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. 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."

  3. 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…

  4. 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.

  5. "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…

  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. 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…

  8. 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

  9. 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…

  10. 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,…

  11. 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 ...

  12. 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…

  13. 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.

  14. 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).

  15. 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.

  16. 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.

  17. 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.

  18. 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,...

  19. 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

  20. 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

  1. 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...

  2. 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.

  3. 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.

  4. 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

  5. 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.

  6. 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

  7. 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

  8. 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

  9. 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…

  10. 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.…

  11. 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

  12. 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…

  13. 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.

  14. 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

  15. 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…

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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

  4. 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…

  5. 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...

  6. 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…

  7. 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...

  8. 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.

  9. 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…

  10. 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…

  11. 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.

  12. 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

  13. 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.

  14. Development of a novel optimization tool for electron linacs inspired by artificial intelligence techniques in video games

    International Nuclear Information System (INIS)

    Meier, E.; Biedron, S.G.; LeBlanc, G.; Morgan, M.J.

    2011-01-01

    This paper reports the results of an advanced algorithm for the optimization of electron beam parameters in Free Electron Laser (FEL) Linacs. In the novel approach presented in this paper, the system uses state of the art developments in video games to mimic an operator's decisions to perform an optimization task when no prior knowledge, other than constraints on the actuators is available. The system was tested for the simultaneous optimization of the energy spread and the transmission of the Australian Synchrotron Linac. The proposed system successfully increased the transmission of the machine from 90% to 97% and decreased the energy spread of the beam from 1.04% to 0.91%. Results of a control experiment performed at the new FERMI-Elettra FEL is also reported, suggesting the adaptability of the scheme for beam-based control.

  15. Development of a novel optimization tool for electron linacs inspired by artificial intelligence techniques in video games

    Science.gov (United States)

    Meier, E.; Biedron, S. G.; LeBlanc, G.; Morgan, M. J.

    2011-03-01

    This paper reports the results of an advanced algorithm for the optimization of electron beam parameters in Free Electron Laser (FEL) Linacs. In the novel approach presented in this paper, the system uses state of the art developments in video games to mimic an operator's decisions to perform an optimization task when no prior knowledge, other than constraints on the actuators is available. The system was tested for the simultaneous optimization of the energy spread and the transmission of the Australian Synchrotron Linac. The proposed system successfully increased the transmission of the machine from 90% to 97% and decreased the energy spread of the beam from 1.04% to 0.91%. Results of a control experiment performed at the new FERMI@Elettra FEL is also reported, suggesting the adaptability of the scheme for beam-based control.

  16. Development of a novel optimization tool for electron linacs inspired by artificial intelligence techniques in video games

    Energy Technology Data Exchange (ETDEWEB)

    Meier, E., E-mail: evelyne.meier@synchrotron.org.a [School of Physics, Monash University, Wellington Rd, Clayton VIC 3800 (Australia) and Australian Synchrotron, 800 Blackburn Rd, Clayton VIC 3168 (Australia) and FERMI-Elettra, Sincrotrone Trieste, S.S. 14 km 163.5 in AREA Science Park, 34012 Basovizza, Trieste (Italy); Biedron, S.G., E-mail: biedron@anl.go [Department of Defense Project Office, Argonne National Laboratory, IL 60439 (United States); FERMI-Elettra, Sincrotrone Trieste, S.S. 14 km 163.5 in AREA Science Park, 34012 Basovizza, Trieste (Italy); LeBlanc, G., E-mail: greg.leblanc@synchrotron.org.a [Australian Synchrotron, 800 Blackburn Rd, Clayton VIC 3168 (Australia); Morgan, M.J., E-mail: Michael.J.Morgan@monash.ed [School of Physics, Monash University, Wellington Rd, Clayton VIC 3800 (Australia)

    2011-03-11

    This paper reports the results of an advanced algorithm for the optimization of electron beam parameters in Free Electron Laser (FEL) Linacs. In the novel approach presented in this paper, the system uses state of the art developments in video games to mimic an operator's decisions to perform an optimization task when no prior knowledge, other than constraints on the actuators is available. The system was tested for the simultaneous optimization of the energy spread and the transmission of the Australian Synchrotron Linac. The proposed system successfully increased the transmission of the machine from 90% to 97% and decreased the energy spread of the beam from 1.04% to 0.91%. Results of a control experiment performed at the new FERMI-Elettra FEL is also reported, suggesting the adaptability of the scheme for beam-based control.

  17. 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…

  18. 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…

  19. 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…

  20. 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

  1. 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

  2. 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.…

  3. 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.

  4. 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.

  5. 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…

  6. 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.

  7. 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…

  8. 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.

  9. 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...

  10. 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.

  11. 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...

  12. An Analysis of Using Online Video Lecture on Learning Outcome: The Mediating Role of Student Interaction and Student Engagement

    Science.gov (United States)

    Osman, Siti Zuraidah Md; Jamaludin, Rozinah; Fathil, Nor Fathimah

    2016-01-01

    The Malaysia Education Blueprint 2015-2025 (Higher Education) was published recently. One of shift is globalised online learning. Therefore, Polytechnics had taken the first step in the use of e-learning system by using flipped classroom method. The purpose of this study is to analyse the effects of using online video lecture on student…

  13. 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…

  14. 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.

  15. 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...

  16. 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.

  17. Exploring the Use of Interactive Digital Storytelling Video: Promoting Student Engagement and Learning in a University Hybrid Course

    Science.gov (United States)

    Shelton, Catharyn C.; Warren, Annie E.; Archambault, Leanna M.

    2016-01-01

    This study explores interactive digital storytelling in a university hybrid course. Digital stories leverage imagery and narrative-based content to explore concepts, while appealing to millennials. When digital storytelling is used as the main source of course content, tensions arise regarding how to engage and support student learning while…

  18. Classroom Observations and Reflections: Using Online Streaming Video as a Tool for Overcoming Barriers and Engaging in Critical Thinking

    Science.gov (United States)

    Barlow, Angela T.; McCrory, Michael R.; Blessing, Stephen

    2013-01-01

    In typical school settings, teachers are not afforded the opportunity to observe the instructional practices of their peers. Time constraints, opportunity, and willingness to participate in observational practices are just three of the factors that may limit teachers' engagement in this type of activity. To provide teachers with opportunities to…

  19. 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

  20. 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…

  1. How real-life health messages engage our brains: Shared processing of effective anti-alcohol videos.

    Science.gov (United States)

    Imhof, Martin A; Schmälzle, Ralf; Renner, Britta; Schupp, Harald T

    2017-07-01

    Health communication via mass media is an important strategy when targeting risky drinking, but many questions remain about how health messages are processed and how they unfold their effects within receivers. Here we examine how the brains of young adults-a key target group for alcohol prevention-'tune in' to real-life health prevention messages about risky alcohol use. In a first study, a large sample of authentic public service announcements (PSAs) targeting the risks of alcohol was characterized using established measures of message effectiveness. In the main study, we used inter-subject correlation analysis of fMRI data to examine brain responses to more and less effective PSAs in a sample of young adults. We find that more effective messages command more similar responses within widespread brain regions, including the dorsomedial prefrontal cortex, insulae and precuneus. In previous research, these regions have been related to processing narratives, emotional stimuli, self-relevance and attention towards salient stimuli. The present study thus suggests that more effective health prevention messages have greater 'neural reach', i.e. they engage the brains of audience members' more widely. This work outlines a promising strategy for assessing the effects of health communication at a neural level. © The Author (2017). Published by Oxford University Press.

  2. 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…

  3. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

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

  4. 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...

  5. 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.

  6. 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

  7. 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.

  8. 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…

  9. 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...

  10. 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...

  11. Bridging Realty to Virtual Reality: Investigating Gender Effect and Student Engagement on Learning through Video Game Play in an Elementary School Classroom

    Science.gov (United States)

    Annetta, Leonard; Mangrum, Jennifer; Holmes, Shawn; Collazo, Kimberly; Cheng, Meng-Tzu

    2009-01-01

    The purpose of this study was to examine students' learning of simple machines, a fifth-grade (ages 10-11) forces and motion unit, and student engagement using a teacher-created Multiplayer Educational Gaming Application. This mixed-method study collected pre-test/post-test results to determine student knowledge about simple machines. A survey…

  12. 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...

  13. 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...

  14. 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…

  15. 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…

  16. 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....

  17. 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.

  18. 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

  19. 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.

  20. Brain regions engaged by part- and whole-task performance in a video game: a model-based test of the decomposition hypothesis.

    Science.gov (United States)

    Anderson, John R; Bothell, Daniel; Fincham, Jon M; Anderson, Abraham R; Poole, Ben; Qin, Yulin

    2011-12-01

    Part- and whole-task conditions were created by manipulating the presence of certain components of the Space Fortress video game. A cognitive model was created for two-part games that could be combined into a model that performed the whole game. The model generated predictions both for behavioral patterns and activation patterns in various brain regions. The activation predictions concerned both tonic activation that was constant in these regions during performance of the game and phasic activation that occurred when there was resource competition. The model's predictions were confirmed about how tonic and phasic activation in different regions would vary with condition. These results support the Decomposition Hypothesis that the execution of a complex task can be decomposed into a set of information-processing components and that these components combine unchanged in different task conditions. In addition, individual differences in learning gains were predicted by individual differences in phasic activation in those regions that displayed highest tonic activity. This individual difference pattern suggests that the rate of learning of a complex skill is determined by capacity limits.

  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. 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.

  3. Inspirations in medical genetics.

    Science.gov (United States)

    Asadollahi, Reza

    2016-02-01

    There are abundant instances in the history of genetics and medical genetics to illustrate how curiosity, charisma of mentors, nature, art, the saving of lives and many other matters have inspired great discoveries. These achievements from deciphering genetic concepts to characterizing genetic disorders have been crucial for management of the patients. There remains, however, a long pathway ahead. © The Author(s) 2014.

  4. 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…

  5. 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…

  6. 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

  7. 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...

  8. 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.

  9. 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

  10. 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...

  11. #IWD2016 Academic Inspiration

    DEFF Research Database (Denmark)

    Meier, Ninna

    2016-01-01

    What academics or books have inspired you in your writing and research, or helped to make sense of the world around you? In this feature essay, Ninna Meier returns to her experience of reading Hannah Arendt as she sought to understand work and how it relates to value production in capitalist...... economies. Meier recounts how Arendt’s book On Revolution (1963) forged connective threads between the ‘smallest parts’ and the ‘largest wholes’ and showed how academic work is never fully relegated to the past, but can return in new iterations across time....

  12. 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.

  13. 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...

  14. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

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

  15. 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...

  16. 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…

  17. 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.

  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. 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

  20. 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.…

  1. 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 +…

  2. Microflyers: inspiration from nature

    Science.gov (United States)

    Sirohi, Jayant

    2013-04-01

    Over the past decade, there has been considerable interest in miniaturizing aircraft to create a class of extremely small, robotic vehicles with a gross mass on the order of tens of grams and a dimension on the order of tens of centimeters. These are collectively refered to as micro aerial vehicles (MAVs) or microflyers. Because the size of microflyers is on the same order as that of small birds and large insects, engineers are turning to nature for inspiration. Bioinspired concepts make use of structural or aerodynamic mechanisms that are observed in insects and birds, such as elastic energy storage and unsteady aerodynamics. Biomimetic concepts attempt to replicate the form and function of natural flyers, such as flapping-wing propulsion and external appearance. This paper reviews recent developments in the area of man-made microflyers. The design space for microflyers will be described, along with fundamental physical limits to miniaturization. Key aerodynamic phenomena at the scale of microflyers will be highlighted. Because the focus is on bioinspiration and biomimetics, scaled-down versions of conventional aircraft, such as fixed wing micro air vehicles and microhelicopters will not be addressed. A few representative bioinspired and biomimetic microflyer concepts developed by researchers will be described in detail. Finally, some of the sensing mechanisms used by natural flyers that are being implemented in man-made microflyers will be discussed.

  3. Inspiration, anyone? (Editorial

    Directory of Open Access Journals (Sweden)

    Lindsay Glynn

    2006-09-01

    Full Text Available I have to admit that writing an editorial for this issue was a struggle. Trying to sit down and write when the sun was shining outside and most of my colleagues were on vacation was, to say the least, difficult. Add to that research projects and conferences…let’s just say that I found myself less than inspired. A pitiful plea for ideas to a colleague resulted in the reintroduction to a few recent evidence based papers and resources which inspired further searching and reading. Though I generally find myself surrounded (more like buried in research papers and EBLIP literature, somehow I had missed the great strides that have been made of late in the world of evidence based library and information practice. I realize now that I am inspired by the researchers, authors and innovators who are putting EBLIP on the proverbial map. My biggest beef with library literature in general has been the plethora of articles highlighting what we should be doing. Take a close look at the evidence based practitioners in the information professions: these are some of the people who are actively practicing what has been preached for the past few years. Take, for example, the about‐to‐be released Libraries using Evidence Toolkit by Northern Sydney Central Coast Health and The University of Newcastle, Australia (see their announcement in this issue. An impressive advisory group is responsible for maintaining the currency and relevancy of the site as well as promoting the site and acting as a steering committee for related projects. This group is certainly doing more than “talking the talk”: they took their experience at the 3rd International Evidence Based Librarianship Conference and did something with the information they obtained by implementing solutions that worked in their environment. The result? The creation of a collection of tools for all of us to use. This toolkit is just what EBLIP needs: a portal to resources aimed at supporting the information

  4. Inspired by CERN

    CERN Multimedia

    2004-01-01

    Art students inspired by CERN will be returning to show their work 9 to 16 October in Building 500, outside the Auditorium. Seventeen art students from around Europe visited CERN last January for a week of introductions to particle physics and astrophysics, and discussions with CERN scientists about their projects. A CERN scientist "adopted"each artist so they could ask questions during and after the visit. Now the seeds planted during their visit have come to fruition in a show using many media and exploring varied concepts, such as how people experience the online world, the sheer scale of CERN's equipment, and the abstractness of the entities scientists are looking for. "The work is so varied, people are going to love some pieces and detest others," says Andrew Charalambous, the project coordinator from University College London who is also curating the exhibition. "It's contemporary modern art, and that's sometimes difficult to take in." For more information on this thought-provoking show, see: htt...

  5. Student Engagement

    DEFF Research Database (Denmark)

    Conduit, Jodie; Karpen, Ingo; Farrelly, Francis

    2017-01-01

    system (the university), the narrow service system (the course), and the individual dyadic level of engagement (the student-lecturer interaction). These findings could be further considered and empirically tested in other engagement contexts (e.g. employee engagement, customer engagement).......Universities are seeking to actively and strategically manage student engagement through providing opportunities for students to interact and engage with the institution on a range of levels and in different ways. However, this increasingly complex and multi-layered nature of student engagement...... within a tertiary education environment is not well understood. Through qualitative focus groups and a series of interviews with undergraduate and postgraduate students, this study explores and articulates the cognitive, emotional, behavioural and social dimensions of engagement that depict the nature...

  6. Bio-inspired vision

    International Nuclear Information System (INIS)

    Posch, C

    2012-01-01

    Nature still outperforms the most powerful computers in routine functions involving perception, sensing and actuation like vision, audition, and motion control, and is, most strikingly, orders of magnitude more energy-efficient than its artificial competitors. The reasons for the superior performance of biological systems are subject to diverse investigations, but it is clear that the form of hardware and the style of computation in nervous systems are fundamentally different from what is used in artificial synchronous information processing systems. Very generally speaking, biological neural systems rely on a large number of relatively simple, slow and unreliable processing elements and obtain performance and robustness from a massively parallel principle of operation and a high level of redundancy where the failure of single elements usually does not induce any observable system performance degradation. In the late 1980's, Carver Mead demonstrated that silicon VLSI technology can be employed in implementing ''neuromorphic'' circuits that mimic neural functions and fabricating building blocks that work like their biological role models. Neuromorphic systems, as the biological systems they model, are adaptive, fault-tolerant and scalable, and process information using energy-efficient, asynchronous, event-driven methods. In this paper, some basics of neuromorphic electronic engineering and its impact on recent developments in optical sensing and artificial vision are presented. It is demonstrated that bio-inspired vision systems have the potential to outperform conventional, frame-based vision acquisition and processing systems in many application fields and to establish new benchmarks in terms of redundancy suppression/data compression, dynamic range, temporal resolution and power efficiency to realize advanced functionality like 3D vision, object tracking, motor control, visual feedback loops, etc. in real-time. It is argued that future artificial vision systems

  7. 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

  8. Video Golf

    Science.gov (United States)

    1995-01-01

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

  9. 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

  10. 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...

  11. 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.

  12. 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

  13. OAS :: Videos

    Science.gov (United States)

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

  14. 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…

  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. 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.

  17. 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.

  18. 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...

  19. 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…

  20. Inspiring the Next Generation: The International Space Station Education Accomplishments

    Science.gov (United States)

    Alleyne, Camille W.; Hasbrook, Pete; Knowles, Carolyn; Chicoine, Ruth Ann; Miyagawa, Yayoi; Koyama, Masato; Savage, Nigel; Zell, Martin; Biryukova, Nataliya; Pinchuk, Vladimir; hide

    2014-01-01

    The International Space Station (ISS) has a unique ability to capture the imagination of both students and teachers worldwide. Since 2000, the presence of humans onboard ISS has provided a foundation for numerous educational activities aimed at capturing that interest and motivating study in the sciences, technology, engineering and mathematics (STEM). Over 43 million students around the world have participated in ISS-related educational activities. Projects such as YouTube Space Lab, Sally Ride Earth Knowledge-based Acquired by Middle Schools (EarthKAM), SPHERES (Synchronized Position Hold Engage and Reorient Experimental Satellites) Zero-Robotics, Tomatosphere, and MAI-75 events among others have allowed for global student, teacher and public access to space through student classroom investigations and real-time audio and video contacts with crewmembers. Educational activities are not limited to STEM but encompass all aspects of the human condition. This is well illustrated in the Uchu Renshi project, a chain poem initiated by an astronaut while in space and continued and completed by people on Earth. With ISS operations now extended to 2024, projects like these and their accompanying educational materials are available to more students around the world. From very early on in the program's history, students have been provided with a unique opportunity to get involved and participate in science and engineering projects. Many of these projects support inquiry-based learning that allows students to ask questions, develop hypothesis-derived experiments, obtain supporting evidence and identify solutions or explanations. This approach to learning is well-published as one of the most effective ways to inspire students to pursue careers in scientific and technology fields. Ever since the first space station element was launched, a wide range of student experiments and educational activities have been performed, both individually and collaboratively, by all the

  1. 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...

  2. 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....

  3. 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…

  4. In Search of Scientific Inspiration.

    Science.gov (United States)

    2017-01-12

    In the ever-expanding sea of scientific advances, how do you find inspiration for your own study? Cell editor Jiaying Tan talked with Mark Lemmon and Joseph (Yossi) Schlessinger about the importance of fueling your research creativity with the conceptual excitement and technical advance from the broad scientific field. An excerpt of the conversation appears below. Copyright © 2017. Published by Elsevier Inc.

  5. Inspiration: One Percent and Rising

    Science.gov (United States)

    Walling, Donovan R.

    2009-01-01

    Inventor Thomas Edison once famously declared, "Genius is one percent inspiration and ninety-nine percent perspiration." If that's the case, then the students the author witnessed at the International Student Media Festival (ISMF) last November in Orlando, Florida, are geniuses and more. The students in the ISMF pre-conference workshop…

  6. 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...

  7. Inspiration til fremtidens naturfaglige uddannelser

    DEFF Research Database (Denmark)

    Busch, Henrik; Troelsen, Rie; Horst, Sebastian

    uddannelsesniveauer • at den naturfaglige uddannelseskultur styrkes • at lærerkompetencerne styrkes. Rapportens 2. bind - den selvstændige publikation Inspiration til fremtidens naturfaglige uddannelser • En antologi indeholder en række essays om væsentlige problemstillinger for naturfagene. Der er tidligere udsendt...

  8. 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...

  9. 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.

  10. 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.

  11. 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.

  12. 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...

  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. 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

  15. 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.

  16. 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...

  17. 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…

  18. Social insects inspire human design

    Science.gov (United States)

    Holbrook, C. Tate; Clark, Rebecca M.; Moore, Dani; Overson, Rick P.; Penick, Clint A.; Smith, Adrian A.

    2010-01-01

    The international conference ‘Social Biomimicry: Insect Societies and Human Design’, hosted by Arizona State University, USA, 18–20 February 2010, explored how the collective behaviour and nest architecture of social insects can inspire innovative and effective solutions to human design challenges. It brought together biologists, designers, engineers, computer scientists, architects and businesspeople, with the dual aims of enriching biology and advancing biomimetic design. PMID:20392721

  19. Biology-Inspired Autonomous Control

    Science.gov (United States)

    2011-08-31

    insect brain, allow these animals to fly with damaged wings, order of body mass payloads (e.g., foraging bees with a load of pollen , blood satiated...The research focus addressed two broad, complementary research areas : autonomous systems concepts inspired by the behavior and neurobiology...UL 46 19b. TELEPHONE NUMBER (include area code) 850 883-1887 Standard Form 298 (Rev. 8-98) Prescribed by ANSI Std. Z39.18 iii Table of

  20. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

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

  1. 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…

  2. 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…

  3. 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.)

  4. 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

  5. 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: ...

  6. 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

  7. In the pursuit of inspiration

    Science.gov (United States)

    Boerkamp, Martijn

    2018-03-01

    My passion for astronomy began as a child. Large parts of my years in elementary school were spent star-gazing, reading up on the solar system and the universe, as well as renting the video of the first Moon landing and watching it over and over again.

  8. 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.

  9. 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…

  10. 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.

  11. 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...

  12. 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....

  13. 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…

  14. 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.

  15. 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.

  16. 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…

  17. 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…

  18. Space as an inspiring context

    Science.gov (United States)

    Stancu, Cristina

    2017-04-01

    Using space as context to inspire science education tapps into the excitement of generations of discovering the unknown resulting in unprecedented public participation. Educators are finding exciting and age appropiate materials for their class that explore science, technology, engineering and mathematics. Possible misconceptions are highlighted so that teachers may plan lessons to facilitate correct conceptual understanding. With a range of hands-on learning experiences, Web materials and online ,opportunities for students, educators are invited to take a closer look to actual science missions. This session leverages resources, materials and expertise to address a wide range of traditional and nontraditional audiences while providing consistent messages and information on various space agencies programs.

  19. Natural photonics for industrial inspiration.

    Science.gov (United States)

    Parker, Andrew R

    2009-05-13

    There are two considerations for optical biomimetics: the diversity of submicrometre architectures found in the natural world, and the industrial manufacture of these. A review exists on the latter subject, where current engineering methods are considered along with those of the natural cells. Here, on the other hand, I will provide a modern review of the different categories of reflectors and antireflectors found in animals, including their optical characterization. The purpose of this is to inspire designers within the $2 billion annual optics industry.

  20. Neuroscience-Inspired Artificial Intelligence.

    Science.gov (United States)

    Hassabis, Demis; Kumaran, Dharshan; Summerfield, Christopher; Botvinick, Matthew

    2017-07-19

    The fields of neuroscience and artificial intelligence (AI) have a long and intertwined history. In more recent times, however, communication and collaboration between the two fields has become less commonplace. In this article, we argue that better understanding biological brains could play a vital role in building intelligent machines. We survey historical interactions between the AI and neuroscience fields and emphasize current advances in AI that have been inspired by the study of neural computation in humans and other animals. We conclude by highlighting shared themes that may be key for advancing future research in both fields. Copyright © 2017. Published by Elsevier Inc.

  1. 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…

  2. 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

  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. Situating Engagement

    DEFF Research Database (Denmark)

    Korn, Matthias

    Our mobile phone is with us at all times. Habitually, we pick it up in the morning and carry it around on our daily routes and routines. Increasingly, we use it to locate ourselves and the things and people around us. With ubiquitous computing, technology is moving into the very fabric of our....... First, situationally appropriate forms of engagement that align well with citizens’ own conceptions are necessary in order to provide relevance and meaning of issues in the moment. Second, situated engagement requires a technological setup which facilitates the co-location of people, place...... with sophisticated prototypes in the wild. It proposes walkshops as a technique for collaborative exploration within actual outdoor environments and the use of field trials as part of an iterative design process in order to look ahead toward use practices that are still in the making....

  5. 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.

  6. 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/.

  7. 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...

  8. 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)…

  9. 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.

  10. 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.

  11. 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.

  12. [Nikola Tesla: flashes of inspiration].

    Science.gov (United States)

    Villarejo-Galende, Albero; Herrero-San Martín, Alejandro

    2013-01-16

    Nikola Tesla (1856-1943) was one of the greatest inventors in history and a key player in the revolution that led to the large-scale use of electricity. He also made important contributions to such diverse fields as x-rays, remote control, radio, the theory of consciousness or electromagnetism. In his honour, the international unit of magnetic induction was named after him. Yet, his fame is scarce in comparison with that of other inventors of the time, such as Edison, with whom he had several heated arguments. He was a rather odd, reserved person who lived for his inventions, the ideas for which came to him in moments of inspiration. In his autobiography he relates these flashes with a number of neuropsychiatric manifestations, which can be seen to include migraine auras, synaesthesiae, obsessions and compulsions.

  13. Collide@CERN: sharing inspiration

    CERN Multimedia

    Katarina Anthony

    2012-01-01

    Late last year, Julius von Bismarck was appointed to be CERN's first "artist in residence" after winning the Collide@CERN Digital Arts award. He’ll be spending two months at CERN starting this March but, to get a flavour of what’s in store, he visited the Organization last week for a crash course in its inspiring activities.   Julius von Bismarck, taking a closer look... When we arrive to interview German artist Julius von Bismarck, he’s being given a presentation about antiprotons’ ability to kill cancer cells. The whiteboard in the room contains graphs and equations that might easily send a non-scientist running, yet as Julius puts it, “if I weren’t interested, I’d be asleep”. Given his numerous questions, he must have been fascinated. “This ‘introduction’ week has been exhilarating,” says Julius. “I’ve been able to interact ...

  14. Switchable bio-inspired adhesives

    Science.gov (United States)

    Kroner, Elmar

    2015-03-01

    Geckos have astonishing climbing abilities. They can adhere to almost any surface and can run on walls and even stick to ceilings. The extraordinary adhesion performance is caused by a combination of a complex surface pattern on their toes and the biomechanics of its movement. These biological dry adhesives have been intensely investigated during recent years because of the unique combination of adhesive properties. They provide high adhesion, allow for easy detachment, can be removed residue-free, and have self-cleaning properties. Many aspects have been successfully mimicked, leading to artificial, bio-inspired, patterned dry adhesives, and were addressed and in some aspects they even outperform the adhesion capabilities of geckos. However, designing artificial patterned adhesion systems with switchable adhesion remains a big challenge; the gecko's adhesion system is based on a complex hierarchical surface structure and on advanced biomechanics, which are both difficult to mimic. In this paper, two approaches are presented to achieve switchable adhesion. The first approach is based on a patterned polydimethylsiloxane (PDMS) polymer, where adhesion can be switched on and off by applying a low and a high compressive preload. The switch in adhesion is caused by a reversible mechanical instability of the adhesive silicone structures. The second approach is based on a composite material consisting of a Nickel- Titanium (NiTi) shape memory alloy and a patterned adhesive PDMS layer. The NiTi alloy is trained to change its surface topography as a function of temperature, which results in a change of the contact area and of alignment of the adhesive pattern towards a substrate, leading to switchable adhesion. These examples show that the unique properties of bio-inspired adhesives can be greatly improved by new concepts such as mechanical instability or by the use of active materials which react to external stimuli.

  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. 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

  17. Acoustic Neuroma Educational Video

    Medline Plus

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

  18. Videos, Podcasts and Livechats

    Medline Plus

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

  19. 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…

  20. 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...

  1. 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....

  2. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

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

  3. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

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

  4. 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

  5. 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.  

  6. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

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

  7. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

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

  8. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

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

  9. Biologically-inspired soft exosuit.

    Science.gov (United States)

    Asbeck, Alan T; Dyer, Robert J; Larusson, Arnar F; Walsh, Conor J

    2013-06-01

    In this paper, we present the design and evaluation of a novel soft cable-driven exosuit that can apply forces to the body to assist walking. Unlike traditional exoskeletons which contain rigid framing elements, the soft exosuit is worn like clothing, yet can generate moments at the ankle and hip with magnitudes of 18% and 30% of those naturally generated by the body during walking, respectively. Our design uses geared motors to pull on Bowden cables connected to the suit near the ankle. The suit has the advantages over a traditional exoskeleton in that the wearer's joints are unconstrained by external rigid structures, and the worn part of the suit is extremely light, which minimizes the suit's unintentional interference with the body's natural biomechanics. However, a soft suit presents challenges related to actuation force transfer and control, since the body is compliant and cannot support large pressures comfortably. We discuss the design of the suit and actuation system, including principles by which soft suits can transfer force to the body effectively and the biological inspiration for the design. For a soft exosuit, an important design parameter is the combined effective stiffness of the suit and its interface to the wearer. We characterize the exosuit's effective stiffness, and present preliminary results from it generating assistive torques to a subject during walking. We envision such an exosuit having broad applicability for assisting healthy individuals as well as those with muscle weakness.

  10. Bio-inspired dental fillings

    Science.gov (United States)

    Deyhle, Hans; Bunk, Oliver; Buser, Stefan; Krastl, Gabriel; Zitzmann, Nicola U.; Ilgenstein, Bernd; Beckmann, Felix; Pfeiffer, Franz; Weiger, Roland; Müller, Bert

    2009-08-01

    Human teeth are anisotropic composites. Dentin as the core material of the tooth consists of nanometer-sized calcium phosphate crystallites embedded in collagen fiber networks. It shows its anisotropy on the micrometer scale by its well-oriented microtubules. The detailed three-dimensional nanostructure of the hard tissues namely dentin and enamel, however, is not understood, although numerous studies on the anisotropic mechanical properties have been performed and evaluated to explain the tooth function including the enamel-dentin junction acting as effective crack barrier. Small angle X-ray scattering (SAXS) with a spatial resolution in the 10 μm range allows determining the size and orientation of the constituents on the nanometer scale with reasonable precision. So far, only some dental materials, i.e. the fiber reinforced posts exhibit anisotropic properties related to the micrometer-size glass fibers. Dental fillings, composed of nanostructures oriented similar to the natural hard tissues of teeth, however, do not exist at all. The current X-ray-based investigations of extracted human teeth provide evidence for oriented micro- and nanostructures in dentin and enamel. These fundamental quantitative findings result in profound knowledge to develop biologically inspired dental fillings with superior resistance to thermal and mechanical shocks.

  11. Fracture Mechanics: Inspirations from Nature

    Directory of Open Access Journals (Sweden)

    David Taylor

    2014-10-01

    Full Text Available In Nature there are many examples of materials performing structural functions. Nature requires materials which are stiff and strong to provide support against various forces, including self-weight, the dynamic forces involved in movement, and external loads such as wind or the actions of a predator. These materials and structures have evolved over millions of years; the science of Biomimetics seeks to understand Nature and, as a result, to find inspiration for the creation of better engineering solutions. There has been relatively little fundamental research work in this area from a fracture mechanics point of view. Natural materials are quite brittle and, as a result, they have evolved several interesting strategies for preventing failure by crack propagation. Fatigue is also a major problem for many animals and plants. In this paper, several examples will be given of recent work in the Bioengineering Research Centre at Trinity College Dublin, investigating fracture and fatigue in such diverse materials as bamboo, the legs and wings of insects, and living cells.

  12. Inspired at a book fair

    CERN Document Server

    Anaïs Schaeffer

    2012-01-01

    During the Frankfurt book fair last October, the CERN stand drew quite the crowd. Director-General Rolf Heuer was there to promote CERN’s mission and the "LHC: the Large Hadron Collider" book. He met a lot of visitors and for one of them there was also a nice follow-up…   Marcus and his father visiting the LINAC facility. Fifteen year-old Marcus lives in Lauterecken near Frankfurt. The popular book fair last autumn was for him a nice opportunity to get in touch with the CERN environment. Inspired by the stand and what the CERN people were describing, he started to ask more and more questions… So many, that Rolf Heuer decided to invite him to come to CERN and find out some of the answers for himself. A few weeks later, while recovering from an exciting visit to the ATLAS underground cavern and other CERN installations with a cup of tea in Restaurant 1, Marcus shared his enthusiasm about the Organization: “When I was younger, my moth...

  13. 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.

  14. 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

  15. 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…

  16. 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

  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. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.…

  3. 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…

  4. 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.

  5. 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…

  6. 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

  7. 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...

  8. Biologically inspired toys using artificial muscles

    Science.gov (United States)

    Bar-Cohen, Y.

    2001-01-01

    Recent developments in electroactive polymers, so-called artificial muscles, could one day be used to make bionics possible. Meanwhile, as this technology evolves novel mechanisms are expected to emerge that are biologically inspired.

  9. Innovative Didactics in an International Internship - inspiration

    DEFF Research Database (Denmark)

    Lembcke, Steen; Skibsted, Else Bengaard; Mølgaard, Niels

    An inspiration handbook for the international team from the teacher education programme in VIA. Aimed to assist internship supervisors and students during international internships in regards to innovation, social entrepreneurship and development of the international teacher. Introduces why and how...

  10. 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.

  11. 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 ...

  12. 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 ...

  13. 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....

  14. 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...

  15. 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...

  16. 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

  17. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

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

    2004-08-10

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

  18. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

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

  19. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

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

  20. 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

  1. 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®

  2. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

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

  3. 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.

  4. Socially responsible investment engagement

    NARCIS (Netherlands)

    Goessling, T.; Buijter, Bas; Freeman, R.E.; Kujala, J.; Sachs, S.

    2017-01-01

    This study explores engagement in socially responsible investment (SRI) processes. More specifically, it researches the impact of shareholder salience on the success of engagement activities. The research question asks: What is the relationship between shareholder salience and engagement effort

  5. Enhancing Practice 2018: come and be inspired and inspiring

    Directory of Open Access Journals (Sweden)

    Jan Dewing

    2017-11-01

    Full Text Available Although it doesn’t seem that long ago since the Enhancing Practice Conference 2016 was held at QMU Edinburgh, one of the International Practice Development Collaborative (IPDC member groups, the Basel, Bern and Zurich Network in Switzerland, is busy planning the next conference. This takes place in Basel on 22-24 August 2018. The conference website is live at enhancing-practice-conference.org, with registration and the call for abstracts now open. Abstracts should address any one of the following healthcare priorities: Leading and leadership within practice development Fostering healthy workplace cultures Facilitating intergenerational person-centred cultures The Enhancing Practice conferences are known as an international forum for anyone connected to practice development and person-centredness. The IPDC invites professionals from clinical practice, leadership, management, education, research and health policy to register. In fact, why not submit an abstract for a concurrent session – a ‘show and tell’ display, creative space or symposia? These conferences tend to have some of the traditional conference features that everyone will recognise, but also other features that are not so often seen and which make them more friendly, engaging and interesting. For example, the ‘show and tell’ displays are creative spaces where less formal or academic presentations can take place. That makes these events really worth participating in and indeed, these alternative formats are often the spaces in which the best learning takes place. If you want a bit more evidence about the diversity of the conference, look at the titles of these keynote sessions we can look forward to in Basel: Dance and leadership: how leaders and followers relate and influence each other Compassionate leadership for high-quality, compassionate healthcare Swarm intelligence in honey bees Learning to improve: challenging context and culture

  6. 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.

  7. 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.

  8. 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

  9. 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.

  10. Diabetes Care: Inspiration from Sikhism.

    Science.gov (United States)

    Priya, Gagan; Kalra, Sanjay; Dardi, Inderpreet Kaur; Saini, Simarjeet; Aggarwal, Sameer; Singh, Ramanbir; Kaur, Harpreet; Singh, Gurinder; Talwar, Vipin; Singh, Parminder; Saini, Brig J S; Julka, Sandeep; Chawla, Rajeev; Bajaj, Sarita; Singh, Devinder

    2017-01-01

    Religion has been proposed as a means of enhancing patient and community acceptance of diabetes and cultural specific motivational strategies to improve diabetes care. Sikhism is a young and vibrant religion, spread across the world and the Holy Scripture Sri Guru Granth Sahib (SGGS) is regarded as the living Guru by all Sikhs. The three key pillars of Sikhism are Kirat Karni (honest living), Vand Chakna (sharing with others) and Naam Japna (focus on God). They can help encourage the diabetes care provider, patient and community to engage in lifestyle modification, shared responsibility, positive thinking and stress management. The verses (Sabads) from the SGGS, with their timeless relevance, span the entire spectrum of diabetes care, from primordial and primary, to secondary and tertiary prevention. They can provide us with guidance towards a holistic approach towards health and lifestyle related diseases as diabetes. The SGGS suggests that good actions are based on one's body and highlights the relevance of mind-body interactions and entraining the mind to cultivate healthy living habits. The ethics of sharing, community and inclusiveness all lay emphasis on the need for global and unified efforts to manage and reduce the burden of the diabetes pandemic.

  11. Diabetes care: Inspiration from Sikhism

    Directory of Open Access Journals (Sweden)

    Gagan Priya

    2017-01-01

    Full Text Available Religion has been proposed as a means of enhancing patient and community acceptance of diabetes and cultural specific motivational strategies to improve diabetes care. Sikhism is a young and vibrant religion, spread across the world and the Holy Scripture Sri Guru Granth Sahib (SGGS is regarded as the living Guru by all Sikhs. The three key pillars of Sikhism are Kirat Karni (honest living, Vand Chakna (sharing with others and Naam Japna (focus on God. They can help encourage the diabetes care provider, patient and community to engage in lifestyle modification, shared responsibility, positive thinking and stress management. The verses (Sabads from the SGGS, with their timeless relevance, span the entire spectrum of diabetes care, from primordial and primary, to secondary and tertiary prevention. They can provide us with guidance towards a holistic approach towards health and lifestyle related diseases as diabetes. The SGGS suggests that good actions are based on one's body and highlights the relevance of mind-body interactions and entraining the mind to cultivate healthy living habits. The ethics of sharing, community and inclusiveness all lay emphasis on the need for global and unified efforts to manage and reduce the burden of the diabetes pandemic.

  12. 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.

  13. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

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

  14. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

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

  15. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

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

  16. Videos - The National Guard

    Science.gov (United States)

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

  17. 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.

  18. 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.

  19. 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.

  20. 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...

  1. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  2. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

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

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  4. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  5. 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....

  6. 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....

  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. 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…

  9. 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…

  10. 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.

  11. Videorec as gameplay: Recording playthroughs and video game engagement

    Directory of Open Access Journals (Sweden)

    Gabriel Menotti

    2014-03-01

    Full Text Available This paper outlines an alternative genealogy of “non-narrative machinima” by the means of tracing a parallel with different cinematographic genres. It analyses the circuit of production and distribution of such material as a field for modes of superplay, in which users both compete and collaborate. Doing so, it proposes that the recording of playthroughs, a practice seemingly secondary to videogame consumption, might constitute an essential part of its culture and development, creating meaningful interfaces between players and industries.

  12. From biologically-inspired physics to physics-inspired biology From biologically-inspired physics to physics-inspired biology

    Science.gov (United States)

    Kornyshev, Alexei A.

    2010-10-01

    The conference 'From DNA-Inspired Physics to Physics-Inspired Biology' (1-5 June 2009, International Center for Theoretical Physics, Trieste, Italy) that myself and two former presidents of the American Biophysical Society—Wilma Olson (Rutgers University) and Adrian Parsegian (NIH), with the support of an ICTP team (Ralf Gebauer (Local Organizer) and Doreen Sauleek (Conference Secretary)), have organized was intended to establish stronger links between the biology and physics communities on the DNA front. The relationships between them were never easy. In 1997, Adrian published a paper in Physics Today ('Harness the Hubris') summarizing his thoughts about the main obstacles for a successful collaboration. The bottom line of that article was that physicists must seriously learn biology before exploring it and even having an interpreter, a friend or co-worker, who will be cooperating with you and translating the problems of biology into a physical language, may not be enough. He started his story with a joke about a physicist asking a biologist: 'I want to study the brain. Tell me something about it!' Biologist: 'First, the brain consists of two parts, and..' Physicist: 'Stop. You have told me too much.' Adrian listed a few direct avenues where physicists' contributions may be particularly welcome. This gentle and elegantly written paper caused, however, a stormy reaction from Bob Austin (Princeton), published together with Adrian's notes, accusing Adrian of forbidding physicists to attack big questions in biology straightaway. Twelve years have passed and many new developments have taken place in the biologist-physicist interaction. This was something I addressed in my opening conference speech, with my position lying somewhere inbetween Parsegian's and Austin's, which is briefly outlined here. I will first recall certain precepts or 'dogmas' that fly in the air like Valkyries, poisoning those relationships. Since the early seventies when I was a first year Ph

  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. 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.

  15. 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...

  16. 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.

  17. 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.

  18. 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...

  19. 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…

  20. 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...

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

    Science.gov (United States)

    Metzger, Scott Alan; Paxton, Richard J.

    2016-01-01

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

  2. 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...

  3. 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...

  4. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

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

  5. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

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

  6. 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.

  7. Medical video server construction.

    Science.gov (United States)

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

    2003-01-01

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

  8. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

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

  9. Video frame processor

    International Nuclear Information System (INIS)

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

    1993-01-01

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

  10. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

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

  11. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

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

  12. Collaborative Video Sketching

    DEFF Research Database (Denmark)

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

    2017-01-01

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

  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. 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.

  15. 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…

  16. 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…

  17. 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…

  18. 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...

  19. 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.

  20. 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

  1. 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....

  2. Buckling Pneumatic Linear Actuators Inspired by Muscle

    OpenAIRE

    Yang, Dian; Verma, Mohit Singh; So, Ju-Hee; Mosadegh, Bobak; Keplinger, Christoph; Lee, Benjamin; Khashai, Fatemeh; Lossner, Elton Garret; Suo, Zhigang; Whitesides, George McClelland

    2016-01-01

    The mechanical features of biological muscles are difficult to reproduce completely in synthetic systems. A new class of soft pneumatic structures (vacuum-actuated muscle-inspired pneumatic structures) is described that combines actuation by negative pressure (vacuum), with cooperative buckling of beams fabricated in a slab of elastomer, to achieve motion and demonstrate many features that are similar to that of mammalian muscle.

  3. 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.

  4. Inspired by Athletes, Myths, and Poets

    Science.gov (United States)

    Melvin, Samantha

    2010-01-01

    Tales of love and hate, of athleticism, heroism, devotion to gods and goddesses that influenced myth and culture are a way of sharing ancient Greece's rich history. In this article, the author describes how her students created their own Greek-inspired clay vessels as artifacts of their study. (Contains 6 online resources.)

  5. Inspirational catalogue of Master Thesis proposals 2014

    DEFF Research Database (Denmark)

    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. If you have an idea for a project which...

  6. Water Treatment Technologies Inspire Healthy Beverages

    Science.gov (United States)

    2013-01-01

    Mike Johnson, a former technician at Johnson Space Center, drew on his expertise as a wastewater engineer to create a line of kombucha-based probiotic drinks. Unpeeled Inc., based in Minneapolis-St. Paul, Minnesota, employs 12 people and has sold more than 6 million units of its NASA-inspired beverage.

  7. Inspiring a Life Full of Learning

    Science.gov (United States)

    Ludlam, John

    2012-01-01

    The Secrets and Words films had everything one would expect from a BBC drama--great writing, acting and directing allied with high production values. But the dramas were also powerful learning tools, co-commissioned by BBC Learning and aimed at inspiring people who have difficulty with reading and writing to seek help. The BBC's learning vision is…

  8. Trauma-Inspired Prosocial Leadership Development

    Science.gov (United States)

    Williams, Jenifer Wolf; Allen, Stuart

    2015-01-01

    Though trauma survivors sometimes emerge as leaders in prosocial causes related to their previous negative or traumatic experiences, little is known about this transition, and limited guidance is available for survivors who hope to make prosocial contributions. To understand what enables trauma-inspired prosocial leadership development, the…

  9. Pop Art--Inspired Self-Portraits

    Science.gov (United States)

    Goodwin, Donna J.

    2011-01-01

    In this article, the author describes an art lesson that was inspired by Andy Warhol's mass-produced portraits. Warhol began his career as a graphic artist and illustrator. His artwork was a response to the redundancy of the advertising images put in front of the American public. Celebrities and famous people in magazines and newspapers were seen…

  10. Surfacing Authentic Leadership: Inspiration from "After Life"

    Science.gov (United States)

    Billsberry, Jon; North-Samardzic, Andrea

    2016-01-01

    This paper advocates an innovative approach to help leadership students analyze, capture, and remember the nature of their authentic leadership. This developmental activity was inspired by the Japanese film, "Wandâfuru raifu" ("After Life") (Kore-Eda, Sato, & Shigenobu, 1998), in which the recently deceased are asked to…

  11. Coaching som inspiration til dialogbaseret lederskab

    DEFF Research Database (Denmark)

    Stelter, Reinhard

    2013-01-01

    , hvor mening og værdiskabende processer er i centrum. De centrale grunddimensioner for denne form for coachende dialog ligger i et fokus på værdier, i muligheder for meningsskabelse og i det narrativ-samskabende perspektiv. På dette grundlag kan tredje generations coaching være inspiration i forhold til...

  12. 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.

  13. Parkinson's Disease Videos

    Medline Plus

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

  14. Acoustic Neuroma Educational Video

    Medline Plus

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

  15. Acoustic Neuroma Educational Video

    Medline Plus

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

  16. Videos, Podcasts and Livechats

    Medline Plus

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

  17. Acoustic Neuroma Educational Video

    Medline Plus

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

  18. Acoustic Neuroma Educational Video

    Medline Plus

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

  19. Photos and Videos

    Data.gov (United States)

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

  20. Acoustic Neuroma Educational Video

    Medline Plus

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

  1. Videos, Podcasts and Livechats

    Medline Plus

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

  2. Acoustic Neuroma Educational Video

    Medline Plus

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

  3. Acoustic Neuroma Educational Video

    Medline Plus

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

  4. Videos, Podcasts and Livechats

    Medline Plus

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

  5. Acoustic Neuroma Educational Video

    Medline Plus

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

  6. Videos, Podcasts and Livechats

    Medline Plus

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

  7. 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...

  8. Deception Detection in Videos

    OpenAIRE

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

    2017-01-01

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

  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. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  11. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  12. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

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

  13. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  14. 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.

  15. 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

  16. Robust video object cosegmentation.

    Science.gov (United States)

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

    2015-10-01

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

  17. 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.

  18. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

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

  19. 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.

  20. 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.

  1. Nuclear Electric Visitor Centres - Innovation and inspiration

    International Nuclear Information System (INIS)

    Fenton, Bob

    1998-01-01

    Full text: This eight minute video demonstrates the approach taken by Nuclear Electric to exhibitions that are open to the public. The information is given both visually - with excerpts from some of the attractions on display at the centres - and in comments from interviews with visitors, the centre guides and the man responsible for many of the exhibits featured in the video. on one side are the schoolchildren who are visiting the exhibition and are seen both playing and learning as they press buttons, watch videos, 'meet' Michael Faraday, and learn about radiation - its disposal and its safe transportation. The headmaster of the school is interviewed and explains that the exhibition is helping his children understand the importance of electricity to their world. on the other side is Jackie Lucas, the visitor centre manager, explaining what the public make of the exhibition. We see her staff greeting the children and helping them to understand the show. The designer of the exhibition, Len Upton explains how you go about making an exhibition such as this both informative and fun. Also interviewed is the man behind many of the exhibitions featured at Nuclear Electric's visitor centres up and down the country, Nicholas Mullane. He explains the purpose of the exhibition and what messages it imparts. The video is presented in split-screen or composite format, whereby the interviewee and children are often presented together. Excerpts from the various videos on display are presented as both how they are seen from the floor, as well as the full screen effect of the various programmes. The video gives much of the feeling of fun to be gained at the exhibition, as well as showing the educational benefits to be gained from a couple of hours at one of Nuclear Electric's visitor centres. Copies of the video can be obtained from Bob Fenton at Nuclear Electric. (Fax: ++44 1 452 652 443). (author)

  2. 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.

  3. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... have better quality of life. Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has ...

  4. 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.

  5. 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.

  6. What Is Student Engagement?

    Science.gov (United States)

    Groccia, James E.

    2018-01-01

    This chapter reviews the history and various definitions of student engagement and proposes a multidimensional model from which one can develop a variety of engagement opportunities that lead to a rich and challenging higher education experience.

  7. 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…

  8. 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…

  9. 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…

  10. 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.

  11. Students Engaged in Learning

    Science.gov (United States)

    Ismail, Emad A.; Groccia, James E.

    2018-01-01

    Engaging students in learning is a basic principle of effective undergraduate education. Outcomes of engaging students include meaningful learning experiences and enhanced skills in all learning domains. This chapter reviews the influence of engaging students in different forms of active learning on cognitive, psychomotor, and affective skill…

  12. 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.

  13. 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 ...

  14. Deep video deblurring

    KAUST Repository

    Su, Shuochen

    2016-11-25

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

  15. 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....

  16. Taxonomic etymology – in search of inspiration

    Directory of Open Access Journals (Sweden)

    Piotr Jozwiak

    2015-07-01

    Full Text Available We present a review of the etymology of zoological taxonomic names with emphasis on the most unusual examples. The names were divided into several categories, starting from the most common – given after morphological features – through inspiration from mythology, legends, and classic literature but also from fictional and nonfictional pop-culture characters (e.g., music, movies or cartoons, science, and politics. A separate category includes zoological names created using word-play and figures of speech such as tautonyms, acronyms, anagrams, and palindromes. Our intention was to give an overview of possibilities of how and where taxonomists can find the inspirations that will be consistent with the ICZN rules and generate more detail afterthought about the naming process itself, the meaningful character of naming, as well as the recognition and understanding of names.

  17. Biologically inspired water purification through selective transport

    International Nuclear Information System (INIS)

    Freeman, E C; Soncini, R M; Weiland, L M

    2013-01-01

    Biologically inspired systems based on cellular mechanics demonstrate the ability to selectively transport ions across a bilayer membrane. These systems may be observed in nature in plant roots, which remove select nutrients from the surrounding soil against significant concentration gradients. Using biomimetic principles in the design of tailored active materials allows for the development of selective membranes for capturing and filtering targeted ions. Combining this biomimetic transport system with a method for reclaiming the captured ions will allow for increased removal potential. To illustrate this concept, a device for removing nutrients from waterways to aid in reducing eutrophication is outlined and discussed. Presented is a feasibility study of various cellular configurations designed for this purpose, focusing on maximizing nutrient uptake. The results enable a better understanding of the benefits and obstacles when developing these cellularly inspired systems. (paper)

  18. Neurobiologically inspired mobile robot navigation and planning

    Directory of Open Access Journals (Sweden)

    Mathias Quoy

    2007-11-01

    Full Text Available After a short review of biologically inspired navigation architectures, mainly relying on modeling the hippocampal anatomy, or at least some of its functions, we present a navigation and planning model for mobile robots. This architecture is based on a model of the hippocampal and prefrontal interactions. In particular, the system relies on the definition of a new cell type “transition cells” that encompasses traditional “place cells”.

  19. Biological Inspiration for Agile Autonomous Air Vehicles

    Science.gov (United States)

    2007-11-01

    half of one wing, bees with legs packed with pollen , butterflies or moths with torn and frayed wings likewise are capable of apparently normal flight...technologies. To appreciate this, consider a not unreasonable extension of a wide area autonomous search (WAAS) munition operational scenario. Here...detect and destroy missile launchers that are operating in the back alleys of an urban areas or search Evers, J.H. (2007) Biological Inspiration for Agile

  20. Humidification of inspired gases during mechanical ventilation.

    Science.gov (United States)

    Gross, J L; Park, G R

    2012-04-01

    Humidification of inspired gas is mandatory for all mechanically ventilated patients to prevent secretion retention, tracheal tube blockage and adverse changes occurring to the respiratory tract epithelium. However, the debate over "ideal" humidification continues. Several devices are available that include active and passive heat and moisture exchangers and hot water humidifiers Each have their advantages and disadvantages in mechanically ventilated patients. This review explores each device in turn and defines their role in clinical practice.

  1. 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.

  2. Biologically inspired coupled antenna beampattern design

    Energy Technology Data Exchange (ETDEWEB)

    Akcakaya, Murat; Nehorai, Arye, E-mail: makcak2@ese.wustl.ed, E-mail: nehorai@ese.wustl.ed [Department of Electrical and Systems Engineering, Washington University in St Louis, St Louis, MO 63130 (United States)

    2010-12-15

    We propose to design a small-size transmission-coupled antenna array, and corresponding radiation pattern, having high performance inspired by the female Ormia ochracea's coupled ears. For reproduction purposes, the female Ormia is able to locate male crickets' call accurately despite the small distance between its ears compared with the incoming wavelength. This phenomenon has been explained by the mechanical coupling between the Ormia's ears, which has been modeled by a pair of differential equations. In this paper, we first solve these differential equations governing the Ormia ochracea's ear response, and convert the response to the pre-specified radio frequencies. We then apply the converted response of the biological coupling in the array factor of a uniform linear array composed of finite-length dipole antennas, and also include the undesired electromagnetic coupling due to the proximity of the elements. Moreover, we propose an algorithm to optimally choose the biologically inspired coupling for maximum array performance. In our numerical examples, we compute the radiation intensity of the designed system for binomial and uniform ordinary end-fire arrays, and demonstrate the improvement in the half-power beamwidth, sidelobe suppression and directivity of the radiation pattern due to the biologically inspired coupling.

  3. Designing for user engagement

    CERN Document Server

    Geisler, Cheryl

    2013-01-01

    Designing for User Engagement on the Web: 10 Basic Principles is concerned with making user experience engaging. The cascade of social web applications we are now familiar with - blogs, consumer reviews, wikis, and social networking - are all engaging experiences. But engagement is an increasingly common goal in business and productivity environments as well. This book provides a foundation for all those seeking to design engaging user experiences rich in communication and interaction. Combining a handbook on basic principles with case studies, it provides readers with a ric

  4. 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.

  5. Brains on video games.

    Science.gov (United States)

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

    2011-11-18

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

  6. Video-based rendering

    CERN Document Server

    Magnor, Marcus A

    2005-01-01

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

  7. CERN Video News

    CERN Document Server

    2003-01-01

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

  8. Contextual analysis of videos

    CERN Document Server

    Thida, Myo; Monekosso, Dorothy

    2013-01-01

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

  9. CS Seminar Videos

    OpenAIRE

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

    2013-01-01

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

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

    Science.gov (United States)

    2010-04-01

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

  11. 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

  12. 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.

  13. 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…

  14. "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.

  15. 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.).

  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. Hearing the Difference: "Mockingbird" Novel Inspires Student-Led Anti-Racism Video Project

    Science.gov (United States)

    Coe, Cindy A.

    2017-01-01

    In this article, Cindy Coe describes how after wrapping up her eighth grade "To Kill a Mockingbird" unit, one of her students came to her about derogatory terms being used around school and expressed that she wanted to do something about it in light of their recent unit. In a meeting with the principal, the student shared her frustration…

  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. 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.

  20. New Inspiring Planetarium Show Introduces ALMA to the Public

    Science.gov (United States)

    2009-03-01

    , 400 years ago, to the world of modern astronomy, moving from the visible wavelength domain to explore the millimetre-wave view of the Universe, and leaving light-polluted cities for unique settings in some of the highest and driest places on Earth. "The fascinating topic, the breathtaking ESO astronomical images, the amazing 3D computer animations, and the very clever use of the music, all make this a really inspiring show," says Agnès Acker, President of the APLF. In search of our Cosmic Origins is available in three different formats: fulldome video, classical with video windows, and classical with slides. Fulldome video shows immerse the audience in a true 360-degree projected computer-generated virtual environment. The ALMA planetarium show is currently available in French and English. Several other language versions are in preparation: German, Italian, Spanish and Chilean Spanish, while further languages are planned: Danish, Dutch, Greek, Japanese, Portuguese and Brazilian Portuguese. The show will be available to all planetariums worldwide for a small fee, depending on the type and the size of the planetarium, to cover basic costs. The media are invited to attend, and see firsthand, the official screening during the European Film Festival, between 24 and 26 April 2009 in Espinho, Portugal. For media accreditation, please go to http://iff.multimeios.pt/index.php?option=com_wrapper&Itemid=45 A set of educational materials is also being prepared and will be finished in late April. To learn more about the show, please go to www.cosmicorigins.org

  1. 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,…

  2. 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…

  3. 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.

  4. 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.

  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. Transnationalism and Civic Engagement

    DEFF Research Database (Denmark)

    Farah, Abdulkadir Osman

    2013-01-01

    For more than two decades Somalia has lacked nationwide functioning bureaucratic Western inspired state institutions. Under such stateless circumstances, formally and informally organized social groups, have tried to fill the vacuum in providing social, economic, security and political services...... proposes tentative strategic ideas on how to overcome major societal obstacles that have so far confronted Somali civil society in contributing to security consolidation....

  7. Video Vectorization via Tetrahedral Remeshing.

    Science.gov (United States)

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

    2017-02-09

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

  8. Video Pedagogy as Political Activity.

    Science.gov (United States)

    Higgins, John W.

    1991-01-01

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

  9. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  10. NEI You Tube Videos: Amblyopia

    Medline Plus

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

  11. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  12. Talking Video in 'Everyday Life'

    DEFF Research Database (Denmark)

    McIlvenny, Paul

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

  13. 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

  14. Parkinson's Disease Videos

    Medline Plus

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

  15. Fermilab | Publications and Videos

    Science.gov (United States)

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

  16. Video processing project

    CSIR Research Space (South Africa)

    Globisch, R

    2009-03-01

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

  17. Videos, Podcasts and Livechats

    Medline Plus

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

  18. Video Game Controversies.

    Science.gov (United States)

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

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

  19. Acoustic Neuroma Educational Video

    Medline Plus

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

  20. Mobiele video voor bedrijfscommunicatie

    NARCIS (Netherlands)

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

    2009-01-01

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

  1. Characteristics of Instructional Videos

    Science.gov (United States)

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

    2018-01-01

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

  2. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

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

  3. Fast Aerial Video Stitching

    Directory of Open Access Journals (Sweden)

    Jing Li

    2014-10-01

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

  4. Video narrativer i sygeplejerskeuddannelsen

    DEFF Research Database (Denmark)

    Jensen, Inger

    2009-01-01

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

  5. 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.

  6. 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.

  7. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... who seek skilled care are at a lower risk of complications and have better quality of life. Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ...

  8. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Progression of the Disease? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis What Are Some Strategies ...

  9. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Financial, Legal and Medical Planning Tips for Care Partners Nurse Webinars: Nursing Solutions: Innovations in PD Nurse ...

  10. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has led to breakthroughs in ... Conference: Lessons Learned How Does the DBS Device Work? CareMAP: Cambios para Realizar en Casa, Parte 1 ...

  11. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... library Topic Type Living Alone: Home Safety and Management in PD Expert Briefings: Marijuana and PD: What ...

  12. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Is Parkinson's Disease Diagnosed? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis CareMAP: Getting Dressed What ...

  13. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... risk of complications and have better quality of life. Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has ...

  14. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Parkinson’s. Whatever form your gift takes, you can be confident that it goes toward providing crucial resources ...

  15. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our ... to beat Parkinson’s? Get involved to help raise funds and awareness for the 1 million Americans living ...

  16. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... risk of complications and have better quality of life. Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ...

  17. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... well with Parkinson's disease. Learn More Expert Care Patient Centered Care Centers of Excellence Bringing Care to ... Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has led to breakthroughs ...

  18. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Help with Cognitive Impairment? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis Parkinson’s Disease Psychosis: A ...

  19. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Help with Freezing Episodes? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis Overview of Parkinson's Disease ...

  20. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has ... Nurse Webinars: Nursing Solutions: Improving Caregiver Strain through Science and Model Interventions Expert Briefings: Parkinson's Disease Psychosis: ...

  1. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Learn More Research Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research ... Help with Freezing Episodes? OHSU - Parkinson's Disease: Pharmacological Management of Depression, Anxiety & Psychosis What Is the Progression ...

  2. 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.

  3. Putting Your Camp on Video.

    Science.gov (United States)

    Peterson, Michael

    1997-01-01

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

  4. Rheumatoid Arthritis Educational Video Series

    Medline Plus

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

  5. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

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

  6. CERN Video News on line

    CERN Multimedia

    2003-01-01

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

  7. 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...

  8. Variable gearing in a biologically inspired pneumatic actuator array

    International Nuclear Information System (INIS)

    Azizi, Emanuel; Roberts, Thomas J

    2013-01-01

    A fundamental feature of pennate muscles is that muscle fibers are oriented at an angle to the line of action and rotate as they shorten, becoming more oblique throughout a contraction. This change in fiber orientation (pennation angle) can amplify the shortening velocity of a fiber and increase output velocity of the muscle. The velocity advantage resulting from dynamic changes in pennation angle can be characterized as a gear ratio (muscle velocity/fiber velocity). A recent study has shown that a pennate muscle's gear ratio varies automatically depending on the load such that a muscle operates with a high gear during rapid contractions and low gear during forceful contractions. We examined whether this variable gearing behavior can be replicated in a pennate array of artificial muscles. We used McKibben type pneumatic actuators, which shorten in tension when filled with compressed gas. Similar to muscle fibers, the actuators expand radially during shortening, a feature thought to be a critical part of the variable gearing mechanism in pennate muscles. We arranged McKibben actuators in an array oriented to mimic a pennate muscle, and quantified the system's gear ratio during contraction against a range of loads. Video was used to measure the gear ratio during each contraction. We find that similar to pennate muscles, the gear ratio decreases significantly with increasing load and that variable gearing results from load-dependent variation in the amount of actuator rotation. These results support the idea that variable gearing in pennate muscles is mediated by difference is fiber rotation and the direction of muscle bulging. The behavior of our artificial muscle array also highlights the potential benefits of bio-inspired architectures in artificial muscle arrays, including the ability to vary force and speed automatically in response to variable loading conditions. (paper)

  9. Variable gearing in a biologically inspired pneumatic actuator array.

    Science.gov (United States)

    Azizi, Emanuel; Roberts, Thomas J

    2013-06-01

    A fundamental feature of pennate muscles is that muscle fibers are oriented at an angle to the line of action and rotate as they shorten, becoming more oblique throughout a contraction. This change in fiber orientation (pennation angle) can amplify the shortening velocity of a fiber and increase output velocity of the muscle. The velocity advantage resulting from dynamic changes in pennation angle can be characterized as a gear ratio (muscle velocity/fiber velocity). A recent study has shown that a pennate muscle's gear ratio varies automatically depending on the load such that a muscle operates with a high gear during rapid contractions and low gear during forceful contractions. We examined whether this variable gearing behavior can be replicated in a pennate array of artificial muscles. We used McKibben type pneumatic actuators, which shorten in tension when filled with compressed gas. Similar to muscle fibers, the actuators expand radially during shortening, a feature thought to be a critical part of the variable gearing mechanism in pennate muscles. We arranged McKibben actuators in an array oriented to mimic a pennate muscle, and quantified the system's gear ratio during contraction against a range of loads. Video was used to measure the gear ratio during each contraction. We find that similar to pennate muscles, the gear ratio decreases significantly with increasing load and that variable gearing results from load-dependent variation in the amount of actuator rotation. These results support the idea that variable gearing in pennate muscles is mediated by difference is fiber rotation and the direction of muscle bulging. The behavior of our artificial muscle array also highlights the potential benefits of bio-inspired architectures in artificial muscle arrays, including the ability to vary force and speed automatically in response to variable loading conditions.

  10. VARIABLE GEARING IN A BIOLOGICALLY-INSPIRED PNEUMATIC ACTUATOR ARRAY

    Science.gov (United States)

    Azizi, Emanuel; Roberts, Thomas J.

    2013-01-01

    A fundamental feature of pennate muscles is that muscle fibers are oriented at an angle to the line of action and rotate as they shorten, becoming more oblique throughout a contraction. This change in fiber orientation (pennation angle) can amplify the shortening velocity of a fiber and increase output velocity of the muscle. The velocity advantage resulting from dynamic changes in pennation angle can be characterized as a gear ratio (muscle velocity/fiber velocity). A recent study has shown that a pennate muscle’s gear ratio varies automatically depending on the load such that a muscle operates with a high gear during rapid contractions and low gear during forceful contractions. We examined whether this variable gearing behavior can be replicated in a pennate array of artificial muscles. We used McKibben type pneumatic actuators, which shorten in tension when filled with compressed gas. Similar to muscle fibers, the actuators expand radially during shortening, a feature thought to be a critical part of the variable gearing mechanism in pennate muscles. We arranged McKibben actuators in an array oriented to mimic a pennate muscle, and quantified the system’s gear ratio during contraction against a range of loads. Video was used to measure the gear ratio during each contraction. We find that similar to pennate muscles, the gear ratio decreases significantly with increasing load and that variable gearing results from load-dependent variation in the amount of actuator rotation. These results support the idea that variable gearing in pennate muscles is mediated by difference is fiber rotation and the direction of muscle bulging. The behavior of our artificial muscle array also highlights the potential benefits of bio-inspired architectures in artificial muscle arrays, including the ability to vary force and speed automatically in response to variable loading conditions. PMID:23462288

  11. Biomimetic microsensors inspired by marine life

    CERN Document Server

    Kottapalli, Ajay Giri Prakash; Miao, Jianmin; Triantafyllou, Michael S

    2017-01-01

    This book narrates the development of various biomimetic microelectromechanical systems (MEMS) sensors, such as pressure, flow, acceleration, chemical, and tactile sensors, that are inspired by sensing phenomenon that exist in marine life. The research described in this book is multi-faceted and combines the expertise and understanding from diverse fields, including biomimetics, microfabrication, sensor engineering, MEMS design, nanotechnology, and material science. A series of chapters examine the design and fabrication of MEMS sensors that function on piezoresistive, piezoelectric, strain gauge, and chemical sensing principles. By translating nature-based engineering solutions to artificial manmade technology, we could find innovative solutions to critical problems.

  12. Skin-Inspired Electronics: An Emerging Paradigm.

    Science.gov (United States)

    Wang, Sihong; Oh, Jin Young; Xu, Jie; Tran, Helen; Bao, Zhenan

    2018-05-15

    Future electronics will take on more important roles in people's lives. They need to allow more intimate contact with human beings to enable advanced health monitoring, disease detection, medical therapies, and human-machine interfacing. However, current electronics are rigid, nondegradable and cannot self-repair, while the human body is soft, dynamic, stretchable, biodegradable, and self-healing. Therefore, it is critical to develop a new class of electronic materials that incorporate skinlike properties, including stretchability for conformable integration, minimal discomfort and suppressed invasive reactions; self-healing for long-term durability under harsh mechanical conditions; and biodegradability for reducing environmental impact and obviating the need for secondary device removal for medical implants. These demands have fueled the development of a new generation of electronic materials, primarily composed of polymers and polymer composites with both high electrical performance and skinlike properties, and consequently led to a new paradigm of electronics, termed "skin-inspired electronics". This Account covers recent important advances in skin-inspired electronics, from basic material developments to device components and proof-of-concept demonstrations for integrated bioelectronics applications. To date, stretchability has been the most prominent focus in this field. In contrast to strain-engineering approaches that extrinsically impart stretchability into inorganic electronics, intrinsically stretchable materials provide a direct route to achieve higher mechanical robustness, higher device density, and scalable fabrication. The key is the introduction of strain-dissipation mechanisms into the material design, which has been realized through molecular engineering (e.g., soft molecular segments, dynamic bonds) and physical engineering (e.g., nanoconfinement effect, geometric design). The material design concepts have led to the successful demonstrations of

  13. InSpiRe - Intelligent Spine Rehabilitation

    DEFF Research Database (Denmark)

    Bøg, Kasper Hafstrøm; Helms, Niels Henrik; Kjær, Per

    InSpiRe er et projekt, der har haft omdrejningspunkt i etableringen af et nyt netværk indenfor intelligent genoptræning med særligt fokus på rygsmerter. Projektet er gennemført i perioden 1/3 2011 2011-1/3 2012, med støtte fra Syddansk Vækstforum, og er blevet drevet af projektparterne Knowledge ...... Lab, Syddansk Universitet (SDU), Institut for Idræt og Biomekanik (IoB), SDU, samt University College Lillebælt....

  14. A bio-inspired spatial patterning circuit.

    Science.gov (United States)

    Chen, Kai-Yuan; Joe, Danial J; Shealy, James B; Land, Bruce R; Shen, Xiling

    2014-01-01

    Lateral Inhibition (LI) is a widely conserved patterning mechanism in biological systems across species. Distinct from better-known Turing patterns, LI depend on cell-cell contact rather than diffusion. We built an in silico genetic circuit model to analyze the dynamic properties of LI. The model revealed that LI amplifies differences between neighboring cells to push them into opposite states, hence forming stable 2-D patterns. Inspired by this insight, we designed and implemented an electronic circuit that recapitulates LI patterning dynamics. This biomimetic system serve as a physical model to elucidate the design principle of generating robust patterning through spatial feedback, regardless of the underlying devices being biological or electrical.

  15. Neuro-Inspired Computing with Stochastic Electronics

    KAUST Repository

    Naous, Rawan

    2016-01-06

    The extensive scaling and integration within electronic systems have set the standards for what is addressed to as stochastic electronics. The individual components are increasingly diverting away from their reliable behavior and producing un-deterministic outputs. This stochastic operation highly mimics the biological medium within the brain. Hence, building on the inherent variability, particularly within novel non-volatile memory technologies, paves the way for unconventional neuromorphic designs. Neuro-inspired networks with brain-like structures of neurons and synapses allow for computations and levels of learning for diverse recognition tasks and applications.

  16. Biological inspiration used for robots motion synthesis.

    Science.gov (United States)

    Zielińska, Teresa

    2009-01-01

    This work presents a biologically inspired method of gait generation. Bipedal gait pattern (for hip and knee joints) was taken into account giving the reference trajectories in a learning task. The four coupled oscillators were taught to generate the outputs similar to those in a human gait. After applying the correction functions the obtained generation method was validated using ZMP criterion. The formula suitable for real-time motion generation taking into account the positioning errors was also formulated. The small real robot prototype was tested to be able walk successfully following the elaborated motion pattern.

  17. 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.

  18. 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.

  19. Science Hack Day: an opportunity for public engagement, art/science mash-ups, and inspiration

    Science.gov (United States)

    Bellis, Matthew

    2013-04-01

    The idea of a Science Hack Day (http://sciencehackday.com/) is to put non-scientists (designers, web developers, artists, interested enthusiasts) in a room with scientists and some good ideas, and see what science-themed project they can create in a weekend (about 24 hours of real hacking). The motto of the organizers is ``Get Excited and Make Things with Science!'' I have participated in several of these events including the first one held in the United State in Palo Alto in 2010 and as a remote advisor to participants in Nairobi, Kenya. To these events I have brought particle physics data from both the BaBar and the CMS (Compact Muon Solenoid) experiments, data from the CoGeNT dark matter direct-detection experiment, and my expertise and enthusiasm. The experience has been transformative for me as both a scientist and a science advocate. This talk will recount my experiences with Science Hack Day events in general and detail some projects that have come out of these days, including the Particle Physics Wind Chime (http://www.mattbellis.com/windchime/) and the Standard Model of Cocktail Physics (http://www.physicsdavid.net/2012/11/standard-model-of-cocktail-physics/). Opportunities for other scientists to take part in similar events will be discussed.

  20. Parental Engagement in a Reggio Emilia-Inspired Head Start Program

    Science.gov (United States)

    Smith, Stephanie C.

    2014-01-01

    In the United States, progressive education programs have historically failed to take hold among low-income families, even when that population has been their initial focus. Instead, these programs tend to become popular among middle-class or affluent families. Some research suggests that working-class/poor families' expectations of education may…

  1. 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.

  2. Approaching Engagement towards Human-Engaged Computing

    DEFF Research Database (Denmark)

    Niksirat, Kavous Salehzadeh; Sarcar, Sayan; Sun, Huatong

    2018-01-01

    Debates regarding the nature and role of HCI research and practice have intensified in recent years, given the ever increasingly intertwined relations between humans and technologies. The framework of Human-Engaged Computing (HEC) was proposed and developed over a series of scholarly workshops to...

  3. 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.

  4. 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.

  5. 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

  6. Adhesive Bioactive Coatings Inspired by Sea Life.

    Science.gov (United States)

    Rego, Sónia J; Vale, Ana C; Luz, Gisela M; Mano, João F; Alves, Natália M

    2016-01-19

    Inspired by nature, in particular by the marine mussels adhesive proteins (MAPs) and by the tough brick-and-mortar nacre-like structure, novel multilayered films are prepared in the present work. Organic-inorganic multilayered films, with an architecture similar to nacre based on bioactive glass nanoparticles (BG), chitosan, and hyaluronic acid modified with catechol groups, which are the main components responsible for the outstanding adhesion in MAPs, are developed for the first time. The biomimetic conjugate is prepared by carbodiimide chemistry and analyzed by ultraviolet-visible spectrophotometry. The buildup of the multilayered films is monitored with a quartz crystal microbalance with dissipation monitoring, and their topography is characterized by atomic force microscopy. The mechanical properties reveal that the films containing catechol groups and BG present an enhanced adhesion. Moreover, the bioactivity of the films upon immersion in a simulated body fluid solution is evaluated by scanning electron microscopy coupled with energy dispersive X-ray spectroscopy, Fourier transform infrared spectroscopy, and X-ray diffraction. It was found that the constructed films promote the formation of bonelike apatite in vitro. Such multifunctional mussel inspired LbL films, which combine enhanced adhesion and bioactivity, could be potentially used as coatings of a variety of implants for orthopedic applications.

  7. Brain-inspired Stochastic Models and Implementations

    KAUST Repository

    Al-Shedivat, Maruan

    2015-05-12

    One of the approaches to building artificial intelligence (AI) is to decipher the princi- ples of the brain function and to employ similar mechanisms for solving cognitive tasks, such as visual perception or natural language understanding, using machines. The recent breakthrough, named deep learning, demonstrated that large multi-layer networks of arti- ficial neural-like computing units attain remarkable performance on some of these tasks. Nevertheless, such artificial networks remain to be very loosely inspired by the brain, which rich structures and mechanisms may further suggest new algorithms or even new paradigms of computation. In this thesis, we explore brain-inspired probabilistic mechanisms, such as neural and synaptic stochasticity, in the context of generative models. The two questions we ask here are: (i) what kind of models can describe a neural learning system built of stochastic components? and (ii) how can we implement such systems e ̆ciently? To give specific answers, we consider two well known models and the corresponding neural architectures: the Naive Bayes model implemented with a winner-take-all spiking neural network and the Boltzmann machine implemented in a spiking or non-spiking fashion. We propose and analyze an e ̆cient neuromorphic implementation of the stochastic neu- ral firing mechanism and study the e ̄ects of synaptic unreliability on learning generative energy-based models implemented with neural networks.

  8. 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

  9. Engagement Means Everyone

    Science.gov (United States)

    Patton, Carol

    2012-01-01

    Employee engagement is not just HR's responsibility. While HR is responsible for the process of measuring and driving engagement, improving it is actually everyone's responsibility. And that means reducing the barriers to productivity to drive business performance. Training departments can play a pivotal role. Their job is to enhance curriculum or…

  10. The Engagement Gap

    DEFF Research Database (Denmark)

    Tartari, Valentina; Salter, Ammon

    2013-01-01

    Recently, debate on women in academic science has been extended to academics' engagement with industry. We suggest that women tend to engage less in industry collaboration than their male colleagues of similar status. We argue that differences are mitigated by the presence of other women and by s...

  11. On making engagement tangible

    NARCIS (Netherlands)

    van den Broek, Egon; Spink, A.J.; Grieco, F; Krips, O.E.; Loijens, L.W.S.; Noldus, L.P.J.J.; Zimmerman, P.H.

    2012-01-01

    In this article the complexity of the construct engagement and three theories on this topic are discussed. Csikszentmihalyi's theory of flow is taken as starting point for the measurement of engagement. The measurement of each of its eight aspects is discussed, including its pros and cons.

  12. Rules of (Student) Engagement

    Science.gov (United States)

    Buskist, William; Busler, Jessica N.; Kirby, Lauren A. J.

    2018-01-01

    Teachers often think of student engagement in terms of hands-on activities that get students involved in their courses. They seldom consider the larger aspects of the teaching--learning environment that often influence the extent to which students are willing to become engaged in their coursework. In this chapter, we describe five "rules of…

  13. Students Engaged in Teaching

    Science.gov (United States)

    Ford, Channing R.; Wilkins, Emily B.; Groccia, James E.

    2018-01-01

    The role of peer teaching has long been established in academia as a means to foster student engagement in the classroom, increase student learning, and as a way to reduce faculty workload. This chapter highlights the direct and powerful positive impacts of engaging students as teachers upon the student providing the instruction, those receiving…

  14. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

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

  15. Digital cinema video compression

    Science.gov (United States)

    Husak, Walter

    2003-05-01

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

  16. Studenterproduceret video til eksamen

    DEFF Research Database (Denmark)

    Jensen, Kristian Nøhr; Hansen, Kenneth

    2016-01-01

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

  17. Video material and epilepsy.

    Science.gov (United States)

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

    1994-01-01

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

  18. Solid state video cameras

    CERN Document Server

    Cristol, Y

    2013-01-01

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

  19. Mining Conversational Social Video

    OpenAIRE

    Biel, Joan-Isaac

    2013-01-01

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

  20. Video Bandwidth Compression System.

    Science.gov (United States)

    1980-08-01

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

  1. The Future of Video

    OpenAIRE

    Li, F.

    2016-01-01

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

  2. 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.

  3. 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.

  4. Video segmentation using keywords

    Science.gov (United States)

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

    2018-04-01

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

  5. Utilizing Video Games

    Science.gov (United States)

    Blaize, L.

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

  6. 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…

  7. 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.

  8. 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...

  9. 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

  10. 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...

  11. 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.

  12. Rethinking What Motivates and Inspires Students

    Science.gov (United States)

    Bowman, Richard

    2011-01-01

    Drawing on four decades of scientific research on human motivation, contemporary behavioral scientists contend that exceptional educators provide students with a contextual sense of their intrinsic worth by creating academic environments that engage three overarching human needs: "autonomy," the freedom to make choices and determine one's future;…

  13. 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.

  14. 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...

  15. 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...

  16. Mapping the 2017 Eclipse: Education, Navigation, Inspiration

    Science.gov (United States)

    Zeiler, M.

    2015-12-01

    Eclipse maps are a unique vessel of knowledge. At a glance, they communicate the essential knowledge of where and when to successfully view a total eclipse of the sun. An eclipse map also provides detailed knowledge of eclipse circumstances superimposed on the highway system for optimal navigation, especially in the event that weather forces relocation. Eclipse maps are also a vital planning tool for solar physicists and astrophotographers capturing high-resolution imagery of the solar corona. Michael Zeiler will speak to the role of eclipse maps in educating the American public and inspiring people to make the effort to reach the path of totality for the sight of a lifetime. Michael will review the role of eclipse maps in astronomical research and discuss a project under development, the 2017 Eclipse Atlas for smartphones, tablets, and desktop computers.

  17. Biologically inspired emotion recognition from speech

    Directory of Open Access Journals (Sweden)

    Buscicchio Cosimo

    2011-01-01

    Full Text Available Abstract Emotion recognition has become a fundamental task in human-computer interaction systems. In this article, we propose an emotion recognition approach based on biologically inspired methods. Specifically, emotion classification is performed using a long short-term memory (LSTM recurrent neural network which is able to recognize long-range dependencies between successive temporal patterns. We propose to represent data using features derived from two different models: mel-frequency cepstral coefficients (MFCC and the Lyon cochlear model. In the experimental phase, results obtained from the LSTM network and the two different feature sets are compared, showing that features derived from the Lyon cochlear model give better recognition results in comparison with those obtained with the traditional MFCC representation.

  18. Molecular machines with bio-inspired mechanisms.

    Science.gov (United States)

    Zhang, Liang; Marcos, Vanesa; Leigh, David A

    2018-02-26

    The widespread use of molecular-level motion in key natural processes suggests that great rewards could come from bridging the gap between the present generation of synthetic molecular machines-which by and large function as switches-and the machines of the macroscopic world, which utilize the synchronized behavior of integrated components to perform more sophisticated tasks than is possible with any individual switch. Should we try to make molecular machines of greater complexity by trying to mimic machines from the macroscopic world or instead apply unfamiliar (and no doubt have to discover or invent currently unknown) mechanisms utilized by biological machines? Here we try to answer that question by exploring some of the advances made to date using bio-inspired machine mechanisms.

  19. Inspiration Today: Music, Astronomy, and Popular Culture

    Science.gov (United States)

    Fraknoi, A.

    2016-01-01

    We explore a variety of examples of music inspired by serious astronomy (as opposed to simply an astronomical title or quick allusion to spooning in June to the light of the Moon). The examples are drawn from my recently published catalog of 133 such pieces, including both classical and popular genres of music. We discuss operas based on the life and work of astronomers, six songs based on a reasonable understanding of the properties of black holes, constellation pieces written by composers from around the world who are or were active amateur astronomers, the song that compares walking on the Moon to being in love, the little-known rock song that became a reference in the Astrophysical Journal, pieces that base the patterns of the music on the rhythms of astronomical phenomena, and a number of others.

  20. Sensing Structures Inspired by Blind Cave Fish

    Science.gov (United States)

    McConney, Michael E.; Chen, Nannan; Lu, David; Anderson, Kyle D.; Hu, Huan; Liu, Chang; Tsukruk, Vladimir V.

    2009-03-01

    Blind cave fish, with degenerated non-functioning eyes, have evolved to ``see'' their hydrodynamic environment by using the flow receptors of the lateral line system. The hair-cell receptors are encapsulated in a hydrogel-like material, called a cupula, which increases the sensitivity of the hair-cell receptors by coupling their motion to the surrounding flowing media. We characterized the viscoelastic properties and of blind cave fish cupulae by using colloidal-probe spectroscopy in fluid. A photo-patternable hydrogel with similar properties was developed to mimic the fish receptor coupling structure. Flow-based measurements indicated that the hydrogels enhance drag through increased surface area, but also inherent material properties. These bio-inspired structures endowed micro-fabricated flow sensors with sensitivities rivaling that of fish.

  1. Composing for Energy Engagement

    DEFF Research Database (Denmark)

    Schick, Lea

    carefully designed to be invisible, unnoticed, and un-engaging, a green transition will most likely make energy more visible and one of the major challenges proves to be how to re-design for more and for ‘the right’ kinds of energy engagement. This challenge is not only taken up by engineers and policy...... to be a dynamic and changeable ‘thing’ emerging through socio-technical relations and infrastructural environments. As the different cases ‘compose’ relations between people, energy, infrastructures, and environmental issues differently, they make possible specific kinds of engagement and not others...

  2. Measuring user engagement

    CERN Document Server

    Lalmas, Mounia; Yom-Tov, Elad

    2014-01-01

    User engagement refers to the quality of the user experience that emphasizes the positive aspects of interacting with an online application and, in particular, the desire to use that application longer and repeatedly. User engagement is a key concept in the design of online applications (whether for desktop, tablet or mobile), motivated by the observation that successful applications are not just used, but are engaged with. Users invest time, attention, and emotion in their use of technology, and seek to satisfy pragmatic and hedonic needs. Measurement is critical for evaluating whether online

  3. The ABCs of Student Engagement

    Science.gov (United States)

    Parsons, Seth A.; Nuland, Leila Richey; Parsons, Allison Ward

    2014-01-01

    Student engagement is an important consideration for teachers and administrators because it is explicitly associated with achievement. What the authors call the ABC's of engagement they outline as: Affective engagement, Behavioral engagement, and Cognitive engagement. They also present "Three Things Every Teacher Needs to Know about…

  4. 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

  5. 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...

  6. 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...

  7. 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...

  8. Bio-inspired nano tools for neuroscience.

    Science.gov (United States)

    Das, Suradip; Carnicer-Lombarte, Alejandro; Fawcett, James W; Bora, Utpal

    2016-07-01

    Research and treatment in the nervous system is challenged by many physiological barriers posing a major hurdle for neurologists. The CNS is protected by a formidable blood brain barrier (BBB) which limits surgical, therapeutic and diagnostic interventions. The hostile environment created by reactive astrocytes in the CNS along with the limited regeneration capacity of the PNS makes functional recovery after tissue damage difficult and inefficient. Nanomaterials have the unique ability to interface with neural tissue in the nano-scale and are capable of influencing the function of a single neuron. The ability of nanoparticles to transcend the BBB through surface modifications has been exploited in various neuro-imaging techniques and for targeted drug delivery. The tunable topography of nanofibers provides accurate spatio-temporal guidance to regenerating axons. This review is an attempt to comprehend the progress in understanding the obstacles posed by the complex physiology of the nervous system and the innovations in design and fabrication of advanced nanomaterials drawing inspiration from natural phenomenon. We also discuss the development of nanomaterials for use in Neuro-diagnostics, Neuro-therapy and the fabrication of advanced nano-devices for use in opto-electronic and ultrasensitive electrophysiological applications. The energy efficient and parallel computing ability of the human brain has inspired the design of advanced nanotechnology based computational systems. However, extensive use of nanomaterials in neuroscience also raises serious toxicity issues as well as ethical concerns regarding nano implants in the brain. In conclusion we summarize these challenges and provide an insight into the huge potential of nanotechnology platforms in neuroscience. Copyright © 2016 Elsevier Ltd. All rights reserved.

  9. Video Quality Prediction over Wireless 4G

    KAUST Repository

    Lau, Chun Pong

    2013-04-14

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

  10. Video Quality Prediction over Wireless 4G

    KAUST Repository

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

    2013-01-01

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

  11. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Research We Fund Parkinson's Outcomes Project Grant Opportunities Science News & Progress Patient Engagement Research Our research has led to breakthroughs in treatment and improved care that bring hope to the entire Parkinson's community. Learn more Get Involved Moving ...

  12. 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

  13. 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

  14. 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.

  15. Robust Watermarking of Video Streams

    Directory of Open Access Journals (Sweden)

    T. Polyák

    2006-01-01

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

  16. Constituting Public Engagement

    DEFF Research Database (Denmark)

    Davies, Sarah Rachael

    2013-01-01

    understanding of science to those of public engagement with science and technology (PEST), and the histories, or genealogies, of such models. Data from two qualitative studies-a case study of one of the United Kingdom'ssix Beacons for Public Engagement and a study of contract research staff-are used......This article uses data from two U.K. studies in order to explore the meanings attached to public engagement. It focuses on two issues of importance to contemporary discussions of science communication: the degree to which there has been a smooth transition, in practice, from models of public...... to characterize the ways in which U.K. academic communities understand PEST. It is argued that engagement is construed as multiple, relational, and outcomes oriented, with seven key outcomes ranging from better research to empowered individuals. These differences are traced to personal and professional...

  17. Engage Youth, Entrench Democracy

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

    and reluctant to engage in political action. But that is just one view. ... take positive action. For example ... thought. It seems, in fact, that they are keenly attentive to the conditions suffered by Brazil's .... proposed the fusion of the complementary.

  18. Student Engagement with Community

    Science.gov (United States)

    Knight-McKenna, Mary; Felten, Peter; Darby, Alexa

    2018-01-01

    Student engagement in the local community comes with both risks and rewards. This chapter explains the cognitive, behavioral, and affective outcomes of student learning in the community, along with noting the importance of preparation and reflection.

  19. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-02-01

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

  20. Video conferencing made easy

    Science.gov (United States)

    Larsen, D. Gail; Schwieder, Paul R.

    1993-01-01

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