John F P; Roter, Debra L

    2017-06-06

    Despite positive health outcomes associated with advance care planning (ACP), little research has investigated the impact of ACP in surgical populations. Our goal is to evaluate how an ACP intervention video impacts the patient centredness and ACP of the patient-surgeon conversation during the presurgical consent visit. We hypothesise that patients who view the intervention will engage in a more patient-centred communication with their surgeons compared with patients who view a control video. Randomised controlled superiority trial of an ACP video with two study arms (intervention ACP video and control video) and four visits (baseline, presurgical consent, postoperative 1 week and postoperative 1 month). Surgeons, patients, principal investigator and analysts are blinded to the randomisation assignment. Single, academic, inner city and tertiary care hospital. Data collection began July 16, 2015 and continues to March 2017. Patients recruited from nine surgical oncology clinics who are undergoing major cancer surgery. In the intervention arm, patients view a patient preparedness video developed through extensive engagement with patients, surgeons and other stakeholders. Patients randomised to the control arm viewed an informational video about the hospital surgical programme. Primary Outcome: Patient centredness and ACP of patient-surgeon conversations during the presurgical consent visit as measured through the Roter Interaction Analysis System. patient Hospital Anxiety and Depression Scale score; patient goals of care; patient, companion and surgeon satisfaction; video helpfulness; medical decision maker designation; and the frequency patients watch the video. Intent-to-treat analysis will be used to assess the impact of video assignment on outcomes. Sensitivity analyses will assess whether there are differential effects contingent on patient or surgeon characteristics. This study has been approved by the Johns Hopkins School of Medicine institutional review

  9. Kids Inspire Kids for STEAM

    OpenAIRE

    Fenyvesi, Kristof; Houghton, Tony; Diego-Mantecón, José Manuel; Crilly, Elizabeth; Oldknow, Adrian; Lavicza, Zsolt; Blanco, Teresa F.

    2017-01-01

    Abstract The goal of the Kids Inspiring Kids in STEAM (KIKS) project was to raise students' awareness towards the multi- and transdisciplinary connections between the STEAM subjects (Science, Technology, Engineering, Arts & Mathematics), and make the learning about topics and phenomena from these fields more enjoyable. In order to achieve these goals, KIKS project has popularized the STEAM-concept by projects based on the students inspiring other students-approach and by utilizing new tec...

  10. Demonstrations of bio-inspired perching landing gear for UAVs

    Science.gov (United States)

    Tieu, Mindy; Michael, Duncan M.; Pflueger, Jeffery B.; Sethi, Manik S.; Shimazu, Kelli N.; Anthony, Tatiana M.; Lee, Christopher L.

    2016-04-01

    Results are presented which demonstrate the feasibility and performance of two concepts of biologically-inspired landing-gear systems that enable bird-sized, unmanned aerial vehicles (UAV's) to land, perch, and take-off from branchlike structures and/or ledges. The first concept follows the anatomy of birds that can grasp ahold of a branch and perch as tendons in their legs are tensioned. This design involves a gravity-activated, cable-driven, underactuated, graspingfoot mechanism. As the UAV lands, its weight collapses a four-bar linkage pulling a cable which curls two opposing, multi-segmented feet to grasp the landing target. Each foot is a single, compliant mechanism fabricated by simultaneouly 3D-printing a flexible thermo-plastic and a stiffer ABS plastic. The design is optimized to grasp structures over a range of shapes and sizes. Quasi-static and flight tests of this landing gear affixed to RC rotorcraft (24 cm to 550 cm in diameter) demonstrate that the aircraft can land, perch, and take-off from a tree branch, rectangular wood board, PVC pipe, metal hand rail, chair armrest, and in addition, a stone wall ledge. Stability tests show that perching is maintained under base and wind disturbances. The second design concept, inspired by roosting bats, is a two-material, 3D-printed hooking mechanism that enables the UAV to stably suspend itself from a wire or small-diameter branch. The design balances structural stiffness for support and flexibility for the perching process. A flight-test demonstrates the attaching and dis-engaging of a small, RC quadcopter from a suspended line.

  11. The Impact of Video Length on Learning in a Middle-Level Flipped Science Setting: Implications for Diversity Inclusion

    Science.gov (United States)

    Slemmons, Krista; Anyanwu, Kele; Hames, Josh; Grabski, Dave; Mlsna, Jeffery; Simkins, Eric; Cook, Perry

    2018-05-01

    Popularity of videos for classroom instruction has increased over the years due to affordability and user-friendliness of today's digital video cameras. This prevalence has led to an increase in flipped, K-12 classrooms countrywide. However, quantitative data establishing the appropriate video length to foster authentic learning is limited, particularly in middle-level classrooms. We focus on this aspect of video technology in two flipped science classrooms at the middle school level to determine the optimal video length to enable learning, increase retention and support student motivation. Our results indicate that while assessments directly following short videos were slightly higher, these findings were not significantly different from scores following longer videos. While short-term retention of material did not seem to be influenced by video length, longer-term retention for males and students with learning disabilities was higher following short videos compared to long as assessed on summative assessments. Students self-report that they were more engaged, had enhanced focus, and had a perceived higher retention of content following shorter videos. This study has important implications for student learning, application of content, and the development of critical thinking skills. This is particularly paramount in an era where content knowledge is just a search engine away.

  12. Qanuqtuurniq—finding the balance: an IPY television series using community engagement

    Directory of Open Access Journals (Sweden)

    Catherine L. Carry

    2011-12-01

    Full Text Available The three-part television broadcast Qanuqtuurniq—finding the balance was an International Polar Year communications and outreach project concerning Inuit health and wellness. The goal of this project was to engage the Inuit public and others in “real-time” dialogue about health and wellness issues and health research, and to deliver key messages. It was aired live in the Inuit language (with English captions/sub-titles from Iqaluit, Nunavut, Canada, in May 2009 and simultaneously webcast. Qanuqtuurniq—finding the balance used an Inuit communications model for remote communities that was developed in the Arctic in 1994 by the Inuit Broadcasting Corporation/Inuit Communications. In Qanuqtuurniq—finding the balance more than 250 people were engaged through the use of a diverse range of methods, including content working groups, stakeholder input, music recordings, pre-recorded community programme videos, live and public screening of the broadcasts, live panels, live audiences, public phone-ins, Skype video-conferencing and real-time online chat, focus groups and e-mail. This article examines the project in light of the principles of “community engagement”, demonstrating that Qanuqtuurniq—finding the balance exemplifies community engagement in a number of significant ways, including heavily involving community members in the selection of the health theme content of the televised programmes and through the formation of focus groups. Based on challenges encountered during the Qanuqtuurniq—finding the balance project, the article offers recommendations for future projects.

  13. 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....

  14. "Carbon in Underland": A multidisciplinary approach to producing an informative animated video for the Center for Nanoscale Control of Geological CO2

    Science.gov (United States)

    Molins, S.; Cappuccio, J. A.; Berry, I.; Miller, J.; Bourg, I. C.; Kelly, L. M.

    2011-12-01

    As part of the 'Science for Our Nation's Energy Future, Summit and Forum', each of the 46 Energy Frontier Research Centers (EFRCs) created in 2009 by the US Department of Energy was invited to design a short, engaging film with the central goal to educate, inspire, and entertain an intelligent but not expert audience about the extraordinary science, innovation and people in their center. The Center for Nanoscale Control of Geological CO2 (NCGC) is an EFRC that is building a next generation understanding of molecular-to-pore-scale processes critical to controlling the flow,transport, and ultimate mineralization in porous rock media, in particular as applied to geologic sequestration of CO2. In response to the invitation, the NCGC assembled a team that included several young scientists, the Center project manager, and members from the Public Affairs and Creative Services Office of the Lawrence Berkeley National Laboratory with the objective of preparing a submission. A videographer from the Creative Services Office was responsible for overall management including production, art direction, and editing, while scientists from the Center were responsible for scientific content and original storyline concept. The Center project manager facilitated the communication between team members. A group of scientists together with the project manager developed the original idea, which was refined and given shape as a script in dialogue form by a science writer from Public Affairs. The objective was to communicate scientific content in an entertaining manner with a simple storyline. In a second phase, the script was revised further by scientists for content. Clips from experiments and modeling simulations were requested from the Center's scientists to illustrate the scientific content. Video production and animation were done by the videographer and an animator in an iterative process that involve feedback from the Center team. The final cut was edited to meet the maximum length

  15. Effects of playing video games on pain response during a cold pressor task.

    Science.gov (United States)

    Raudenbush, Bryan; Koon, Jerrod; Cessna, Trevor; McCombs, Kristin

    2009-04-01

    Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age = 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age = 19.7 yr., SD = 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.

  16. INSPIRE: A new scientific information system for HEP

    International Nuclear Information System (INIS)

    Ivanov, R; Raae, L

    2010-01-01

    The status of high-energy physics (HEP) information systems has been jointly analyzed by the libraries of CERN, DESY, Fermilab and SLAC. As a result, the four laboratories have started the INSPIRE project - a new platform built by moving the successful SPIRES features and content, curated at DESY, Fermilab and SLAC, into the open-source CDS Invenio digital library software that was developed at CERN. INSPIRE will integrate current acquisition workflows and databases to host the entire body of the HEP literature (about one million records), aiming to become the reference HEP scientific information platform worldwide. It will provide users with fast access to full text journal articles and preprints, but also material such as conference slides and multimedia. INSPIRE will empower scientists with new tools to discover and access the results most relevant to their research, enable novel text- and data-mining applications, and deploy new metrics to assess the impact of articles and authors. In addition, it will introduce the 'Web 2.0' paradigm of user-enriched content in the domain of sciences, with community-based approaches to scientific publishing. INSPIRE represents a natural evolution of scholarly communication built on successful community-based information systems, and it provides a vision for information management in other fields of science. Inspired by the needs of HEP, we hope that the INSPIRE project will be inspiring for other communities.

  17. Ships - inspiring objects in architecture

    Science.gov (United States)

    Marczak, Elzbieta

    2017-10-01

    Sea-going vessels have for centuries fascinated people, not only those who happen to work at sea, but first and foremost, those who have never set foot aboard a ship. The environment in which ships operate is reminiscent of freedom and countless adventures, but also of hard and interesting maritime working life. The famous words of Pompey: “Navigare necesseest, vivere non estnecesse” (sailing is necessary, living - is not necessary), which he pronounced on a stormy sea voyage, arouse curiosity and excitement, inviting one to test the truth of this saying personally. It is often the case, however, that sea-faring remains within the realm of dreams, while the fascination with ships demonstrates itself through a transposition of naval features onto land constructions. In such cases, ship-inspired motifs bring alive dreams and yearnings as well as reflect tastes. Tourism is one of the indicators of people’s standard of living and a measure of a society’s civilisation. Maritime tourism has been developing rapidly in recent decades. A sea cruise offers an insight into life at sea. Still, most people derive their knowledge of passenger vessels and their furnishings from the mass media. Passenger vessels, also known as “floating cities,” are described as majestic and grand, while their on-board facilities as luxurious, comfortable, exclusive and inaccessible to common people on land. Freight vessels, on the other hand, are described as enormous objects which dwarf the human being into insignificance. This article presents the results of research intended to answer the following questions: what makes ships a source of inspiration for land architecture? To what extent and by what means do architects draw on ships in their design work? In what places can we find structures inspired by ships? What ships inspire architects? This article presents examples of buildings, whose design was inspired by the architecture and structural details of sea vessels. An analysis of

  18. The Case Against Learning In School With Evidence From Video Game Studies

    Directory of Open Access Journals (Sweden)

    Izabela USCINSKI

    2013-12-01

    Full Text Available The author of this article argues that learning in school is an outmoded practice that needs to be reevaluated in light of current practices that children engage in outside of school as well as skills needed for the future. She draws on the philosophy of learning proposed by John Holt and researchers who have carried over his philosophy to demonstrate the qualities of real learning. Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities students perform in school.

  19. My Activity Coach - using video-coaching to assist a web-based computer-tailored physical activity intervention: a randomised controlled trial protocol.

    Science.gov (United States)

    Alley, Stephanie; Jennings, Cally; Plotnikoff, Ronald C; Vandelanotte, Corneel

    2014-07-21

    There is a need for effective population-based physical activity interventions. The internet provides a good platform to deliver physical activity interventions and reach large numbers of people at low cost. Personalised advice in web-based physical activity interventions has shown to improve engagement and behavioural outcomes, though it is unclear if the effectiveness of such interventions may further be improved when providing brief video-based coaching sessions with participants. The purpose of this study is to determine the effectiveness, in terms of engagement, retention, satisfaction and physical activity changes, of a web-based and computer-tailored physical activity intervention with and without the addition of a brief video-based coaching session in comparison to a control group. Participants will be randomly assigned to one of three groups (tailoring + online video-coaching, tailoring-only and wait-list control). The tailoring + video-coaching participants will receive a computer-tailored web-based physical activity intervention ('My Activity Coach') with brief coaching sessions with a physical activity expert over an online video calling program (e.g. Skype). The tailoring-only participants will receive the intervention but not the counselling sessions. The primary time point's for outcome assessment will be immediately post intervention (week 9). The secondary time points will be at 6 and 12 months post-baseline. The primary outcome, physical activity change, will be assessed via the Active Australia Questionnaire (AAQ). Secondary outcome measures include correlates of physical activity (mediators and moderators), quality of life (measured via the SF-12v2), participant satisfaction, engagement (using web-site user statistics) and study retention. Study findings will inform researchers and practitioners about the feasibility and effectiveness of brief online video-coaching sessions in combination with computer-tailored physical activity advice

  20. Amping it up on a small budget: Transforming inexpensive, commercial audio and video components into a useful charged particle spectrometer

    Science.gov (United States)

    Pallone, Arthur

    Necessity often leads to inspiration. Such was the case when a traditional amplifier quit working during the collection of an alpha particle spectrum. I had a 15 battery-powered audio amplifier in my box of project electronics so I connected it between the preamplifier and the multichannel analyzer. The alpha particle spectrum that appeared on the computer screen matched expectations even without correcting for impedance mismatches. Encouraged by this outcome, I have begun to systematically replace each of the parts in a traditional charged particle spectrometer with audio and video components available through consumer electronics stores with the goal of producing an inexpensive charged particle spectrometer for use in education and research. Hopefully my successes, setbacks, and results to date described in this presentation will inform and inspire others.

  1. Engaging Frontline Leaders and Staff in Real-Time Improvement.

    Science.gov (United States)

    Phillips, Jennifer; Hebish, Linda J; Mann, Sharon; Ching, Joan M; Blackmore, C Craig

    2016-04-01

    The relationship of staff satisfaction and engagement to organizational success, along with the integral influence of frontline managers on this dimension, is well established in health care and other industries. To specifically address staff engagement, Virginia Mason Medical Center, an integrated, single-hospital health system, developed an approach that involved leaders, through the daily use of standard work for leaders, as well as staff, through a Lean-inspired staff idea system. Kaizen Promotion Office (KPO) staff members established three guiding principles: (1) Staff engagement begins with leader engagement; (2) Integrate daily improve- ment (kaizen) as a habitual way of life not as an add-on; and (3) Create an environment in which staff feel psycho- logically safe and valued. Two design elements--Standard Work for Leaders (SWL) and Everyday Lean Ideas (ELIs) were implemented. For the emergency department (ED), an early adopter of the staff engagement work, the challenge was to apply the guiding principles to improve staff engagement while improving quality and patient and staff satisfaction, even as patient volumes were increasing. Daily huddles for the KPO staff members and weekly leader rounds are used to elicit staff ideas and foster ELIs in real time. Overall progress to date has been tracked in terms of staff satisfaction surveys, voluntary staff turnover, adoption of SWL, and testing and implementation of staff ideas. For example, voluntary turnover of ED staff decreased from 14.6% in 2011 to 7.5% in 2012, and 2.0% in 2013. Organizationwide, at least 800 staff ideas are in motion at any given time, with finished ones posted in an idea supermarket website. A leadership and staff engagement approach that focuses on SWL and on capturing staff ideas for daily problem solving and improvement can contribute to organization success and improve the quality of health care delivery.

  2. Vicious vs. Virtuous Cycles of Turn Negotiation in Video-Mediated Telecollaboration: Interactional Sociolinguistics Perspective

    Science.gov (United States)

    Akiyama, Yuka

    2016-01-01

    To examine how participants' different eTandem experiences could be attributed to the way they co-constructed turns, this study analyzed turn negotiation practices of one dyad who engaged in video-mediated interaction between Japan and America. This dyad was chosen for analysis because they expressed the greatest frustration and required a…

  3. Hypersexualism in video games as determinant or deterrent of game play

    DEFF Research Database (Denmark)

    Reinhard, CarrieLynn D.

    A long held, and research supported, contention about video and computer games purports that men play more games, more often, and of a wider variety, than women. Reasons for this gendered gap range from socialization to cognitive capacity. The hypothesized reason explored in this study focuses...... on the sexualized portrayal of female game characters. Portraying women as sexual objects may dissuade women from identifying and wanting to engage with them while enticing men to engage with them. In a 2x3 between-subjects experimental design, this study investigated how men and women perceive and react to female...... avatars that embody the hypersexualism body shape of big breasts, thin waist, and long, thin limbs, making the portrayal the composite of more naturally voluptuous and thin body shapes. Contrary to industry and academic arguments, it was found that men indicated more engagement with the game when playing...

  4. Astronomy4Kids: A new, online, STEM-focused, video education outreach program

    Science.gov (United States)

    Pearson, Richard L.; Pearson, Sarah R.

    2017-06-01

    Recent research indicates significant benefits of early childhood introductions to language, mathematics, and general science concepts. Specifically, a child that is introduced to a concept at a young age is more prepared to receive it in its entirety later. Astronomy4Kids was created to bring science, technology, engineering, and math (STEM) concepts to the youngest learners (those under the age of eight, or those from pre-school to about second-grade). The videos are presented in a succinct, one-on-one manner, and provide a creative learning environment for the viewers. Following the preschool education video principles established by Fred Rogers, we hope to give young children access to an expert astronomer who can explain things simply and sincerely. We believe presenting the material in this manner will make it engaging for even the youngest scholar and available to any interested party. The videos can be freely accessed at www.astronomy4kids.net.

  5. Rating parent-child interactions: joint engagement, communication dynamics, and shared topics in autism, Down syndrome, and typical development.

    Science.gov (United States)

    Adamson, Lauren B; Bakeman, Roger; Deckner, Deborah F; Nelson, P Brooke

    2012-12-01

    A battery of 17 rating items were applied to video records of typically-developing toddlers and young children with autism and Down syndrome interacting with their parents during the Communication Play Protocol. This battery provided a reliable and broad view of the joint engagement triad of child, partner, and shared topic. Ratings of the child's joint engagement correlated very strongly with state coding of joint engagement and replicated the finding that coordinated joint engagement was less likely in children with autism. Ratings of other child actions, of parent contributions, and of shared topics and communicative dynamics also documented pervasive variations related to diagnosis, language facility, and communicative context.

  6. We Engage, Therefore They Trust? A Study of Social Media Engagement and Public Trust in Science

    Science.gov (United States)

    Hwong, Y. L.; Oliver, C.; Van Kranendonk, M. J.

    2017-12-01

    Our society relies heavily on the trust that the public places in science to work. Given science's importance, the growing distrust in science is a cause for concern. Thanks to their participatory nature, social media have been touted as the promising tool for public engagement to restore public trust in science. These digital platforms have transformed the landscape of science communication yet little is known about their impact on public trust in science. This study probed several aspects of public trust in science as expressed on Twitter, focusing on two related science issues: space science and climate change. Our datasets comprised of 10,000 randomly sampled tweets over a month's period in 2016. We used human annotation and machine learning as our approach. Results indicated that the perceived contentiousness of a science issue has a significant impact on public trust. The level of distrust is higher in the climate change tweets than in the space science tweets, despite climate scientists being almost four times as active as space scientists in engaging with sceptics. However, people who engaged with scientists in the climate change network displayed a higher level of trust in science compared with those who did not. This effect was not observed in the space science network - in this network, there is no significant difference in trust levels between people who engaged with scientists and those who did not. Additionally, our machine learning study revealed that trust in science (as conveyed by tweets) can be predicted. The supervised learning algorithm that we developed was able to predict the trust labels of tweets in our sample with an accuracy of 84%. A further feature analysis indicated that similarity, presence of URL and authenticity are the properties of trust-inspiring tweets. Based on these findings, we argue that social media science communication is not as straightforward as `we engage, therefore they trust'. Public attitude towards science is often

  7. Art as a key tool for engaging the public with the ICESat-2 mission

    Science.gov (United States)

    Casasanto, V.; Markus, T.

    2017-12-01

    NASA's Ice, Cloud, and land Elevation Satellite (ICESat-2), to be launched in the Fall of 2018, will measure the height of Earth from space using lasers, collecting the most precise and detailed account yet of our planet's elevation. The mission will allow scientists to investigate how global warming is changing the planet's icy polar regions and to take stock of Earth's vegetation. ICESat-2's emphasis on polar ice, as well as its unique measurement approach, has provided an intriguing and accessible focus for the mission's education and outreach programs. Sea ice and land ice are areas have experienced significant change in recent years. It is key to communicate what is happening, why we are measuring these areas and their importance to our global climate. Art is a powerful tool to inspire, engage, and provide an emotional connection to these remote areas. This paper will detail ICESat-2's art/science collaborations, including results from a unique collaboration with art and design school the Savannah College of Art Design (SCAD). Additional programs will be discussed including a multimedia live music program to engage on an emotional level, to communicate the importance of the polar regions to our global climate, and to inspire to take action.

  8. Bio-inspired computation in unmanned aerial vehicles

    CERN Document Server

    Duan, Haibin

    2014-01-01

    Bio-inspired Computation in Unmanned Aerial Vehicles focuses on the aspects of path planning, formation control, heterogeneous cooperative control and vision-based surveillance and navigation in Unmanned Aerial Vehicles (UAVs) from the perspective of bio-inspired computation. It helps readers to gain a comprehensive understanding of control-related problems in UAVs, presenting the latest advances in bio-inspired computation. By combining bio-inspired computation and UAV control problems, key questions are explored in depth, and each piece is content-rich while remaining accessible. With abundant illustrations of simulation work, this book links theory, algorithms and implementation procedures, demonstrating the simulation results with graphics that are intuitive without sacrificing academic rigor. Further, it pays due attention to both the conceptual framework and the implementation procedures. The book offers a valuable resource for scientists, researchers and graduate students in the field of Control, Aeros...

  9. Biologically Inspired Technology Using Electroactive Polymers (EAP)

    Science.gov (United States)

    Bar-Cohen, Yoseph

    2006-01-01

    Evolution allowed nature to introduce highly effective biological mechanisms that are incredible inspiration for innovation. Humans have always made efforts to imitate nature's inventions and we are increasingly making advances that it becomes significantly easier to imitate, copy, and adapt biological methods, processes and systems. This brought us to the ability to create technology that is far beyond the simple mimicking of nature. Having better tools to understand and to implement nature's principles we are now equipped like never before to be inspired by nature and to employ our tools in far superior ways. Effectively, by bio-inspiration we can have a better view and value of nature capability while studying its models to learn what can be extracted, copied or adapted. Using electroactive polymers (EAP) as artificial muscles is adding an important element to the development of biologically inspired technologies.

  10. Learning from nature: Nature-inspired algorithms

    DEFF Research Database (Denmark)

    Albeanu, Grigore; Madsen, Henrik; Popentiu-Vladicescu, Florin

    2016-01-01

    .), genetic and evolutionary strategies, artificial immune systems etc. Well-known examples of applications include: aircraft wing design, wind turbine design, bionic car, bullet train, optimal decisions related to traffic, appropriate strategies to survive under a well-adapted immune system etc. Based......During last decade, the nature has inspired researchers to develop new algorithms. The largest collection of nature-inspired algorithms is biology-inspired: swarm intelligence (particle swarm optimization, ant colony optimization, cuckoo search, bees' algorithm, bat algorithm, firefly algorithm etc...... on collective social behaviour of organisms, researchers have developed optimization strategies taking into account not only the individuals, but also groups and environment. However, learning from nature, new classes of approaches can be identified, tested and compared against already available algorithms...

  11. Interactive Multimodal Molecular Set – Designing Ludic Engaging Science Learning Content

    DEFF Research Database (Denmark)

    Thorsen, Tine Pinholt; Christiansen, Kasper Holm Bonde; Jakobsen Sillesen, Kristian

    2014-01-01

    This paper reports on an exploratory study investigating 10 primary school students’ interaction with an interactive multimodal molecular set fostering ludic engaging science learning content in primary schools (8th and 9th grade). The concept of the prototype design was to bridge the physical...... and virtual worlds with electronic tags and, through this, blend the familiarity of the computer and toys, to create a tool that provided a ludic approach to learning about atoms and molecules. The study was inspired by the participatory design and informant design methodologies and included design...

  12. Arts of Life: A Place for Artists to Participate and Engage

    Directory of Open Access Journals (Sweden)

    Lydia Royeen

    2016-04-01

    Full Text Available Arts of Life is an innovative, Chicago-based day program where artists with and without disabilities have the opportunity to participate in artwork. It was created out of an identified need for individuals with a developmental disability to foster community engagement in artistic endeavors. Arts of Life has its foundation in four core values: inspiring artistic expression, building community, promoting self-respect, and developing independence. It bases its programming on these values, which help to maintain a collective environment that promotes artistic freedom for all individuals.

  13. 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…

  14. Some Sociological, Medical and Legislative Views on Video Game Addiction (A Slovenian Case Study

    Directory of Open Access Journals (Sweden)

    Goriup Jana

    2014-06-01

    Full Text Available Millions of people worldwide play video games; also in Slovenian post-modern society. Most of them do it for enjoyment, yet a small number of individuals show traits associated with addictive behaviour when interacting with their games. The authors in the article point out that, compared to drug abuse, there exist some more approachable life-related activities that can lead to addiction. They stimulate the excretion of endorphins and lead to the transformation of consciousness. Addiction to video games is an ostensible attempt to satisfy the immanent human need for meaning. The economy of the Slovenian young consumer society inspires it and is based on “learning” of these alienated needs. The modern hyperpragmatic society makes it possible for young people to have a fragmented identity and places them under the pressure of constant choice of (formally open opportunities. The purpose of this paper is to familiarize the reader with possible causes, clinical signs and methods of treatment of this disorder in Slovenian postmodern society, and explain the reasons why currently no medical textbook in the world contains any information regarding video game addiction. We intend, further, to demonstrate that gaming has become a type of “sport” in certain countries and demonstrate how potentially devastating even this type of addiction can be. The authors present the results of a research, which was undertaken on a sample of 350 individuals, to determine the appearance of indicators of behavioural addiction to video games and their connection with some family factors. They determine that through addiction to video games, post-modern societies have developed an addictive identity.

  15. Increasing the emotional engagement of first year mature-aged distance students: Interest and belonging

    Directory of Open Access Journals (Sweden)

    Ella Kahu

    2014-08-01

    Full Text Available This research followed 19 mature-aged distance students through their first semester of undergraduate study. The analysis of interviews and video diaries presented in this paper focuses on two key elements of emotional engagement: interest and belonging. Findings highlight the importance of interest triggered by personal preferences and experiences. Interest led to enjoyment, increased behavioural engagement with greater time and effort expended, and improved cognitive engagement in terms of depth and breadth of learning. In contrast, there was less evidence of the social side of emotional engagement, belonging. Participants felt little connection to the university, but connecting with fellow students through face-to-face courses and online forums was important for some to reduce their sense of isolation. However, distance study was not for all. The findings highlight the need for staff to consider emotional engagement when designing and delivering the curriculum and when interacting with students, particularly in the all-important first year.

  16. 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.

  17. Novel approaches for inspiring students and electrifying the public

    Science.gov (United States)

    Lidström, Suzy; Read, Alex; Parke, Stephen; Allen, Roland; Goldfarb, Steven; Mehlhase, Sascha; Ekelöf, Tord; Walker, Alan

    2014-03-01

    We will briefly summarize a wide variety of innovative approaches for inspiring students and stimulating broad public interest in fundamental physics research, as exemplified by recent activities related to the Higgs boson discovery and Higgs-Englert Nobel Prize on behalf of the Swedish Academy, CERN, Fermilab, and the Niels Bohr Institute. Personal interactions with the scientists themselves can be particularly electrifying, and these were encouraged by the wearing of ``Higgs Boson? Ask Me!'' badges, which will be made available to those attending this talk. At CERN, activities include Virtual Visits, (Google) Hangout with CERN, initiatives to grab attention (LEGO models, music videos, art programs, pins, etc.), substantive communication (lab visits and events, museum exhibits, traveling exhibits, local visits, Masterclasses, etc.), and educational activities (summer student programs, semester abroad programs, internships, graduate programs, etc.). For serious students and their teachers, or scientists in other areas, tutorial articles are appropriate. These are most effective if they also incorporate innovative approaches - for example, attractive figures that immediately illustrate the concepts, analogies that will resonate with the reader, and a broadening of perspective. Physica Scripta, Royal Swedish Academy of Sciences.

  18. The Building of Pre-Service Primary Teachers' Knowledge of Mathematics Teaching: Interaction and Online Video Case Studies

    Science.gov (United States)

    Llinares, Salvador; Valls, Julia

    2009-01-01

    This study explores how preservice primary teachers became engaged in meaning-making mathematics teaching when participating in online discussions within learning environments integrating video-clips of mathematics teaching. We identified different modes of participation in the online discussions and different levels of knowledge-building. The…

  19. Creating Flash advertising from concept to tracking-microsites, video ads and more

    CERN Document Server

    Fincanon, Jason

    2007-01-01

    Create awe-inspiring, mind-blowing Flash ads and microsites that engage consumers and demonstrate their worth to clients. The Hands-On Guide to Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for:* Mastering the myriad of ad specs, deadlines, quality and version control issues* Creating ads that balance campaign goals with design constraints* Preparing and building ads with team and QC standards* Using forms and data in ads without file bloat* File optimization techniques for swf

  20. Enhancement system of nighttime infrared video image and visible video image

    Science.gov (United States)

    Wang, Yue; Piao, Yan

    2016-11-01

    Visibility of Nighttime video image has a great significance for military and medicine areas, but nighttime video image has so poor quality that we can't recognize the target and background. Thus we enhance the nighttime video image by fuse infrared video image and visible video image. According to the characteristics of infrared and visible images, we proposed improved sift algorithm andαβ weighted algorithm to fuse heterologous nighttime images. We would deduced a transfer matrix from improved sift algorithm. The transfer matrix would rapid register heterologous nighttime images. And theαβ weighted algorithm can be applied in any scene. In the video image fusion system, we used the transfer matrix to register every frame and then used αβ weighted method to fuse every frame, which reached the time requirement soft video. The fused video image not only retains the clear target information of infrared video image, but also retains the detail and color information of visible video image and the fused video image can fluency play.

  1. Mediated Group Development and Dynamics: An Examination of Video Chatting, Twitter, and Facebook in Group Assignments

    Science.gov (United States)

    Frisby, Brandi N.; Kaufmann, Renee; Beck, Anna-Carrie

    2016-01-01

    Instructors incorporate technological tools into the classroom to address short attention spans, appeal to technologically savvy students, and to increase engagement. This study used both quantitative descriptive and qualitative embedded assessment data to examine the use of three popular tools (i.e. Twitter, Facebook, and video chatting) in…

  2. 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/.

  3. Effects of video modeling on social initiations by children with autism.

    Science.gov (United States)

    Nikopoulos, Christos K; Keenan, Michael

    2004-01-01

    We examined the effects of a video modeling intervention on social initiation and play behaviors with 3 children with autism using a multiple baseline across subjects design. Each child watched a videotape showing a typically developing peer, and the experimenter engaged in a simple social interactive play using one toy. For all children, social initiation and reciprocal play skills were enhanced, and these effects were maintained at 1- and 3-month follow-up periods.

  4. Pattern of video game use in children with attention-deficit-hyperactivity disorder and typical development.

    Science.gov (United States)

    Kietglaiwansiri, Tanyawan; Chonchaiya, Weerasak

    2018-06-01

    Video game playing is a favorite leisure activity among children worldwide. Individuals with attention-deficit-hyperactivity disorder (ADHD) often lack self-control, making them at risk for substance abuse and game addiction. There are conflicting results, however, between studies on the pattern of video gaming and game addiction between those with ADHD and healthy controls. We therefore compared the pattern of video game use and game addiction between Thai children with ADHD and healthy controls. A total of 80 participants with ADHD (median age, 9.5 years) and 102 controls (median age, 10 years) were recruited in this study. ADHD was diagnosed by a developmental pediatrician. Each control subject's teacher completed the ADHD questionnaire to ensure that they did not have the diagnosis of ADHD. Pattern of video game use and Game Addiction Screening Test (GAST) were completed by participants' parents. More than half of the children with and without ADHD spent >2 h/day playing video games rather than engaging in other age-appropriate leisure activities, particularly on weekends. Participants with ADHD, however, had a higher rate of compulsive video game use than controls (37.5% vs 11.8%, P video game playing was relatively prevalent in children regardless of ADHD status, those with ADHD had a higher rate of problematic video game use than controls. The pattern of leisure activities including video game use should be assessed during health supervision visits. As such, those at risk for game addiction could be identified early, resulting in appropriate intervention. © 2018 Japan Pediatric Society.

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

    Science.gov (United States)

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

    2013-01-01

    The news media has substantial influence on public perceptions of social and health issues. This study conducted a video content analysis to examine portrayals of obese persons in online news reports about obesity. The authors downloaded online news videos about obesity (N = 371) from 5 major news websites and systematically coded visual portrayals of obese and nonobese adults and youth in these videos. The authors found that 65% of overweight/obese adults and 77% of overweight/obese youth were portrayed in a negative, stigmatizing manner across multiple obesity-related topics covered in online news videos. In particular, overweight/obese individuals were significantly more likely than were nonoverweight individuals to be portrayed as headless, with an unflattering emphasis on isolated body parts, from an unflattering rear view of their excess weight, eating unhealthy foods, engaging in sedentary behavior, and dressed in inappropriately fitting clothing. Nonoverweight individuals were significantly more likely to be portrayed positively. In conclusion, obese children and adults are frequently stigmatized in online news videos about obesity. These findings have important implications for public perceptions of obesity and obese persons and may reinforce negative societal weight bias.

  6. Structured student-generated videos for first-year students at a dental school in Malaysia.

    Science.gov (United States)

    Omar, Hanan; Khan, Saad A; Toh, Chooi G

    2013-05-01

    Student-generated videos provide an authentic learning experience for students, enhance motivation and engagement, improve communication skills, and improve collaborative learning skills. This article describes the development and implementation of a student-generated video activity as part of a knowledge, observation, simulation, and experience (KOSE) program at the School of Dentistry, International Medical University, Kuala Lumpur, Malaysia. It also reports the students' perceptions of an activity that introduced first-year dental students (n=44) to clinical scenarios involving patients and dental team aiming to improve professional behavior and communication skills. The learning activity was divided into three phases: preparatory phase, video production phase, and video-watching. Students were organized into five groups and were instructed to generate videos addressing given clinical scenarios. Following the activity, students' perceptions were assessed with a questionnaire. The results showed that 86 percent and 88 percent, respectively, of the students agreed that preparation of the activity enhanced their understanding of the role of dentists in provision of health care and the role of enhanced teamwork. In addition, 86 percent and 75 percent, respectively, agreed that the activity improved their communication and project management skills. Overall, the dental students perceived that the student-generated video activity was a positive experience and enabled them to play the major role in driving their learning process.

  7. Using standardized patients versus video cases for representing clinical problems in problem-based learning.

    Science.gov (United States)

    Yoon, Bo Young; Choi, Ikseon; Choi, Seokjin; Kim, Tae-Hee; Roh, Hyerin; Rhee, Byoung Doo; Lee, Jong-Tae

    2016-06-01

    The quality of problem representation is critical for developing students' problem-solving abilities in problem-based learning (PBL). This study investigates preclinical students' experience with standardized patients (SPs) as a problem representation method compared to using video cases in PBL. A cohort of 99 second-year preclinical students from Inje University College of Medicine (IUCM) responded to a Likert scale questionnaire on their learning experiences after they had experienced both video cases and SPs in PBL. The questionnaire consisted of 14 items with eight subcategories: problem identification, hypothesis generation, motivation, collaborative learning, reflective thinking, authenticity, patient-doctor communication, and attitude toward patients. The results reveal that using SPs led to the preclinical students having significantly positive experiences in boosting patient-doctor communication skills; the perceived authenticity of their clinical situations; development of proper attitudes toward patients; and motivation, reflective thinking, and collaborative learning when compared to using video cases. The SPs also provided more challenges than the video cases during problem identification and hypotheses generation. SPs are more effective than video cases in delivering higher levels of authenticity in clinical problems for PBL. The interaction with SPs engages preclinical students in deeper thinking and discussion; growth of communication skills; development of proper attitudes toward patients; and motivation. Considering the higher cost of SPs compared with video cases, SPs could be used most advantageously during the preclinical period in the IUCM curriculum.

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

    Science.gov (United States)

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

    2017-12-16

    Large scale models of interprofessional learning (IPL) where outcomes are assessed are rare within health professional curricula. To date, there is sparse research describing robust assessment strategies to support such activities. We describe the development of an IPL assessment task based on peer rating of a student generated video evidencing collaborative interprofessional practice. We provide content validation evidence of an assessment rubric in the context of large scale IPL. Two established approaches to scale development in an educational setting were combined. A literature review was undertaken to develop a conceptual model of the relevant domains and issues pertaining to assessment of student generated videos within IPL. Starting with a prototype rubric developed from the literature, a series of staff and student workshops were undertaken to integrate expert opinion and user perspectives. Participants assessed five-minute videos produced in a prior pilot IPL activity. Outcomes from each workshop informed the next version of the rubric until agreement was reached on anchoring statements and criteria. At this point the rubric was declared fit to be used in the upcoming mandatory large scale IPL activity. The assessment rubric consisted of four domains: patient issues, interprofessional negotiation; interprofessional management plan in action; and effective use of video medium to engage audience. The first three domains reflected topic content relevant to the underlying construct of interprofessional collaborative practice. The fourth domain was consistent with the broader video assessment literature calling for greater emphasis on creativity in education. We have provided evidence for the content validity of a video-based peer assessment task portraying interprofessional collaborative practice in the context of large-scale IPL activities for healthcare professional students. Further research is needed to establish the reliability of such a scale.

  9. Practices of Waldorf-Inspired Schools. Research Brief

    Science.gov (United States)

    Friedlaender, Diane; Beckham, Kyle; Zheng, Xinhua; Darling-Hammond, Linda

    2015-01-01

    "Growing a Waldorf-Inspired Approach in a Public School District" documents the practices and outcomes of Alice Birney, a Waldorf-Inspired School in Sacramento City Unified School District (SCUSD). This study highlights how such a school addresses students' academic, social, emotional, physical, and creative development. The study also…

  10. 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...

  11. Perspective of an Artist Inspired by Physics

    Science.gov (United States)

    Sanborn, Jim

    2010-02-01

    Using digital images and video I will be presenting thirty years of my science based artwork. Beginning in the late 1970's my gallery and museum installations used lodestones and suspended compasses to reveal the earths' magnetic field. Through the 1980's my work included these compass installations and geologically inspired tableaux that had one thing in common, they were designed to expose the invisible forces of nature. Tectonics, the Coriolis force, and magnetism were among the subjects of study. In 1988, on the basis of my work with invisible forces, I was selected for a commission from the General Services Administration for the new Central Intelligence Agency headquarters in Langley Virginia. This work titled Kryptos included a large cryptographic component that remains undeciphered twenty years after its installation. In the 1990's Kryptos inspired several of my museum and gallery installations using cryptography and secrecy as their main themes. From 1995-1998 I completed a series of large format projections on the landscape in the western US and Ireland. These projections and the resulting series of photographs emulated the 19th century cartographers hired by the United States Government to map the western landscape. In 1998 I began my project titled Atomic Time. This installation shown for the first time in 2004 at the Corcoran Gallery in Washington DC, then again in the Gwangju Biennale in South Korea was a recreation of the 1944 Manhattan Project laboratory that built the first Atomic Bomb. This installation used original equipment and prototypes from the Los Alamos Lab and was an extremely accurate representation of the laboratory and the first nuclear bomb called the ``Trinity Device.'' I began my current project Terrestrial Physics in 2005. This installation to be shown in June 2010 at the Museum of Contemporary Art in Denver is a recreation of the large particle accelerator and the experiment that fissioned Uranium in 1939 at the Carnegie

  12. An Immune System Inspired Theory for Crime and Violence in Cities

    Directory of Open Access Journals (Sweden)

    Soumya Banerjee

    2017-06-01

    Full Text Available Crime is ubiquitous and has been around for millennia. Crime is analogous to a pathogenic infection and police response to it is similar to an immune response. The biological immune system is also engaged in an arms race with pathogens. We propose an immune system inspired theory of crime and violence in human societies, especially in large agglomerations like cities. In this work we suggest that an immune system inspired theory of crime can provide a new perspective on the dynamics of violence in societies. The competitive dynamics between police and criminals has similarities to how the immune system is involved in an arms race with invading pathogens. Cities have properties similar to biological organisms and in this theory the police and military forces would be the immune system that protects against detrimental internal and external forces. Our theory has implications for public policy: ranging from how much financial resource to invest in crime fighting, to optimal policing strategies, pre-placement of police, and number of police to be allocated to different cities. Our work can also be applied to other forms of violence in human societies (like terrorism and violence in other primate societies and eusocial insects. We hope this will be the first step towards a quantitative theory of violence and conflict in human societies. Ultimately we hope that this will help in designing smart and efficient cities that can scale and be sustainable despite population increase.

  13. The Use of Game Dynamics to Enhance Curriculum and Instruction: What Teachers Can Learn from the Design of Video Games

    OpenAIRE

    Curtis Chandler

    2013-01-01

    Video games have received an increased amount of attention from educational institutions due to their widespread use and their ability to engage and sustain players in difficult learning tasks for extended amounts of time. While many studies have been done on digital games' potential to impact learning, only recently has educational research begun to analyze the game dynamics embedded in video games used to immerse students in difficult problem-solving and to support their learning. This ar...

  14. Business Inspiration: Small Business Leadership in Recovery?

    Science.gov (United States)

    Rae, David; Price, Liz; Bosworth, Gary; Parkinson, Paul

    2012-01-01

    Business Inspiration was a short, action-centred leadership and innovation development programme designed for owners and managers of smaller firms to address business survival and repositioning needs arising from the UK's economic downturn. The article examines the design and delivery of Business Inspiration and the impact of the programme on…

  15. Inquiry and Industry Inspired Laboratories: The Impact on Students' Perceptions of Skill Development and Engagements

    Science.gov (United States)

    George-Williams, Stephen R.; Soo, Jue T.; Ziebell, Angela L.; Thompson, Christopher D.; Overton, Tina L.

    2018-01-01

    Many examples exist in the chemical education literature of individual experiments, whole courses or even entire year levels that have been completely renewed under the tenets of context-based, inquiry-based or problem-based learning. The benefits of these changes are well documented and include higher student engagement, broader skill development…

  16. 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...

  17. Phase-based motion magnification video for monitoring of vital signals using the Hermite transform

    Science.gov (United States)

    Brieva, Jorge; Moya-Albor, Ernesto

    2017-11-01

    In this paper we present a new Eulerian phase-based motion magnification technique using the Hermite Transform (HT) decomposition that is inspired in the Human Vision System (HVS). We test our method in one sequence of the breathing of a newborn baby and on a video sequence that shows the heartbeat on the wrist. We detect and magnify the heart pulse applying our technique. Our motion magnification approach is compared to the Laplacian phase based approach by means of quantitative metrics (based on the RMS error and the Fourier transform) to measure the quality of both reconstruction and magnification. In addition a noise robustness analysis is performed for the two methods.

  18. 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.

  19. 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…

  20. Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles

    Science.gov (United States)

    Anderson, Janice; Barnett, Michael

    2011-08-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called Supercharged! on pre-service teachers' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! the control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference F(2,134) = 4.8, p video games can lead to positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment. Additionally, this study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that video game designers should embed meta-cognitive activities such as reflective opportunities into educational video games to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.

  1. 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

  2. Nature as inspiration for leisure education

    OpenAIRE

    ŠPIRHANZLOVÁ, Andrea

    2017-01-01

    The thesis deals with the organization of leisure activities where the main tool and inspiration is nature. The theoretical part defines basic concepts of pedagogy of free time and points to the possibility of using nature as an inspiration not only for creating content components of leisure activities, but also as the environment in which the pedagogical - educational process of activities takes place. The practical part contains specific pedagogical - educational activity whose essence is b...

  3. Motivation and engagement in mathematics: a qualitative framework for teacher-student interactions

    Science.gov (United States)

    Durksen, Tracy L.; Way, Jennifer; Bobis, Janette; Anderson, Judy; Skilling, Karen; Martin, Andrew J.

    2017-02-01

    We started with a classic research question (How do teachers motivate and engage middle year students in mathematics?) that is solidly underpinned and guided by an integration of two theoretical and multidimensional models. In particular, the current study illustrates how theory is important for guiding qualitative analytical approaches to motivation and engagement in mathematics. With little research on how teachers of mathematics are able to maintain high levels of student motivation and engagement, we focused on developing a qualitative framework that highlights the influence of teacher-student interactions. Participants were six teachers (upper primary and secondary) that taught students with higher-than-average levels of motivation and engagement in mathematics. Data sources included one video-recorded lesson and associated transcripts from pre- and post-lesson interviews with each teacher. Overall, effective classroom organisation stood out as a priority when promoting motivation and engagement in mathematics. Results on classroom organisation revealed four key indicators within teacher-student interactions deemed important for motivation and engagement in mathematics—confidence, climate, contact, and connection. Since much of the effect of teachers on student learning relies on interactions, and given the universal trend of declining mathematical performance during the middle years of schooling, future research and intervention studies might be assisted by our qualitative framework.

  4. 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.).

  5. Using Augmented Reality to engage STEM students with an authentic curriculum

    Directory of Open Access Journals (Sweden)

    M. Hobbs

    2016-06-01

    Full Text Available This paper reports on the introduction of a set of 'Augmented Reality' (AR tasks, offering an innovative, real world and problem based set of activities for a group of first year University Gaming and Computer Science students. Our initial research identifies a gap in the perceptions of STEM students between the usefulness of discipline based modules and a compulsory 'Professional Development' module where more ‘employability’ based skills were delivered. It had a history of poor student engagement and attendance, and failed to provide a compelling narrative/links to the outside world. The AR tasks were designed to facilitate group-working and multi-channel communication, and to engage students through the use of a more creative technology. Framed as a rich case study, insights are captured through student blogs, video interviews and a questionnaire. Initial findings indicate higher levels of satisfaction and an appreciation of groupwork tasks, enhanced student engagement and a greater awareness of the value of transferable skills.

  6. 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.

  7. Video processing for human perceptual visual quality-oriented video coding.

    Science.gov (United States)

    Oh, Hyungsuk; Kim, Wonha

    2013-04-01

    We have developed a video processing method that achieves human perceptual visual quality-oriented video coding. The patterns of moving objects are modeled by considering the limited human capacity for spatial-temporal resolution and the visual sensory memory together, and an online moving pattern classifier is devised by using the Hedge algorithm. The moving pattern classifier is embedded in the existing visual saliency with the purpose of providing a human perceptual video quality saliency model. In order to apply the developed saliency model to video coding, the conventional foveation filtering method is extended. The proposed foveation filter can smooth and enhance the video signals locally, in conformance with the developed saliency model, without causing any artifacts. The performance evaluation results confirm that the proposed video processing method shows reliable improvements in the perceptual quality for various sequences and at various bandwidths, compared to existing saliency-based video coding methods.

  8. Inspiration and the Texts of the Bible

    Directory of Open Access Journals (Sweden)

    Dirk Buchner

    1997-12-01

    Full Text Available This article seeks to explore what the inspired text of the Old Testament was as it existed for the New Testament authors, particularly for the author of the book of Hebrews. A quick look at the facts makes. it clear that there was, at the time, more than one 'inspired' text, among these were the Septuagint and the Masoretic Text 'to name but two'. The latter eventually gained ascendancy which is why it forms the basis of our translated Old Testament today. Yet we have to ask: what do we make of that other text that was the inspired Bible to the early Church, especially to the writer of the book of Hebrews, who ignored the Masoretic text? This article will take a brief look at some suggestions for a doctrine of inspiration that keeps up with the facts of Scripture. Allied to this, the article is something of a bibliographical study of recent developments in textual research following the discovery of the Dead Sea scrolls.

  9. Creative design inspired by biological knowledge: Technologies and methods

    Science.gov (United States)

    Tan, Runhua; Liu, Wei; Cao, Guozhong; Shi, Yuan

    2018-05-01

    Biological knowledge is becoming an important source of inspiration for developing creative solutions to engineering design problems and even has a huge potential in formulating ideas that can help firms compete successfully in a dynamic market. To identify the technologies and methods that can facilitate the development of biologically inspired creative designs, this research briefly reviews the existing biological-knowledge-based theories and methods and examines the application of biological-knowledge-inspired designs in various fields. Afterward, this research thoroughly examines the four dimensions of key technologies that underlie the biologically inspired design (BID) process. This research then discusses the future development trends of the BID process before presenting the conclusions.

  10. Teachers' Reports of Learning and Application to Pedagogy Based on Engagement in Collaborative Peer Video Analysis

    Science.gov (United States)

    Christ, Tanya; Arya, Poonam; Chiu, Ming Ming

    2014-01-01

    Given international use of video-based reflective discussions in teacher education, and the limited knowledge about whether teachers apply learning from these discussions, we explored teachers' learning of new ideas about pedagogy and their self-reported application of this learning. Nine inservice and 48 preservice teachers participated in…

  11. No Reference Video-Quality-Assessment Model for Monitoring Video Quality of IPTV Services

    Science.gov (United States)

    Yamagishi, Kazuhisa; Okamoto, Jun; Hayashi, Takanori; Takahashi, Akira

    Service providers should monitor the quality of experience of a communication service in real time to confirm its status. To do this, we previously proposed a packet-layer model that can be used for monitoring the average video quality of typical Internet protocol television content using parameters derived from transmitted packet headers. However, it is difficult to monitor the video quality per user using the average video quality because video quality depends on the video content. To accurately monitor the video quality per user, a model that can be used for estimating the video quality per video content rather than the average video quality should be developed. Therefore, to take into account the impact of video content on video quality, we propose a model that calculates the difference in video quality between the video quality of the estimation-target video and the average video quality estimated using a packet-layer model. We first conducted extensive subjective quality assessments for different codecs and video sequences. We then model their characteristics based on parameters related to compression and packet loss. Finally, we verify the performance of the proposed model by applying it to unknown data sets different from the training data sets used for developing the model.

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

    Science.gov (United States)

    Rajagopalan, Uma Maheswari

    2017-01-01

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

  13. Preservice Teachers' Video Simulations and Subsequent Noticing: A Practice-Based Method to Prepare Mathematics Teachers

    Science.gov (United States)

    Amador, Julie M.

    2017-01-01

    The purpose of this study was to implement a Video Simulation Task in a mathematics methods teacher education course to engage preservice teachers in considering both the teaching and learning aspects of mathematics lesson delivery. Participants anticipated student and teacher thinking and created simulations, in which they acted out scenes on a…

  14. Between engagement and information

    DEFF Research Database (Denmark)

    Fritsch, Jonas; Brynskov, Martin

    2009-01-01

    This paper discusses the initial findings from a dual case study, describing two interactive urban installations and reflecting on their design and use. The two installations are Climate on the Wall, an interactive media facade, and CO2nfession/CO2mmitment, a video installation with user......-generated content. Both were designed to contribute to the effort of making people in the city aware of the municipal goal of becoming CO2 neutral by the year 2030. They were designed as part of a larger exhibition to engage individual citizens in a concrete way towards the somewhat more abstract end: CO2...... neutrality. In the paper we present the background for the work, describe the installations, report on initial findings regarding their use and reception, and, finally, outline what research agendas we plan to pursue in upcoming work....

  15. Audiovisual physics reports: students' video production as a strategy for the didactic laboratory

    Science.gov (United States)

    Vinicius Pereira, Marcus; de Souza Barros, Susana; de Rezende Filho, Luiz Augusto C.; Fauth, Leduc Hermeto de A.

    2012-01-01

    Constant technological advancement has facilitated access to digital cameras and cell phones. Involving students in a video production project can work as a motivating aspect to make them active and reflective in their learning, intellectually engaged in a recursive process. This project was implemented in high school level physics laboratory classes resulting in 22 videos which are considered as audiovisual reports and analysed under two components: theoretical and experimental. This kind of project allows the students to spontaneously use features such as music, pictures, dramatization, animations, etc, even when the didactic laboratory may not be the place where aesthetic and cultural dimensions are generally developed. This could be due to the fact that digital media are more legitimately used as cultural tools than as teaching strategies.

  16. To Trust or Not to Trust? What Drives Public Trust in Science in Social Media Engagement

    Science.gov (United States)

    Hwong, Y. L.; Oliver, C.; Van Kranendonk, M. J.

    2017-12-01

    The erosion of public trust in science is a serious concern today. This climate of distrust has real consequences, from the anti-vaccination movement to climate change denials. The age of social media promises opportunities for improved interactivity between scientists and the public, which experts hope will help improve public confidence in science. However, evidence linking social media engagement and public attitude towards science is scarce. Our study aimed to help fill this gap. We examined Twitter engagement and its impact on public trust in science, focusing on two related science issues: space science and climate change. Our datasets comprised of 10,000 randomly sampled tweets over a month's period in 2016. We used human annotation and machine learning to analyse the tweets. Results revealed the level of distrust was significantly higher in the climate change tweets. However, in the climate change network, people who engaged with science personalities trust science more than those who did not. This difference in trust levels was not present in the space science network. There the two clusters of people displayed similar levels of trust in science. Additionally, we used machine learning to predict the trust labels of tweets and conducted feature analysis to find the properties of trust-inspiring tweets. Our supervised learning algorithm was able to predict trust in science in our sample tweets with 84% accuracy. The strongest predictors of trust in science (as conveyed by tweets) were similarity, presence of URL and authenticity. Contrast this with the findings of our previous study investigating the features of highly engaging space science related social media messages, authenticity is the only feature that also inspires trust. This indicates that what works to promote engagement (e.g. `retweets', `Likes') does not necessarily build trust in science. Social media science communication is not as simple as `we engage, therefore they trust'. We suggest that

  17. Active Galactic Videos: A YouTube Channel for Astronomy Education and Outreach

    Science.gov (United States)

    Calahan, Jenny; Gibbs, Aidan; Hardegree-Ullman, Melody; Hardegree-Ullman, Michael; Impey, Chris David; Kevis, Charlotte; Lewter, Austin; Mauldin, Emmalee; McKee, Carolyn; Olmedo, Alejandro; Pereira, Victoria; Thomas, Melissa; Wenger, Matthew

    2018-01-01

    Active Galactic Videos is an astronomy-focused YouTube channel run by a team at the University of Arizona. The channel both produces astronomy-focused educational content for public audiences and opens a window into the world of professional astronomy by showcasing the work done at Steward Observatory and in Southern Arizona. The channel is mainly run by undergraduate students from a variety of backgrounds including: astronomy, education, film, music, english, and writing. In addition to providing educational content for public audiences, this project provides opportunities for undergraduate students to learn about astronomy content, general astronomy pedagogy, as well as science communication. This is done through developing the practical skills needed to take on the challenge of creating effective and engaging videos. Students write, film, score, direct, and edit each video while conscious of how each piece can affect the teaching/storytelling of the concept at hand. The team has produced various styles of video: presentational, interviews, musical/poetic, tours, and documentaries. In addition to YouTube, the Active Galactic Videos team maintains a social media presence on Facebook, Twitter, and Instagram. These help to widely distribute the content as well as to publicize the main Youtube channel. In addition to providing an overview of our educational work, we present 51 videos, or two year's, worth of online analytics that we are using to better understand our audience, to examine what videos have been popular and successful, and how people are accessing our content. We will present our experience in order to help others learn about improving astronomy education online, as well as astronomy communication and outreach in general.We acknowledge the Howard Hughes Medical Institute for grant support of this and related education initiatives

  18. 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...

  19. Nature-Inspired Design : Strategies for Sustainable Product Development

    NARCIS (Netherlands)

    De Pauw, I.C.

    2015-01-01

    Product designers can apply different strategies, methods, and tools for sustainable product development. Nature-Inspired Design Strategies (NIDS) offer designers a distinct class of strategies that use ‘nature’ as a guiding source of knowledge and inspiration for addressing sustainability.

  20. The scientific study of inspiration in the creative process: Challenges and opportunities

    Directory of Open Access Journals (Sweden)

    Victoria C. Oleynick

    2014-06-01

    Full Text Available Inspiration is a motivational state that compels individuals to bring ideas into fruition. Creators have long argued that inspiration is important to the creative process, but until recently, scientists have not investigated this claim. In this article, we review challenges to the study of creative inspiration, as well as solutions to these challenges afforded by theoretical and empirical work on inspiration over the past decade. First, we discuss the problem of definitional ambiguity, which has been addressed through an integrative process of construct conceptualization. Second, we discuss the challenge of how to operationalize inspiration. This challenge has been overcome by the development and validation of the Inspiration Scale, which may be used to assess trait or state inspiration. Third, we address ambiguity regarding how inspiration differs from related concepts (creativity, insight, positive affect by discussing discriminant validity. Next, we discuss the preconception that inspiration is less important than perspiration (effort, and we review empirical evidence that inspiration and effort both play important—but different—roles in the creative process. Finally, with many challenges overcome, we argue that the foundation is now set for a new generation of research focused on neural underpinnings. We discuss potential challenges to and opportunities for the neuroscientific study of inspiration. A better understanding of the biological basis of inspiration will illuminate the process through which creative ideas fire the soul, such that individuals are compelled to transform ideas into products and solutions that may benefit society.

  1. The allure of the forbidden: breaking taboos, frustration, and attraction to violent video games.

    Science.gov (United States)

    Whitaker, Jodi L; Melzer, André; Steffgen, Georges; Bushman, Brad J

    2013-04-01

    Although people typically avoid engaging in antisocial or taboo behaviors, such as cheating and stealing, they may succumb in order to maximize their personal benefit. Moreover, they may be frustrated when the chance to commit a taboo behavior is withdrawn. The present study tested whether the desire to commit a taboo behavior, and the frustration from being denied such an opportunity, increases attraction to violent video games. Playing violent games allegedly offers an outlet for aggression prompted by frustration. In two experiments, some participants had no chance to commit a taboo behavior (cheating in Experiment 1, stealing in Experiment 2), others had a chance to commit a taboo behavior, and others had a withdrawn chance to commit a taboo behavior. Those in the latter group were most attracted to violent video games. Withdrawing the chance for participants to commit a taboo behavior increased their frustration, which in turn increased their attraction to violent video games.

  2. Engaging Students In Modeling Instruction for Introductory Physics

    Science.gov (United States)

    Brewe, Eric

    2016-05-01

    Teaching introductory physics is arguably one of the most important things that a physics department does. It is the primary way that students from other science disciplines engage with physics and it is the introduction to physics for majors. Modeling instruction is an active learning strategy for introductory physics built on the premise that science proceeds through the iterative process of model construction, development, deployment, and revision. We describe the role that participating in authentic modeling has in learning and then explore how students engage in this process in the classroom. In this presentation, we provide a theoretical background on models and modeling and describe how these theoretical elements are enacted in the introductory university physics classroom. We provide both quantitative and video data to link the development of a conceptual model to the design of the learning environment and to student outcomes. This work is supported in part by DUE #1140706.

  3. Facebook Users’ Engagement and Perceived Life Satisfaction

    Directory of Open Access Journals (Sweden)

    Tammy R. Vigil

    2015-07-01

    Full Text Available This study extends existing research on Facebook’s impact on users’ life satisfaction. The results from two surveys of college students demonstrate a tension between Facebook use and users’ perceived contentment with their lives. Existing literature indicates students use Facebook to enhance self-esteem, yet the results from this study connect increased Facebook use to lower self-reported levels of happiness. In particular, respondents’ interactions with photos and videos increase users’ dissatisfaction. This phenomenon may be due to the impact photos have on the ways users engage in social comparisons with Facebook “friends” and the self-construals they create based on these comparisons.

  4. Footprints of Fascination: Digital Traces of Public Engagement with Particle Physics on CERN's Social Media Platforms

    Science.gov (United States)

    Baram-Tsabari, Ayelet

    2016-01-01

    Although the scientific community increasingly recognizes that its communication with the public may shape civic engagement with science, few studies have characterized how this communication occurs online. Social media plays a growing role in this engagement, yet it is not known if or how different platforms support different types of engagement. This study sets out to explore how users engage with science communication items on different platforms of social media, and what are the characteristics of the items that tend to attract large numbers of user interactions. Here, user interactions with almost identical items on five of CERN's social media platforms were quantitatively compared over an eight-week period, including likes, comments, shares, click-throughs, and time spent on CERN's site. The most popular items were qualitatively analyzed for content features. Findings indicate that as audience size of a social media platform grows, the total rate of engagement with content tends to grow as well. However, per user, engagement tends to decline with audience size. Across all platforms, similar topics tend to consistently receive high engagement. In particular, awe-inspiring imagery tends to frequently attract high engagement across platforms, independent of newsworthiness. To our knowledge, this study provides the first cross-platform characterization of public engagement with science on social media. Findings, although focused on particle physics, have a multidisciplinary nature; they may serve to benchmark social media analytics for assessing science communication activities in various domains. Evidence-based suggestions for practitioners are also offered. PMID:27232498

  5. Footprints of Fascination: Digital Traces of Public Engagement with Particle Physics on CERN's Social Media Platforms.

    Science.gov (United States)

    Kahle, Kate; Sharon, Aviv J; Baram-Tsabari, Ayelet

    2016-01-01

    Although the scientific community increasingly recognizes that its communication with the public may shape civic engagement with science, few studies have characterized how this communication occurs online. Social media plays a growing role in this engagement, yet it is not known if or how different platforms support different types of engagement. This study sets out to explore how users engage with science communication items on different platforms of social media, and what are the characteristics of the items that tend to attract large numbers of user interactions. Here, user interactions with almost identical items on five of CERN's social media platforms were quantitatively compared over an eight-week period, including likes, comments, shares, click-throughs, and time spent on CERN's site. The most popular items were qualitatively analyzed for content features. Findings indicate that as audience size of a social media platform grows, the total rate of engagement with content tends to grow as well. However, per user, engagement tends to decline with audience size. Across all platforms, similar topics tend to consistently receive high engagement. In particular, awe-inspiring imagery tends to frequently attract high engagement across platforms, independent of newsworthiness. To our knowledge, this study provides the first cross-platform characterization of public engagement with science on social media. Findings, although focused on particle physics, have a multidisciplinary nature; they may serve to benchmark social media analytics for assessing science communication activities in various domains. Evidence-based suggestions for practitioners are also offered.

  6. Social Media - An Interactive and Engaging Approach to Bring the Science to the People

    Science.gov (United States)

    Durscher, Romeo; Wawro, Martha

    2013-03-01

    NASA has embraced social media as a valuable tool to communicate the activities of the agency in fulfillment of its mission. Team SDO continues to be on the forefront of using social media in a very engaging and interactive way and share mission information, solar images and space weather updates via a variety of social media platforms and outlets. We will present the impact SDO's social media strategy has made, including follower, friends and fan statistics from Twitter, Facebook, YouTube, Google+ and other outlets. We will discuss the various social media outlets and the techniques we use for reaching and engaging our audience. Effectiveness is measured through the use of various automatically gathered statistics and level of public engagement. Of key importance to effective social media use is having access to scientists who can quickly respond to questions and express their answers in meaningful ways to the public. Our presentation will highlight the importance of scientist involvement and suggest ways for encouraging more scientists to support these efforts. We will present some of the social media plans for 2012 and discuss how we can continue to educate, inform, engage and inspire.

  7. The Europlanet Prize for Public Engagement with Planetary Science: three years of honouring outstanding achievements

    Science.gov (United States)

    Fouchet, T.; Chatzichristou, E.; Heward, A.

    2012-09-01

    Europlanet launched an annual Prize for Public Engagement with Planetary Sciences at the European Planetary Science Congress (EPSC) in 2009. At EPSC 2012, the prize will be presented for the third time. To date, the prize has been awarded to: • 2010 - Dr Jean Lilensten of the Laboratoire de Planétologie de Grenoble for his development and dissemination of his 'planeterrella' experiment; • 2011 - The Austrian Space Forum for their coordinated programme of outreach activities, which range from simple classroom presentations to space exhibitions reaching 15 000 visitors; • 2012 - Yaël Nazé, for the diverse outreach programme she has individually initiated over the years, carefully tailored to audiences across the spectrum of society, including children, artists and elderly people. These three prizes cover a spectrum of different approaches to outreach and provide inspiration for anyone wishing to become engaged in public engagement, whether at an individual and institutional level.

  8. The Texas Production Manual: A Source Book for the Motion Picture and Video Industry. Fourth Edition.

    Science.gov (United States)

    Kuttruff, Alma J., Ed.

    This manual is a cross-referenced directory to film industry personnel and services available in the State of Texas. The Who's Who section contains an alphabetical listing of companies and individuals in the state engaged in some aspect of motion picture or video production. These listings include brief summaries of each company and individuals'…

  9. Adopting Lightboard for a Chemistry Flipped Classroom to Improve Technology-Enhanced Videos for Better Learner Engagement

    Science.gov (United States)

    Fung, Fun Man

    2017-01-01

    Currently there are two primary methods of recording flipped classroom videos: (1) using the white board and (2) screencasting a PowerPoint presentation. Both methods have several disadvantages. In the former, the presenter's body obscures the content. Both methods lack an element of human interaction between the viewers and presenter and require…

  10. A community of curious souls: an analysis of commenting behavior on TED talks videos.

    Science.gov (United States)

    Tsou, Andrew; Thelwall, Mike; Mongeon, Philippe; Sugimoto, Cassidy R

    2014-01-01

    The TED (Technology, Entertainment, Design) Talks website hosts video recordings of various experts, celebrities, academics, and others who discuss their topics of expertise. Funded by advertising and members but provided free online, TED Talks have been viewed over a billion times and are a science communication phenomenon. Although the organization has been derided for its populist slant and emphasis on entertainment value, no previous research has assessed audience reactions in order to determine the degree to which presenter characteristics and platform affect the reception of a video. This article addresses this issue via a content analysis of comments left on both the TED website and the YouTube platform (on which TED Talks videos are also posted). It was found that commenters were more likely to discuss the characteristics of a presenter on YouTube, whereas commenters tended to engage with the talk content on the TED website. In addition, people tended to be more emotional when the speaker was a woman (by leaving comments that were either positive or negative). The results can inform future efforts to popularize science amongst the public, as well as to provide insights for those looking to disseminate information via Internet videos.

  11. Observed lesson structure during the first year of secondary education : Exploration of change and link with academic engagement

    NARCIS (Netherlands)

    Maulana, Ridwan; Opdenakker, Marie-Christine; Stroet, Kim; Bosker, Roel

    This study investigates whether lesson structure (LS) matters and which components are important for academic engagement during the first grade of secondary education. Data from videoed lessons of 10 Dutch and 12 Indonesian teachers analyzed using an observation protocol show that six LS components

  12. Holistic feedback approach with video and peer discussion under teacher supervision.

    Science.gov (United States)

    Hunukumbure, Agra Dilshani; Smith, Susan F; Das, Saroj

    2017-09-29

    High quality feedback is vital to learning in medical education but many students and teachers have expressed dissatisfaction on current feedback practices. Lack of teachers' insight into students' feedback requirements may be a key, which might be addressed by giving control to the students with student led feedback practices. The conceptual framework was built on three dimensions of learning theory by Illeris and Vygotsky's zone of proximal development and scaffolding. We introduced a feedback session with self-reflection and peer feedback in the form of open discussion on video-recorded student performances under teacher's guidance. The aims of this qualitative study were to explore students' perception on this holistic feedback approach and to investigate ways of maximising effective feedback and learning. Semi-structured interviews were used to gather data which were evaluated using a thematic analytical approach. The participants were third year medical students of Imperial College London on clinical placements at Hillingdon Hospital. Video based self-reflection helped some students to identify mistakes in communication and technical skills of which they were unaware prior to the session. Those who were new to video feedback found their expected self-image different to that of their actual image on video, leading to some distress. However many also identified that mistakes were not unique to themselves through peer videos and learnt from both model performances and from each other's mistakes. Balancing honest feedback with empathy was a challenge for many during peer discussion. The teacher played a vital role in making the session a success by providing guidance and a supportive environment. This study has demonstrated many potential benefits of this holistic feedback approach with video based self-reflection and peer discussion with students engaging at a deeper cognitive level than the standard descriptive feedback.

  13. Role of Cultural Inspiration with Different Types in Cultural Product Design Activities

    Science.gov (United States)

    Luo, Shi-Jian; Dong, Ye-Nan

    2017-01-01

    Inspiration plays an important role in the design activities and design education. This paper describes "ancient cultural artefacts" as "cultural inspiration," consisting of two types called "cultural-pictorial inspiration" (CPI) and "cultural-textual inspiration" (CTI). This study aims to test the important…

  14. Design of Video Games for Children’s Diet and Physical Activity Behavior Change

    OpenAIRE

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2010-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self reg...

  15. Relacije umetnosti i video igara / Relations of Art and Video Games

    OpenAIRE

    Manojlo Maravić

    2012-01-01

    When discussing the art of video games, three different contexts need to be considered: the 'high' art (video games and the art); commercial video games (video games as the art) and the fan art. Video games are a legitimate artistic medium subject to modifications and recontextualisations in the process of creating a specific experience of the player/user/audience and political action by referring to particular social problems. They represent a high technological medium that increases, with p...

  16. INSPIRE: Interactive NASA Space Physics Ionosphere Radio Experiment

    Science.gov (United States)

    Franzen, K. A.; Garcia, L. N.; Webb, P. A.; Green, J. L.

    2007-12-01

    The INSPIRE Project is a non-profit scientific and educational corporation whose objective is to bring the excitement of observing very low frequency (VLF) natural radio waves to high school students. Underlying this objective is the conviction that science and technology are the underpinnings of our modern society, and that only with an understanding of these disciplines can people make correct decisions in their lives. Since 1989, the INSPIRE Project has provided specially designed radio receiver kits to over 2,500 students and other groups to make observations of signals in the VLF frequency range. These kits provide an innovative and unique opportunity for students to actively gather data that can be used in a basic research project. Natural VLF emissions that can be studied with the INSPIRE receiver kits include sferics, tweeks, whistlers, and chorus, which originate from phenomena such as lightning. These emissions can either come from the local atmospheric environment within a few tens of kilometers of the receiver or from outer space thousands of kilometers from the Earth. VLF emissions are at such low frequencies that they can be received, amplified and turned into sound that we can hear, with each emission producing in a distinctive sound. In 2006 INSPIRE was re-branded and its mission has expanded to developing new partnerships with multiple science projects. Links to magnetospheric physics, astronomy, and meteorology are being identified. This presentation will introduce the INSPIRE project, display the INSPIRE receiver kits, show examples of the types of VLF emissions that can be collected and provide information on scholarship programs being offered.

  17. 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.

  18. Ant- and Ant-Colony-Inspired ALife Visual Art.

    Science.gov (United States)

    Greenfield, Gary; Machado, Penousal

    2015-01-01

    Ant- and ant-colony-inspired ALife art is characterized by the artistic exploration of the emerging collective behavior of computational agents, developed using ants as a metaphor. We present a chronology that documents the emergence and history of such visual art, contextualize ant- and ant-colony-inspired art within generative art practices, and consider how it relates to other ALife art. We survey many of the algorithms that artists have used in this genre, address some of their aims, and explore the relationships between ant- and ant-colony-inspired art and research on ant and ant colony behavior.

  19. Medical students' perceptions of video-linked lectures and video-streaming

    Directory of Open Access Journals (Sweden)

    Karen Mattick

    2010-12-01

    Full Text Available Video-linked lectures allow healthcare students across multiple sites, and between university and hospital bases, to come together for the purposes of shared teaching. Recording and streaming video-linked lectures allows students to view them at a later date and provides an additional resource to support student learning. As part of a UK Higher Education Academy-funded Pathfinder project, this study explored medical students' perceptions of video-linked lectures and video-streaming, and their impact on learning. The methodology involved semi-structured interviews with 20 undergraduate medical students across four sites and five year groups. Several key themes emerged from the analysis. Students generally preferred live lectures at the home site and saw interaction between sites as a major challenge. Students reported that their attendance at live lectures was not affected by the availability of streamed lectures and tended to be influenced more by the topic and speaker than the technical arrangements. These findings will inform other educators interested in employing similar video technologies in their teaching.Keywords: video-linked lecture; video-streaming; student perceptions; decisionmaking; cross-campus teaching.

  20. Automated Indexing and Search of Video Data in Large Collections with inVideo

    Directory of Open Access Journals (Sweden)

    Shuangbao Paul Wang

    2017-08-01

    Full Text Available In this paper, we present a novel system, inVideo, for automatically indexing and searching videos based on the keywords spoken in the audio track and the visual content of the video frames. Using the highly efficient video indexing engine we developed, inVideo is able to analyze videos using machine learning and pattern recognition without the need for initial viewing by a human. The time-stamped commenting and tagging features refine the accuracy of search results. The cloud-based implementation makes it possible to conduct elastic search, augmented search, and data analytics. Our research shows that inVideo presents an efficient tool in processing and analyzing videos and increasing interactions in video-based online learning environment. Data from a cybersecurity program with more than 500 students show that applying inVideo to current video material, interactions between student-student and student-faculty increased significantly across 24 sections program-wide.

  1. 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: ...

  2. 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,…

  3. Nature as Inspiration

    Science.gov (United States)

    Tank, Kristina; Moore, Tamara; Strnat, Meg

    2015-01-01

    This article describes the final lesson within a seven-day STEM and literacy unit that is part of the Picture STEM curriculum (pictureSTEM. org) and uses engineering to integrate science and mathematics learning in a meaningful way (Tank and Moore 2013). For this engineering challenge, students used nature as a source of inspiration for designs to…

  4. Ndebele Inspired Houses

    Science.gov (United States)

    Rice, Nicole

    2012-01-01

    The house paintings of the South African Ndebele people are more than just an attempt to improve the aesthetics of a community; they are a source of identity and significance for Ndebele women. In this article, the author describes an art project wherein students use the tradition of Ndebele house painting as inspiration for creating their own…

  5. The use of student-driven video projects as an educational and outreach tool

    Science.gov (United States)

    Bamzai, A.; Farrell, W.; Klemm, T.

    2014-12-01

    With recent technological advances, the barriers to filmmaking have been lowered, and it is now possible to record and edit video footage with a smartphone or a handheld camera and free software. Students accustomed to documenting their every-day experiences for multimedia-rich social networking sites feel excited and creatively inspired when asked to take on ownership of more complex video projects. With a small amount of guidance on shooting primary and secondary footage and an overview of basic interview skills, students are self-motivated to identify the learning themes with which they resonate most strongly and record their footage in a way that is true to their own experience. The South Central Climate Science Center (SC-CSC) is one of eight regional centers formed by the U.S. Department of the Interior in order to provide decision makers with the science, tools, and information they need to address the impacts of climate variability and change on their areas of responsibility. An important component of this mission is to innovate in the areas of translational science and science communication. This presentation will highlight how the SC-CSC used student-driven video projects to document our Early Career Researcher Workshop and our Undergraduate Internship for Underrepresented Minorities. These projects equipped the students with critical thinking and project management skills, while also providing a finished product that the SC-CSC can use for future outreach purposes.

  6. Media Pembelajaran Interaktif Lectora Inspire sebagai Inovasi Pembelajaran

    Directory of Open Access Journals (Sweden)

    Norma Dewi Shalikhah

    2017-06-01

    Full Text Available Abstract The utilization of information and communication technology in education sector is a tremendous output. Support of ICT is hoped to become an innovation in learning with many involving information technology components inside. Therefore, in globalization era, education sector can not pass from its extent, with involves the inherent technology can produce a system of education. This paper discusses the interactive learning media that involve education technology using lectora inspire application. Lectora inspire is designed specifically for the beginner with purpose user friendly to use to make learning media, and can make the material test or evaluation. The development of interactive learning media with lectora inspire is conducted with how to provide training to the teachers in the elementary school. The methods are done with phases, includes gathering information, planning tools, implementing, presenting and reflecting. The object of this training is MIM Jagalan and MIM Jumoyo Greeting sub Magelang regency. Keywords: Media Interactive Learning, Lectora Inspire, Learning Innovation

  7. 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

  8. A video event trigger for high frame rate, high resolution video technology

    Science.gov (United States)

    Williams, Glenn L.

    1991-12-01

    When video replaces film the digitized video data accumulates very rapidly, leading to a difficult and costly data storage problem. One solution exists for cases when the video images represent continuously repetitive 'static scenes' containing negligible activity, occasionally interrupted by short events of interest. Minutes or hours of redundant video frames can be ignored, and not stored, until activity begins. A new, highly parallel digital state machine generates a digital trigger signal at the onset of a video event. High capacity random access memory storage coupled with newly available fuzzy logic devices permits the monitoring of a video image stream for long term or short term changes caused by spatial translation, dilation, appearance, disappearance, or color change in a video object. Pretrigger and post-trigger storage techniques are then adaptable for archiving the digital stream from only the significant video images.

  9. Fannish masculinities in transition in anime music video fandom

    Directory of Open Access Journals (Sweden)

    Samantha Close

    2016-09-01

    Full Text Available Politically engaged scholarship often interrogates the experiences of groups without privilege. But in order for social change to happen, privileged identities must also be reworked. An analysis of anime fandom in the early 2000s shows that fan works, such as fan video and cosplay performances, concretize masculinities that are both transgressive and desperately seeking normative confirmation. By means of queer and masculinity theory, I argue that fandom is a uniquely generative space for reworking masculinity. This will only remain true, however, if it can hold onto its subversive practices in a time of increasing mainstream attention.

  10. Biologically inspired technologies in NASA's morphing project

    Science.gov (United States)

    McGowan, Anna-Maria R.; Cox, David E.; Lazos, Barry S.; Waszak, Martin R.; Raney, David L.; Siochi, Emilie J.; Pao, S. Paul

    2003-07-01

    For centuries, biology has provided fertile ground for hypothesis, discovery, and inspiration. Time-tested methods used in nature are being used as a basis for several research studies conducted at the NASA Langley Research Center as a part of Morphing Project, which develops and assesses breakthrough vehicle technologies. These studies range from low drag airfoil design guided by marine and avian morphologies to soaring techniques inspired by birds and the study of small flexible wing vehicles. Biology often suggests unconventional yet effective approaches such as non-planar wings, dynamic soaring, exploiting aeroelastic effects, collaborative control, flapping, and fibrous active materials. These approaches and other novel technologies for future flight vehicles are being studied in NASA's Morphing Project. This paper will discuss recent findings in the aeronautics-based, biologically-inspired research in the project.

  11. Exploring Creativity in the Bio-Inspired Design Process

    DEFF Research Database (Denmark)

    Anggakara, K.; Aksdal, T.; Onarheim, Balder

    2015-01-01

    The growing interest in the of field bio-inspired design has been driven by the acknowledgement that inspiration from nature can serve as a valuable source of innovation. As an emerging approach, there has been a focus on building a principled methodology to address the challenges that arise...

  12. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  13. Joint engagement in infants and its relationship to their visual impairment measurements.

    Science.gov (United States)

    Urqueta Alfaro, Andrea; Morash, Valerie S; Lei, Daisy; Orel-Bixler, Deborah

    2018-02-01

    Coordination of attention between a social partner and an external focus of shared interest, called joint engagement, is associated with positive developmental outcomes such as better language, socio-emotional, and theory of mind skills in sighted infants. Current measures of joint engagement rely on an infant's visual behaviors, making it difficult to study joint engagement in infants with low or no vision. In a naturalistic observational study, 20 infants with various levels of visual impairments - mean ages: 1.08 years (N=9) and 1.62 years (N=18), were videotaped during 30-min free play sessions with their caregivers. Seven infants were tested at both ages. Videos were coded to determine the percentage of time the dyads participated in joint engagement. Results showed that all visually impaired infants participated in joint engagement, with a significant increase between earlier and later ages. Infants' visual impairment levels were described in terms of visual acuity and contrast sensitivity as measured using both visual evoked potential and preferential looking techniques. Of the visual measurements, infants' reduction in contrast sensitivity measured with preferential looking, alone, predicted the infants' percentage of time in joint engagement across ages. Contrary to prior research that exclusively focused on visual acuity, this finding supports the need to include contrast sensitivity measurements in studies with visually impaired infants. Copyright © 2017 Elsevier Inc. All rights reserved.

  14. Associations between children's video game playing and psychosocial health: Information from both parent and child reports. [corrected].

    Science.gov (United States)

    Lobel, Adam; Granic, Isabela; Engels, Rutger C M E

    2014-04-01

    Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness-the awareness of one's internal states-is important for such healthy regulation. Given the propensity for video games to induce stress, the associations between in-game and real world emotion regulation strategies during duress are worth exploring. We therefore present a method for measuring the interoceptive awareness of negative affect during stressful video game play, and investigate whether individual differences in this ability relate to emotion regulation strategies. Twenty-six proficient video game players were recruited to play a session of the video game Starcraft II in the lab. Players' physiological and subjective states of in-game negative arousal were measured consecutively. A comparison of these measures was used to calculate players' interoceptive awareness of real time in-game arousal. The relation between interoceptive awareness and a suite of emotion regulation strategies was then investigated. We observed a positive relation between in-game interoceptive awareness and the self-reported tendency to actively seek a resolution to negative affect. A positive trend was also observed between interoceptive awareness and the self-reported tendency to seek instrumental social support. Findings are discussed in terms of the relative effectiveness of different emotion regulation strategies for aiding in-game success. We further discuss the benefits and limitations of this pilot testing. In all, we hope to inspire future research into the associations between in-game arousal and emotion regulation strategies used in everyday life.

  15. Radiotherapy of lung cancer: the inspiration breath hold with a spirometric monitoring

    International Nuclear Information System (INIS)

    Garcia, R.; Oozeer, R.; Le Thanh, H.; Chastel, D.; Doyen, J.C.; Chauvet, B.; Reboul, F.

    2002-01-01

    A CT acquisition during a free breathing examination generates images of poor quality. It creates an uncertainty on the reconstructed gross tumour volume and dose distribution. The aim of this study is to test the feasibility of a breath hold method applied in all preparation and treatment days. Five patients received a thoracic radiotherapy with the benefit of this procedure. The breathing of the patient was measured with a spirometer. The patient was coached to reproduce a constant level of breath-hold in a deep inspiration. Video glasses helped the patients to fix the breath-hold at the reference level. The patients followed the coaching during preparation and treatment, without any difficulty. The better quality of the CT reconstructed images resulted in an easier contouring. No movements of the gross tumour volume lead to a better coverage. The deep breath hold decreased the volume of irradiated lung. This method improves the reproducibility of the thoracic irradiation. The decrease of irradiated lung volume offers prospects in dose escalation and intensity modulation radiotherapy. (authors)

  16. Youtube for millennial nursing students; using internet technology to support student engagement with bioscience.

    Science.gov (United States)

    Johnston, Amy Nb; Barton, Matthew J; Williams-Pritchard, Grant A; Todorovic, Michael

    2018-06-09

    Undergraduate nursing programs typically include students with limited 'on-campus' time who need learning resources that are flexible, technologically appropriate, remotely-accessible (mobile smart devices), and above all, engaging. This has presented academics with challenges surrounding institutional security firewalls, password-access requirements, intellectual property/ownership and staff/student privacy. To overcome these challenges a collection of evidence-based YouTube videos, posted on the Biological Sciences YouTube Channel, supported by the Biosciences in Nurse Education, and underpinned by Benner's pedagogical framework, were developed with the intention of moving students from novice to competent clinical bioscience users. The videos are highly successful; with over 310,000 views, 1.5 million minutes of viewing and more than 5000 subscribers since its inception (YouTube videos was enhanced by their familiarity with the presenter and the breadth of information available in small portions, creating a solid basis for the development of bioscience-competent nursing graduates. Moreover, these open source videos provide a free resource for continual revision and professional development informed by an international minimum bioscience standard for nurses post registration. Crown Copyright © 2018. Published by Elsevier Ltd. All rights reserved.

  17. Inspiration in the Act of Reading

    DEFF Research Database (Denmark)

    Zeller, Kinga

    2016-01-01

    In German-language theology, Professor Ulrich H. J. Körtner’s theory of inspiration, as it relates to the Bible reader’s perspective, is well known. His attempt to gain fruitful insights from contemporary literary hermeneutics while linking them to theological concerns makes his approach a valued...... yet not uncontroversial example of a reception-aesthetics twist on the Lutheran sola Scriptura. This article presents Körtner’s hermeneutical considerations with special regard to inspiration related to the Bible reader’s perspective and shows how this approach may be related to some aspects...

  18. Effect of the PreBind Engagement Process on Scrum Timing and Stability in the 2013 to 2016 Six Nations.

    Science.gov (United States)

    Bradley, Edward J; Hogg, Bob; Archer, David T

    2017-12-28

    This study examined if changes in scrum engagement laws from the "crouch-touch-set" (CTS) in 2013 to the "PreBind" engagement from 2014 onwards have led to changes in scrum characteristics, specifically timing, in international rugby union. Duration and outcomes were identified for all scrums occurring in the 2013-2016 Six Nations (n=60 games) using video analysis. Scrum duration increased after the introduction of the PreBind engagement from 59 s in 2013 to 69 s in 2016 (ρ=0.024, ES 0.93). A significant increase in mean contact duration per scrum occurred when prebinding was adopted (ρbenefit to player welfare.

  19. Supporting STEM Teachers to Inspire through Everyday Innovation

    Science.gov (United States)

    Bienkowski, Marie; Shechtman, Nicole; Remold, Julie; Knudsen, Jennifer

    2014-01-01

    Science teachers inspire in part by their constant adaptation to the learning needs of their students and to evolving content, curriculum, technology, and student populations. Innovation--bringing novel things to a situation to confer a benefit--is an integral part of teaching overall, and in especially inspired science teaching. While innovation…

  20. Using Video Games to Enhance Motivation States in Online Education: Protocol for a Team-Based Digital Game.

    Science.gov (United States)

    Janssen, Anna; Shaw, Tim; Goodyear, Peter

    2015-09-28

    Video and computer games for education have been of interest to researchers for several decades. Over the last half decade, researchers in the health sector have also begun exploring the value of this medium. However, there are still many gaps in the literature regarding the effective use of video and computer games in medical education, particularly in relation to how learners interact with the platform, and how the games can be used to enhance collaboration. The objective of the study is to evaluate a team-based digital game as an educational tool for engaging learners and supporting knowledge consolidation in postgraduate medical education. A mixed methodology will be used in order to establish efficacy and level of motivation provided by a team-based digital game. Second-year medical students will be recruited as participants to complete 3 matches of the game at spaced intervals, in 2 evenly distributed teams. Prior to playing the game, participants will complete an Internet survey to establish baseline data. After playing the game, participants will voluntarily complete a semistructured interview to establish motivation and player engagement. Additionally, metrics collected from the game platform will be analyzed to determine efficacy. The research is in the preliminary stages, but thus far a total of 54 participants have been recruited into the study. Additionally, a content development group has been convened to develop appropriate content for the platform. Video and computer games have been demonstrated to have value for educational purposes. Significantly less research has addressed how the medium can be effectively utilized in the health sector. Preliminary data from this study would suggest there is an interest in games for learning in the medical student body. As such, it is beneficial to undertake further research into how these games teach and engage learners in order to evaluate their role in tertiary and postgraduate medical education in the future.

  1. Do enhanced states exist? Boosting cognitive capacities through an action video-game.

    Science.gov (United States)

    Kozhevnikov, Maria; Li, Yahui; Wong, Sabrina; Obana, Takashi; Amihai, Ido

    2018-04-01

    This research reports the existence of enhanced cognitive states in which dramatic temporary improvements in temporal and spatial aspects of attention were exhibited by participants who played (but not by those who merely observed) action video-games meeting certain criteria. Specifically, Experiments 1 and 2 demonstrate that the attentional improvements were exhibited only by participants whose skills matched the difficulty level of the video game. Experiment 2 showed that arousal (as reflected by the reduction in parasympathetic activity and increase in sympathetic activity) is a critical physiological condition for enhanced cognitive states and corresponding attentional enhancements. Experiment 3 showed that the cognitive enhancements were transient, and were no longer observed after 30 min of rest following video-gaming. Moreover, the results suggest that the enhancements were specific to tasks requiring visual-spatial focused attention, but not distribution of spatial attention as has been reported to improve significantly and durably as a result of long-term video-game playing. Overall, the results suggest that the observed enhancements cannot be simply due to the activity of video-gaming per se, but might rather represent an enhanced cognitive state resulting from specific conditions (heightened arousal in combination with active engagement and optimal challenge), resonant with what has been described in previous phenomenological literature as "flow" (Csikszentmihalyi, 1975) or "peak experiences" (Maslov, 1962). The findings provide empirical evidence for the existence of the enhanced cognitive states and suggest possibilities for consciously accessing latent resources of our brain to temporarily boost our cognitive capacities upon demand. Copyright © 2018 Elsevier B.V. All rights reserved.

  2. 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....

  3. Public Education and Outreach Through Full-Dome Video Technology

    Science.gov (United States)

    Pollock, John

    2009-03-01

    My long-term goal is to enhance public understanding of complex systems that can be best demonstrated through richly detailed computer graphic animation displayed with full-dome video technology. My current focus is on health science advances that focus on regenerative medicine, which helps the body heal itself. Such topics facilitate science learning and health literacy. My team develops multi-media presentations that bring the scientific and medical advances to the public through immersive high-definition video animation. Implicit in treating the topics of regenerative medicine will be the need to address stem cell biology. The topics are clarified and presented from a platform of facts and balanced ethical consideration. The production process includes communicating scientific information about the excitement and importance of stem cell research. Principles of function are emphasized over specific facts or terminology by focusing on a limited, but fundamental set of concepts. To achieve this, visually rich, biologically accurate 3D computer graphic environments are created to illustrate the cells, tissues and organs of interest. A suite of films are produced, and evaluated in pre- post-surveys assessing attitudes, knowledge and learning. Each film uses engaging interactive demonstrations to illustrate biological functions, the things that go wrong due to disease and disability, and the remedy provided by regenerative medicine. While the images are rich and detailed, the language is accessible and appropriate to the audience. The digital, high-definition video is also re-edited for presentation in other ``flat screen'' formats, increasing our distribution potential. Show content is also presented in an interactive web space (www.sepa.duq.edu) with complementing teacher resource guides and student workbooks and companion video games.

  4. Social media engagement analysis of U.S. Federal health agencies on Facebook.

    Science.gov (United States)

    Bhattacharya, Sanmitra; Srinivasan, Padmini; Polgreen, Philip

    2017-04-21

    It is becoming increasingly common for individuals and organizations to use social media platforms such as Facebook. These are being used for a wide variety of purposes including disseminating, discussing and seeking health related information. U.S. Federal health agencies are leveraging these platforms to 'engage' social media users to read, spread, promote and encourage health related discussions. However, different agencies and their communications get varying levels of engagement. In this study we use statistical models to identify factors that associate with engagement. We analyze over 45,000 Facebook posts from 72 Facebook accounts belonging to 24 health agencies. Account usage, user activity, sentiment and content of these posts are studied. We use the hurdle regression model to identify factors associated with the level of engagement and Cox proportional hazards model to identify factors associated with duration of engagement. In our analysis we find that agencies and accounts vary widely in their usage of social media and activity they generate. Statistical analysis shows, for instance, that Facebook posts with more visual cues such as photos or videos or those which express positive sentiment generate more engagement. We further find that posts on certain topics such as occupation or organizations negatively affect the duration of engagement. We present the first comprehensive analyses of engagement with U.S. Federal health agencies on Facebook. In addition, we briefly compare and contrast findings from this study to our earlier study with similar focus but on Twitter to show the robustness of our methods.

  5. A model for treating voice disorders in school-age children within a video gaming environment.

    Science.gov (United States)

    King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman

    2012-09-01

    Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.

  6. Live lectures or online videos: students' resource choices in a first-year university mathematics module

    Science.gov (United States)

    Howard, Emma; Meehan, Maria; Parnell, Andrew

    2018-05-01

    In Maths for Business, a mathematics module for non-mathematics specialists, students are given the choice of completing the module content via short online videos, live lectures or a combination of both. In this study, we identify students' specific usage patterns with both of these resources and discuss their reasons for the preferences they exhibit. In 2015-2016, we collected quantitative data on each student's resource usage (attendance at live lectures and access of online videos) for the entire class of 522 students and employed model-based clustering which identified four distinct resource usage patterns with lectures and/or videos. We also collected qualitative data on students' perceptions of resource usage through a survey administered at the end of the semester, to which 161 students responded. The 161 survey responses were linked to each cluster and analysed using thematic analysis. Perceived benefits of videos include flexibility of scheduling and pace, and avoidance of large, long lectures. In contrast, the main perceived advantages of lectures are the ability to engage in group tasks, to ask questions, and to learn 'gradually'. Students in the two clusters with high lecture attendance achieved, on average, higher marks in the module.

  7. 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

  8. Advances in bio-inspired computing for combinatorial optimization problems

    CERN Document Server

    Pintea, Camelia-Mihaela

    2013-01-01

    Advances in Bio-inspired Combinatorial Optimization Problems' illustrates several recent bio-inspired efficient algorithms for solving NP-hard problems.Theoretical bio-inspired concepts and models, in particular for agents, ants and virtual robots are described. Large-scale optimization problems, for example: the Generalized Traveling Salesman Problem and the Railway Traveling Salesman Problem, are solved and their results are discussed.Some of the main concepts and models described in this book are: inner rule to guide ant search - a recent model in ant optimization, heterogeneous sensitive a

  9. 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.

  10. Training mechanical engineering students to utilize biological inspiration during product development.

    Science.gov (United States)

    Bruck, Hugh A; Gershon, Alan L; Golden, Ira; Gupta, Satyandra K; Gyger, Lawrence S; Magrab, Edward B; Spranklin, Brent W

    2007-12-01

    The use of bio-inspiration for the development of new products and devices requires new educational tools for students consisting of appropriate design and manufacturing technologies, as well as curriculum. At the University of Maryland, new educational tools have been developed that introduce bio-inspired product realization to undergraduate mechanical engineering students. These tools include the development of a bio-inspired design repository, a concurrent fabrication and assembly manufacturing technology, a series of undergraduate curriculum modules and a new senior elective in the bio-inspired robotics area. This paper first presents an overview of the two new design and manufacturing technologies that enable students to realize bio-inspired products, and describes how these technologies are integrated into the undergraduate educational experience. Then, the undergraduate curriculum modules are presented, which provide students with the fundamental design and manufacturing principles needed to support bio-inspired product and device development. Finally, an elective bio-inspired robotics project course is present, which provides undergraduates with the opportunity to demonstrate the application of the knowledge acquired through the curriculum modules in their senior year using the new design and manufacturing technologies.

  11. A survey of snake-inspired robot designs

    International Nuclear Information System (INIS)

    Hopkins, James K; Spranklin, Brent W; Gupta, Satyandra K

    2009-01-01

    Body undulation used by snakes and the physical architecture of a snake body may offer significant benefits over typical legged or wheeled locomotion designs in certain types of scenarios. A large number of research groups have developed snake-inspired robots to exploit these benefits. The purpose of this review is to report different types of snake-inspired robot designs and categorize them based on their main characteristics. For each category, we discuss their relative advantages and disadvantages. This review will assist in familiarizing a newcomer to the field with the existing designs and their distinguishing features. We hope that by studying existing robots, future designers will be able to create new designs by adopting features from successful robots. The review also summarizes the design challenges associated with the further advancement of the field and deploying snake-inspired robots in practice. (topical review)

  12. Drawing inspiration from biological optical systems

    Science.gov (United States)

    Wolpert, H. D.

    2009-08-01

    Bio-Mimicking/Bio-Inspiration: How can we not be inspired by Nature? Life has evolved on earth over the last 3.5 to 4 billion years. Materials formed during this time were not toxic; they were created at low temperatures and low pressures unlike many of the materials developed today. The natural materials formed are self-assembled, multifunctional, nonlinear, complex, adaptive, self-repairing and biodegradable. The designs that failed are fossils. Those that survived are the success stories. Natural materials are mostly formed from organics, inorganic crystals and amorphous phases. The materials make economic sense by optimizing the design of the structures or systems to meet multiple needs. We constantly "see" many similar strategies in approaches, between man and nature, but we seldom look at the details of natures approaches. The power of image processing, in many of natures creatures, is a detail that is often overlooked. Seldon does the engineer interact with the biologist and learn what nature has to teach us. The variety and complexity of biological materials and the optical systems formed should inspire us.

  13. A Study of Engagement in Active and Passive Roles in Casual Leisure Occupations

    Directory of Open Access Journals (Sweden)

    Anne M. Fenech

    2015-04-01

    Full Text Available Background: This article explores whether engagement with listening occupations varies depending on the occupational role or the level of sensory stimulation presented to participants with neuropalliative conditions. Method: The study used a multiple case quasi-experimental study involving marginal-participant timesampled observations of engagement of individuals with neuropalliative conditions, with casual leisure occupations using the Individual Child Engagement Record. Data was collected using the Individual Child Engagement Record with 14 participants (who had Barthel scores averaging 7/100. The participants represented a particular sub-group of individuals with profound levels of neurological disability. Results: The time-sampled observations of engagement showed a significant difference between the scores for the control condition, engagement in a potentially active role at a music-making group, and engagement in a passive audience role when listening to an audio recording. Therefore, passively listening to an audio recording appears to be less engaging than the potentially active role offered by the music-making group for participants with neuropalliative conditions. Conclusion: The small sample size and the use of a single observer without video recording backup compromised the reliability of the data while complying with the facility’s POVA policy. Switching on an auditory recording or broadcast, while easy to arrange, may not be sufficiently engaging to prevent boredom and occupational deprivation. Consideration of an individual’s sensory, support, and role preference should be undertaken when designing leisure occupations for individuals with neuropalliative conditions rather than simply switching on an audio recording or broadcast

  14. Rate control scheme for consistent video quality in scalable video codec.

    Science.gov (United States)

    Seo, Chan-Won; Han, Jong-Ki; Nguyen, Truong Q

    2011-08-01

    Multimedia data delivered to mobile devices over wireless channels or the Internet are complicated by bandwidth fluctuation and the variety of mobile devices. Scalable video coding has been developed as an extension of H.264/AVC to solve this problem. Since scalable video codec provides various scalabilities to adapt the bitstream for the channel conditions and terminal types, scalable codec is one of the useful codecs for wired or wireless multimedia communication systems, such as IPTV and streaming services. In such scalable multimedia communication systems, video quality fluctuation degrades the visual perception significantly. It is important to efficiently use the target bits in order to maintain a consistent video quality or achieve a small distortion variation throughout the whole video sequence. The scheme proposed in this paper provides a useful function to control video quality in applications supporting scalability, whereas conventional schemes have been proposed to control video quality in the H.264 and MPEG-4 systems. The proposed algorithm decides the quantization parameter of the enhancement layer to maintain a consistent video quality throughout the entire sequence. The video quality of the enhancement layer is controlled based on a closed-form formula which utilizes the residual data and quantization error of the base layer. The simulation results show that the proposed algorithm controls the frame quality of the enhancement layer in a simple operation, where the parameter decision algorithm is applied to each frame.

  15. Learning Strategies in Play during Basic Training for Medal of Honor and Call of Duty Video Games

    Science.gov (United States)

    Ziaeehezarjeribi, Yadi

    2010-01-01

    This study, based on experiential play methodology was used to explore student engagement while playing "Medal of Honor (2002)" and "Call of Duty (2003)". It identifies some of the key issues related to the use of video games and simulations during the training phase of game play. Research into the effects of gaming in education has been extremely…

  16. Seeing and Playing as Labor: Toward a Visual Materialist Pedagogy of Video Games through Walter Benjamin

    Science.gov (United States)

    Bulut, Ergin

    2013-01-01

    In this article, the author draws specifically on the work of Walter Benjamin and engages with the world of video games by focusing on the constitution of labor as it unfolds in modding practices, as well as approaching the very act of seeing labor in a highly visual culture where value is extracted not just through the labor process but also…

  17. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  18. Bio-inspired Edible Superhydrophobic Interface for Reducing Residual Liquid Food.

    Science.gov (United States)

    Li, Yao; Bi, Jingran; Wang, Siqi; Zhang, Tan; Xu, Xiaomeng; Wang, Haitao; Cheng, Shasha; Zhu, Bei-Wei; Tan, Mingqian

    2018-03-07

    Significant wastage of residual liquid food, such as milk, yogurt, and honey, in food containers has attracted great attention. In this work, a bio-inspired edible superhydrophobic interface was fabricated using U.S. Food and Drug Administration-approved and edible honeycomb wax, arabic gum, and gelatin by a simple and low-cost method. The bio-inspired edible superhydrophobic interface showed multiscale structures, which were similar to that of a lotus leaf surface. This bio-inspired edible superhydrophobic interface displayed high contact angles for a variety of liquid foods, and the residue of liquid foods could be effectively reduced using the bio-inspired interface. To improve the adhesive force of the superhydrophobic interface, a flexible edible elastic film was fabricated between the interface and substrate material. After repeated folding and flushing for a long time, the interface still maintained excellent superhydrophobic property. The bio-inspired edible superhydrophobic interface showed good biocompatibility, which may have potential applications as a functional packaging interface material.

  19. Early Childhood Risk Factors for Mealtime TV Exposure and Engagement in Low-Income Families.

    Science.gov (United States)

    Domoff, Sarah E; Lumeng, Julie C; Kaciroti, Niko; Miller, Alison L

    To identify whether child and mother characteristics in early childhood predict TV exposure and engagement during mealtime in middle childhood. A total of 220 low-income mother-child dyads participated. Children were 4.26 years old (SD = 0.51) at baseline and 5.94 years (SD = 0.68) at 2-year follow-up. Mothers completed baseline measures of child negative emotionality and parenting practices. Family mealtimes were video recorded and coded for background TV exposure and child TV engagement. Multinomial logistic regression tested whether child emotionality and parenting practices during early childhood predicted risk of child TV exposure or engagement during mealtime, relative to no TV use, 2 years later. Children with greater negative emotionality in early childhood were more likely to engage with TV during mealtime than to have no TV. Similarly, early parenting disciplinary practices characterized by over-reactivity and laxness increased the risk for child TV engagement versus no TV during mealtime approximately 2 years later. We identified 2 factors that associated with an increased risk for TV viewing during meals. Helping parents manage child negative emotionality using positive parenting strategies might reduce later child TV engagement and improve the quality of family mealtimes. Copyright © 2016 Academic Pediatric Association. Published by Elsevier Inc. All rights reserved.

  20. Observed Lesson Structure during the First Year of Secondary Education: Exploration of Change and Link with Academic Engagement

    Science.gov (United States)

    Maulana, Ridwan; Opdenakker, Marie-Christine; Stroet, Kim; Bosker, Roel

    2012-01-01

    This study investigates whether lesson structure (LS) matters and which components are important for academic engagement during the first grade of secondary education. Data from videoed lessons of 10 Dutch and 12 Indonesian teachers analyzed using an observation protocol show that six LS components are found, that between class and over…

  1. InSpiRe - Intelligent Spine Rehabilitation

    DEFF Research Database (Denmark)

    Bøg, Kasper Hafstrøm; Helms, Niels Henrik; Kjær, Per

    Rapport on InSpiRe-projektet: InSpiRe er et nationalt netværk, der skal fremme mulighederne for intelligent genoptræning i forhold til ryglidelser. I netværket mødes forskere, virksomheder, kiropraktorer og fysioterapeuter for at udvikle nye genoptrænings og/eller behandlingsteknologier.......Rapport on InSpiRe-projektet: InSpiRe er et nationalt netværk, der skal fremme mulighederne for intelligent genoptræning i forhold til ryglidelser. I netværket mødes forskere, virksomheder, kiropraktorer og fysioterapeuter for at udvikle nye genoptrænings og/eller behandlingsteknologier....

  2. 77 FR 48102 - Closed Captioning and Video Description of Video Programming

    Science.gov (United States)

    2012-08-13

    ... Captioning and Video Description of Video Programming AGENCY: Federal Communications Commission. [[Page 48103... show that providing captions on their programming would be economically burdensome. DATES: Effective...) establishing requirements for closed captioning on video programming to ensure access by persons with hearing...

  3. Low-complexity JPEG-based progressive video codec for wireless video transmission

    DEFF Research Database (Denmark)

    Ukhanova, Ann; Forchhammer, Søren

    2010-01-01

    This paper discusses the question of video codec enhancement for wireless video transmission of high definition video data taking into account constraints on memory and complexity. Starting from parameter adjustment for JPEG2000 compression algorithm used for wireless transmission and achieving...

  4. LEGO-inspired drug design

    DEFF Research Database (Denmark)

    Thanh Tung, Truong; Dao, Trong Tuan; Grifell Junyent, Marta

    2018-01-01

    The fungal plasma membrane H+-ATPase (Pma1p) is a potential target for the discovery of new antifungal agents. Surprisingly, no structure-activity relationship studies for small molecules targeting Pma1p have been reported. Herein, we disclose a LEGO-inspired fragment assembly strategy for design...

  5. A community of curious souls: an analysis of commenting behavior on TED talks videos.

    Directory of Open Access Journals (Sweden)

    Andrew Tsou

    Full Text Available The TED (Technology, Entertainment, Design Talks website hosts video recordings of various experts, celebrities, academics, and others who discuss their topics of expertise. Funded by advertising and members but provided free online, TED Talks have been viewed over a billion times and are a science communication phenomenon. Although the organization has been derided for its populist slant and emphasis on entertainment value, no previous research has assessed audience reactions in order to determine the degree to which presenter characteristics and platform affect the reception of a video. This article addresses this issue via a content analysis of comments left on both the TED website and the YouTube platform (on which TED Talks videos are also posted. It was found that commenters were more likely to discuss the characteristics of a presenter on YouTube, whereas commenters tended to engage with the talk content on the TED website. In addition, people tended to be more emotional when the speaker was a woman (by leaving comments that were either positive or negative. The results can inform future efforts to popularize science amongst the public, as well as to provide insights for those looking to disseminate information via Internet videos.

  6. Inspirational Catalogue of Master Thesis Proposals 2015

    DEFF Research Database (Denmark)

    Thorndahl, Søren

    2015-01-01

    This catalog presents different topics for master thesis projects. It is important to emphasize that the project descriptions only serves as an inspiration and that you always can discuss with the potential supervisors the specific contents of a project.......This catalog presents different topics for master thesis projects. It is important to emphasize that the project descriptions only serves as an inspiration and that you always can discuss with the potential supervisors the specific contents of a project....

  7. Aplikasi Media Inspirasi Berbasis Web dan Android

    OpenAIRE

    Ferryanto, Sulistya; Yulia, Yulia; Handojo, Andreas

    2016-01-01

    Nowadays application for storing images and videos have been very easy to find. Videos and images can be found on social media appplications. However, images and videos are not too restricted to be submitted by member in social media applications. It makes the user rather difficult to find videos or images that are inspiring. In general, inspiration media application only for showing videos or images. Besides that, there are applications that can only be accessed on the website or Android. In...

  8. Nature-inspired design of hybrid intelligent systems

    CERN Document Server

    Castillo, Oscar; Kacprzyk, Janusz

    2017-01-01

    This book highlights recent advances in the design of hybrid intelligent systems based on nature-inspired optimization and their application in areas such as intelligent control and robotics, pattern recognition, time series prediction, and optimization of complex problems. The book is divided into seven main parts, the first of which addresses theoretical aspects of and new concepts and algorithms based on type-2 and intuitionistic fuzzy logic systems. The second part focuses on neural network theory, and explores the applications of neural networks in diverse areas, such as time series prediction and pattern recognition. The book’s third part presents enhancements to meta-heuristics based on fuzzy logic techniques and describes new nature-inspired optimization algorithms that employ fuzzy dynamic adaptation of parameters, while the fourth part presents diverse applications of nature-inspired optimization algorithms. In turn, the fifth part investigates applications of fuzzy logic in diverse areas, such as...

  9. Using Social Media for Research Dissemination: The Digital Research Video Project

    Directory of Open Access Journals (Sweden)

    Suzanne Pilaar Birch

    2013-09-01

    Full Text Available This article discusses the outcomes of the Digital Research Video Project, which was part of the larger Social Media Knowledge Exchange program at the Centre for Research in the Arts, Social Sciences, and Humanities (CRASSH at the University of Cambridge and funded by the Arts & Humanities Research Council (UK. The project was founded on the premise that open access publication of research, while important, does not necessarily make research accessible. Often, PhD students and post-doctoral scholars lack the skills needed to communicate their research to a broader audience. The goal of the project was, first, to provide communication training to early career researchers (achieved through a workshop held in autumn 2012 and second, to create illustrated videos highlighting projects by early career researchers that would help them engage with their work using multimedia and share their results with a larger audience. This article considers the methods of dissemination and impact of the project.

  10. Engaging Elements of Cancer-Related Digital Stories in Alaska

    Science.gov (United States)

    Cueva, Melany; Kuhnley, Regina; Revels, Laura; Schoenberg, Nancy E.; Lanier, Anne; Dignan, Mark

    2015-01-01

    The tradition of storytelling is an integral part of Alaska Native cultures that continues to be a way of passing on knowledge. Using a story-based approach to share cancer education is grounded in Alaska Native traditions and people’s experiences and has the potential to positively impact cancer knowledge, understandings, and wellness choices. Community health workers (CHWs) in Alaska created a personal digital story as part of a 5-day, in-person cancer education course. To identify engaging elements of digital stories among Alaska Native people, one focus group was held in each of three different Alaska communities with a total of 29 adult participants. After viewing CHWs’ digital stories created during CHW cancer education courses, focus group participants commented verbally and in writing about cultural relevance, engaging elements, information learned, and intent to change health behavior. Digital stories were described by Alaska focus group participants as being culturally respectful, informational, inspiring, and motivational. Viewers shared that they liked digital stories because they were short (only 2–3 min); nondirective and not preachy; emotional, told as a personal story and not just facts and figures; and relevant, using photos that showed Alaskan places and people. PMID:25865400

  11. The flipped classroom: A learning model to increase student engagement not academic achievement

    OpenAIRE

    Masha Smallhorn

    2017-01-01

    A decrease in student attendance at lectures both nationally and internationally, has prompted educators to re-evaluate their teaching methods and investigate strategies which promote student engagement. The flipped classroom model, grounded in active learning pedagogy, transforms the face-to-face classroom. Students prepare for the flipped classroom in their own time by watching short online videos and completing readings. Face-to-face time is used to apply learning through problem-solving w...

  12. Traceability investigation in Computed Tomography using industry-inspired workpieces

    DEFF Research Database (Denmark)

    Kraemer, Alexandra; Stolfi, Alessandro; Schneider, Timm

    2017-01-01

    This paper concerns an investigation of the accuracy of Computed Tomography (CT) measurements using four industry-inspired workpieces. A total of 16 measurands were selected and calibrated using CMMs. CT measurements on industry-inspired workpieces were carried out using two CTs having different...

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

    Directory of Open Access Journals (Sweden)

    Novita Astin

    2016-12-01

    Full Text Available This paper presents about the transmission of Digital Video Broadcasting system with streaming video resolution 640x480 on different IQ rate and modulation. In the video transmission, distortion often occurs, so the received video has bad quality. Key frames selection algorithm is flexibel on a change of video, but on these methods, the temporal information of a video sequence is omitted. To minimize distortion between the original video and received video, we aimed at adding methodology using sequential distortion minimization algorithm. Its aim was to create a new video, better than original video without significant loss of content between the original video and received video, fixed sequentially. The reliability of video transmission was observed based on a constellation diagram, with the best result on IQ rate 2 Mhz and modulation 8 QAM. The best video transmission was also investigated using SEDIM (Sequential Distortion Minimization Method and without SEDIM. The experimental result showed that the PSNR (Peak Signal to Noise Ratio average of video transmission using SEDIM was an increase from 19,855 dB to 48,386 dB and SSIM (Structural Similarity average increase 10,49%. The experimental results and comparison of proposed method obtained a good performance. USRP board was used as RF front-end on 2,2 GHz.

  14. Lunabotics Mining Competition: Inspiration Through Accomplishment

    Science.gov (United States)

    Mueller, Robert P.

    2011-01-01

    to robotics and automated machines. In 2010, 22 United States (US) universities competed, and in May 2011 the competition was opened to international participation, with 46 Universities attending. There were 12 international teams and 34 US teams. This combined total directly inspired an estimated 544 university students. More students and the public were engaged via internet broadcasting and social networking media. This is expected to be of value for actual future space missions, as knowledge is gained from testing many innovative prototypes in simulated lunar regolith. More information is available at www.nasa.gov/lunabotics/.

  15. 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...

  16. Using video modeling to teach reciprocal pretend play to children with autism.

    Science.gov (United States)

    MacDonald, Rebecca; Sacramone, Shelly; Mansfield, Renee; Wiltz, Kristine; Ahearn, William H

    2009-01-01

    The purpose of the present study was to use video modeling to teach children with autism to engage in reciprocal pretend play with typically developing peers. Scripted play scenarios involving various verbalizations and play actions with adults as models were videotaped. Two children with autism were each paired with a typically developing child, and a multiple-probe design across three play sets was used to evaluate the effects of the video modeling procedure. Results indicated that both children with autism and the typically developing peers acquired the sequences of scripted verbalizations and play actions quickly and maintained this performance during follow-up probes. In addition, probes indicated an increase in the mean number of unscripted verbalizations as well as reciprocal verbal interactions and cooperative play. These findings are discussed as they relate to the development of reciprocal pretend-play repertoires in young children with autism.

  17. 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....

  18. 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.

  19. Facebook Advertising Across an Engagement Spectrum: A Case Example for Public Health Communication.

    Science.gov (United States)

    Platt, Tevah; Platt, Jodyn; Thiel, Daniel B; Kardia, Sharon L R

    2016-05-30

    The interpersonal, dialogic features of social networking sites have untapped potential for public health communication. We ran a Facebook advertising campaign to raise statewide awareness of Michigan's newborn screening and biobanking programs. We ran a Facebook advertising campaign to stimulate public engagement on the complex and sensitive issue of Michigan's newborn screening and biobank programs. We ran an 11-week, US $15,000 Facebook advertising campaign engaging Michigan Facebook users aged 18-64 years about the state's newborn screening and population biobank programs, and we used a novel "engagement spectrum" framework to contextualize and evaluate engagement outcomes ranging from observation to multi-way conversation. The campaign reached 1.88 million Facebook users, yielding a range of engagement outcomes across ad sets that varied by objective, content, budget, duration, and bid type. Ad sets yielded 9009 page likes (US $4125), 15,958 website clicks (US $5578), and 12,909 complete video views to 100% (US $3750). "Boosted posts" yielded 528 comments and 35,966 page post engagements (US $1500). Overall, the campaign led to 452 shares and 642 comments, including 176 discussing newborn screening and biobanking. Facebook advertising campaigns can efficiently reach large populations and achieve a range of engagement outcomes by diversifying ad types, bid types, and content. This campaign provided a population-based approach to communication that also increased transparency on a sensitive and complex topic by creating a forum for multi-way interaction.

  20. The Ocean 180 Video Challenge: An Innovative Outreach Strategy for Connecting Scientists to Classrooms

    Science.gov (United States)

    Tankersley, R. A.; Windsor, J. G.; Briceno, K. V.

    2016-02-01

    Recognizing the need for scientists to engage and communicate more effectively with the public, the Florida Center for Ocean Sciences Education Excellence (COSEE Florida) created an opportunity to connect the two through film. The Ocean 180 Video Challenge taps into the competitive spirit of scientists and encourages them to submit short, 3-minute video abstracts summarizing the important findings of recent peer-reviewed papers and highlighting the relevance, meaning, and implications of the research to persons outside their discipline. Although the videos are initially screened and evaluated by a team of science and communication experts, the winners (from a field of ten finalists) are selected by middle school students in classrooms all over the world. Since its inception in 2013, Ocean 180 has grown in popularity, with more than 38,000 middle school students from 1,637 classrooms in 21 countries participating as judges. Results of a Draw-a-Scientist Test administered during the 2015 competition indicate Ocean 180 is an successful intervention that has a positive impact on students' views of science, including their perception and attitudes toward scientists and science careers. Thus, our presentation will discuss how video competitions can serve as effective outreach strategies for encouraging scientists to share new discoveries and their enthusiasm for science with K-12 students. We will also highlight the outcomes and lessons-learned from the 2014 and 2015 competitions, including (1) strategies for recruiting teachers and students to participate as judges, (2) approaches used by educators to align the content of videos with state and national science standards, and (3) ways contest videos can be integrated into science training and professional development programs, including workshops focusing on effective video storytelling techniques.

  1. The Variability of Neural Responses to Naturalistic Videos Change with Age and Sex.

    Science.gov (United States)

    Petroni, Agustin; Cohen, Samantha S; Ai, Lei; Langer, Nicolas; Henin, Simon; Vanderwal, Tamara; Milham, Michael P; Parra, Lucas C

    2018-01-01

    Neural development is generally marked by an increase in the efficiency and diversity of neural processes. In a large sample ( n = 114) of human children and adults with ages ranging from 5 to 44 yr, we investigated the neural responses to naturalistic video stimuli. Videos from both real-life classroom settings and Hollywood feature films were used to probe different aspects of attention and engagement. For all stimuli, older ages were marked by more variable neural responses. Variability was assessed by the intersubject correlation of evoked electroencephalographic responses. Young males also had less-variable responses than young females. These results were replicated in an independent cohort ( n = 303). When interpreted in the context of neural maturation, we conclude that neural function becomes more variable with maturity, at least during the passive viewing of real-world stimuli.

  2. Brug af video og peer-feedback i færdighedstræningen på Klinisk Biomekanik - hvad har de studerende lært?

    DEFF Research Database (Denmark)

    Lauridsen, Henrik Hein; Toftgård, Rie Castella; Nørgaard, Cita

    Learning outcome of activity: Formålet med brug af video og peer-feedback i færdighedstræningen var at: • Udvikle nye didaktiske undervisningsmetoder ved undervisning i færdighedstræning • Fremme synkron og asynkron feedback på de studerendes færdighedstræning • Facilitere de studerendes studieak......Learning outcome of activity: Formålet med brug af video og peer-feedback i færdighedstræningen var at: • Udvikle nye didaktiske undervisningsmetoder ved undervisning i færdighedstræning • Fremme synkron og asynkron feedback på de studerendes færdighedstræning • Facilitere de studerendes...... studieaktiviteter før, under og efter undervisningen • Styrke ’just-in-time’ instruktioner til de studerendes individuelle behov • Udnytte lærerressourcerne i tilstedeværelsestimerne mere hensigtsmæssigt Description of your teaching activity: Brug af video og peer-feedback blev implementeret i færdighedstræningen...... (supervision). Reflective description of experiences with activity as to how your practice can be inspirational/transferable to others (subjects, students, institutions,...) Fagene blev efterfølgende evalueret med et elektronisk spørgeskema udviklet til at evaluere brug af video og peer-feedback i...

  3. Cultivating engaged leadership through a learning collaborative: lessons from primary care renewal in Oregon safety net clinics.

    Science.gov (United States)

    McMullen, Carmit K; Schneider, Jennifer; Firemark, Alison; Davis, James; Spofford, Mark

    2013-01-01

    The aim of this study was to explore how learning collaboratives cultivate leadership skills that are essential for implementing patient-centered medical homes (PCMHs). We conducted an ethnographic evaluation of a payor-incentivized PCMH implementation in Oregon safety net clinics, known as Primary Care Renewal. Analyses primarily drew on in-depth interviews with organizational leaders who were involved in the initiative. We solicited perspectives on the history, barriers, facilitators, and other noteworthy factors related to the implementation of PCMH. We reviewed and summarized transcripts and created and applied a coding dictionary to identify emergent leadership themes. We reviewed field notes from clinic site visits and observations of learning collaborative activities for additional information on the role of engaged leadership. Interview data suggested that organizations followed a similar, sequential process of Primary Care Renewal implementation having 2 phases-inspiration and implementation-and that leaders needed and learned different leadership skills in each phase. Leaders reported that collaborative learning opportunities were critical for developing engaged leadership skills during the inspiration phase of transformation. Facilitative and modeling aspects of engaged leadership were most important for codesigning a vision and plan for change. Adaptive leadership skills became more important during the implementation phase, when specific operational and management skills were needed to foster standardization and spread of the Primary Care Renewal initiative throughout participating clinics. The PCMH has received much attention as a way to reorganize and potentially improve primary care. Documenting steps and stages for cultivating leaders with the vision and skills to transform their organizations into PCMHs may offer a useful roadmap to other organizations considering a similar transformation.

  4. Crickets as bio-inspiration for MEMS-based flow-sensing

    NARCIS (Netherlands)

    Krijnen, Gijsbertus J.M.; Droogendijk, H.; Dagamseh, A.M.K.; Jaganatharaja, R.K.; Casas, Jerome

    2014-01-01

    MEMS offers exciting possibilities for the fabrication of bio-inspired mechanosensors. Over the last few years, we have been working on cricket- inspired hair-sensor arrays for spatio-temporal flow-field observations (i.e. flow camera) and source localisation. Whereas making flow-sensors as energy

  5. Mediating between the muse and the masses: inspiration and the actualization of creative ideas.

    Science.gov (United States)

    Thrash, Todd M; Maruskin, Laura A; Cassidy, Scott E; Fryer, James W; Ryan, Richard M

    2010-03-01

    Within the creativity domain, inspiration is a motivational state posited to energize the actualization of creative ideas. The authors examined the construct validity, predictive utility, and function of inspiration in the writing process. Study 1, a cross-lagged panel study, showed that getting creative ideas and being inspired are distinct and that the former precedes the latter. In Study 2, inspiration, at the between-person level, predicted the creativity of scientific writing, whereas effort predicted technical merit. Within persons, peaks in inspiration predicted peaks in creativity and troughs in technical merit. In Study 3, inspiration predicted the creativity of poetry. Consistent with its posited transmission function, inspiration mediated between creativity of the idea and creativity of the product, whereas effort, positive affect, and awe did not. Study 4 extended the Study 3 findings to fiction writing. Openness to aesthetics and positive affect predicted creativity of the idea, whereas approach temperament moderated the relation between creativity of the idea and inspiration. Inspiration predicted efficiency, productivity, and use of shorter words, indicating that inspiration not only transmits creativity but does so economically.

  6. The relationship between transformational leadership and work engagement in governmental hospitals nurses: a survey study.

    Science.gov (United States)

    Hayati, Davood; Charkhabi, Morteza; Naami, Abdolzahra

    2014-01-14

    The aim of this study was to determine the effects of transformational leadership and its components on work engagement among hospital nurses. There are a few set of researches that have focused on the effects of transformational leadership on work engagement in nurses. A descriptive, correlational, cross-sectional design was used. In this study, 240 nurses have been chosen by stratified random sampling method which filled related self-reported scales include multifactor leadership questionnaire (MLQ) and work engagement scale. Data analysis has been exerted according to the statistical method of simple and multiple correlation coefficients. Findings indicated that the effect of this type of leadership on work engagement and its facets is positive and significant. In addition, the research illustrates that transformational leaders transfer their enthusiasm and high power to their subordinates by the way of modeling. This manner can increase the power as a component of work engagement in workers. Idealized influence among these leaders can result in forming a specific belief among employees toward those leaders and leaders can easily transmit their inspirational motivation to them. Consequently, it leads to make a positive vision by which, and by setting high standards, challenges the employees and establishes zeal along with optimism for attaining success in works. regarding to the results we will expand leadership and work engagement literature in hospital nurses. Also, we conclude with theoretical and practical implications and propose a clear horizon for future researches.

  7. A Walk Down the Red Carpet: Students as Producers of Digital Video-Based Knowledge.

    OpenAIRE

    Ryan, Barry

    2013-01-01

    Disengaged and apathetic students are common in many undergraduate classrooms. Learning to these students is a passive process, typified by a consumer-like attitude. One approach to engage students, and enhance the learning experience, is to integrate active learning into the curriculum. The purpose of the pedagogical evaluative study described here was to investigate if student researched, designed and created digital video could act as a viable reusable peer learning resource. Although the ...

  8. Playable One-Switch Video Games for Children with Severe Motor Disabilities Based on GNomon

    OpenAIRE

    ACED LOPEZ, Sebastian; Corno, Fulvio; DE RUSSIS, Luigi

    2015-01-01

    Being able to play games in early years is very important for the development of children. Even though, children with physical disabilities encounter several obstacles that exclude them from engaging in many popular games. In particular, children with severe motor disabilities that rely on one-switch interfaces for accessing electronic devices find dynamic video games completely unplayable. In this paper we present the development and evaluation of GNomon: a framework, based on the NOMON inte...

  9. 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…

  10. Climate Change Education: Student Media Production to Educate and Engage

    Science.gov (United States)

    Rooney-Varga, J. N.; Brisk, A. A.; Ledley, T. S.; Shuldman, M.

    2011-12-01

    Climate change education offers many challenges, including the complexity of the natural and human systems involved, a need for a multi-disciplinary perspective, and the psychological barriers to learning that result from a problem that frequently elicits a sense of being overwhelmed and powerless. The implications of climate change impacts and/or solutions can be especially overwhelming for today's students, who are likely to be confronted with many projected changes within their lifetimes. We are developing approaches to incorporate video production by students at both the high school and university levels in order to overcome many of the challenges unique to climate change education. Through media production, students are asked to convey complex topics using clear, simple language and metaphor, so their content knowledge must be deep enough to educate others. Video production is a team effort (director, camera person, editor, etc.) and inherently creates an opportunity for learning in a social context, which has been shown to lead to better learning outcomes in climate change education. Video production also promotes the basic tenets of engagement theory, in which a small group of students is in constant contact with the content and, ideally, creates a product that can be disseminated broadly. Lastly, putting students behind the camera can give them a voice and a sense of empowerment, fostering active participation in the learning process. While video is a medium that is readily disseminated to a broad audience, our focus is on the process (i.e., learning outcomes of students directly involved in media production), not the product. However, we have found that providing students with a means to add their voices to the broader public's discussion of climate change has a positive impact on student engagement with climate change science and on public awareness this problem beyond the classroom. While student-produced media pieces are not intended to provide in

  11. Parental intention to support video game play by children with autism spectrum disorder: an application of the theory of planned behavior.

    Science.gov (United States)

    Finke, Erinn H; Hickerson, Benjamin; McLaughlin, Eileen

    2015-04-01

    The purpose of this study was to determine parental attitudes regarding engagement with video games by their children with autism spectrum disorder (ASD) and whether attitudes vary based on ASD symptom severity. Online survey methodology was used to gather information from parents of children with ASD between the ages of 8 and 12 years. The finalized data set included 152 cases. Descriptive statistics and frequency analyses were used to examine participant demographics and video game play. Descriptive and inferential statistics were used to evaluate questions on the theory of planned behavior. Regression analyses determined the predictive ability of the theory of planned behavior constructs, and t tests provided additional descriptive information about between-group differences. Children with ASD play video games. There are no significant differences in the time, intensity, or types of games played based on severity of ASD symptoms (mild vs. moderate). Parents of children with ASD had positive attitudes about video game play. Parents of children with ASD appear to support video game play. On average, parents indicated video game play was positive for their children with ASD, particularly if they believed the games were having a positive impact on their child's development.

  12. Muchas Caras: Engaging Spanish Speakers in the Planetarium and K-12 Classroom

    Science.gov (United States)

    Traub-Metlay, Suzanne; Salas, F.

    2008-05-01

    Reaching out to Spanish speakers is increasingly vital to workforce development and public support of space science projects. Fiske Planetarium offers Spanish translations of our newest planetarium shows, such as "Las Muchas Caras del Telescopio Hubble” ("The Many Faces of Hubble") and "Tormenta Espacial” ("Space Storm"). Funded by NASA, "Las Muchas Caras...” showcases the people involved in successful use of the Hubble Space Telescope. From building and launching HST to how proposals are selected and data analyzed, "Las Muchas Caras...” engages viewers to see themselves in careers related to space science. Detailed interviews with real people who work with HST reveal the humanity behind the science. Awesome imagery provided by HST inspires viewers to look at the night sky themselves. In partnership with NASA's TIMED mission, LASP and Space Science Institute, Fiske Planetarium translated its original planetarium show - "Space Storm” - into "Tormenta Espacial". This show explores the Sun-Earth connection and explains how solar activity affects technology and life on Earth. Solar scientists from NOAA's Space Environment Center and the University of Colorado at Boulder contributed to provide scientific accuracy. Show content and accompanying educational materials are aligned with state and national science standards. Curricular materials extend the planetarium experience into the K-12 classroom so that students inspired and engaged by the show continue to see real-life applications and workplace opportunities. Fiske Planetarium offers "Las Muchas Caras...” and "Tormenta Espacial” to other planetariums at a minimal rate, including technical support for the life of the show. Versions of "The Many Faces of Hubble” and "Space Storm” are available with no spoken dialogue so that languages other than English or Spanish may be accommodated.

  13. Video modeling by experts with video feedback to enhance gymnastics skills.

    Science.gov (United States)

    Boyer, Eva; Miltenberger, Raymond G; Batsche, Catherine; Fogel, Victoria

    2009-01-01

    The effects of combining video modeling by experts with video feedback were analyzed with 4 female competitive gymnasts (7 to 10 years old) in a multiple baseline design across behaviors. During the intervention, after the gymnast performed a specific gymnastics skill, she viewed a video segment showing an expert gymnast performing the same skill and then viewed a video replay of her own performance of the skill. The results showed that all gymnasts demonstrated improved performance across three gymnastics skills following exposure to the intervention.

  14. A Novel Quantum Video Steganography Protocol with Large Payload Based on MCQI Quantum Video

    Science.gov (United States)

    Qu, Zhiguo; Chen, Siyi; Ji, Sai

    2017-11-01

    As one of important multimedia forms in quantum network, quantum video attracts more and more attention of experts and scholars in the world. A secure quantum video steganography protocol with large payload based on the video strip encoding method called as MCQI (Multi-Channel Quantum Images) is proposed in this paper. The new protocol randomly embeds the secret information with the form of quantum video into quantum carrier video on the basis of unique features of video frames. It exploits to embed quantum video as secret information for covert communication. As a result, its capacity are greatly expanded compared with the previous quantum steganography achievements. Meanwhile, the new protocol also achieves good security and imperceptibility by virtue of the randomization of embedding positions and efficient use of redundant frames. Furthermore, the receiver enables to extract secret information from stego video without retaining the original carrier video, and restore the original quantum video as a follow. The simulation and experiment results prove that the algorithm not only has good imperceptibility, high security, but also has large payload.

  15. Origami-Inspired Folding of Thick, Rigid Panels

    Science.gov (United States)

    Trease, Brian P.; Thomson, Mark W.; Sigel, Deborah A.; Walkemeyer, Phillip E.; Zirbel, Shannon; Howell, Larry; Lang, Robert

    2014-01-01

    To achieve power of 250 kW or greater, a large compression ratio of stowed-to-deployed area is needed. Origami folding patterns were used to inspire the folding of a solar array to achieve synchronous deployment; however, origami models are generally created for near-zero-thickness material. Panel thickness is one of the main challenges of origami-inspired design. Three origami-inspired folding techniques (flasher, square twist, and map fold) were created with rigid panels and hinges. Hinge components are added to the model to enable folding of thick, rigid materials. Origami models are created assuming zero (or near zero) thickness. When a material with finite thickness is used, the panels are required to bend around an increasingly thick fold as they move away from the center of the model. The two approaches for dealing with material thickness are to use membrane hinges to connect the panels, or to add panel hinges, or hinges of the same thickness, at an appropriate width to enable folding.

  16. 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.

  17. Comparing the effectiveness of a crowdsourced video and a social marketing video in promoting condom use among Chinese men who have sex with men: a study protocol.

    Science.gov (United States)

    Liu, Chuncheng; Mao, Jessica; Wong, Terrence; Tang, Weiming; Tso, Lai Sze; Tang, Songyuan; Zhang, Ye; Zhang, Wei; Qin, Yilu; Chen, Zihuang; Ma, Wei; Kang, Dianming; Li, Haochu; Liao, Meizhen; Mollan, Katie; Hudgens, Michael; Bayus, Barry; Huang, Shujie; Yang, Bin; Wei, Chongyi; Tucker, Joseph D

    2016-10-03

    Crowdsourcing has been used to spur innovation and increase community engagement in public health programmes. Crowdsourcing is the process of giving individual tasks to a large group, often involving open contests and enabled through multisectoral partnerships. Here we describe one crowdsourced video intervention in which a video promoting condom use is produced through an open contest. The aim of this study is to determine whether a crowdsourced intervention is as effective as a social marketing intervention in promoting condom use among high-risk men who have sex with men (MSM) and transgender male-to-female (TG) in China. We evaluate videos developed by crowdsourcing and social marketing. The crowdsourcing contest involved an open call for videos. Entries were judged on capacity to promote condom use, to be shareable or 'go viral' and to give value to the individual. 1170 participants will be recruited for the randomised controlled trial. Participants need to be MSM age 16 and over who have had condomless anal sex in the last 3 months. Recruitment will be through an online banner ad on a popular MSM web page and other social media platforms. After completing an initial survey, participants will be randomly assigned to view either the social marketing video or the crowdsourcing video. Follow-up surveys will be completed at 3 weeks and 3 months after initial intervention to evaluate condomless sex and related secondary outcomes. Secondary outcomes include condom social norms, condom negotiation, condom self-efficacy, HIV/syphilis testing, frequency of sex acts and incremental cost. Approval was obtained from the ethical review boards of the Guangdong Provincial Center for Skin Diseases and STI Control, UNC and UCSF. The results of this trial will be made available through publication in peer-reviewed journals. NCT02516930. 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/.

  18. 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.

  19. Lunabotics Mining Competition: Inspiration through Accomplishment

    Science.gov (United States)

    Mueller, Robert P.

    2012-01-01

    Space Mining for resources such as water ice, and regolith, which contain many elements in the form of metals, minerals, volatiles and other compounds, is a necessary step in Space Resource Utilization. One of the primary goals is to extract propellants from the regolith such as oxygen and hydrogen which could then be used for in-space transportation. In addition, the space mining system can be used for various construction tasks that can benefit human and robotic exploration as well as scientific investigations based on the exposed topography. The National Aeronautics & Space Administration (NASA) Lunabotics Mining Competition is a university-level competition designed to engage and retain students in science, technology, engineering and mathematics (STEM). NASA will directly benefit from the competition by encouraging the development of innovative lunar excavation concepts from universities which may result in clever ideas and solutions which could be applied to an actual lunar excavation device or payload. The challenge is for students to design and build a remote controlled or autonomous excavator, called a lunabot, that can collect and deposit a minimum of 10 kilograms of lunar simulant within 15 minutes. The complexities of the challenge include the abrasive characteristics of the lunar simulant, the weight and size limitations of the lunabot, and the ability to control the lunabot from a remote control center or operate autonomously. This paper will present an update of the results and lessons learned during the first and second annual Lunabotics Mining Competitions held in May 2010 and May 2011. It will also preview the 2012 competition with a review of the revised rules. In 2010,22 United States (US) universities competed, and in May 2011 the competition was opened to international participation. In 2011, 36 teams actually competed from 26 USA states and 4 foreign countries (India, Bangladesh, Colombia and Canada). This combined total directly inspired an

  20. Inspired gas humidity and temperature during mechanical ventilation with the Stephanie ventilator.

    Science.gov (United States)

    Preo, Bianca L; Shadbolt, Bruce; Todd, David A

    2013-11-01

    To measure inspired gas humidity and temperature delivered by a Stephanie neonatal ventilator with variations in (i) circuit length; (ii) circuit insulation; (iii) proximal airway temperature probe (pATP) position; (iv) inspiratory temperature (offset); and (v) incubator temperatures. Using the Stephanie neonatal ventilator, inspired gas humidity and temperature were measured during mechanical ventilation at the distal inspiratory limb and 3 cm down the endotracheal tube. Measurements were made with a long or short circuit; with or without insulation of the inspiratory limb; proximal ATP (pATP) either within or external to the incubator; at two different inspiratory temperature (offset) of 37(-0.5) and 39(-2.0)°C; and at three different incubator temperatures of 32, 34.5, and 37°C. Long circuits produced significantly higher inspired humidity than short circuits at all incubator settings, while only at 32°C was the inspired temperature higher. In the long circuits, insulation further improved the inspired humidity especially at 39(-2.0)°C, while only at incubator temperatures of 32 and 37°C did insulation significantly improve inspired temperature. Positioning the pATP outside the incubator did not result in higher inspired humidity but did significantly improve inspired temperature. An inspiratory temperature (offset) of 39(-2.0)°C delivered significantly higher inspired humidity and temperature than the 37(-0.5)°C especially when insulated. Long insulated Stephanie circuits should be used for neonatal ventilation when the infant is nursed in an incubator. The recommended inspiratory temperature (offset) of 37(-0.5)°C produced inspired humidity and temperature below international standards, and we suggest an increase to 39(-2.0)°C. © 2013 John Wiley & Sons Ltd.